CHAPTER IV: Artémise, Six-Bérias, 1st October 2002.
(Written by
lioness-couer, editor axolotl)
- You are back at Six-Bérias. Go through the archway, and at the main door
go left through the garden.
- Knock on the door: the dynamic Pétronille comes to open, and starts the
conversation with you.
- After a short dialogue Rodrigue tells Pétronille that he thinks Artémise
may be the 4th heir.
- When she asks you "What makes you think that?" show her the pictures in
your inventory.
- Enter the house, she will show you a photo of Artémise.
- After some dialogue, she asks you to make yourself at home, and suggest
you try to hunt for clues. It is time again to explore!
CHAPTER IV: Artémise's Living Room
- Library: Time to search the bookcase.
- A red book with an eagle (nothing to do here)
- A book on toys... there's a piece of paper inside! TAKE it, EXAMINE it:
a riddle! Look at the riddle in your inventory...and solve it... it's a
small simple riddle, but done cleverly! If stuck see
[RIDDLE].
- A book about how to make jam (nothing to do here, unless you want to
make jam?)
- A book talking about Mandalas
- A book on the History of the Sky, with a paper inside. TAKE the paper
and EXAMINE it. It's an outline of a Mandala with more information on the
back. This may help us later.
- A book on how to find the Philosophers' Stone (nothing to do
here)
- Turn back to where you are in front of the coffee table, facing the
picture of Pétronille and Artémise, CLICK on the door in front of you to the
right. Then turn to the right and you will arrive in the garden, which has a
fountain and many flowers (but not any roses...).
- Turn around, go back to the house, and climb upstairs where you will find
a larger room. Time to search....
- The coffee table: a game of Solitaire. If you want to relax a little, go
ahead and play, but this is not required to progress in the game.
- Look around, another door, but it's closed. Nothing more to do right now,
so go back downstairs to the garden. Pétronille is sitting at the edge of the
fountain, reading a book.
- Don't be shy, go ahead and talk to her. Use the bubbles to speak with her.
She will try to find something about "rose". As for the Solitary game, it is
definitely missing a marble.
- Go back upstairs, Pétronille joins you there, with the information she
found on the roses. TAKE the two objects she hands you, and EXAMINE them in
your INVENTORY.
- a NECKLACE. There is apparently a mechanism, but it's fragile
- a teapot decorated with a rose. Raise the lid. Something inside, but you
can't reach it. Take the handle and turn the pot upside down, open it and
you'll find a piece of PAPER, with the letters C-U-R-L.
- To progress, it is necessary for you now to resolve this small necklace
puzzle. If stuck, see [ROSE
NECKLACE]
- You have now recovered the missing marble. Put it in the middle of the
Solitaire game: TADA! A panel has opened on the bottom, TAKE the TIN KEY,
which is Artémise's Key.
- Leave Six-Bérias, and return to Atlantzone.
CHAPTER IV: CANCHES' OFFICE (1)
- What? Séraphin is lying down on the couch, sipping on something? He is
acting drunk! Well then, no talking to Séraphin, it's useless.
- Open the safe, find the correct book, open it. Don't worry about making
notes on the text, since Rodrigue writes it down in his Notebook. If stuck on the book, see [OPENING
ARTÉMISE'S BOOK].
- Return to Six-Bérias, now.
CHAPTER IV: ARTÉMISE'S PARLOR AND WORKSHOP
- There you find again the charming Pétronille on the doorstep that takes
you to the garden.
- You will have a little conversation. She will try to find the letter from
Artémise for you, and she also opens the door of Artémise's workshop. You know
what? I think there is yet again the smell of a search in the air...
- Climb the stairs, cross the room, and you arrive in the workshop.
- On the table right in front of you (where there are watercolours): TAKE
the SCRAPER and the CLOTH.
- At the far end of the room to the right, on the table in front of the
window, TAKE the PAINT BRUSH and the EMPTY BOX (EXAMINE IT ... why does this
look familiar?)
- Turn to the left to the table with bottles on it: TAKE the jar of
GRANULES.
- Turn around to the large bookshelf: this isn't really a library. Artémise
stores equipment there, apparently. A lot of colour tubes. Use your cursor
methodically, until you find some tubes. TAKE the tubes of COLOURS (on the
right side). On the left side, TAKE a CUP. Look in the area below the left
side, a picture (notice the "?"). CLICK. Rodrigue says to himself: "this does
not look like any of Artémise's other paintings..."
- In the area close to the open window (it is necessary to move the cursor
very carefully, in this workshop!), somewhere to the left near the window
you'll notice a question mark... another part of the table on which you find:
a book: a dictionary of Painters. There is a card inside. TAKE the POSTCARD.
Note also carefully the explanations on the Primary and Secondary colours in
the book: you will need that information soon! As for the postcard: doesn't it
look familiar?? Yes: the picture at the bottom of the large bookcase you saw
earlier. Return there.
- CLICK on the picture: It is necessary to compare with the postcard. So,
SELECT the POSTCARD in your inventory to use it, CLICK... and here the
comparison game, the game of differences.
- If stuck, see [THE
GAME OF DIFFERENCES].
- You have now recovered one important clue (which is noted in the Notebook
of Rodrigue). What about the other? Ah, as soon as you turn back around from
the painting, the kind Pétronille brings you a glass of water! CLICK on the
water to take it, have some polite conversation, the glass of water is in your
inventory now. At this time Pétronille draws your attention to the watercolour
painting that is on the workbench. Hmm... take a look.
- CLICK: The painting is now laid flat. It seems that it is hiding
something... Look, the cursor transforms itself into a HAND in a certain
place. I wonder why, and what to do next?
- Ah! The paintbrush! But no, that does not give me anything.
- And if one wets the paintbrush? COMBINE the PAINTBRUSH and the GLASS OF
WATER. Apply the DAMP PAINTBRUSH to the picture, and a message appears
(TADA!). It will be necessary to reconstruct the Mandala.
- If you cannot figure out how to proceed now, it is probably necessary to
reconsider Rodrigue's INVENTORY, and try COMBINATIONS of OBJECTS.
- COMBINE EMPTY BOX and the GRANULES... TADA! EXAMINE: the granules have set
themselves in the sectors of the box, and now have the form of a Mandala.
- Now, COMBINE this BOX with the COLOURS: all the necessary objects to the
reconstruction of the Mandala are grouped together. EXAMINE IT in the
INVENTORY, and now you have the Mandala puzzle. If
stuck, see [MANDALA].
- The Mandala box is now open, and you take the ARTÉMISE STONE and the OPERA
CODE that you find inside.
- Return to Atlantzone, to put the Stone in a safe place... Ah, but before
you get into your Peugeot 203, here is Pétronille with a letter! Take it and
CLICK on it, to get some further information. You learn a family secret that
you were completely unaware of...
- Quickly, to Atlantzone now.
CHAPTER IV: CANCHES OFFICE (2)
- As Séraphin is still quietly imbibing, go ahead and place the ARTÉMISE
STONE in the safe, and decipher the parchment.
- Oh my! Wasn't Séraphin always saying he didn't know anything when in fact
he knew more than he let on? He was very secretive during the course of all of
this, one would say!
- Question Séraphin. Talk to him using the bubbles. You learn a lot of
things. Now, it's time to rest, Séraphin will await you tomorrow.
- Leave the house, and SMALL TRANSITION SCREEN (a bizarre geological
formation to represent Artémise's symbol, EARTH). CLICK, we enter into CHAPTER
V!
FULL BLOWN CHEATS:
CHAPTER IV: [RIDDLE]
- Put your answer in each box to the right, then CLICK on OK. If the answer
is correct, it appears again in writing and the box disappears. When they are
all done, the word for the last box is obvious... So write it in.
- Successively: R, O, S, and E, since each of these letters is a part of the
word "flowers"...
- Which of course spells... "rose", which is part of flowers...
Back
to walkthrough
CHAPTER IV: [ROSE NECKLACE]
- Go to your Inventory, COMBINE the NECKLACE and the PAPER with the letters
"C-U-R-L", and TADA! EXAMINE the NECKLACE now, and CLICK a few times on the
big rose: you recover the marble that's missing from the Solitaire game (and
it's pink)
- For an explanation, the code specifies which petals of the rose are to be
moved, i.e.:
- Finally, it makes sense.
Back
to walkthrough
CHAPTER IV: [OPENING ARTÉMISE'S BOOK]
- It's the first book to the left. It shows the planetary symbol of Mercury,
corresponding to Tin (Artémise's Key is made of tin). The element that
corresponds to this is EARTH, which is blue. The other planetary symbol
associated to Tin is Saturn.
- So, the left panel (key in top) should be placed on Saturn, and the right
panel should show the blue (key down below). The Book unlocks.
Back
to walkthrough
CHAPTER IV: [THE GAME OF DIFFERENCES]
- Move your cursor over the picture, the one on the left. If the cursor
turns into a hand then you have found a difference... Click (beware: first
deselect the POSTCARD in the inventory), Rodrigue notices "there's a
difference here" But you can't advance any further... it is necessary to do
something more!
- COMBINE the SCRAPER and the CLOTH (TADA!). USE now this combined tool on
the 3 places where there is a difference. Wow, there seems to be 3 sets of
numbers ... Could this be the birthdate of one of the Heirs? Rodrigue notes
them down.
Back
to walkthrough
CHAPTER IV: [MANDALA]
- Basic Manipulation: one selects a colour, one puts it in the cup. A new
selection (it is necessary to have always 2 doses in the cup) and the mixture
is ready to be used (one can take two doses of the same colour)
- When the cup contains two doses, then CLICK on one of the sectors of the
box to mix the colour with the granules.
- If one wants to erase a colour on the box, CLICK on the glass of water and
CLICK on the colour that you want to erase.
- To figure out the Mandala, it is necessary to consult the MANDALA INDEX
CARD that is in the INVENTORY. On the front, it gives the position of the
different gods (and an idea of their relationship to the sectors). On the
back, it gives some indications on the colour, or the colour type, of each.
- It is also necessary to know the Primary colours, and how to obtain the
Secondary colours by mixing 2 Primary ones (explained earlier in the
Dictionary of the Painters that you saw earlier)
- To make it easier to follow the explanations, each sector is designated by
the compass direction: North, Northeast, East, etc.
- Start with the easiest ones: Vishnu the dark and Brahma the scarlet:
therefore one puts BLACK on the NORTH, and RED on the SOUTH (yes, it's an
imprecision of the game: Brahma is very red, but cannot be "scarlet", as
indicated in the initial version, for it would be necessary to mix THREE doses
of Primary colours for that: 2 of Red and 1 of Yellow. The text was modified
since then, describing Brahma as "blazing"...)
- Iswara, to the EAST, is "pure": which certainly means not to put any
colour at all... Very simple.
- There are two gods having a Primary colour: Mahadewa (West) and Sambhu
(Northeast). Since the RED Primary colour is already taken, you have 2
possible solutions. As on the outline Mahadewa appears a lot clearer than
Sambhu, we'll put him in YELLOW, and we'll put the BLUE for Sambhu (if
necessary, these can be switched later, but for the moment, this solution
makes more sense)
- All we have left now is to place the three Secondary colours. There are 6
possible solutions. If you write down carefully the 6 possibilities, and if
you try them one after the other, you will arrive at the solution.
- But to help further, you can use the grey shades as guidelines: the three
Secondary colours are GREEN, ORANGE and VIOLET. It so happens that GREEN
appears rather dark, when set in grey shades. So put the GREEN for Sangkara
(Northwest). There remains Rudra (Southwest) and Mahesora (Southeast), with
similar grey shades. We can hope for a lucky break here, one chance out of
two...We try a gamble: let's play VIOLET for Rudra, and ORANGE for Mahesora.
- Well, hard luck! It's the opposite of what we thought... erase the VIOLET
and ORANGE, replace them in the opposite sectors, and here: if you followed
all that, you finished the Mandala. Now, CLICK on the CENTRE OF THE MANDALA! !
!
- Otherwise, start all over again... and TADA!
- Detailed Solution:
- NORTH: 2 BLACK
- NORTHEAST: 2 BLUE
- EAST: NO COLOURS
- SOUTHEAST: 1 RED + 1 BLUE ( = VIOLET)
- SOUTH: 2 RED
- SOUTHWEST: 1 RED + 1 YELLOW ( = ORANGE)
- WEST: 2 YELLOW
- NORTHWEST: 1 BLUE + 1 YELLOW ( = GREEN)
Back
to walkthrough