Black Dahlia Game Free Mac

Black Dahlia
Developer(s)Take-Two Interactive
Publisher(s)Interplay
Designer(s)Steve Glasstetter
Programmer(s)Greg Brown
Artist(s)
Writer(s)Patrick Freeman
Composer(s)Michael Bross
Platform(s)Microsoft Windows
Release
  • NA: February 25, 1998[1]
  • EU: 1998
Genre(s)Interactive movie, Point-and-click adventure
Mode(s)Single-player

Walkthrough by Peter J. Hart Black Dahlia is a linear game in the true sense of the word. You cannot do certain things, get certain items, or go to specific places without having done certain other things first. The game is very rigid in this sense. A feature that you have to get used to in this game is clicking. Black Dahlia (8 Disc version)(UK) Install Problems on XP Hi there I have just came accross one of my old 8 disc games called Black Dahlia, which as I remeber was a great adventure game to play.

Black Dahlia is an interactive moviepoint-and-click adventure game that was released on February 25, 1998 by Take-Two Interactive.

The story, while fictional, is inspired by the real life Cleveland Torso Murderer and the infamous murder of Elizabeth Short in Los Angeles.

DahliaDahlia

This interactive moviepoint-and-click adventure game ties Elizabeth Short's murder to Nazis and occult rituals which the player has to investigate. The game featured two major Hollywood actors, Dennis Hopper and Teri Garr.

Plot[edit]

Agent Pearson is the newest member of the COI, and is somewhat dejected to find the job not as glamorous as he was initially told. After being given a case where a local munitions manufacturer was invited to join the Brotherhood of Thule, an American branch of the Thule society, Pearson is puzzled by the apparent connections with Nazi occultism. Along the way he encounters Agent Winslow, apparently a bumbling Federal agent who is more concerned with his press appearance than solving cases.

Game

After making a connection between the Brotherhood of Thule and the Cleveland torso murders, Pearson leads a local detective to the butchers lair after finding bizarre Gaelic documents left by his predecessor regarding a ritual involving Odin and a gemstone called the Black Dahlia, which is a key instrument that can render a ritual user the ability to control dreams.

Years later, Pearson is a member of the OSI, and recovers the Dahlia from a Nazi bunker, but it is quickly snatched away and then sold on the black market by a corrupt quartermaster. Following the Dahlia, Pearson again encounters Winslow, a Nazi SS operative following the final orders of Hitler to perform the Dahlia ritual.

Pearson pursues Winslow across the US, finally cornering him in a California home, where Winslow has just completed the final ritual murders regarding the Dahlia. After tearing out his own eye and performing the remainder of the ritual, the player has one choice with his pistol. If he shoots Winslow or hesitates, Winslow stabs himself, and possesses Pearson, becoming an American version of Hitler, and able to control large portions of the populace through their dreams. If Pearson destroys the Dahlia, Winslow dies and Pearson is blamed for the locals spree of killings, though he is overjoyed and content with having stopped the Nazi plot to take over the world.

Reception[edit]

Reception
Aggregate score
AggregatorScore
GameRankings72.00%[2]
Review scores
PublicationScore
CGSP[7]
CGW[3]
Next Generation[4]
PC Gamer (US)87%[5]
PC PowerPlay82%[8]
PC Zone79/100[6]
PC GamesB-[9]

Next Generation reviewed the PC version of the game, rating it two stars out of five, and stated that 'The game seems as if it were made to sell hint books, and those who play without one are likely to end up bashing the computer in frustration.'[4]

The game received an average score of 72.00% at GameRankings, based on an aggregate of 9 reviews.[2]

Black Dahlia was a nominee for CNET Gamecenter's 1998 'Adventure Game of the Year' award, which ultimately went to Grim Fandango. The editors wrote, 'With its endless secret doors, encoded messages, locked boxes, and a little gunplay, Black Dahlia did not disappoint.'[10]

In 2011, Adventure Gamers named Black Dahlia the 63rd-best adventure game ever released.[11]

See also[edit]

References[edit]

  1. ^'News for February 25, 1998'. Online Gaming Review. February 25, 1998. Archived from the original on December 4, 2000. Retrieved December 6, 2019.
    'February 25, 1998: '...a plethora of new titles should be hitting stores today, including...Black Dahlia...'
  2. ^ ab'Black Dahlia'. GameRankings. Archived from the original on 2012-10-10. Retrieved 2012-01-24.
  3. ^Scorpia (July 1998). 'Black and Blue'. Computer Gaming World (168): 154, 157.
  4. ^ ab'Finals'. Next Generation. No. 44. Imagine Media. August 1998. p. 98.
  5. ^Poole, Stephen (July 1998). 'Black Dahlia'. PC Gamer US. Archived from the original on March 8, 2000. Retrieved June 10, 2019.
  6. ^Rose, Paul (May 1998). 'Reviews; Black Dahlia'. PC Zone (63): 86.
  7. ^Royal, Tim (April 2, 1998). 'Black Dahlia'. Computer Games Strategy Plus. Archived from the original on March 24, 2005. Retrieved June 10, 2019.
  8. ^Wildgoose, David (May 1998). 'Review; Black Dahlia'. PC PowerPlay (24): 86, 87.
  9. ^Morris, Daniel (August 3, 1998). 'Black Dahlia Review'. PC Games. Archived from the original on September 1, 1999. Retrieved June 10, 2019.
  10. ^The Gamecenter Editors (January 29, 1999). 'The CNET Gamecenter.com Awards for 1998'. CNET Gamecenter. Archived from the original on December 16, 2000. Retrieved June 10, 2019.
  11. ^AG Staff (December 30, 2011). 'Top 100 All-Time Adventure Games'. Adventure Gamers. Archived from the original on June 4, 2012. Retrieved June 10, 2019.

Black Dahlia Game Free Mac 2017

External links[edit]

Black Dahlia Game Free Mac Download

  • Official website via Internet Archive
  • Black Dahlia at MobyGames

Black Dahlia Game Free Mac Torrent

Retrieved from 'https://en.wikipedia.org/w/index.php?title=Black_Dahlia_(video_game)&oldid=947874619'

Black Dahlia Game Free Mac 2017

Walkthrough by Peter J. Hart
Black Dahlia is a linear game in the true sense of the word. You cannot
do certain things, get certain items, or go to specific places without
having done certain other things first. The game is very rigid in this
sense. A feature that you have to get used to in this game is clicking
and sliding, very similar to clicking and dragging. You will do this to
items that you come across in the game, and to certain items in your
inventory itself. Doing this action often reveals something else. And
speaking of inventory, examine items carefully; click on them to flip
and turn them. With certain jigsaw puzzle interfaces, clicking on a
piece and holding will have that piece 'bump into' other pieces.
Instead, click on it and let go: that piece now becomes your cursor and
you can place it where you want (except, of course, on top of another
piece). And don't forget, of course, to explore your environment in
detail; look up, look down, scan all around. There will also be certain
puzzles where there will be no particular sign that you have completed
it; if it looks complete to your eye, then it probably is; an example is
a jigsaw puzzle. At the end of this walkthrough, I've included some
cheatcodes for what I consider to be some of the more difficult puzzles.
To use the cheatcodes, just be in the close-up of a given puzzle, and
then just type in the letters on your keyboard; you won't see them
appear on-screen, but the puzzle will be solved for you.
This walkthrough was made possible from all of the help I received from
other gamers over at Gamenexus's message board; this was a very
challenging and difficult game at times, and I couldn't have done it
without them. Now, on with the game.
------------------------------------------------------------------------
After the opening movie sequence, begin to explore your office. Click
forward and head back behind your desk. Behind your desk, tilt your view
down and click open the center drawer; read the little newspaper
article. Then click on the little green book to the right, and read the
Preliminary Report. Then, open the right-hand desk drawer; read the
'To-Do' list. Take note of #9, one of the ones that is not checked; it
says to check back with professor Strauss. Put the 'To-Do' list back
down, but then click the mouse pointer on it - HOLD - and then slide it
to the back of the drawer; this reveals the gun. Click on it to take it
in to your inventory. Then turn right to the file cabinet; click on the
little black book on the top of the stack of books on the file cabinet;
read the Fifth Column Lessons for America. Then open the top file drawer
and read information inside; Jim will note that it is a bunch of
gibberish. You can, if you want, click on various parts of the book
shelves, though nothing on them is accessable right now; this includes
the little locked door/drawer on the far end of the shelves. For now,
let's check out what's in the inventory. Click on your badge; notice on
the left hand side the little piece of silver metal sticking out: click
on it, it's your lucky St. Christopher's medal. Then click on your case
file, and click on and study the different aspects of it. Remember you
can slide certain pages up & down. Next, examine your revolver; notice
when you put the cursor over the butt/handle of the gun, it turns into
the pointing arrow. Click here - HOLD - and pull forward to the barrel
of the gun. This reveals a key; take key. Next, click forward to that
little locked door/drawer at the end of the shelves by the door to your
office. Get in a close up, and USE the key. Click on the message on the
left by Dr. Strauss; then click on notes on the bottom. Study these
cryptic writings carefully; the numbers and letters on the left refer to
a phone dial. Especially notice the little scribbling that says, 0+1-1,
and then (+) or (-) ? Next, click on your office door and go to
Sullivan's office.
Talk to Sullivan. When you're asking about the case file, click on the
document that says, Initial Crime Report. Then move your cursor down to
the bottom across the signature and it will say, Ask about detective;
click on this. Then move your cursor up top until it says, Ask about
Finster; click on this. When he asks you to look at the invitation and
asks what you make of it, choose response, Tell him it looks like facist
propaganda. Next, access your World Map and go to Finster's office.
Talk to Finster. When finished talking with him, access your World map
and go to police station and Detective Merylo's office.
Talk to Merylo. Now remember the detective said you can look at the mug
book if you want to. Tilt your view down and to the left; click on the
mug book. When book is open, click on paper on top to take it into your
inventory. Page through book and make note when you come to Louis
Fisher, the man with the bushy beard. So in inventory, you now have
Finster's stationary. Next, access your World Map and go to McGinty's
bar.
If you want, you can try talking to the bartender about the foreman, but
he won't be very cooperative. Instead, turn towards your right, and go
to the man sitting in the back by himself; talk to him. Winslow mentions
Black List to you. Now access your World Map and go to Sullivan's
office.
Talk to Sullivan. When you get the Black List, go back to your office.
Go back behind your desk. This is where you have to use a 'special code'
for getting Strauss's phone number. Bring up Black List, and in
inventory, slide the list up to the top of the screen, and at bottom of
list, see Dr. Karl Strauss; note that his number says, CLV 51 22 40. Now
remember those cryptic scribblings you found in the locked door/drawer
on the shelves? For the first part of Strauss's phone number - the CLV
part - on a phone, C=2, L=5, and V=8; therefor, 258. Then the other
scribbling on the page said, 0+1-1. So, with 258, 2 5 8 , 2+0=2; 5+1=6;
8-1=7. All total, you now have 2 6 7; 267. So the first three digits are
267. Then you have the rest of the number to figure out: 51 22 40. The
other scribblings said, either (+) or (-); use (-), which is subtract.
With 51, that becomes 5-1=4; with 22, it's 2-2=0; with 40, it's 4-0=4.
All together, you have 404. Combined with the previous figure, you now
have, 26 74 04. Now click on the telephone on your desk and dial this
six digit number. The person on the other end eventually tells you that
Strauss isn't there right now.
Now, if you haven't done so yet - and who knows, maybe you have in your
explorations - go to your office door and click on the light switch
there to bring some illumination on the scene (not that it was
impossible to see without them on !). Then, turn and face your desk from
the doorway, and tilt your view up and look at the light source; you
should see some shadows inside of the light shade; click on them.
Examine these in inventory; you will now have parchment sheets and the
bag of runes ( Special Note: If you want, in inventory, you can click on
the bag of runes to open it and examine them. But, it is strongly
recommended that you DO NOT try to manipulate them yet by putting the
symbols onto that gem-shape in the middle. Yes, this will eventually
have to be done in the game, but not until much, much later; almost near
the end. This is mentioned because this game has been known to have a
'bug' here when played on some systems. What will happen is the rune
symbols - if you put them on the gem-shape now - will get stuck there
and you won't be able to get them off later when you need it. So, to
save yourself the trouble and not lose any progress you will make, don't
try to assemble the runes now; wait until the appropiate time). Now,
access your World Map and go to Detective Merylo's office.
Ask Merylo about Special Agent Winslow. Then go back to your office;
there should be a message waiting for you. Helen Strauss called; click
on the note and there should be a CD change.
At the museum, talk to Ms. Strauss. Then, in your inventory, Use the bag
of runes on Helen. Then Use Finster's stationary on Helen. Then Use case
file on Helen. Next, study the book carefully that she shows you; make
note of the following crests: on the opening page, the top right hand
corner, Notorious Tyrrant and Sorcerer. Click by three more pages, and
then on your left hand page, bottom right corner, Sergeant at Arms,
Knights of the Trinity. Then click two more pages, and you'll be at the
back of the book; on the left hand page, top left corner, Scribe,
Knights of the Trinity, and just below that, bottom left corner, Herald
of the Order of the Trinity. After Helen puts the book back, talk to her
and ask about the stain glass window. Click on the stained glass pieces
to bring up the puzzle interface. One of the crests is almost already
done for you. Now assemble the pieces so that you have all four crests.
It doesn't matter in which order you do them, or where you place them at
on the board. Clicking on a piece then holding will drag it, but it will
'bump' into other pieces. Clicking on a piece and letting go has the
piece become your cursor; you can now place it wherever you want
(except, of course, on top of another piece). One of the ways you can
check on your progress is to look for the embedded words in the stained
glass using the red filter light located hanging above the table you are
working on. Don't worry about backing out of the puzzle interface: you
won't lose any of your progress, the puzzle does not 'reset'. So when
you click on the lamp hanging above the table, you are looking for four
words (names) embedded in the stained glass. So when you've completed
the puzzle and all four shields/crests are represented, look through the
lamp/filter above; the four names you should see are : Landolph,
Fischterwald, Finsterlau, and Mulhaven. When the puzzle is completed,
nothing actually 'happens'; you just have to see the four names clearly
through the red filter. Then, access your World Map and go to McGinty's
Bar.
Click forward to the man in the far back of the room, the one who is
bald and has a mustache; talk to him. Then turn to your right and go
over to the phone on the wall. In the close-up, look at the top right
hand corner of the corkboard; you will see the name, Lou Fielding, with
the number CMR 259. Get to a close-up of the dial and dial this number.
When the man asks you who you're calling for, Type in this name: Louis
Fischterwald. The man on the phone will let you know about the Raven
Room. Access your World Map and go to the Raven Room.
Go over to the door and click on the intercom box; tell the man that
Finster sent you and you'll find out about the Mission. Then go over to
the table on the other side of the room; examine the book on top. But
then click underneath of this table and find the little Holy card.
Examine card in inventory and flip it over to the other side by clicking
on it. Access your World Map and now go to St. Bart's Mission.
Talk to Ernie behind the counter. Then click on Ernie again and 'trick'
him into leaving to get a package. When you're behind the counter, lower
your view and click on the suitcase. When the case is open, FIRST move
all of the items on the left and slide them over to the right. THEN
slide them all the way back over to the left; this will expose the
photograph. Take the photograph and examine it in inventory. Then access
your World Map and go back to the Museum.
Ask Helen if she's figured out how the pieces of the runes are
assembled. Then go back towards where the stained glass is, but then
turn to your left and click on the desk. Click on the book on the left
and read it, and then click on the book on the right and read that too.
Then access your World Map and go to Detective Merylo's office.
Show him Ernie's photo. Then access your World Map and go to the Raven
Room.
Louie should now be there. Confront him about the invitation. Then, Use
Ernie's photo on him. Next, be prepared for a gun fight.
When you're in control again, turn to your right and click forward;
then, click on the bottles. Jim will use the bottles as a
diversion/distraction. When the crook comes out to your top right, shoot
at him. Then there should be a CD change.
Talk to Merylo and ask him about the warehouse gunman; keep asking about
the gunman; you don't have to tell him everything you know. Afterwards,
tilt your view down and click on newspaper article on desk; read both
left and right side. Then in your inventory, examine the matchbook;
click on it to opoen it up and see the name Mulhaven. Click it closed
and then flip it around to the other side; note the number: GB5 637.
Then access your World Map and go to Louie's loft.
At loft, click forward once, and then turn 180 degrees around; tilt your
view down and click on the area of the floor where the broken lamp with
the wire is. Jim will remove a loose floorboard; click on the item
hidden inside. Take it into your inventory; it's a lockbox. Then turn to
your left and click over near the potbellied stove. Then click on the
broomhandle on the floor; this will trigger a video sequence. Jim will
make a note of the rune symbols on the floor which you can examine in
your Notebook if you want. There's a bureau on the other side of the
room, but it can't be opened for now. Access your World Map and go to
the Hotel Cleveland.
Talk to the man at the desk. Then, try to bribe him. Then, turn to your
right and click over to the phone on the wall. Dial the number you saw
on the matchbook: GB5 637; this will trigger a video sequence. Then,
turn around and click on maid's cart. Then click on cart again to get a
view of the middle shelf; click on the knife under the napkin to take it
into your inventory. Then click on transom above the door; Jim will use
the knife to get in. Inside, turn to your right and click over towards
the bed. Then click on the vase on the right hand side of the bed; in
close-up, click on the key inside the vase. Then, clicking on that piece
of paper you see in the bottom of the vase will trigger a video
sequence. Afterwards, go back to the vase and get the photograph that is
now in there. Examine it in inventory and click on it to read the other
side. Then access your World Map and go to Sullivan's office.
You will walk in on Winslow and Sullivan; then, talk to Sullivan. Then
access your World Map and go to the F.B.I. office.
Talk to Dick Winslow. Then access your World Map and go to your office.
For now, examine some items in your inventory. Look at Helen's notes;
then examine the lockbox you retrieved from Louie's loft. To open the
lockbox, use the following sequence :
First turn wheel on right side all the way down.
Then turn the left little smokestack to the horizontal position by
turning it to the right.
Then on left hand side of house, push in the top half of the door.
Then click on chimney on roof and lower it.
Then, back on left hand side of house, raise the lower part of the door
up.
Then on right hand side, turn the wheel all the way up.
A section of the left hand wall should retract.
Then slide a segment of the lower left wall at bottom front of house to
the back of the house.
Then on left hand side, lower the top half of the door by sliding it
down.
Then raise the chimney on roof back up.
Then rotate the wheel on right side down, then on the left side of
house, top half of door pops back out.
Then rotate that little smokestack back to the vertical position by
turning it to the left.
Then click on the front door - HOLD - and open it all the way.
Then slide the door to the left.
Then, just below the door, slide that long board all the way to the
left.
Now, raise up that small little block that has the symbol on it.
The box should now open.
Inside, retrieve the key and the signet ring.
Now, access your World Map and go back to Louie's loft.
In Louie's loft, click forward once, then turn left. Click on the
bureau, then on the lock. In inventory, Use the lockbox key. Then, using
the moon phases posted above the bureau as a reference to manipulate the
lock, turn the key thus: push in, turn left, back out, turn right, right
again, push in, turn left, then back out; it will open. Retrieve the
tooth/fang. Then access your World Map and go to Hotel Cleveland.
Click forward once, then turn around, then click on the wardrobe
cabinet. Click on the wardrobe cabinets doorhandles to get a close-up.
In inventory, Use signet ring on door handles; this will trigger a video
sequence. Afterwards, in the open cabinet, examine the Raven Room
invitation; examine the hand written note; examine the bar-bill tab;
examine the magazines if you want; examine letter to Joseph; examine
Scrumpy's Propholactic; examine belt/collar; examine the telegram. Then
access your World Map and go to the F.B.I. office.
While Dick is 'busy', you need to get the Pensky file that's in the
safe. Go over to the small bookcase that has the world globe and two
candlesticks sitting on top of it. Notice the sports picture of Dick
Winslow; make note of the numbers 19, 6, and 1933. You are actually just
going to use 19, 6, & 33. Make your way over to the other side of the
room that has a picture hanging of fruits; grapes and a pitcher. Click
on the top left hand corner of the frame; then click on the safe to get
a close-up of the dial. Spin the dial all the way around once to the
right for good measure and then stop on 19; then go left all the way
past 6, then come around again to 6; and then right again to 33. Then
click on handle, safe will open. Click on big manilla envelope on top;
read contents. By reading the Pensky file, you find out about the
Sunnyvale Rest Home. Then click down towards the bottom of the safe, and
see the security card pass below. When you exit out of the safe
interface, there will be a short video sequence with Dick Winslow; you
automatically end up back at your office. Examine your inventory and see
the Raven Room invitation and Winslow's pass. Then access your World Map
and go to Flannigan's.
Question Mulhaven. After questioning, Use the invitation from your
inventory on him to get it signed. Then access your World Map and go to
Sunnyvale.
Talk to Pensky. (Make special note of when Pensky says to you, 'Find the
Black Dahlia and destroy it.') After talking to Pensky, you realize you
already have one of the talismans; the tooth/fang. Access the World Map
and go back to your office to get the feather.
At office, click on the middle bookshelf towards the middle/right hand
side; click on the book entitled, The Crusades: A Pictoral History.
Retrieve the Raven's feather. Then access your World Map and go to the
Museum.
At Museum, you want to get the stamper so you can make the seal on the
invitation. Turn to your right to where the stamper is, but first, click
to the left of the stamper, and you will have a 'vision'. When it's
over, examine the five seals below; you want to make a seal that looks
like either the purple or the blue one. Back out of this close-up, and
then click over towards the right onto the cylindrical stamper. First
there are dials 1 through 4, 1 being the one closest to you with the
beige colored beads. Dial number 1 controls the left lower quadrant of
the stamper; dial 2 controls the right lower quadrant; dial 3 controls
the right upper quadrant; and dial 4 controls the left upper quadrant.
The 5th dial rotates the retracted pieces that you cannot see. Turning
dials 1 through 4 to the right retracts a piece, turning to the left
makes it pop back out. For the 5th dial, you have to 'listen' for the
pieces to click. When you have the stamper in close-up, click on it
again to open it. Follow this order for one solution : dial 1 to the
right; 5 to the left; 1 to the left; 2 to the right; 5 to the left; 2 to
the left; 4 to the right; 5 to the right; 4 to the left; 5 to the left;
5 to the left; 3 to the right; 5 to the right; 3 to the left; 5 to the
left; 3 to the right; 5 to the right; 3 to the left; 5 to the left; 3 to
the right; 5 to the right; 3 to the left; 1 to the right; 2 to the
right; 5 to the right; 1 to the left; 5 to the left; 5 to the left; 2 to
the left; then a video sequence, then a CD change.
At party, talk briefly with Dick Winslow. Then, talk to man guarding the
door. Then turn left, tilt your view down, and click on the upside-down
dish on the table. From there, go forward to the 2 blue screens you see
in front of you. When you get there, turn to the right and notice the
rotating table and the tray of glasses. In inventory, Use the dish on
the rotating table. Then click on the tray of glasses; this will create
a diversion so Jim can get into the back room. After the video sequence
is over, you can explore the room if you want with your flashlight,
noting the astrology painting to the right of the fireplace and the rune
symbol chart to the left (and what each rune stands for). Then,
eventually, make your way so that you are facing the wardrobe closet.
Then turn to your left so that you are facing the big round table. Then
tilt your view upwards so that you see the cord hanging down with the
tassle; click on this to turn on the lights. You'll notice that the
panel directly in front of you does not open, but you can open all the
rest of the panels and read the inscriptions underneath. Make note of
all the rune imprints; remember the crests from the book Helen showed
you? How about Helen's notes? Also, in inventory, look at the parchment
and note runes from the line, 'Each gift to him is now devoted'. All of
this put together gives you the sequence of panels to click on to open
that last panel in front of you that's locked. Start off with all of the
panels CLOSED. Then, starting with the one in front of you with the
hourglass/bowtie figure on it that you can't open - and counting this as
number one - go in a clockwise direction and open the panels in the
following order : 6, 8, 11, 12, 9, 4, 5, 7, 2, 3, & 10. The bottom one
then opens and reveals a book, and then a video sequence.
It is now December 2nd, 1941
Read the note from Cassandra Rollins; you will automatically go to see
her. Talk to Cassie, and then answer 'Yes' that you want to be put into
a trance. When in trance, click forward into that area that is
in-between the two torches. When inside of this trance-world, click
around to different areas of it and listen to the different phrases that
the voices are whispering to you; this will be giving you 'hints' that
you will be able to use later to solve a puzzle; the door puzzle. When
done listening to the 'hints', head back towards where you came in; turn
and face the door that is guarded by two skeletons. Click on the door to
get a close-up of it. The 'hints' you heard were telling you the order
in which to arrange the symbols you see flanking the door. Arrange the
symbols in the following order, starting on the left side going from top
to bottom : crown, key, serpent, star, key, shield, sun, & bird. The
right side : bird, moon, shield, fish, serpent, comet, crown, & fish.
The door will open and then you will be among revolving planets with
rune symbols on them. You have to pass through these planets in a
certain order, but you don't know what they are right now. So, leave the
trance state by either hitting the 'escape' button on your keyboard, or
accessing your World Map and clicking on that. Talk to Cassie and tell
her about the crystal spheres. Read the astrological tome that Cassie
gives to you; make note of the different planets names and their
symbols. Then, for now, access your World Map and go to Sullivan's
office.
Talk to Sullivan. Then access your World Map and go to Detective
Merylo's office.
Ask for evidence on the Torso case; review the evidence. Review the
evidence item by item starting with number 1. As you're reviewing the
evidence, you're going to come across newspapers; notice the dates on
them and what the blood splatters cover up and what they don't. Notice
that item # 19 is impounded by the F.B.I. Then, ask Merylo about Von
Hess; also ask about Von Hess's medallion. For now, if you want, you can
examine some of the items in your inventory. Examine the invitation, but
don't manipulate it yet; also, examine the lizard skin book. Then access
your World Map and go back to Cassie the Psychic.
Have Cassie put you in the trance again. In the trance, you will be at
the crystal spheres (planets) again. Keeping in mind the newspaper
articles you saw, go through the planets in the following order (the
symbols for each planet were in the astrological tome Cassie showed you)
: click to Saturn, then Mars, then Mercury, then Venus, then the Sun,
then the Moon, then Jupiter, then Earth, and then the gray sphere. Then
click forward till you make your way to a pool of water; click on the
water to get a close-up. Then, click on the stones with the symbols that
you see one at a time into the water; pay attention to the 'visions'
that you will see: there will be a clue here for later. Then hit the
Escape button/ World Map to get out of the trance. Talk to Cassie about
the stones and the pool; then tell Cassie that you saw yourself in the
pool. Then access your World Map. You may have noticed on your Map that
the Kingsbury Run Sewers is available, but if you go there the gate will
be locked and you can't get in yet. So for now, go to the F.B.I. office.
Talk to Winslow. Then access your World Map and go to Detective Merylo's
office.
Ask if Winslow has returned the evidence. You can now look at item # 19.
But, go back and look at item # 1; page through it, and on the last
page, click on the upper right hand corner, and Jim will say, 'Hmm, I
wonder....' Then, access your World Map and go to Santini's home.
Talk to Mrs. Santini. Then, notice that with the window shades that you
can pull them down, but they go right back up. So go back to the
doorway, and click off the light switch there. Then go to the shade that
is on the right hand side of the bed. Pull it down and Jim will get a
photograph. Then turn the light back on. Then click foward to the far
right corner of the room. Look down and click on the base board in the
right corner; retrieve the items inside, including the letter on top,
and the envelope beneath with the rune symbols on it. Next, access your
World Map and go to Kingsbury Run Sewers, and CD change to # 5.
At the entrance to the tunnel, take this path: North 1 click, then East
4 clicks, then North 5 clicks, then turn right and face the guage
puzzle. Click on it to get a close-up. Notice the guage on the bottom is
set to 30; adjust the rest of the valves so that all of the guages read
30. When completed, a passageway opens; enter. Inside, click on and take
notice of the symbols on the door; also click on and take notice of the
cross-shaped hole in the middle of the door.
[ Want to see something humorous? At any point in the game - except for
movie sequences - click and hold your left mouse button and move it to
either the far left side or far right side of the screen; let the image
spin. Next you'll see a funny video sequence ]
Now access your World Map and go to the F.B.I. Ask Winslow for the cross
(Actually Hess's medallion). When you get back to the sewer door, just
click on the center where the cross-shaped hole is; Winslow will give
you the medallion. After Dick leaves, click on the door in front of you;
this will be the sewers bars puzzle. What needs to happen is all the
bars need to come down at the same time. Look at this configuration :
1 2
8 3
7 4
6 5
Then move those toggle switches in the following order : 5, 4, 2, 3, 7,
5, 2; the door will open. Now if you click on the door in front of you,
Jim will say something like it's obvious you can't get through that
door, that there must be some other way to get in. So now, look up and
to your left, and notice the grate/ grille; click on it; this will
trigger a video sequence. Afterwards, access your World Map and go to
the Raven Room.
When you get to the Raven Room, Jim will break in. Then, go to the back
door (back room); if you want, in your inventory, you can bring up the
Invitation and try manipulating it/folding it to get a clue as to how to
open the back room door. But, you don't have to do this (besides, this
'oragamie' stuff can be tough !). Instead, click on the back door to get
a close-up of it, and click the panels in the following order: Bottom
row center (Red diamond), top row center, bottom row left, top row
right, top row left, bottom row right, bottom row left, and bottom row
right; enter. When you're inside, click forward to the wardrobe closet;
then click on the lock itself for a close-up view of it. Notice there
are indentations missing for the center piece of the lock, and the two
that are on the bottom left and right. Click out of this view. Then
click down to the candlestick holders, and then on the one on the left.
There are actually five pieces on which you can turn on this
candlestick; the base does nothing itself. Section 1 will be the top,
the part where the candle would go. Here is the solution to make the
pieces pop out of the bottom to fit the indentations in the lock: Turn
section 4 two times to the right; section 5 two times to the left;
section 3 two times to the right; the closet opens. Click on the green
medallion hanging there. This will be the killers talisman. Then access
your World Map and go to the Psychic, Cassie.
Ask Cassie to put you in a trance; click forward and go to the pool.
Tilt your view down and look at the pool; there is now a new stone to be
put into the water. It is the second one from the left. Watch the next
video sequence carefully (Hint: the bookcase). When you finally end up
at the Raven Room, turn to your right and click forward to the bookcase.
Face the bookcase and click on the middle shelf on the far right; secret
passage will open behind the wardrobe. Watch the video sequence.
It is now 1945; Jim Pearson is now a member of the OSS.
You are in a mineshaft. Look above the door you are facing and notice
the painting; then click on the door itself to get a close-up. The
object is to manipulate the planets around the sun so that they are all
reflecting up to the picture above the door (not towards the sun in the
center). Then, when all of the planets are reflecting up to the
painting, then you may click on the sun in the center; the door will
open. After short video sequence, you will now be faced with three
archways & three puzzles. Turn to your left and go to the Lever puzzle.
Use the following moves with the lever: left one move; up one move;
right one move; down one move; right one move; up one move; left two
moves; down one move; right two moves; down one move; left one move; up
one move; down one move; right one move; up one move; left two moves;
down one move; right one move; up two moves; down one move; door will
open. Next, turn to your right and go to the Keys puzzle. Number the
keys across the top - from left to right - one through eight. They wil
go in the holes like this :
4 8 1
3 6 2
7 5
Also remember to push each key in. Then make another right and go to the
Switches puzzle. There are seven switches from left to right. Flip
switches, 1, 4, 6, & 7; then, keep pushing the red button below (this
will keep turning the gear below). Then, click on the Black Dahlia.
It is now 1946
You are in a Nazi cellar. Turn around and find the staircase; click
forward to it. When you get to the door, click on the little black
square in the center; it is a peephole. Then, turn 180 degrees from
where you are, and shine the light around till Jim says, 'Hmm, what's
that over there?' Then, as you're making your way over, you will notice
a well in the ground with a hook hanging high overhead which you can't
reach. Then turn around and make your way over to the Winch Control
Lever. Click on it for a close-up. There will be two levers and a crank.
The left lever is in the UP position, the right lever is in the DOWN.
Switch the two positions so that the left lever is in the DOWN position,
and the right lever is in the UP; this automatically lowers the rope.
Then, after that, make sure BOTH levers are in the DOWN position. Exit
out of this interface, and make your way back over towards the well.
Look down and click on the hook (a CD change). { It's a good idea to
Save Game here, because it will be easy to get lost. The following
directions may not be the shortest path, but it will get you there; just
follow it as written }.When you reach the shaftway, click forward once.
Then, make a right, and keep going right until you reach the alcove;
make a right into the alcove. You will see some skulls and vases on an
altar. Turn slightly to the right and click down low; click on the big
box. Get the artifact inside. You can examine it in inventory to see the
markings on the back. Exit the alcove. When you exit, you will
automatically go to the left; but then turn completely around 180
degrees. Then click forward and keep going right. You will end up at a
sarcophagus; notice the hasp on the front with its markings. Go to
inventory and Use artifact you just acquired. When the lid opens, notice
the Rune symbols reflected in the top of the lid; click on them and Jim
will make a note of them. Exit this room. Then click forward but keep
branching to the right. You will end up in the main Pillar Room. In the
Pillar Room - while facing the altar - turn to your right and go to the
sixth door opening; enter. Go forward and keep making rights. Then, when
you come to the open area where there is a bridge and steps, click
forward twice; an arrow will hit Jim's torch. Then, click on the steps
in the following order: left step; right step; left step; center step;
right step; left step; and then right step. At the top, click on the
sarcophagus; then click on the broken lid. Then click on the rune
symbols and Jim will make a note of them. Then, inside of the
sarcophagus, notice the skull is missing. Then click forward to go back
down the steps. Click on the steps in the following order (it's the
opposite of when you came up): left step; right step; left step; center
step; right step; left step; and right step. Then go back down the
passageway, and keep going to the right. You'll end up at another
sarcophagus. Click on the sarcophagus once to bring it in close-up, and
then click on the lid to bring up the puzzle interface. The object of
this puzzle is to manipulate the blocks so that the four corner stones
are freed up ( This one can be rather tedious and time consuming, so,
type in the cheat-code : Blockhead ). When the sarcophagus opens up and
you get a view of the skeleton inside and the sword on his chest, click
on the symbols on the sword, and Jim will make a note of them. Exit this
chamber. Click forward, and keep branching to your right. When you enter
this chamber, turn to your left and click on this sarcophagus to get a
close-up; click on the opening to get a view inside. The click on the
little square stone pieces you see scattered in front of the skeleton.
Then, turn to your right until you see the basin of water beneath the
figure on the wall; click on it to get a close-up. In inventory, Use
stone pieces on basin. Then, arrange the stone pieces inside of the
water to form the rune symbols that look like : A straight vertical
line; A slanted letter 'X'; What looks like the letter 'N'; The letter
'F' slanting downwards (Note: each letter/symbol is three blocks high;
you arrange them by clicking and dragging on them). When completed, Jim
will automatically make a note of them. Exit this room, and make your
way back to the main altar room with the four Pillars; do this by going
forward, then two lefts, and one right.
Go forward to the main altar area where the four Pillars are; then click
on the Pillars one at a time and enter in the correct 'combination' by
using the rune symbols that Jim copied down in the notebook at each of
the sarcophaguses. Remember, one of the sarcophaguses that you saw -
where you saw the symbols - was actually reflected in a mirror; remember
to do these backwards. When all four combinations are put in correctly,
a door will open in the back of the room revealing another secret
passageway, and CD change to # 7.
When you enter this new room, click forward once, and then click on the
figure lying atop the sarcophagus; notice that it's hands are cupped.
Now here's where you finally get to use that bag of runes you've been
carrying around with you for the entire game so far. In inventory, click
on the bag of runes to open it. Assemble the runes pieces onto the
figure in the center in the following order:
TOP ROW: What looks like the letter 'N'; a slanted 'Z'; an 'F' pointing
upwards; a vertical line; what looks like a bowtie; what looks like this
{; the letter 'R'; the letter 'M'.
MIDDLE ROW: A backwards 7; a left & right arrowhead; an actual letter
'N'; a slanted letter 'X'; then what looks like the letter 'N'; an
angled letter 'S'; a diamond shape that is crossed at the bottom; an
arrowhead pointing upwards.
BOTTOM ROW: What looks like the letter 'C'; a backwards 7; an angled
letter 'S'; an 'X'; an 'F'; a diamond shape crossed at the bottom; a
vertical line with an arrowhead in the middle of it; a 'T' or line with
arrowhead at top.
Then, use the assembled rune in the figures cupped hands. Watch the
video sequence.
Afterwards, click on the figure atop the sarcophagus and notice it's
eyes are glowing red; back out of this view. Then tilt your view down
and to the left, and notice now you can go down into a trench that is
around the sarcophagus. Go down inside towards the head of the
sarcophagus and notice a pair of binoculars; look into them. All you
will see will be a fiery red fog. Notice the panel to the left of the
binoculars; click on it till you get to the gray stone face, and then
click once past that. Then go around to the foot of the sarcophagus and
you will see two more panels. Do the same as you did to the other panel
to each of these two panels; click to the gray panel and then once past
that. Then, go back to around to the head and look in the binoculars
now; notice the red 'dot' in the middle. Back out of this view, turn
towards your left, and move your cursor along that inner wall of the
trench until it turns into the pointing arrow; click on this. Jim will
remove a dagger from the wall and another secret passage opens.
Talk to Von Hess. Then watch video sequence.
It is now 1946
Talk to the pilot. Then turn to your left and open Captain Collin's
trunk at the foot of the bed. You cab, if you want, examine the items on
the right - but - slide the tray that's on the top left over to the
right. Then, click on the letters.
It is now 1947
On the train, on the table in front of you, examine the ashtray with the
black cigarettes in it. After the porter leaves, click forward to the
end of the car. Then turn to your right and click on the seating chart
on the podium; click on it to get a close-up view. Notice on Shift 2, in
the fourth table, the name Matt Collins (this is the name of the dead
pilot; evidentially, Dick Winslow is impersonating him). Then, turn back
to your left, and go through the door. Then, just keep clicking forward
until you get all the way to the back of the train (Do Not try to open
any of the passenger doors along the way; this will get you thrown off
the train). Along the way, you will enter the baggage car. As soon as
you enter this car, turn around and click on the door; in the close-up,
get the blueprint out of the metal pocket on the door. Take this into
your inventory. This will come in handy later; you can use it by
clicking on a certain car to jump from car to car. Turn around and keep
proceeding to the back of the train to get to the conductors office.
Enter the office.
Talk to the conductor. When he asks you the name, type in: Matt Collins.
He won't give you the number of Collins/Winslows compartment. Exit and
go back to the baggage car.
When in the baggage car, click forward once, turn 180 degrees, and click
on the suitcase on your right. Jim will pick it up and put it on top of
a crate; after that, just wait. You will notice that it will vibrate off
of the crate by itself. You may have noticed above this suitcase when it
was on the crate the Emergency Stop Pull Cord. Then go back towards the
door where you got the blueprints from and look on the shelf and get the
string on a spool. Then click that suitcase back on the crate again but
then right away Use the string on it to tie it to the Emergency Stop
Pull Cord. Then quickly return to the conductors car. When he leaves,
open the left hand drawer of his desk and get out the listings; notice
the name Matt Collins; this is Winslow. He is in car # 283. If you want,
notice on the clipboard on the desk that car # 283 has repairs listed
for the broken number plate. Now exit here and, using the blueprints, go
to the fourth car from the front. Enter room # 7.
Turn to the bureau and click on the top drawer; open it . There is a
piece of paper with a single rune symbol on it; click on it. As you do,
Jim will get dizzy and fall unconcious. You wake up to a blonde haired
woman. Afterwards, go back to the conductors office (use blueprint).
Talk to conductor and ask about Collins; you find out Collins/Winslow
left in Chicago and switched to the express train, but his luggage is
still there. Return to the baggage car.
Go to the end where you had found the blueprints, but then turn to your
right and click on the clipboard; in close-up, notice that Matt Collins'
tag number is 0100AA. Turn around and head to the opposite end going all
the way to the door ( Special Note: It might be a good idea to Save Game
here. It's been noted among many players of this game that there is a
'bug' here and the game might crash at this point, so you wouldn't want
to lose all of your progress up to this point ). Then turn back around
180 degrees, and click on that crate on your right; this will be
Collins/Winslows crate. First, remove the small pin from the top, and
put it in the small hole in the front. Then remove the large pin from
the top and put it in the second hole in the front. Then, flip the top
hasp down, and open the lid; you'll notice it has champagne. Close this
back up, and flip the hasp back in place. Then flip the bottom part of
the hasp all the way up. Then, remove the large pin that you put in the
hole from the front and stick it in that center hole. Then push the hoop
up to the top. Then, remove the small pin and put it in the front center
hole where the hoop was. Then, on the left hand side of the trunk,
remove the handle; put it in the top holes over top of the hasp. Then,
just where you got that handle, remove the handle holder from the left,
and put it over the hoop in the front. Then get the handle that is over
top of the hasp, and put it into the holder in the front. Presto, it
opens. Jim will automatically switch the stamps on the crates. Now, make
your way to the dining car (use the blueprint).
Talk to the blonde haired woman to apologize. Keep talking to her and
ask about Winslow and where she is going; then CD change to # 6.
You are now in L.A.
In your room, click on the telephone. Call everyone possible starting
with the police ( To see a little humorous video sequence, after you
have called everyone and the only choice you have left is 'Hang Up',
instead, click the cursor on Jim himself; watch ). Then, access your
World Map and go to Gabe's Diner.
Talk to the detective. After bumping into Alice, you end up at your
hotel room. Then, access your World Map and go to the Train Station
Shipping Office.
First, talk to the incoming clerk. Then, talk to the outgoing clerk.
Then, look to the left of the outgoing parcels, and notice the trashcan;
click on it and then click on the box inside. Ship the box to the
outgoing clerk. Use box from inventory. Then, choose, Express delivery.
Then - just to check - talk to the incoming clerk. Then, access your
World Map and go to the Boarding Home.
Talk to the landlady. Then, turn to your right, and check the drawers of
the bureau; nothing to take there though. Then, open the closet door and
check the pocket of the jacket. Then click on the matress of the bed and
Jim will notice a shoe underneath. Then, click on the bedside table,
open the top drawer, and read the note. There's nothing in the second
drawer. In the third drawer, notice the romance book, but, click on the
napkin underneath, and notice the Biltmore Hotel Bar. Then, access your
World Map and go to the Biltmore Hotel.
Talk to the bartender. Then, Use Lizzie's photo on him. Then access your
World Map for a brief stop back at your hotel room. But then access your
World Map right away again, and go to the Shipping Office. Talk to the
incoming clerk; when you see the shipping manifest, notice that Matt
Collins is using the ABC Moving Company (you will now also have gotten
your package!) . Then access your World Map and go back to your hotel
room.
Click on the telephone; choose the ABC Moving Company. Then, access your
World Map and go to the ABC Moving Company.
Shine the flashlight around, and find the memo on the wall next to the
calendar; read it. Then turn to your left and click on the desk; then
click on the left middle drawer and read what's inside. Now, from the
memo you read next to the calendar, and using that formula, here is the
file that you are looking for: SO1AKP52. Turn to your right, look down,
and find the file cabinet ( To see a humorous video sequence here, try
opening the top cabinet drawer, check through about ten files or so,
then watch ). Click on the bottom drawer to open it; scan along there
until you find that file, and click on it. Now, if you want, you can
access your World Map and go to the Movie Studio, but the guard won't
let you in. Now access your World Map and go to the Biltmore.
Lizzie will now be there. Talk to Lizzie and ask about the Black Dahlia.
After the video sequence, access your World Map and return to the
Biltmore.
Talk to the barman. First, play along; then insult the bartender and
you'll find out Lizzie's room number. Then turn to your left, and click
forward once towards the door. Then turn to your right and click up to
the stairs. Then go to the end of the hallway where the window is; turn
to your right and you'll see room 201. You can try knocking but there'll
be no answer. Turn to face the window again and click on the bottom of
it; this will open it and then exit out through it. Click on Lizzie's
window, and Jim will try to open it, but it won't budge. You will now
have a close-up of the window. Then tilt your view so you're looking all
the way up and click on the top of window; this will bump the window
down a little bit. Then, click on that stick you see to the far right
sticking up (this was the stick that prevented the window from opening).
Now open the window from the bottom and go in. Inside Lizzie's room,
looking inside the chest of drawers yields nothing, nor does looking on
the vanity table. But, to the right of the bureau drawers, tilt your
view to look above the door; then click up top of the ledge of that
door. In the close-up, click on the key you see on the ledge. Then,
access your World Map and go back to the Sunset Arms Hotel.
The detective is waiting for you. Talk to him; finally Alice steps in to
save you. Talk to Alice. When done talking with Alice, access your World
Map and go to the Train Satation Lockers.
Now remember that Lizzie removed the number from the key that you have,
but wrote in her letter that she had a full proof combination to
remember the number. Her initials were E.S.; E.S. is 3 & 7 on the
telephone dial, so try locker # 37. When you find the locker, you can
read Matt's letter if you want to, but in the jewelry box, get the
receipt from the antique shop. Then accesss your World Map and go to the
Antique Shop.
Talk to the proprieter; Jim will buy the cane. Examine the cane in
inventory; notice the rune symbols. Also notice, around near the head of
the cane, are four vertical lines. Along these lines, match up the four
sets of rune symbols you found back in the monastery caves. When the
cane opens, you will get a treasure map. Then access your World Map and
go to the Sunset Arms Hotel.
Look at your bed, and on top of the pillow, you will now have a Studio
Pass/VIP Access. Then access your World Map and go to the Movie Studio.
After video sequence, go over and talk briefly with Alice. Then, turn
180 degrees around, and go over a look at the open crate; inside the
crate, click on the delivery requisition. Then go back over and talk to
Alice. Then, access your World Map and go to Al King's house.
Talk to Alice again. After speaking with Alice, turn around 180 degrees
and go back towards the desk. Then turn to your left and click on the
telescope. To the left of the telescope is the scope's inclination and
declination chart. Then,back out of this view and click on the desk;
then click on the little notebook. Make a note of the coordinates that
you see here: these will be useful for 'practicing' with the telescope
to get the hang of it. Make particular note if it has a 'negative' ( - )
sign in front of the number and of decimal ( . ) points. Then, turn back
to your left, and click on the metal box that is just beneath the
telescope. Try entering the coordinates: -.8, - 45. Exit out of this
interface and click on the telescope itself again. Then, using the click
and drag method, make the Triangles you see inside the telescope view
meet horizontally and vertically; see what you see. Then, click on the
settings box once more each for these coordinates: -1.0, -25; .2, 5.
Remember to click and drag to make the Triangles meet. Then, turn to
your right a little, and click on the trash can next to the desk. Click
on the torn up pieces of paper inside; also click on the newspaper
article, chisle, and pair of gloves. In inventory, examine the torn up
telegram and assemble it. Only one of them is important: Winslow's; it
was sent from Zurich, he'll arrive in January, and wants crate delivered
to abandoned shooting lodge. After reading that newspaper article you
found in trash, access your World Map and go to the Cemetary.
At cemetary, make your way around the sarcophagus and click on the gold
urn; get the piece of paper. The page number - 165 - is circled with the
Saturnus logo, and Winslow also wrote, 'Look at it a hundred times'.
Access your World Map and go back to Big Al's house.
Turn around and go over to the desk; click on the map on the wall above
the desk. In inventory, Use the treasure map on the map and superimpose
it so that the 'crosshairs' will match. As can be seen, Al's house
height is 100 and the marked position is at 250. Now go look at the
chart for the telescope. For the range of 16,500 and a height difference
of 150, there is an angle of 0.5. ( Also, from the graffiti at the
cemetary, by studying the one puzzle on the wall - the Saturnus one -
the correct amswer is 27 ). Use the location device on the telescope and
set it for: 0.5, 27. Then look through telescope and line up the
Triangles again; you'll see Dick Winslow.
In the abandoned loft, turn around and click on the picture on the
ladder; then click on picture in close-up. After the ladder breaks, and
the fire starts, turn towards the lockers. Open them from left to right
one at a time; by the third one, Jim will have a rune mark burned into
his hand. Then inside of that locker, click on the key and Jim will get
out. You'll automatically return to your hotel and read a letter from
Alice; then you'll end up back at Big Al's.
The place is a shambles, it's wrecked. Click forward once, turn right,
and click down into the main area. Turn to your left and click on the
projector; click on note on projector. Then click the ON switch down the
bottom. After watching film, turn around and go back up landing to the
bar, and turn to your left and click forward. Turn to your left and
click on the cuckoo clock; in close-up, click on the note. Back out of
this close-up, and set the hands of the clock by doing this: move the
little hand (hour) to the 5; then move the big hand (minute) to the
twelve: 5:00. As soon as the hula dancer comes out, turn the big hand
(minute) back five minutes; the secret passage will open.
As soon as you enter the underground passage, turn to your right, lower
your view, and click down: see severed head. Then turn back to your
left, and see Alice hanging in the background; click towards her. Click
on Alice to free her (or on the knife on the ground to her right). Uh
oh... After the long video sequence, there are three possible choices
you can make that lead to two different endings.
The best ending is to shoot the Black Dahlia in Winslow's hand.
The other ending, you can either choose to shoot Winslow, or, do nothing
at all; both lead to the same ending.
Cheat Codes:
Stained Glass Puzzle: Leadhead
Lockbox Puzzle: Loghouse
Winslow's Safe: Masterlock
Sealstamp Puzzle: Ringding
Pressure Gauge Puzzle: Pressure
Door w/ Revolving Planets Puzzle: Sunspot
Sarcophagus w/ Sliding Blocks Puzzle: Blockhead
Bag of Runes: Gemstone
Crate on Train Puzzle: Boxtop
Cane Puzzle: Candycane