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Frankenstein - Cheats |
Through the Eyes of a Monster
Warning: The following contains information
that will help you solve Frankenstein
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. It is already in the ON
position. You will need to pull it down later on at the
endgame on. You will eventually find a note telling about
this information. Another note will explain the ON and
OFF position. 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) and the rope-wire hanging on the wall. 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. There is a
locked door in this room. You will eventually find a note
in the mines that will explain how to unlock it.
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. Get
back to your bedroom and explore the hidden passageway.
Map it carefully, because it is 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). New rooms to explore
---- Go outside the castle and head toward the tree where
the loose rope lies on the ground. 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 lady's 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
the 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 heading 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.
Planetarium 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 planetarium room with four doors numbered 1
to 4 (remember the plaques). Go toward the orbital
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 to a collapsed tunnel (for now). Door
three leads to the melting 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, right. 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
planetarium 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. You should let door 1 open when you
leave the planetarium room. This will save you a lot of
walking around when going through the mines.
The mines
---- There is two entrances to the mines (at this stage).
The first one is through the planetarium 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. Remember its location.
You will have to come back to activate it later on. Two
more of these are to be found in the mines and another
one is in the ore processing room (this one needs to be
activated first). 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
planetarium room). Turn right and follow the side
corridor to the end (you will find another conveyor).
Step back to the planetarium room door no. 1. Head back
toward the side corridor leading to the waterwheel.
Before getting there, you will encounter a three door
fork. The center one leads to a conveyor (Come back later
on to 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. Do not throw a rock at it
because it is friendly. This monster hand will also help
save Sara further on in this game. You can follow it
outside the mine toward the secret dock. 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 conveyor
in the back of this cavern. Go back and activate all
three conveyors found in the mines. These conveyors can
only be activated after you forced the door with the
waterwheel and after the switch near this waterwheel has
been turned on. When all four conveyors have been turned
on, 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 planetarium
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 actions 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. You should
now have found the note at the dock (not sure of the
exact location where this note is to be found). If you do
not have it, then put the first, second and 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 (it looks like a biology lab). turn left
twice. Take each brain in turn and place them in the
machine to the right. Pull the lever and they will speak
the last word they listened before being killed. Explore
the room further to find more notes. Save your game
because you can die in the meeting to come. Open the door
to the left (it should now be unlocked). 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 point a gun at 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 of 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. 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. Sara's life depends on what you
do next. If you send a rock at it, Sara will eventually
be killed. If you wait until the hand goes away, Sara
will be safe and it will be the hand who will be killed
later on. Sara will now want to see Dr. Frankenstein. Go
to the mausoleum (door no. 4 of the planetarium 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. What comes next will
depend on whether or not you thrown the rock at the
monster hand. If you did throw a rock at it, Sara will be
murdered on the spot. If you did not throw the rock, it
is the hand that will be shooted at. Go directly 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
---- This is the toughest part of the game. Many gamers,
including us, had a hard time finding the exact sequence
of actions to finish the game without killing for good
Gabrielle. So, Place Gabrielle on the table. Go to the
dumb-waiter and retrieve the lifestone. Put it in the
holding apparatus above the table. Go to the main control
panel. Pull the three left switches to the right position
and then the two right switches to the up position. Pull
the lever at your left (to raise Gabrielle to the roof
top). 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). Pull the switch
down to charge the coil and pull it back up when the
needle in the display is still in the light red area (but
close to the dark red area). Head back to the control
panel on the third floor. Turn the three left switches to
the left and see the results. This set of actions is
needed to save your daughter. You then leave the castle
and live long and happy. There is also another ending to
this story. If you pull up the switch in the Tesla coil
chamber on the 2nd floor when the needle is in the dark
red area, and then pull the three left switches to the
left, your daughter will come to life but dies eventually
again. You will then be emprisoned again by Dr.
Frankenstein and won't live long and happily ever after.
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