Chapter III: Cunégonde, ZORQUES, September 30, 2002.
(Written by Mandi, editor axolotl)

  1. Approach the convent and knock on the door.
  2. A nun will come out. Keep talking to her. Rodrigue will explain the situation, find out that Cunégonde has been missing, and give the nun the letter. She will take it and go inside to speak to the Mother Superior.
  3. Sometimes, the nun will take a little while in getting an answer. If this happens, don't panic. Walk around a bit, investigate the locked building across the street, come back and knock again. This time the nun will come out.
  4. Take the note she gives you.
  5. Return to your car. Arkadya, Cunégonde's home village, is now on your map. Go there.

Chapter III: ARKADYA, Cunégonde's Room

  1. Approach the front door of Cunégonde's home.
  2. The door is locked. You must find a key.
  3. You CANNOT get the key until you've solved the clue that the nun gave you. Examine that note in your inventory from the nun to find out where it is. If stuck, see [CUNÉGONDE'S NOTE]
  4. Use the key to unlock the door and go inside.
  5. Examine the chest of drawers by Cunégonde's bed.
  6. Open the right drawer. Hmm, she has a copy of Canches' book "Alchimie" as well... There's nothing in it, but it's an interesting thing to find.
  7. Open the left drawer. You will find two bags of rosaries.
  8. Examine the bags in your inventory and open them up; you will take out six rosaries. Hang on to these.
  9. Look at the crucifix above her bed. Hm, it doesn't turn.
  10. Go to the vanity on the other side of the bed.
  11. Open up the drawer. You will find a note from an "Arthur" and a flower-shaped puzzle box. You need to solve the puzzle to open it. If stuck, see [THE FLOWER PUZZLE BOX].
  12. Inside, you will find a torn-up photo. You need to assemble it. Examine it in your inventory and put the pieces together. If you are stuck, see [ASSEMBLING THE PHOTO]
  13. When you try to flip it over, Rodrigue says he needs something to stick the pieces together first. There's nothing in Arkadya... but maybe Canches has something in his study?

Chapter III: ATLANTZONE, Canches' Study

  1. You're back at Canches' mansion. Talk to Séraphin and ask him about some tape. He'll tell you where to look.
  2. Yes, the desk drawers, it is in there. Shoved in a corner, but yes. Get it.
  3. Use the tape on the pieces of the photo.
  4. NOW you can flip the photo over. You'll find a code: 5-3-4-2-1.
  5. Ask Séraphin what it means - he's at a loss. Perhaps you should return to Arkadya and see if the code applies to anything in Cunégonde's room.

Chapter III: ARKADYA, Cunégonde's Room (2)

  1. Return to Cunégonde's room and look around. See anything with 5 slots?
  2. WAIT. There are FIVE HOOKS in a row on the left wall by the door. So what do you hang on them?
  3. How fortuitous that you have rosary beads with you! See if you can't get the combination. If stuck, see [HANGING THE ROSARY BEADS].
  4. What was that shifting noise? Go look around. Perhaps you might find that something you couldn't turn before can be moved now.
  5. That's right, the crucifix! Slide it over... the COPPER KEY! Yay!
  6. By now, you know what to do in this game when you find a key... go open a book!

Chapter III: ATLANTZONE, Canches' Study (2)

  1. Return to Canches' mansion. Use the Alchimie book to determine what book, what colour, and what secondary symbol goes with copper. If you're still a bit unsure about how to do this, see [OPENING CUNÉGONDE'S BOOK].
  2. Open Cunégonde's book and read the inscription. "Let there be light..." Hm, interesting.
  3. Séraphin is no help at all, of course. Perhaps going back to Zorques and showing the nuns your findings may help you learn more.

Chapter III: ZORQUES, Convent

  1. Knock on the convent door and talk to the nun. She will offer to take you to the library to speak with the Mother Superior.
  2. Enter the convent and enter the main doors of the library. The Mother Superior is waiting there.
  3. Tried talking to her? A little unresponsive? Maybe she needs help.
  4. Ask her if you can help and she'll explain the problem. Maybe you can help her with it; check out the display desk behind her to the right.
  5. You're at a shelf with 17 books and a lower shelf for the three divisions. Time to use your brain. If this gives you a problem, see [DIVIDING 17 BOOKS].
  6. Once the books are properly divided, go and talk to the Mother Superior again. Now she can help you out.
  7. Talk to her to learn more about Cunégonde and this Arthur character. Interesting connection, that... Exhaust all questions. She will tell you to go visit the chapel - the previously locked building.
  8. Bid her goodbye and leave the convent. Now it's time to see what's in that chapel across the street.
  9. Look around the chapel; it's very lovely. You will note that one of the stained glass pieces in one of the windows is missing.
  10. Go to the exit, and the Mother Superior will be waiting for you. Talk to her; she will mention the locked sacristy, and tell you where to find the key. You will also offer to finish the work she started.
  11. The key is at the feet of the Saint Anthony on the shelf to the right of the sacristy door. Get the key and open the sacristy up.
  12. Inside, you will find an unfinished stained-glass piece for you to assemble. If stuck, see [ASSEMBLING THE STAINED-GLASS PIECE].
  13. Show the piece to the Mother Superior and ask her what to do with it. She'll tell you it's up to you.
  14. Well, this should be obvious. Remember that empty hole in one of the chapel windows? It's a perfect fit!
  15. Put the stained-glass piece in. Follow the beam of light it casts! ("Let there be light," indeed.)
  16. The beam of light falls on the holy water font by the door! Crack it open, and... another piece of the Stone! AND another code! Take them BOTH - do not leave the code or you won't be able to get it again.
  17. Well, the safest place for this is in Canches' safe.

Chapter III: ATLANTZONE, Canches' Study (3)

  1. Talk to Séraphin. His relationship to Arthur is NOT coincidental.
  2. Open the safe. Use the code to read another part of the scroll.
  3. Put Cunégonde's piece of the Stone in the safe and leave. And you've completed Chapter 3!

FULL BLOWN CHEATS:

Chapter III: ARKADYA, Cunégonde's Room [CUNÉGONDE'S NOTE]

  1. Examine the note in your inventory. Hey, doesn't it show a word? Type that word into the "valider" box and Rodrigue will make the connection.
  2. The word is in WHITE BLOCK LETTERS against black.
  3. The word begins with an F.
  4. The word is "FLOWERS." Type it in, and Rodrigue will go, "Of course, the flower-tray!"
  5. Notice that itty-bitty flower tray to the left of the front door?
  6. Do I have to say any more?

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Chapter III: ARKADYA, Cunégonde's Room [THE FLOWER PUZZLE BOX]

  1. Tried to open the top? It won't open, of course. Rodrigue says there's a "trick mechanism." But where?
  2. How odd that the BOTTOM of the box is brightly coloured. Why not take a closer look?
  3. Click on that middle circle, and all the Roman numerals from 1 to 12 appear on the different coloured petals. Click on the numbers to see that you can "swap" them with the centre to move them around.
  4. Take a look at Rodrigue's journal. He quotes Arthur's letter: "its petals PERFECTLY EQUAL its harmony and strength."
  5. He mentions there are 6 colours - aqua, green, brown, violet, blue and red - and the numbers from 1 to 12. He says he should try first to figure out what sum he should allocate to each colour. Interesting.
  6. Add up the numbers from 1 to 12. The sum is 78. 78 divided by 6 colours? 13. So the numbers in each pair of colours must add up to 13.
  7. Tried that, huh? It didn't work? The letter said "harmony and strength," which means the sum must be balanced in TWO different ways. How else are those petals divided up aside from colour?
  8. Notice those GOLD BARS in between some petals? They divide the flower into THREE sections of four petals each. Divide 78 by 3, and you get 26.
  9. You need to have the sums of the different colours and the sums of the different sections balanced.
  10. Each colour pair must add up to 13, and the numbers in all the petals in one of the 3 sections must ALSO add up to 26.
  11. All right, here's an example of how it should work:

Section 1 Section 2 Section 3

Aqua = 1
Green = 6
Brown = 8
Violet = 11

Blue = 10
Violet = 2
Brown = 5
Red = 9

Aqua = 12
Blue = 3
Red = 4
Green = 7

  1. When you have completed the puzzle, the game will let you know with a clicking sound. Just try it. You will be able to open the top of the box now.

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Chapter III: ARKADYA, Cunégonde's Room [ASSEMBLING THE PHOTO]

  1. This is actually a simple jigsaw puzzle.
  2. There are 16 pieces you need to fit in the rectangle provided for you.
  3. When you put a piece in its place, you will hear a "click."
  4. And that's really all there is to it.

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Chapter III: ARKADYA, Cunégonde's Room (2) [HANGING THE ROSARY BEADS]

  1. The order in which you should hang the beads should be obvious.
  2. The code is 5-3-4-2-1, and you have 5 hooks in a row.
  3. Number the hooks from left to right. (1,2,3,4,5, of course!)
  4. So you hang one on hook 5, then hang another one on hook 3, et cetera.
  5. What ISN'T obvious is which rosary goes on which hook. There are 6 different rosaries to choose from. Roll your mouse over each rosary in your inventory to identify them by colour or material.
  6. There is no clue in this game to tell you which one goes on which hook.
  7. Notice that when you get the type of beads and the order right, the rosary stays, but when you get it wrong, all the beads vanish off the hooks?
  8. That's right, you have to guess by trial-and-error. If a certain type of rosary on a hook resets everything, that's the WRONG ONE. Keep trying.
  9. But if you are too lazy to take a minute doing trial-and-error:
  10. When all five hooks have something on them, you'll hear an odd noise. Might be worth investigating.

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Chapter III: ATLANTZONE, Canches' Study (2) [OPENING CUNÉGONDE'S BOOK]

  1. It's the second book from the left
  2. It bears the planetary symbol of Venus. Yes, that's one of the two planets corresponding to Copper, Cunégonde's key is made of that metal.
  3. Look for the corresponding element. It's AIR, and its colour is red.
  4. The other planet corresponding to Copper is Uranus.
  5. Set the colour to red, the planetary symbol to Uranus, and the book unlocks automatically. Click on the hinges.

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Chapter III: ZORQUES, Convent [DIVIDING 17 BOOKS]

  1. Here's the situation: You need to divide the donation of 17 books into 1/2, 1/3, and 1/9.
  2. 17 is a prime number, though. It won't divide evenly by any of those numbers.
  3. Check Rodrigue's journal. He says you should consider 18 books, not 17.
  4. If there were 18 books, then 1/2 of 18 = 9 books, 1/3 of 18 = 6 books, and 1/9 of 18 = 2 books. Which would satisfy the puzzle. In fact, that would take care of 17 books (9 + 6 + 2 = 17) total.
  5. But there are only 17 books up there!
  6. There are 18 books in total. You have the 18th.
  7. Didn't you steal one of Philemon's books in Chapter Two, remember?
  8. If you put it on the shelf, set apart to the right of the other 17 books, that will make a total of 18 books.
  9. THEN you can divvy up the original 17 books the way the Mother Superior wants, with Philemon's book left over! Ta da!
  10. It won't work if you don't put that 18th book up there first, though. :)
  11. You'll hear the familiar "success" sound when you're done.

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Chapter III: ZORQUES, Convent [ASSEMBLING THE STAINED-GLASS PIECE]

  1. There's no real trick to this; it's a larger version of the puzzle you had in putting the photograph together.
  2. Problem is, there's a whopping 40+ pieces to deal with here. If you're playing the online game, it will take forever to load. WAIT UNTIL ALL PIECES HAVE LOADED before starting in on it.
  3. Move ALL THE PIECES out of the circle before starting. If you lock in a piece when there's another piece beneath it, it is nearly impossible to retrieve the other piece. (I have accomplished this maybe TWICE in countless attempts. Don't risk it.)
  4. When you have a piece in the right place, you will hear a click. Start on the outer rim and work your way in like any jigsaw puzzle. Take your time and be careful.
  5. When you're all done, you'll hear the "success" sound, and you'll carry it in your inventory.

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