The 11th Hour - Complete Solution As Carl Denning, investigative TV journo and all round good egg, it’s your unenviable task to take on the deranged toymaker and rescue your girlfriend, Robin, before the clock strikes the sinister tones of the 11th hour. So join us now, as a dark tale unfolds of ghosts and ghouls and long leggedy beasties. First some general advice to help you counter Stauf’s devious wiles. Progressing through the house is a two-stage process. Stauf will initially bait you with clues for treasure hunt objects, which are scattered throughout the unholy mansion. However, it’s very important to remember that these objects only become available for selection after you’ve solved one of the many and nefarious puzzles that litter the rooms. When searching for treasure hunt objects remember Stauf (the big show-off) is a great lover of anagrams and almost every clue contains an anagram of one sort or another. Unfortunately, the puzzles themselves can be quite fiendish and it would be impossible to describe exact, detailed solutions to every single one. However, don’t despair, and use your Techno-Psychic ally liberally, possibly even seeking her advice and then retreating to the comparative safety of a saved game before using it. If you’re really stuck, keep asking her for help and eventually she’ll offer to solve the puzzle for you. But don’t overtax her early doors, otherwise you’ll exhaust her energies and she’ll be no use later on when the going really does get tough. 7 pm Open your game book and seek out the first treasure hunt object - a bottle of tonic - which can be found on the mantelpiece in the library. After you’ve seen the video clip and received your next clue, climb the stairs to Dutton’s room. Solve the cash register puzzle by balancing the till (81cents on each side - keys in a symmetrical pattern), which will open up this room for treasure hunting and allow you to pop the champagne cork. The ‘artsy excited lecher’ is a painting of a satyr in the secret picture gallery. However, you’ll need to out-manoeuvre the knight’s puzzle in the foyer and go through the pendulum of the grandfather clock to find the secret passageway that leads there. Return to the library, solve the sliding book puzzle, then give the globe a quick spin (‘heart’ being an anagram of earth) to discover the next clue, which is a BattleGround. The figurine next to the bookcase tilts to reveal yet another secret passage - this will transport you by furtive means through the very walls of the house to the laboratory. Slide the pieces to move the clockwork mouse around the maze and into the right-hand exit, then find the quest object, which is a tablet. ‘Bars deter the cuckoo bird’ should lead you dashing back to the foyer and the picture of the Redbreast. Slink back to the picture gallery through the clock and the ‘art that flourishes under the sun’, which is the Mondarian painting puzzle. Match wits with Stauf (ensuring that you lay the last piece) and the clock will chime the first hour. You’ll then be treated to an end-of- level sequence which reveals some rather rum goings-on in the small town of Hurley. 8 pm First up, seek out the ‘addled sked’, which is a desk in the library. The next treasure hunt object, ‘the body in the doc’s office’, is a fallen, headless statue, which can be found in the picture gallery. Make a detour to Dutton’s room, where you’ll find some liquor, then wander along the corridor to the games room and spot the hidden lines of influence to solve the pool table puzzle. The ‘sullied street’ is the red setter in the dog painting on the wall. The next two clues are given in code, so transpose all the keyboard letters one to the right and make for the foyer and a dubious encounter with the sinister mechanism of the Grandfather clock. Solving the second coded message will take you up the stairs and to the macabre contents of the bathroom, where you’ve got to solve the spider puzzle to find the cut throat razor. The ‘fruit loop’ is an orange in the painting back down in the dining room. Once you’ve found it, the ‘nocturnal horses schedules’ should point you to a puzzle in Knox’s bedroom. The best way to solve it is by matching the tarnished edges of the mirror. Select the painting of the nightmare to get your next clue. The famous prince is Hamlet, a punning reference to a ‘great dane’, so dash back to the library and select the painting there with said dog, to receive the final clue of the hour. This wounded bull’s-eye is a centaur (groan) which resides in the chapel and you’ll have to lock horns with Stauf again in the end-of-level puzzle to see a movie clip which unravels further insights into the sinister Twin Peaks-esque life of the town. It’s 9 pm already and do not ask for whom the bell tolls, ‘cos it’s tolling for thee, mate. 9 pm This hour is a bit of a nightmare, with six unpleasant puzzles to solve before the clock strikes ten, so we’d better dash off to the first one without delay. ‘Olive Stein’ is a crude anagram of television, and the dilapidated set can be found in Dutton’s bedroom. The next object is an organ, so take the secret passage back to the chapel and have a quick tinkle on the ivories of this wretched instrument. The number clue points to an ivory tower, which can be found on the chessboard once you’ve climbed the creaking steps to the attic. However, the railway puzzle needs to be completed before you can get the white rook. A quick jaunt back to the chapel will uncover the ‘light piece’, a brazier sitting in the middle of the altar. Once you’ve lit up, it will open up the kitchen downstairs and there you’ll discover the ‘cheesy gadget’, a grater with detachable fingers. The ten plates puzzle shouldn’t be too much of a problem and the 500 =100 = 0 clue refers to a disc of The 7th Guest, which can be found in the lab. Stagger down to the bathroom and find the toothpaste (no ring of confidence here though) which should lead you into Temple’s room and the guillotine. The dice cube puzzle is rather nasty, but as a quick pointer, interpret the pips as direction indicators, rather than simply numbers, and you won’t go far wrong. Next, saunter back to the hallway and select the Gardenia in the painting, then, continuing the flower theme, find the rose in Burden’s room after solving the word puzzle. The ‘angrier jewellery’ is an earring on a chest of draws in Heine’s room, but the necklace puzzle stands between you and success. Now it’s back up the rickety stairs and into the room at the top and your third meeting with Stauf. Fill the beehive, making sure there’s more honey than blood, and eventually he’ll concede defeat, allowing you to identity both the killer and the mansion’s sinister offspring. 10 pm After taxing your grey matter to the limit in the last section, it’s fortunate that there’s only a couple of brain-teasers in this episode. It’s just as well, as the remainder of your time is occupied with a frantic treasure hunt through the rest of the house, before the clock can strike the ominous chimes of the 11th hour. Proceed to the music room and after solving the moving house puzzle, pluck the harp to make sweet music and provide your next clue. The ‘truck with crane’ is a nutcracker which is located in the doll’s room and after you’ve found it walk back down the hallway and comb the games room for an eyeball. After this ocular encounter, it’s back to Temple’s room and a clue which should lead you to the blade. Chug upstairs to the attic and select the locomotive from the earlier puzzle. It will take you back down to Burden’s room, where you need to perform a spot of housekeeping and turn the sheets to progress. The kitchen’s your next destination as the chase hots up, and after the cleaver’s buried itself in the wall, run across to the library and find an ink stand. The pen will spell out a message that points to the last treasure quest object, a miniature kitchen, which can be found in the nursery. Defeat Stauf at his final game and you’ll be faced with the ultimate choice, which triggers The 11th Hour’s spine chilling denouement.