Loch Ness (Cameron Files) - Part 2 See also the screenshots ~ Walkthrough by Tally Ho ~ Continued from last issue At the far end of the lab table is a holographic projector. While such a device might have lived in the imagination of sci-fi authors, it couldn't have truly existed. Let's play with it anyway. Check the instructions in the "Files" you picked up. It says to put the Amber Disks on first, then the Mirror Disks, finally the Raven Statue. Finish the job with MacFarley's crystal, and observe the results. The bird is projected in 3D holographic form, and you can read the inscription: If you seize the Celtic Triskel, only the Raven will know how to open the path. Sounds like a helping hint if I ever heard one! Take the crystal and the raven. Back away, and the fax rings again. Go get the documents. Three things arrive: A note revealing the fingerprints as being those of McGrab, and telling about the H.M.S. Grondo Conqueror submarine; a sketch of the sub, and MacFarley's message about the location of the Chapel Key. Go to the office, and look behind MacFarley's oval portrait. Open the box with the Indian Dagger. Take two items: the thirteenth-century key to the chapel, and a document that says: I am the stones of Power But also the Messenger of the Gods I will half open the passage To the one who in the proper order Will know how to write my name. Time to go to the chapel. You can get there the long way, or just haul out the map and click on the chapel. Insert the key, and Oooops! it snaps off, leaving you locked out. Drat! Guess that's to be expect of a seven-hundred year old key. Belinda Banshee shows up and says something about knowledge and sky; and of the Book of Kelia. You decide this means going in through the roof somehow, and search for a rope. Remember that strong-box where you found the oars? Check it now, and it can be opened, if you use the correct tool. Bolt cutters should do the trick. Take the rope and grappling-hook. Go back to the chapel, and around to the side. Combine the grapnel with the rope, fling it over the peak, and up you go. Well, looky here! These symbols match the runes found in the Book of Kelia. Decode them to discover what they spell. From the left, they say "R, C, D, S, A, I, H." Spell out the name "Sirdach" by pressing the characters in the proper sequence: 4, 6, 1, 3, 5, 2, 7. Well, the message was accurate at that! It half-opens the passage. It's big enough to squeeze through, provided you don't break your neck in the process. Use the Rope again. On the wall to the left is a marble tablet inscribed: Risen from ancient times, King, Queen and Knight will cross glances and discover the path of the inexpressible power. Huh? Well, if you examine the window over the main entrance, there is bright multicolored light coming through. If you stand in the center of the chapel, the spot where you landed, you can see three stone figures that rotate. Maybe if you turn them so they face each other . . . Aha! The trapdoor opens, and you can enter the underground chamber. There is the Celtic Triskel on a pedestal. Take it and, uh-oh. The trap-door closes, and the other exit is locked. Now what? What did that hologram say? Only the raven . . . put the bird on the pedestal, and there you are, back in the tunnels. Go through the one on the right, that leads to the house. Quick tip: Use the map. You arrive at the front entrance, converse with Mr. Shastra; then it's off to bed for the night. Day Four: In a Nutshell Go to the Drawing-Room. My! What's that sound? Check the window at the end of the billiard-table. Watch Nessie (beast or machine? We don't know for sure) as she approaches. Go outside, over the stone bridge and to Menhir. Pick up a piece of fused rock, and wonder why it crumbles. You decide to check underwater. Go to the cellar and take the diving gear: Suit, Helmet and Boots. That, plus the air-pump, is more than you can manage to carry. Go outside, and over to the greenhouse. Find the Wheelbarrow and Hose around the side of the greenhouse. You take it to the cellar. Step around it, and put the diving equipment in it. Then try to lift the pump. Maybe big, burly Mr. Mohr can help. Go find him in the greenhouse. "Yerr not partic'rly fonnd o' this life, arr ye?" Now's your chance to ask him what's under that kilt, anyway? On second thought . . . into the Loch with ye. Now, raise your hand, all of you out there who are already aware of my feelings toward MAZES. Say, that's quite a showing! I must have made my point before. Guess I don't have to elaborate too much on acid-reflux, grinding teeth, clenched toes, handfuls of hair, and the like. Suffice it to say that you Better Save Your Game Now. You will be searching for an algae-encrusted gate. When you scrape off the algae, the air-supply will stop and you have very limited time to return to the starting point. Tip: Save Your Game Again, just before you clean off the algae. This is a bugger of a maze to map. It's also hard to describe. ("Go to the rock, turn left; go to the rock, go to the other rock . . . It's like saying "Meet me in Nantucket, by the gray house with white shingles.) Before you move, turn around and observe the bicycle, and the closed exit. This is what you will be searching for when time is running out. Poke around a lot, and learn what the nodes look like from all directions. Here, in my opinion, is the most important one. Learn to recognize this particular rock. It's the key to getting home. See the screenshot - rock The reason is, that stepping just to the RIGHT of it will help you get home. You should practice that route now. To the left side, are three active arrows you can take. Only the leftmost one is correct. The other two are dead-ends. Stepping through that left one puts you facing an enormous rock wall. Swing left, toward some junk on the bottom. Then stay close to the wall once more, and look straight down at your feet. Pick up the Broken Bottle. Again, go along close to the wall. You see a sunken rowboat. Step over it, and turn right at the next node. Again you see three choices. Take the one that goes between the two seaweeds. Here is your gate. Remember, before you clean off the algae, save the game. The Raven-Symbol is revealed. When you step away, your air is cut off. Go back, step to the right of the two weeds, past the boat, along the wall, over the junk and come to the rock pictured above. Now go to the right side of it, and then slightly left, slightly right, etc. until you see the shipwreck. Go right of the wreck, another step, and you should see the bicycle and be able to step on shore. Climb up, only to discover that Fergus has been knocked unconscious. Now you hear Moira scream. Go to the house. Check MacFarley's office. Someone has ransacked the place. Step further in, and Ursula appears and tells you that Moira has been kidnapped and taken to the distillery. You tell her about Fergus, and she advises you to take the pistol which is hidden in the drawer of her dressing-table. Take it, and use the map to zip to the distillery. On the way in, across from the water-wheel, pick up the sack of sawdust next to the barrow. Then, enter, only to find yourself locked in. Cripes! Who's following us anyway? No worry, you can still exit by the other door, the one with the slot in it. Oooff! The maid has conked you on the head, and locked you in the cellar. Evil bitch! You had suspected her already, partly because everyone else could be eliminated one way or another, and because you caught a glimpse of her as she locked you in the office. Look around. There is a leather strap hanging on the outside wall. Take it, and attach it to the rightmost window. (It's not obvious what you've done, for the strap becomes invisible, and the window appears inaccessible. Strange.) Go across the room to the electric motor and attach the other end of the strap to it; turn on the motor, and yank the bars out, allowing you to escape. In the process, you have dropped your inventory on the ground. Pick it up, and you will be confronted by the maid. This time she has a gun. Take your revolver, and shoot the ropes suspending the heavy sack over her head. Whump! She is knocked out, and you can take the booklet from her purse. It contains the Banshee, who gives you more insight. Get a good night's sleep; it's the longest night of the year. Day Five: In a Nutshell Hope you're well rested; this is one tough day coming up. Check your notebook. It implies you need to go underground. Check your documents. McGrabb's book refers to Alban Arthuran on the Winter Solstice, Dec. 21, with the sign of Capricorn. As usual, your day starts in the guest-room. Use the map and zip to the greenhouse; not because you want to go in there, but it's the quickest way to the cellar. From the greenhouse, go toward the back of the castle and enter the cellar. Use the tunnel to reach the junction of the three tunnels, and enter the left one, with the raven symbol above. You find the zodiac wheel puzzle. On the opposite side, see the beam of light. This is the point where you must place the correct symbols. The Alban-Arthuan segment is facing you on the outer wheel. Click twice to place it at the light. (It's spelled 'Arthan' in McGrabb's notes. These guys are a little loose with their spelling) Then place the Capricorn symbol at the light. Capricorn looks vaguely like '76' and starts out close to you It's between Aquarius (wavy lines) and Sagittarius (arrow.) Click to the right five times to get it to the far side. Listen up! The only clue you have that you solved it is a little extra grinding sound, indicating that something has changed. If you turn around, the Triskel symbol on the rock can be entered. Here, it is possible to die. If you have not created a saved game recently, do it now. Now, I have already vented my spleen about mazes. This isn't exactly a maze, but it sure feels like one. Click here for a map. What you have here are three circular rooms, a central area, and three exits. The way you came in is locked. Another exit leads upstairs to the Triskel, and the third one leads to the underground dock, for access to the submarine. These exits can be accessed if you know the codes. The same notebook that gave you the Capricorn clue contains the codes. The three circular rooms are laboratories, and can be rotated. You can prowl around outside them and peek in the portholes. One view shows you a chemistry lab, another shows poor old Mac Farley wired to some kind of gruesome experiment, and the third shows McGrabb and his Druid friends in a meeting. He describes his absolute power, and the plan to destroy London. When the meeting ends, you better turn around and duck into the exit, or face the consequences. (Game Over.) After they leave, you have the run of the place. Go to the central area. McGrabb has rotated his room, the white lab, so his friends could leave You can walk in. On the far wall, find the controls and turn the wheel. This provides power to the three switches on the central pillar, so you can rotate the other labs and gain access to them. Turn around and take the Triskel Chest from the desk, and the Metallic Pliers and Platinum Key from the drawer. Go out the door to the three switches, and open the red and blue labs by rotating them. Visit the Chemistry Lab first. To the right, as you enter, is a bookshelf you can examine. Learn the recipes for two explosive mixtures. Black Gunpowder: 50 grams saltpeter 75 grams charcoal Mix together 35 grams sulfur Mix carefully Dynamite: 120 ml Nitric Acid 80 ml Sulfuric Acid 5 ml glycerin Pour into water to separate nitroglycerine; Put sawdust in bottle; Add Nitro to sawdust I found the ingredients for Dynamite in the right-hand cabinet over the sinks. Some players report having to make Black Powder instead. I am speculating that it is randomly chosen which recipe you must follow, and that the charcoal, sulfur, etc. are in the left-hand cabinet. Notice that when you pick up the glycerol, a pipette comes with it. Gather the bomb-making ingredients now, while you are not being timed. Then go see Mac Farley. Jeez! Those wires look like the back of my computer! Read the warning on the wall. It says to do the handcuffs last. Following the wires, you turn off the helmet, then the anklecuffs, then the handcuffs. Middle, Left, Right. Revive him with the contents of the bottle. Following his dialogue, you turn to leave, only to hear Moira scream. The countdown starts. The timer will stop when you free Moira. The choice is yours, how efficient you feel. If you wish to assemble the bomb now, then free her, it's more efficient, but you must hurry. To free her first, go to the exit leading to the underground dock, and enter it by using the code: 421. There's the submarine, Moira in a cage, and some equipment on the far left. Go to the equipment and look for a bucket on the floor. Take the star-key. Now, by following the connection from the crane suspending the cage, locate the crane's controls. Use the star-key to activate the controls. Now the lever. Careful! The lever goes both ways. If you choose the wrong direction, she is lowered in the water, and it's (Game Over.) for you AND Moira. Ta-Ta, Toots! To raise the basket, place the cursor under the lever. Go set Moira free by clipping the chain. She heads home. You are no longer being timed, so if you haven't created the bomb yet, go back to the laboratory and do it now. The dynamite recipe calls for 120 ml of Nitric acid, and your container holds 30 ml. Use it four times. Then four doses of Sulfuric acid (4 x 20 = 80), and one of Glycerin. Pour the mixture into the water. Place the pipette. Put the sawdust into the green bottle. Finally, take the pipette and put the nitro in the sawdust. Take the bomb. Go to the rear of the submarine and place the bomb. Now for the Triskel. Go up the stairs to the Triskel Room and enter, using the code: 532. Open the hatch, place the Triskel cabinet inside, and retrieve the Triskel using the metallic pliers. Don't touch it with your bare hands, or it's (Game Over.) Take the chest with you and go to the Observatory. There's Moira. Step to the window and watch the sub. Then, it's up to you to detonate the bomb. The timer runs, giving you only a moment to aim. Center the crosshairs on the sub and fire. That's the end of McGrabb and his evil plans. One final thing to do: Go to the Celtic Cross and give the Triskel to the Banshee. She thanks you, and returns the Triskel to its legendary place. Well done, Detective. This document may only be distributed with the express written permission of the author, Tally Ho The content of this document may not be altered in any way without the permission of the author. Any proposed changes or additions to the walkthrough may be submitted to Tally Ho. All images and concepts property of Wanadoo dition. GameBoomers Walkthroughs and Solutions - www.gameboomers.com Checklist for day one: Drawing-Room: Meet Mrs. Mac Farley Guest-Room: Retrieve your inventory Kitchen: Take matches, candles, passkey, rag Drawing-Room: Take key and pills Kitchen: Send up tea Laundry Room: take tea Her Room: combine pills and tea, give her tea, take chloroform, take attic key, take picture His Room: take document, lift fingerprints Attic: light candles, examine photo album, take photo with you, take map, take crowbar, use on window, take snapshot of Nessie, use crowbar to exit Laundry room: see ghost Drawing Room: Drink Bourbon, get crystal Front parlor: Take Mead, pick cabinet lock and take old document Library: examine flower book Greenhouse: Pick flower Celtic Cross: Give flower and mead, listen to Banshee. Checklist for Day Two: Library: Hear muffled voices; peek at them from the stairs Front Hall: Take McGrabb's ring and his mail Go to boat; row to Distillery Distillery: Take the bolt cutters near the barrel Snuff the old guy with chloroform Take the book, key from cane, and cane itself Stop the waterwheel Cellar: Take the amber and silver disks; exit to the castle. Library: Open MacFarley's office Find lockbox with instructions to the chair Laboratory: Take glove and window handle Stair landing: Open chair and take crystal Exit window, fall into moat. Checklist for Day Three: Office: Take dagger and Observatory key Observatory: Take Files and Raven from cabinet Send Three telegraph/faxes Receive acnowledgement Operate Holograph according to instructions in Files Receive three faxes Office: Take Chapel Key Chapel: Break key; find rope and grapnel; combine. Climb on roof; solve Sirdach puzzle Climb down into chapel; solve statues puzzle Lower level: Take Triskel; open tunnel with Raven Go to main house Checklist for Day Four: Drawing room window: See Nessie At Menhir: Examine crumbly rock Cellar: Take diving gear; Greenhouse: Take hose and wheelbarrow Get help from Fergus Mohr Underwater: Learn maze; take broken bottle to Green Gate; Escape before air runs out Office: Speak with Ursula Her Room: Take pistol from nightstand Distillery: Take sawdust; enter; get locked in. Exit; get conked, get locked in cellar Cellar: Use strap on window and motor to pull down bars. Exit; pick up inventory sack; face maid with pistol, shoot down sack Take booklet; see banshee Checklist for Day Five: Cellar - Raven Tunnel: Solve Solstice-puzzle; enter laboratory complex See portholes: Chemistry; Mac Farley, and McGrabb. McGrabb Porthole: Watch sequence; hide. McGrabb Laboratory: Read recipe-book; take ingredients from cabinet Red Lab: Release and revive MacFarley Underground: Enter using code 421; Find Star-key; release Moira Chem Lab: Make bomb Submarine: Plant bomb Triskel Room: Enter using code 532, open door, place chest Pick up Triskel with pliers Exit where you came in. Go to house. Observatory: Watch submarine; detonate bomb Celtic Cross: Give Triskel to Banshee. - o -