============================================================================ Clue Chronicles: The Fatal Illusion ============================================================================ This FAQ can be printed or seen on the internet for private and personal use ONLY. This FAQ may not be placed in a magazine, CD, disket, sold for a price, copied or anything else than above. Any questions or corrections, please e-mail me at [email protected] Copyright 2002 Polar A Note of Caution: Many people have complained about the bugs in the game, I have experienced some of them. Your game may hang and you may have to start all the way again from Disc 1. So save often and keep your fingers crossed. There is a patch available on the Hasbro website but it appears to change the date format in the game to the America format. No harm done, but then again, you don't really need the patch either. I managed to finish the game without it. On with the story... You are a detective invited by Ian Masque to a party at his mansion at the top of the mountain. You start out on the deck of a ship which will bring you to the foot of the mountain. Disc 1 -- The Ship First look at the items in your inventory by moving the cursor to the bottom of the screen. You will find a newspaper cutting about the building of Masque's mansion and his letter of invitation. Talk to Scarlet and she will ask you to bring her a drink. Turn to the left and talk to Green. Then go into the cabin and talk to Peacock and White. Go down the stairs and move your cursor until it is slanting towards the room under the stairs. Talk to Kell and Plum. You can't talk to Popov, who is playing the piano, and Sabata will ignore your questions. Talk to Urfe and he will inform you that Masque asked you to bring a puzzle box to him. He then gives you the key to the cabinet. Turn and talk to Mustard to get a drink for Scarlet. Then go back up the stairs, out onto the deck and give the drink to Scarlet. She will tell you of her fear that something bad will happen. Go back indoors and use the key Urfe gave you to open the cabinet opposite Peacock and White. Get the puzzle box and Masque will appear. After his speech, go down the stairs and talk to him. Then give him the puzzle box. Masque will show the puzzle box to the other guests and falls down dead in the middle of his speech. After the commotion is over, look downwards and you will see the puzzle box lying on the floor. Try to touch it and Kell will stop you. Time to talk to the guests again. Now you can talk to Popov and Sabata, Popov will give you some cards and Sabata will demand you to show him something magical. Talk to Urfe and get him to teach you a magic trick, then show the trick to Sabata. He will draw a picture for you. Talk to White and she will drop and urn. Look at the pieces and you will find 2 artifacts. After picking up the artifacts, go out onto the deck and use the cards Popov gave you on Scarlet. She will give you the numbers for today's date, 12, 31 and 38. Go back down and go through the door where Green took Masque's body. Look at the door on the right and use the numbers Scarlet gave you to unlock the door. First turn the dial clockwise, anticlockwise and lastly clockwise again. The order of the numbers are either 12, 31, 38 or 31, 12, 38. You most probably have to try many times before it actually works, patience is the key. If it is done correctly, the view will zoom out so you can see the door handle. Click on it, go into the room and you will stop in front of some shelves. Take the gloves and turn to your right. You will see a big wooden box on the floor. Click on the arrow to move closer to the box and try to open it. Before you can do that, Green will suddenly appear and tell you that he put Masque's body in the upper rooms. Open the box again and take the gear from it. Go back out and use the gloves to pick up the puzzle box. The box and an artifact will appear in the inventory. To open the box, click on Masque's artifact and use it to click on the puzzle box. Open the first lock using Masque's artifact, it will open a secret compartment. Remove the paper from the compartment and use the big artifact from the urn to open the second lock in the top left corner of the compartment. Then use the small artifact from the urn to open the last lock. You will find a clamp. Go back through the double doors and down the corridor, then up the stairs on the left of the corridor. You have reached the door to the wheelhouse. Use the clamp from the puzzle box to open the door and go in. Take a look at the captain and you discover that he is a machine! You have to fix him to get off the ship. Turn to the right and you will see a generator. Press the power button until it turns red. Turn back to the captain and use the gear to fix him. Back to the generator again and press the power button until it turns yellow, then press Blow Downs, Valve, Cross Conn and finally Feed Valves. Scarlet will come and tell you that the ship is slowing down. Time to get off the ship. Disc 2 -- The Cable Car Mountain You're outside the cable car shed and Green is with you. Talk to him and he will tell you that the operating instruction is in the shed somewhere. Go in and turn to the right where a cupboard is. Open the cupboard and get the torchlight, funnel and kerosene can. Now go inside the cable car and look at the interior. It's too dark to see anything so use the torch. The operating manual lies on the floor near the left. It's torn up so you have to sort it out. Now you have to fill the gas tank with gas using the funnel and kerosene can. It's quite hard to find the gas tank, I spent a long time looking for it. Go right up to the door of the shed and turn around so that you are facing the interior. Then move your cursor until you see and arrow pointing towards the right. Click on it and you're at the gas tank. Use the funnel and kerosene can on it, then move to the control panel on the right of the cable car. Flick the 3 switches on the left so that they're pointing upwards and the big lever on the right, and you will find yourself in the cable car. To start it, turn the lever on the left until the red light disappears. Then move the lever on the right upwards. The cable car will now move upwards. Oh no, ice has formed on the cables and you can't move forward. To break the ice, you have to go down and go forward twice. Now you can reach the mansion. Disc 3 -- The Mansion You go into the mansion and find the others all gathered together in the dining room. Green informs you that six of the guests are given a riddle to find the jewels. They are Green, Peacock, White, Scarlet, Plum and Mustard. After this speech, you are left in the room with Green and Peacock. Talk to Green and he will tell you his riddle, Peacock won't tell you hers... yet. Then go to the fireplace behind Green and pick up a photo under a log from the fireplace that is not burning. Go out of the room and enter the kitchen, which is next door. Talk to White and she will tell you about a dream that's bothering her. Then go into the ice room by turning to the right. Go and open the refrigerator and remove the 4th tray from the top. Then turn left and look at the body of Masque. Click on the tattoo near his neck. Exit and move the cursor until it is slanting towards the left. Click on it and use the ice tray on the pot, then heat the pot by clicking on the switch that is lighter in color. You have found Green's jewel! You have to find Kell to explain White's dream. Exit from the kitchen and you'll find yourself in the great hall. Go up the stairs and enter the first room on the left. Go in and turn to the right. Talk to Kell and she will give you an explanation about White's dream. Back to White again. After you give her the explanation, she will tell you the riddle. Now go up to the Kell's room. Go in, forward and turn left. You will see a chest of drawers with lots of skulls on it. Best to save at this spot because there are some bugs at this part of the game, I had to start all over again from Disc 1. You have to open all the small drawers before you can open the big one. Open them in this order, 1st row - 2nd drawer, 2nd row - 4th drawer, 3rd row - 1st drawer, 4th row - 3rd drawer. Now you can open the big drawer at the bottom and there is White's jewel! Exit from Kell's room, go down the corridor and enter the left door. To talk to Scarlet, go forward and turn right. Ask her about the photo you found in the fireplace, the tattoo and the riddle. Then go downstairs and enter the corridor beside Sabata. Go forward then turn right when you see Mustard and enter the magic room. Forward and turn right to talk to Popov. Get her to teach you hypnotism and then ask Urfe to teach you a magic trick. Now go to the artifacts room at the end of the corridor and you can find Plum looking at some artifacts from Masque's collection. Go up to him and turn right. Take the pendant from the bust and go to the lion statue at the back of the room. It's rather dark here, so you may have to brighten your screen. You have to press various parts of the lion's body to reveal the hiding place of Scarlet's jewel. Press the eye, the right leg, the nose and the ear. If done correctly, the parts will fall off and laser beams will shoot out from the statue, showing you where thejewel is hidden. Just follow the beams and you will get Scarlet's jewel! After getting Scarlet's jewel, exit from the room and enter the magic room which lies opposite where Mustard is standing. Enter the room, go forward and turn right. Give Popov the pendant you got from the bust and let her show you the correct way to hypnotize people. Then go and talk to Urfe and get him to teach you a magic trick, it will come into use later. Exit and return to the artifacts room. Talk to Plum and hypnotize him. Swing the pendant by moving the mouse left and right. You have to keep the pendant at the right speed for 3 seconds. He will then recall the riddle. Go out of the room and turn to the left, you will see a statue of a mummy. Go closer and you can see that she is holding a round disc with five buttons. To get Plum's jewel you have to press the buttons in a certain order: top left, top right, bottom center, bottom left, bottom right, top left. The disc will open, giving you Plum's jewel! Go down the corridor and talk to Mustard. He is willing to tell you the riddle but you need to find someone to draw it out. Ask him about Peacock too, it'll be useful in getting her to reveal her riddle. Now go and find Sabata in the great hall. Use the magic trick from Urfe on Sabata and he will draw Mustard's riddle for you. Mustard's riddle shows a half-filled beaker, a clock and an eaten apple. The beaker means "half", the clock "an hour" and the apple means "ate", same sound as "eight". The riddle is telling you to turn the clock in the hall half an hour past eight. To get to the clock, go back into the corridor and return to the great hall again, only this time turn to the left. You will see a clock surround by stone lions. Move closer and turn the hands to 8:30, then click on the clock face and you will get Mustard's jewel! Peacock riddle is easily the hardest to get. I had to try and try again and again. If you haven't talked to Mustard about her, go and talk to him. Then go and talk to Peacock. She will now tell you her riddle. Go back to the magic room and turn right the moment you enter the door. Go to the table in the corner, this is Peacock's riddle. The goal is to remove the barriers in the hallway on the right side and get the marble into the topmost hole. Tilt the table by dragging the mouse in the direction you want. The marble starts in the top left corner. Go to the dark gray hole and then to the bottom right hole and back to the start. Red hole to the hole at the center of the spiral. You're at the start again. Now the white hole and you'll be in the right hall. Go to the top exposed hole and you're in the bottom left. Hit the blue buttons until you can get to the hole which takes you back to the hall. Go to the newly exposed hole at the top to go back to start. Now down the white hole and into the hall to the new exposed hole. Hit the blue buttons again and back to the start. Now all the barriers are gone, so down the white hole, into the hall and into the top hole. You'll get Peacock's jewel! Now return the jewels to their owners and go to the magic room. Urfe will begin his magic trick but something goes wrong and he's dead. Popov is left in the room, talk to her and she'll tell you that it is time for a sťance. Go to the dining room, forward and turn left. Open the cupboard doors to get the ouiji board. Back to the magic room to give it to Popov and follow her to the dining room. You have to spell out the names of the people present, Green, Peacock, White, Plum, Mustard, Scarlet and Popov. A ghostly figure will appear and steals the jewels. Go up to Scarlet's room and you'll find her lying dead on the floor. Go to the artifacts room and talk to Plum, then back to Scarlet's room again. Green will attack you but you'll be saved by Scarlet. Seems she is faking death all the time. Talk to her and she'll give you a key. Now go to the top of the stairs and turn left. Use the key on the locked door and go in. Go right and you'll enter a room that looks exactly like the previous one. Go left and click on the pokers standing by the fireplace. It will reveal a secret door. Enter and go right. Open the drawer to get the jewels, then read the diary. Now turn left and go through the door, down the spiral staircase, through the red door and left, left, right, right, right, left, left. Move the arrow until it is pointing downwards, click on it and you will be looking at a set of scales. Using the paper you got from the puzzle box, place the jewels on the scales. On the left, green, red and yellow; on the right, blue, purple and white. The cover will open, revealing the skeleton of a dead man. Pick up the dagger and the paper near his head. Scarlet, Masque and Green will appear. Turns out that Masque and Green are the masterminds. They will then leave, trapping you and Scarlet. Click on the stones around the door to remove the bars. First, right 3 (third stone from top on the right), top center, left 3, right 6, left 6, right 4, left 5, top second stone from left, top second stone from right, left 4, left 1,! right 2. Then go back the way you came, right, right, left, left, left, right, right. Masque has planted a bomb on the door. Disarm it by using the dagger to cut the wires in the order of the colours of the rainbow, red, orange, yellow, green, blue, indigo and violet. Best to save here cos you can die if you accidently cut the wrong wire. I don't know about you, but red and orange looks alike to me. After cutting the wires, go up the staircase and sit back and enjoy the ending.