The 11th Hour (Part 1) Walkthrough and words of wisdom for The 11th Hour: The Sequel To The 7th Guest Another epic by Mongoose. Before I give my solution to this game, a few thoughts. The graphics, acting and atmosphere are excellent, but some of the clues and puzzles do not make sense, I will explain this during the walkthrough. There are two types of puzzle, the first of these you get from your notebook, and mainly consist of anagrams, the second type are games against the computer or logic tests, some of which can get very boring, and after trying some of them over and over again, I found that they were impossible and had to restart that particular puzzle, all of which rather spoilt the flow of the game. During the game keep checking your gamebook, for the updates on the map, and the new clues, you can also watch the video clips again, if you wish. The help on the gamebook will also play the logic games for you if you get REALLY bored or completely stuck. DISC ONE: Clock strikes 7pm. 1st Gamebook puzzle. Winter Coat Worn for a Mixer. After the introduction you start in the Foyer. Go to the right and into the Library. Face the fireplace, there is a bottle on the mantelpiece. It's tonic water and as this is an anagram of winter coat we have our first solution. So grab the bottle of tonic water. You get a short video sequence. If you look around you will get the brain icon showing when you move your pointer over the bookshelf. This means that you have a logic puzzle to solve, click on the bookshelf and you will see eight books and two empty spaces. The object is to put all the green books on the left, and all the red books on the right. You can only move pairs of books and it has to be done in four moves. So looking at the books, they are shown below as A - H, I and J are the starting empty spaces: A B C D E F G H I J Click on the books between B & C (they'll move to slots I & J on the right) Then click on the books between E & F (they'll move to the free B & C slot) Then click on the books between H & I, to move those to the now open E & F. Lastly click on books A & B to move them to slots H & I. Puzzle solved. 2nd Gamebook puzzle. Rolling rock, bottle cap. Look at the map in the Gamebook, Dutton's room has opened. Go upstairs to his room, as to the puzzle, rock is an anagram of cork, so what we need is a cork. (Sue would not let me have the one from her gin bottle). Look down to the left of the television, on the floor is a booze bottle laying on its side, with a cork in it, but before you can grab the cork you must do the puzzle in this room. The puzzle in this room is on a cash register, the till is hidden by the right hand bed-post as you enter the room, you need to enter amounts into the till by pushing down on the keys, so that the register displays the same amount on both sides. The amount needed in each half is 81 cents. The keys of the register are like this: 5 5 1 25 5 5 10 10 5 25 10 25 10 10 1 10 Press the left hand five keys on the top row, and then the left three keys on the bottom row. Puzzle solved. There are other solutions but you can find them yourselves. Now that we have got the cork, checking the map shows that the door to the laboratory has opened, and we get another video clip. 3rd Gamebook puzzle. Artsy, excited lecher. Artsy is an anagram of satyr. So if that's what they want, let's go. (Hoped Sue would have a least a couple in her phone book, but she would not tell me). Next puzzle, go down to the Foyer and if you look at the table to the left of the staircase you'll see that there is a piece of chessboard on it. To solve this puzzle you must reverse the positions of the knights, while keeping all four pieces on the board. The board is set up like this: D C G I J B F H A E Then, follow this move sequence: Knight at D to I, then to E, then to C, then to H. Knight at F to D, then to I, then to E, then to C. Knight at J to F, then to D, then to I, then to E. Knight at B to I, then to D, then to F, then to J. Knight at E to I, then to D, then to F. Knight at C to E, then to I, then to D. Knight at H to C, then to E, then to I, then to B. Knight at D to I, then to E, then to C. Knight at F to D, then to I, then to E. Knight at B to I, then to D, then to F. Knight at E to I, then to D. Knight at C to E, then to I, then to B. Puzzle solved. This opens the gallery. There must be an easier way to do this one but I could not find it. Now to find the satyr, without Sue's help. Look at the grandfather clock to the left and behind the table with the chessboard. Click on the bottom section of the clock. It's a secret passage to the Portrait Gallery. Wander around until you find a painting with a fallen statue (a body torso) under it. Look at the painting above the torso, a picture of Sue xxxxxxxxxx with a satyr. This might be an 18 or over game but my solution is staying clean. Well nearly, but we get to Shebo in the bath later. Click on the satyr for another video session. 4th gamebook puzzle. A Heart Attack Could Put You In The Ground. Heart is an anagram of earth, and ground means earth too. There's a globe in the Library. Go through the small green painting to the left of JR, this brings you back to the foyer. Go into the Library and touch the globe. Time for another animation and video bit. 5th Gamebook puzzle. Battleground. Battle is an anagram for tablet. The tablet you want is in the laboratory. This might be easy to write but it took ages to find out. (Did not get the ground bit but could be you grind up tablets with a mortar and pestle in a Lab?) Return to Dutton's room, and click on the closet door. This is over on the left hand side, at the back as you enter the room and will lead you to the Chapel, go through the open door into the Laboratory. Look on the top of the cabinet, to the left of the green bottle, and here we go again, another puzzle, the idea here is for you to get the mouse to go into the orange hole, that's the one on the right of your screen. I did not find a set way of doing this puzzle because Stauf makes different moves each time. Now is a good time to bring up Sam; (Ah, feel much better now, wondered why I've been feeling so rotten). She is the lady that speaks through your gamebook when you ask for help, if you find any of the puzzles totally frustrating then ask for help, some of the puzzles Sam will completely do for you and in others she will just make one move on your behalf. Note I have completed all the puzzles so far (James stop laughing) but there is one coming up that I cheated on, try to guess which one as you continue through this and I will own up at the end. There is a large green jar/bottle beside the puzzle, and in front of this you will see a white tablet with a sort of cross on, click on the tablet and buy some popcorn and watch the show. 6th Gamebook puzzle. Bars deter Cuckoo bird. Bars deter is an anagram of redbreast. A robin. Go through the open doorway with bars on the left, this leads to the chapel, go into the confession booth with the closed door. A passage will then take you back to Dutton's room, go back down to the foyer, and opposite the clock you will find a bird painting. No! not a bird painting ... a painting of some birds in a tree. Click on the bird in the lower right corner ... it's a robin, and you'll get a sequence with a tentacle ... and see Sam for the first time, damn, damn, damn. (just adding to the plot). 7th Gamebook puzzle. Modern art flourishes under the sun. Sounds like a painting, so back to the portrait gallery. There is a modern painting resting on the floor in the gallery under the painting of a girl in a dress, standing next to a giant (man eating, must be man eating or the girl would be history by now) sunflower. So head through the clock (how fortunate, its just behind you ) and click on the modern style painting. This is another logic type game, if logic is the right name for these puzzles. The object of this one is to choose the last possible space, and you cannot choose a space that is adjacent to a previously chosen space. When you choose a space, all the spaces touching it light up, and when Stauf chooses one, all the places around it grey out. As with all these puzzles there is no set way of playing, but I found that if your first choice is the long thin shape running west to east, (shaped like a Z on its side and coloured red) through the middle of the painting, you are in with a good chance. After you solve this puzzle, you get a replay of the video pieces you've seen so far, with some missing sections thrown in. Then the clock chimes eight. 8th Gamebook puzzle. SkedAddled. Sked--addled, another anagram, this answer is desk. So you need a desk. No problem. The desk is in the Library. Go and click on the desk in the Library and you get some silly animation. @~Back next issue with the next part of this solution. - o -