Anchorhead - part of Disk 1268 Walkthrough by Karen Tyers This game is split into four "days", with a set of puzzles to complete each day. You are not able to progress to Day Two from Day One for example, until certain puzzles have been completed. When all the necessary puzzles for that day have been completed, the day moves to `Evening' and you should return to your house to sleep, unless circumstances dictate otherwise. Whilst asleep you will dream, and careful note should be taken of the said dreams. You should also be taking careful note of anything said, or read, as it will be important later. Some puzzles can be done at any time and some are optional. The game can be completed without a full score if you don't do some things. Also there are some puzzles (e.g. finding the brass key) which have more than one solution, depending on what you have already done. Day One: You have arrived in Anchorhead, and if you do an inventory check, you find you are wearing your normal clothes, a trenchcoat (this has wonderfully large pockets which can hold a multitude of things), your wedding ring and you are carrying an umbrella. You are told that your husband Michael has gone to the University to sort out some paperwork and he is supposed to be collecting you shortly. In the meantime you are supposed to go to the estate agents and collect the house keys. You start out outside the Estate Agent's office, which is mysteriously closed and locked so your first task is to find another way in. Enter the alley to the SE and you find some rubbish bins. Also you can find a window above you which is too high to reach. Move one of the bins so that it is under the window and stand on it. Open the window, close the umbrella (it's open as it's raining), and enter the window. You will find yourself in a File Room where there is an interesting looking cabinet. You find you can look up things in the cabinet, but you have no idea what to look for, so leave that for the present and head west into the main office. Here there is a desk with a telephone and answering machine. If you examine the machine, you will see a Play button, so press it and apart from a lot of static, you will hear the name Verlac whispered. This is your husband's family name, so back to the file room and look up Verlac. The files for Verlac are empty, but lurking at the bottom you will find the house keys which you should take. At this point you can leave the office by the front door, and I would suggest you explore the town thoroughly as this will save you a lot of time later. Remember there are several places where the directions are not obvious, nor does going nw necessarily mean you will come back se! When you have explored and mapped (this is VERY necessary as later in the game you will have to do certain things very quickly, and you won't have time to wander around), make your way to the University Library where you will find Michael apparently absorbed in some sort of book. Before you disturb him, check out the circulation desk and make a note of what you will need to be able to borrow a book. Try to have a look at what Michael is reading, and maybe you can have a proper look yourself later on... Say hello to Michael, show him the keys and try to find the house. It is nw from the Chilly Avenue, but you won't be able to find it the first time unless Michael is with you. After that you can wander back and forth from the house on your own. For now, if you can't find the way, Michael will prompt you. Pinned to the front door you will find a note. Read it and enter the house. Michael will head off to bed, and there's not much more you can do for the present, so close and lock the door, and go upstairs. Climb into bed and sleep..... Day Two: When you wake, you will hear Michael showering in the next room. Get up, get dressed, and examine Michael's trousers (pants) which are on the bed. In the pockets you will find his wallet, which contains his faculty card which you should take. He will finish his shower and go off to the study to work. Make sure you are wearing your trenchcoat, and pick up the towel Michael was using from the bathroom. Explore the house thoroughly - there are a lot of things you can do now it's daylight. From the foyer, N, W, into the kitchen where you will find a flashlight. Turn on the flashlight and go into the pantry to the NW. Get the broom and unlock the cellar door with the cellar key and go down. To the east is the Wine Cellar but there's nothing doing there at the moment so go W, S which will bring you into the Storage Room. Have a good look around the crates and you will see a spider web. X web and you will see an iron key tangled in it. Don't try to get it yet, or a poisonous spider will bite you - end of game. Instead, once you have spotted the key, Sweep Web (with broom), and Get Iron Key. Put the iron key on your keyring and go back upstairs. Upstairs in the Child's Bedroom you will see a jewellery box. Inside it is a locket, and if you open it you will see a picture. You can wear this locket, so do so. Look under the bed and you will see scratches as if it has been moved. Move the bed and you will see a hole in the wall. In the hole are a mass of soggy pages. Reading these will provide some useful information which you should make a note of. Across the landing is the Library, and here you should see a book which needs to be read. The doors to the east lead into the Study where Michael is working, but leave that for now. In the library if you x books, you will see a copy of a Poe book. Get Poe and a section of the wall will slide back revealing a safe with a dial combination lock. You can't do anything with that for now, so go back onto the landing and pull the cord you find there which will bring down a ladder into the loft. Going up here you will find a funny crawlspace to the nw which you can't go along, and a locked door with a light shining underneath it. Looking through the keyhole you will find it is blocked (presumably with the key) so obviously you will need something to slide under the door... Leaving that for now, head out of the house and back to the town, picking up the newspaper you find on the way. Read the newspaper. The headline story is about a boy called Jeffrey Greer who has gone missing. Go to the library, ring the bell at the circulation desk and show your ID card to the librarian. `Ask the librarian for history'. Read the book she gives you and make note of the information. A slip of paper will fall out. Put the paper in your pocket for now, and read the book again. Give the book back and leave. Go back to the Narrow Street and NW up the twisting lane where there was a blank wall on Day One. Someone has obviously been around during the night for there is some graffiti on the walls. Read the graffiti and you will see a hand pointing W where there is a small alley which you didn't spot the day before. Go W and you will find yourself outside a Magic Shop called the Cauldron. The proprietor will be glad to assist you and if you ask him about things in the shop (especially the cabinet) he will give you an amulet which you should wear for the time being. While you are in the town, go to the Courthouse which is now open, and you will find the Birth Records room and the Death Records room. Here you can look up information on all the names and dates you have found so far. Now head back to the house, and go back up to the library and study. You will find that Michael is missing but his laptop is still on, although it is in screensaver mode and needs a passcode to access it. If you have examined your wedding ring, you will see it is inscribed with your wedding date, June 28th, (or 0628). Type this into the computer and you will be able to read what Michael was writing. You will see some numbers - x the slip of paper that you found in the book from the Uni library and you will see that they are the same - 14 9 45. Could it be the safe combination? Go w from the study to the safe and set dial to 14, set dial to 9, set dial to 45 and bingo, the safe opens. Inside you will find a puzzle box and a strange metal flute. Pop the flute in your pocket for now and take the puzzle box back to the magic shop. The proprietor will open it for you and you will get a black disc. Back to the house, and go back to the study. If you examine the fireplace, you will see a couple of spheres on the mantel. X the spheres and you will see that there are fingerprints on one of them. Turn sphere and a section of the wall moves back to reveal an opening. Light the torch and head into the opening, which is a maze of corridors actually between the walls of the house. You will need to map this carefully and in some places you will find small holes in the walls. Look through the holes and you will find yourself looking into different rooms in the house. One however, is dark, and make a careful note of where it is as you will need to know later. At the end of the corridors you will find an observatory complete with a telescope. X the telescope and you will find an empty rectangular slot. Leave this for the moment..... Head se from here and you will find yourself back in the attic. Back down to the study and pick up the letter opener from the desk and look in the drawer where you will find another book with some more information. Back to the attic and that locked door. Put the newspaper under the door and put the letter opener in the keyhole. You will hear something fall on to the paper. Pull the newspaper back under the door and whatever was on the paper catches, and you hear it fall through the floorboards. (If you hadn't been into the corridors between the walls yet, the brass key would have come through with the paper). Go back in to the corridors and the brass key will be there. Put it on your keyring and go back to the attic and unlock the door. Search the straw for a gold locket. Open it and you will see another photo. Wear it along with the silver one you already found. Go down to the kitchen again and go out the back door. Here you will find the family crypt, so unlock and open it. There are quite a lot of coffins here, but you should already have learned at least two names, so look up Edward Verlac and William Verlac. X William's coffin and you will find that you can open it. Inside you will find a skeleton, but not of a child. Get the skull and go into town. Enter the pub, and x the tables where you can find a lantern. Get it and blow it out. Look under the tables and you will also find a flask which you should pick up. Don't drink the contents. Go to the vacant lot with the old mattress and you will find a drunk sitting there. Talk to him and give him the flask. You can show him the pictures in the lockets and he will start to talk to you. He was the Verlac family doctor and delivered both Edward and William, and says he also buried William. You know that can't be true as the skeleton in William's coffin is not that of a child but an animal. Show the skull to him and continue asking him questions about the skull and William. He does not want to talk to you but eventually he will break down and confesses. He feels the need for protection, so give him the amulet you got from the magic shop. He will give you a copper key which you should put on your keyring. Go se, get the rusty tin of oil and go home. Michael is still missing, so lock the back door, have a bath and climb into bed. Sleep. Day Three: Get up and get dressed. You will disturb Michael (who you find asleep beside you when you wake - if you x him while he is asleep you will see his feet are covered in mud). He is very irritable so when he has wandered off, go straight to the corridors between the walls and go to the one where the hole in the wall was dark. Look through this hole and you will see Michael in the wine cellar, apparently turning some of the bottles. You will see a section of the wall open up, Michael enter the tunnel, and the tunnel close behind him. Continue along to the observatory, and insert the black disc into the slot in the telescope. Look through the telescope and you will hear a name. Write it down. Go down to the cellar and examine the bottles to see the ones which Michael was turning. X the bottles individually and you will see dates and letters on them. If you need to, go to town and go into the records offices at the courthouse to look them up for further information. In the cellar turn the bottles in date order (turn C, then W, H, E and M) to open the tunnel. Enter the tunnel and you will find yourself in a windy passage. You will come to a pit with a small ledge leading round it both sides. Examine the ledge each side before stepping on it. You will see footprints on one, and that is the one to follow. You must examine the ledges each time, as where the footprints are is random and you will fall to your death if you use the wrong one. On the other side you will find an oddly angled corridor which leads back to the attic, but leave that for now and go down the stairs to a door. X the door to see a symbol, and if you read the Wardes and Seales book you will remember the passage about speaking the name of a demon to open the door. Type in the name you heard in the observatory and the door will open. If you are returning to a saved position before you have looked through the telescope, you won't be able to open the door by using the name. The game requires that you have actually looked through the telescope and heard the name before this will work. X the obelisk and the columns either side of the altar - you will notice that they are vibrating. If you read the Cryptical Book you will have learnt about harmonising notes, so blow the flute, and then experiment with covering different holes with your finger and note what happens. (This saves a problem later, when you need to do this for real, and there isn't time to practice!) Just as a footnote, don't stand on the altar while blowing the flute... Head back into town and you will find that the magic shop has now disappeared, so go instead into the deserted lane and go west, until you reach the slaughterhouse. Get everything there and x the picture. Go S and move the plywood. Look down the well, and get the teddy. As you leave the slaughterhouse you will hear a noise, so go back to the well and enter it. Hide under the bones. You will see William (and you thought he was dead!). Wait for a while and he will wander off, so you can escape. If you go back towards the town you will encounter a group of people who don't seem all that friendly, so go to the church and round to the back. You should have found a trapdoor in your earlier wanderings. If you have x'd the padlock you know you will need something heavy, so hit the padlock with the meat hook and the trapdoor will open up. Go down into the church from here. Here you will find the body of your missing estate agent, so search the body (more than once) to find a key to put on your keyring. Go to the Stairwell and put as much as you can into your pockets, but particularly the torch, and then jump. You will manage to reach the riser, but anything you were carrying in your hands will fall down the shaft. (You can collect them later, but if you lose the torch you will be in trouble). Have a good look round the Church and get the robe. Read the tome on the altar, but only briefly (more than once will take too long). X the cross and then go to the belfry. Get the rope and go back to the Stairwell. Drop the robe down the shaft and then tie the rope to the railing. Go down the rope. At the bottom of the rope, let go and you will find you have managed to get out of the Church without being seen. You will find yourself in the sewer system. Turn the torch on, and retrieve anything here. Go nw and open the door with the copper key which brings you out by the river, under the bridge. However, if you continue in the sewers you can go right under the river and come out behind the fence in the alley round the back of the estate agents. If you left the office door unlocked you can just go in there and unlock the desk drawer with the steel key. Read the letter and put the key you find on the keyring. Next go to the shanty town by the Mill and knock at no. 12. Mrs Greer (the mother of the missing boy) will answer the door. Show her the Teddy and she will invite you in. You can ask her lots of questions. Search Max's overalls, pick up the key and leave. Put the key on the keyring and go to the lighthouse. Unlock and open the door, enter and have a thorough look round. Make sure you map it well, as you will not have time later. Leave the lighthouse and go to the Mill and round the back. Search the thickets for a hatch, and unlock it with the long key. Leave the robe here. Enter the hatch and take care. Get the towel and cover the wheel so you can touch it. Turn the wheel so the indicator needle drops and the corridor will now be safe. There is a stuck hatch at the end, but persistently trying to go through it will eventually allow you in. There is a maze here which needs to be mapped well (only 6 locations). However, if you have kept the broom you can just go over the top. X the control panel and pull the lever. A big block appears from the roof. Stand on the block and push the button with the broom, and get out at the catwalk. Here you will find the blueprints that were referred to in the Agent's letter. Read the blueprints and notice that the main mirror has two numbers, one of which is crossed out. In the rack is a collection of mirrors, but the rest of the device is missing. Get the calipers and measure the mirrors, and take the one corresponding to the number on the blueprint which was not crossed out. Put it in your pocket and go back to Mill Road. Here you will see Michael, who is not all happy to see you. However, despite his personality change, he does not kill you, but just knocks you out. Day Four: You wake up in a padded cell in the Asylum. X the door and notice that it is a bit loose. Hit it once or twice and you will find you are out of the cell. However, you are in a straightjacket and all your possessions have gone. X the window and notice the cracks. Get the glass shard from the floor and put it in the crack. Rub it and you will be out of the straightjacket. Look in the closet and you will find all your possessions. Get them all and then X the window further down the corridor, to see bloodstains. Unlock the west cell and search the rip in the padding to find Edward's last testament. Read this for another clue and go to the stairs. To get past the madman who has been gibbering in the background you need to go to the exit where you will find a dead orderly. There is a magazine lying on the floor and a key which is out of reach. If you try to get the key, the madman will catch you, so get the magazine and show it to the madman who will be distracted for long enough to snag the key with your umbrella. Put the key on the keyring and unlock the gate. The madman will chase you again but he will be distracted by the corpse. Go N and towards the Town Square. You will notice the group of people heading your way, so go and hide down the side alley and wait until the doctor is killed. Go back to the square, get the amulet from the body and wear it. Get the tin of oil from your pocket and open it. Put a blob of oil on the mirror you found and go N. William is on the bridge, but can be distracted by showing him the picture of his mother in the locket. While he is looking at that, hit him with the meat hook. Go to the Mill and retrieve the robe and wear it, as a disguise. Head for the lighthouse and once inside, remove the robe and wear your trenchcoat again. Go up to the top and X the device and remove the mirror inside it. Michael will appear again at this point and he will notice that you have removed the mirror and ask you for it. Give him the mirror smeared with oil. You will be taken to an island, where there's not much to do except examine things, until the lighthouse explodes, whereupon everyone runs away, so pick the lock of your handcuffs with the hairpin. (You should have found this in your luggage back at the house). You have to release the boy, and escape the island before it sinks. Michael is now being very nasty to you. Follow him back to town, where he sinks into the ground at the obelisk. Return to the house and down the secret passage in the cellar - here the torch finally gives up. Light the lantern you found in the pub, with the matches. Cross the pit, remembering to check the ledges, and go down to the Burial Mound. Michael will be here and try to kill you. Distract him by showing him your wedding ring, and then put the amulet on him which will exorcise Croseus from Michael's body. Cover the correct holes in the flute and blow. Croseus gets sucked into the Womb of Nefilim and dies. End. - o -