CHAPTER II: PHILÉMON, BISE-EN-TINE, SEPTEMBER 28, 2002.
(written by
Bastet, editor axolotl)
- What you should be carrying in your inventory:
- Notebook
- Map
- Philémon letter
- Clock hand
- Sator code
- Magazine page
- Search for the house number 10.
- Click on the door. Humm... it's closed.
- Check the door to your right. Nobody...
- Did you notice the inscription sign above this door? You can ask
someone...
- The toy shop is open, let's go in.
- Talk to the nice shopkeeper (she will let you know what the famous
inscription on the sign means).
- You explain that you are worried and tell her about professor Cosinus.
- SELECT Philémon letter and show her.
- She feels confident about you (what a good idea you had!) and gives you
the key to Philémon's apartment. TAKE the KEY.
CHAPTER II: PHILÉMON'S APARTMENT (1)
- Go to number 10, USE the KEY on the door, enter, and you are in Philémon's
apartment. Get ready for another thorough search of the premises!
- Click on the desk at your left (where the "?" appears).
- All the drawers are locked.
- Ok, let's pretend we are Arsène Lupin: SELECT the CLOCK HAND, the one you
recovered from the broken clock at Onésime's lab. USE it on the bottom drawer.
Rodrigue has hidden talents!
- CLICK on it again to open. TAKE the paper in the drawer which you notice
is an ACROSTIC NOTE (just in case you are wondering what an acrostic is, like
I did, check this: "A poem or series of lines in which certain letters,
usually the first in each line, form a name, motto, or message when read in
sequence").
- EXAMINE the seven groups of letters. Rodrigue suspects there's something
else hidden in the note... "invisible ink"?
- You will have to check that later. Move out of the screen.
- LOOK at the photograph close to the sofa. Who is beside Onésime?
- Move to the far wall right corner with a picture frame. Click on it. It's
a collection of Bolivian musical instruments. If you want to make your life
easier later, take note of the shape, the position, and the name of each of
these instruments... Or you can make a screen capture, but it is not
essential, since you will have other elements to solve the upcoming
puzzle...
- On the table below the instruments, there is a book. It is one of
Philémon's novels. TAKE it. If you go back to the photograph again, you will
note that Rodrigue now identifies who is with Onésime. Move out to your
right.
- On your right side there is a small table with two candles. TAKE the box
of MATCHES. There is nothing to do with the candle for the moment.
- Move to the large bookcase (everyone has a large bookcase in this game...
it's truly a great way to fill them up with things!). Examine the shelves
carefully:
- There are 3 novels by Philémon - one of them has a page marker. TAKE it
and you'll see the Latin word "Vitriolum" written on it.
- A book about Bolivia, with details on the wind instruments resembling
those on the wall.
- A small box, with a marquetry design on the sides. Try to open it! If you are stuck check this [MARQUETRY
BOX].
- After you succeed in opening the box, you will have Philémon's IRON
KEY.
- Head off to Atlantzone, to open the corresponding Book!
CHAPTER II: CANCHES' OFFICE (1)
- Hey!? The white dog isn't there anymore... He must have joined his buddy
the black dog.
- Nothing special to say to Séraphin (who is picking a book from the
bookcase, or putting it back, who knows? And who cares, anyway?)
- OPEN the safe, SELECT the IRON KEY, PICK UP the corresponding book
(Philémon's Book). If you are stuck... [OPEN
PHILÉMON'S BOOK].
- If you already knew how to open Cosinus' Book, this shouldn't have been a
problem for you! Read the text, it contains valuable hints.
- What is this thing about "secondary roof"? Head over to BISE-EN-TINE.
CHAPTER II: PHILÉMON'S APARTMENT (2)
- The toy shop is closed. Let us check Philémon's apartment.
- Surprise! You meet the shopkeeper holding a bunch of stuff in her arms....
The Bolivian instruments?!
- Talk with her... Rodrigue had a good intuition, with this story about a
"secondary roof"...
- The shopkeeper tells him about "Philémon's Refuge", a "second home"! Good
Lord!
- And now you have to give her a hand, since she let all the instruments
fall from the wall and they're in a complete mess with no labels and all...
Rodrigue has a heart, he's willing to help.
- Well, YOU will have to do the job and put it all back in place! No
worries, it's an extremely simple puzzle, not a reeeaaal bad one.
- CLICK on the picture frame on the wall: "There is work to be done", says
Rodrigue....
- Select the INSTRUMENTS in your inventory and EXAMINE them.
- What a headache! You have to match each instrument with the proper label.
CLICK on a label and then CLICK on the corresponding instrument. You can
always change your mind and click again on a label to move it to another
instrument. It doesn't matter if there are labels remaining. The book about
Bolivia can help you and also the screen capture you made (if you took my
advice!) Ok, ok... [MUSICAL
INSTRUMENTS].
- TADAAM! Completed Work! Move back and the picture is back in shape on the
wall.
- Talk again to the shopkeeper (if you can't see her at first, move out of
the apartment then go back in). She will tell you the address of the refuge
indicating it on the map (EXAMINE the map to see the location of the refuge,
southwest of Bise-en-Tine, circled in red).
- It is in PAN D'ORA. Important detail: she does not have the key, but
normally Philémon "leaves it over there"...
- Logical conclusion: let's go to PAN D'ORA, to examine the place.
CHAPTER II: PAN D'ORA – PHILÉMON'S REFUGE (1)
- You are in front of Philémon's cottage. Nice blue colour!
- The door is closed. Explore the place outside.
- You find a teapot, quite nice, but empty (yes, you expected to find the
key in there, didn't you? So did I... It is a good trick from the game
designers!)
- There is a washing tub next to the weeping willow. Nothing to do there
(even though Rodrigue would like to soak his head in the water, it is not
possible. Too bad: after all these puzzles, I'm sure Rodrigue needs that
badly).
- How to get in the house? Where is this rotten key? Here is a spot where
many players are asking "What should I do? I am stuck! Is this a bug?"
- However, the calm player reflects and checks his notes, and in particular,
checks his INVENTORY! And what does he see? This paper collected at Philémon
apartment with groups of letters.
- EXAMINE it again. "There must be something else on this paper. An
invisible ink, perhaps?"
- Here is a loose thread in the plot that we neglected to address, and which
should be useful to deal with.
- Obviously, the "calm player" should have checked his INVENTORY before
rushing out impatiently to PAN D'ORA! He's not so "calm" after all! This will
teach him to be more thorough!
- There was another puzzle on the back burner, waiting to be solved. Go back
to BISE-EN-TINE, because if there is something to do with this paper, it
certainly has to be there...
CHAPTER II: PHILÉMON'S APARTMENT (3)
- You have to figure out how to reveal what is missing on the ACROSTIC NOTE.
Stuck? [INVISIBLE
INK].
- Having succeeded in solving the problem of what was missing, it's now
necessary to solve the problem of what you can obtain with this paper. To solve the puzzle, check [ACROSTIC
NOTE].
- Once solved, you get the name of a hollow object which you will probably
find in PAN D'ORA.
- (NOTE: you could have solved these two puzzles BEFORE leaving for PAN
D'ORA. However, it is more realistic going initially to PAN D'ORA hoping
you'll find the key some way. On the other hand, as pointed out, there was
this unsolved puzzle that should have been solved before leaving...)
CHAPTER II: PAN D'ORA – PHILÉMON'S REFUGE (2)
- Move to the washing tub. Looks like there is something in the tree... Yes!
Above the tub, a kind of jug... a pitcher, of course! TAKE the REFUGE KEY.
SELECT the KEY and open the door. You can now enter the house to
explore.
- Move to your left. Click on the bookcase (another one...). There is a copy
of the Book of Alchemy by Sigismond Canches, which opens on a page with a
dedication to Philémon Vélin. It is a crossword puzzle you'll have to solve.
Stuck? Again? [DEDICATION].
- Now you know where to seek this famous heritage: the fireplace! Let's go
there. CLICK on the fireplace to zoom in. Click on the ashes and Rodrigue will
complain about how dark it is.
- PULL the chain on the right – now you can see much better. Carefully
explore this place with the cursor - there is one "?" mark on both sides of
the fireplace.
- Click on both sides. The flagstone is dirty. Looks like you'll have to do
some cleaning. Move out of the screen.
- To your right you'll find a sink next to a stove. Move to the sink and
TAKE the SPONGE. Notice the red basin full of water. There are also many
objects, like bottles and other stuff. Nothing to take (the creators
undoubtedly did it purposely so that the player spends a little more time
there).
- Look at the oven – you can open and close the door... and it's not used
for anything!
- Back to the fireplace. You can now try cleaning all this ash on the
flagstones. One rub, and some of the dust is removed .... but not all. You'll
have to do a better cleaning job! You saw a water basin, a few moments ago...
USE the SPONGE on the water and now you have a WET SPONGE.
- Rub the flagstones again. The one on your right reveals 5 geometrical
shapes of regular polygons. Now you have a new puzzle to solve. I know... doing all that rubbing, you're tired, go
ahead... [FIREPLACE
POLYGONS].
- You now have PHILÉMON'S STONE and the AREPO CODE in your inventory. Time
to go back to Atlantzone to use this code on the scroll.
- WAIT! Before leaving the house, look carefully on the ground near the
door. The postman left a letter. TAKE it and examine the sender's address
(click on the right top corner). Ah! What luck! A letter from Cunégonde
Carmel, heir number 3!
CHAPTER II: CANCHES' OFFICE (2)
- As always, there's nothing special to say to Séraphin.
- Open the safe, put down PHILÉMON'S STONE, pick up the scroll, USE the
AREPO CODE.
- Read the second part of the scroll.
- Try to leave... Rodrigue remembers he has to open CUNEGONDE'S LETTER!
- USE the paper knife on the office desk, like the last time.
- Cunégonde was offering help in guiding Philémon in the Convent Library.
You can leave the house now.
- Notice that the trees are coloured in red as the symbol FIRE for Philémon.
CLICK and we are off to CHAPTER III!
FULL BLOWN CHEATS:
CHAPTER II: PHILÉMON'S APARTMENT (1) [MARQUETRY BOX]
- Click on the box.
- A "?" mark appears on one of the end sides. CLICK on it!
- The side with a rhombus design and the box cover are now shown. The cursor
is active on the side. You can see that there are "4 sliding sections" and if
you move your cursor carefully you will see that each has 2 control spots.
- A central spot which makes the section slide outwards. Let's call it the
"open click".
- A spot at the outer sides makes the section slide in. It will be called
the "close click".
- Try now an "open click" on each section and you will see that the lid
opens slightly.
- The order in which you do these clickings doesn't matter.
- Do this once more and the lid opens a little more.
- If you keep going once more, it will open the lid even more, however not
completely.
- Note that no further "open clicks" will make the lid open more.
- Warning! If you "close click" on either the bottom left or the top right
sections, the lid will close a bit. Just "open click" again on the same
section if you've tried that.
- Now "close click" the top left section: nothing happens. Well, let's try
the same now on the bottom right section...
- The lid opens enough to see something inside! Click on this.
- TADAAM! Click on the lid and again to examine the inside. Take the key.
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CHAPTER II: CANCHES' OFFICE (1) [OPEN PHILÉMON'S BOOK]
- CLICK on the fourth book starting from the left.
- It shows the planetary symbol of Mars, which corresponds to Iron
(Philémon's KEY).
- The corresponding element is FIRE, which is pink.
- The other planetary symbol associated to Iron is Jupiter.
- SELECT the IRON KEY and click on the bottom lock.
- Keep clicking until pink shows up.
- Click on the top lock until the Jupiter symbol shows. The Book is
unlocked.
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CHAPTER II: PHILÉMON'S APARTMENT (2) [MUSICAL INSTRUMENTS]
- What makes the puzzle a bit worse is that the position of the instruments
in the puzzle is different from the arrangement in the frame on the wall.
Fortunately, you can consult the book in the library. Let's start:
- 1st layer starting from left to right: Rondadoy (9 tubes), Surusico (5
tubes), Chiriguano (4 tubes), Erke (4 shorter tubes) and Tablasico (4
equal-sized tubes).
- 2nd layer: Pututu (cow horn), Tarka (quadrangular flute), Mosenada
(Y-shaped flute) and Marimacho (2 tubes).
- 3rd line: Mosero (small mouthpiece), Pinquillo (bevelled mouthpiece),
Quenaquena (3 finger end holes), Wacapinquillo (2 finger end holes) and
Almapinquillo (flute with indentation).
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CHAPTER II: PHILÉMON'S APARTMENT (3) [INVISIBLE INK]
- On the table where you collected a box of matches, there are two candles.
- SELECT the MATCHBOX and use it on the left CANDLE.
- SELECT the ACROSTIC NOTE and USE it on the candle flame.
- TADAAM! EXAMINE the ACROSTIC NOTE now. Some dotted lines appear following
each 7 groups of letters, and 7 boxes aligned horizontally appear at the
bottom.
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CHAPTER II: PHILÉMON'S APARTMENT (3) [ACROSTIC NOTE]
- The letters in each group are placed in alphabetical order.
- Click on the letters, one by one, to bring them to the right side.
- Once you've figured the right word, the letters on the left side are
slashed in red.
- Careful because if you click on the wrong letter you'll have to start that
word over again.
- The words are:
- PERSEVERE
- INVESTIGATE
- THROUGH
- COLLECTED
- HINTS
- ENSUES
- RESOLUTION
- Now all you have to do is click on the first letter of each word to figure
which word will show up at the bottom. Do this in the same order the words
appear and "PITCHER" is what you'll get. TADAAM!
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CHAPTER II: PAN D'ORA – PHILÉMON'S REFUGE (2) [DEDICATION]
- The puzzle is a square crossword with 8 letters in each row and column.
- The hints for the solution are in Philémon's Book. I hope you wrote down
the riddle!
- Here it is: "Neither lying nor standing, to find me just follow, the
bishop's diagonal, with lengthy strides and there will be light."
- Well, looks like you'll have to "read" the crossword in diagonal.
- There is no way you'll read the whole crossword if you start at either top
left or bottom right corners.
- So, you'll have to start at either end of the other two corners.
- You will easily see that the top right corner already shows the word
"What" if you start always from left to right as if you were actually reading
in diagonal.
- The whole message would be: "WHAT YOU ARE LOOKING FOR IS IN THE FIREPLACE.
UNDER A STONE IS YOUR INHERITANCE."
- But just reading doesn't solve the puzzle and clicking on every letter in
the proper sequence doesn't help either.
- Well, then try to "separate" the words...click on the first and last
letter of each word and you'll see them showing up on the left side. TADAAM!
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CHAPTER II: PAN D'ORA – PHILÉMON'S REFUGE (2) [FIREPLACE
POLYGONS]
- When you try pushing the polygons you hear a small click.
- Looks like they have to be pushed in a certain order, but which?
- The answer must be again in Philémon's book.
- At the end of the text there was a strange sequence of letters "POSHT".
- Would it be a description of the sequence in which the figures should be
pushed?
- Well, the figures have 3, 4, 5, 6 and 8 sides but pushing in that sequence
won't do anything.
- Let's try the first letter of each polygon's name: T=triangle, S=square,
P= pentagon, H=hexagon and O=octagon. TSPHO.
- CLICK on the polygons using POSHT as your sequence and TADAAM! The
flagstone moves, revealing the contents of a small hiding place. TAKE
PHILÉMON'S STONE and the AREPO CODE.
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