CHAPTER IV: Artémise, Six-Bérias, 1st October 2002.
(Written by lioness-couer, editor axolotl)

  1. You are back at Six-Bérias. Go through the archway, and at the main door go left through the garden.
  2. Knock on the door: the dynamic Pétronille comes to open, and starts the conversation with you.
  3. After a short dialogue Rodrigue tells Pétronille that he thinks Artémise may be the 4th heir.
  4. When she asks you "What makes you think that?" show her the pictures in your inventory.
  5. Enter the house, she will show you a photo of Artémise.
  6. 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

  1. Library: Time to search the bookcase.
  2. 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...).

  3. Turn around, go back to the house, and climb upstairs where you will find a larger room. Time to search....
  4. 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.
  5. 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.
  6. 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.

  7. 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.
  8. 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.
  9. Leave Six-Bérias, and return to Atlantzone.

CHAPTER IV: CANCHES' OFFICE (1)

  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.
  2. 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].
  3. Return to Six-Bérias, now.

CHAPTER IV: ARTÉMISE'S PARLOR AND WORKSHOP

  1. There you find again the charming Pétronille on the doorstep that takes you to the garden.
  2. 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...
  3. Climb the stairs, cross the room, and you arrive in the workshop.

  4. On the table right in front of you (where there are watercolours): TAKE the SCRAPER and the CLOTH.
  5. 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?)
  6. Turn to the left to the table with bottles on it: TAKE the jar of GRANULES.
  7. 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..."
  8. 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.
  9. 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.
  10. If stuck, see [THE GAME OF DIFFERENCES].

  11. 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.
  12. 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?
  13. Ah! The paintbrush! But no, that does not give me anything.
  14. 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.
  15. If you cannot figure out how to proceed now, it is probably necessary to reconsider Rodrigue's INVENTORY, and try COMBINATIONS of OBJECTS.
  16. 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.
  17. 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].

  18. The Mandala box is now open, and you take the ARTÉMISE STONE and the OPERA CODE that you find inside.
  19. 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...
  20. Quickly, to Atlantzone now.

CHAPTER IV: CANCHES OFFICE (2)

  1. As Séraphin is still quietly imbibing, go ahead and place the ARTÉMISE STONE in the safe, and decipher the parchment.
  2. 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!
  3. 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.
  4. 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]

  1. 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.
  2. Successively: R, O, S, and E, since each of these letters is a part of the word "flowers"...
  3. Which of course spells... "rose", which is part of flowers...

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CHAPTER IV: [ROSE NECKLACE]

  1. 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)
  2. For an explanation, the code specifies which petals of the rose are to be moved, i.e.:
  3. Finally, it makes sense.

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CHAPTER IV: [OPENING ARTÉMISE'S BOOK]

  1. 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.
  2. 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.

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CHAPTER IV: [THE GAME OF DIFFERENCES]

  1. 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!
  2. 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.

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CHAPTER IV: [MANDALA]

  1. 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)
  2. When the cup contains two doses, then CLICK on one of the sectors of the box to mix the colour with the granules.
  3. 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.
  4. 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.
  5. 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)
  6. To make it easier to follow the explanations, each sector is designated by the compass direction: North, Northeast, East, etc.
  7. 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"...)
  8. Iswara, to the EAST, is "pure": which certainly means not to put any colour at all... Very simple.
  9. 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)
  10. 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.
  11. 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.
  12. 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! ! !
  13. Otherwise, start all over again... and TADA!

  14. Detailed Solution:

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