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- FRANKENSTEIN: THROUGH THE EYES OF THE MONSTER WALKTHROUGH
- GENERAL NOTES:
-
- The Frankeinstein adventure game is a mixed bag. It has great graphics and
- sounds that remind Myst with the exception that the first has a much darker
- story. It is not as violent as many other games on the market. However, the
- themes covered in Frankenstein are quite morbid.
-
- One of the game worst sides is its slowness. It takes a lot of time to get
- from one place to the next (even with a Pentium 90). What makes the matter
- worst is the huge area to explore in this game. This implies that going
- from the tower upper floors to some of the mine chambers take forever.
- Despite this shortcoming, which induced a lot of frustation on my part, I
- always came back for more. The game is not so tough to solve (when you
- know the answers). Most puzzles are logic or have solutions written on
- loose notes scattered around the castle. The real difficulty lie in not
- knowing where to go and what to do next. This situation happened to me at
- least 4 or 5 times. Thanks to people on the Internet, I was able to get
- finally through. You can wander around the castle for hours before some new
- actions take place. Passing through a given room or finding a new
- note often triggers new events. Writting this walkthrough was not easy
- because a lot of the difficulties rest in mapping the secret passages, which
- is not easy to describe in text mode. I will at least try to give you a
- description of what you need to do in order to win the game. It would be
- better to rely on this walktrough only if you are stucked in the
- game. Knowing in advance every moves spoils the fun. Also, this game
- takes a long time to solve. So don't think you will be through in one
- evening (even with this solve).
- Very few items can be taken in this game. There are only 5 or 6 you can carry
- in all. However, you will find a lot of notes scattered around the castle.
- Some you can carry, some you cannot.
-
- Finally, this walkthrough was written to the best of my knowledge (and memory).
- It is in
- no way an official walktrough. I may have missed some key features or may
- have mixed up some actions. It was written to help those who where not able
- to finish the game. I hope you will be indulgent. You will also probably
- find my writing a bit off the track, because english is not my first
- language. Again I apologize for those who will find it difficult to follow me.
-
- Laboratory
-
- After viewing or at least listening to what happened to you (you were
- falsely found guilty and hung high for the murder of your daughter), you
- wake up looking at Dr. Frankenstein who gives you a shot of morphine (he
- also takes one to celebrate your rebirth). You find out that you still
- live but you now have a ladies' left arm. You get up and look around the
- lab. There are several things to see around this floor. For instance,
- you can look at the blackboard, activate some electrical machines, look
- at a periodic table (chemical elements), you can climb to the tower's roof
- (you do not need to activate anything yet), you can open a dumb-waiter and
- look inside the shaft, you can push aside a cabinet to find a closed grate,
- you can read a newspaper telling about your verdict and hanging, you can
- look at a lifestone and some notes. Take the lifestone and turn right (Dr.
- Frankenstein will not let you out of the laboratory with this crystal). Put
- it on the table. Take the cloth and put it beside the lifestone. Take four
- strands of rope and put them on both the cloth and crystal. Now you have a
- parachute that you can throw by the window. Notice that it will go over
- the wall. You will need to retrieve it later.
- If you climb the ladder leading to the roof, take note of the plaque and
- the pattern of planets. This is plaque no. 2 and it is associated with
- winds. Take careful note of this pattern because you will need it later on.
-
- Exploring the tower's floors
-
- You may have notice a trap door in the floor. Go down the lower level. Go
- in the back and look at the large Tesla coil. It is supposed to store
- energy. Notice the lever just below this coil. You will need to pull it
- down later on. Open the door besides the stairs.
- You will find yourself on a large balcony. Go toward the cannon balls.
- Take one and put it in the steel basket. Pull on the rope. The cannonball
- should fall on the left upper gangway and roll out to the left knocking
- the moose head trophy.
-
- Secret passage no. 1
-
- Now pick the rope and turn right. Place it in the wall opening. Now go
- through this opening and go down. You will see a broken grate. Go through
- it, turn right, go down once and turn left twice. You will find yourself
- in a small room with a corpse and a desk.
- Read the notes. This desk will serve for a forthcoming experiment later
- on, so keep in mind its emplacement. Now turn left twice and go down and
- turn right. Activate the pulley. The wheels will broke loose, so put them
- back in place and try again to open the hidden door to the castle great
- hall. There is a lot to explore after that. However, few doors open to let
- you in.
-
- Castle exploration
-
- Go directly in front of you toward the double doors. These lead to the
- dining room. Dr. Frankenstein will speak for a moment and will leave. Go
- toward the fireplace and take the bag. Click on the bag to see its content.
- Read the notes. Go back toward the table and take the turkey leg. Put it in
- the bag. You may explore all three floors but only three doors will let you
- in. Exiting to left of the fireplace, go right and then left and enter
- the door to the right. You will be in some kind of kitchen. Read the note
- found there. Again Dr. Frankenstein will come to speak with you. This time
- he will be less friendly. No other door opens on this floor except for the
- ones leading outside (we will come back later for these). Climb up one of
- the two stairways in the main hall. Only one door opens toward a burnt room.
- Look at the plaque on the fireplace. This is plaque no. 1 and it is
- associated with fire. Be careful to write down the exact position of all
- seven planets on this plaque. You will need this pattern later on. You will
- find stairs going up to the third floor. Turn right, forward, right and
- left and enter. This is the observatory room. You will find new notes. Read
- them. Nothing can be done yet in this room. Go back down to the great hall
- and open the door to outside. Go outside and turn left, go forward and
- right.
- The rope lying on the floor will come handy later. Look on the plaque at
- the bottom of the tree. This is plaque no. 4 and it is associated with
- height. Take note of the pattern of planets. Go left toward the tower
- near the courtyard doors. You will be able to climb the wall. You will
- retrieve the lifestone if you always choose the left path. Climb down and
- go toward the courtyard doors. Turn around toward the castle and look at
- the plaque. This is number 3 and it is associated with water. Go back
- inside the castle and into the secret passage behind the tapestry. Drop the
- turkey leg and lifestone on the desk.
- Climb up again, exit the grate, climb up toward the balcony and get insid
- the tower. Now take the wooden plank beside the stairway leading up.
- Turn right and go down.
- Place the plank on the missing stairs and go down. Dr. Frankenstein will come
- visit again. Look around and go toward the corner desk. Take the battery
- (glowing green box). Connect all three wires in turn and pull the levers.
- One will make the cat head groan. One will make the human head say some word. A
- third will contract
- the arm and the last will turn off the freezer. This will help you go
- through the door beside this table.
- Turn around and look at the desk in the middle of the room. Open the drawer
- and take the key. Use the key on either doors. The right one leads to your
- bedroom. There is a secret passage in the cabinet. The left one leads to an
- anteroom where you will find more notes and a crowbar. Take them all. Look
- at the locked door. Put the first, the second and the fourth switches
- (starting from the left) in the up position. Switches no. 3 and 5 should be
- in down position. This will unlock the door. This will lead to another
- laboratory room. turn left and left again. Take each brain in turn and
- place them in the machine to the right. Pull the lever and it will speak
- the last word it listen before being killed. Explore the room further to
- fing more notes. Get back to your bedroom and explore the hidden passageway.
- Map it carefully, because it gets difficult to find its way when in a hurry.
-
- Secret passage no. 2
-
- When you enter the secret passage in you bedroom, you will face a grate.
- Looking through it you will be able to see the anteroom. If you go to the
- left of the secret door you will find a place to look in your bedroom. Now,
- if you go right of the secret door, you will come to a fork. Going right
- leads to a ladder. This ladder goes up to the Tesla coil level (you can
- only peek at this room) or further up to the room where you have awaken.
- You will be able to open the grate and move the cabinet in order to free
- the passage. Now you have a way to get from or to this floor level. If you
- take left at the fork, you will encounter another fork. Going right leads
- to a grate where you can look at the observatory. Going left leads to a
- ladder. Go down the ladder. You will encounter another fork. The right
- passage leads to a fireplace (you will be able to go there later on). the
- front passage leads to another ladder going down. To reach it, you need the
- crowbar to remove the planks blocking your way. Take the next ladder.
- Turn right and pull the lever. You now have another passage leading to the
- great hall. If you decide to go further on in the secret passage, you will
- be blocked by hot steam coming out from a defective pipe (you will correct
- that later on).
-
- First experiment with lifestone
-
- Go through the first secret passage to reach the hidden small room (the
- one with the corpse). Place the battery on the desk. Attach both wires of
- the battery to the lifestone. This will recharge the crystal. The turkey
- leg needs to be also on the desk. It will seem that the experiment failed,
- so you will eat the turkey leg. You will then black out to wake up looking
- at live vomit (the experiment did worked...). Take the grappling hook. Go
- outside and head for the tree left of the entrance doors.
-
- New rooms to explore
-
- Use the grappling hook with the rope lying on the floor. Take the hooked
- rope. Go up the tree. Use the grappling hook on the window. Enter the
- window. Look around and read the notes lying on the table. Push the small
- table lying beside the entrance and put it in front of the exit door. Go
- forward and both axes will fall down on the table. Now look at the aquarium.
- Remove the piece of wood. The aquarium will move under the chandelier. Look
- at the fireplace and unwind the rope wheel. The chandelier will come down
- on the aquarium and smash it. This will extinguish the fire. The way to the
- secret passage no. 2 is now open. Go to the exit door. Go forward, turn
- left then right and go through the door in front of you.
-
- Library
-
- Take the staff on the armorial bearings. Use it on the sliding ladder. Go
- down and look around. Read and take all the notes you find. Go in the back
- of the library and look at the scale. Take the weight and place it in the
- right tray. A hidden door will open. Go through it and you will come near
- the defective plumbing. Turn off the wheel. This open the way to secret
- passage no. 2. Go back to the library and exit the door in front of you
- (the one in the back of the reading room). This door leads to the first
- floor of the castle.
-
- Now go to the great hall and Dr. Frankenstein will catch you. He will
- bring you back to the library and push you down in the dungeon where he
- will cuff you and scourge you.
-
- Escape from the dungeon
-
- After he is gone, someone will drop a key from the grate. Remove your
- left hand from the cuff (remember that you have a ladies left arm, which
- is smaller than your right arm). Use the key on the right cuff. Head
- back toward the stairs and turn right toward the grate. Remove grate and
- go through secret passage no. 3. You will come to a room with two exits.
- The right one connects to the first floor in secret passage no. 2. The
- front hole leads to yet another room. The right hole brings you to a ladder
- leading toward the garden. The left one leads toward the hedge maze.
- (hint: you could already know the layout of this maze just by looking at
- it from the entrance doors to the castle. I was able to map it before
- entering it). I will not give you the indication to navigate this maze.
- However, you will need to gather some objects in this maze. Look for a
- skull and take the black beetle. Find the carnivorous plants and place
- the beetle in the right one. After the right plant took the beetle, the
- left one will open its mouth. Take the corroded scissors. Finally, you
- will need to find the entrance way to yet another secret passage (no. 4).
- Use the scissors on the vines to get access to the hatch.
-
- Planet room
-
- Go down and pull the leftside lever. You will hear a opening sound. Go
- forward and climb the ladder. You will be now in the planet room with four
- doors numbered 1 to 4 (remember the plaques). Go toward the planet machine.
- Dependently of the door you want to open, you will need to open one of
- the four lower little doors. Opening them will show a number (the plaque
- number). The upper door reveal four patterns. If you want to open door no.
- 1, you will need to open the leftmost upper little door and the leftmost
- lower little door. After that, turn the wheel until the pattern of
- planets fits with the pattern on the plaque. When this is done, pull the
- lever. If you hear a sound, you will have succeeded. If not, you will have
- to try again. Door one leads toward the mine. Door two leads ot a
- collapsed tunnel (for now). Door three leads to the smelting chamber and
- door four leads to the mausoleum. For now, you may look at the mausoleum
- to gather notes and read them. You should also open door 3. This door
- leads to the wine cellar maze. From the entrance of this maze, follow
- these directions: forward, forward, forward, right, forward, left, forward,
- right, forward, left, forward, forward. You will eventually come to a
- small room leading to the melting chamber. Look around. Pull the lever to
- open the steel doors leading to the mine. Go in the back and go toward the
- coil.
- Turn the switch on. Go toward the right stairway and search the room (more
- notes to read). For now, head back to the planet room. The next step will
- be the mines. Also, if you head back to the hedge maze, you will find a
- newly created passage leading out directly toward the entrance doors of
- the castle.
-
- The mine
-
- There is two entrances to the mines (at this stage). The first one is through
- the planet room. The other one is in the garden. Start near the exit doors
- to the courtyard near plaque no. 3 and go toward the left side of the water
- basin (between the garden and the hedge maze). Push the gargoyle and a
- pedestal will emerge from the water. Step on it and the entrance to secret
- passage no. 5 will open (it also leads to the mines). Go ahead until you
- find the secret dock. Take the diving suit and speargun, and activate the
- air pumping machine. Turn right and go down in water. Look around and
- read the note and look at the treasure chest (you cannot take any of them
- with you). Turn around and kill the squid with the speargun. Climb the
- ladder. Shut out the pump and go back in the tunnel. Take the right tunnel.
- It leads to the mines. It is important to turn around in all directions in
- the mines to find all passages. Go forward until you encounter a left
- passage. Go in and turn around. You will find three passages. You entered
- from the left. The middle one leads to a conveyor. Activate it. You will
- need to find two more in the mines and another one in the ore processing
- room. Activate them all to start the mining process. Turn around and go
- forward. You will encounter a left passage leading to a waterwheel and
- chained doors. We will come back later for this one. If you continue to
- the end of this corridor, you will eventually face a closed door (it is
- door no. 1 from the planet room). Turn right and follow the side corridor
- to the end (activate the conveyor). Step back to the planet room door no.
- 1. Head back toward the side corridor leading to the waterwheel. Before g
- etting there, you will encounter a three door fork. The center one leads to
- a conveyor (activate it). The left one leads to a trap door you cannot y
- enter. The right one is the main corridor. Now at the waterwheel
- location, turn the wheel to stop the flow of water. Take the chain and
- attach it to the waterwheel. Turn on the water and the doors will be
- torned away. Before entering the tunnel ahead, pull the switch to the right.
- You may also encounter a monster hand creeping on the floor. I do not know
- what importance it hold in this story. You may throw a rock at it or you
- may follow it outside the mine toward the secret dock (I doo not know where
- it went after this location. It will be back later on in this game.
-
- Ore processing plant
-
- You will come to a corridor with rails leading to the left and to the right.
- For now, take the left tunnel until you come to a steel door. Pull the
- lever. If it does not work, the entrance switch is probably off. When the
- steel door is open, climb the ladder and step in the ore processing plant.
- Look around. Activate the last conveyor in the back of this cavern (rocks
- will begin to be carried toward the ore processing plant). Turn right and
- push the black button on the machine. Head toward the control panel and
- pull the left switch to activate the crushing machine. Use the black and
- red buttons to crush the ore with the left or right crusher. You need to
- crush each boulder two times. If the processing plant shut off, pull the
- lever and restart the machine from the beginning. After enough ore has
- been produced, you will hear a signal. Get down the ladder and
- follow the rail until you find a control panel on your left. Continue
- down the tunnel and you will encounter two forks. At the first one, the
- left rail leads to the melting chamber (the steel doors should be open if
- you went through door no. 4 in the planet room). At the next fork, pull
- the lever to direct the rails toward the left passage. Go back to the first
- of these fork and look at the control panel. Pull the left switch and a
- wagon full of ore will come from the right. Head toward the second fork
- and go in the left tunnel. You will come into a room with closed doors
- in the ceiling. Attach the chain to the wagon and head back to the
- control panel. Flip both switch up and down again and the wagon will
- retreat to the right tearing off the ceiling door. Pull the lever at the
- side of the control panel. Flip the left switch back up. The wagon will
- go into the melting chamber. Go to the melting chamber.
-
- Melting chamber
-
- Go toward the left stairway and you will come facing another control panel.
- This panel has different controls and switches. The upper two switches
- control the claw power (left one) while the right is the electric switch.
- On the left side, is the vertical claw control. In the upper middle lies
- the horizontal claw control. Just below it, you will see the temperature
- gauge (left side) and temperature control lever (right side). At the bottom
- of the control panel, you will find the voltage control (left) and the
- voltage meter (right). It took me several tries but the following
- indications have worked out:
-
- Switch claw power on. Pull horizontal claw control to the right. Pull
- vertical claw control down (the claw will gather the ore) and up again
- (ore will be lifted). Pull the horizontal claw control to the left
- and pull down the vertical claw control down (The ore will be put in the
- melting machine). Pull it back up. Increase temperature to the maximum with
- the temperature control lever. Use voltage control to increase voltage to
- 80. Pull the electric switch on (the angle of the claw will be raised).
- Pull down the vertical control claw, and up again (now you see a glowing
- white mass in the claw). Pull the horizontal claw control to the right (the
- claw will put the white crystal in the wagon). Head back to the control
- panel in the mine. Pull both switches down to let the wagon go to the
- right. Pull the left lever to redirect the rail toward the second fork.
- Pull both switches up and then pull the left switch down. The wagon will
- head toward the room with the ceiling doors.
-
- Mixing room
-
- Go to the room with the ceiling doors. Note there are now open. Climb up
- the ladder. Go toward the control panel in the far corner of the mixing
- room. There are several controls on this panel. If nothing works, go to
- the melting chamber and pull the switch at the base of the coil. The
- electric switch in on the upper left corner. The claw control is in the
- upper right corner. The claw to the crystal maker in on the lower right
- side. The voltage meter is in the middle. The voltage control is in the
- lower center of the panel. The spin control clutch is to the right side
- of the control panel. Now, pull the claw control to the rightmost
- position (the claw will get the white crystal from the wagon). Pull this
- lever to the leftmost position (the claw will put the crystal in the
- mixing tub). Go to this mixing apparatus. Turn the left wheel to pour
- H20 (water) in the mixing tub. Turn the right wheel to pour HNO3 (nitric
- acid) in the tub. Pull the switch to start the mixing process. Pull the
- bottom switch to fill the container. Head back to the control panel. Pull
- the claw control to the left and then down. Pull down the crystal maker claw.
- Activate the electric switch. Set voltage to 80 volts. Activate the
- spin control clutch. You have created a large lifestone. Use the controls
- to direct the claw to take the crystal and place it in the dumb-waiter.
- Send the dumb-waiter up by pushing one of the botton on the left side.
-
- Meeting with Dr. Frankenstein
-
- Now is time to talk with Dr. Frankenstein. Go to the tower's first floor.
- Go through the anteroom and then into the biology laboratory (at least it
- seems like one). Save your game because you can die in the meeting to come.
- Open the door to the left (it was locked before). Enter the room and look
- around. There is a door to your right but do not open it yet. Go straigh to
- Dr. Frankenstein and a discussion will follow. When it is finished, look at
- the cages to see some disturbing sequences. Turn left and go to the desk.
- Take the notes in the drawer. Read them. Turn left and Dr. Frankenstein
- will talk again. Save your game and head for the other door (not the one you
- entered). You will be forced to face Dr. Frankenstein who will pull a gun
- to shoot you. Turn around and go through the door as fast as possible. You
- will be OK outside.
-
- Meeting the thugs and run for your life
-
- Go outside near the exit doors to the courtyard. Save your game again.
- Turn toward the castle. A thug will greet you with a rifle. Another thug
- will be to your left, so head right toward the castle doors. You will know
- where to go because a thug will always block your way if its not the right
- direction. Climb up the left stairs. Go forward, turn left and go straigth
- forward to the open door. It will close behind you. Turn right to face the
- mirror.
- Do it quickly because the thugs will soon brake the door to this room. A
- girl will appear in the mirror and she will shatter it. Follow the girl
- to the secret cave (it is not far from the planet room door no. 1). You
- will be safe there. The girl Sara will talk to you several times. Take the
- cup of water and drink it. She will ask for the bottle on the upper shelf,
- so push one of the barrel and use the wooden fork to retrieve a bottle.
- There will be some more talks and then the monster hand will appear. Use
- a rock to send it away. Sara will now want to see Dr. Frankenstein. Go
- to the mausoleum (door no. 4 of the planet room). Look into the drawer
- and look at the notes. More talks will follow. There will be an earthquake
- that will block all the doors except door no. 2 (the tunnel was collapsed
- before). Follow Sara in this tunnel. This will bring you to a vast cave
- with a ladder going up. You may save your game because this is the ladder
- maze and a monster will try to catch you. The exact route is as follow
- (I hope it is not random with each game): up, up, take left ladder up, take
- left ladder up, take right ladder up, take left ladder up, up, up, and up.
- Take Sara's hand to get her free of the monster. You will be back in the
- garden.
-
- The observatory
-
- Go to the secret dock through secret passage no. 5. Look around and you
- will find a note. Take it and read it. Turn around and you will see a bomb
- (you cannot deactivate it). Go to the observatory on the third floor of
- the castle. Go straigth to Dr. Frankenstein. There will be talks between
- Sara and him. Move around a bit to start new conversations. He will then
- leave and lock you inside the observatory with Sara. Go back to talk with
- her. Look into the spyglass to see the thugs forcing your child Gabrielle
- to follow them to the secret dock. Go back near the door and push the
- desk under the wall grate. Open the drawer and take the key. Use it on
- the locking mechanism of the grate (the one on the wall). The key will
- fall in the floor's grate. Push back the desk and go retrieve the horseshoe
- shaped magnet near the spyglass. Use it on the floor's grate to retrieve
- the key. Push the desk again and use the key to unlock the wall's grate.
- Sara will climb through the opening and unlock the door to the observatory.
- She will be murdered on the spot. Get back to the secret dock. You will
- find Gabrielle lying dead on the floor, killed by the bomb. Take her with
- you and head to the laboratory on the third floor of the tower.
- Endgame
- Place Gabrielle on the table. Go to the dumb-waiter and retrieve the
- lifestone. Put it in the holding apparatus above the table. Climb the
- ladder and look at the speed gauge.
- Wait until the speed reaches between 10 and 20 and unroll the rope to let
- the kite float free. Go down to the Tesla coil chamber (2nd floor of the
- tower). Turn on the switch to charge the coil. Head back to the control
- panel on the third floor. Turn both rigth switches in the up position and
- pull the left hand lever (this will raise the table to the roof top).
- Activate the left three switches and see the results.
-
- Jacques Dupont