After the opening cinematic, play commences in the office of Bill Sullivan, the Cleveland bureau chief of the C.O.I.. Here you get your first look at your character, Jim Pearson, as he receives his first assignment as a new agent for that organization. Sullivan introduces himself, and tells you where your office is. He mentions in passing that your predecessor in Cleveland had to leave his position in a hurry, but your boss obviously has little time for chit chat. In fact, Mr. Sullivan is a no-nonsense, nose-to-the-grindstone sort of man who gets right to the point in matters of business. He has no sooner met Pearson before he has handed him a case file and ordered him to get to work.
Next we see Pearson exiting Sullivan's office and heading off to find his own.
When he first enters this location, you can see that Pearson is overwhelmed. The place looks like it hasn't been cleaned for years, and is strewn with books, files and various other odds and ends. This is a good place to accustom yourself to the Black Dahlia interface.
* To see what is above, below and/or around yourself, simply hold down the left mouse button and drag the circle cursor in the direction that you want to look.
* When your normal spinning rune cursor changes to a spinning arrow, this indicates that you may interact with the object indicated by clicking the left mouse button.
* When the cursor becomes a directional arrow, left click to travel in the direction indicated.
* A quick click of the right mouse button brings up the supplemental interface menu.
* A careful search through the desk and file cabinet drawers in your office reveals the following items:
* A list of "Things to Do" on an old note book. Most of the items are crossed off, except for the last two, which are "Call Professor Strauss," and "Tidy up the office."
* A confidential COI report on alleged Nazi involvement in occult activities. The report theorizes that these fascinations may be used to the advantage of Germany's enemies.
* A newspaper clipping that reports on the creation of the Office of the Coordinator Of Information (COI) only months before.
* A COI propaganda publication that warns Americans to be aware of potential subversive activities among their neighbors.
* A copious volume of typewritten notes made by Walter Pensky during his interviews with Professor Strauss. The notes indicate that Pensky was interested in some sort of ancient occult ritual as part of his last case.
* Pensky's .38 caliber revolver, loaded and functional, has been hidden beneath a notebook in one desk drawer.
* A locked cabinet door on the book case.
In many of the locations that you will visit during the course of playing Black Dahlia, you will do well to take your time and look around this way. There are plenty of objects to examine in the game, some of which furnish important clues, while others provide you with back ground information that sets the stage for the story and helps to bring it to life.
Careful examination of the .38 revolver within your inventory, reveals a hidden compartment in the butt of the gun. Inside the butt is a small key. You try the key in the locked bookcase cabinet; it unlocks and swings right open. Inside the cabinet is a memo from your boss to Pensky. The memo mentions something about a "list" the COI obtained from the FBI, but the memo complains that the bureau has encrypted some of the information. The memo asks Pensky to try his hand at cracking the code and there are some notes in what appears to be Pensky's hand written at the bottom of the memo which indicate that he had begun work on this task. The notes suggest clues for how the FBI encrypted the list. You set the memo aside, unsure of what this list might be.
The only other item of significance inside the cabinet is a sheet torn from a message tablet. On this is written a note from a Professor Strauss to Walter Pensky in which the Professor urges Pensky to contact him as soon as possible about some artifacts that they had been discussing. This being the second piece of evidence linking Strauss to Pensky, you can be pretty sure that whatever they had been discussing was important to both of them.
Now that you've oriented yourself to your new surroundings, it's probably time to get down to work. You right click to bring up your Inventory and then click on the heading for your Case File to examine it.
Examination of the file will reveal:
* A police report submitted by Detective Peter Merylo of the 15th precinct. The report indicates that one Henry W. Finster was approached by someone who tried to coerce him into joining a private club or society with possible links to Nazi subversives.
* A well-made card that appears to be an invitation to attend a meeting at an upscale gentleman's club. The invitation does seem to contain some fascist overtones.
After looking over the file, you naturally have a few questions. You left click on the door to the hallway and select Mr. Sullivan's office from the world map. You soon find yourself standing before your boss. Left click on him and a list of potential topics for conversation appears at the bottom of your screen. Though curious about your predecessor, and eager to prove your competence to your boss, you decide to ask about the case file first.
Clicking on this option puts the file back up on your screen. As you move your cursor around, you will notice that further topics for discussion are highlighted over some of the sections. You can click on these portions of the file to ask Sullivan about them. From this conversation option you learn:
* that Detective Merylo is the lead investigator on the much publicized "Torso Murders" case.
* Henry (Hank) Finster is a prominent munitions plant owner with important connections in the War Department and that Sullivan considers him to be a bit of a crack pot.
* your boss is not convinced that the organization that approached Finster is necessarily affiliated with the Nazis.
* Sullivan wants you to proceed carefully in your investigation as the group you are dealing with obviously has connections with wealthy and influential people.
Now that you've broken the ice, you feel more comfortable in assuring your boss about your abilities and asking about your predecessor .
Sullivan seems genuinely touched by your enthusiasm. He cautions you that the COI, as a new federal organization, has its share of enemies within the government. The FBI in particular resents your agency and is looking for any excuse to ruin its reputation in Washington.
As for your predecessor, Sullivan is pretty vague about the circumstances of his departure. All that you are able to learn is that his name was Walter Pensky and that he somehow succumbed to the pressures of the job. The tone of your boss' explanation seems to indicate that Pensky's behavior was just the sort of thing that gives the COI's critics the leverage they need to drag the agency's name through the political mud.
Having exhausted your options with your boss, you decide that it's high time to get out into the field and begin your investigation. Your first stop will be the 15th precinct. There, you intend to talk to Detective Merylo, who was the officer who took Henry Finster's original complaint. To get to this location, right click to bring up the game menu. From here select the "World Map" heading and then click on the photo of "Detective Merylo's Office."
Merylo is far from helpful at first. He is an old-time, blue-collar cop with little respect for college-educated law enforcement officers in general and an outright contempt for federal agents in particular. After some prodding you are able to learn:
* He is swamped with work on the Torso Murders, which he feels take a much higher priority than your investigation.
* Part of his resentment of "Feds" stems from the way that they have worked up the population into believing that spies and traitors are at work in the United States. He's been inundated with complaints about alleged axis spies, not one of which amounted to anything.
* Hank Finster came to him with the invitation to the secret society and rambled on about Nazis.
* He shares Bill Sullivan's opinion that Finster is off his rocker. The guy has a reputation for seeing conspiracies everywhere, but because of his influential position, Merylo had to humor him.
* Finster claims to have identified the man who gave him the invitation in one of Merylo's mug shot books. Pearson is welcome to take a look for himself.
Inside the mug shot book indicated (the closed one that is down and to left of your position) there is a blank piece of stationary which bears Hank Finster's name, phone number and family coat of arms, but no other clue as to which of the many convicts shown is the one he identified. You take the stationary any way, just in case. Something about the coat of arms on the stationary looks familiar...wait, a quick glance at the invitation in the case file confirms your suspicion. The same coat of arms as is on the stationary is also present on the cover of the invitation.
You thank Merylo and head off to the Munitions Plant. There, as you talk to Hank Finster, you can't help but notice that one wall of his office bears a larger version of his family coat of arms, prominently displayed.
Finster turns out to be all that you expected and then some. He's arrogant, quarrelsome and down right rude. It doesn't take long to understand how he got his reputation. Conversation with this man, although painful, reveals:
* Finster, though a patriotic American, is of German heritage and proud of it. He has no love for the Nazis.
* The invitation was given to Finster by a man ostensibly applying for work. Finster threw the man out without learning his name.
* When presenting the invitation, the man described himself as "the messenger."
* Finster describes the messenger as having red hair and a bushy beard but can provide you with few other details.
* As a result of the invitation incident, Finster fired an employee named George Hansen. George was the foreman who invited the messenger to meet with Finster in the first place.
* George is known to frequent a seedy bar called McGinty's in the Roaring Third (one of Cleveland's most notorious industrial slums).
Gratefully taking your leave of Hank Finster, you decide to follow the lead to the dive bar in the Roaring Third and try to track down the messenger.
Arriving at McGinty's, you find that the clientele are, to say the least, standoffish. With the Torso Murders investigation going on, business has slowed down and everyone has been harassed by police and Feds. Besides the bartender, you notice three bar patrons. There are two tough-looking men whispering together at one table. At another is a well dressed man who looks out of place in such shabby surroundings. Outside of these few customers, the room is unoccupied.
The bartender will only tell you that you're driving off business. The two young toughs just glare at you menacingly. The well-dressed gentleman turns out to be Dick Winslow, an FBI agent staking out the establishment for leads in the murder investigation. He is, quite obviously, not very good at undercover work, as he sticks out like a sore thumb. Talking with Winslow you learn:
* He is obviously a self seeking, political toady who cares only about catching the Torso Killer because he feels it will boost his career.
* He has no idea who George Hansen is.
* The FBI keeps a list of suspicious Americans of German descent. They have shared this information with other agencies and Bill Sullivan has a copy.
* Winslow obviously has no respect for you or your junior agency.
Next, you return to the detective's office for a little more information. He's still uncooperative, but when you tell him you spoke to Winslow -- and that you weren't impressed by his undercover methods -- Merylo warms up to you.
Your next step is to return to your boss' office. When you ask him, he gives you a copy of the "Blacklist" of suspicious Americans of German descent. Just as you suspected, Hank Finster's name is on that list.
You retreat to your office to see if you can't figure out from the memo and notes what information the FBI had encrypted in the list. Using the blacklist, the clues from Pensky, and Finster's phone number from the letterhead, you are able to decipher the code. Beside the names of some very prominent German-Americans, the encoded information contains their phone numbers. You happen to notice Professor Strauss' name on the list. With the encryption puzzle now solved, you can learn his phone number. There seemed to be some urgency in Pensky's notes about calling Professor Strauss. You click on the phone, and the dialing interface appears. You dial Professor Strauss' number(267-404) and reach the Cleveland Museum of Natural History. Professor Strauss is not in, at the moment, but the elderly and somewhat addled curator on the other end of the line other assures you he'll leave a message for the professor.
You return to Finster's office, McGinty's bar and Merylo's office. Still no new leads, and no sign of George Hansen. You return to your office, stymied. There you find a phone message waiting for your. The note informs you that a Miss Helen Strauss from the Museum called for Walter Pensky, apparently assuming that it was he who had just tried to contact her father. Having found no other leads, you decide that it's probably about time you paid a little visit to the Museum of Natural History.
You are now prompted to switch to CD 2 for part 1B.
PART 1B [CD2]
You begin by watching Pearson as he enters a basement office in the Museum of Natural History. There, you meet the daughter of Professor Strauss, a young grad student named Helen, who's working on her Ph.D. in Eastern European studies. She informs you that her father is out of town on business and that Pensky had been trying to contact him about some material he desperately wanted Professor Strauss to help him translate. She's not sure what exactly the material was, but she is sure that Pensky believed it to be of vital importance.
Your curiosity is now piqued. You recall the ardor with which Walter Pensky described his work in his notes and you begin to wonder where he might have secreted an item of such obvious importance as the translation material. With this in mind, you return to your office to have another look around.
It takes some doing, but you finally notice that when you turn on the light switch and look up at the fixture, there is an object silhouetted inside the shade. You click on the illuminated light fixture, which causes Pearson to climb onto his desk and retrieve a small velvet sack containing angular pieces of black ceramic and two sheets of brittle parchment. Each ceramic piece has an odd symbol carved on it. The parchment is inscribed with a symbolic text made up of the same characters. There is only one note in English on the parchment, written in Pensky's hand, which reads, "Nine Gifts to Odin."
When you begin to play with the ceramic tiles, you notice that some of the symbols on them match those that you found on the Thule Society invitation. When you fit these three pieces together they interlock in what looks like the beginning of a three dimensional jig saw puzzle. The problem is that it is obvious that the tiles will fit together in literally thousands of possible combinations - how will you ever know which one is correct?
You're not sure where this will all lead you, but you do know that you need to find George Hansen, so you return to McGinty's. In the back of the bar you notice a rather morose middle aged working stiff sulking in his beer. You approach him and ask him if he knows George Hansen. Your persistence is finally rewarded; he turns out to be the man you are seeking.
George's life has gone straight down hill since being fired by Finster. He's bitter and angry about the whole affair and willing to relate to you all he knows. He is able to tell you:
* The man who delivered the invitation to Finster went by the name of Louie.
* George first met Louie in this very bar just a few weeks before. When Louie told him that he was down on his luck, George offered him a job.
* George doesn't know much about Louie or where he can be found.
* George will check around with his sources and see what he can find out for you.
Finally, before you leave, you notice a battered pay phone at the back of the bar. Graffiti is scrawled all along the wall next to it. Looking closely, you notice that one of the names written there is a "Lou Fielding." When you call the number next to this name, however, the person at the other end responds that they don't know anyone named Lou Fielding (Phone #: 267-259)..
Next, you return to the detective's office for a little more information. You take a second look at the mug shot book. Using the description that Finster gave you, you are able to identify "Louis Fischer" -- along with the man's long list of aliases, one of which is indeed "Lou Fielding." Return to your office to examine you inventory to see what you have gathered thus far.
Thinking that perhaps Louie is using one of his other aliases, you return to the dive bar and dial the phone number for "Lou Fielding." None of the aliases elicit any worthwhile response.
George Hansen, on the other hand, does have some information for you, though he is not sure what use it will be to you. It seems that some of his buddies recall Louie using the name Harold during his encounter with Finster.
Grasping at this last straw you again dial "Lou Fielding's" number again, but alas, there is no one named Harold at that number.
You return to the museum and show Helen the Invitation, the Finster Letter Head Stationary, the symbol tiles and the parchment sheets by selecting the "Use" option from Inventory menu. She will need some time to examine al the item. In the mean time, return to your office, visit Hank Finster and Detective Merylo for any new leads.
Time to check back with Helen to see if she has obtained any information about the runes. She is able to provide you with a little more background information, but no more words of the translation without taking some time for examination. Conversation with Helen reveals:
* The symbols on the tiles, the parchment and the invitation are all Norse runes, an ancient form of Germanic writing. The form that they are depicted in on the sheets does not match any ancient German language that she is familiar with.
* The phrase "Nine Gifts to Odin" usually meant some sort of human or animal sacrifice.
* Though she has never heard of "The Brotherhood of Thule" (the secret society for which the invitation was intended), she does recall that a "Thule Society" existed in Germany before Hitler's rise to power. This group wielded considerable political power before being disbanded by the Nazis, and was reputed to contain a cabal of black magicians.
* The coats of arms on the invitation belonged to a sub-sect of Teutonic Knights that was excommunicated for pagan practices in the middle ages.
* According to reference books that Helen shows you, Hank Finster's early ancestors (the Finsterlaus) were hereditary officers of this sect.
* Professor Strauss has a stained glass window that he found in Europe which shows all of the officers' coats of arms and which has those officer's names hidden within the pattern of the finished glass. The window has not yet been reassembled, but your are welcome to look at it.
* One of the officers of the sect was the Herald or Messenger. Perhaps Louie was not going by the pseudonym Harold, but was using his official title within the order?
This last bit of information gets you thinking. If you can reassemble the glass window, and determine the hereditary name of the Teutonic sect's Herald, perhaps you can discover the alias that Louie is now using and then find out where he is hiding.. You will find that you can click once on a piece of glass to pick it up. Click again to drop it. Click and hold the left mouse button to drag a piece into place. It takes a while to puzzle the pieces of stained glass back together on the light table, but using the invitation and Helen's reference books for guidance, you finally manage to pull it off. Once the pieces are assembled, you turn on the infra-red viewer that allows you to see the hidden names worked into the window (click on the viewer to the left of the table from the regular spinning node interface) and see that the three officers of the order were:
Finsterlau Sergeant at Arms
Muhlhaven Scribe
Fischterwald Herald
P8: Stained Glass
- Assemble each diamond to resemble crests found in Helen's book.
- Use red overlay lamp to reveal names of original officers of the Order.
- Will reveal spelling of the Herald (FISCHTERWALD).
CHEAT: leadhead
You first check your list of suspicious Americans and find that there is indeed a Muhlhaven on it, though there is no sign of Fischterwald or any of Louie's other aliases. No matter. All that means is that Louie is probably not prominent enough to have come under FBI scrutiny. At any rate, you thank Helen for her assistance and promise to check back with her on her progress with the organization of the runic tiles and the translation of the parchment sheets. You then head off to McGinty's bar to make a quick phone call to 267-259.
This time the name "Louie Fischterwald" elicits a positive response. The person on the other end of the line tells you that Louie is not home but that you might check for him at the Raven Room, a posh uptown gentleman's club.
Finally you've got the break you needed and head off to the Raven Room. When you arrive, you find the foyer empty and the doors leading into the club locked. A buzzer is on the wall. You speak to someone inside the club who is a bit cagey, but does let slip that Louie does some work at a homeless mission down town. That is all you are able to learn, however, before your informant becomes suspicious and ends all further communication.
Desperate for a clue, you conduct a careful search of the night club foyer. Aside from a guest book that contains several promising names and phone numbers, you also find a small slip of cardboard under the back leg of a prominent wooden table here. When you click on this item, Pearson picks it up and unfolds it to reveal that it is actually a holy card from St. Bartholomew's mission which is situated on the edge of the Roaring Third(click on the Holy Card in your inventory). On the back of the card there is scrawled the score for a game of gin between two persons named Louie and Ernie.
The caretaker at the mission, is a big, affable, somewhat slow character named Ernie. This trusting soul is more than willing to tell you all he knows, whether you want to hear it or not. Conversation with Ernie discloses:
* Many vagrants have sought shelter in the mission out of fear for both the Torso Killer (who prefers to pray on the nameless hobos and prostitutes left homeless by the great depression) and Eliot Ness' roving squads of deputized vigilantes.
* Ernie is indeed a friend of Louie's
* Louie works as a doorman at the Raven Room
* Louie once introduced Ernie to a Gloria DeMille, an aging pinup girl. Ernie even shows you a photograph of himself with the has-been actress that also depicts Louie and several rather tough looking thugs in a run down restaurant.
* You immediately recognize that this photo may be of use to you in your investigation.
You decide to head back to the museum to check with Helen Strauss on the status of her translations. Helen is glad to see you as always, though she has made little progress in determining how the runic tiles fit together. On the other hand, she has managed to decipher the text of the parchment sheets. She tells you that the trick to accomplishing this was to recognize that the runes were written phonetically to spell out a text meant to be read in English. Once she determined this bizarre circumstance, it took little effort to complete the translation.
When you examine the translated text, it appears to describe some sort of archaic ritual. Actually, Helen explains, there are two similar rituals described. One was designed to awaken the spirit of the Norse god Odin, while the other is a mutated version that is meant to kill that god and convey his power to the performer. This is all very strange indeed, but does seem to throw some light on Walter Pensky' notes. In fact, it seems pretty apparent that the invitation that Louie gave to Finster, which in turn is the impetus for your own investigation, somehow links back to Walter Pensky's last case.
Bemused and somewhat disturbed by these developments you head back to try your luck at the Raven Room. This time Louie is there, acting as a doorman, but he refuses to talk to you when you identify yourself as a federal agent. He seems pretty sure of himself when he tells you that he is currently under the protection of some influential friends and that you stand little chance of prosecuting him for subversion. With Bill Sullivan's initial warnings to keep a low profile in mind, you decide that maybe you need a little more info on Louie to make him more cooperative. Perhaps you should get a better look at Ernie's photo.
This time when you return to the Mission, you ask Ernie to run an errand. None of the vagrants in the receiving area seem to take any notice of you, so you decide to slip behind the counter and have a look around.
There is plenty of junk on the shelves back here but it doesn't take long to find Ernie's suitcase on the floor. It takes little extra effort to rummage through the suitcase. Just click and drag the items in there to slide them from side to side. You will find that you are unable to move an item if there is any part of another item on top of it. Ernie's photo will be found at the bottom of the right side of the suitcase.
P7: Ernie's Photo
- Ernie's satchel is behind counter.
- Move top item until all items have been placed on left.
- photo is last item on right side.
Now that you have the photo in hand, you should probably find out who else (besides Ernie, Louie and Gloria DeMille) are pictured there. Since Louie has a criminal record, it is no great stretch to assume that his friends may be criminals as well. Who better to identify local crooks than Detective Merylo.
Returning to the 15th precinct, you again talk to Merylo. When you show him the picture that you stole from the mission, he recognizes the men with Louie, Ernie and Gloria as notorious Cleveland gangsters. He also tells you that at the time the photo was taken, Louis Fischterwald was going by the name "Louie the Fish." Apparently a few years back, our Louie stole some money from the local mob and then disappeared. Rumor was that he was executed for his transgression. Merylo has little doubt that many prominent mobsters would be very happy to know The Fish's whereabouts and that Louie would be in big trouble if they did.
This is just the sort of information that you need to make Louie a bit more cooperative. With many thanks to Merylo, you head straight back to the Raven Room. Sure enough, when he sees Ernie's photo, Louie's tough facade melts like warm butter. He is willing to talk to you, but is very paranoid about speaking at the club. Though you definitely smell a rat, you agree to meet him later that afternoon in a place that he feels is safer.
That evening you arrive at the agreed upon rendezvous. It is to be in the loft of a derelict factory and storage complex by the river. As you climb the last few steps and are about to turn into a dim lit hallway, you spot a man trying to force his way into a locked door. Much to your surprise when you call out to him, the man draws a gun and open's fire at you before running down a the hall into the depths of the warehouse. Pearson is a new agent and understandably jumpy. In his initial moments under fire he drops his badge as he ducks for cover. When it hits the floor, his lucky Saint Christopher's medal falls out of its hiding place in the leather cover. He does not notice that the medal is missing as he scoops up the fallen badge and dodges forward in pursuit of his assailant.
You now find yourself in a tense combat situation. To succeed in this scenario you will have to stay alert to opportunities as they present themselves. Be careful. You will have to pick your moments to move forward and to fire with caution. Don't be in a hurry to expose yourself to hostile fire. You will find that you can slide your point of view (and thus Pearson) out from behind cover by holding down the left mouse button and scrolling left and right. You may fire your own weapon by clicking the left mouse button when a targeting cursor appears. Be sure to conserve your ammo. Your service revolver holds only nine cartridges. It's a good thing that you found Walter Pensky's snub nosed .38 in the desk in your office; this will give you an extra five shots in the combat.
You will first pursue the gunman down a poorly lit hallway that is crowded with old crates and storage boxes. Pay attention to the sound of his receding footsteps. If you hear him running across a metal floor, you will know that he chose to duck off to the far left at the end of the hall, and proceeded across the steel catwalk there. If his footsteps sounded as if he were crossing a wooden floor, then you'll know he kept going straight ahead. If you take a wrong turn at the end of the hall the gunman is sure to double back and get the drop on you.
Now that you know the general direction your assailant has run, you had better plan a strategy for tracking him down. If he went across the catwalk, you have him cornered and are in for an old fashioned shoot out. Take your time, pick your moment and nail him when he exposes himself too much. If he headed up into the upper loft, you will need to take a more subtle approach. A direct assault will be foolhardy. His position is too secure and his field of fire too wide for you to make it more than a few steps across the open floor. Instead, take either the left or right fork in the path to sneak around behind him.
If you chose the left path, you will find yourself behind some good cover with the gunman above you to your right. He doesn't see you yet, but even so, you have little chance for getting off a clean shot at him. See those steam pipes just behind where he is hidden? Aim for those instead. A well-placed shot will drive him out from his protected position where you can shoot him with little effort. Don't take your time doing it though. It doesn't take long for him to recover and chances are he'll be a much better shot than you.
Should you decide to follow the right fork, you will also be in a good position to spot your quarry. Unfortunately, he is still too well protected for you to have any real chance of shooting him from here. Instead, click on the empty wine bottle that lies on the floor near your feet. This will cause Pearson to grab the bottle and lob it out onto the open floor. The sound of the smashing bottle will bring the gunman out of hiding with weapon blazing. Before he realizes that he's looking the wrong way, you'll have a chance to gun him down - if you are quick enough.
Once you win the combat, you can examine the body of the fallen gunman. You will find that he is carrying a Nazi-issue Mauser pistol. The only other object of interest on his person is a matchbook from the swank "Hotel Cleveland." Inside the cover of this is written the name "Muhlhaven," which you know you've seen in a couple of places before.
As Pearson heads toward the building's exit, wiping the sweat from his brow and finally allowing himself a moment of relaxation, a young boy appears at the top of the steps. The boy is a bit nervous as he hands Pearson a large a box and accepts a nickel in return. Before he runs off, he tells you that someone gave him the box to deliver to you. When Pearson opens the box, he drops it in revulsion. Inside you recognize the severed head of Louis Fischterwald, the Herald and messenger.
You are now asked to insert CD 3 to begin part 2.
PART 2A [CD3]
Part 2A begins with a dream sequence in which Pearson finds himself exiting his office only to have the walls around him melt away, leaving him in a barren, misty plane. The only object in this eerie landscape is a large door beneath a stone arch far across the plane. Pearson looks around in confusion, uncertain which way to go, when the door begins to open. From out of the doorway steps a dark, mysterious figure dressed in frock coat and hat, walking with a cane. As he walks the man raises his cane, and in a flash the distance between him and Pearson collapses into just one short step. The man lifts the cane, revealing a rune-carved black gem at its tip, which he presses directly into Pearson's forehead. Pearson screams in pain as the cane tip sears his flesh. The man whispers to Pearson in German. There is a blinding white flash, and a noise like a thunderclap, and Pearson bolts upright awake.
Detective Merylo has brought Pearson out of his nightmare by slapping the morning edition of a newspaper across his desktop. Merylo makes a crack about Feds sleeping on the job, then begins interrogating Pearson about Louie's murder. Control is returned to the player, and you are prompted for a response to the detective. You can either ignore his question and ask one of your own or you can answer his question to the best of your knowledge. Deciding it's best to cooperate with the detective, you tell him about your arranged rendezvous with Louie. Pearson argues that Louie's murder must be connected to the Brotherhood of Thule, but Merylo insists that this is the handiwork of the torso killer. Furthermore, the detective reveals that the word "Nazi" was carved in Louie's chest. When Pearson tells Merylo his theory that Louie was killed so that he wouldn't talk about a Nazi spy ring, the detective counters that the messenger wasn't exactly killed by traditional Nazi methods. The Nazis were brutal killers, but they didn't usually take the time to dismember their victims. The detective continues his interrogation and asks Pearson about the mysterious gunman shot in the abandoned building. Again, control is returned to the player and you are prompted for a response. You can claim jurisdiction in that matter, or tell him what you know. Knowing how Winslow won no favors with his federal agent status, you decide it's best to cooperate. Pearson informs Merylo that he believes the man was a German operative, judging from the gun you found on his body. When Pearson asks if the man has been identified, Merylo tells him that the FBI is handling that matter, and he should go ask Winslow. With that, Merylo takes his leave of you, and you are left alone in your office.
After Merylo leaves the office, you notice the newspaper he left on your desk. You click on the newspaper to examine it. The front page is devoted to the news of Louie's death. You read the article and examine the photographs, which depict the crime scene where the rest of the body was found. In the photos, you can just make out the arm of a shadowy figure holding a cane. As if to reinforce this point, one of the other lead stories relates a bum's harrowing account of his escape from the torso killer, whom he describes as wielding an elaborately carved cane.
All this dream stuff is too weird, so you set back to work following your leads in the investigation. You right click to bring up the world map, and click on your boss' office. When Pearson arrives outside the door to Mr. Sullivan's office, he overhears a heated discussion between Dick Winslow and William Sullivan. Evidently, they are arguing about the shoot-out, the torso killings, jurisdictional matters and your ability as a rookie agent. Pearson has had enough of others discussing his work, and boldly walks into the room. When Winslow notices Pearson, he stops his ranting and adopts a pleasant expression. He turns to leave, giving Pearson a friendly chuck on the shoulder, then informs Sullivan that they'll finish their conversation at a later time, before he finally exits. Noticing your discomfiture, Sullivan tells Pearson to let him worry about Winslow's grandstanding tactics. Control returns to the player.
You click on Sullivan to ask him further questions. This reveals the following information:
* Sullivan is warming up to you. In a decidedly fatherly moment, he tells you he understands how hard it is to have to kill someone in the line of duty;
* the FBI pulled some strings to have Mr. Pensky committed to a sanitarium.
You take your leave of Mr. Sullivan, and continue your investigation. You take a moment to examine the matchbook you took from the dead Nazi, it is from the Hotel Cleveland, and upscale establishment downtown and the name written inside is "Muhlhaven", one that also appears on the FBI Black List. You decide to follow that lead and head off to the Hotel Cleveland. At the front desk, you encounter Jones, the desk clerk. Your initial conversation with him, which reveals that Joseph Muhlhaven is a regular guest at the Hotel Cleveland, is interrupted by a phone call from a guest who did not receive her daily newspaper. Jones browbeats the poor bellhop, who rushes off to deliver the paper. Further conversation reveals:
* Joseph Muhlhaven is currently checked into the hotel, but away from his room.
* Muhlhaven maintains his own regular suite during his travels to Cleveland from his hometown of Chicago;
* The insufferable clerk will not reveal which room Muhlhaven is staying in.
Muhlhaven seems like a very important figure in your investigation. Aside from the match book, and the blacklist of suspicious Americans his name also appears on the old stained glass window in the Museum Basement. You know it's imperative that you search his room for any clues you can find on the mysterious Brotherhood of Thule. When you try to examine the guest registry, the hotel clerk snatches it away from you huffily, exclaiming that the registry is for guests only. You rack your brain for another distraction.... Noticing a pay phone nearby, you remember how your conversation with Jones was interrupted earlier. You click on the phone, and dial the number written on the matchbook (GB5-637) to reach the hotel lobby. Jones answers, and Pearson does his best to imitate a man with a hoarse throat. He claims to be Muhlhaven and demands a newspaper. Just like clockwork, Jones summons the poor bellhop, browbeats him some more, and sends him off with a newspaper. Pearson rushes into the elevator after him and follows him to Muhlhaven's room: Room 23G. The bellhop knocks on the door, but just as Jones had mentioned, Muhlhaven is out. The bellhop leaves the paper at the door grumbling all the while as he exits past a maid pushing her cleaning cart down the hallway. She stops at a nearby room and enters it with some clean linens, leaving her cart outside in the hallway.
You check on the door to 23G, but it is firmly locked. You check the cart, hoping for a set of spare keys, but none can be found. Glancing back at the door, you notice that there is a transom above it. You also note that you could probably squeeze through if you had some way of reaching it. In a moment of inspiration, you grab the maid's cart and push it in front of the door. You climb onto the maid's cart and examine the transom. You can't get a good grip to push it open all the way. A knife from the room service tray on the cart should serve the trick. You pick it up, and manage to pry the transom open wide enough. Pearson slides through to the other side.
Muhlhaven's suite is very ornately furnished, but it doesn't look like it's been slept in recently. Moving to the bed, you notice a key and a curious invitation in a bowl on the night stand. You click on the spare room key, which goes into your inventory, and then reach for the invitation.
Just then, Pearson hears keys jangling in the door. He makes a quick dash for the curtains, just managing to hide himself before the maid enters. She is not alone. Behind her are a pair of thugs and a sharp-dressed, aristocratic man. The man speaks with a German accent as he thanks her and hands her some money. The men begin to search the room as the maid looks on nervously. She admonishes the men, saying that they had promised not to disturb anything, and that they would only be a minute. The thugs look ready to rough up the woman, but the German aristocrat signals them to be at ease. He grabs the invitation from the night stand and places it in his pocket. Then, he withdraws a photo from another pocket, and places it in the bowl on the night stand.
The thugs depart the room, and the maid locks the door behind them. You are now free to examine the room once more. You check out the photo and the note in the bowl. The photo reveals a paunchy, middle-aged man in a rather compromising position with an attractive young woman who may be a prostitute. Examine the photo again in your inventory and turn it over to reveal some writing on the back This appears to be a black mail note which advises Muhlhaven to meet the German at the "usual place and time."
You search the room for further clues of Muhlhaven's involvement with the Brotherhood of Thule and any evidence you can find as to why the German aristocrat would want to blackmail him. Along one wall you find an armoire which seems to be locked, but it doesn't have any visible keyhole. Instead, you notice a small brass indentation with a single rune engraved into it. Since there are no visible means of opening the armoire, you decide to try your luck elsewhere, and right click to bring up the world map. You choose the crime scene, Louie's loft "hideout."
When you arrive, you notice that the loft has already been ransacked. The room has old mannequins and seamstress equipment, leaky pipes and busted windows, along with strange symbols and gibberish painted, carved, and smeared into the floor and walls. Noticing a that small pile of ashes next to an old coal stove seem to be obscuring something etched into the floor, click on a nearby whisk broom to sweep away the ashes. Ash has settled into the scratches in the floor, revealing a series of three of the Runes that you found in the bag in your office. As Pearson examines these marks to copy them into your notebook, your view of the floor begins begin to blur, and the sound of your heartbeat pounds in your ears. A loud sound catches Pearson's attention, and when he stands up and spins around, he suddenly finds himself back in the misty plane of his dream. There in the distance is the man with the cane, only now he holds a huge cleaver in his hand. He brings down blow after blow on a body on the table before him. Before he administers the final cut, he turns to Pearson, smiles and again repeats something in German. The loud crack of cleaver into bone breaks Pearson out of his waking dream. He is back in the loft, staring at the rune-marked floor in front of him. You try to piece together this new information, and begin to wonder - can this strange, frightening man from your dreams be the torso killer? Shaken, you examine your bag of runes from your inventory. You try putting pieces of the ceramic tiles together that match the runes found on the floor. They fit perfectly.
Searching the room further, you notice that one board creaks when you step on it. Examining it more closely, you find that this floorboard is loose. You pry it open, and find an old fashioned lock box hidden in the nook underneath the floor. The lock box doesn't have a traditional lock; instead, it is a puzzle box made of wood in the shape of mill house and water wheel.
P14: Lockbox
- Turn the lamp to the left of the large window clock wise.
- Push the small window (the one on the left side) in.
- Push the chimney down.
- Slide the panel below the small window up.
- Turn the mill wheel back, away from you. This causes the panel below and to the left of the small window to sink forward into the side of the house.
- Slide the panel below and to the left of the small window as far as it will go to the left.
- Slide the panel that had been directly below the small window back down to its starting position.
- Pull the chimney back up.
- Turn the wheel toward you.
- Turn the lamp to the left of the large window counter clock wise one half turn (until it stands straight up).
- Slide the long panel below the large window to the left.
- Pivot the door to the right of the large window all the way open.
- Slide the open door to the left as far as it will go.
- Slide the small square panel below the large window up.
CHEAT: loghouse
The roof of the box will pop open. Inside is a strange signet ring embossed with a single rune, and a small key, along with assorted personal treasures that Louie kept hidden away. The rune embossed on the ring appears to be the same as the rune engraved on the "lock" of the armoire.
The key turns out to fit in the top dresser drawer, but does not seem to affect the dresser or the dresser drawers. You pocket the key anyway, just in case.
You right click to bring up the world map. Hoping that Mr. Sullivan can give you some further information on Muhlhaven and the German, you head to his office. Conversation with Sullivan reveals the following:
* Muhlhaven has been under investigation for some time. Evidently, the man -- a reputed hard-line "family values" man while in his home city of Chicago -- is not too discreet in his frequent visits to Cleveland, where he is known to frequent brothels and casinos. He also is a man who is proud of his German heritage, and due to his position of influence, he's been under watch by the boys in the FBI and State Department.
* Sullivan immediately recognizes the German from your description. He's Wilhelm Von Hess, a Nazi diplomat who has been suspected of being a spy for some time, but with American-German relations so tenuous, they didn't dare kick him out of the country.
* Showing him Von Hess' blackmail photo of Muhlhaven with the prostitute prompts him to tell you that the photo was taken at "Flanagan's," a notorious illegal casino and brothel for upscale clients. Your boss congratulates you on your work; you should have enough evidence to deport Von Hess and lock up Muhlhaven as a traitor. You caution Sullivan against taking action against the two at this time. You feel like you are on the cusp of breaking something big. He informs you that it is your case, and he'll leave such a decision to your discretion.
* Now that you have made a definite connection between your case and Walter Pensky's (the runes on Louie's floor are definitely related to the tiles that Pensky had hidden in his light), you feel it is necessary to delve further into his investigation. When you ask your boss about your predecessor's last case files, he tells you Pensky became obsessed over this "mumbo jumbo." You remind him of the brotherhood's apparent interest in such "mumbo jumbo" and he concedes the point. Unfortunately, the FBI claimed jurisdiction and confiscated Pensky's files.
With this information in hand, you first head to Flanagan's, but find that Muhlhaven is not there. Having no other leads, you decide it's finally time you paid your old "friend" Dick Winslow a visit. Upon Pearson's arrival, Winslow apologizes for the blow-up between him and Sullivan. Conversation with Winslow reveals the following:
* He believes the man you shot in the abandoned building was a mob hit-man, despite evidence of German involvement.
* The FBI have had their eyes on Muhlhaven for some time now.
* He can't imagine what Von Hess would be doing in Cleveland.
* He has Pensky's case files in his safe, and despite his own personal concerns, he can't open them up to Pearson due to orders from above.
Temporarily at a dead-end, you decide to return to the Hotel Cleveland. Muhlhaven's room is still empty, so you are free to examine the armoire once again. You notice that the rune engraved in the indentation is the same as the one that appears on Louie's signet ring. You wonder if there isn't a connection between the symbols in the loft and the Brotherhood of Thule signet on the armoire. The similarities between the armoire lock and the signet ring you got in Louie's loft cannot be coincidental. You right click to bring up the tool bar and then click on your inventory. You then select the signet ring and use it on the armoire.
Suddenly, Pearson hears someone at the door again, and once more he races back to his hiding spot behind the curtains. Through the curtain you see a man in an SS uniform enter the room carrying a book. He begins tearing page after page from the book. His behavior is very odd, and Pearson comes out from behind the curtains, strangely compelled to find out why this man is ripping the book apart. Pearson crosses the room slowly, until he is upon the man. Pearson grabs the Nazi by the shoulder and spins him around. Suddenly, Pearson finds himself staring directly at a mirror image of himself, dressed in an SS officer's uniform. The Nazi grows angry, and shouts in German, and everything goes white for a moment. Pearson snaps back out of it, still kneeling in front of the armoire. He is obviously shaken by this strange turn of events, and the unusual dreams that have been plaguing him.
You try your best to ignore the strange dream and turn your attention back to the armoire. The ring fits snugly into the indentation. With a twist the ring pops the hidden mechanism and the armoire is open. You search the contents and find some unusual items -- among them is a stack of blank party invitations for the Brotherhood of Thule's upcoming "open house." You pocket one of these for future use.
You decide to return to Winslow's office to plead once more to see Pensky's case files. You're convinced that his investigation and yours are linked somehow. You right click to bring up the world map and select Winslow's office.
PART 2B [CD2]
(Part 2B is no longer separate from 2A)
When you return to Agent Winslow's office, it is now empty. You hear giggles and sweet nothings coming from behind his secretary's door. Taking advantage of his absence, you begin to investigate the room. On his curio cabinet you notice some knickknacks, including a photo of the agent in a Harvard football uniform. Below the picture is "Harvard 19, Yale 6 -- 1933." You search further, discovering a wall safe behind a painting. You take a guess at the combination, turning the dial three times right to 19, then two left to 6 and finally once back to 33. Bingo! Inside, you see the "Pensky file" among other things there. You rifle through it, scanning articles on escaped German aristocrats, stolen Austrian artifacts, various progress reports on a case code named "Black Dahlia" and official COI memos ordering Pensky to drop the investigation. Condensed notes about the files contents are automatically added to your notebook. Finally, there is a report on Pensky's current location at a "Sunnyvale Rest Home" along with a pass granting "security clearance." You swipe the pass just as you hear the sound of a door opening. Pearson slips the file back into and closes the safe just in time. Winslow comes out disheveled with his secretary in tow and acting somewhat nervous about being caught in an indiscretion. He asks Pearson to pop back round later, at a better time. Pearson acquiesces, then makes a quick exit.
P11: Winslow's Safe
- Combination is the score and year shown on his football photo (19-6-33).
- Turn dial to right (clockwise) several turns and stop on 19.
- Turn dial left (counterclockwise) past 19 and stop on 6.
- Turn dial right (clockwise) to 33.
- Click on lever to open.
CHEAT: masterlock
You decide to go straight to Sunnyvale. Winslow's security pass grants Pearson clearance into Pensky's room. Pensky sits, staring into space, strapped into a geriatric chair. Just as you arrive, a nurse feeds your predecessor his pills, then exits. When Pearson introduces himself as the man who replaced him in the COI, Pensky spits the pills out and tells him it's about time he showed up. While perhaps a little eccentric, the man is not nearly as crazy as you were led to believe. At moments he seems positively lucid. Conversation with Pensky reveals the following:
* His case involved a supernatural object called the Black Dahlia.
* The torso killer was somehow mixed up in his case.
In the middle of this rant, Pearson finds himself distracted by a flash in the mirror. When he goes to investigate, he suddenly finds himself trapped inside the mirror. He looks on helplessly as a doctor comes in to check on Mr. Pensky, who doesn't seem to notice Pearson's absence. The doctor pulls a cleaver out of his bag, and when Pearson looks up, the doctor is the man from his dreams, who you suspect is none other than the torso killer. As the killer is about to bring the cleaver down on an oblivious Mr. Pensky, the killer looks directly at Pearson and laughs. With a blinding white flash, Pearson finds himself back at his original spot next to Pensky.
Pensky notices Pearson's odd behavior, and reveals that he too has had visions of the man with the cane.
* Pensky suspects the Raven Room was a front for something else, something "far more sinister."
* He advises you to gather three items he discovered in an ancient incantation-- The wing of the raven, the tooth of the wolf and the wisdom of the dragon - that will protect your dreams and enable you to turn the tables on your attacker.
* The raven's feather in Pensky's (your) office, but that the other two are likely to be in the possession of members of the Brotherhood. Return with the three items, and he would be able to help you to stop the man with the cane from entering your dreams.
* Pensky is now convinced that the man with the cane is not only the mysterious force behind the Brotherhood of Thule, but is also the torso killer. Pensky theorizes that the killings are part of an obscene black magic ritual, and the killer's power is growing.
You return to your office and find the raven's feather just where Pensky had told you it was kept, inside a book on the shelves labeled "The Crusades". Next, knowing that Louie was, by blood right, an officer of the Trinity Knights and therefore in close contact with the founder of the Brotherhood of Thule, you return to his loft and search again. The only thing you can come up with that you cannot explain, is that he kept the dresser key locked up but the hey did not effect the dresser itself. You insert the key into the dresser lock once again and begin experimenting. It is only after some considerable manipulation, that you find you can use the key to actually remove the lock cylinder itself.
P15: Louie's Dresser
- Use key from lockbox while zoomed on lock.
- Clue is the moon phases shown above dresser.
- Pattern is:
PUSH IN
TURN LEFT
PULL OUT
TURN RIGHT
TURN RIGHT
PUSH IN
TURN LEFT
PULL OUT.
CHEAT: turnkey
Now the whole cylinder comes away. Inside this cylinder, you find a canine fang that is dipped in silver and inscribed with many strange runic symbols.
You take your leave of the loft, and head off to "Flanagan's." Located in the heart of the entertainment district, "Flanagan's" is an upscale establishment in one of the city's nicer neighborhoods. You locate Muhlhaven in one of the brothel's private bedrooms. A prostitute rubs his shoulders. He's uncooperative at first, but when you show him the blackmail photo, he quickly caves in. Muhlhaven reveals the following:
* All Von Hess wants is to get into the party at the Raven Room.
* He joined the Raven Room for social contacts, but tried to get out when he learned of the club's desire to restore an old order of knights. Von Hess forced him to remain a member.
* Muhlhaven panics when you ask him to get you an invitation to the party. It's too late, he claims. The invitations are very complex; they require not only the invitation, but his signature, and a special seal as well. When you show him the blank invitation, and hand him a pen. He starts to ask how you obtained the items, but your look stops him short. He signs the invitation, but tells you you'll never get the seal, that it has to be the original crest of the order.
You return to the rest home to see if Pensky can't provide you with more clues to the connections between the Raven Room, the Brotherhood of Thule and the Torso Killer. When you tell him about the party, he grows very excited and reveals the following information:
* You must get into the party at the Raven Room. If the Nazis were to get a hold of the Dahlia, it would mean trouble for the rest of the world.
* Pensky reveals that there is a stamp on display at the museum that bears the correct seal required for the invitation.
Now you decide to head to the Museum to see about getting a seal for your invitation. Helen has agreed to meet you after hours, delaying a date in order to help Pearson. She opens the display case and allows you to use the stamp. Unfortunately, the seal at the end of it is not the one that you need, though a document in the case plainly bears such a mark, and Helen is positive that it came from the stamp in your hands. Pearson bends over to examine parchment for a clue and as he does so, a strange fog rolls in. He turns around and finds himself back in the misty plane. A gnarled old tree is in the distance, with several bodies hanging from it. He turns back around, hoping to escape the tree, only to find himself directly beneath it. The corpses sway slightly in the wind. One turns slowly, revealing the victim's face. It is Helen. Suddenly, she opens her eyes. A tap on the shoulder from Helen pulls Pearson out of this nightmare.
You begin examining the stamp with renewed desperation and manage to find a catch that allows its cover to slide back. Inside you find a series of five segmented disks stacked on top of each other. It takes you some considerable effort to figure out how to manipulate the disk segments to recreate the proper seal on the bottom of the stamp.
P22: Wax Seal
- Ring start at back with 1 and are numbered coming forward.
- Turn ring 4 to the right.
- Turn ring 1 to the right.
- Turn ring 5 to the right.
- Turn ring 1 to the right.
- Turn ring 2 to the right.
- Turn ring 1 to the right.
- Turn ring 3 to the right.
- Turn ring 5 to the left.
- Turn ring 1 to the right.
- Turn ring 2 to the left.
- Turn ring 3 to the left.
- Turn ring 1 to the left.
- Turn ring 4 to the left.
CHEAT: ringding
When you have created the right seal, Helen melts some sealing wax for you and you use the stamp to place a seal to on the forged invitation. You're now set to go the party.
At this point, you are asked to insert CD 4 with section 2C on it.
PART 2C [CD 4]
You right click and bring up the world map and select the Raven Room. When you arrive at the night club, the party is in full swing. Pearson's forged invitation gets him in without any problems. At one table he spots Winslow and the famous Eliot Ness entertaining two women. Across the crowded dance floor, in a shadowy alcove, are Von Hess and Muhlhaven. Pearson crosses the room and confronts the Nazi. Von Hess sends Muhlhaven scurrying away and speaks to Pearson in private. Pearson tells him that he knows Von Hess has been blackmailing the industrialist in order to get into this party, and Pearson wants to know why. Von Hess tries to soothe the young agent, and shows him what he calls "the lackey's key" a medallion shaped like a Maltese cross that his men stole from Louie's loft before you got there.
Suddenly, the inept Winslow calls out to Pearson, waving him over to his table. As Winslow stumbles into the scene, he distracts Pearson, and Von Hess takes the opportunity to dart over to the door to the back room. Winslow introduces Pearson to Eliot Ness and the two floozies at their table and invites the young agent to sit for a drink. Pearson excuses himself, and hurries after Von Hess.
The door to the back room is closed and locked. Inside, you are sure, is Von Hess, searching for something that will help the Nazis. You have to stop him, but the bouncer won't let you near the door. The bouncer insists no one has been through the door all night. You search for another entrance, or something with which you can cause a distraction. You notice a lazy susan built into the wall at the corner of the room by the kitchen. This appears to give the wait staff access to the Ballroom, Back room and Kitchen for passing through trays of food and dishes. Next to this device is a cart on which rests a tray of crystal goblets. Experimentation with the lazy susan shows you that it does indeed adjoin the back room. You realize that if you could find an object to put under the tray of glasses on the turn table, the glasses would be unstable enough to fall off on the other side and cause the disturbance that you need. On a table nearby, you find a small soup bowl that should do the trick. You place the bowl upside down on the lazy susan. You then click on the tray of goblets and place that on top of the bowl. Timing his move for a moment when the music has stopped, Pearson spins the unbalanced tray of crystal goblets on the turntable. The crash of breaking glasses sounds much more loudly from the Back Room door than the sound proofed lazy susan, and the club bouncers rush to investigate. A crowd of people jamb into the back room, and the bouncers pull Von Hess away from his espionage. In the chaos, Pearson manages to slip into the back room via the lazy susan.
The back room is dark when Pearson enters and he must use a flashlight to look around. It is relatively small and luxuriously appointed, but odd, decorated in a heavy "Viking" motif and dominated by a great round table of expensive inlaid wood. Click on the light above the table to turn it on so that you can get a better look at it. Examining the round table you find that Louie's signet ring will open locks in eight of its nine wedge shaped panels. The ninth panel, which has no visible lock, has a Norse dragon motif worked into its inlay. You recognize this as the crest of Landulph from your research into the ancient order of Teutonic knights. Each of the other panels bears the crest of one of the original Trinity Knights and a strange glyph formed by combining two runes. At the center of the table is a brass plate that is engrave with the expression, "Each Gift To Him Is Now Devoted". Inside each panel that you open, there is a smaller plate that bears a unique, seemingly Heraldic motto. It takes a while to figure out the pattern in which you opened the eight locked panels to cause the dragon panel to open, but finally you manage to accomplish this. The key is to recognize the line "Each Gift To Him Is Now Devoted" from the parchment sheets that Helen translated for you. When you look at this, you will see that the Runes that correspond to this line make up the glyphs worked into each panel. Open the panels in the order that the runes appear in the line on the parchment, and the Dragon panel pops right open.
P21: Crest Table
- Text around emblem in center of table matches a line of text for translated runes on parchments in your inventory.
- Open the panel that displays the first two runes shown with the
text on the parchments.
yt jg if tt oh im is no wd yf ot ed
- Continue until all the panels are open.
CHEAT: arthur
As a further clue, you can take the mottoes found in each compartment and find the runes with the same meanings on a tapestry on the wall by the fire place. This will help you to decipher which two runes make up each glyph.
When the last panel opens, a seemingly ancient book is revealed. It is bound in lizard skin and bearing an inscription of six more runes that match those in your bag. As you reach for it, the book begins to open and the pages flip by as if a strong wind were blowing across it. Pearson notices blood beginning to spatter on the opened pages. He examines his left eye, and comes away with blood on his fingertips. The blood begins to pour from his eye. He grabs the book quickly, and just as quickly, the dream has stopped. The book lies closed below him. He grabs the book and bolts for the door. As he leaves the Raven Room, he notices that Winslow and Detective Merylo are arguing over jurisdiction again. Both are laying claim to Von Hess. Pearson decides to call it a night.
Finally, all three "dream components" in hand, you head straight to the rest home. Next you see Pearson entering Pensky's room and finding its occupant gone, the bed stripped of linens and the place scrubbed clean. He looks around and just then the nurse enters. He turns to her and asks, "Where is Mr. Pensky?" She looks at him, puzzled and replies, "I'm sorry, who was it that you were looking for?" "Pensky," he says, "the man that was staying here." "I'm sorry," she responds, "but there's no one here by that name. In fact, this room hasn't been occupied for several months. Are you sure that you're in the right place?" Pearson turns away from her, incredulous. His gaze returns to the chair beside the bed, and he sees Pensky sitting there, his head bowed. As he looks, his heart begins to pound. Pensky's image warps and then morphs into that of the man with the cane, who, chuckles softly to himself. "Sir," the nurse says in his ear and he whirls around to look at her. The heartbeat sound has stopped and the nurse is looking at him in some alarm. "Are you all right sir? You look a little flushed. Perhaps I can get something to calm your nerves." The player turns back to the chair which is now quite empty and mutters, almost to himself, "No. No thank you. I'll be okay."
End of Part Two.
Part 3A [CD 4]
Part 3A begins back in the player's office several days after his last visit to the rest home. There's been no sign or word from Mr. Pensky, and you're beginning to question your own sanity in all of this. That morning as you arrive at your office, you notice that an envelope has been left on your desk. You open it, finding a brief note inside from a "Madame Cassandra," who claims that Mr. Pensky asked her to contact you. It's your first lead in days....
As the opening cinematic fades out, you arrive at the front door of an older, Victorian-style house in an upscale neighborhood in Cleveland. A housekeeper lets you in and shows you to the drawing room. There, you are greeted by an eccentric woman in an outlandish headdress and shawl. She greets you, speaking in a stage accent, as if you are here to have your fortune told. When you reply that you're here regarding a letter she sent concerning Mr. Pensky, she drops the phony accent and takes off the turban and shawl. Conversation with Madame Cassandra reveals the following:
* Mr. Pensky told her to contact you about a matter of "utmost importance," but he didn't mention what that matter was. He made the request through the mail and stated "he would be out of reach for some time."
* Your aura has been branded, she tells you, admitting that she does indeed possess some genuine psychic talent. The three dream talismans will protect you temporarily, but you need to "enter a dream state and travel to the source of your nightmares" in order to stop them.
* Once you've told her about your nightmares, she offers to put you in a trance.
You agree to let her put you into a trance. She produces her pendant, and soon you lose consciousness and enter a dream state. The dream itself starts off in a familiar way, with you arriving in the misty plane with only a great door near you.
This time, however, the cane-wielding madman does not emerge and you are free to investigate the stone-arched door on the misty plane. As you approach it, a stone gargoyle worked into the arch cautions you to silence. Frightened but undaunted, you grab the door handle to pull it open. As you do so, a cacophony of sounds breaks out behind you. The misty plane disappears as a strange drawing room materializes around you. You try to arrange the stones into their proper slots to open the door, but there seems to be no rhyme nor reason to it. You examine the room. It seems to be a tattered and disorienting amalgam of various places that you have visited during your investigation. From every corner of this surreal place, odd voices speak to you in riddles and rhymes, or spout sheer nonsense. It takes some doing, but eventually, by carefully focusing your attention on various objects you are able to isolate and enhance individual voices. This allows you to discern clues to the position of the symbols on the stones in their speech. From these clues, you also deduce that the left half of the arch represents the day and the right the night. You return to the door.
Using the clues from the dream voices, you are able to place the symbols in the frame around the door.
P27: Dream Doorway
- 15 Clues are learned from voices in the dream offices.
- Proper sequence is as follows:
- Left side top to bottom.
CROWN
KEY
SERPENT
STAR
KEY
SHIELD
SUN
BIRD
- Right side top to bottom.
BIRD
MOON
SHIELD
FISH
SERPENT
COMET
CROWN
FISH
CHEAT: cancan
The last symbol is put in place, and the door springs open with a long creaking moan. There is a rush of wind, and before he can stop himself, Pearson is pulled through into the void beyond as the room, arch and door vanish behind him. You are floating in space.
[NOTE- unless you know the correct path, you will never see the white sphere, you wander aimlessly]
The cosmos stretches all around you. In the void float a total of nine spheres. Each one is made of a different colored crystal and bears the mark of a strange glyph. You are able to travel to eight of the spheres by clicking on them, but the icy white ninth sphere -- the one that bears the only rune that you recognize as the same as that on the signet ring -- cannot be accessed. You exit your dream state by pressing the escape key and find yourself awake back in the psychic's parlor. When you tell Madame Cassandra about the spheres, she seems convinced that they represent astrological totems. She shows you a book on astrology, and sure enough, The eight accessible spheres are all associated with a heavenly body as are the symbols on them. Each "Planet" is in turn associated with a mystic number. As to what the correct order of accessing the spheres would be and how you will approach the ninth one, Cassandra tells you only that the solution is buried deep within the killers' mind. Find a method to his madness and you will find the solution to the crystal spheres.
You intend to follow up on your new lead, but before heading out, you stop in at your boss' office. Your conversation with Mr. Sullivan reveals the following:
* Von Hess is in FBI custody. Winslow won the argument with Eliot Ness.
* You update him on your case and tell him that you believe there is a definite link between your case and the torso killings. Although skeptical, he gives you the go-ahead to talk to Merylo and Winslow for further information on the torso case.
* When you ask about ownership of the Raven Room, he grows concerned. He knows that the club has some prominent backers, scions of several wealthy families. As a fledgling agency, the COI can't risk ruffling too many feathers, but he'll see if he can't find out who owns the club.
Weary of dreams, you decide to track down some hard, solid evidence on the case. First, you head to Detective Merylo's office and question him regarding the torso case. Conversation with him reveals the following:
* Despite his distrust of the feds, he's willing to show you the evidence in the torso case on the suspicion that your case and his might be linked.
* Von Hess dropped something during his arrest, which Merylo pocketed. He hands this piece of evidence - a folded invitation covered in shapes - to you, which then goes into your inventory.
* Von Hess' medallion, which he took from Louie's loft, is probably FBI evidence.
Examining the torso case file reveals a variety of the evidence gathered by Merylo in the torso murders case. Included in the file are a victim list, a report on the killer's first victim, various crime scene photos, and several bloody newspapers. The report on the first victim, one Angelo Santini, contains information on the torso killer's only identified victim aside from Louie the Fish. The report doesn't contain too many salient facts, but you make a note of the victim's address, and you make a mental note to start your investigation there. The bloody newspapers are seemingly chosen at random -- different cities, different days, different years, and so forth. After examining the case file, you have a few more questions for Merylo. The detective reveals the following additional information:
* Santini's murder doesn't seem to fit in with the rest of the torso killer's anonymous victims. (Be sure to look at the Santini papers closely)
* He believes the bloody newspapers, which were used to wrap various body parts of the killer's victims, are some form of clue, but so far, he hasn't been able to decipher any pattern or message. If you can break this code -- if indeed there is one -- then you might be able to do the detective a big service.
* There is a sewer outlet in Kingsbury Run where several bodies were found which bears investigation.
* Winslow still has some of the evidence in the Fischer murder - including the bloody newspapers that were used to wrap Louie's dismembered body.
Thanking the detective, you take your leave and head off to Winslow's office. Here, however, the player is stonewalled by the FBI agent. He knows nothing about Pensky's sudden departure from Sunnyvale; Von Hess has revealed little useful information under FBI questioning; he has Von Hess' medallion but refuses to hand federal evidence over to you; and he's uncooperative about the torso investigation, claiming the case falls outside of your jurisdiction and that there is little likelihood that your two cases are at all linked. He does admit, however, to keeping some of the evidence out of Merylo's hands, and agrees to return the evidence shortly.
Frustrated by Winslow's grandstanding, you take your leave of him to pursue your own investigation into the torso murders. First, you travel to the sewer outlet Detective Merylo mentioned. It is locked tight, and you find no clues that will help you.
You now follow the lead you found in the detective's office on the first torso victim. Unlike most of the dismembered corpses attributed to the killer, this one was identified as Angelo Santini and his room in his family's lower middle class home has been preserved just as he left it. The victim's mother tells you that she's been through a great deal of pain, that her boy didn't deserve this, no matter how "troubled" he was, and asks that you please not disturb the room. The police have come and gone, and she's managed to preserve the room, and thus is able to cling onto the memory of her slain son. Finding it impossible to conduct an exhaustive search with the deceased boy's mother hanging over your shoulder, you decide to alleviate her fears. You promise her that you will leave the room in the condition you found it in. This placates her, and she leaves you alone in Angelo's old room. An initial search turns up very little useful information, but just as you're ready to give up on it, you notice something about the shades on the boy's window. You click on the light switch to turn off the lights, then click on the shades to pull them down. Sure enough, silhouetted against the back of the shades is a dark shape. You have discovered a photograph taped to the back of the shades. The photo is a picture of Angelo Santini and Louie the Fish standing near an astrological tapestry in the back room of the Raven Room. The torso killer's first victim and his latest victim, together in the Raven Room -- you're certain this is more than a coincidence, but so far your evidence is still only circumstantial.
You head for the night club, intent on trying to find conclusive evidence that will link the Raven Room to the torso killer. You make your way through the empty foyer into the deserted ballroom. At first, this seems too easy. You click on the lazy susan, expecting to sneak into the back room the same way you did at the party. When you examine it, however, there is a large padlock on the lazy susan. Someone must have figured out how you broke in. You back away from the lazy susan and cross to the locked door. The door has a series of pressure plates built into it. You remember Von Hess manipulated the plates to gain entrance to the back room. You also recall Merylo's comments about Von Hess, and his anxiousness over the dropped invitation. You bring up your inventory and examine Von Hess' invitation, thinking that there must be some sort of connection between the invitation and the means to enter the back room. You look at the creases in the paper. You start experimenting with the folds. When the paper is folded properly, an obvious pattern emerges from the ornamentation found at the invitation's edges. The order that you must press the plates to gain access is:
P35: Back Room Door
- Pressure Panels need to be pressed in sequence shown by properly folded invitation.
- The sequence is:
CHEAT: triangle
The back room is also empty. You examine the room, hoping to find some new evidence that will link the club to the torso killings. You find nothing, but a stylized tapestry with an unusual astrological pattern captures your attention. The depiction of the planets seem oddly familiar...and suddenly you realize that they bear an uncanny resemblance to the crystal spheres from your dreams. From the tapestry, you are able to piece together a pattern to the numbers found on the bloody newspapers.
You need to review the torso murders evidence again, so you head back to the detective's office. You ask if Winslow has returned the forensic evidence from the Fischer murder, and to your surprise, Merylo replies that he has. You now are able to review all the bloody newspapers together. The numbers seem to follow a system, each victim is associated with a newspaper. On each paper there is a number left uncovered by the seemingly random splatters of blood. If the killer is following the dictates of the ritual laid out on the parchments that Helen has translated for you, each victim has been dedicated to one of the "shepherds of the stars". This is the same term was used in the book on astrology that Madame had, to refer to the planets. That same book associated a number with each planet. I you travel to the dream planets in the order that the torso victims were dedicated to them....
You thank the detective and head over to Madame Cassandra's parlor. You examine the astrological book again, with its notes on numerology and how certain planets or spheres are described as having numerological associations. You ask her to put you in a trance again, as you think you have the puzzle solved.
In the dream state, you find yourself once again confronted by the crystal spheres. Using the numbers from the bloody newspapers as a guide, you are able to associate the spheres with their appropriate numbers and move through the spheres in the appropriate pattern.
P28: Crystal Spheres
- Sequence is learned from numbers visible on bloody newspapers and
information in Astrology Book.
- Proper sequence of planets:
1. SATURN 2. MARS 3. MERCURY
4. VENUS 5. SUN 6. MOON
7. JUPITER 7. EARTH 8. THULE - no symbol
The world seemingly slips away for a moment, then you find yourself in an immense underground hall. The roots of a mighty tree stretch into the chamber. A throne has been carved out of the tree, and a root stretches into a pool at the throne's base. You move closer. Around the lip of the pool are some stones resembling icons or totems. You see one that bears an uncanny resemblance to you. You toss it into the pool. Within the water's depths you see yourself, in a trance, next to Madame Cassandra. You toss another in and see Angelo Santini place a letter and wad of bills underneath a loose baseboard in his room. You toss in yet another and see a bum being dragged into a sewer. The light of a sign, a bar named "Schust's," is reflected in the nearby water. Suddenly, it hits you. Somewhere in that sewer must be the killer's lair. You escape from the dream trance and tell Cassandra of the "dream stones." They are icons, she tells you. If you had one of the killer, she tells you, you'd be able to track his movements. If you could only find some personal possession of his....
First, you head back to the Santini house. Mrs. Santini lets you in again, and you are able to find the loose baseboard. Inside is a series of pages ripped from a scholarly journal, and a note written by Mr. Pensky, along with a large sum of money. It seems that Pensky had purchased the bag of runes from the boy, who obviously must have stolen them from the back room of the night club. You call out to Mrs. Santini, and hand her the money. She is shocked, but touched by your actions.
Feeling certain the killer's "secret lair" can be found somewhere within the sewers, you return to the sewer outlet. As you arrive, you catch sight of a man in a frock coat opening its covering grate. He's a distance away from you, but you'd recognize the cane he carries with him anywhere. It is the man haunting your dreams, the man you are certain is the torso killer. You startle him, and he cuts his hand on the latch. He rushes through the grate and into dank, dark labyrinth of the Cleveland sewer system.
At this point, you are asked to insert CD 5, which contains part 3B.
PART 3B [CD 5]
Part 3B begins in the sewer tunnels underneath the city of Cleveland as you attempt to track the man you believe to be the torso killer. The maze of tunnels is disorienting, and you soon find yourself lost. You search several branches, but they all stop at one dead end or another and provide nothing but false leads. You continue your search, encountering what at first you believe is just another dead end.
However, upon closer examination, you find a bloody hand print on a series of pipes and pressure gauges. You notice that by manipulating the pressure valves on a nearby pump so that they all read the same level, you can release a catch that opens a secret door.
The pressure you want is revealed by the gauge at the bottom center of the screen, it is the only one you cannot change the pressure on.
P32: Pressure Gauge
- Adjust all dials to match the bottom dial (30).
CHEAT: pressure
However, you find only a short passage inside that abruptly ends with a heavy stone door. The door is intricately carved with mystic symbols, but has no obvious way of being opened. You find no handle or lock, only small indentations in the wall. You notice one indentation in particular -- it is the size and shape of an "iron cross."
To proceed further into the heart of the killer's secret labyrinth, you need a key piece of case evidence that is in the possession of Dick Winslow -- the ancient bronze medallion Von Hess recovered from Louie's loft hideaway. You return to Winslow's office, but you have a hard time convincing the self-serving FBI agent to give up the chance to be the man that caught the Torso Killer. Eventually he agrees to give you the medallion, but only on the condition that he be allowed to accompany you to the sewer and, should you discover the killer's lair, he be credited with solving the torso murders.
Winslow follows you back through the sewers, muttering about the filth the whole time. He reaches the alcove, pulls out the medallion, and hands it over to you. You find that the medallion fits neatly into the small indentation among the carvings in the door's center. When the medallion is twisted, the portal opens onto a larger chamber. This room has an aura of supernatural dread. The walls, floor and ceiling are covered with carvings and mosaics of eerie scenes and writings. In the center of the floor a large glyph has been painted and across the room is yet another stout door. This door is a heavy wooden door flanked by the carved stone heads of two Viking warriors spilling water into little troughs. Winslow mentions how this place is giving him the creeps. As you cross the room, stepping on the rune on the floor, you are suddenly assaulted by a vision of the Viking heads, their stone now made flesh, spewing out rivers of blood. Winslow becomes nauseous and bows out, claiming that this is all just too weird for him, leaving you to go on alone. You aren't surprised that his cowardice was greater than his desire for fame.
You stand before the heavy stone door. A series of levers and bars keep the door locked shut. You play with the levers, and eventually figure out the combination that slides the bars open.
P34: Sliding Lever Door
- Number levers clockwise starting with 1 being the top left.
- Sequence is 5 4 2 3 7 5 2.
CHEAT: barbell
Once you traverse this door, you follow a set of stairs that end abruptly at another stone wall. Once again, the door is riddled with glyphs, runes and carvings. Try as hard as you might, you are unable to find any way to open this door. As you are about to give up and leave, however, you glance up and to the left of the door at the ceiling, and see a small ventilation grate.
When you maneuver yourself into a position where you can look through the grate, you recognize the back room of the night club. Your vantage point is limited as the grate is in the back of the room's fireplace, but you can see a meeting of robed members of some sort of secret society - the Brotherhood of Thule! The man leading the ceremony, you notice, is the man with the cane. The meeting adjourns, and the man with the cane pick up a candleholder on top of a cabinet. His body blocks your view of what he does next, but he opens the cabinet and hangs up the leader's ceremonial garb, including a pendant that resembles the icons that you saw at the dream pool. The rest of the members disrobe from their ceremonial garments, and the meeting breaks up.
You leave the sewers and return to your boss' office. It's time to get official clearance for a full-scale investigation into the Raven Room. You are disappointed when he informs you that, due to political pressure, he cannot open up an official investigation. He encourages you to pursue the matter, but whatever you do, it is without the sanction of the COI.
Discouraged, you head straight for the night club. The back room is still empty when you return. You find the candleholder. When you twist the rings on the candleholder, various prongs pop out of the bottom. A couple of twists produces the correct set of prongs to fit into the lock on the cabinet.
P36: Candlestick
- Pattern on bottom must resemble pattern on lock.
- There are 5 parts on the candlestick that turn starting with the top.
- Turn part 5 to the left twice.
- Turn part 3 to the right twice.
CHEAT: nimble
After you open the cabinet, you take the pendant from the robe.
With this talisman in hand, you return to Madame Cassandra and reenter your dream trance. When you return to the pool, a new icon is there. You drop it into the water. An image begins to appear in the water. You see the man with the cane -- the torso killer - clear as day. To your surprise, he looks rather grandfatherly, a bearded gentleman with glasses who could be a doctor or a professor. He is sitting at the club owner's desk, in the club's back room. As you watch, the killer finishes his work and crosses the room to a tapestry-covered panel. He opens the panel through some device that you cannot make out. Through the opening you can see a large chapel-like room with a blood-stained stone altar and some wicked looking ornamentation. As the killer steps through the opening there is an ominous shout in some foreign language and a blinding flash of light followed by a scream of agony. The surface of the pool begins to boil over. When the surface is still, the image of the killer is gone. You escape from your dream trance and bid Madame Cassandra a hurried goodbye.
Something odd has happened, you're sure of it. It's time to raid the club, but you don't want to do it without back up. Sullivan won't sanction it; Winslow is too afraid to go in. You head to Merylo's office. It all sounds crazy to him, but he doesn't want to miss out on a chance to nab the killer.
You return to the club with the police detective, solve the riddle of the secret panel by pulling on the same book that you saw the killer manipulate in the dream vision, and enter the killer's lab. What you find there leaves you scratching your head in puzzlement. A large hole in the opposite wall reveals the steps that lead down into the sewer. The room has a charred, damaged look as if lightning had struck it, and there on the altar is the torso killer, murdered and dismembered in just the way that all his victims had been. His shattered cane, minus the gem which crowned it, is still clutched in his hand.
You explain to Merylo that you are sure that this had been their man, but the detective has his doubts given the manner of the victim's death. To him, it looks like you've merely found another of the torso killer's victims. Just then, Eliot Ness and Dick Winslow arrive on the scene. Ness explains that the whole business will have to be covered up anyway, to save the reputations of several influential club members. You begin to argue, but a uniformed officer interrupts you. Ness' face grows somber, and a hush falls across the room. "FDR is on the radio. The Japs just bombed Pearl Harbor," he announces. "We're going to war."
End of part 3. You are now asked to insert CD 6 to begin part 4.
PART 4A [CD 6]
Part 4 begins with a series of transitional film clips accompanied by a voice over explaining how, with the advent of U.S. involvement in World War II, the fledgling C.O.I. had been built up into the war-time O.S.S. Pearson has been transferred to Europe and left the comparatively calm world of Cleveland and its Torso Murders behind. He had never given up on the case though and continued to study the occult connections between Hitler's Reich and central Europe's pagan past as opportunities allowed.
The story picks up again in the spring of 1945 with the player receiving orders to proceed to Nuremberg, where the advancing Allied armies have discovered a vast bomb-proof vault filled with art treasures collected by the Nazis as they plundered Europe. Since Pearson has become somewhat of an expert in SS occult artifacts he is to be present as the vault is explored.
Game play begins with Pearson and his escort, a Private Benjamin Schwartz, making their way through the maze of tunnels that make up the vault. As they proceed, Benny explains briefly the circumstances that led to Pearsons being called in to investigate a locked room that had been discovered in the labyrinth. Apparently the entrance to this room was booby trapped and one GI was injured on the first attempt at entry. When you arrive, you discover a massive door which bears no handle or obvious lock. Above the door there is painted a mural that shows adoring Aryan children surrounding a bearded, one eyed god. In the center of the door itself is a series of six concentric rings, each of which transfixes a small, stylized representation of one of the traditional heavenly bodies of astrology. In the center of the rings resides an equally stylized sun. Each planet is divided into a light and a dark side which revolve around a axis as they are moved within their orbital rings. As one planet is moved, it effects the position and rotation of one or more of the others. It is a comparatively simple matter to position all six planets so that their light sides face the sun in the center, but this has no effect. To solve the puzzle and open the door, you must position all the planets light sides facing up at the image of Odin on the mural above, then press the central sun.
Through the now open door, Pearson enters a large utilitarian chamber which contains three small vaults. The only ornamentation here are three runes worked into the wall above the entrance door. These runes are automatically transferred to your notebook for future reference, as you begin to examine the locking mechanism on each door.
The vault to the left of your node is locked by a Retracting Bars Puzzle. This consists of relatively small yet massive steel door which is criss-crossed by a series of heavy metal bars. In the center of this network is a metal box from which extends a single lever. When you manipulate this lever, you will find that it moves laterally and horizontally across the surface of the box, much like a stick shift in a car with a standard transmission. There are nine positions in which the lever will click into place at which time some of the bars on the door will retract and or extend. The trick here is to figure out the pattern in which you must shift the lever that will result in the retraction of all the bars.
P39: Retracting Bars
- Multiple patterns will work, this is one:
UP
LEFT
DOWN
RIGHT
LEFT
UP
RIGHT
DOWN
LEFT
DOWN
RIGHT
UP
DOWN
RIGHT
UP
LEFT
LEFT
RIGHT
RIGHT
UP
LEFT
LEFT
DOWN
RIGHT
UP
DOWN
CHEAT: ladybug
The Multiple Key Puzzle, locks the center of the three vault doors. This is another small sized but massive metal portal. Set into the surface of this door are eight locks, and at the top of the door hang a series of eight, seemingly identically cut keys. The handles of the keys may be ornately carved or decorated in a variety of styles, but all look like skeleton keys cut to fit the same lock. Each key will fit into any one of the locks, but not all will turn the same lock. Some will not turn at all in some locks. The solution to the puzzle is to figure out which key should go into which hole and what order they need to be turned in.
P40: Multiple Keys
- Label locks alphabetically from left to right.
- The top row being A, B, and C.
- The middle row being D, E, and F.
- The bottom row being G and H.
- Number the keys left to right.
- Insert keys as follows:
A-4 B-8 C-1
D-3 E-6 F-2
G-7 H-5
Key 1 - Lock C
Key 2 - Lock F
Key 3 - Lock D
Key 4 - Lock A
Key 5 - Lock H
Key 6 - Lock E
Key 7 - Lock G
Key 8 - Lock B
CHEAT: keypunch
The Gear Puzzle is the right vault lock. This is yet another safe/vault type door, of the same general size and shape as the other two found here. Just above the surface of the gear is a metal armature on which is a one way catch lever. On the outside of the door is a set of seven small levers, and a button. The small levers can be moved up and down within their individual slots. The button is spring loaded, and is meant to be pushed once the seven smaller ones have been set to the desired positions. These positions will effect the way the armature within the door moves. The object here is to position the small levers in such a way that will cause the armature to move the gear within the door one click when the button is pushed. You will not be able to see this have any effect however until the gear has been moved forward several clicks in succession. This will show that instead of a full round gear, the mechanism has only a half a one inside it. Once the gear is ratcheted to where it can no longer be seen through the door's window, the door itself will swing open. Moving all of the small gears either all the way up or all the way down, resets the puzzle.
P41: Half-Gear
- Set the levers in the following sequence starting on the left:
DOWN, UP, UP, DOWN, UP, DOWN, DOWN
- When levers are set, press red button until gear is not visible (8 times).
CHEAT: gearoil
These vaults, you will discover, are the holding places for the trio of artifacts that you learned about while pursuing the Torso Murder in Cleveland. They here designed to contain the Skull of Landulph, The Cup of the World Tree and the Black Dahlia, all sacred to the Brotherhood of Thule and central to the Odin Ritual.. The first two of these vaults that you manage to open (no matter what order you attempt them in) will prove to be empty except for the ornamental holding cases for the Skull and the Chalice. In the last vault however, Pearson finds the precious 'Black Dahlia', which the SS was not able to remove before the Allies captured the treasure vaults. An astute player will recognize this artifact as not only the model for the partially completed runic symbol puzzle that he still carries, but also the ornament that was once imbedded in the head of the torso killer's cane.
Of course, Pearson is elated at what is apparently the culmination of his long quest, the item that Walter Pensky once told him was essential for him to find. His triumph proves to be short lived however for even as he attempts to leave with his prize, a pair of Military Policemen take possession of the Dahlia to have it filed and stored with all the rest of the artifacts uncovered in the vault. When you protest, you are informed that you must file a request with the quartermaster general if you wish to examine the Dahlia further.
Additional film clips provide the transition to the next scene of game play. Pearson has filed his request and months have gone by. The war is over and the OSS has been disbanded. Former secret agents have little authority to make demands on the busy army bureaucracy. The player stays on in Europe as a semi-independent hunter of Nazi war criminals. In the late fall of 1946, an old partisan friend of yours gives you a hot tip: Several former high-ranking SS officers are meeting at an abandoned monastery near the Austrian/Swiss border, having already infiltrated Austria, perhaps at the instigation of the Soviets. The monastery had been an elite SS ceremonial center and was probably prepared for such an event even as the war turned against Germany. The clincher, however, is when the partisan, almost as an afterthought, mentions that the village where the monastery is located has gained a small amount of notoriety for a strange series of dismembered corpses that turned up in the surrounding lakes. You drop all your other work and pick up the case.
When Pearson arrives at the half-ruined monastery, he finds the main doors to the chapel barred and so makes his entry through a bomb blasted wall that leads to a wine cellar beneath the complex
You now find yourself in a dusty and derelict wine cellar, that is too dark to be seen without the aid of your flashlight. The place is mostly ruined, but it appears that someone had once stored some surplus military supplies here. There are empty packing cases with Wermacht insignias on them and some miscellaneous junk including a stack of old wine casks and an old well with a hook suspended over it. At the top of a nearby set of stone steps is a large wooden door that seems to lead back into the church. You ascend these stone steps and find that the door is heavily locked from the inside. When you peer through the peep hole, however, you are able to discern that the church is on the other side and that it is indeed occupied by armed guards. Perusing the wine cellar from the top of the steps, you see that there is a large old wooden apparatus on the other side of the stack of wine casks that you had not notice from the floor. You go to examine this item and find it to be an old winch and pulley system that apparently raises and lowers the rope attached to the hook above the well.
The winch is equipped with two small levers. Pulling up on the right lever and down on the left releases a lock armature that allows the winch spool to spin freely and lowers the hook to the floor next to the well. Taking a moment to assess the mechanism, you realize that to attempt to descend into the well via the rope with the winch in this position would result in certain death. To descend safely you must move the right lever down to engage a ratcheting pawl that will allow the rope to spool off in measured increments. The device is rickety however and after clicking on the lowered rope Pearson is dropped several feet before the gears catch, causing him to lose his grip on his flashlight which falls into the abyss below. Cursing his luck but unable to turn around now, he lights his trusty zippo (given to him years before by Detective Merylo) and hangs on tighter as we see him slip into the darkness.
P42: Winch / Well
- From the steps in the Wine Cellar, look at the door.
- Turn around so the door is behind you.
- Move the cursor around above the crates until you hear
'What's that over there?'
- The walkpath to the Winch will now be opened.
- At the Winch, press the left lever down to release the brake.
- Raise the right lever to release the ratchet gear.
- Wait for the rope to stop unwrapping.
- Raise the right lever to engage the ratchet gear.
- Click on the hook near the well to descend into the well.
You are prompted to insert CD 5 for part 4B.
PART 4B [CD 5]
Deep into the well's shaft, you discover an opening in the wall and step off into a tunnel bored into the solid rock far beneath the earth's surface. Here you find a well kept stack of torches ready to provide illumination for what are apparently frequent visitors. You ignite one of these and try to orient yourself to your new surroundings. You find yourself in a series of dark and mysterious tunnels. Since the winch above is still set to ratchet down, there can be no escape by that route. With no other options open to you, you set off to explore the passageway before you. It quickly opens up into what appear to be burial crypts with many long dead mediaeval knights laid to rest in niches set in the walls of the seemingly endless tunnels.
Among the labyrinth of twisting tunnels you will discover five distinct rooms. The first of these that will be encountered is the large central chamber. This is a roughly shaped room from which emanate many more passageways. At one end of this chamber there stands a large ceremonial altar which is surrounded by four large pillars. Each pillar is composed of four rings that are marked with sixteen runes for a total of sixty-four. The combinations of runes on the rings of the individual pillars are all different from each other, though each pillar's rings bear many of the same runes. Experimentation will show you that the rings can be rotated to create hundreds of vertical combinations of runes. For now, these pillars serve no purpose to you so you elect to explore the rest of the crypts.
See map Insert for directions to each chamber here as well as for the location of the herald's key.
The Herald's Room
This room like all the other chambers in the Crypts is lit by torches which illuminate the decaying regalia of generations of officer's for the Knights of the Trinity. You will recognize the crest of the group's Herald prominently displayed among the decorations. Louis Fischterwald's distant ancestor, the first Herald's tomb sits on a raised dais set out perhaps a foot from the wall opposite the entrance. Above this sarcophagus, the ceiling makes an abrupt jog, so that there is a portion of it's surface that cannot be seen from the floor. Into the front of the sarcophagus is worked a lock that requires some kind of key, an artifact found in the crypts. To solve this puzzle you need only use the key on the lock to open the sarcophagus lid. The inside of this lid is covered in smoothly beaten gold which reflects the portion of the ceiling that cannot otherwise be seen. There you will see a group of four runes carve into the stone. It is a simple matter for Pearson to add these to his notebook, but you must remember to reverse them to get the proper order when assembling their corresponding tiles from the leather pouch.
P45: Herald's Crypt
- There is a small treasure room off the tunnel as you approach the Herald's tomb.
- There is an artifact in the trunk, take it.
- Use the artifact to open the sarcophagus in the Herald's tomb.
- Remember: the runes displayed are backwards, since they are shown as a reflection in a mirror.
The Sergeant's Crypt
This chamber is much like the others except that it is decorated with the Sergeant's (Finsterlau) crest and a more martial theme. The first sergeant's sarcophagus is secured with an intricate slider lock. This differs from a conventional slider in that the pieces to be moved are not all the same size. Aside from having components of varying shapes, this slider will not require you to assemble a picture. Rather, it's goal is to move two or four latch bars out of their sockets so that a physical lock can be opened. Inside rests the decaying corpse of an ancient mediaeval warrior. Between his bony hands there is the pommel of a rusted sword, and into this are engraved four more runes that match those found on the tiles in your leather pouch.
P46: Sergeant's Slider
- Slide the stone blocks to make room for the four blocks in the corners to be pulled in.
CHEAT: blockhead
The Scribe's Crypt
The scribe's (Muhlhaven's) chamber differs from those of the other two officers in that it contains a small pool worked into the rock to the right of the entrance. The puzzle found here is also
different in that it does not involve opening the original officer's sarcophagus. Rather, the runes that you are seeking are hidden on a stone tablet found inside his open coffin. The tablet itself is broken into twelve square pieces that seem to be indistinguishable from each other, as no mark of writing can be seen on their surface. The solution to this puzzle requires the player to place the stone shards into the pool. Under the water's surface lines of ore within the stone can easily be distinguished. When properly arranged, these lines form the shapes of the four runes that you are seeking.
P47: Scribes Stones
- Pick up stone pieces from inside sarcophagus.
- Place stone pieces in fountain in the Scribe's Tomb.
- Arrange the pieces to resemble 4 runes.
- There are four pieces with extra marks at the bottom, this indicates the
bottom row and proper sequence of the runes.
CHEAT: rock33
Landulph's Tomb
The crypt where Landulph II has been buried is a vast and mystic chamber. To reach his tomb you must first cross a slender bridge of stone to a pillar of dark granite that rises from the molten abyss below. At the end of the bridge there is a set of seven stone stairs that lead up to this elevated tomb. The surface of each step is composed of three stone slabs and the front of the step under each of these slabs is marked by a pair of strange symbols. These symbols are runes, one upright and one upside down on each step. Astute players will notice that the upright symbol on each step is either r, the rune of travel or x, the rune of pain. The r symbols mark the safe sections of each stair that can be walked on. Stepping on a step marked with x will trigger a poisoned dart that shoots from the wall of the surrounding cave to impale Pearson and knock him to his death. You must step carefully to make it all the way to the top of the steps and approach the dark mage's sarcophagus. There you will see that a portion of the rare black marble that it is comprised of has been chiseled away from the lid. Enough of the coffin remains for you to retrieve the combination of four runes that have been engraved there. Unfortunately, when you turn to leave, you realize that the fronts of the steps are not now visible on the way back down, so now you will have to remember (in reverse order) which slabs are safe to walk on to completely solve this puzzle.
P48: Landulph's Stairs
- Only step on the stairs that have a rune shaped like an r below them.
- Make a note of the order as you climb the stairs.
After having gathered all of the rune combinations from the four crypts you should now be able to complete reconstruction of the old encasement for the Black Dahlia, which is indeed what the runic tiles in the leather pouch actually comprise.
P2: Dahlia Replica (Bag of Runes)
Row 1 u y f I d k r e
Row 2 l j h n u s o z
Row 3 p l s g a o x t
CHEAT: gemstone
Check your inventory and reread the story of the fall of the Trinity Knights that you found in the baseboard at the home of Angelo Santini to refresh your memory and to reaffirm the significance of what you have accomplished. You will soon realize that you are beneath the very same church that is mentioned in the legend and that the tomb of the long dead abbot must reside somewhere above. Perhaps there you can learn something that will aid you in your quest, but first you must find your way to it.
You return to the main chamber, and take a second look at the altar there. Sure enough, one of each of the other four chamber rune combinations can created vertically on the pillars there. When this is done there is a grinding noise and a small opening appears in the wall behind the altar.
P44: Altar Columns
- Facing the Altar, there are four columns to be adjusted.
- Use the rune sequence from the Scribe's tomb for the far left column.
i n u a
- Use the rune sequence from the Herald's tomb for the near left column. r o x t
- Use the rune sequence from Landulph's tomb for the far right column.
e z l p
- Use the rune sequence from the Sergeant's tomb for the near right column.
o x t p
CHEAT: temple
End of part 4B. You are now asked to insert CD 7 to continue with part 4C.
PART 4C [CD 7]
Pearson enters this opening and soon finds himself in a large, ornate crypt in the next level above. Reflected sunlight pours into this chamber from its high dome and the center of the room is dominated by an ornate sarcophagus that bears the effigy of an aged monk in repose. Remembering the prophecy of the legend, about how returning the reassembled shards of the Black Dahlia case to the tomb of the abbot, you use the assembled tiles on the effigy, placing it between the statue's folded hands. Immediately the begins to arise about you a cloud of bluish incense smoke. You see Pearson begin to cough and choke as the smoke thickens and then from his perspective the room begins to whirl and blur as the smoke takes its hallucinogenic effect.
A voice chanting in Latin begins to grow louder above the buzzing in your ears. Before you know it the voice is speaking in English, and as images of mosaics on the walls flash before your eyes, it reiterates the abbot's legend to you, in his own words. As this cinematic sequence ends and Pearson staggers to his feet, there is a loud grinding noise of stone on stone. Something has shifted position beneath the abbot's sarcophagus. An eerie red light now emanates from the eyes of the effigy much like that seen in the magma in the abyss of Landulph's tomb.
With the monk's final words, about your needing to exit through the passage he had long ago prepared, still ringing in your mind, you first try to leave via the massive stone doors at the opposite end of the chamber. Unfortunately the are locked solid from the outside. With no other choice open to you, you swallow your trepidation and descend the steps into the trench that surrounds the abbot's sarcophagus.
This trench has outside walls that are highly decorated with mosaics of multicolored and reflective tiles, while in the inner walls, at three of the corners on the short sides of the rectangular base of the sarcophagus there are 3-Dimensional, triangular shaped pivots set into the stone. Each of these pivots has one flat gray side, and two smooth textured sides that blend with the walls surrounding them. At the fourth corner is a mask like impression in the stone in which the 'eyes' are covered with clear crystal. On the corner of the long side of the base that is to the left and opposite of the landing, there is a large, clear piece of crystal worked into the artwork that decorates the wall.
You can look through the mask to see that the sarcophagus base is hollow, and illuminated by a fiery red light from the glowing rock far below. The trick to solving the puzzle is to manipulate the three triangles set into the walls of the base so that they reflect a concentrated image from the large crystal that shows a specific red gem in the outer wall of the trench. This gem is in reality the pommel of the sacred dagger (once used to assassinate the martyred monk). Pulling it from the wall triggers the opening of a hidden panel. Before he enters the passage beyond this panel, Pearson pockets the dagger and takes out his zippo to light the way. At last you have found a way to enter the monastery complex and church above.
P50: Find Dagger
- Once Dahlia Replica has been used and scene plays, descend the stairs.
- Click twice on each of the three movable panels on the ends of the
sarcophagus.
- The mirrored sections should all be facing inward.
- Look through the viewer at the end of the sarcophagus.
- A red gem will be visible.
- On the wall to your left, click on the red gem that was just shown.
The next scene is in a battered church vestry. As we watch, Pearson emerges from a hidden panel in the wall with gun drawn looking cautiously about him. In the church beyond, the voices of men chanting in unison can be distinctly heard.
It is apparent that the SS had made full use of this facility for their pagan rituals before and during the war. Much of the Christian regalia has been converted to heathen uses. As Pearson begins to explore, there is a noise of someone approaching. He ducks back into the panel from which he entered. An older man, dressed in a heavy overcoat comes huffing and puffing into the vestry from the outside. He removes his hat and overcoat to begin dressing for the upcoming ceremony, and you are only mildly surprised to find that you have stumbled across Wilhelm Von Hess, who Pearson crossed paths with back in Cleveland. Pearson steps forward and surprises his old enemy, demanding his surrender. Von Hess stares in shock, but quickly complies. You begin to question this spy, who reveals that there is indeed a conspiracy afoot to resurrect the Nazi Reich. He begins to explain the ritual that he and his conspirators are performing when into the room bursts Dick Winslow accompanied by several plain clothes agents. At first you are shocked by his presence, but he explains that he received the same tip that you had, and he didn't want you to get all the glory. His countenance quickly changes, however, when he turns his gun on Von Hess.
Winslow demands, "Where is it? What went wrong?"
Von Hess quakes in unreasonable fear, and stammers excuses. "There wasn't time. We couldn't get them all out. You must understand, the lock mechanisms were difficult. But don't worry, I've taken care of every thing. My men are on it. We will have it back soon."
"You fool!" hisses the Winslow. "You know the price of failure."
Before you can stop him Winslow fires his weapon repeatedly at Von Hess from point blank range, then turns his gun on you. "What the hell are you doing?" you ask, stunned at the sudden streak of violence in the usually calm and incompetent FBI agent. As other Nazis enter the vestry, he demands that you drop your weapon. You comply.
Now is when Winslow reveals himself. He berates you for your stupidity, and explains to you how you assisted him in murdering the Torso Killer and stealing the Black Dahlia. He demands that you tell him what happened to the stone once it left the Nuremberg vault. When you refuse to cooperate, he tries to shoot you but finds that he has already used up his bullets on the hapless Von Hess. Instead he turns to one of his lieutenants and orders him to finish you off before he stalks out with the rest of his entourage.
The Nazi thug smiles cruelly and begins to beat on Pearson, just for the sheer pleasure of it. His sadistic pleasure turns out to be his undoing however, as Pearson manages to trip him up. As the two grapple on the vestry floor, Pearson pulls out the ceremonial dagger and stabs the Nazi squarely in the chest, grabbing his luger and racing out into the church in pursuit of the treacherous Winslow.
A cinematic transition takes place. You report to your superiors that Winslow is a spy. You also learn that your request to study the Black Dahlia has been returned with a notice that reports the object missing. You use your sources to find out that the gem was pilfered by an enterprising member of the quartermaster corps, something that was not at all uncommon. You trace the item further to find that it was sold to a young airman, but when you track him to his billet, a GI informs you that he has died recently in an air crash that strikes you as being rather suspicious.
In this location you search through the airman's footlocker. You find a picture of his girlfriend here, a raven-haired beauty named Elizabeth Short, a letter that he was writing to her and an envelope with a Los Angeles return address. When you question the GI about the woman he says, "Yeah, that was his girl, he was crazy about her. Always bragging about her, writing her letters and sending her stuff."
When you ask him if you can take the photograph, he responds, "That's funny, that's what that fellow that smoked those black cigarettes wanted too." The CD ends with you resolving to pursue the murderous Winslow in a desperate attempt to save the life of the airman's fiancΘe.
PART 5A [CD 7]
This part takes place in two main locations; a train traveling across country and the city of Los Angeles. Play begins with a brief transition, explaining that you have returned to the United States as quickly as possible in your pursuit of Dick Winslow. You are certain that he is heading to L.A. in pursuit of the Black Dahlia, so you catch the first available train out of New York headed for California.
When control is returned to the player, he finds himself sitting at his table in the train's dining car. You look down and notice that the ashtray has not been cleaned. There among the ashes are several distinctive butts from the rare black Turkish cigarettes that you saw many times on Dick Winslow's desk. You ask the porter was sitting at this table before yourself. He is uncertain, but he can tell you that it was not someone named Dick Winslow. The porter has just come on shift, he promises to check his dining car seating chart when he gets the chance, but right now he has to attend to passengers in the next car. You will have to sneak a look at the chart yourself. You walk up to the waiter's station by the dining car exit and there on the podium is a seating chart. The name listed as the previous occupant of for the table where Pearson is currently sitting is that of Matt Collins, Elizabeth Short's dead fiancΘ. Could Winslow be using his name as an alias?
Hurriedly you proceed to the back of the train, past the baggage car and into the chief conductor's onboard office. He is amiable and professional and is able to tell you the status of many of the train's passengers. He confirms that a Matt Collins is on board the train, but tells you that Mr. Collins has left specific instructions that he is not to be disturbed. You thank him for his time and bid him farewell.
As you pass back through the baggage car, you decide to search through it to see if you can't find any more evidence of Winslow's presence. You can find nothing specific, but your search does turn up a partial blueprint of the train's layout. This now allows you to access the world map function in your game menu, thus permitting you to jump directly from car to car without having to traverse each one individually. As you rummage through crates and suitcases, you nearly break your toe when a suitcase you had placed on top of a nearby crate slid off due to the motion of the train. It isn't long before you realize that there are too many crates and bags in the baggage car for you to search through all of them. If only you had been able to see the records in the conductor's office.... You hit upon an idea that just might work. You pick up a piece of twine from a shelf near the door. Next, you place the unstable suitcase back on top of the nearby crate and then tie ("Use") the string first to the suitcase handle and then around the brake cord. Next you move quickly to exit the car before the suitcase is shaken loose.
As Pearson begins to talk to the conductor, the train suddenly comes to a screeching halt.
The conductor is furious. He hurries out of the room in search of the cause of the train's unscheduled stop, leaving you alone to investigate his records. In one of the desk drawers you find the information you seek. Matt Collins is quartered in one of the train's first-class Pullman sleepers.
You decide to check out Collins' (Winslow's) sleeping quarters. You know from the room assignment sheet that Collins is staying in compartment number seven, of car number 283. The problem is that each car's compartments are numbered one through eight, and you have no idea which of the six cars is number 283. If you start knocking on doors at random, you are sure to be kicked off the train. You return to the conductor's office and find a repair requisition sheet on his desk. This lists a series of minor renovations that need to be made to the Pullman sleeping cars. This should help you narrow down which car is which. You also remember two minor incidents that occurred as you explored the sleeping cars. In one car, you passed a young couple carrying an infant exiting from a compartment labeled number one. Checking your room assignment listings, you are able to deduce that the couple's car must be #823. Likewise, you recollect passing the porter exiting a room while assuring its occupant that a wheelchair would be waiting for them at the Chicago station. That woman's car must be #238. Armed with this information and with the repair record in hand, you move back through the sleeping cars. It is not simple, but your are soon able to deduce which car is number 283 by remembering which cars were #238 and #823 and then observing the outstanding repairs that you note in the remaining four. By process of elimination you find yourself standing before a door labeled with a number 7 in what must be car number 283.
P57: Winslow's Room
- Access the blueprint of the train (World Map).
- Go to the middle car in the second row.
- Winslow's room is #7 in this car.
You try the handle and are surprised to find it unlocked. You move into the compartment; for all intents and purposes it looks like your average first-class sleeper. On the night stand you see Winslow's gold cigarette case and lighter. You know you have your man's room, and decide to investigate further. In the dresser, you find a piece of paper. You pick up the piece of paper and notice that a large rune has been written on it in black ink. Suddenly you begin to feel a little lightheaded and dizzy. You glance down at your hands and notice that the ink from the rune has smeared all over your fingers. You stare at your fingers, rubbing them together, realizing the ink must contain some type of drug. Your disorientation increases. You try to stagger out of the room, managing only a few steps before you collapse onto the bed. A potent hallucination begins to overwhelm you. You find yourself falling forward over a great distance. Around you there is a distorted, maniacal laughter and suddenly you hear Winslow's voice chanting some sort of ancient incantation. Your fall ends abruptly with you brought back to consciousness by the sound of a woman's voice.
There, standing over you is a beautiful young woman who seems to be somewhat angry to have found a stranger in her cabin. You try to explain that you were looking for someone in this room but she responds that your "friend" must have gotten off the train in Chicago, where she got on. You realize now that you have been unconscious for hours. Apologizing for the invasion of her privacy, you quickly take your leave and head to the conductor's office. He has only bad news for you. It seems that Collins (Winslow) switched trains in Chicago, and is now on the Express, which will reach Los Angeles at least 20 hours before you. You also learn that he was in such a hurry, that he did not have time to wait for his baggage and left in behind.
In the baggage car, you find the baggage manifest listing Collins' (Winslow's) baggage number. After some searching, you come across a large crate with a label that matches the description that you found in the manifests. The label does not indicate who is to pick it up upon arrival in L.A. You hope to find further clues inside the crate, and decide to break into it. The box is not locked, and contains only a few cases of Champagne. Still somehow there's something that's just not right about it. By experimenting with the trunk's latch mechanism and changing the position of its handles, you are able to discover a hidden compartment in its front panel.
P59: Trunk
- Remove small pin from top hasp.
- Place small pin in left hole on front of trunk.
- Lift top hasp from loop.
- Open lid to reveal Wine Bottles and to release side handle.
- Replace top hasp over top loop.
- Remove large pin from bottom hasp.
- Place large pin in right hole on front.
- Lift bottom hasp off of loop.
- Place Large Pin in top hole on front.
- Slide bottom loop up.
- Place small pin in hole at bottom of slot revealed after sliding loop.
- Remove handle from side of trunk.
- Place handle on top of trunk.
- Remove faceplate that was under the handle.
- Place faceplate over loop on front.
- Place handle back into faceplate on front of trunk.
CHEAT: boxtop
Hidden here is a heavy slab of intricately carved stone. The stone appears to be one of the objects described in the runic symbol letter as being required for the performance of Odin's ritual and looks suspiciously like a piece of Landulph's sarcophagus which you saw in the secret crypts. You switch tags on the crate with the one directly next to it. Winslow will be in for a rude surprise when he picks his crate up, you think to yourself.
With Winslow off the train, there's only one place left to check to see if you can figure out his plans. You return to his compartment, hoping to impress upon the young lady the urgency of your mission. She is not in her compartment, however, so you decide to head to the dining car to look for her. There, you meet the young lady and apologize to her once again. She responds a little more warmly this time. The young lady, whose name is Alice Casey, seems to have gotten over her midwestern shyness and strikes up a flirtatious conversation. It turns out that she too is headed to Los Angeles, where she intends to pursue her life long dream to become a film star. She appears to have taken a definite shine to you, and presses you to stay in touch with her once you arrive.
End of Part 5A. You are now asked to insert CD 6 for part 5B.
PART 5B [CD 6]
As the train pulls into the Los Angeles station, your thoughts are preoccupied with Winslow, the Black Dahlia, and locating the airman's girlfriend. After you first check into a hotel across the street from the train station, you decide to contact the local police. Click on the phone in your hotel room and when the operator prompts you, click on the option for police. You will want to discuss with them the danger that one of their citizens may be in from the murderous Winslow. Knowing no place else to go, you arrange to meet a police detective named Maxwell at a small diner across the street from your hotel.
The detective is skeptical about your story, to say the least. He has little patience for former secret agents hunting gem-crazed psycho killers in his city. He thanks you sarcastically for your "vital" information before stalking out. As you prepare to leave yourself, Alice the struggling actress walks in. She is excited that you are staying in the same hotel that she is, and makes no secret of the fact that she's looking forward to seeing you often. She tells you that she is applying for a job in this very diner, as a temporary measure, until she makes the big time.
Reluctantly, you make excuses and head off to the railway shipping office to check to see who picked up Winslow's luggage . You reason that if you can find out the name of the person or delivery service that was to receive the crate you may find a link to Winslow's location. This turns out to be no mean feat, however, for the shipping clerk is a dyed in the wool bureaucrat who insists on doing everything by the book. He absolutely refuses to let you see his receiving records without a legitimate reason. According to regulations, only those with an authorized receipt may sign (and thus examine) the receiving list. It takes you a while to figure out that the best way to get a receipt is to ship something yourself. Glancing around quickly, you spy a small empty box in a nearby trash can. You retrieve this and tell the shipping clerk that you want to send it to yourself at this same station.
P60: Shipping Clerk
- Talk to receiving clerk.
- Obtain old box from trash can.
- Ship old box with Shipping Clerk.
- Travel to several locations to pass time.
- Return and give receipt to Receiving Clerk.
While you're waiting for your package to go through channels, you decide to switch gears and try to track down Elizabeth Short herself. All you have to go on is the old envelope that you found in the airman's footlocker back in Germany. The return address is that of a boarding house in the less prosperous end of town, so you decide to head there.
Mrs. Underhill, the boarding house matron, knows exactly who you are looking for when you show her the photo that you brought from Europe. Apparently Miss Short had lots of male friends that came to call on her. That is just one of the many reasons that Mrs. Underhill kicked her out of the place almost two months ago. It seems that Elizabeth was far from a model tenant, and Mrs. Underhill had to evict her. She has no idea what became of Elizabeth. As you search her room, you do come across a hotel bar napkin under an abandoned romance novel in the drawer of the night stand. Since you have no other leads to go on, you decide that you might as well head over there to check it out.
Ike, the bartender at the Hotel Biltmore recognizes Elizabeth Short's picture when you show it to him (use it on him) as well. "Yep, she's a regular, but she hasn't been in yet today."
The only thing left to do now is head back to the train station and see if your package has "arrived" yet. It is eventually there and with receipt in hand you are finally granted access to the clerk's precious receiving records. When you get a look at the list, you see that Collins' (alias Winslow) package was picked up by a moving company earlier that day. The crate's destination is not noted on the manifest, but the moving company's name is. You head back to your hotel room and ask the telephone operator to connect you to the ABC Moving Co. Unfortunately it is already evening on a Friday, and the movers are closing up for the weekend. You do get their address though, and after dark, you have little trouble breaking in. The filing system at the ABC Moving Co. is incredibly cryptic. It takes you considerable time to correlate the information provided by a letter to the secretary with the partial data scribbled on their delivery tracking sheet. Using a bit of deductive reasoning however you are able to deduce that the file number assigned to the delivery that you are looking for is SOIAKP52. When you pull this file from the drawer, you see that Winslow's package was delivered to a film production company called Al King Productions, on the RKO studio lot. It seems that Dick Winslow still has some friends in high places.
P61: ABC Moving File
- Open bottom drawer of file cabinet.
- Click on file labeled SOIAKP52.
You head to the studio lot, but are thwarted at the gate by a security guard. He refuses to allow you in unless you've got a pass. You leave, making a mental note to try to wrangle a way onto the studio lot later. Since evening has now arrived, you decide to check up on the hotel bar for the airman's fiancee.
Back at the Hotel Biltmore, Elizabeth Short has arrived. At first glance, she is stunningly beautiful; at second glance she's a bit of a lush, if not stunningly beautiful just the same. You introduce yourself to her as a friend of Matt Collins, her fiancΘ, and offer to buy her a drink. You talk with her for a while but manage to get very little out of her. She is reluctant to talk about her former love, and stonewalls you when you question her about the Black Dahlia. "What's the difference now that Matty's gone?" she asks. She is seemingly oblivious to the danger that you tell her she is in. Just as you begin to make headway with her, the bar phone rings. The barman tells you that it is for you. It's an LAPD detective. There has been a murder, and Detective Maxwell wants you to get to the crime scene and fast. Pearson is confused that Maxwell was able to track him down, but is too shocked by the thought that Winslow has struck again to put up much of a fight. This is indeed unfortunate for the "detective" is none other than Winslow himself, who is calling from a pay-phone at the other end of the room. As he heads for the door, Pearson convinces Elizabeth to meet him the following day, at his hotel, to discuss "business."
As we see Pearson head out, the camera lingers on Elizabeth Short. From out of the shadows, Winslow her, black Turkish cigarette in hand. "Can I buy you a drink?" he purrs. The CD ends.
End of Part 5. You will now be prompted to insert CD 8 to begin part 6.
PART 6A [CD 8]
Part 6 begins in your hotel room. You have been waiting for more than a day and have finally come to the conclusion that Elizabeth Short is not going to show. You decide to return to the Hotel Biltmore to see if perhaps Ms. Short is there. Ike, the barman, hasn't seen her since the night you spoke with her, which isn't unusual, but, after some prodding, does reveal that she's been living in one of the cheaper rooms upstairs. With nothing else to do anyway, you go up to her room and knock. Just as you expected, there is no answer. You do notice, however, that the hallway outside her door ends with a window that leads out onto the fire escape. You climb through the window and proceed out onto the fire escape. From here you can clearly see into Elizabeth's empty room. The window holds fast against your efforts to slide it up however. To open it you must look up to the top of the frame, work the top pane down and push out the hunk of wood that has been wedged there. Now it is a simple matter to open the window and finally you're inside.
P64: Open E.S. Room
- Click on door to room 210.
- Click window at end of hall to open it.
- Go through window and onto fire escape.
- Click window into room.
- Click on top of window to lower top sash.
- Click on board to unlock bottom sash.
- Raise bottom sash.
Apparently Elizabeth Short was not accustomed to a luxurious lifestyle. The room is cramped and dingy. There are several empty and partially empty booze bottles lying around, along with overflowing ash trays and various piles of clothing, both women's and men's, but there is no sign of any occupant. Rummaging around, you come across an item that you think may prove useful at a later time: a train station locker key on top of the trim molding of the room's main door.
Reasoning that if she's not in the bar and not in her room, then Elizabeth might just be waiting for you back at your own hotel, you return there once again. What you find is that you do indeed have a guest, but not the one you'd hoped for. When you turn on the light in your darkened hotel room there are Detectives Maxwell and Vernon of the L.A.P.D. waiting patiently in your room. It turns out that they know what happened to Elizabeth Short: Her brutally mutilated body, cut up torso murder fashion, was found in a vacant lot downtown. Since you were apparently the only one who knew that this murder was going to occur, and as you were one of the last people to be seen with Miss. Short while she was still alive, you have become a prime suspect in the case.
The detectives are on the verge of arresting you, since you can offer them no concrete alibi, when Alice, the young woman from the train, appears in the doorway. "He was with me," she tells Maxwell. "He's just trying to protect my honor."
The detectives are at first skeptical, but you play along with Alice's story and finally they leave, but not before warning that they'll be watching you both. You thank Alice profusely for her intervention but she only smiles coyly, knowing that now you owe her a big favor.
Feeling somewhat obliged, you proceed to explain to Alice some of the details of the case that she has now become a part of, though you are purposely vague in an effort to protect her. She seems very interested when you tell her that your efforts to get onto the studio lot have so far been stymied. She is thrilled that she may be able to offer you some assistance and says that the news that she had originally come in to tell you was that she's just been hired as a script girl by RKO studios. As luck would have it, King Productions, the company to whom Winslow's trunk was to be delivered, is filming at that very same studio. Alice offers to leave a pass for you later that day, but now she must rush off to work.
Now that Elizabeth Short is dead, you decide to try and find out what became of the Black Dahlia. Since she was evasive with you about its location, it is reasonable to assume that she no longer had it in her possession. Having already searched her hotel room, you decide to see what it was that she kept in her train station locker before the police find out that she even had one.
There are literally hundreds of lockers at the station, however, and without the key number, you would be hard pressed to find the correct one. You remember the text of Elizabeth's letter that you picked out of Matt Collins' footlocker. In it she told her fiancee that she had come up with a foolproof way of remembering her locker number. Staring around for inspiration, you spot a nearby pay phone. Recalling that Elizabeth always signed her correspondence "E.S." you follow a hunch and check out which numbers on the phone correspond to those initials. Sure enough, when you try locker number 37, the key fits and the door opens.
Inside there is a suitcase, a jewelry box and a stack of old love letters, several of which bear Matt Collins' name. As you rummage through the jewelry box you come across a recently written receipt from an antique dealer. From this, you learn that Elizabeth sold "one large carved piece of black sapphire" to the dealer for a considerable sum at just about the time of her fiancΘe's death. You feel certain that you have tracked down the Black Dahlia at last.
You head now directly to the antique dealer, but are somehow not surprised to find that the Dahlia had been sold the very morning of Elizabeth Short's death. The buyer was a somewhat eccentric man fitting the description of Dick Winslow. What is more, he sold to the dealer a peculiarly carved wooden cane of great antiquity. In a faltering voice, you ask to examine this item, and sure enough it is the Torso Killer's cane, minus the Black Dahlia which was once seated in its head. The central column of the cane which was shattered at the time of Eisenstadt's death has been replaced by a shining silver cylinder.
You muster every financial resource at your disposal to purchase the cane. You are certain that the seemingly insane Winslow has left it there for you to find, but nonetheless, you know that you need to have it.
It takes you a while to figure out how to unlock the secret of the cane. It is a puzzle that apparently only Winslow and yourself would be able to solve. The silver cylinder on the cane is divided into four rings. Each ring is engraved with runes. It's a tricky prospect to align the runes, but after some time you manage to recreate all four combinations that you had used in the Secret Crypts in Austria to open the hidden door behind the pagan altar there. When you do, the result leaves you more mystified than enlightened. The top of the cylinder opens and rolled up inside you find what appears to be a sheet semitransparent velum cut in an odd shape and marked with some childlike text. But as far as clues go, the sheet seems useless. There is no key or index to give you a point of reference, other than a simple map compass in the lower right hand corner.
P67: Cane
- Adjust the rings to assemble the same patterns of runes used for the
column puzzle in the crypts.
- When correct, the cane will open to reveal a treasure map.
CHEAT: candycane
You now feel that it's high time that you went back to the studio to see what became of Winslow's crate. You return to your hotel room and, sure enough, Alice has left a pass for you. You find that you have no problem getting past security at the studio gate.
The sound stage that you are seeking is in a bit of disarray. The director, who goes by the pretentious name of Simon Sotherby-Smythe, is running around frantically trying to keep production moving forward in the absence of the film's producer, Al King, who has inexplicably fallen ill. When finally a lighting malfunction causes filming to come to a halt, the set clears leaving only Alice, the sulking director, and the ever present guard behind. No one seems to care enough to interfere with your having free reign on the set, and it does not take you long to find the crate itself shoved off to one side.
Sure enough, you do find a package full of jack-in-the-boxes and you chuckle to yourself about putting one over on your old enemy.
It is at about this time that you decide to rescue Alice from a smarmy 2nd rate actor who has her cornered for some heavy duty shmoozing. From her you learn that King's absence is threatening to derail a promising B movie. At any rate, it looks like her career in film is already off to a good start. She seems to have caught Al King's roving eye, and has been singled out for extra work as a personal assistant at his palatial home. She seems to be more than happy to do you another favor by taking you to his residence. In fact, she's genuinely enthusiastic about the opportunity to get involved in your case.
Al King's home is a massive affair situated on a cliff above the Pacific ocean. Alice is apparently not the only attractive young starlet-to-be that the producer has hanging around the place. In fact, you meet several bathing beauties in the rotund and balding old lech's company when Alice introduces you to him as her "boyfriend." King and the girls take leave of your company, going out to lounge in a large hot tub on the back patio which overlooks the crashing surf below.
It is in Al King's home that you find a connection to Winsolw. Apparently these two attended college together back in the early 1930s and were fraternity brothers. You also find a torn up telegram while rummaging through the trash. When you piece it back together you find that it was sent from Germany a few months before. It appears to be from Winslow to the producer, who was to expect a package to be delivered by train. The package was then supposed to be sent directly to "the old shooting lodge" where Winslow would be waiting to take possession of it. The location of this lodge is not identified in the telegram, however, and even when you examine the large topographical map that decorates one wall of Al King's study, you cannot see any mark that would indicate its whereabouts. It is while examining this that you recognize some correlation between it and the treasure map that you found in the Torso Killer's cane. When you superimpose this over the topographical map, and align the compass roses, two numbers are visible. One is over Al King's home and the other is over a distant elevation mark. On a whim you take a look around the surrounding landscape with Al King's massive telescope. The windows of Al's study do not look in the right direction for you to see the area of the indicated elevation marker, but the view through the lens carries some odd markings. It seems that Al has had a location device added to his scope that allows him to return to favorite sites with ease. A note pad in the desk drawer indicates that Al uses this device mostly to spy on sunbathing women on the beach or ogle them through their bedroom windows while they undress. To use the device properly, you must find the height difference between your current location, and the location that you wish to look at. You must then know the distance to the object that you wish to examine and the angle of rotation to pivot to it. With all these coordinates set into the device, it is a simple matter to focus in on your object. With this in mind, you realize that Winslow has fed you an elevation coordinate with his crude treasure map.
P70: Map on Wall
- Use Treasure Map overlay.
- Line up compass arrows on both maps.
- Elevations noted are 250 and 100.
- Subtract these to get the elevation difference of 150.
-This is the elevation (y) for the Telescope Setting chart.
Poking around some more, you, happen upon some other very interesting items in a trash can where you found the telegram. Protruding from the waste basket are a pair of gloves, a chisel and a newspaper. One article in particular catches your attention. It seems that a mausoleum in a Beverly Hills cemetery has been vandalized overnight. Taken from the tomb was a portion of an ancient stone sarcophagus that had been the resting place of some eccentric silent film star. According to the article, the sarcophagus was originally acquired in eastern Europe at the turn of the century and was supposed to be made from some very exotic stone. The description of the stone indicates that it is very similar to that which you found on board the train. You decide to head out to the cemetery to have a look.
P69: Newspaper
- Pick up newspaper out of trash beside desk.
- Read newspaper until you hear the voice-over.
- Mausoleum will now be open.
The mausoleum is a mess. The desecrated tomb has been cleaned up, however, so there is no decaying corpse lying about. It seems to be true that the piece of stone that is missing has the same qualities as that from the train, and your suspicions are confirmed when you find an odd, graffiti like riddle painted on the wall. When deciphered, this riddle seems to indicate "27" a numeral of dubious significance. It is only after careful consideration, you realize that Winslow is providing you with another clue on how to use the location finder on Al King's telescope.
P72: Graffiti Riddle
- Solving this algebraic riddle gives the answer of 27.
- This is the angle that the Telescope needs set to.
Further searching turns up a brief, taunting note addressed to yourself from Winslow on a scrap of paper torn from a book of Nietzsche's work. The note itself is another riddle. After some thought, you realize that the page number of the sheet is to be multiplied by a one hundred to give you the distance coordinate (16500) for the telescopic view finder. You are still uncertain why the agent seems to be leaving these clues for you, but you have no choice but to follow his lead and head back to Al King's house.
P71: Urn Clue
- Page number is 165.
- Written clue is 100 times.
- multiply 165 by 100 to get 16500.
-This is the distance (x) for the Telescope Setting chart.
When you take the elevation of Al Kings house (from the topographical map) and subtract it from the elevation that was indicated by the overlay and then cross reference it with the distance on the chart next to the telescope you get the horizontal angle of +0.5. With this and the horizontal angle coordinate of 27 (from the riddle in the Mausoleum) dialed into the location device, you look once again through the telescope. It is not without trepidation that you swing the lens to the indicated coordinates. There on the edge of the desert is a small bungalow and when you focus in you are shocked to see Winslow with a pair of binoculars, watching you. When he realizes that you have finally found him he lowers his glasses and waves cheerfully before disappearing behind the building.
P73: Telescope
- Combine all the clues to find the settings of +0.5 and +27.
- Line up the moving arrows with stationary arrows to focus on the
predetermined location.
CHEAT: peeper
You warn Alice to go to her hotel room and stay put, then hitch a ride out to the shooting lodge. The place appears to be dilapidated and probably unused at least since the war, but the door doesn't budge when you try the knob. The window nearby is open a crack, however, though the curtains are drawn prohibiting you from seeing inside. You draw out your gun, and throw your weight into lifting the sash. As you do so the floor below you gives way with a crash and suddenly you find yourself falling down several feet into what appears to have once been the cabin's basement. There you find yourself on your hands and knees in a pool of congealed blood. You have found his lair all right, and with it Elizabeth Short's murder scene. It's all there -- the murder weapons, the implements of torture and the blood that was drained from her body before it was dumped in town. You are repulsed and nauseated by the scene and work quickly to extricate yourself from the room. There is a ladder on the opposite wall. On a rung of this, right at eye level, is a photograph of your friend Alice which has obviously been dipped in blood. On the back of this is a brief message that states "the ninth victim has been chosen...." Horrified, you scramble up the ladder. As you do so one of the rungs breaks off in your hand, and you hear a peculiar hissing sound as a fuse is ignited. You turn to see flames begin to break out in several locations in the cabin above and you realize that you must move quickly to escape the building before it becomes your funeral pyre.
On a far wall you find a cellar door that lead to the outside. These are securely padlocked however, and no key is in sight. Next to this is a row of three cabinets. Flinging these open one at a time, you waste little time with a group of jack-in-the-boxes that Winslow has obviously left behind to taunt you, but as you grab the handle of the last cabinet, Pearson recoils in pain. The handle has been super heated by a car battery wired to it inside. The surface of the handle has been modified to brand your hand with the o rune, the sign of the witness. You have no time to ponder the significance of this at the moment, smoke is quickly filling the cellar. Above the battery in the cabinet is a large key. Pearson grabs this quickly and heads for the door. Gasping for oxygen, you emerge into the night air and start running toward town.
Filthy and blood-splattered, you race to the hotel only to find Alice gone. She left you a note to say that Al King was feeling particularly ill and that none of the other girls were available tonight to take care of him so she, being the new hire, had no choice but to go to his aide. Concerned about King's true intentions as well as Winslow's plans, you head directly to Al King's home.
What you find there confirms all of your fears. The place is a wreck, and there can be little doubt that Winslow is behind the disarray. There are runes scrawled on the walls, and bizarre notes that quote Shakespeare and Lewis Carroll hung on different objects in the rooms. Winslow seems to be leading you to an old film projector set up in the study. When you turn this on, you see a brief bit of silent footage showing him brutally beating Al King with his riding crop. Winslow then turns and hams it up for the camera, sending chills down your spine with his obvious insanity. He reaches out of sight and pulls a large meat cleaver into view just before the film runs its course.
With no sign of Alice anywhere you retrace your steps through the house. You now recall that the study wall on which a cheesy Hawaiian version of a cuckoo clock hangs looked different in the film footage, and sure enough, on closer examination, you discover a switch hidden there. You trigger this by setting the clock to "Five" and pulling the minute hand back to the five till position while the little hula dancer (cuckoo) is extended and swaying. This does the trick, revealing a hidden set of steps that lead underneath the deck. You follow the long flight of steps down to a shallow cave below.
P76: Clock
- Set hour hand on 5.
- Move minute hand clockwise and set on 11 while hula girl is out.
CHEAT: bongo
At this point, you are prompted to insert CD 1, which contains part 6B, the End Game.
PART 6B [CD 1]
The light is dim and the air is very smoky but you can make out the sight of a figure hanging at the far end of the cave. As you move forward through the smoke, your heart begins to pound audibly, and you recognize the effect of the drugged incense that you encountered long ago in the crypts beneath the Austrian monastery. Your vision blurs momentarily, but you manage to maintain consciousness as you stagger toward the hanging figure. You hear a woman's voice call out. It is Alice, and she is in pain. You rush to cut her down, using a Nazi ceremonial dagger that you find lying on the floor. As you cradle her in your arms, and begin to cut her bonds you look up only to watch her morph into Winslow who cold cocks you as you watch in amazement. It is then that Alice steps from the shadows and reveals herself to be Winslow's complacent automaton. At his request she finishes cutting his bonds and then takes your gun from the floor where you dropped it and points it at you. With you held at bay, Winslow gives Alice a final order before creating an astral portal in the cave wall and stepping through. Alice now kills herself with a childish, vacuous smile on her face, making herself the ninth, willing victim of the Odin Ritual.
You are on the verge of madness, as you snatch up your gun and pursue Winslow into the astral gate.
The next scene has Pearson confronting Winslow at Odin's Pool. At first, you are too drained by your journey to interrupt Winslow's chanting and carrying out the Odin ritual. Just as the ceremony reaches its climax, however, you have a brief instant where you can fire your gun. Remembering Walter Pensky's warning and the legend that was communicated to you in the Monks Crypts beneath the Austrian monastery, you fire at the Black Dahlia. This releases the spirits of the stone. Odin's denizens issue forth and drag Winslow screaming into the depths of the Dahlia before you lose consciousness.
When you awaken, you are in the grotto with the sunlight in your eyes and the sound of gulls and surf echoing around you. Maxwell and Vernon are there with a host of uniformed officers. They take you into custody for the murders of Alice Casey, and Elizabeth Short, but you are at peace now, your job is done.