CHAPTER I: Onésime, HEXILLES, September 27, 2002.
(Written by
RedBaronne, editor axolotl)
- Here you are, once again, at Professor Cosinus'.
- Ring the bell.
- Speak to the custodian.
- You now have the means to enter Onésime's study.
- Enter the house, climb the stairs, turn left and enter the study.
CHAPTER I: ONÉSIME'S STUDY
- Familiarize yourself with Onésime's study. You see:
- A small table with a clock.
- The cursor changes to a "?" Zoom in on the clock.
- The curious will find that they can change the position of the hands of
the clock. In particular, pay attention to the minute hand of the clock.
- Notice its irregular displacement.
- Also notice how each displacement of the minute hand is a multiple of 3.
- Click on the funny little button above the 12 o'clock position.
- Rodrigue comments on how fragile it is.
- You find a box of matches on the table with the clock.
- Take it. You now find the box of matches in your inventory.
- There are two bookshelves in the room, to the right and left of the clock
(with the hands that can be manipulated). The one on the right is of
importance to us.
- Click on it. You will find:
- A treatise on the Philosopher's stone. Open it. Inside, you find two
pages with hastily scribbled notes on how to produce the Philosopher's
stone. Obviously, Onésime's researches extend to the arcane. Note the
diagram, if you wish.
- A book on games: Note the section titled "A Card Puzzle"
- A painting.
- Examine it.
- You notice that it is an Artémise Miraud original.
- A photograph of a man. Notice the mole on his cheek.
- An escritoire (desk). Open it.
- You find a magazine, with a piece of paper tucked away inside, and an
interview of Onésime. Click on his photo and you find the piece of paper in
your inventory.
- Try opening the drawers. They're locked.
- The cursor changes to a "?" near the base of the central part of the
escritoire.
- Click on it to reveal a secret compartment.
- You recover a diary with a red cover. Open the diary to find one half of a
chemical formula.
- Read the diary. Pay particular attention to the entry dated, 10/05/02. It
mentions a code. Could this be a combination to a safe? Note the code. (Don't
be lazy; write it down as it is...)
- Finally, click on the last page in the diary. (The cursor changes into a
"?").
- Rodrigue comes to the conclusion that there is a laboratory located
somewhere on the premises.
- Look inside the secret compartment, once more. You find a pack of playing
cards. Click on the cards and you find yourself staring at 16 face cards with
four rows and four columns. You obviously need to solve this puzzle in order
to proceed. You have the hint you need to solve the puzzle. (Remember the book
on games in the bookshelf on the right?) If you're stuck,
check out [CARD
PUZZLE].
- When you solve the card puzzle, it reveals two numbers 08 24. Apparently,
a clue of some sort. If you're stuck, look at [CODE
08 24]
- You now have the lead key in your inventory.
- Another save point appears.
- Go ahead and save at this point.
You now have two choices: you could choose to return to Atlantzone
immediately and open Onésime's book or you could choose to remain in Hexilles
and look for Onésime's secret laboratory.
If you choose to stay in Hexilles and look for Onésime's laboratory, read
on.
- Leave Onésime's study.
- Step out into the garden where you encounter the custodian, once again.
- Talk to the custodian.
- He hands you the key to Onésime's laboratory and tells you where to go.
CHAPTER I: ONÉSIME'S LABORATORY
- You find yourself in the laboratory. It's time to look around the place.
You see:
- A log of wood, by the furnace. Take it. It's bound to come in
handy.
- Examine the furnace.
- Look at the compartment at the bottomside of the furnace.
- You can definitely power up the furnace by adding the log in the
compartment and setting it on fire.
- We'll get back to that in a few minutes.
- Look at the right side of the furnace: another compartment, but it's
stuck. Never mind.
- Furnace- front view:
- Open the plate on top of the furnace.
- Peer inside the plate.
- It seems to contain a sort of whitish powder.
- The cursor transforms itself into a hand.
- Rodrigue concludes that you can definitely put something in there. What
exactly you can put in there remains to be seen.
- To the left of the furnace, you find some carbonate. Take the
carbonate.
- You find a beaker of water in the sink.
- Rodrigue mutters something about wanting some distilled water.
- We'll leave the sink alone, for now.
- You find some Vitriol and Aluminum on top of the medicine cabinet (next to
the sink, top-right).
- We now turn our attention to the area on the left of the sink.
- You now see a black box by the floor, with a paper on top of it.
- Take the paper.
- You see the cursor transform itself into a "?" over the box.
- Click on it.
- The box must be is obviously a safe. The numbers on its face, obviously
indicate the possibility of using a numeric code to open itthe safe.
- This is definitely the safe that Onésime mentioned in his diary.
- You also noted the code to the safe. (If not, go back to Onésime's study
and look it up.)
- Use the code on the safe. If you're stuck, see
[CODE
TO ONÉSIME'S SAFE]
- Now that you've opened the safe, reach in and take its contents. You find
a small quantity of Uranium.
- To the right of the furnace, you find a table containing lab equipment.
- Approach the table. You see:
- Three beakers.
- Click on the one to the right.
- You find distilled water at last!
- That'll come in handy later.
- Some Mercury.
- Take the mercury.
- (Note: Zoom out and pay close attention to the area to the right of
the beakers. The cursor transforms itself into a hand but the area covered
by it is very small. Move the cursor very carefully over the whole area,
until you find the mercury.)
- A Still.
- Rodrigue concludes that we'll need that to combine something.
- Aha! The scavenger hunt is leading up to something, then!
- We now have a whole series of ingredients in the inventory:
- Wood, Paper, Carbonate, Vitriol, Aluminum, Uranium and Mercury and just
one half of the formula.
- So on with the scavenger hunt!
- In a corner of the room, between two doors, you spy a white coat, hanging
on a wall.
- Look in one of the pockets of the white blouse.
- You've just found the other half of the formula!
- Combine the two halves of the formula.
- Examine the reconstructed formula in the inventory and click on the "?"
that appears at the bottom of the paper.
- Rodrigue realizes that he will need Canches' expert advice on this one.
Time to look up the proportion of distilled water needed for the formula, in
Canches' library.
- On to Atlantzone. You exit through the door to the right of the white
coat.
CHAPTER I: CANCHES' OFFICE
- This time around, a friendlier Séraphin greets you at the door.
- Talk to Séraphin. He tells you that you are now free to enter the house
even when he's not around.
- Observe the cursor transform itself into a hand over the paper knife on
Canches' desk. You can't take the paper knife, yet. Let's leave that for
later.
- Séraphin won't let you look inside Canches' desk drawers.
- Restrict your search to Canches' library, then.
- Go to Canches' library.
- Run your cursor over the books in Canches' library.
- You find a book on Alchemy by Sigismond Canches. Read it.
- It contains details of the symbols, colours and elements used in Alchemy
that are associated with planets. These notations will come in handy when you
open the books of the heirs.
- Note: You cannot take this book with you but you can consult it at any
point in the game.
- Open Canches' safe.
- There are five books. Which one of them belongs to Onésime?
- Canches' book on Alchemy will give you a clue to open Onésime's book.
- Select the lead key from the inventory and use it on the books.
- The third book from the right is Onésime's. (Rodrigue( will pipe up
"that's not the right book", when you pick up the wrong books.)
- Now all that's left is for you to match up the colours and symbols on the
book.
- You already have your element: Lead. That should be a good enough hint for
all you intrepid players who can't wait to try it out for yourselves.
- If on the other hand, you need more than a little
help; check out [OPENING
ONÉSIME'S BOOK]
- Once you've managed to unlock the book, open it by clicking on the buckles
(Or whatever the heck they're called.)
- Read the note in the text. The text gives you an idea of measuring the
correct proportion of distilled water.
- Don't worry too much if it all seems like Greek to you. Rodrigue seems to
make sense of it all and makes a note of it in his notebook. Lucky for us,
Rodrigue always seems to pay attention.
- A quick word with Séraphin and you're off to the laboratory.
CHAPTER I: ONÉSIME'S LABORATORY (2)
- Time to whip up a whole batch of alchemical goodness.
- Let's double-check our ingredients against the formula. We have:
- Mercury, Vitriol, and Potassium Carbonate
- Aluminum
- Uranium
- We need to add the distilled water to the new mixture.
- Stand in front of the table, to the right of the furnace, and click on the
three beakers.
- You are now presented with a new problem: measuring the correct amount of
distilled water. If you're stuck, see [DOSAGE
OF DISTILLED WATER].
- When you obtain the correct dose of distilled water, you receive a glass
of distilled water in your inventory.
- All that's left for us to do is to combine the ingredients. If you're stuck, see [COMBINING
INGREDIENTS].
- You now have a paste of the ingredients, which needs to be processed some
more. See [PROCESSING
THE FINAL PASTE].
- You now have Onésime's stone and the code, SATOR.
- Don't forget to check for the source of the loud explosion.
- Look at the clock above the exit door.
- You will find the furnace plate wedged there.
- If you try to leave now, Rodrigue will refuse: he wants to search the
place "with a fine comb"! Which means YOU haven't!
- Look at the clock face more carefully, and retrieve the loose minute hand.
It goes into your inventory.
- You now have the code to interpret one part of the Grimoire. Off to
Atlantzone then!
- Before you leave Hexilles, talk to the custodian, who hands you a letter.
- Examine the letter (both front and back).
- You notice that the letter is from Philémon Vélin (Heir #2).
- You have no way of opening the letter right now.
- Let's return to Atlantzone, to Canches' office.
CHAPTER I: CANCHES' OFFICE (2)
- Talk to Séraphin. Apparently he has nothing more to say to you.
- Open Canches' safe and deposit Onésime's stone on the top shelf.
- Open the Grimoire.
- Use the code SATOR on the Grimoire.
- Click on the Grimoire.
- You managed to translate a page of the Grimoire. Read it.
- Don't forget to click on the "?" that appears.
- All that's left is for us to open Philemon's letter.
- Remember the letter opener we saw on Canches' desk?
- Select Philémon's letter and click on the letter opener.
- The letter is now in your inventory. Read it.
- Séraphin still has nothing to say to you.
- Leave Canches' house and click on the change of scene that follows. You
are about to enter Chapter II...
FULL BLOWN CHEATS:
CHAPTER I: ONÉSIME'S STUDY [CARD PUZZLE]
- As I mentioned, earlier, the hint to solving the card puzzle lies in the
book on games, found in Onésime's bookshelf. Read the book again, if you'd
like to solve the puzzle by yourself. If not, look at the solution below:
| Ace of Diamonds |
King of Clubs |
Queen of Hearts |
Jack of Spades |
| Queen of Spades |
Jack of Hearts |
Ace of Clubs |
King of Diamonds |
| Jack of Clubs |
Queen of Diamonds |
King of Spades |
Ace of Hearts |
| King of Hearts |
Ace of Spades |
Jack of Diamonds |
Queen of Clubs |
- Note: this is just one solution among hundreds! Now that you've seen one,
you may want to find another by doing it all over again, with a different
initial first row (but wait till you've finished the game first!)
Back
to walkthrough
CHAPTER I: ONÉSIME'S STUDY [CODE 08 24]
- This code obviously refers to a time: 8 hours and 24 minutes.
- Remember the clock with the adjustable hands?
- Adjust the hands on the clock to reflect the numbers 08 24.
- Move the big hand a bit after to VIII (but not above IX) and the little
hand to one space above V.
- When both the hands of the clock are in the correct position, click on the
little button just above the 12 o'clock position (XII). This reveals a secret
compartment containing a lead key. Click on the key, which now shows up in
your inventory.
Back
to walkthrough
CHAPTER I: ONÉSIME'S STUDY [CODE TO ONÉSIME'S SAFE]
- Onésime's diary contains the following code:
- Most players enter the sequence of numbers "4-3-2-1", followed by a"#".
- However, that would be too easy.
- Pay attention to the wording of the code. The figures are spelled out in
Onésime's diary.
- Let's try another approach: Count the letters of each number in the code.
- You now get a new code: 4 – 5 – 3 – 3, followed by a "#".
- If you enter a wrong code, zoom out and then zoom back in to the safe,
before entering the correct code.
Back
to walkthrough
CHAPTER I: CANCHES' OFFICE [OPENING ONÉSIME'S BOOK]
- Use the lead key on the top latch (or hinge) of the book.
- This latch (or hinge) corresponds to the planetary symbols associated with
each metal.
- Notice how the symbols change as you turn the key (note: "turning" the
key, in this case, refers to clicking on the top latch.)
- The latch at the bottom corresponds to the colours associated with each
element.
- Canches' book states that there are two planets that are associated with
the metal, Lead:
- Neptune (which corresponds to the symbol on Onésime's book) and
- Pluto.
- Both these planets are associated with the element, Water.
- And Water is associated with the colour Black.
- We already have Neptune. Therefore, turn the key in the top latch until
you get the symbol for Pluto.
- Turn the key in the bottom latch, until the colour corresponds to Black.
- The latches (or hinges) come undone, to indicate the book is open.
- Click on the book to read it.
Back
to walkthrough
CHAPTER I: ONÉSIME'S STUDY [DOSAGE OF DISTILLED WATER]
- Canches' advice is to find the "even of three".
- In his notebook, Rodrigue remarks that the even of three would have to be:
6.
- Therefore, the correct dosage of distilled water needed for the formula is
6.
- Observe the three beakers. (Let's assume that each gradation or mark is 1
ml.)
- Beaker #1: The large one, which is full, contains 12 ml of distilled
water.
- Beaker #2: To its right is an empty beaker, which can contain 7 ml and
next to that is another empty beaker (Beaker #3), capable of containing 5 ml
of distilled water.
- When you click on the base of Beaker #1(12 ml), the cursor is transformed
into a cup.
- It's clear that we now have to transfer the contents of the beakers, in
order to arrive at the correct dosage of 6 ml.
- There is more than one way to solve this problem.
- My solution is to assume I already have 6 ml isolated in a beaker and then
work my way backwards, from there. You can work the solution out on a sheet of
paper and then apply the steps (in the correct order) on the beakers.
- At the beginning, you have:
12 – 0 – 0
- and at the end, you'd have the correct end result:
6 – 6 – 0
(remember you only have 12 ml to begin with, and beaker #3 can only hold 5
ml.)
- Working backwards, this would mean you'd have to have transferred the
contents from the remaining beakers into Beaker #2. You now get:
6 – 1 –
5
- Following the same logic as before, you get:
11 – 1 – 0
11 – 0 –
1 ... and so on.
- The complete solution can be found here:
| Beaker #1 |
Beaker #2 |
Beaker #3 |
| 12 |
0 |
0 |
| 7 |
0 |
5 |
| 7 |
5 |
0 |
| 2 |
5 |
5 |
| 2 |
7 |
3 |
| 9 |
0 |
3 |
| 9 |
3 |
0 |
| 4 |
3 |
5 |
| 4 |
7 |
1 |
| 11 |
0 |
1 |
| 11 |
1 |
0 |
| 6 |
1 |
5 |
| 6 |
6 |
0 |
Back
to walkthrough
CHAPTER I: ONÉSIME'S STUDY [COMBINING INGREDIENTS]
- Consulting the formula, we combine:
- Mercury + Vitriol + Potassium Carbonate -> Potassium Sulphate
- Potassium Sulphate + Aluminum -> Mixture 2
- Mixture 2 + Uranium -> Mixture 3
- Mixture 3 + Distilled Water -> Final Paste
- You will find the final Paste in your inventory.
Back
to walkthrough
CHAPTER I: ONÉSIME'S STUDY [PROCESSING THE FINAL PASTE]
- We now have to process the final paste.
- Lucky for us, there's a furnace in the room, and in our inventory we have
all the necessary ingredients to start a fire.
- Open the compartment at the base of the furnace.
- Deposit the paper into the compartment, put the wood on top.
- Use the matches on the wood. The furnace heats up.
- Open the plate on top of the furnace.
- Put the final paste in there and shut the plate.
- There is a loud explosion.
- You find the plate on top of the furnace is missing. When you click again,
you find that the final paste is missing, as well.
- Open the compartment at the side of the furnace, the one that was stuck
before...
- You retrieve Onésime's stone as well as a piece of paper, with the code
"SATOR".
Back
to walkthrough