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Walkthrough:
First open the envelope and read the will, the code for the door
is at the bottom. Be sure to include the dashes. Then push enter
button. Open the gate. Grab the Monocle and you will fall down
the stairs don't worry that the Twins take the Monocle, you will
get it back later. Listen to Salty whenever he comes up, he will
give you clues. Explore the Lobby. To the right of the furnace
is a ladder, go up and get the CD. Put CD in empty holder to the
left of the ladder, turn on fuel. Face furnace (boiler) and turn
red wheel to the right and fill boiler. Push red button, when
gauge reads 7 pull red knob down. Go to the steps on the opposite
side of the room and go down the left side. Pull the lever and
hold it for a second or two. Turn right twice and you will see
the water wheel turning. This powers up the bridge to the Organ
and the neon "Muse" light below you. Turn right and
get coin.
Put coin in Isadora's machine and listen to what she says. The
grub means nothing. Just something weird. Go up the ladder beside
Isadora to the balcony. Click on the centre of the door and solve
the match-the-sounds puzzle. This changes with each game and is
time consuming but not difficult Go straight ahead to the Muse
Machine and look it over. On the way back look at the back of
the door to see the chart of what goes in the Muse Machine. Go
to the Organ. Turn left and look and touch the Dog skeleton. Just
something fun to do. Pull the lever beside the canal and a bridge
comes up. Go forward to the Organ. Look up at monkey. Read sheet
music on Organ.
Play notes from left to right WITH NO STOPS. You should hear some
music. Go to the Tiki Gods guarding the door beside the stairs.
They should laugh and let you into the Drum Room. Explore. Go
through the door at the opposite end of the room into the T-shaped
hall. Look over jukebox. Turn left and go forward to end of hall.
Turn left and touch sign with colours, it should start blinking,
the number of blinks for each colour will be important later.
Look at the other picture opposite. Just weird, not important
as is the dripping sac thing at the other end of the hall. Now
go to the other end of the hall.
Turn right and touch the cat picture. Remember the part of the
guitar that you see there. (This is called a notation clue) Click
to open the door and watch the Salty sequence. Listen to what
Salty says when he comes out. Go back to Drum Room to the masks
and click on them for mask puzzle. The masks have to be in order
from left to right. Each mask must have a characteristic of one
next to it. Try the round face with big eyes at the left, then
the next with big eyes, then the next with funny fangs, and so
on. IMPORTANT! Make a note of the colour of the background and
the masks to use on the Jukebox. Use that on the Jukebox and the
needle falls through the record and drops the gear. look down
and open the grate and get the gear. Go to the Clown pole, which
is at the top of the stairs, and down the ladder. Turn left and
click on the heart revealing the gears. Pull the bottom gear all
the way down. (It takes twice) Pull the left gear down twice.
Insert the gear you have in the centre. This will reverse the
walkway right above you to let you in the upstairs hallway. Be
sure to go to the CD to the right of Isadora and turn it over
to get the number of the song to play for Salty. Also be sure
to turn left at the top of the stairs and look under Thurston's
picture for another notation clue. Go upstairs.
Turn left and listen to Thurston. Just fun stuff. Go to microwave
looking thing and open it and look at another notation clue. Go
to Victrola and set lever to the number of song on the CD you
just looked at. Push button and Salty goes crazy. Go to the end
of the hall and look into binoculars, just shows chasm. Turn left
and turn board over and get first notation clue with music to
play on the Organ. Write this down or push the "PrintScreen"
button and go to Paint and paste and print. This is a pain, because
you have to quit the game, but we found it the best way. Go to
elevator and push button. Go in and turn left and push whatever
lights up.
Turn left and move lever to 1. (2 is where you are and the basement
doesn't work yet) Attic you can go up and look but not enter.
Exit elevator and go down the stairs, across to the ladder and
up. Go to drum room, turn right, and click on drum with face on
it. Turn left, go to drum machine, pull lever on left side. Pull
all the buttons down and listen to the drum solos. When ready
push red button and play "Simon Says" with drummer.
Get maraca from drummer. Go to muse machine and insert maraca.
Go to door in right side of t-shaped hall. Enter tapestry room,
turn right. Click on tapestry. Enter room, and turn gears to show
thone (eye under screen will be blinking). Go set in thone, push
red button, make note of the alignment of letter and symbol. Go
to door, turn right, click on tapestry, enter, and align wheel
of fortune with clue from throne. This sequence of symbols and
letters will be applied to the Organ keyboard. Starting from the
left side of the keyboard, assign the letters and their corresponding
symbols to the keys using both black and white keys. You will
notice that there are two letters missing from the alphabet since
there are only 24 keys. We found it best to make a chart of the
keys with the alphabet right above them, or we'll E-Mail you our chart. Look down, get mouse.
Back out, turn right, go forward, turn left, go to cat tapestry,
put mouse in bowl, but don't enter yet (this takes you to the
chasm). Turn left, click on centre tapestry to enter guitar book
room, read guitar book, make notes on letters to tune guitar,
look in three drawers below. Make note, or print the music notation
clue in the centre. Remember the letter of the guitar string,
but don't take it. Now for the Chasm. Go to the cat tapestry and
click on it, go ahead into the Chasm. You will pass through a
door. Turn right and go ahead 1 time. Turn left, go ahead twice,
turn left, and go ahead once. You will be facing the skull. Turn
left and go ahead once, turn left, go ahead once to the bar. Open
the right hand panel, click on the centre and drag left. Get the
bottle. Turn left twice, go ahead once, turn right, go ahead once
back to the skull. With the skull to your back, turn right, go
ahead once, turn right, and go ahead twice, turn left to the door.
With your back to the door, go ahead once, turn right, go ahead
once, turn left, go ahead to the skeleton. Turn right and give
bottle to skeleton, and get bone. Turn right, go ahead once, turn
right, go ahead once, turn left, go ahead twice to the door. Open
the door back to the tapestry room.
Go to the garage door in the centre of the upstairs hallway. Click
on handle in middle and drag up. Give bone to dog. Explore. In
the car is another notation clue. Go to the robot and click on
him. Pick the car on the right, the slowest one. Right after you
click on the starting lights hold down on the mouse button until
the race is over. May take several times. When you have won, listen
to the robot. Turn right twice and go to the round tool shed left
of the door. Click on handle and drag right. Look at the notation
clue and draw it or print screen. Get spark plug. Look at notation
clue in floorboard of car, and draw it. Go to muse machine and
put in spark plug. Go back to garage, and get toothed wheel. Look
down and enter hole. Face Skeleton, then turn right, go ahead
once, turn right, go ahead once, turn left, go ahead twice to
the door. Turn left and go ahead 1 time. Turn left, go ahead twice,
turn left, and go ahead once. You will be facing the skull. Look
down, and click on the centre of compartment. Put toothed wheel
in empty spot. Here, since every game is different, you will have
to experiment.
The goal is to have all 12 holes showing pink. Our arrangement
was 1, 3, 4, 2. The secrete is to add the total of pink dots on
each wheel, and turn the top wheel until all available pink dots
are showing. When you get the wheels aligned properly, look up,
and click on the skull to enter the Dolly room. Explore. Go click
on guitar case in the chair. She will tell you she needs a string.
Go up the steps, enter the skull. Turn right, go ahead once, then
turn left, go ahead one to the bar. Open the left hand or centre
panel, get string. Turn left twice, go ahead once, turn right,
go ahead to the skull, and enter skull. Give string to guitar.
Tune the guitar using the tuning box on the left. Notice that
the guitar head is bent down, so tune from bottom to top with
the guide from the guitar book. Get the tuning fork.
Go to the white door, and click in the middle. Go put it in the
muse machine. Go back to the Dolly room at the left end of the
t-shaped hall. After you enter the door, turn right, and go to
the ball machine. You must align the cups to get the ball the
bottom of the board. We found it best to turn the lower cups first
to see which way they will turn. This is fairly easy, it only
took us a couple of tries. Click on the ball and draw the notation
clue. There are 2 notation clues on this sheet. The first one
is for the jungle organ. The second one is missing the second
note, this will be the letter of the unused guitar string in the
left drawer in the guitar book room Go to guitar picture tapestry,
the first one to the right of the throne and click on it. Using
the clues from top of the stairs, microwave, and cat picture,
drag correct pieces to centre to build guitar. Pull up on toggle
to watch movie. Turn right, open door and get vacuum tube. Since
the twins take it from you, go back to the Dolly room, climb the
stairs, enter the skull. Turn right, go ahead once, turn left,
go ahead once, go ahead once over the bar.
Turn left twice, go forward, open the chest marked time bomb,
get the vacuum tube, back away, go ahead twice, turn right, go
ahead once, turn right, go ahead to skull, enter skull. Put vacuum
tube in muse machine. Go to the organ. Build another keyboard
chart below the first one, take the first symbol from the sheet
music and place it and the letter on the second chart as indicated
on the sheet music, then continue your alphabet from there, warping
around at the end of the keyboard back to the beginning of the
keyboard on the left. On ours we had to move up the keyboard to
the right five notes counting both white and black keys. Using
the chart from the tool shed, the right and left side will overlay.
Using the notation clues fill in the blank spaces in the second
row by matching the shaded boxes. In the first column add the
first two rows of arrows to get the third row (f you have 4 arrows
right in top box and 2 arrows left in the second box, the third
box will be 2 arrows right). When finished this will be the sequence
for the notation clue from the race car. Now play music from notation
clues. When it is right, you will hear noises from the monkey
above. We played all the notation clues, and the monkey was holding
4 coins to give to Isadora We used the Blue coin first and got
the key.
Go up the red stairway the hallway. Turn right and go forward
to the attic door. Use key on door, open door. Go ahead twice
to puzzle. Watch the way the figures move to figure out how to
get to the door at the other end. This one is kind of tough. When
you reach the door, turn left and click on the chest. Get the
elevator card. Turn right and push button, enter elevator. Turn
left and put card in panel. Turn left and move handle to basement.
Go forward, you will get a gun. Shoot all the rats, you must reload
when the cylinder is empty by clicking on the cylinder in the
lower left. You can turn your pistol into a machine gun by holding
down on the control key and shooting a rat. When the clip is empty,
you must repeat the process. Watch out for the big rats coming
in from the hole ahead and a little to the left. It takes about
five shots to kill them. This was one of the hardest sequences
to finish for us. When all of the lights are lit, go forward to
the boarded up door, turn right. Click on the paper, and get the
monocle. Put monocle in muse machine. After the muse machine blows
up, listen to the twins, and follow them down. Turn left and click
on boat. Explore. Click on anything that lights up, and look at
it. The green on the palette is to tell you that green is the
missing colour in the number-number notation clue at the left
end of the t-shaped hall. On ours, green was three beats, or play
the note three times. Now for the most nerve-racking puzzle in
the game. Go to the organ. Here is where you will need your organ
keyboard chart again, and the completed chart from the tool shed.
Play the notes on the totems from left to right using your second
keyboard chart. When you run into a shaded box, play the first
note on the top of the totem, then move up or down the keyboard
the number of arrows indicated on the notation clue from the tool
shed. If the note is coloured, play that note that many times,
if the box is coloured, play the sequence that many times. Good
luck, Happy playing. Any questions or problems, feel free to e-mail
us.
Go Anywhere: Begin a new game
and at the entrance door, type 120763-090665. Hold CTRL
and click OK. Now, let go of CTRL and press CTRL + 0 (zero),
choose not to save the game. Load one of your old saved
games and type in any of the following codes to go to that area
in the game. After entering the code, press Enter:
LOBBY, DRUM, HALL1, TAPESTRY, GARAGE, CHASM, DALI,
ATTIC, CELLAR, VRROOM
JUNGLE
At the rat shooting gallery, if you
hold CTRL as you shoot the target rats, your revolver will be
converted into a machine gun. You can then hold down the fire
button to let off a volley of shots. Be careful to watch your
magazine however, because once you run out of ammo, you will need
to repeat the process to get it back.
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