"""~"""~"""~"""~"""~"""~"""~"""~"""~"""~"""~"""~"""~"""~"""~"""~"""~"""~"""~""" John Saul's Blackstone Chronicles Walkthrough PC 1998 Version: 1.0 released on the 27th of June 2010 Author: odino http://www.gamefaqs.com/features/recognition/47976.html This guide is EXCLUSIVELY available to GameFAQs. .============================================================================. | .========================================================================. | | | TABLE OF CONTENTS | | | '========================================================================' | |============================================================================| | 01.) Introduction | G0100 | | 02.) Basics | G0200 | |----------------------------------------------------------------+-----------| | 03.) Walkthrough | G0300 | |----------------------------------------------------------------+-----------| | YY.) Version History | GYY00 | | ZZ.) Credits & Thanks | GZZ00 | '=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-' =============================================================================== 01.) INTRODUCTION G0100 =============================================================================== Welcome to 'John Saul's Blackstone Chronicles' for the PC, an adventure game by Legend Entertainment in 1998. This is the last adventure game by legendary developer Legend Entertainment. If you spot any errors or have suggestions please feel free to e-mail me about it. Enjoy! =============================================================================== 02.) BASICS G0200 =============================================================================== The game is rather easy to control. Everything is done with the mouse. Moving around is done by clicking at the edge of the screen. Sometimes there are two different kind of arrows to looking for - one that simply turns sideways and another one that enters a room. You can distinguish the two arrows easily but knowing that there are two different errors might not be too obvious. There are only a few parts in the game where you can die. Whenever that happens you are returned to the before the event has occurred and you can try again. In other words there is no game over and you can never get stuck in the game. As usual this is just a walkthrough for the game. You should be talking to all the "people" in the game to find out more on your own and understand some parts of the story better. Merely following the solve will only result in some basic background, even some puzzle solutions might not be clear to you. There are many, many objects to interact with that will tell you more about the options available to you and they may result in hints for you to progress. A good adventure game does not keep solutions from you entirely and will have it hidden somewhere in cryptic messages or hints. =============================================================================== 03.) WALKTHROUGH G0300 =============================================================================== From the start, turn right into the dayroom. Turn left and take out the knife and the awl from the display case. Turn right and enter the kitchen in the far back. Turn right and walk towards the sink. Use the knife on the strop to sharpen it. Turn left and grab the skewer hanging near the ceiling. Turn left twice to find tongs, then exit the kitchen. Once outside, turn right and use the awl on the cabinet hinges to remove them. Pick up the hacksaw and return to the main hall. Go up the stairs in the center. You may talk to the your father Malcolm via the portrait if you wish. Turn left and enter the office. Turn right towards the display and pick up the handle as well as the keyring. Turn left again and walk forward. You can ignore this portrait for now. Turn left and grab the coffeepot. Turn left once more and open the desk drawer. Pick up the nutcracker. You can use this to talk to your father without going to the portrait. Leave the office and continue straight towards the elevator. Attach the handle to the controls and push it to 2 for the second floor. Exit by going left and enter the women's wing. Enter the second door on the right for a quick scene. Talk to Marilyn Wilson. Interact with the display case to find out about her case. Turn around open the desk drawer to get a diary. You want to read that and notice that two pages are stuck together. Ask Marilyn about the diary and you should now have the option to ask if her therapy was difficulty in order to find out the key shape for the hydrotherapy room. Return to the elevator and select the basement (B). Once you have stepped outside, enter the first door on the right (if you got the information on the room key you should not get the message that it is locked any more). You will have to do a short conversation. Turn left and grab a sheet from the shelf. Turn around and attempt to use the controls on the red panel to hear Jane talk about the secret code. Return to Marilyn's room on the second floor and you should hear some more from her as you enter. Talk to her about the steam box. Return to the basement and approach the steam box in the back. Turn right towards the controls and click on the second and third buttons from the top to turn it on. Turn left again and open the steam box, place the diary into it and then close it again, finally switching on the steam box. Read through the diary to gain access to the furnace room. Exit this room and turn right, going all the way to the end of the hall. Enter the furnace room. After talking to Seamus, turn left and pick up a fuse. Turn around to look at the furnace. Use the wrench to remove the bolts, then open the furnace door and pick up the lighter with the tongs. This starts a timed puzzle. After the scene you must flick on the lighter in your inventory, look left and use the lighter on the thermostat to heat it. This ends the timed puzzle. Return to Marilyn's room on the second floor and place the lighter on the stand in the display case. This ends her story. Ask Marilyn about the secret room to gain access to the next women's wing hallway. Enter the second door on the left. After a short scene you should turn left and curve into the room. Look at the box and place the skewers into it to gain her favors. Return to the entrance of the room and look at the photograph of Lavinia. Talk to her about everything, then talk to her again and more options should appear (if not then scour the room, and in particular her desk and bed, for some info. You should know from talking about Sir George that Lorena is in the next hallway and what key it opens. Return to the hallway and open it up to advance. Enter the room on the right for another scene. Advance (optionally you can talk to Lorena) and turn left to find a feather sticking in the hat and a magnifying glass next to it. Use the magnifying glass on the coffeepot in your inventory to see an engraving. Turn around and open the case, taking out the compact inside its cover pocket. After having closed the case, open the compact and take the makeup (eyeliner in the middle). Open the makeup (eyeliner). Turn right and advance to the door. Turn right and attempt to place the coffeepot on the tray in the top shelf. Lorena will question you thus talk about the engraving, the periods and so on. Return to the basement. Proceed one screen and unlock the door on the left (ECT room). Inside, turn right and grab the stethoscope from the display case. Go up to the first floor and to the office. Proceed diagonally towards the computer and turn right to face it. Use it and input the password (scooter - gotten from the post-it nearby in case you are wondering). Search for "Mandy Lee" (you will know soon why) and then return to the entrance of the room. Turn around again and this time approach the photograph. Use the stethoscope to tap on the top part of the frame and it will reveal a safe. When you open the safe you must click on the following numbers: 4-24-52. The arrow is supposed to point exactly at these numbers in that order. The safe will open automatically if you have done it right. Take the egg and the casket. Back in the basement, unlock the fever therapy opposite the ECT room and turn right to face a lot of drawers. Look at them to hear more about it. There are six sections with nine drawers each. In the top left section, open the bottom right drawer to get a key. In case you are wondering, this has to do with Nick's daughter's (Mandy Lee) address and you cannot interact with the drawers until you find that out. Unlock your casket with this key and open it to find the handkerchief. This starts a timed puzzle but actually there is nothing you can do about this for the moment. Do not be surprised if you get more mention of this throughout the game from your father. He will tell you the symptoms you have and you are supposed to guess what antidote to inject eventually. You can keep track of this now but your father will remind you again in the future. Up on the second floor, enter Lavinia's room and approach the desk. Use the case (eyeliner) with the right side of the inkpot to fill it. Place the feather in the holder. Place the handkerchief on the stand in the display case near the door. After the talk, approach the bed and press the crown in the right bedpost. Take the blade and attach it to the hacksaw. Time to revisit the kitchen; if you remember that is past the dayroom on the first floor. Open the box next to the freezer door and remove the broken fuse. Replace it with a new one. Descend to the basement and enter the furnace room in the back. Proceed to the fenced gate and saw off the padlock with the hacksaw. Walk forward and attempt to throw the switch. Seamus gives you an idea and now you can drop the rubber sheets from your inventory. Take the locket. A timed puzzled starts here. To solve it, turn right and press the three knobs to change the numbers above them. The correct numbers are 1-2-8. If you care to know why: the correct sequence to shorten out electricity is to input the number displayed behind the chair. If you look into the mirror (inside the compact) you can see the mirrored number (851). Return to Lorena's room on the second floor. Turn right and put the locket on the stand. Ask about the secret room along with follow-up questions. Off to the first floor office we are. Walk across the room to the bookshelf. Your focus should be on the left side only. There are several thick turquoise books: Row 1: Galen, Hippocrates, Al-Razi Row 2: Vesalius, Freud, Harvey Row 3: Linnaeus, Paracelsus Row 4: Metcalf, Avicenna You want to push the books by Hippocrates, Freud, Paracelsus and Metcalf in any order. A secret door will open if done correctly. Look at all the books again if you made a mistake. When you proceed ahead there will be another scene. Turn right and open the box with the antidotes. If you have been paying attention you can administer it right now, else come back when your father reminds you. Snake Venom: shivering, muscle pain, nausea, paralysis Bubonic Plague: shivering, headaches, muscle pain, nausea Typhus: shivering, headaches, muscle pain, delirium Malaria: shivering, headaches, sweating, delirium If you have done it incorrectly you will die in a few minutes so better not overwrite that save slot for now. I think the game is fixed on giving you the bubonic plague. If you did it correctly your father will also tell you about your smart move. Turn left twice and take your journal along the books. I think reading it is optional. Turn right and descend the spiral staircase. Turn left and look at one of the bottles. Quit the conversation and talk to the boy again (via the bottles in case you have not guessed that they are parts of the boy). When he asks about playing a game, agree. Something that begins with 'T' is the table when you turn right. Something that begins with 'L' is the light above the table. The boy will talk about the table so ask about it. Go back up the spiral stairs and continue to the main area. The chapel is the door opposite the dayroom. You will have another scene after entering. Turn right and grab the ice pick as well as hammer. Return to the operating room past the secret room. Agree to play more. Something that is white is next to the green door, the diploma. Something begins with 'tiger' is as you turn left, the grate on the respirator. Talk to him why he is not afraid any more and follow-up on it with the tin man question. Finish with the question about the hollow knight. Return to the chapel and continue one screen ahead. Turn right and use the hacksaw to cut up the armor's head. This time you should ignore the voice. Cut the straps and take the doll. A timed puzzle starts. Turn left and use the lance to snag the key. Turn back right and unlock the padlock with the key. Open the cage. Turn right and go up the stairs. Turn around and descend the spiral staircase again. Proceed to the green door ahead and attempt to use the keypad, also looking at the green door and attempting to go through. Turn around and go straight ahead once. Turn right and use the ice pick on the locked drawer. Take out the music box. Put the doll on the cupboard and play the game. Click on the two books and guess "books". Talk to the kid about "why" and the code. Return to the chapel and approach the organ ahead. Open the music box and hear a comment on it being Bach and the doctor liking it. Return down to the operating room and push the buttons on the green door again. The passcode is 2138 (Bach corresponding to the letters in the alphabet, like Abe is 125). Pull the handle when done and enter the new area. Proceed ahead in the dungeon and turn left. Look at the skin hanging on the wall and talk to Paul about your son. Ask some more questions about the fingerbox. Take the fingerbox and turn left. Return to the operating room and turn left. Empty out the machine to get a bone and place the fingerbox into the machine instead. Return to the dungeon and talk about what is inside the box. Continue ahead and turn left. Pick up the club. Turn around and pick up the rope. Use the egg on the nutcracker in your inventory and read the message that appears. Push the symbols on the iron maiden to sound like "iron maiden". This means eye=i, run=ron, girl=maiden in that order. Use the club to prop the iron maiden open and then take the stereoscope. Another timed puzzle. Turn left and use the rope on the lever you see. The perspective is a little strange so tilt your head as well to spot it. The bad things happening at this point is normal and part of the story. You will end up facing the skin again. Take the crowbar and you will have to talk to Marilyn for a second. Talk about everything if you wish or just exit the conversation. Return to the main hall for some more events and then face the dayroom. Hit the rhino head trophy with the lance to get the crypt key. The crypt entrance is the door in the secret room; you were in that room earlier after a timed puzzle. After unlocking the door, turn right and use the crowbar to bash open the sarcophagus. Look in (not at) the sarcophagus and then get in the sarcophagus. In the next area you have a timed puzzle but actually there is a lot of time, use the knife in your inventory to carve up the nutcracker. Check your inventory again and rip up the MM journal. Turn right and smash the skull with the crowbar. Turn right and break the display case and take the lighter. Turn left, flick the lighter and burn the portrait to end the game. =============================================================================== YY.) VERSION HISTORY GYY00 =============================================================================== v1.0 Complete (27th of June 2010) =============================================================================== ZZ.) CREDITS & THANKS GZZ00 =============================================================================== GameFAQs for hosting this file. The makers of this game. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. This guide may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. ,,, (o o) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=oOOo-(_)-oOOo-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=