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Clandestiny Walkthrough

The Semi-No-Frills Solution To Clandestiny by Dave Melanson

Introduction: Well, another release from Trilobyte. Another 'haunted mansion exploration' with puzzles ranging in difficulty from simple to insanely ridiculous. Unfortunately, they took out what may well be my favorite part of the 7th Guest/11th Hour games-the transition scenes. Now, rather than a flowing transition from one location to another, you "zap" there, Myst-like. Oh well, can't have everything, I guess. What follows is a complete solution for the game, with solutions to all of the puzzles. Doubtless, using this walkthrough will spoil some of the fun of figuring stuff out and it bypasses a LOT of neat little stuff you can find along the way...but it might leave some hair left on top of your head when you finish the game. Oh yeah, and play this in "Brave" mode, or you basically don't deserve this guide at all! So, without MUCH further ado...

0.> Some notes about the movement icons: In addition to the usual 7th Guest/11th Hours "beckoning" and "turning" hands, there are two more; if you position the cursor at the bottom of the screen in the middle, the hand icon spins. This turns you around automatically if clicked here. I will refer to this as a "180" in this guide. At the bottom on the left or right is the "hitch-hiking" hand (thumb stuck out). Clicking when the cursor is in this mode moves you to the entrance of a room if you're anywhere in the room, and to the entrance of a hall if you're in a hallway. I'll refer to this as a "hitch" throughout the guide. Now that we've got that straight...

  1. Go forward once, turn left, go forward, turn right, go forward, do a 180. Move the cursor over the table on the left and click the Throbbing Brain icon. Oh great; a "jump the pins" puzzle. Okay, if the sugar cubes are arranged in a pentagram as follows (2 is left-side hand, 5 right-side hand, 9 left-side foot, 10 right-side foot) : 1
    2 3 4 5
    6 7
    8
    9 10
  2. Then click on the cubes in this order: 5, 3, 9 (at this point, a "throbbing eyeball" cursor will appear, meaning you have an option. In this case, click on the position where 3 just was), 10, 2 (the throbbing eyeball appears again-click on 4's position), 1, 5, 6. Now in the cut-scene that follows, just an unusual point of note...the very first portrait that starts talking (the Scottish guy with the long hair)...that's the game's designer, Graeme Devine. Not that it really matters, just thought you'd find that interesting. When the cut-scene finishes, do a hitch, take a step forward, hitch again. Turn left, go forward, turn left, go forward. Click on the door to get the first word puzzle (most doors require you to fill in a word. To solve these, usually, an alphabet appears at the top-click on the letters sequentially to spell out the word...there are exceptions, and I'll point 'em out as we go along). The solution for this first one is "BEAST." After you enter that, you'll see the family crest and notice that the word "Beast" has been added to the motto. You also get a "beckoning hand." Click it to go to the Drawing Room. Note the secret panel. Ignore it for now (you can't go through it this way) Turn right and move the cursor over the bookcase. Click on the throbbing brain for the second puzzle. Note that each book on the lower shelf has a letter on it. Clicking on a book moves it to the top shelf. When you're left, you should have a word at the bottom and another word or two at the top. This is a bad joke; the hint book says you need to remove five letters. And that's exactly what you do; remove "FIVE LETTERS." So click on the books F,I,V,E,L,E,T,T,E,R,S to get the word "COWARD" down on the bottom shelf...silly, huh? Okay, hitch to the exit, step out of the room, hitch to the foyer, do a 180, then click on the arch on the left side of the screen. Go forward twice, then turn right, go forward, turn left, and click on the Dining Room Door. The solution is "WHO." On to meet the Vicar...
  3. Uh...yeah. Interesting guy. Notice the two dishes he mentions ("Cullen Skink" and "Haggis") Also notice Murthley the butler...now this guy is getting more interesting all the time! The vicar also goes on about "six and six make thirteen." And you've been told you "have the mark of the MacPhiles" in the past. All right, rather than waste your time with this mystery, here's the spoiler...note your animation and those of other MacPhiles characters...you have six fingers on each hand! And you're the 13th Earl...hmmm, "six and six make thirteen," eh? Cute, guys, really cute...well, it's puzzle time again. Click the throbbing brain on the table. Imagine this as a chessboard (oh no, not AGAIN!!) and all the plates are Knights. You have to switch their positions. To move a plate: click on the plate. If there's only one place it can go, it'll go there automatically. If there are two or more, you'll get the throbbing eyeball...then click on the destination square. So imagine the table set up like this: 1 2 3 4
    5 6
    7 8 9 10
  4. Click on them in this order: 4 to 9, 9 to 2, 5 to 9, 9 to 4, 10 to 3, 3 to 5, 1 to 8, 8 to 3, 3 to 10, 6 to 8, 8 to 1, 2 to 9, 7 to 2, 2 to 6, 9 to 2, 2 to 7.
  5. Well, after all that, you're back facing the table. See that door straight ahead? Walk up to it and go through it. Click ahead twice to get to the kitchen door. Oh joy, another riddle. Pretty simple, though...the answer is "FREE." Go in and see Gram Grizel. Ooh, bad complexion there...okay, take a step forward, then click on the soup pot for the next puzzle.
  6. For those of you who remember The 7th Guest, remember the Canals Of Mars puzzle? Yep, it's another one. For the uninitiated: you form words which appear on the left side of the screen as you click on the letters sequentially in the soup; each letter must be connected via a "noodle" to the previous one. The trick is knowing what you're looking for; with that information, you should have no trouble picking out the words yourself from the soup; note the letters vanish in the soup as you continue removing letters. There are two stages here: the phrases are as follows:

    1st: CULLEN SKINK IS BEST SERVED HOT

    2nd: BUT HAGGIS SERVED IS BETTER NOT

  7. (the one warning I have; when you get to the "S" in Haggis in the second one, be sure you choose the S that won't stop you from choosing the "SERVED" letters in order to finish the puzzle. Okay, once that's finished and you get the weird "ghost" sequence (hey, who was the redhead?), turn left and go to the table. Click on the book on the table for some real Scottish recipes, in case you're into cooking. An interesting one is "Mum's Cake," a real recipe from Graeme's mother. When you're done with that, exit the book, exit the table closeup, and hitch to the exit. Turn left. Note the cabinet. Remember that secret panel in the drawing room? Move the cursor over the cabinet. You get the "nope, can't go there" cursor, but click it anyway...hey, the passage to the drawing room...great! Hitch to the door, go through, turn left, go forward, click on the door. Another riddle. This one's a little different. To solve it, first click on the appropriate letter in the alphabet above, then click on the letter of the encrypted word you see in the middle you want to replace with the letter you just clicked from the alphabet at the top. In other words, the encrypted word is "FPBGYNAQ" The DECRYPTED word is "SCOTLAND." To decode this, first click on "S" in the alphabet, then on the "F" in the "FPBGYNAQ." Repeat this procedure with the other letters until SCOTLAND is spelled. Then go on into the Library to find out about Captain Hugh MacPhiles, whose legs apparently got blown off by accident. Joy.
  8. Okay, after the cut-scene, go forward, right, forward, right, forward. Sweep the cursor over the table on the left. When you get the throbbing brain, click. In this one, you have to guide the ship to the safe harbor. The rules: you must always go from one shade of blue to the other (light to dark, dark to light, etc) and you can only move in the direction the waves on the square you're currently on are flowing. Confused? Well, try this anyway. If the board is set up like this:

    1 2 3 4 5 6 7 8
    A
    B
    C
    D
    E
    F
    G
    H

  9. and you start at A1, and your destination is H8, click on squares in the following order: A3, E3, G3, H4, E7, B4, B7, B2, C2, C1, B1, B8, C7, C4, E6, C8, C3, D2, H6, A6, D3, F1, H1, A8, H8. (Yeah, you do what looks like a lot of backtracking, but it works!) Now on to worse challenges! See the spiral staircase in front of you? Click on it to go upstairs (duh...)
  10. Go forward. Turn right, then forward, forward, forward, left, forward through the arch, right, click on the bedroom door. The riddle's a bit annoying, but the answer is "THE" (the clue is the last section..."thee'd be me, so what would I be less one 'E?'" or THEE-E= THE). Welcome to the bedroom. Well, after the animated sequence, click "forward" on the left side of the screen (toward the window), then turn right, and click on the "graffiti" section of the wall. Click the eyeball on the lower right corner stone (the plug). This mixes up all the stones. It's a shifting-tile puzzle. The grid is arranged in a 3x3 arrangement. Say it's set up like this after it's finished scrambling...

    1 2 3
    4 5 6
    7 8 9

  11. then click on 6, 5, 2, 1, 4, 5, 2, 3, 6, 9, 8, 7, 4, 5, 6, 9 to solve the puzzle. This unlocks the bathroom. (side note: if you look through the telescope, which is now to your left, you'll be looking out at a fascinating scene on Loch Ness...need I say more? ;) Anyway, face the exit to the room, go forward, left, forward, left, click on the door to the bathroom. Now we have Paula setting up to take her bath. Okay, yeah, I know, it's a family game, so they don't actually SHOW anything, but this segment does bring up an interesting point as Paula doesn't even notice Murthley the mist/butler trying to strangle her...
  12. As a certain good friend of mine would say, "Why is it the WOMAN'S always got to be the scheming, greedy, completely clueless character?" And Paula definitely qualifies for all of the above... all I can say is, "well, they needed SOME kind of person to get them into trouble so the plot could continue, and Andrew is such a coward, he'd probably had run off at the first opportunity, if he hadn't been so...well, to put it bluntly...WHIPPED!" Further evidence of this shows up as we go along...but what _I_ want to know is why Paula, who all through the whole thing kept talking about marriage and wedding arrangements and yadda yadda yadda, at the end decides to...well, I'm getting ahead of myself. Back to the walkthrough.
  13. All right, now do a 180 and go back into the bedroom. Go back to the spot with the graffiti and click the brain there again for a different puzzle. (Technical note: My copy of the game kept crashing on this puzzle and none other. I finished it ONCE without the thing crashing; the other eighteen times I tried it, it died. If the same thing happens to you, I'd suggest using the "hint" section of the Guidebook (at the top of the screen) to bypass this one). This one is a cryptogram...when you click on one of the letters at the top of the screen, then click on a letter in the cryptogram, the program automatically changes the letter in the cryptogram to the letter you clicked on in the alphabet in the top of the screen...and changes every occurance of that letter in the entire cryptogram. When a correct choice is made, the changed letter turns black in the cryptogram. For this one, I suggest just start with the first word, correct any red letters, continue to the second word and correct any red letters, etc, until eventually you solve the whole thing. The correct decoded message should read as follows:

    "My first is in kingdom
    but not in state
    My second is in eminent
    but not in great
    My third is in gristle
    but not in bone
    My fourth is in granite
    but not in stone
    My fifth is in house
    and also in home
    To which I return
    wherever I roam
    To complete the whole
    My last is in spite
    And I'm always the first one
    Into a fight."

  14. Once that's solved, the words KINGDOM, STATE, EMINENT, GREAT, GRISTLE, BONE, GRANITE, STONE, HOUSE, HOME, and SPITE change color. This is part two; solving the riddle. Click on the letters of the answer: K,N,I,G,H,T in order to solve the puzzle. Then you get a scene with Rohaise (you've gotta love Andrew's sudden "demonic" voice with the immortal comment, "WOW!") And Paula shows up again, more than a little upset. Then Murthley arrives and Rohaise turns into one hideous-looking banshee & fights Murthley out the door. So, now what?
  15. Okay, go back to the bathroom and click on the bathtub. It slides aside and you get a secret passage to the Ballroom. Go there. Hitch to the Ballroom exit, step into the hallway, hitch to the foyer, do a 180, click on the stairs (takes you upstairs), go forward twice, and click on the door to the Tartan Room. The answer to this riddle is pathetically easy..."HE". In the Tartan Room, the two explorers will talk to Sir Thomas and find out about golf and history. There are no puzzles in here, but wander around and check stuff out anyway; some of it's pretty amusing. When you're finished, hitch to the Tartan exit, walk outside, turn left, go forward, right, forward, left, click on the open walkway on the left side of the screen (not the right), foward to the rock wall twice, right, and click on the wooden door. The answer to this riddle is "STONE." Once it's solved, go through the door & encounter the Monster Child. After that's done, turn to the desk and sweep the cursor over the toys; when you get the brain icon, click to play "13 Easy Pieces." Easy? Not quite. You've got to get them lined up in the right slots (this is another sliding tile puzzle, but the pieces can only move certain ways due to the blocking triangular portions. Fortunately enough, the pieces are actually numbered, so just click on pieces in this order to solve it:

    2, 11, 12, 6, 5, 4, 3, 10, 2, 11, 1, 13, 7, 8, 9, 10, 2, 11, 1, 12, 6,
    5, 4, 3, 2, 11, 1, 12, 13, 7, 8, 9, 10, 11, 1, 12, 13, 6, 5, 4, 3, 2,
    1, 12, 13.

  16. Once you finish that, hitch to the exit, go back out into the hallway, go left, foward, right, forward, forward (down the spiral staircase), and click the brain icon on the bookshelf on your right. A series of books appears. This one's pretty simple; create a picture of a submarine with a "dragon periscope" on top with the books. To do this, simply click first on the book you want to move, then on the slot to which you want to move it. It's pretty simple to do, and when you're finished, the books should spell out "A_SECRET_REVEALED" (_ indicates one of the two books with a blank space on the spine). This one's actually incredibly easy. The left "A" is the one with a picture of the propellor wash on it, the next one is the "space" with the actual propellor, then the only "S", then the "E" book with the thinnest picture (tapered at the top with a block at the bottom), then the only "C", then the thinner-pictured "R" book, then the "E" with a picture that's mostly cylindrical except for a small projection on the right side of the picture, then the only "T" book, then the other space book, then the other "R" book, then the thickest-pictured "E" book (with the beginnings of the 'neck'), then the only "V" book, then the completely cylindrical-pictured "E" book, then the other "A" book, then the only "L" book, then the last "E" book, and finally the only "D" book. Another secret panel opens. Ignore it. Now you're going to the Chapel (erase that 50's song from your head if it popped in there). Hitch to the Library exit, go out, go forward, left, forward, right, click on the door.
  17. Ooh, another Riddle. Big surprise. The answer is "LET." Then you go in and have a _wonderful_ little encounter with Murthley (a.k.a. the English Dragon). Interesting, huh? Okay, do a 180 to exit the room and click the brain icon on the collection box by the door. This is the first of the two artificial intelligence games in the overall game, and it is _nasty._ Murthley is a tough player. Those of you who remember playing against Stauf in the "microscope" puzzle in 7th Guest or the "honeycomb" puzzle in 11th Hour...yep, here we go again! But this time there IS a definite solution. The idea is to have the most coins at the end. To move, you jump your brown coins over as many of the red ones as you can (click on a space with the eyeball to do the jump; squares you _can't_ jump to will show the wagging finger). You can play against Murthley as long as you want, but realize he's a tough player and may beat you several times... unless, of course, you do this...if the board is set up like this:

    1 2 3 4 5 6 7 8
    A
    B
    C
    D
    E
    F
    G
    H

  18. with coins starting at D4, D5, E4, and E5, since you go first, click on the following spaces in order: E6, C6, C4, G7, C2, A2...and you win in six moves (all Murthley's pieces are taken). Once you win that puzzle, exit the chapel, and the game will tell you to insert Disc 2. Do so...and on we go to the next section! You get some advice from good ol' Angus. Before you go off to the Game Room, however, hitch to the foyer, then turn right. Click on the suit of armor to get the shield puzzle. The object here is to select nine groups of five symbols (one of each of the five symbols on the shield; star, spade, clover, cross, moon). Trick is, the groups of symbols _must_ be connected to one another. So there can be no spaces in between selected symbols. Once you've selected a group, it turns white and none of its member-symbols are accessible any longer. To solve this one, click on the symbols in the cross in the following order: The following figure is in the shape of a cross: 20 19 1
    21 18 2
    22 17 3
    26 25 24 23 16 4 6 7 8
    27 29 30 34 35 5 11 12 9
    28 31 32 33 36 15 14 13 10
    37 38 39
    41 40 45
    42 43 44
  19. The suit slides up and another suit of armor appears, this one with a yellow heart. Click the heart to find another secret passage to the Armory. But there's no need to go there, so just turn so the stairs are in sight, click on the stairs, go left, through the arch, down the set of stairs, and click on the door of the Game Room (Big Game, that is...) The answer is "AND." Go ahead in.
  20. Turn left after the animated sequence, click the forward beckoning hand that's on the right side of the screen (not the door), then turn right. Click the brain icon on the fountain. The job here's fairly simple: switch the frogs on the lilly pads. I like the animation on this puzzle. If the pads are set up like this: 1 7
    2 6
    3 5
    4
  21. Then click on frogs in this order: 3, 5, 6, 4, 2, 1, 3, 5, 7, 6, 4, 2, 3, 5, 4. Pretty easy. For a brief, slightly off-color joke, turn left and click the chattering teeth on the sheep. Now do a 180, go forward, and through the door. Andrew and Paula run into a rat who asks an obvious "setup" question, which Andrew doesn't fall for, but Paula does (and she winds up falling down the dumbwaiter). Well, follow her (click on the little door in the wall...the dumbwaiter... to wind up at the bottom of a stairway. Turn right and you're at the door of the Wine Cellar. Click on it. It's another riddle (ooh, I'm so surprised). For this one, it's two part...first decode, then rearrange. To decode it, the letters below are Roman numerals indicating alphabetical positions. To decode each, click first on the appropriate letter in the alphabet above, then click on the Roman numeral that matches it. So, the original sections say:

    XXV XIX XIX XX XIV IX V IV

    which correspond to:

    25 19 19 20 14 9 5 4

  22. So the letters to click on are, from left to right: Y, S (adjusts 2nd and 3rd letters), T, N, I, E, D. Then rearrange the letters by clicking first on a letter you want to move, then on the spot where you want that letter to go. Do this to adjust the order to read "DESTINY'S." Now welcome to the wine cellar and meet Auld Sot, a real drunken ghost. Now, go forward, right, forward, left, and click the brain icon on the wine rack. This is the second artificial intelligence game, and the object is simple: build a path from one side to the other before Auld Sot does. Of course, as you are playing against a drunk, this is incredibly simple. Still, here's one way (of MANY) to win this one that always seems to work pretty well: If the rack is set up in a diamond like this, try clicking on certain slots in the order I've shown below (where "L" is the Last move...the idea is pretty simple: skip bottles and alternate from one side to another. This confuses Sot, and eventually, he'll give up and start building bottles over to the side on the left ):

    X
    X X
    6 X X
    X 4 X X
    X X X X X
    X X 7 X X X
    X X X X X X X
    X X X 2 X X X X
    X X X X 9 X X X X
    X X X X X 1 X X X X
    X X X X X L X X X
    X X X X X X X X
    X X X X 3 X X
    X X X X X X
    X X X 8 X
    X X X 5
    X X X
    X X
    X

  23. Now walk on through the secret passage that opens; Andrew will run into Fiona, yet another ghost. After her little speech, walk in the direction the three ladies are walking, but don't go towards the tomb they're pointing toward. Go to the gate on their right, then forward, then left, and click on the door to play Statue Paths (a giant chessboard. And this one is...you got it. Another Knight puzzle. You have to move the knight (with the pink hat or whatever it is) across to the door on the other side. If you move the knight into any position where it can be captured by one of the black pieces, you lose that shot at it and have to start over. So, if the board is set up as follows:

    1 2 3 4 5 6 7 8
    A
    B
    C
    D
    E
    F
    G
    H

  24. Then click on the squares as follows: F1, G3, E2, C1, D3, C5, E6, F8, G6, E7, C8, and A7 to capture the Rook and win the puzzle. Go forward through the arch, forward through the door, and click on the next door. The solution to this riddle is "WITHIN." When you go through this door, you'll run into the ghost of the Jester (and his puppet) After his little speech, go through the arched door to get to the Gears puzzle. Click the brain icon on the gears. Guess what; the old "pyramid tower" routine, except upside down. Well, if the gear spindles are from left to right 1, 2, and 3, click on the gears in this order (if there's only one place a gear can move when you click on it, it goes there automatically. If it can move to either of the other two, click on the appropriate spindle you want to move it to when you get the "pulsing eyeball" cursor) To solve it, move the gears from spindle to spindle as follows:

    1 to 3, 2 to 1, 2 to 1, 2 to 3, 1 to 3, 2 to 3, 1 to 2, 1 to 2, 3 to 1,
    3 to 1, 2 to 1, 3 to 2, 3 to 2, 3 to 1, 2 to 3, 2 to 3, 1 to 3, 2 to 3,
    2 to 1, 3 to 2, 3 to 2, 3 to 2, 3 to 2, 3 to 2.

  25. This will complete the puzzle, and Andrew and Paula wind up on a counterweight, which then drops down into the dungeon...and welcome to the fourth part of the game, which is also the most "evil" of the sections.
  26. Click on the door in front of you; it's really the only way to go. Angus crawls by with another riddle. The answer is "WIN." Go ahead in. Click the brain icon on the skeleton (oh no, not the bloody Trilobyte skeleton AGAIN!!) This one's a two-parter. You start with the "arms" section. Much like the soup problem earlier, you must create a word from the letters...and each letter must be attached to the previous letter. To solve the first part, click on the letters in this order: D,I,S,M,E,M,B,E,R,M,E,N,T,S to spell "DISMEMBERMENTS" and unlock the arms. The skeleton sits up and points to his legs. Then you get another similar puzzle. Starting with the "S" near the middle of the puzzle, click on the letters in this order: S,T,R,A,N,G,U,L,A, T,I,O,N,S to spell "STRANGULATIONS" and have the skeleton leap up and spring away. This also awakens Torquil, the Black Baron...fun guy. Turn around until you see the guillotine. Now turn right once and go forward twice (into the rectangular hole). Another door riddle appears. For this one, click on the "S" in "WRIST", the "L" in "SCOTLAND," the "A" in "GRASP," the "Y" in "YOUNG," and the "S" in "WORSE" to spell "SLAYS" and complete the family motto.
  27. But the door doesn't open just yet; you've got another puzzle to solve to open it...and this is THE hardest puzzle in the entire game. Note the circular dial below; to open the lock, you've got to get the four stones in the slot in the dial to match the symbols that are vertically aligned with them; in other words, you have to have blank stones on the left and right side stones, a left-pointing arrow on the second stone from the left, and a lightning-symbol on the second stone from the right. This, folks, is utter insanity to try to win if you don't know what you're doing. So, here's how to do it. If the stones are set up as follows, with stone #1 being the first stone to the RIGHT of the dial and stone #20 being the rightmost stone IN the dial, and the stones numbered like this:

    11 10 9 8 7 6
    12 5
    13 4
    14 3
    15 |----Inside The Dial-----| 2
    16 17 18 19 20 1

  28. then here's what you do: (WARNING: If you make even ONE mistake, you are basically stuck, and have to start over, so be VERY careful!)
  29. Okay, basic rules: for each of the following steps, follow this procedure: first, click the eyeball cursor on the dial BELOW the stones in the track. This causes the dial to rotate 180 degrees. THEN, click on the stone I indicate below. THEN, click on Stone #20 (the rightmost stone in the dial). Then move on to the next step and repeat the procedure (i.e. click BELOW the stones in the dial to rotate it, click on the stone I indicate, then click on Stone 20). There are 14 such repetitions of the procedure you must do in order to win the puzzle. The stones you click in step two of each procedure are as follows:

    1st.> 6 2nd.> 14 3rd.> 19 4th.> 5
    5th.> 4 6th.> 7 7th.> 3 8th.> 19
    9th.> 4 10th.> 10 11th.> 5 12th.> 3
    13th.> 18 14th.> 8

  30. If you've followed the steps exactly, the door will open and you go on through down below. Now, figuring it's the end of his life, Andrew asks Paula to marry him. And she comes out with "HELL, NO!" And after ALL the crap about weddings and receptions and marriages she was going through earlier...ARRRGHH!! And to make matters worse, it's STILL not over! After a long animated sequence in which Andrew's ancestors show up, each giving him an object and saying a couple words, you're left standing in a room with very few choices on what to do. Well, turn to face the Beast Door and click on it.
  31. You wind up with portraits of the twelve ghosts, each of whom gave you a little phrase. To solve this last puzzle, you must put the twelve ghosts in the proper order for their combined phrase to make sense...well, as much sense as a prophecy ever makes, that is. To position a ghost, first click his or her portrait (he or she will say their little bit), then click on the position in the twelve where you want the ghost to go. So, if the 6 wide x 2 deep grid is numbered

    1 2 3 4 5 6
    7 8 9 10 11 12

  32. The order of ghosts is:
    1.> Magnus Og (Orange haired guy)
    2.> Jester (should be obvious)
    3.> Rohaise (the redhead)
    4.> Gram Grizel (purplish woman with the boils)
    5.> Torquil (Blue guy with extended tongue)
    6.> Dame Jennet (older woman)
    7.> Monster Child (should be obvious)
    8.> Captain Hugh (guy w/eye patch)
    9.> Auld Sot (the drunk guy)
    10.> Fiona (the little girl)
    11.> Sir Thomas (guy with the dark mustache & eyebrows)
    12.> Buffalo MacPhiles (older guy w/white mustache)
  33. and they'll recite the whole phrase in order: "Unless the fates be faithless grown and prophet's voice be vain, Where'er is found this sacred stone, the Scottish race shall reign." Then the endgame animations play, you wind up with a big heavy stone (not to mention 12 ghosts+Angus) in your car, your castle collapses, your girlfriend does NOT want to marry you any more, and a strangely familiar-looking raven starts chasing after your car as you drive off. Can we say... sequel? Not now we can't...GAME OVER, MAN!

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