Andere Lösungen

Black Dahlia (e)

Cover
 Walkthrough by P. Hart



 Black Dahlia is a linear game in the true sense of the word. You cannot

 do certain things, get certain items, or go to specific places without

 having done certain other things first. The game is very rigid in this

 sense. A feature that you have to get used to in this game is clicking

 and sliding, very similar to clicking and dragging. You will do this to

 items that you come across in the game, and to certain items in your

 inventory itself. Doing this action often reveals something else. And

 speaking of inventory, examine items carefully; click on them to flip

 and turn them. With certain jigsaw puzzle interfaces, clicking on a

 piece and holding will have that piece "bump into" other pieces.

 Instead, click on it and let go: that piece now becomes your cursor and

 you can place it where you want (except, of course, on top of another

 piece). And don't forget, of course, to explore your environment in

 detail; look up, look down, scan all around. There will also be certain

 puzzles where there will be no particular sign that you have completed

 it; if it looks complete to your eye, then it probably is; an example is

 a jigsaw puzzle. At the end of this walkthrough, I've included some

 cheatcodes for what I consider to be some of the more difficult puzzles.

 To use the cheatcodes, just be in the close-up of a given puzzle, and

 then just type in the letters on your keyboard; you won't see them

 appear on-screen, but the puzzle will be solved for you.



 This walkthrough was made possible from all of the help I received from

 other gamers over at Gamenexus's message board; this was a very

 challenging and difficult game at times, and I couldn't have done it

 without them. Now, on with the game.



  ------------------------------------------------------------------------



 After the opening movie sequence, begin to explore your office. Click

 forward and head back behind your desk. Behind your desk, tilt your view

 down and click open the center drawer; read the little newspaper

 article. Then click on the little green book to the right, and read the

 Preliminary Report. Then, open the right-hand desk drawer; read the

 "To-Do" list. Take note of #9, one of the ones that is not checked; it

 says to check back with professor Strauss. Put the "To-Do" list back

 down, but then click the mouse pointer on it - HOLD - and then slide it

 to the back of the drawer; this reveals the gun. Click on it to take it

 in to your inventory. Then turn right to the file cabinet; click on the

 little black book on the top of the stack of books on the file cabinet;

 read the Fifth Column Lessons for America. Then open the top file drawer

 and read information inside; Jim will note that it is a bunch of

 gibberish. You can, if you want, click on various parts of the book

 shelves, though nothing on them is accessable right now; this includes

 the little locked door/drawer on the far end of the shelves. For now,

 let's check out what's in the inventory. Click on your badge; notice on

 the left hand side the little piece of silver metal sticking out: click

 on it, it's your lucky St. Christopher's medal. Then click on your case

 file, and click on and study the different aspects of it. Remember you

 can slide certain pages up & down. Next, examine your revolver; notice

 when you put the cursor over the butt/handle of the gun, it turns into

 the pointing arrow. Click here - HOLD - and pull forward to the barrel

 of the gun. This reveals a key; take key. Next, click forward to that

 little locked door/drawer at the end of the shelves by the door to your

 office. Get in a close up, and USE the key. Click on the message on the

 left by Dr. Strauss; then click on notes on the bottom. Study these

 cryptic writings carefully; the numbers and letters on the left refer to

 a phone dial. Especially notice the little scribbling that says, 0+1-1,

 and then (+) or (-) ? Next, click on your office door and go to

 Sullivan's office.



 Talk to Sullivan. When you're asking about the case file, click on the

 document that says, Initial Crime Report. Then move your cursor down to

 the bottom across the signature and it will say, Ask about detective;

 click on this. Then move your cursor up top until it says, Ask about

 Finster; click on this. When he asks you to look at the invitation and

 asks what you make of it, choose response, Tell him it looks like facist

 propaganda. Next, access your World Map and go to Finster's office.



 Talk to Finster. When finished talking with him, access your World map

 and go to police station and Detective Merylo's office.



 Talk to Merylo. Now remember the detective said you can look at the mug

 book if you want to. Tilt your view down and to the left; click on the

 mug book. When book is open, click on paper on top to take it into your

 inventory. Page through book and make note when you come to Louis

 Fisher, the man with the bushy beard. So in inventory, you now have

 Finster's stationary. Next, access your World Map and go to McGinty's

 bar.



 If you want, you can try talking to the bartender about the foreman, but

 he won't be very cooperative. Instead, turn towards your right, and go

 to the man sitting in the back by himself; talk to him. Winslow mentions

 Black List to you. Now access your World Map and go to Sullivan's

 office.



 Talk to Sullivan. When you get the Black List, go back to your office.

 Go back behind your desk. This is where you have to use a "special code"

 for getting Strauss's phone number. Bring up Black List, and in

 inventory, slide the list up to the top of the screen, and at bottom of

 list, see Dr. Karl Strauss; note that his number says, CLV 51 22 40. Now

 remember those cryptic scribblings you found in the locked door/drawer

 on the shelves? For the first part of Strauss's phone number - the CLV

 part - on a phone, C=2, L=5, and V=8; therefor, 258. Then the other

 scribbling on the page said, 0+1-1. So, with 258, 2 5 8 , 2+0=2; 5+1=6;

 8-1=7. All total, you now have 2 6 7; 267. So the first three digits are

 267. Then you have the rest of the number to figure out: 51 22 40. The

 other scribblings said, either (+) or (-); use (-), which is subtract.

 With 51, that becomes 5-1=4; with 22, it's 2-2=0; with 40, it's 4-0=4.

 All together, you have 404. Combined with the previous figure, you now

 have, 26 74 04. Now click on the telephone on your desk and dial this

 six digit number. The person on the other end eventually tells you that

 Strauss isn't there right now.



 Now, if you haven't done so yet - and who knows, maybe you have in your

 explorations - go to your office door and click on the light switch

 there to bring some illumination on the scene (not that it was

 impossible to see without them on !). Then, turn and face your desk from

 the doorway, and tilt your view up and look at the light source; you

 should see some shadows inside of the light shade; click on them.

 Examine these in inventory; you will now have parchment sheets and the

 bag of runes ( Special Note: If you want, in inventory, you can click on

 the bag of runes to open it and examine them. But, it is strongly

 recommended that you DO NOT try to manipulate them yet by putting the

 symbols onto that gem-shape in the middle. Yes, this will eventually

 have to be done in the game, but not until much, much later; almost near

 the end. This is mentioned because this game has been known to have a

 "bug" here when played on some systems. What will happen is the rune

 symbols - if you put them on the gem-shape now - will get stuck there

 and you won't be able to get them off later when you need it. So, to

 save yourself the trouble and not lose any progress you will make, don't

 try to assemble the runes now; wait until the appropiate time). Now,

 access your World Map and go to Detective Merylo's office.



 Ask Merylo about Special Agent Winslow. Then go back to your office;

 there should be a message waiting for you. Helen Strauss called; click

 on the note and there should be a CD change.



 At the museum, talk to Ms. Strauss. Then, in your inventory, Use the bag

 of runes on Helen. Then Use Finster's stationary on Helen. Then Use case

 file on Helen. Next, study the book carefully that she shows you; make

 note of the following crests: on the opening page, the top right hand

 corner, Notorious Tyrrant and Sorcerer. Click by three more pages, and

 then on your left hand page, bottom right corner, Sergeant at Arms,

 Knights of the Trinity. Then click two more pages, and you'll be at the

 back of the book; on the left hand page, top left corner, Scribe,

 Knights of the Trinity, and just below that, bottom left corner, Herald

 of the Order of the Trinity. After Helen puts the book back, talk to her

 and ask about the stain glass window. Click on the stained glass pieces

 to bring up the puzzle interface. One of the crests is almost already

 done for you. Now assemble the pieces so that you have all four crests.

 It doesn't matter in which order you do them, or where you place them at

 on the board. Clicking on a piece then holding will drag it, but it will

 "bump" into other pieces. Clicking on a piece and letting go has the

 piece become your cursor; you can now place it wherever you want

 (except, of course, on top of another piece). One of the ways you can

 check on your progress is to look for the embedded words in the stained

 glass using the red filter light located hanging above the table you are

 working on. Don't worry about backing out of the puzzle interface: you

 won't lose any of your progress, the puzzle does not "reset". So when

 you click on the lamp hanging above the table, you are looking for four

 words (names) embedded in the stained glass. So when you've completed

 the puzzle and all four shields/crests are represented, look through the

 lamp/filter above; the four names you should see are : Landolph,

 Fischterwald, Finsterlau, and Mulhaven. When the puzzle is completed,

 nothing actually "happens"; you just have to see the four names clearly

 through the red filter. Then, access your World Map and go to McGinty's

 Bar.



 Click forward to the man in the far back of the room, the one who is

 bald and has a mustache; talk to him. Then turn to your right and go

 over to the phone on the wall. In the close-up, look at the top right

 hand corner of the corkboard; you will see the name, Lou Fielding, with

 the number CMR 259. Get to a close-up of the dial and dial this number.

 When the man asks you who you're calling for, Type in this name: Louis

 Fischterwald. The man on the phone will let you know about the Raven

 Room. Access your World Map and go to the Raven Room.



 Go over to the door and click on the intercom box; tell the man that

 Finster sent you and you'll find out about the Mission. Then go over to

 the table on the other side of the room; examine the book on top. But

 then click underneath of this table and find the little Holy card.

 Examine card in inventory and flip it over to the other side by clicking

 on it. Access your World Map and now go to St. Bart's Mission.



 Talk to Ernie behind the counter. Then click on Ernie again and "trick"

 him into leaving to get a package. When you're behind the counter, lower

 your view and click on the suitcase. When the case is open, FIRST move

 all of the items on the left and slide them over to the right. THEN

 slide them all the way back over to the left; this will expose the

 photograph. Take the photograph and examine it in inventory. Then access

 your World Map and go back to the Museum.



 Ask Helen if she's figured out how the pieces of the runes are

 assembled. Then go back towards where the stained glass is, but then

 turn to your left and click on the desk. Click on the book on the left

 and read it, and then click on the book on the right and read that too.

 Then access your World Map and go to Detective Merylo's office.



 Show him Ernie's photo. Then access your World Map and go to the Raven

 Room.



 Louie should now be there. Confront him about the invitation. Then, Use

 Ernie's photo on him. Next, be prepared for a gun fight.



 When you're in control again, turn to your right and click forward;

 then, click on the bottles. Jim will use the bottles as a

 diversion/distraction. When the crook comes out to your top right, shoot

 at him. Then there should be a CD change.



 Talk to Merylo and ask him about the warehouse gunman; keep asking about

 the gunman; you don't have to tell him everything you know. Afterwards,

 tilt your view down and click on newspaper article on desk; read both

 left and right side. Then in your inventory, examine the matchbook;

 click on it to opoen it up and see the name Mulhaven. Click it closed

 and then flip it around to the other side; note the number: GB5 637.

 Then access your World Map and go to Louie's loft.



 At loft, click forward once, and then turn 180 degrees around; tilt your

 view down and click on the area of the floor where the broken lamp with

 the wire is. Jim will remove a loose floorboard; click on the item

 hidden inside. Take it into your inventory; it's a lockbox. Then turn to

 your left and click over near the potbellied stove. Then click on the

 broomhandle on the floor; this will trigger a video sequence. Jim will

 make a note of the rune symbols on the floor which you can examine in

 your Notebook if you want. There's a bureau on the other side of the

 room, but it can't be opened for now. Access your World Map and go to

 the Hotel Cleveland.



 Talk to the man at the desk. Then, try to bribe him. Then, turn to your

 right and click over to the phone on the wall. Dial the number you saw

 on the matchbook: GB5 637; this will trigger a video sequence. Then,

 turn around and click on maid's cart. Then click on cart again to get a

 view of the middle shelf; click on the knife under the napkin to take it

 into your inventory. Then click on transom above the door; Jim will use

 the knife to get in. Inside, turn to your right and click over towards

 the bed. Then click on the vase on the right hand side of the bed; in

 close-up, click on the key inside the vase. Then, clicking on that piece

 of paper you see in the bottom of the vase will trigger a video

 sequence. Afterwards, go back to the vase and get the photograph that is

 now in there. Examine it in inventory and click on it to read the other

 side. Then access your World Map and go to Sullivan's office.



 You will walk in on Winslow and Sullivan; then, talk to Sullivan. Then

 access your World Map and go to the F.B.I. office.



 Talk to Dick Winslow. Then access your World Map and go to your office.

 For now, examine some items in your inventory. Look at Helen's notes;

 then examine the lockbox you retrieved from Louie's loft. To open the

 lockbox, use the following sequence :



             First turn wheel on right side all the way down.

    Then turn the left little smokestack to the horizontal position by

                         turning it to the right.

   Then on left hand side of house, push in the top half of the door.

               Then click on chimney on roof and lower it.

 Then, back on left hand side of house, raise the lower part of the door

                                   up.

         Then on right hand side, turn the wheel all the way up.

             A section of the left hand wall should retract.

 Then slide a segment of the lower left wall at bottom front of house to

                         the back of the house.

   Then on left hand side, lower the top half of the door by sliding it

                                  down.

                 Then raise the chimney on roof back up.

    Then rotate the wheel on right side down, then on the left side of

                  house, top half of door pops back out.

   Then rotate that little smokestack back to the vertical position by

                         turning it to the left.

     Then click on the front door - HOLD - and open it all the way.

                    Then slide the door to the left.

   Then, just below the door, slide that long board all the way to the

                                  left.

     Now, raise up that small little block that has the symbol on it.

                        The box should now open.

              Inside, retrieve the key and the signet ring.



 Now, access your World Map and go back to Louie's loft.



 In Louie's loft, click forward once, then turn left. Click on the

 bureau, then on the lock. In inventory, Use the lockbox key. Then, using

 the moon phases posted above the bureau as a reference to manipulate the

 lock, turn the key thus: push in, turn left, back out, turn right, right

 again, push in, turn left, then back out; it will open. Retrieve the

 tooth/fang. Then access your World Map and go to Hotel Cleveland.



 Click forward once, then turn around, then click on the wardrobe

 cabinet. Click on the wardrobe cabinets doorhandles to get a close-up.

 In inventory, Use signet ring on door handles; this will trigger a video

 sequence. Afterwards, in the open cabinet, examine the Raven Room

 invitation; examine the hand written note; examine the bar-bill tab;

 examine the magazines if you want; examine letter to Joseph; examine

 Scrumpy's Propholactic; examine belt/collar; examine the telegram. Then

 access your World Map and go to the F.B.I. office.



 While Dick is "busy", you need to get the Pensky file that's in the

 safe. Go over to the small bookcase that has the world globe and two

 candlesticks sitting on top of it. Notice the sports picture of Dick

 Winslow; make note of the numbers 19, 6, and 1933. You are actually just

 going to use 19, 6, & 33. Make your way over to the other side of the

 room that has a picture hanging of fruits; grapes and a pitcher. Click

 on the top left hand corner of the frame; then click on the safe to get

 a close-up of the dial. Spin the dial all the way around once to the

 right for good measure and then stop on 19; then go left all the way

 past 6, then come around again to 6; and then right again to 33. Then

 click on handle, safe will open. Click on big manilla envelope on top;

 read contents. By reading the Pensky file, you find out about the

 Sunnyvale Rest Home. Then click down towards the bottom of the safe, and

 see the security card pass below. When you exit out of the safe

 interface, there will be a short video sequence with Dick Winslow; you

 automatically end up back at your office. Examine your inventory and see

 the Raven Room invitation and Winslow's pass. Then access your World Map

 and go to Flannigan's.



 Question Mulhaven. After questioning, Use the invitation from your

 inventory on him to get it signed. Then access your World Map and go to

 Sunnyvale.



 Talk to Pensky. (Make special note of when Pensky says to you, "Find the

 Black Dahlia and destroy it.") After talking to Pensky, you realize you

 already have one of the talismans; the tooth/fang. Access the World Map

 and go back to your office to get the feather.



 At office, click on the middle bookshelf towards the middle/right hand

 side; click on the book entitled, The Crusades: A Pictoral History.

 Retrieve the Raven's feather. Then access your World Map and go to the

 Museum.



 At Museum, you want to get the stamper so you can make the seal on the

 invitation. Turn to your right to where the stamper is, but first, click

 to the left of the stamper, and you will have a "vision". When it's

 over, examine the five seals below; you want to make a seal that looks

 like either the purple or the blue one. Back out of this close-up, and

 then click over towards the right onto the cylindrical stamper. First

 there are dials 1 through 4, 1 being the one closest to you with the

 beige colored beads. Dial number 1 controls the left lower quadrant of

 the stamper; dial 2 controls the right lower quadrant; dial 3 controls

 the right upper quadrant; and dial 4 controls the left upper quadrant.

 The 5th dial rotates the retracted pieces that you cannot see. Turning

 dials 1 through 4 to the right retracts a piece, turning to the left

 makes it pop back out. For the 5th dial, you have to "listen" for the

 pieces to click. When you have the stamper in close-up, click on it

 again to open it. Follow this order for one solution : dial 1 to the

 right; 5 to the left; 1 to the left; 2 to the right; 5 to the left; 2 to

 the left; 4 to the right; 5 to the right; 4 to the left; 5 to the left;

 5 to the left; 3 to the right; 5 to the right; 3 to the left; 5 to the

 left; 3 to the right; 5 to the right; 3 to the left; 5 to the left; 3 to

 the right; 5 to the right; 3 to the left; 1 to the right; 2 to the

 right; 5 to the right; 1 to the left; 5 to the left; 5 to the left; 2 to

 the left; then a video sequence, then a CD change.



 At party, talk briefly with Dick Winslow. Then, talk to man guarding the

 door. Then turn left, tilt your view down, and click on the upside-down

 dish on the table. From there, go forward to the 2 blue screens you see

 in front of you. When you get there, turn to the right and notice the

 rotating table and the tray of glasses. In inventory, Use the dish on

 the rotating table. Then click on the tray of glasses; this will create

 a diversion so Jim can get into the back room. After the video sequence

 is over, you can explore the room if you want with your flashlight,

 noting the astrology painting to the right of the fireplace and the rune

 symbol chart to the left (and what each rune stands for). Then,

 eventually, make your way so that you are facing the wardrobe closet.

 Then turn to your left so that you are facing the big round table. Then

 tilt your view upwards so that you see the cord hanging down with the

 tassle; click on this to turn on the lights. You'll notice that the

 panel directly in front of you does not open, but you can open all the

 rest of the panels and read the inscriptions underneath. Make note of

 all the rune imprints; remember the crests from the book Helen showed

 you? How about Helen's notes? Also, in inventory, look at the parchment

 and note runes from the line, "Each gift to him is now devoted". All of

 this put together gives you the sequence of panels to click on to open

 that last panel in front of you that's locked. Start off with all of the

 panels CLOSED. Then, starting with the one in front of you with the

 hourglass/bowtie figure on it that you can't open - and counting this as

 number one - go in a clockwise direction and open the panels in the

 following order : 6, 8, 11, 12, 9, 4, 5, 7, 2, 3, & 10. The bottom one

 then opens and reveals a book, and then a video sequence.



                       It is now December 2nd, 1941



 Read the note from Cassandra Rollins; you will automatically go to see

 her. Talk to Cassie, and then answer "Yes" that you want to be put into

 a trance. When in trance, click forward into that area that is

 in-between the two torches. When inside of this trance-world, click

 around to different areas of it and listen to the different phrases that

 the voices are whispering to you; this will be giving you "hints" that

 you will be able to use later to solve a puzzle; the door puzzle. When

 done listening to the "hints", head back towards where you came in; turn

 and face the door that is guarded by two skeletons. Click on the door to

 get a close-up of it. The "hints" you heard were telling you the order

 in which to arrange the symbols you see flanking the door. Arrange the

 symbols in the following order, starting on the left side going from top

 to bottom : crown, key, serpent, star, key, shield, sun, & bird. The

 right side : bird, moon, shield, fish, serpent, comet, crown, & fish.

 The door will open and then you will be among revolving planets with

 rune symbols on them. You have to pass through these planets in a

 certain order, but you don't know what they are right now. So, leave the

 trance state by either hitting the "escape" button on your keyboard, or

 accessing your World Map and clicking on that. Talk to Cassie and tell

 her about the crystal spheres. Read the astrological tome that Cassie

 gives to you; make note of the different planets names and their

 symbols. Then, for now, access your World Map and go to Sullivan's

 office.



 Talk to Sullivan. Then access your World Map and go to Detective

 Merylo's office.



 Ask for evidence on the Torso case; review the evidence. Review the

 evidence item by item starting with number 1. As you're reviewing the

 evidence, you're going to come across newspapers; notice the dates on

 them and what the blood splatters cover up and what they don't. Notice

 that item # 19 is impounded by the F.B.I. Then, ask Merylo about Von

 Hess; also ask about Von Hess's medallion. For now, if you want, you can

 examine some of the items in your inventory. Examine the invitation, but

 don't manipulate it yet; also, examine the lizard skin book. Then access

 your World Map and go back to Cassie the Psychic.



 Have Cassie put you in the trance again. In the trance, you will be at

 the crystal spheres (planets) again. Keeping in mind the newspaper

 articles you saw, go through the planets in the following order (the

 symbols for each planet were in the astrological tome Cassie showed you)

 : click to Saturn, then Mars, then Mercury, then Venus, then the Sun,

 then the Moon, then Jupiter, then Earth, and then the gray sphere. Then

 click forward till you make your way to a pool of water; click on the

 water to get a close-up. Then, click on the stones with the symbols that

 you see one at a time into the water; pay attention to the "visions"

 that you will see: there will be a clue here for later. Then hit the

 Escape button/ World Map to get out of the trance. Talk to Cassie about

 the stones and the pool; then tell Cassie that you saw yourself in the

 pool. Then access your World Map. You may have noticed on your Map that

 the Kingsbury Run Sewers is available, but if you go there the gate will

 be locked and you can't get in yet. So for now, go to the F.B.I. office.



 Talk to Winslow. Then access your World Map and go to Detective Merylo's

 office.



 Ask if Winslow has returned the evidence. You can now look at item # 19.

 But, go back and look at item # 1; page through it, and on the last

 page, click on the upper right hand corner, and Jim will say, "Hmm, I

 wonder...." Then, access your World Map and go to Santini's home.



 Talk to Mrs. Santini. Then, notice that with the window shades that you

 can pull them down, but they go right back up. So go back to the

 doorway, and click off the light switch there. Then go to the shade that

 is on the right hand side of the bed. Pull it down and Jim will get a

 photograph. Then turn the light back on. Then click foward to the far

 right corner of the room. Look down and click on the base board in the

 right corner; retrieve the items inside, including the letter on top,

 and the envelope beneath with the rune symbols on it. Next, access your

 World Map and go to Kingsbury Run Sewers, and CD change to # 5.



 At the entrance to the tunnel, take this path: North 1 click, then East

 4 clicks, then North 5 clicks, then turn right and face the guage

 puzzle. Click on it to get a close-up. Notice the guage on the bottom is

 set to 30; adjust the rest of the valves so that all of the guages read

 30. When completed, a passageway opens; enter. Inside, click on and take

 notice of the symbols on the door; also click on and take notice of the

 cross-shaped hole in the middle of the door.



 [ Want to see something humorous? At any point in the game - except for

 movie sequences - click and hold your left mouse button and move it to

 either the far left side or far right side of the screen; let the image

 spin. Next you'll see a funny video sequence ]



 Now access your World Map and go to the F.B.I. Ask Winslow for the cross

 (Actually Hess's medallion). When you get back to the sewer door, just

 click on the center where the cross-shaped hole is; Winslow will give

 you the medallion. After Dick leaves, click on the door in front of you;

 this will be the sewers bars puzzle. What needs to happen is all the

 bars need to come down at the same time. Look at this configuration :



                                   1 2

                                   8 3

                                   7 4

                                   6 5



 Then move those toggle switches in the following order : 5, 4, 2, 3, 7,

 5, 2; the door will open. Now if you click on the door in front of you,

 Jim will say something like it's obvious you can't get through that

 door, that there must be some other way to get in. So now, look up and

 to your left, and notice the grate/ grille; click on it; this will

 trigger a video sequence. Afterwards, access your World Map and go to

 the Raven Room.



 When you get to the Raven Room, Jim will break in. Then, go to the back

 door (back room); if you want, in your inventory, you can bring up the

 Invitation and try manipulating it/folding it to get a clue as to how to

 open the back room door. But, you don't have to do this (besides, this

 "oragamie" stuff can be tough !). Instead, click on the back door to get

 a close-up of it, and click the panels in the following order: Bottom

 row center (Red diamond), top row center, bottom row left, top row

 right, top row left, bottom row right, bottom row left, and bottom row

 right; enter. When you're inside, click forward to the wardrobe closet;

 then click on the lock itself for a close-up view of it. Notice there

 are indentations missing for the center piece of the lock, and the two

 that are on the bottom left and right. Click out of this view. Then

 click down to the candlestick holders, and then on the one on the left.

 There are actually five pieces on which you can turn on this

 candlestick; the base does nothing itself. Section 1 will be the top,

 the part where the candle would go. Here is the solution to make the

 pieces pop out of the bottom to fit the indentations in the lock: Turn

 section 4 two times to the right; section 5 two times to the left;

 section 3 two times to the right; the closet opens. Click on the green

 medallion hanging there. This will be the killers talisman. Then access

 your World Map and go to the Psychic, Cassie.



 Ask Cassie to put you in a trance; click forward and go to the pool.

 Tilt your view down and look at the pool; there is now a new stone to be

 put into the water. It is the second one from the left. Watch the next

 video sequence carefully (Hint: the bookcase). When you finally end up

 at the Raven Room, turn to your right and click forward to the bookcase.

 Face the bookcase and click on the middle shelf on the far right; secret

 passage will open behind the wardrobe. Watch the video sequence.



         It is now 1945; Jim Pearson is now a member of the OSS.



 You are in a mineshaft. Look above the door you are facing and notice

 the painting; then click on the door itself to get a close-up. The

 object is to manipulate the planets around the sun so that they are all

 reflecting up to the picture above the door (not towards the sun in the

 center). Then, when all of the planets are reflecting up to the

 painting, then you may click on the sun in the center; the door will

 open. After short video sequence, you will now be faced with three

 archways & three puzzles. Turn to your left and go to the Lever puzzle.

 Use the following moves with the lever: left one move; up one move;

 right one move; down one move; right one move; up one move; left two

 moves; down one move; right two moves; down one move; left one move; up

 one move; down one move; right one move; up one move; left two moves;

 down one move; right one move; up two moves; down one move; door will

 open. Next, turn to your right and go to the Keys puzzle. Number the

 keys across the top - from left to right - one through eight. They wil

 go in the holes like this :



                                  4 8 1

                                  3 6 2

                                   7 5



 Also remember to push each key in. Then make another right and go to the

 Switches puzzle. There are seven switches from left to right. Flip

 switches, 1, 4, 6, & 7; then, keep pushing the red button below (this

 will keep turning the gear below). Then, click on the Black Dahlia.



                              It is now 1946



 You are in a Nazi cellar. Turn around and find the staircase; click

 forward to it. When you get to the door, click on the little black

 square in the center; it is a peephole. Then, turn 180 degrees from

 where you are, and shine the light around till Jim says, "Hmm, what's

 that over there?" Then, as you're making your way over, you will notice

 a well in the ground with a hook hanging high overhead which you can't

 reach. Then turn around and make your way over to the Winch Control

 Lever. Click on it for a close-up. There will be two levers and a crank.

 The left lever is in the UP position, the right lever is in the DOWN.

 Switch the two positions so that the left lever is in the DOWN position,

 and the right lever is in the UP; this automatically lowers the rope.

 Then, after that, make sure BOTH levers are in the DOWN position. Exit

 out of this interface, and make your way back over towards the well.

 Look down and click on the hook (a CD change). { It's a good idea to

 Save Game here, because it will be easy to get lost. The following

 directions may not be the shortest path, but it will get you there; just

 follow it as written }.When you reach the shaftway, click forward once.

 Then, make a right, and keep going right until you reach the alcove;

 make a right into the alcove. You will see some skulls and vases on an

 altar. Turn slightly to the right and click down low; click on the big

 box. Get the artifact inside. You can examine it in inventory to see the

 markings on the back. Exit the alcove. When you exit, you will

 automatically go to the left; but then turn completely around 180

 degrees. Then click forward and keep going right. You will end up at a

 sarcophagus; notice the hasp on the front with its markings. Go to

 inventory and Use artifact you just acquired. When the lid opens, notice

 the Rune symbols reflected in the top of the lid; click on them and Jim

 will make a note of them. Exit this room. Then click forward but keep

 branching to the right. You will end up in the main Pillar Room. In the

 Pillar Room - while facing the altar - turn to your right and go to the

 sixth door opening; enter. Go forward and keep making rights. Then, when

 you come to the open area where there is a bridge and steps, click

 forward twice; an arrow will hit Jim's torch. Then, click on the steps

 in the following order: left step; right step; left step; center step;

 right step; left step; and then right step. At the top, click on the

 sarcophagus; then click on the broken lid. Then click on the rune

 symbols and Jim will make a note of them. Then, inside of the

 sarcophagus, notice the skull is missing. Then click forward to go back

 down the steps. Click on the steps in the following order (it's the

 opposite of when you came up): left step; right step; left step; center

 step; right step; left step; and right step. Then go back down the

 passageway, and keep going to the right. You'll end up at another

 sarcophagus. Click on the sarcophagus once to bring it in close-up, and

 then click on the lid to bring up the puzzle interface. The object of

 this puzzle is to manipulate the blocks so that the four corner stones

 are freed up ( This one can be rather tedious and time consuming, so,

 type in the cheat-code : Blockhead ). When the sarcophagus opens up and

 you get a view of the skeleton inside and the sword on his chest, click

 on the symbols on the sword, and Jim will make a note of them. Exit this

 chamber. Click forward, and keep branching to your right. When you enter

 this chamber, turn to your left and click on this sarcophagus to get a

 close-up; click on the opening to get a view inside. The click on the

 little square stone pieces you see scattered in front of the skeleton.

 Then, turn to your right until you see the basin of water beneath the

 figure on the wall; click on it to get a close-up. In inventory, Use

 stone pieces on basin. Then, arrange the stone pieces inside of the

 water to form the rune symbols that look like : A straight vertical

 line; A slanted letter "X"; What looks like the letter "N"; The letter

 "F" slanting downwards (Note: each letter/symbol is three blocks high;

 you arrange them by clicking and dragging on them). When completed, Jim

 will automatically make a note of them. Exit this room, and make your

 way back to the main altar room with the four Pillars; do this by going

 forward, then two lefts, and one right.



 Go forward to the main altar area where the four Pillars are; then click

 on the Pillars one at a time and enter in the correct "combination" by

 using the rune symbols that Jim copied down in the notebook at each of

 the sarcophaguses. Remember, one of the sarcophaguses that you saw -

 where you saw the symbols - was actually reflected in a mirror; remember

 to do these backwards. When all four combinations are put in correctly,

 a door will open in the back of the room revealing another secret

 passageway, and CD change to # 7.



 When you enter this new room, click forward once, and then click on the

 figure lying atop the sarcophagus; notice that it's hands are cupped.

 Now here's where you finally get to use that bag of runes you've been

 carrying around with you for the entire game so far. In inventory, click

 on the bag of runes to open it. Assemble the runes pieces onto the

 figure in the center in the following order:



 TOP ROW: What looks like the letter "N"; a slanted "Z"; an "F" pointing

 upwards; a vertical line; what looks like a bowtie; what looks like this

 <; the letter "R"; the letter "M".



 MIDDLE ROW: A backwards 7; a left & right arrowhead; an actual letter

 "N"; a slanted letter "X"; then what looks like the letter "N"; an

 angled letter "S"; a diamond shape that is crossed at the bottom; an

 arrowhead pointing upwards.



 BOTTOM ROW: What looks like the letter "C"; a backwards 7; an angled

 letter "S"; an "X"; an "F"; a diamond shape crossed at the bottom; a

 vertical line with an arrowhead in the middle of it; a "T" or line with

 arrowhead at top.



 Then, use the assembled rune in the figures cupped hands. Watch the

 video sequence.



 Afterwards, click on the figure atop the sarcophagus and notice it's

 eyes are glowing red; back out of this view. Then tilt your view down

 and to the left, and notice now you can go down into a trench that is

 around the sarcophagus. Go down inside towards the head of the

 sarcophagus and notice a pair of binoculars; look into them. All you

 will see will be a fiery red fog. Notice the panel to the left of the

 binoculars; click on it till you get to the gray stone face, and then

 click once past that. Then go around to the foot of the sarcophagus and

 you will see two more panels. Do the same as you did to the other panel

 to each of these two panels; click to the gray panel and then once past

 that. Then, go back to around to the head and look in the binoculars

 now; notice the red "dot" in the middle. Back out of this view, turn

 towards your left, and move your cursor along that inner wall of the

 trench until it turns into the pointing arrow; click on this. Jim will

 remove a dagger from the wall and another secret passage opens.



 Talk to Von Hess. Then watch video sequence.



                              It is now 1946



 Talk to the pilot. Then turn to your left and open Captain Collin's

 trunk at the foot of the bed. You cab, if you want, examine the items on

 the right - but - slide the tray that's on the top left over to the

 right. Then, click on the letters.



                              It is now 1947



 On the train, on the table in front of you, examine the ashtray with the

 black cigarettes in it. After the porter leaves, click forward to the

 end of the car. Then turn to your right and click on the seating chart

 on the podium; click on it to get a close-up view. Notice on Shift 2, in

 the fourth table, the name Matt Collins (this is the name of the dead

 pilot; evidentially, Dick Winslow is impersonating him). Then, turn back

 to your left, and go through the door. Then, just keep clicking forward

 until you get all the way to the back of the train (Do Not try to open

 any of the passenger doors along the way; this will get you thrown off

 the train). Along the way, you will enter the baggage car. As soon as

 you enter this car, turn around and click on the door; in the close-up,

 get the blueprint out of the metal pocket on the door. Take this into

 your inventory. This will come in handy later; you can use it by

 clicking on a certain car to jump from car to car. Turn around and keep

 proceeding to the back of the train to get to the conductors office.

 Enter the office.



 Talk to the conductor. When he asks you the name, type in: Matt Collins.

 He won't give you the number of Collins/Winslows compartment. Exit and

 go back to the baggage car.



 When in the baggage car, click forward once, turn 180 degrees, and click

 on the suitcase on your right. Jim will pick it up and put it on top of

 a crate; after that, just wait. You will notice that it will vibrate off

 of the crate by itself. You may have noticed above this suitcase when it

 was on the crate the Emergency Stop Pull Cord. Then go back towards the

 door where you got the blueprints from and look on the shelf and get the

 string on a spool. Then click that suitcase back on the crate again but

 then right away Use the string on it to tie it to the Emergency Stop

 Pull Cord. Then quickly return to the conductors car. When he leaves,

 open the left hand drawer of his desk and get out the listings; notice

 the name Matt Collins; this is Winslow. He is in car # 283. If you want,

 notice on the clipboard on the desk that car # 283 has repairs listed

 for the broken number plate. Now exit here and, using the blueprints, go

 to the fourth car from the front. Enter room # 7.



 Turn to the bureau and click on the top drawer; open it . There is a

 piece of paper with a single rune symbol on it; click on it. As you do,

 Jim will get dizzy and fall unconcious. You wake up to a blonde haired

 woman. Afterwards, go back to the conductors office (use blueprint).

 Talk to conductor and ask about Collins; you find out Collins/Winslow

 left in Chicago and switched to the express train, but his luggage is

 still there. Return to the baggage car.



 Go to the end where you had found the blueprints, but then turn to your

 right and click on the clipboard; in close-up, notice that Matt Collins'

 tag number is 0100AA. Turn around and head to the opposite end going all

 the way to the door ( Special Note: It might be a good idea to Save Game

 here. It's been noted among many players of this game that there is a

 "bug" here and the game might crash at this point, so you wouldn't want

 to lose all of your progress up to this point ). Then turn back around

 180 degrees, and click on that crate on your right; this will be

 Collins/Winslows crate. First, remove the small pin from the top, and

 put it in the small hole in the front. Then remove the large pin from

 the top and put it in the second hole in the front. Then, flip the top

 hasp down, and open the lid; you'll notice it has champagne. Close this

 back up, and flip the hasp back in place. Then flip the bottom part of

 the hasp all the way up. Then, remove the large pin that you put in the

 hole from the front and stick it in that center hole. Then push the hoop

 up to the top. Then, remove the small pin and put it in the front center

 hole where the hoop was. Then, on the left hand side of the trunk,

 remove the handle; put it in the top holes over top of the hasp. Then,

 just where you got that handle, remove the handle holder from the left,

 and put it over the hoop in the front. Then get the handle that is over

 top of the hasp, and put it into the holder in the front. Presto, it

 opens. Jim will automatically switch the stamps on the crates. Now, make

 your way to the dining car (use the blueprint).



 Talk to the blonde haired woman to apologize. Keep talking to her and

 ask about Winslow and where she is going; then CD change to # 6.



                           You are now in L.A.



 In your room, click on the telephone. Call everyone possible starting

 with the police ( To see a little humorous video sequence, after you

 have called everyone and the only choice you have left is "Hang Up",

 instead, click the cursor on Jim himself; watch ). Then, access your

 World Map and go to Gabe's Diner.



 Talk to the detective. After bumping into Alice, you end up at your

 hotel room. Then, access your World Map and go to the Train Station

 Shipping Office.



 First, talk to the incoming clerk. Then, talk to the outgoing clerk.

 Then, look to the left of the outgoing parcels, and notice the trashcan;

 click on it and then click on the box inside. Ship the box to the

 outgoing clerk. Use box from inventory. Then, choose, Express delivery.

 Then - just to check - talk to the incoming clerk. Then, access your

 World Map and go to the Boarding Home.



 Talk to the landlady. Then, turn to your right, and check the drawers of

 the bureau; nothing to take there though. Then, open the closet door and

 check the pocket of the jacket. Then click on the matress of the bed and

 Jim will notice a shoe underneath. Then, click on the bedside table,

 open the top drawer, and read the note. There's nothing in the second

 drawer. In the third drawer, notice the romance book, but, click on the

 napkin underneath, and notice the Biltmore Hotel Bar. Then, access your

 World Map and go to the Biltmore Hotel.



 Talk to the bartender. Then, Use Lizzie's photo on him. Then access your

 World Map for a brief stop back at your hotel room. But then access your

 World Map right away again, and go to the Shipping Office. Talk to the

 incoming clerk; when you see the shipping manifest, notice that Matt

 Collins is using the ABC Moving Company (you will now also have gotten

 your package!) . Then access your World Map and go back to your hotel

 room.



 Click on the telephone; choose the ABC Moving Company. Then, access your

 World Map and go to the ABC Moving Company.



 Shine the flashlight around, and find the memo on the wall next to the

 calendar; read it. Then turn to your left and click on the desk; then

 click on the left middle drawer and read what's inside. Now, from the

 memo you read next to the calendar, and using that formula, here is the

 file that you are looking for: SO1AKP52. Turn to your right, look down,

 and find the file cabinet ( To see a humorous video sequence here, try

 opening the top cabinet drawer, check through about ten files or so,

 then watch ). Click on the bottom drawer to open it; scan along there

 until you find that file, and click on it. Now, if you want, you can

 access your World Map and go to the Movie Studio, but the guard won't

 let you in. Now access your World Map and go to the Biltmore.



 Lizzie will now be there. Talk to Lizzie and ask about the Black Dahlia.

 After the video sequence, access your World Map and return to the

 Biltmore.



 Talk to the barman. First, play along; then insult the bartender and

 you'll find out Lizzie's room number. Then turn to your left, and click

 forward once towards the door. Then turn to your right and click up to

 the stairs. Then go to the end of the hallway where the window is; turn

 to your right and you'll see room 201. You can try knocking but there'll

 be no answer. Turn to face the window again and click on the bottom of

 it; this will open it and then exit out through it. Click on Lizzie's

 window, and Jim will try to open it, but it won't budge. You will now

 have a close-up of the window. Then tilt your view so you're looking all

 the way up and click on the top of window; this will bump the window

 down a little bit. Then, click on that stick you see to the far right

 sticking up (this was the stick that prevented the window from opening).

 Now open the window from the bottom and go in. Inside Lizzie's room,

 looking inside the chest of drawers yields nothing, nor does looking on

 the vanity table. But, to the right of the bureau drawers, tilt your

 view to look above the door; then click up top of the ledge of that

 door. In the close-up, click on the key you see on the ledge. Then,

 access your World Map and go back to the Sunset Arms Hotel.



 The detective is waiting for you. Talk to him; finally Alice steps in to

 save you. Talk to Alice. When done talking with Alice, access your World

 Map and go to the Train Satation Lockers.



 Now remember that Lizzie removed the number from the key that you have,

 but wrote in her letter that she had a full proof combination to

 remember the number. Her initials were E.S.; E.S. is 3 & 7 on the

 telephone dial, so try locker # 37. When you find the locker, you can

 read Matt's letter if you want to, but in the jewelry box, get the

 receipt from the antique shop. Then accesss your World Map and go to the

 Antique Shop.



 Talk to the proprieter; Jim will buy the cane. Examine the cane in

 inventory; notice the rune symbols. Also notice, around near the head of

 the cane, are four vertical lines. Along these lines, match up the four

 sets of rune symbols you found back in the monastery caves. When the

 cane opens, you will get a treasure map. Then access your World Map and

 go to the Sunset Arms Hotel.



 Look at your bed, and on top of the pillow, you will now have a Studio

 Pass/VIP Access. Then access your World Map and go to the Movie Studio.



 After video sequence, go over and talk briefly with Alice. Then, turn

 180 degrees around, and go over a look at the open crate; inside the

 crate, click on the delivery requisition. Then go back over and talk to

 Alice. Then, access your World Map and go to Al King's house.



 Talk to Alice again. After speaking with Alice, turn around 180 degrees

 and go back towards the desk. Then turn to your left and click on the

 telescope. To the left of the telescope is the scope's inclination and

 declination chart. Then,back out of this view and click on the desk;

 then click on the little notebook. Make a note of the coordinates that

 you see here: these will be useful for "practicing" with the telescope

 to get the hang of it. Make particular note if it has a "negative" ( - )

 sign in front of the number and of decimal ( . ) points. Then, turn back

 to your left, and click on the metal box that is just beneath the

 telescope. Try entering the coordinates: -.8, - 45. Exit out of this

 interface and click on the telescope itself again. Then, using the click

 and drag method, make the Triangles you see inside the telescope view

 meet horizontally and vertically; see what you see. Then, click on the

 settings box once more each for these coordinates: -1.0, -25; .2, 5.

 Remember to click and drag to make the Triangles meet. Then, turn to

 your right a little, and click on the trash can next to the desk. Click

 on the torn up pieces of paper inside; also click on the newspaper

 article, chisle, and pair of gloves. In inventory, examine the torn up

 telegram and assemble it. Only one of them is important: Winslow's; it

 was sent from Zurich, he'll arrive in January, and wants crate delivered

 to abandoned shooting lodge. After reading that newspaper article you

 found in trash, access your World Map and go to the Cemetary.



 At cemetary, make your way around the sarcophagus and click on the gold

 urn; get the piece of paper. The page number - 165 - is circled with the

 Saturnus logo, and Winslow also wrote, "Look at it a hundred times".

 Access your World Map and go back to Big Al's house.



 Turn around and go over to the desk; click on the map on the wall above

 the desk. In inventory, Use the treasure map on the map and superimpose

 it so that the "crosshairs" will match. As can be seen, Al's house

 height is 100 and the marked position is at 250. Now go look at the

 chart for the telescope. For the range of 16,500 and a height difference

 of 150, there is an angle of 0.5. ( Also, from the graffiti at the

 cemetary, by studying the one puzzle on the wall - the Saturnus one -

 the correct amswer is 27 ). Use the location device on the telescope and

 set it for: 0.5, 27. Then look through telescope and line up the

 Triangles again; you'll see Dick Winslow.



 In the abandoned loft, turn around and click on the picture on the

 ladder; then click on picture in close-up. After the ladder breaks, and

 the fire starts, turn towards the lockers. Open them from left to right

 one at a time; by the third one, Jim will have a rune mark burned into

 his hand. Then inside of that locker, click on the key and Jim will get

 out. You'll automatically return to your hotel and read a letter from

 Alice; then you'll end up back at Big Al's.



 The place is a shambles, it's wrecked. Click forward once, turn right,

 and click down into the main area. Turn to your left and click on the

 projector; click on note on projector. Then click the ON switch down the

 bottom. After watching film, turn around and go back up landing to the

 bar, and turn to your left and click forward. Turn to your left and

 click on the cuckoo clock; in close-up, click on the note. Back out of

 this close-up, and set the hands of the clock by doing this: move the

 little hand (hour) to the 5; then move the big hand (minute) to the

 twelve: 5:00. As soon as the hula dancer comes out, turn the big hand

 (minute) back five minutes; the secret passage will open.



 As soon as you enter the underground passage, turn to your right, lower

 your view, and click down: see severed head. Then turn back to your

 left, and see Alice hanging in the background; click towards her. Click

 on Alice to free her (or on the knife on the ground to her right). Uh

 oh... After the long video sequence, there are three possible choices

 you can make that lead to two different endings.



 The best ending is to shoot the Black Dahlia in Winslow's hand.



 The other ending, you can either choose to shoot Winslow, or, do nothing

 at all; both lead to the same ending.



 Cheat Codes:



 Stained Glass Puzzle: Leadhead

 Lockbox Puzzle: Loghouse

 Winslow's Safe: Masterlock

 Sealstamp Puzzle: Ringding

 Pressure Gauge Puzzle: Pressure

 Door w/ Revolving Planets Puzzle: Sunspot

 Sarcophagus w/ Sliding Blocks Puzzle: Blockhead

 Bag of Runes: Gemstone

 Crate on Train Puzzle: Boxtop

 Cane Puzzle: Candycane