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11thhour.txt
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1997-01-28
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119 lines
The 11th Hour - Complete Solution
As Carl Denning, investigative TV journo and all round good egg, itÆs 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 StaufÆs 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, itÆs very important to remember that these objects only become
available for selection after youÆve 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,
donÆt 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 youÆre really stuck, keep asking her for help and eventually sheÆll offer
to solve the puzzle for you. But donÆt overtax her early doors, otherwise youÆll
exhaust her energies and sheÆll 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 youÆve seen the
video clip and received your next clue, climb the stairs to DuttonÆs 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 æartsy excited lecherÆ is a painting of a satyr
in the secret picture gallery. However, youÆll need to out-manoeuvre the knightÆs
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 (æheartÆ 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. æBars deter the cuckoo birdÆ 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 æart that flourishes under the sunÆ, 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. YouÆll 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 æaddled skedÆ, which is a desk in the library. The next
treasure hunt object, æthe body in the docÆs officeÆ, is a fallen, headless statue,
which can be found in the picture gallery. Make a detour to DuttonÆs room, where
youÆll 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 æsullied
streetÆ 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 youÆve got to solve the spider puzzle to find the
cut throat razor. The æfruit loopÆ is an orange in the painting back down in the
dining room. Once youÆve found it, the ænocturnal horses schedulesÆ should point
you to a puzzle in KnoxÆs 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 ægreat daneÆ, so dash
back to the library and select the painting there with said dog, to receive the final
clue of the hour.
This wounded bullÆs-eye is a centaur (groan) which resides in the chapel and
youÆll 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. ItÆs 9 pm already and do not ask for whom the bell tolls, æcos itÆs
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 weÆd better dash off to the first one without delay. æOlive
SteinÆ is a crude anagram of television, and the dilapidated set can be found in
DuttonÆs 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
youÆve 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 ælight pieceÆ, a brazier sitting in
the middle of the altar. Once youÆve lit up, it will open up the kitchen downstairs
and there youÆll discover the æcheesy gadgetÆ, a grater with detachable fingers.
The ten plates puzzle shouldnÆt 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 TempleÆs 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 wonÆt 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 BurdenÆs room after solving the
word puzzle. The æangrier jewelleryÆ is an earring on a chest of draws in HeineÆs
room, but the necklace puzzle stands between you and success. Now itÆs back up
the rickety stairs and into the room at the top and your third meeting with Stauf.
Fill the beehive, making sure thereÆs more honey than blood, and eventually heÆll
concede defeat, allowing you to identity both the killer and the mansionÆs sinister
offspring.
10 pm
After taxing your grey matter to the limit in the last section, itÆs fortunate that
thereÆs only a couple of brain-teasers in this episode. ItÆs 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 ætruck with craneÆ is a
nutcracker which is located in the dollÆs room and after youÆve found it walk back
down the hallway and comb the games room for an eyeball. After this ocular
encounter, itÆs back to TempleÆs 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 BurdenÆs room, where you need to perform a spot of
housekeeping and turn the sheets to progress.
The kitchenÆs your next destination as the chase hots up, and after the cleaverÆs
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
youÆll be faced with the ultimate choice, which triggers The 11th HourÆs spine
chilling denouement.