Frankenstein

Frankenstein

14.10.2013 05:21:26

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 inside
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 yet
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

 
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