CHAPTER V: Rodrigue, Atlantzone, October 2 2002.
(Written by Mandi,
editor axolotl)
CHAPTER V: CANCHES' OFFICE
- Is the study empty? Not so: take a look at the desk. Séraphin is sitting
there. Talk to him.
- He will present you with a small casket – it will be on the desk.
- You have to figure out the combination: the casket has 6 wheels, with four
digits and two symbols. If you're stuck, see [OPENING
THE CASKET].
- Now the casket is open. Click on a small compartment to the right, and you
will retrieve the GOLD KEY - the one belonging to Rodrigue.
- You will also pick up a slim wooden box. Examine it in your inventory and
open it up.
- Inside you will find a chessboard and a slip of paper with a riddle. Read
the riddle carefully; you need to decipher it to determine where to place the
five pawns on the chessboard. If stuck, see [LINING
UP THE CHESS PIECES].
- When the pieces are correctly placed, you will see the lines appear.
- While you're at it, unlock Rodrigue's Book in the safe. If you're stuck, see [OPENING
RODRIGUE'S BOOK]. Read what Canches has to say to you. No doubt about
it, despite these little games, you were his favourite.
- Once you've solved the chess puzzle, talk to Séraphin again. He will
realize what the puzzle signifies and what LOCATION it indicates...
- On your way out, take a look at the dresser by the door. Hm, a loose pack
of MATCHES. Better pick them up; you never know.
- Go out of the house, but this time, go left as Séraphin instructed. You
will find yourself in a bit of a maze. It's actually very easy - if you run
into a dead end, go back and try another direction. (There are maybe three
possible paths you can take.) But if you still haven't
found an interesting place, see [PATH
THROUGH THE GARDEN].
CHAPTER V: THE WELL
- You've come across a well; take a look inside. Deep, isn't it?
- There's a row of lighter stones spiralling down into the well. That can't
be coincidental. Click on the ones closest to you; they're not very stable.
Click on the lighter coloured stones, going along the spiral - wait, did those
move?
- That's right! The third and fourth stones from the bottom right are loose!
Click on them again...
- ...and they fall away, to reveal the final piece of the Stone and another
note: ROTAS. Take both Stone and note; time to decipher the last part of the
scroll!
CHAPTER V: CANCHES' OFFICE (2)
- When you enter the study, speak to Séraphin. You will ask him to fetch you
some sturdy ROPE, which you will need later. Click on him a second time to
make him leave.
- Open up the safe and take the other four pieces of the Stone.
- Open the scroll. Use the ROTAS code to decipher the newest section...
- ...but wait! This time, MORE than just one page is to be translated! If
you skip to the next page of the scroll, you will find a personal message to
you from Canches. To make sure Rodrigue understands, click on the text of the
page - it's telling you to assemble the MAGIC SQUARE!
- As soon as you do this, all 5 pieces of the code will come together in
your inventory. Examine them. Yes, this is actually just a jigsaw puzzle - put
the pieces together! If it doesn't work, make sure you fit them together
precisely. Click on the finished square, and the pieces should come together.
- If you click on the square, you will hear a succession of musical tunes.
Sound familiar? It should. Examine the items in your inventory carefully.
- With all five fragments in your inventory, use the Magic Square on the
scroll. (If nothing immediately changes, close and then open the scroll up
again.) You will see Canches' final instructions to you. PAY ATTENTION TO HIS
WARNING; it will be useful in the epilogue of the game.
- Close the safe and go back to the study exit. Séraphin will be there, with
a length of sturdy ROPE. Take the ROPE and go downstairs. It's time to go back
to the well.
CHAPTER V: WELL (UNDERGROUND)
- Secure the rope on the handle above the well.
- Go down into the well!
- Oh, no! The rope got loose! But you're okay, so get up. Take the rope and
go forward.
- Too dark to proceed! But wait, what's in that compartment in the wall to
the left? Click on it to find out.
- You can just barely make out a metal panel. Drag your cursor over it
carefully; the HAND will appear on a spot on the left side. Click on that spot
to open it up.
- Inside, you can see a switch. But flipping it does nothing. It's too dark
to see, so you may have to shed some light on the subject and fix the wiring.
If stuck, see [FUSES].
- Yay! You can see now! And apparently, you find yourself in a labyrinth -
for this walkthrough, we'll refer to it as the "labyrinth of the well". Feel
free to explore, and take note which directions take you where. Definitely
take note of the letters on the walls and beside entryways - they are very
important.
- You will come to a closed gate leading to the vault. You need to get this
open. If you're stuck, see [LABYRINTH
OF THE WELL].
- When you enter the gate, you will find yourself in a room with flagstones.
Click on the floor to get a close-up of it.
- Obviously, to get across, one must step on the correct combination of
flagstones. But how? Check out [THE
FLAGSTONE ROOM] if you can't get it right.
- Past the next door, there is a wide, yawning pit. But how do you get
across? See [SNAKE
PIT] if you're stuck.
- Fell in anyway? All right, all right, you didn't
listen carefully and forgot one step - see [SNAKE
PIT 2].
- Whew! You crossed safely, but are barred by yet another puzzle - there's a
grid with two white and two black stones on it. You must solve the puzzle by
putting the two black stones on top and the two white stones on the bottom
corners. But these stones move only in a certain
way... see [BLACK
AND WHITE] for more help.
- You have opened the door now, and you stand in front of an altar. As soon
as you enter, you hear a VERY familiar musical sequence. This is important, so
keep that in mind. Go take a closer look around.
- There's a pentagon engraved on the altar, with five points. It's tempting
to simply deposit the Stones on the altar, isn't it? But it's not as easy as
it looks - you need to place them down in the proper order. If you put them
down in the wrong order, nothing will happen, and when you click on the
centre, the 5 Stones will go back to your inventory. (If you see them there
again while all 5 fragments are in your inventory, ignore it - it's a bug.)
- Notice how you hear a bit of music when you put each Stone down? Sound
familiar? For more help, see [STONES
ON THE ALTAR].
- You have restored the PHILOSOPHER'S STONE of Sigismond Canches. You can't
take it with you, however.
- If you keep trying to pick it up, Rodrigue will say that it would be a
good idea to find a way out of here first. Smart man. Take your time in
exploring the chambers, there's no hurry now. See what you can do in the
rooms.
- You will find the following setup... To the LEFT of the altar: a
lion-headed fountain, with the water running, and exits to the left and right.
You can examine the fountain, but there's nothing you can do with it (yet).
- LEFT: A room with a dolmen sort and a small statue on the wall that
seems a bit loose... you can click on it and it will turn.
- RIGHT: An empty room with a brick wall where a door should be. To the
RIGHT of the altar: a fountain with swans, with no water, and exits to the
left and right. You can take a closer look at the fountain if you like.
- LEFT: A room with a cross. One can click the centre of the cross.
- RIGHT: A barred gate and a statue. Nothing to do here.
- It's up to you to figure out how to use what's here to escape. If you get stuck, see [ESCAPING
THE UNDERGROUND VAULT].
- Congratulations, you opened the secret passage and are back outside the
mansion! There's a small transition, and then you move on, finally, to the
EPILOGUE...
FULL BLOWN CHEATS
CHAPTER V: [OPENING THE CASKET]
- The first and last wheel bear a series of planetary symbols, very familiar
to you by now. The 4 wheels in-between only bear digits, from 0 to 9.
- For the digit-wheels, it's really obvious: surely they have to be set to
the Heirs' birth date, which you found on a painting in Artémise's studio, and
which Rodrigue even took the trouble of writing down in his notebook. So let's
set these 4 wheels to 6666. (Notice how the Number of the Beast appears here?
The Devil must be at work in this adventure!)
- For the planetary symbols, there are several methods to try and guess
which they are.
- You can try all of them in turn... It doesn't take long, since the game
designer has been kind enough to make the casket open as soon as the correct
combination is set, without any tedious manipulation...
- You can reduce the scope by considering that none of the 4 Heirs' symbols
should be considered. What is there left ? Look at the last Book that you
haven't opened yet, and you will see the SUN. Look into Canches' "Alchimie"
book, and you will see the SUN is associated with the EARTH and the MOON
through the SALT element. Since EARTH is not one of the symbols on the wheels,
this leaves only the MOON.. SUN and MOON, quite appropriate. Worth a trial (in
fact two if you're unlucky).
- The final solution is to set the 1st wheel on the left to SUN, the 4
wheels in-between to 6666, and the last wheel to SUN. Note that this is very
symbolic: the MOON represents Canches (and Jupiter is associated with him, the
father figure etc.) while the SUN represents Rodrigue. Since the casket is
handed by the father to the son, it all figures out well, don't you think? In short, it should be JUPITER, 6666, SUN.
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CHAPTER V: [LINING UP THE CHESS PIECES]
(Note: This assumes that you know the meaning of "symmetric". If not, go ask
a math teacher. Or see this link: http://www.mcwdn.org/Geometry/Symmetry.html
for a refresher course.)
- First, let's look at the riddle:
"In symmetry
I have buried them in my estate
to give them
life,
setting by threes their six raised bodies
in four alignments, ritual
and symbolic.
At the feet of the King lies what you seek."
- You don't need to know chess to do this. It's a geometry problem.
- Now look at the chessboard. "Six raised bodies" = six chess pieces.
Including a King, no less. Try moving the King.
- The King won't move. So ONE of your six pieces is already set.
- "In symmetry" indicates a SYMMETRICAL solution. Since there are five pawns
to work with, one of them MUST be on the vertical line of symmetry.
- One pawn must be "at the feet of the King" since you need to pinpoint
"what you seek".
- That means that one of the 5 pawns must be on the same vertical line
somewhere in front of the King. (Set one aside.)
- It follows that since you have 4 pieces left, the formation must use that
vertical line through the king and the 5th pawn as its line of symmetry.
- So you need to arrange the other 4 pawns on either side of the king and
the centre pawn "at its feet" symmetrically.
- The King's not at the centre of the board, so there's one less column on
the left side. So you can rule out the column on the far right of the board
COMPLETELY.
- The weird line "setting by threes in four alignments" means that when you
connect the pawns, you get straight lines going through three pieces.
- What if you made an upside-down V with the 4 pawns and the king? That
would be symmetric! (I'll use a ^ to denote it.)
- And it would satisfy the "setting by threes" bit - you'd have two straight
lines connecting three pieces (king, first left pawn, second left pawn; king,
first right pawn, second right pawn).
- The two pawns right next to the king can't be too close to the king - the
arms of the ^ would go out too far to the left and right and the other two
pawns would go off the board.
- Experiment with the four pawns. Remember that the two outer pawns can be
either two or three columns away from the king. Make sure you've got them
symmetric.
- Once you think you've got the ^ set up, let's place the last pawn in front
of the King somewhere. Tried moving it up and down that column someplace where
it lines up with the outer and inner pawns on both sides?
- Considered that the missing 2 alignments can cross one another, with that
final pawn where they intersect? (Ever heard "X marks the spot?")
- The correct formation should look something like this: (K = king, P =
pawn)
K
P P
P
P P
- Oh, all right, all right. If we letter the COLUMNS from left to right (far
left column is A, far right column is H) and number the rows from the bottom
up (bottom row is 1, top row is 8)...
...the King is at D8.
Put
the 5 pawns at:
C6 E6 D5 A2 G2
Once the lines appear,
click on the board to continue.
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CHAPTER V: [OPENING RODRIGUE'S BOOK]
- Crack open Canches' "Alchimie" book again and look at the last page.
- Rodrigue has a GOLD KEY. What symbol corresponds to GOLD?
- That's right, the SUN. So you can open the book with the SUN symbol on it.
- To get the colour - the SUN falls under the element of SALT, which is
green.
- What are the other symbols under SALT? The Moon (LUNE) and another symbol.
- The Moon is the only celestial body left of the 10 listed, so that should
be the second symbol.
- Take the book with the SUN symbol - the one on the far right, leaning a
bit.
- Set the colour to green with the gold key.
- Set the second symbol to the Moon. Ta da! It's open!
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CHAPTER V: [PATH THROUGH THE GARDEN]
- This isn't much of a maze. In fact, there are only THREE POSSIBLE PATHS.
Two won't work.
- Séraphin told you to go left. So you have to keep going left.
- Go left at the exit, keep going past the split tree.
- At the first fork, take the left, darker path.
- At the second fork, go left AGAIN. Look! The well! Not so hard, is it?
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CHAPTER V: [FUSES]
- Too dark to see? Light a match!
- Ah, now you can see three wires - RED, GREEN, and BLUE - that are
disconnected. You need to connect them to the proper fuses and flip the
switch. If you get the wrong combination, the power won't come on. But if you
get it right, the lights will switch on.
- But there's a drawback - you must be quick before your match goes out!
- To connect a wire, click on the end of the wire, then click on the metal
piece you're connecting it to.
- To disconnect a wire, click on the metal piece it's attached to.
- There are 6 possible combinations, and 7 matches, so if you are quick you
can try them all. (If you run out, you can always go back and try again; the
correct combo never changes.
- But if you don't want to take the time, from left to right: RED, GREEN,
BLUE. Yep, it was that easy.
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CHAPTER V: [LABYRINTH OF THE WELL]
- Take a good look around the maze. You notice that there are letters in the
walls that you can press in and that make a sound when you do.
- You need to press a certain code of letters in a particular order to crack
open the vault. If you press the wrong letter, you must start all over again.
- Here's where all 10 letters are. Starting from the labyrinth entrance:
- Entrance, at the left of the intersection: there's an M.
- One click straight ahead, and you get a dead-end: there's a U.
- U-turn, go right at intersection. and you get to a four-way junction:
there's an I.
- From the four-way junction:
- FAR LEFT: back to the entrance (M).
- FAR RIGHT: archway going straight (R). Go straight through, and you
come to a TWO-WAY FORK.
- LEFT FORK: the letter A, then you keep going and end up at the
four-way.
- RIGHT FORK: the letter O is right there, then the letter V, then
you're back to the four-way again.
- MIDDLE LEFT (2nd from left): the letter L, and if you continue you
come to the TWO-WAY FORK (with the O).
- MIDDLE RIGHT (3rd from left): the closed gate with the sign "VAULT".
- go RIGHT: a dead-end with the letter "T".
- This gives us a total of 9 letters: M, U, I, R, A, O, V, L, T.
- By "code of letters" you realize I mean a word, don't you?
- Most players assume it's "VITRIOLUM". But that didn't work, did it?
- What's an even more OBVIOUS possibility?
- It's right in front of you.
- In block letters.
- Above the gate you're trying to open.
- It's "VAULT".
- Done kicking yourself? (I did that too.)
- Go find the letters and press them in order. When you press the last one,
you will hear the vault door grinding open.
- Ta-da! The door's open! Enter the vault.
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CHAPTER V: [THE FLAGSTONE ROOM]
- Hm. Examine the floor. More letters. Bet you have to step on them in the
order in which they spell out a word, right?
- It's not "VAULT", obviously - that won't get you across.
- Tried "VITRIOLUM?"
- Didn't work, did it?
- Look CAREFULLY at the note from Philemon's book in your inventory. It's a
Latin word, and engraved in capital letters... and in Latin, any letter "U" is
replaced by the letter "V"!
- Click on the stones to spell out "VITRIOLVM".
- Do not forget to click on the bottom of the door at the top of the screen
to actually cross!
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CHAPTER V: [SNAKE PIT]
- Hm. There's a cross on the other side of the pit. What could you use on
it?
- Tried throwing your rope?
- Good. Now that it's tied to the cross on the other side, you need
something on this side to tie it to... turn around and look behind you.
- A-ha! Another cross! Tie the loose end of the rope to that.
- But just the rope will not hold you. Take that board.
- Lay the board across the gulf - a makeshift bridge! You may proceed... but
listen carefully, you may need to be quick to grab something!
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CHAPTER V: [SNAKE PIT 2]
- So you used the board to cross and fell in anyway, eh? Well, you didn't
listen carefully, did you?
- The first time you stepped on the board, you should have heard a cracking
noise - the BOARD WAS CRACKING BENEATH YOU. One more step and it would go.
- In fact, when you stepped again, it vanished beneath your feet - and ONE
SECOND LATER you were in the pit.
- What could you have grabbed for in that ONE SECOND of time you had?
- There's a VERY good reason you needed to have the rope tied to both
crosses.
- As soon as you make your second step, CLICK ON THE ROPE TIED TO THE CROSS.
(You only have three seconds to do this in the online game, and one second in
the offline game. If the online game is slow to load, position your mouse
where the rope should be and click as soon as you make that second step.)
- That should finally get you across... although going back is now
definitely out of the question.
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CHAPTER V: [BLACK AND WHITE]
- You have 4 pieces: two white, two black.
- Move them by clicking on the piece you want to move, then clicking on the
open space where you want to place it.
- But they won't move in any way you want - they will only move two spaces
over and one space up or down (or two spaces up/down and one space over).
- Also, if there's a piece occupying the space, you can't move another piece
there.
- The object of this puzzle is to eventually put the two black pawns on the
top corners (where the white ones originally are) and move the two white
pieces on the bottom corners.
- You may notice that to move a piece diagonally, you need to make 4
movements... since there are 4 pawns that need to be moved corner-to-corner,
that's at least 16 moves total.
- Here's the solution in 16 moves exactly. Number the rows from 1 to 3. (top
row = 1, bottom row = 3) Number the columns as A (left column), B (middle
column) and C (right column).
The moves are:
- A1-C2
- A3-B1
- C1-B3
- C3-A2
- C2-A3
- B3-A1
- A1-C2
- A2-C1
- C1-B3
- B3-A1
- B1-C3
- C3-A2
- A2-C1
- A3-B1
- B1-C3
- C2-A3
- When that's done, you will hear the release of the door lock mechanism...
and you will be able to use the door handle to open the door.
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CHAPTER V: [STONES ON THE ALTAR]
- So you've placed the Stones on the altar, and they don't work. Perhaps
Rodrigue says, "I must remember the musical phrases!"
- Remember the music that played when you entered? Sounded familiar, didn't
it?
- In fact, doesn't the SAME MUSICAL SEQUENCE play when you examine and click
on the MAGIC SQUARE?
- Oddly enough, when you examine and click on each Stone in your inventory,
it plays a fragment of that very same tune.
- You must place the Stones on the altar in the order in which each Stone's
fragment of music plays in the sequence. Examine the MAGIC SQUARE whenever you
need to hear the tune again; there's no rush.
- Okay. So you have no ear for music, or your speakers aren't working
properly. Don't give up. There is a way to solve this for us tone-deaf (or, in
Mandi's case, just partly deaf) people:
- Go to the menu options. Set Bruitages to 0. (You will get text-only
sound effects.)
- When you click on the Magic Square or on one of the Stones, instead of
hearing the tune, you can READ the tune in "zim.zam" format. How does this
help? You can read where each of the fragments begin and end, and they are
all different enough so that you can READ which part of the sequence matches
each fragment! (There appears to be a world of difference between "zoum" and
"zam".)
- The solution is in this order (by the owner of each fragment):
- CUNEGONDE
- RODRIGUE
- PHILEMON
- ONESIME
- ARTEMISE
- When you have placed the Stones correctly, they will begin to glow.
- Click, and the glow brightens...
- Click, and now you can see a shape forming in the middle...
- Click, and it becomes... the PHILOSOPHER'S STONE!
- Click and the glow will fade. Can you take it? Try.
- OUCH! Nope, it burned your hand. Well, then, you're not done quite yet...
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CHAPTER V: [ESCAPING THE UNDERGROUND VAULT]
- There are basically two triggers you can use here: the loose statue and
the cross.
- Clicking the cross first does... nothing. So try moving the statue first.
- Huh. The water stopped gushing out of the lion fountain, although it's
still running. Maybe we should go check the cross.
- When you clicked on the cross, did you hear that gurgling sound? Hey, the
swan fountain's running!
- Does that mean it's not running in the lion fountain anymore? Go look.
- Yep, the lion fountain is dry as a bone. So Rodrigue doesn't have to worry
about getting wet. Take a closer look at that fountain.
- Is that a loose brick I see? Tried turning it?
- Now that noise sounded like a door opening. Go explore. Is the gate pulled
up? No. Darn.
- But what about the seemingly empty room by the lion fountain? It's got to
be good for something...
- ...and it is! There's now an exit to the garden there! Yay!
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