John Saul's Blackstone Chronicles - Part 2 Welcome to My BLACKSTONE CHRONICLES Walkthrough Written by Linda Shaw Supplied by Julian Gregory @~Concluded from last issue MALCOLM'S OFFICE: Look up Mandy Lee in the computer. Now head for the Fever Therapy room. FEVER THERAPY ROOM: Click on the appropriate drawer according to the picture below. Take the casket, use the key from the box and then return the handkerchief to Vi's case. She will offer a gift to you. Turn and head for her bed. No time to rest now that you've been injected with some sort of deadly virus/disease! Click on the Crown of the bedpost and take the file. Now click on her portrait in the glass case again, and ask her the two questions you are given. In your inventory, use the nutcracker on the Faberge egg. Read the message inside: "The word you seek is the word itself!" DRAWING ROOM: Make your way to the kitchen doors and turn left. Use the awl on the HINGES of the cabinet. Attach the file to handle of the hacksaw. Time to move to the Furnace room. FURNACE ROOM: Once there, use the hacksaw on the padlock at the rear of the room. Throw the sheet from the Hydrotherapy room shelf on the floor. BEFORE TAKING THE LOCKET, SAVE YOUR GAME. Now grab the locket (an automatic timed sequence occurs). When you find yourself sitting in the chair, and facing the hallway of the basement, click on the compact in your inventory. Open it, and look in the mirror. See the numbers? Remembering that this IS a mirrored reflection, turn to the right and set the 3 dials to the appropriate settings (mirrored reflection of 851 is 128. Try this: write down the three numbers you see in the mirror of the compact, then move to a mirror in your house, hold the paper with the numbers on it up to the mirror and what do you see?). MARYL MARTIN'S ROOM: Go and replace the locket on the glass stand. Talk to Mandy Hartwick. She tells you some information about a secret room. She tells you that the entrance to the secret room is in Malcolm's office and that he pushes in 4 books on the bookshelves. MALCOLM'S OFFICE: Make your way to the bookshelves to the left of the computer. Read the books. Look at the books. For the correct books to push in, see the picture/graphic below. Enter the secret room. Turn right, examine the box, use the antidote for Bubonic Plaque. Turn around, read the journal all the way through, turn right, go down the spiral steps to the Surgical Room. SURGICAL ROOM: Turn left, examine the bottle/jar on the bottom left of the cabinet. Talk to the boy. He will tell you that his doll is missing (Samantha), and he describes what she looks like. Play the "Eye Spy" game with him. The "T" is the table in the surgical room, and the "L" are the lights above the table. CHAPEL: Turn right, take the hammer and ice pick. Turn left, click on organ pipes. Talk to Frank Morgan, and ask him everything. Move forward to the altar (on the right side of the benches). Click on the pillars, the altar, and then turn right. Tap on the Armor and Lance. SURGICAL ROOM: Use the ice pick on the locked drawer of the cabinet. Look at and open the music box. Play the game again with the boy. "White" is the Diploma on the wall by the green keypad door. "Tiger" is the Grate to the left of the surgical table. Now talk with the boy again and he will tell you that his favorite movie was the Wizard of Oz. He talks about and compares the Tin Man in Oz to the Knight in the Chapel. He mentions that he use to open the visor of the Knight and hide things inside. CHAPEL: Use the hacksaw on the Head of the Knight. SAVE YOUR GAME HERE. Use the Knife from the Drawing room on the straps. Take the doll. DUNGEON: Immediately turn left, use the lance to reach the key. Turn right, use the cage key on the lock. Open the door. Turn left and note the memorials, and plaques on the wall. [This is a good time to make a note of the names you're given for later. You may want to look up these patients on the computer.] Look at the sarcophagus and try to open it. Turn right and go up the stairs. When you arrive up the stairs, turn around and click on the iron/steel door again. Try to open it. Malcolm will give you a riddle as to the location of the key. The riddle is: My office quite fast, you did keys manifold. But you'll find the last.... In the one who knows Cold. Return the doll from the Knight to the shelf by the boy. Play the game 1 more time. Something "Red" is the book on the cabinet. Now talk to the boy. He tells you that his name is Abraham Wagner and that the "code" used by Dr. Metcalf was 125. Remember that code. CHAPEL: Play the music box inside the chapel. Listen to Frank Morgan (3-part invention by Bach in F-) Talk to Morgan. Ask him about the crypt and the cage. SURGICAL ROOM: Click on the green door and then select Push Buttons. Enter the appropriate 4-digit code. The code to enter is 2138. The door automatically opens. Go down the steps. LABORATORY: Turn left and look at the crowbar, the knife, the hand drill, the fingerbox, the mallet and the flayskin. Ask everything of Paul Becker. Take the fingerbox. Turn right twice and look at the wheel, the blade, the shelves and the table. Now turn left, move forward and look at the cage and the bags. Turn left again and look and take the club. Look at the mace and the wheel. Now turn left once, and look at the pincers, the knife and the lash hanging on the wall. Turn left again. Look at the Iron Maiden. Look and take the rope. Look at the device and at the symbols. In your inventory, shake the fingerbox. Is that any help identifying what might be inside? No, so let's not go sticking our noses, I mean fingers!, in places they don't belong.... Leave the laboratory for the moment and go up the stairs to the surgical room. Place the fingerbox inside the X-ray machine. Turn on the machine. Now we know what's inside. Return to the laboratory and Paul welcome you back. Tell him what is inside. Ask all questions. Move to the Iron Maiden and push the panels in the order according to the picture/graphic below. Look at the stereoscope. Use your club on the maiden doors to prop it open. SAVE YOUR GAME HERE. Take the stereoscope (automatic sequence begins again). In the Automatic timed sequence you will find yourself on the table underneath the blade. Turn left and use your rope on the lever. Click on the flayskin and talk to Marilyn....yes, Marilyn. Ask her everything. She tells you that the Hydrotherapy room gave her a runny nose and that the entrance to the Secret Room is in the Crypt. Runny nose? Take the crowbar. Leave the Laboratory and head up the stairs, out of Malcolm's Office and into the elevator. Watch and listen to your son and your wife. Go back to the Iron Door behind the bookshelves. Click on the door to open. Listen to Marilyn say: Rhino virus. Rhino, huh? Okay, you remember seeing all those stuffed animals down in the main entry, right? Use your lance on the Rhino and get that key. END OF GAME COMING UP! Be prepared for fast action! Before opening the Iron Door, this would be a GOOD TIME to save your game........ IRON DOOR: Use the key on the iron door and go down into the crypt. Use the crowbar on the Sarcophagus. Look at the Sarcophagus, then get IN the Sarcophagus. Trust me here, it's ok! Listen to Malcolm, and then listen to Joshua and Malcolm. Turn and look at the clippings on the door, then click on each item inside the glass case. Combine the knife in your inventory with the nutcracker, then rip up the journal. Use the crowbar on the skull of the skeleton bones. Use the crowbar on the glass case. Take the lighter. In your inventory, click on the light (flick the lighter). Then click on the lighter again and use it on the Portrait! End of Game Sequence and Video. The End! - o -