>BLACK DAHLIA
>
> TIP: if you don't have a high end system and have less than an ideal
>setup; Save often before and during CD7, once you are on the train!  To
>avoid a complete crash, point the arrow as the walking option appears,
>click ONCE and wait.  Sometimes there will be no animation, and you jump
>to the next screen.  If it takes longer than normal, click no more than
>twice, it will cause your computer to crash!
>
>CHAPTER ONE.
> After your briefing by Sullivan, you go to your office.  Turn right and
>flip on the light switch.  Examine books and objects on the shelves.
>Next, right-click to bring up the supplemental list, then left-click
>Inventory.  Choose Badge from the list, then click on the badge.
>Left-click on the silver disk behind the ID card to examine your St.
>Christopher's medal.
>
> Left-click to go behind the desk in your office.  Check out the middle
>drawer and everything in it.  Click down arrow twice to back away.
>Then, drag the cursor down, and left-click on the right drawer.
>Left-click on the To Do List.  Left-click on it again to put it back.
>Left-click and hold the list again, and drag it to reveal the revolver.
>Take the revolver and left-click the down arrow to close the drawer.
>Left-click to go around in front of the desk, then turn right to face
>the filing cabinet.
>
> Check out the filing cabinet and everything on and in it.  Click down
>arrow to back away.  Now, turn towards the small locked cabinet on the
>book shelf.  Left-click forward once, turn right and click the small
>cabinet.  Right-click to bring up the supplemental list.  Left-click
>inventory.  Left-click revolver in the list.  Hold left-click on the
>revolver's butt and drag it to the right.  Left-click on the revealed
>key.  Left-click again to get the key.  Left-click the key to look at
>it.  Left-click on Use to open the cabinet.
>
> Left-click the message in the upper-left area.  Left-click the down
>arrow to put it back.  Left- click on the letter from Sullivan and read
>through it also.  In inventory, choose Case File and left-click again to
>open it.  Left-click the pages to turn them.  While in inventory, to
>scroll it, hold the left mouse button and slide it up or down.
>
> Right-click to bring up the supplemental list.  Left-click on the world
>map.  Left-click on Sullivan's office.  Left-click on Sullivan, to start
>a conversation.  Left-click on "Ask about Your Predecessor."  Then, "Ask
>about The Case File", "Initial Crime Report", "Ask about Finster (under
>Victim.)  After reading the invitation, select "Tell Him It Looks Like
>Fascist Propaganda", "Ask about Detective."  Right-click to bring up the
>supplemental list, and left- click on the World Map.  Left-click on
>Detective Merylo's office.
>
>CHAPTER TWO.
> Click on Merylo and choose Ask about the Torso Murders, Ask if the FBI
>is helping with the case, ask about Finster's complaint.  Hold left
>mouse button and drag the cursor to the closed black mug book at the
>bottom left of the screen.  Left-click the Finster Stationery to get it,
>when Merylo is not looking.  Look at it in inventory.  Left click the
>other pages to turn them.  Right click then choose the world map.
>Choose Finster's office, then click on Finster.
>
>NOTE: at a puzzle during the game, press F2 and type the cheat code to
>bypass the puzzle.
> Ask about the man that gave the invitation, the messenger's
>description, where he can be found, and the Brotherhood of Thule.
>Finally, you ask about the symbols and signs.  In the supplemental list,
>click the map, and choose McGinty's Bar to go there.
>
> Walk toward the bartender, turn right and click on the bartender.  Ask
>about the Foreman.  Turn right and go toward the FBI agent.  Turn left
>and go toward him again.  Ask about the Foreman, and Who He Is.  You
>chat with Winslow for awhile.  At the World Map, choose Sullivan's
>office.
>
> Ask Sullivan about the Blacklist, then take it.  At the World Map,
>choose My Office.  BLACKLIST PUZZLE: If you look at the notes that
>Pensky wrote on the paper in the locked cabinet, you'd see; 0+1-1.
>You'll also notice that in all pairs of numbers on the black list, the
>second number is smaller than the first number.  0+1-1 relates to the 3
>letters of the phone number.  In Strauss' case, it could be CLV: C=2,
>L=5, V=8.
>
> Following the pattern 0+1-1, do nothing to the first number, add one to
>the second number, and subtract one from the third number.  You end up
>with 267.  Since the second number of each pair in the black list is
>smaller, it makes sense to subtract the second from the first.  Strauss
>is 51-22-40.  You end up with 404.  Therefore, dial 267 404 (you can use
>the keyboard numbers.)
>
> Go behind the desk and click on the phone.  Dial the number and leave a
>message.  In the supplemental list, click the world map and choose
>Detective Merylo's office.  Ask him about Special Agent Winslow.  At the
>world map, choose My Office.  Left click the down arrow on the message.
>Change to DISC 2.
>
>CHAPTER THREE.
> Talk to Helen Strauss and ask about Her Father, Professor Strauss.  Ask
>about Her Field of Expertise.  At the world map, choose My Office.  Turn
>right and click the light switch, if the lights are off.  Hold down the
>left mouse button and drag the cursor to the ceiling Light Fixture, and
>click the fixture.  In inventory, examine the rune pieces and papers
>inside the velvet bag.  At the World Map, choose McGinty's Bar.
>
> Click forward past the bartender.  Go forward again and turn left.
>Click the bald man, and click him again.  Ask about the Foreman.  Turn
>right and click the phone twice for a closeup, drag the cursor up to see
>the name and number, Lou Fielding, CMR-259 at the upper right.  Scroll
>down and click to dial 267-259.  Type in Louie and press Enter.  On the
>world map, choose Merylo's Office.  Look through the mug book again.  On
>page five, there's a man named Louis Fischer.
>
> From the map, go back to McGinty's Bar.  Call 267-259 again and type
>Louis Fischer.  STILL NO!  In the bar, talk to Hansen again.  On the
>map, go to My Office, and look through everything you have in
>inventory.  Return to McGinty's Bar and talk to Hansen again.
>
> On the World Map, choose the Museum of Natural History.  Right click to
>bring up supplemental list, choose inventory, choose Case File, click on
>Use.  Click right side of pages to turn them.  Some names are stricken
>from the records.  Click down arrow to back away from the book.  After
>talking, go back in inventory again, click on Finster Stationery, and
>click on Use.  Click down arrow to back away from book.  Ask Helen about
>the knights' crests.
>
> Back in inventory again, click the bag of runes and click Use.  Ask
>Helen Strauss about the Stained Glass Window.  Scroll and examine all
>the notes and photos on the map above the table.  Left click on the
>window.  STAINED GLASS WINDOW PUZZLE: Four officers' positions are
>represented by four of the crests.  Left click to manipulate a piece.
>Left click and hold a piece to move it tightly against another.  (Cheat
>code: leadhead)
>
> Click down arrow on solved puzzle.  Click the light above and to the
>left of the work table to turn it on.  Notice the four names that show
>up.  Click the List of Names to back away.  On the world map, choose
>McGinty's Bar.  Walk forward twice, past the bartender, and turn right.
>Dial 267-259 and type in LOUIE FISCHTERWALD and press Enter.  On the
>map, choose the Raven Room.
>
>CHAPTER FOUR.
> Turn right and click on the intercom twice.  You say that you're
>looking for Fischterwald.  Choose, Tell Him Finster Sent You.  Back away
>from the door.  Go to the table with the leather- bound book.  Turn the
>page to look at the names.  Look at the floor, under the table, and
>click the card by the table leg.  Get the card and examine it in
>inventory.  Turn the card over and read the backside (this is
>important.)  On the map, choose St. Bartholomew's Mission.
>
> Click on Ernie the Deskman.  Ask about Louie, How he knows Louie, What
>he does, Has the Mission Been Busy.  On the map, choose the Museum of
>Natural History.
>
> Talk to Helen Strauss.  Ask if She's figured out the Rune Pieces.  When
>she gives you the coded sheets, examine Helen's notes in inventory.  On
>the map, choose the Raven Room.  Talk to Louie, Confront Louie about the
>Invitation.  On the map, choose St. Bartholomew's Mission.  Talk to
>Ernie, Trick Ernie into Leaving (tell him you're there to pick up a
>package.)  Left-click and drag the cursor under the desk.  Click to look
>under the desk.  Click on the Black Suitcase.
>
>ERNIE'S SUITCASE PUZZLE.  Drag all the papers and magazines from left to
>the extreme right side.  Stack everything neatly back on the extreme
>left side.  Click the picture to take it, click again to put it in
>inventory.  Click down arrow to back away.  On the map, choose Merylo's
>Office.  Talk to him and, Show Him Ernie's Photo.  On the map, choose
>the Raven Room.  SAVE GAME!
>
> In inventory, choose Ernie's Photo, then click Use to use it on Louie.
>You go to an abandoned factory.  Turn right and click to go forward.
>Click on the bottle to throw it (or click and shoot the steam pipes near
>gunman's hiding place, if you take the left fork.)  Click to shoot the
>Gunman.  You cautiously approach and kick the gun away, then search the
>body.
>
> You find a matchbook.  Examine it.  A boy approaches and gives you a
>box.  You give him a nickel.  Open the box.  Change to DISC 3.
>
>CHAPTER FIVE.
> Click on Detective Merylo.  Ask about the Warehouse Gunman, Tell Him
>What You Know.  After Merylo leaves, click on the newspaper, click on
>Rest of Torso Victim's Remains Found.  Click down arrow to back away
>from newspaper.  Click on I Survived the Torso Killer.  Back away from
>the newspaper.  On the map, choose Sullivan's Office.  Talk to him.
>Choose Update Your Boss on Your Case.  Ask about Mr. Pensky.  In
>inventory, choose Matchbook, then left- click the right pointing arrow
>on matchbook to turn it over for a phone number.
>
> Left-click front of matchbook to open it and get the name Muhlhaven.
>Click exit.  On the map, choose Hotel Cleveland.  Talk to the Hotel
>Clerk.  Ask if Muhlhaven is in, Ask More about Muhlhaven, Ask for
>Muhlhaven's Room Number.  Choose, Threaten Him or Bribe Him; either one
>gets same result.  Turn right and click phone on wall.  Click it again.
>Dial 425-637 (on your matchbook.)  Go back and again ask the clerk if
>Muhlhaven is in.
>
>  Use the phone again, dial 425-637 and tell the clerk to get a paper to
>Muhlhaven's room NOW!  You follow the bellboy.  Turn right and click the
>Maid's Cart, click it again, click on the butter knife.  Click the down
>arrow to back away.  Left-click and drag cursor up to Transom above the
>door.  Click on Transom.  Turn right and click on the bed.  Turn right
>and click the nightstand on the right of the bed.  Click the vase on the
>nightstand, click the key in the vase, click down arrow to add key to
>inventory.
>
> Reach for the invitation in the vase, and hear keys in the door lock.
>You quickly hide behind drapes near the balcony.  After everyone leaves,
>click the Armoire against the wall.  Click the handles.  Click down
>arrow twice to back away.  Turn left and click the bed.  Click twice on
>the vase.  Click twice on the photo in the vase.  In inventory, click
>the photo from 23G.  Click to turn it over and read message.  Click
>exit, and click down arrow to step away from photo.  On the map, choose
>Louie's Loft.
>
> Go forward into the loft, turn right and click the stove.  Click the
>small broom, beside the stove, and clear away pile of ashes.  You get
>out your notebook and copy those runes.  Helen had said you have to know
>what order the runes go in.  The first three you fit together from the
>flyer that Louie past around at Finster's.  These should fit together in
>the same pattern.  In inventory, select the bag of runes and left-click
>them to put them together.  Refer to your Notebook.
>
> Connect the middle rune to the last rune in the sequence.  The third
>rune is already on the puzzle frame.  The middle rune goes directly
>beneath it; the one on the left goes to the left of it.  Click down
>arrow to back away.  Turn right and click the squeaky floor in the
>walkway straight from the door; this is the only interactive section on
>the floor.  Click twice on the Lockbox hidden beneath the flooring.  You
>recover the hiding place.
>
>LOCKBOX PUZZLE.  Examine the box in inventory and manipulate the parts
>in the following order:
>
>1. To the left of the large window, turn (click and drag) the lamp
>clockwise.  2. Push small window (on left side) in.  3. Drag chimney
>down.  4. Slide panel (below small window) up.  5. Turn mill wheel back
>away from you.  This causes the panel below and to the left of the small
>window to sink forward into the side of the house.  6. Slide the panel,
>below and to the right of the small window, as far as it will go to the
>left.  7. Slide the panel that had been directly below the small window
>back down to its starting position.
>
> 8. Pull the chimney back up.  9.  Turn the wheel toward you.  10. Turn
>the lamp, to the left of the large window, counterclockwise till it
>stands straight up.  11. Slide the long panel below the large window to
>the left.  12. Pivot the door to the right of the large window all the
>way open.  13. Slide the open door to the left as far as it will go.
>14. Slide small square panel, below the large window, up.  (Cheat code:
>loghouse)
>
> Take the key and signet ring out of the lockbox.  In inventory, examine
>them.  Cover the hiding place and click down arrow to back away.  On the
>map, choose Sullivan's Office.  Talk to Sullivan and, Ask about Joseph
>Muhlhaven, Ask about Blackmailer, Ask about Photo, Ask about Pensky's
>Last Case.  On the map, choose Flanagan's.  On the map, choose FBI
>Office.  Talk to Winslow and, Ask about the Warehouse Gunman, Ask about
>Joseph Muhlhaven, Ask about the Blackmailer, Ask about Pensky's Files.
>On the map, choose Hotel Cleveland.
>
> Turn left and click the Armoire, click the Armoire Handle, in inventory
>click the Signet Ring, then click Use.  Just as you're about to open the
>armoire, you have just enough time to hide behind the drapes.  After
>watching for awhile, you move from hiding to confront a nightmare.
>
>CHAPTER SIX.
> Once you open the armoire, carefully examine the inside.  Read the
>letter, under the money clip and letters, then put it back.  Click the
>invitation four times (folded black papers under the ties.)  Be sure you
>keep the invitation.  After you've thoroughly checked the armoire, from
>the map, choose FBI office.  Around the room are signed pictures from
>famous people.  What about the picture by the globe?  The final score
>between Harvard and Yale, is wrong: Harvard 19, Yale 6 in 1933.
>
>  Notice the picture of fruit and pitcher by the door.  Click twice on
>the picture and click left side of the Picture.  WINSLOW'S SAFE PUZZLE:
>turn twice past 19, stopping on it the third time it comes around.  Turn
>left past 6 once, stopping on it the second time it appears.  Turn
>right, stopping on 33.  Try the handle and the safe should open.  (Cheat
>code: masterlock)
>
> Click the file on the top shelf.  Click through all the papers until
>you discover that Pensky is at the Sunnyvale Rest Home, that requires a
>level 3 clearance.  Click down arrow to back away from the file.  Click
>ID case on second shelf and get the security pass.  Click down arrow to
>back out of the safe.  Tell Winslow you just arrived.  On the map,
>choose Sunnyvale Rest Home.
>
>CHAPTER SEVEN.
> Talk to Pensky and, Ask about His Case, Torso Killings, Raven Room, and
>Dreams That Have Troubled Him.  On the map, choose My Office.  Turn left
>and click the books to the right of the locked cabinet.  Click on, The
>Crusades-A Pictorial History.'  Click twice on the Raven's Feather.  On
>the map, choose Louie's Loft.  Walk forward once.
>
> Turn left and click on the dresser.  In inventory, click on the Lockbox
>Key, and click on Use.  DRESSER LOCK PUZZLE.  1. Push key into lock.  2.
>Turn the key left.  3. Pull out on key, but not all the way.  4. Turn
>the key right twice.  5. Push key in.  6. Turn the key left once.  7.
>Pull the key out.  (Cheat code: turnkey)
>
> Click on the Fang twice to add it to inventory.  On the map, choose
>Flanagan's.  Muhlhaven gives in when you show him the photograph.  Talk
>to him and, Ask Why He's Being Blackmailed, Ask about the Raven Room,
>Ask How to Get in to the Party.  In inventory, click the Invitation,
>then click Use.  On the map, choose Sunnyvale Rest Home.  Talk to Pensky
>and, Ask about the Party at the Raven Room.
>
> On the map, choose Museum of Natural History.  Turn right and click on
>the display case.  Click the paper in the case.  Click down arrow to
>back away from the Seals.  Click on the seal and click it again to open
>it.  SEAL PUZZLE.  For reference, start at the back of the seal and
>number that ring 1, followed by 2, 3, 4, and then 5 nearest the end.
>You have to drop the darker seal to the bottom to replace the silver
>one.
>
> 1. Turn ring 4 to the right; the lower right quadrant of the seal sinks
>in.  2. Turn ring 1 to the right; the lower right quadrant of the seal
>is exchanged for the darker seal.  3. Turn ring 5 to the right; the
>lower left quadrant sinks in.  4. Turn ring 1 to the right; the lower
>left quadrant is exchanged for the dark seal.  5. Turn ring 2 to the
>right; the upper left quadrant sinks in.  6. Turn ring 1 to the right;
>the upper left quadrant is exchanged for the dark seal.  7. Turn ring 3
>to the right; the upper right quadrant sinks in.
>
> 8. Turn ring 5 to the left; the lower left quadrant pops out flush with
>the bottom of the seal.  9. Turn ring 1 to the right; the upper right
>quadrant shifts to the lower right quadrant, remaining silver.  10. Turn
>ring 2 to the left; upper left quadrant pops out flush with bottom of
>seal.  11. Turn ring 3 left; upper right quadrant pops out flush with
>bottom.  12. Turn ring 1 to left; lower right quadrant is exchanged for
>dark seal.  13. Turn ring 4 to left; lower right quadrant pops out flush
>with bottom of seal. (Cheat code: ringding)
>
> Once the right seal is in place, Helen stamps your invitation.  Change
>to DISC 4.
>
>CHAPTER EIGHT.
> After a long movie, turn left and click the door by the bouncer.  Turn
>left, click the upside- down bowl on the table.  Click on the wait
>station entrance by the table.  Turn right, then go into inventory.
>Click the bowl, then click Use.  Click the tray of glasses.  Turn left
>and pull the light chain above the table.  Click the table.  BROTHERHOOD
>OF THULE PUZZLE.  It seems that these runes overlap one another.  Inside
>each rune around the table is a plate with a motto.
>
>  The easiest way around the table is to use the cursor and follow the
>directional arrow.  Starting at the black dragon panel, that can't be
>opened, move clockwise and read the following: Transcend Joy, All Men
>Together, Compassion is not Apathy, Stagnation Resists no Challenge,
>Nurture by Valor, True Heritage Merits Strife, Constancy is its own
>Reward, Hardship is my Birthright, Of Intrepid Ancestry, Excess Breeds
>Complacency, Courage is my Mettle.  Look at the brass disk in the
>table's center; Each Gift To Him Is Now Devoted.  Check the parchment,
>that Helen Strauss translated for you, and line 22.  It appears that
>these runes are also paired up.
>
> Looking at the table again, assign 1 to the black dragon panel that
>doesn't open.  Move clockwise around the table and open panels in the
>following order: 6, 8, 11, 12, 9, 4, 5, 7, 2, 3, 10, 1.  (Cheat code:
>arthur)  Inside the black dragon panel is a book of runes.  Studying the
>book, you experience another nightmare.  You grab the book and back
>away.  Go to the Sunnyvale Rest Home for another movie sequence.
>
>CHAPTER NINE.
> At your office the next morning, you read a note from Cassandra
>Rollins.  Talk to Cassandra and, Ask about Mr. Pensky, Tell Her about
>Your Nightmares, click Yes.  You go through a door with a gargoyle above
>it.  Go through another door with two torches.  SAVE GAME!  You are at a
>point joining four different places.  The torches mark the door back the
>way you came in from.  This new area has several hot spots and in each
>of the four rooms stated in the following paragraph.
>
> Carefully turning right, from the exit, you find offices in this order:
>Merylo's office, "The Crown and the Bird sit on his right and left", is
>the phrase that identifies it.  Turn right and click  the desk area.

>Winslow's office, "The Keys are Creatures of the Sun."  Turn right and
>click the next hot spot.  Your office, "The Comet is seen after the Moon
>has risen."  Turn right and click the next hot spot.  Sullivan's office,
>"The Star follows the Key."
>
> To get back, start in Sullivan's office and click the hot spot above
>the FDR picture behind the desk.  Your office, turn right and click the
>first hot spot, Winslow's office.  Turn right and click Merylo's
>office.  Turn left and click the entry spot, you'll hear water.
>Approach the locked door with symbols all over it.  DREAM DOOR PUZZLE.
>The left side represents day, the right side represents night.  The
>stones go in the door slots in the following order, from top to bottom:
>DAY...............NIGHT
>8. Crown.........9. Bird.
>7. Key............10. Moon.
>6. Serpent......11. Shield.
>5. Star............12. Fish.
>4. Key............13. Serpent.
>3. Shield........14. Comet.
>2. Sun............15. Crown.
>1. Bird...........16. Fish.
>
>(Cheat code: cancan)
>
> Two spinning spheres are before you.  You can jump from one to
>another.  More appear each time you jump.  You can't reach number nine,
>a huge silver sphere.  Press Esc once to return to Cassandra.  Talk to
>her and, Tell Her about the Crystal Spheres.  Click the book and turn
>the page.  Left click the page with the chart listings.  Click down
>arrow to move away from the book.  On the map, go to Sullivan's office.
>
> Talk to Sullivan and, Ask about Von Hess.  You must, Mention Link
>between Brotherhood of Thule and Torso Killings.'  On the map, go to
>Detective Merylo's office.  Talk to him and, Ask to See Evidence on
>Torso Case.  Click Item 1.  Click the right pointing arrow to get
>through all the pages.  Click Victim's Address on third page to open
>Santini House location.  Click top of page 1 to talk to Merylo.  Check
>your map to make sure the Santini address was added.
>
> Click down arrow to return to Evidence Tracking Log.  Click Item 2.
>Click on Victim Photo.  Click down arrow to return to Tracking Log.
>Click Item 3.  Click Newspaper.  Click down arrow to return to Log.
>Click Items 4 to 18 in that order, to look at them.  Click Item 19 to
>talk to Merylo about FBI confiscation.  Click down arrow to exit from
>Log.
>
> Talk to Merylo and, Ask about Von Hess, Ask about Von Hess's
>Medallion.  On the map, choose the FBI Office.  Talk to Winslow and, Ask
>about Von Hess, Ask about Von Hess's Medallion, Ask to See Torso Case
>Evidence, Ask If He Has Any of Detective Merylo's Evidence, Ask about
>Pensky.  On the map, choose Kingsbury Run.
>
> Again on the map, choose Santini House.  Talk to Mrs. Santini and, Ask
>about Killer's Motives.  Talk to her again, to get her to leave.  Turn
>right and click the light switch off.  Turn left and click the window to
>the right of the bed.  Click bottom of shade, hold it down and pull the
>shade all the way down, then release the mouse button.  You find a
>photo.  On the map, choose Raven Room.  Turn left and click the Back
>Room Door.
>
>RAVEN ROOM BACK DOOR PUZZLE.  To get an idea, look at Von Hess's
>invitation in inventory and notice the fold lines across it.  Clicking
>the shapes on the door moves them.  You need the correct combination.
>The secret to folding the invitation and getting the designs to appear
>is to fold the invitation so that all gold shapes are on one side of the
>page.
>
>SOLUTION.
>....*....*****....***....***....***....***...***....***
>..*..*....***......**....****....****....**...**........**
>....*..................*................................*...*............*
>
>(Cheat code: triangle)
>
> Once inside the room, turn right and look at the wall to find the
>tapestry that is behind Angelo Santini and Louie the Fish in the
>picture.  Study the tapestry and it's apparent pattern.  On the map,
>choose Merylo's office.  Talk to him and, Ask If Winslow Returned the
>Evidence.  Click on Item 19.  Look at the bloody newspapers in
>succession and notice certain numbers were left uncovered.  Write them
>down as they appear; first paper 15, second paper 65, third paper 260,
>fourth paper 175, fifth paper 111, sixth paper 369, seventh paper 34,
>eighth paper 4.
>
> Eight victims, eight numbers, eight planets, eight spheres.  Too
>Coincidental.  The numbers are the ones you copied from the astrology
>book at Cassandra's.  Match the numbers to the planets from your list:
>NUMBERS....PLANETS
>15....................Saturn.
>65....................Mars.
>260..................Mercury.
>175..................Venus.
>111..................Sun.
>369..................Moon.
>34....................Jupiter.
>4......................Earth.
>
>  On the map, choose Psychic Parlor.  Talk to Cassandra and, Ask to Be
>Put into Trance.  SPHERE PUZZLE.  You're looking at the spheres again.
>Match the symbols on the planets with your notes and jump through them
>using the following planets and colors:
>PLANET....COLOR
>Saturn..........black sphere on the left.
>Mars............red sphere on the right.
>Mercury.......purple sphere on the right.
>Venus..........green sphere on the right.
>Sun..............gold sphere on the right.
>Moon...........silver sphere on the right.
>Jupiter..........blue sphere on the left.
>Earth............brown sphere on the left.
>
>
> Click the silver sphere to go forward.  Click Odin's Pool, then pick up
>all stones to have visions.  Click down arrow to back away from pool.
>Press Esc once to get back to Cassandra.  Talk to her and, Tell Her
>about the Stones and the Pool, Tell Her You Saw Yourself in the Pool.
>On the map, choose Santini House.  Turn left and walk by the desk.
>Click on the baseboard.  Click on the papers.  Click on the runes.  On
>the map, choose Kingsbury Run.
>Change to DISC 5.
>
>CHAPTER TEN.
> Go forward once and turn right.  Go forward four times and turn left.
>Go forward six times and turn right to the valves.  VALVE PUZZLE.  SAVE
>GAME!  You have to get all the gauges to read the same.  Number the
>gauges 1 to 5 from left to right.  Number the wheels 1 to 4 from left to
>right.  1. Drag wheel 3 clockwise till gauge 3 shows 30.  2. Drag wheel
>2 clockwise till gauge 1 shows 40.  3. Drag wheel 2 counterclockwise
>till gauge 1 shows 26.  4. Drag wheel 2 clockwise till gauges 1 and 5
>show 30 each.  5. Drag wheel 1 clockwise till gauge 4 shows 30.  The
>valves are very touchy and you might have to back away and try again.
>(Cheat code: pressure)
>
> A door to your left should open.  Enter and click the other door to get
>a closeup and you copy the runes into your notebook.  You need all the
>runes to solve the case.  Scroll down and click on the strange keyhole,
>so that you have something to discuss with Winslow.  On the map, choose
>FBI office.  Talk to Winslow and, Ask for Von Hess's Medallion.
>
>Once back at the locked door with Winslow, click on the door keyhole.
>When Winslow gives you the iron cross medallion, you draw your gun then
>insert the iron cross into the keyhole.  You lead the way, but Winslow
>soon abandons you.
>
>SLIDING LEVER PUZZLE.  SAVE GAME!  Starting at the top left and going
>clockwise, number the bars 1 to 6.  Number the toggles 1 to 8.  You have
>to get all the bars down at the same time.  Move toggles in the
>following order: 5, 4, 2, 3, 7, 5, 2.  (Cheat code: barbell)  Turn about
>half way around left and drag your cursor up.  Click on the barely
>visible ledge to climb up.  On the map, choose Raven Room.  Click on the
>robe closet.  Click on the table to the right of the robe closet.  Click
>the left candleholder.
>
>CANDLEHOLDER PUZZLE.  From top to bottom, number the sections of the
>candleholder 1 to 5.  Each section can be twisted right or left.
>Sections 2 and 5 are very narrow.  To make the key, make the following
>twists: twist section 4 to the right twice, twist section 5 to the left
>twice, twist section 3 to the right twice.  Once the holder is the right
>shape, you automatically open the wardrobe.  (Cheat code: nimble)
>
> Put the candleholder back on the table.  Click the green talisman.
>Click it again to put it in inventory.  On the map, choose Psychic
>Parlor.  Talk to Cassandra and, Ask To Be Put into Trance.  Go forward
>to pool.  Click the Odin Pool.  Click the Talisman Icon, second from
>left, to throw it into the pool.  After the vision, back away from
>pool.  Press Esc to return to Cassandra.
>
> You and Merylo automatically go to the Raven Room.  Turn right and move
>toward the bookshelves.  On the second shelf down and to the right,
>click on the end Book.  Long movie.
>Change to DISC 6.
>
>CHAPTER ELEVEN.  Click on the Sun Door.  SUN DOOR PUZZLE.  Move planets
>by holding left click on them and dragging.  Instead of calling each
>planet by its name, you can match the symbols on the circles with the
>information in your notebook.  Starting with the planet closest to the
>sun and counting back to the outer orbits, number them 1 to 7.
>
> The goal is to line up all seven planets facing the mural of Odin
>above.  Once you have them lined up, click on the sun to go through the
>door.  The planets should be lined up as follows:
>
> Move planet 7 three complete revolutions clockwise, slowing down and
>stopping as planet 5 locks into position.  Move planet 1
>counterclockwise slowly to put planet 6 in place.  NOTE: keep planet 6
>moving until it almost turns out of position.  If it does, simply use
>planet 1 to drag it back into place.  Move planet 3 counterclockwise
>until it just goes into place.  Try not to go much farther.
>
>Move planet 6 counterclockwise to put planet 2 into place.  Move planet
>4 clockwise to put planet 1 in place.  (Cheat code: sunspot)  Click on
>the sun to open the vault room.  Turn slightly left.
>
>Click on the left vault.  RETRACTING BARS PUZZLE.  L means left, R means
>right, U means up, D means down.  Drag the lever in the directions and
>number of moves as follows: L1, U1, R1, D1, R1.  U1, L2, D1, R2, D1.
>L1, U1, D1, R1, U1.  L2, D1, R1, U2, D1.
>(Cheat code: ladybug)  The vault should unlock.  Inside, you find an
>empty case.  It's necessary that all three vaults be opened.  Click down
>arrow to back away from the vault.
>
> Turn right and click the middle vault.  MULTIPLE KEY PUZZLE.  Number
>the keys 1 to 8 from left to right.  Number the keyholes left to right.
>Top three keyholes 4, 8, 1.  Middle keyholes 3, 6, 2.  Bottom two
>keyholes 7, 5.
>
>Work with one key at a time.  The proper order is as follows:
>4 goes in hole 1; turn it to the right.
>8 goes in hole 2; turn it to the right.
>1 goes in hole 3; turn it to the right.
>3 goes in hole 4; turn it to the right.
>6 goes in hole 5; turn it to the right.
>2 goes in hole 6; turn it to the right.
>7 goes in hole 7; turn it to the right.
>5 goes in hole 8; turn it to the right.
>(Cheat code: keypunch)
>
> Inside the middle vault you find another empty case.  Click down arrow
>to back away from the vault.  Turn right and click on the right vault.
>GEAR LOCK PUZZLE.  Number the levers 1 to 7 from left to right.  Flip
>levers 1, 4, 6, and 7 down.  Press the red button eight times.  Keep on
>pressing the button until the gear flips over allowing the vault to
>open.  Grab the Black Dahlia.
>(Cheat code: gearoil)  Watch a movie.
>
>CHAPTER TWELVE.
> Turn left, click on steps.  Click the peephole at top of door.  Click
>crates to move forward.  Turn left and click to move forward again.
>Turn left and click, through a narrow space in the crates, toward the
>wall.  Click on the winch, click the left lever, click the right lever.
>After the rope uncoils, click the right lever again.  At this point,
>both levers should be down.  Click down arrow to back away.  Turn right
>and click the path through the crates.  Turn left and click on the well
>pulley.  Change to DISC 5.
>
> SAVE GAME!  At the bottom of the well, you find a torch.  Click forward
>once.  Turn right and click forward three times.  Turn right and click
>forward three times.  Turn right and forward once.  Click the Altar.
>Click the box to the right of the Altar.  Click twice on oval object,
>it's Herald's key.  Click down arrow twice to back away from the Altar.
>In inventory, flip the oval key over to see the pattern on the back
>side.  TIP: Save before exiting each chamber, in case you get lost!
>
> Turn right and click on the tunnel.  Turn around 180 degrees and click
>on the tunnel.  Turn right and take three steps forward.  Click on the
>Sarcophagus, then click on its lock for a closeup.  Open inventory and
>click the Artifact (oval key), then click on Use.  Click the top of the
>Sarcophagus.  Inside the shiny lid, click the runes that are reflected
>from the ceiling.  When you use them later, remember to reverse the
>order because you copied a mirror image.  Click down arrow to back away.
>
> Turn around and click to exit Herald's Tomb.  Then step forward twice.
>Turn right and step forward once.  Turn right and step forward twice to
>enter the Central Chamber.  Click the Altar to the right, then turn
>around 180 degrees.  Click the partly hidden tunnel to the left, in
>front of you, to exit the central chamber.  Turn right and step forward
>twice.  Turn left and step forward once.
>
> Turn left and step forward twice.  Turn right and step forward three
>times to arrive in the Scribe's Tomb.  Turn left and click twice on the
>Scribe's Sarcophagus.  Click on the stone pieces.  Turn right and click
>on the hanging pool opposite the Sarcophagus.  In inventory, click on
>the stone pieces and click on Use.  STONE PIECES PUZZLE.  Assemble the
>pieces in a 4 by 3 pattern: left to right; 10-3-4-6 in the top row,
>8-12-1-5 middle row, bottom row 7-2-9-11.
>
>(Chest code: rock33)  Looking at the completed pattern, you copy the
>runes.  Turn right and click on the door.  Click forward twice.  Turn
>left and click forward twice.  Turn left, click forward three times.
>Turn left and click forward once.  Turn left, click forward four times.
>Turn left, click forward twice to enter Sergeant At Arms Tomb.  Click
>the sarcophagus.  Click top of sarcophagus.  SLIDER LOCK PUZZLE.  This
>puzzle requires an average of 43 moves to completion.  You have to get
>the four partly hidden corner pieces pushed in on the pattern.
>
>Second row, on left slide square left, oblong left, next oblong left.
>Third row, on right slide square up, then vertical oblong up under it.
>Fifth row, on right slide square left.
>Fourth row, on right slide oblong down.
>Third row, on right slide oblong down.
>First row, on right slide vertical oblong down, then right.
>Second row, on right slide square right, then down.
>Second row, in middle slide oblong right.
>First row, in middle slide oblong right, then square down.
>First row, on left slide oblong right.
>Second row, on left slide oblong up.
>Second row, in middle slide square right.
>Second row, on left slide square all the way right.
>Third row, on left slide oblong up, then square up.
>Fourth row, on left slide oblong up.
>Fourth row, on left slide square all the way right.
>Bottom row, on left slide vertical oblong up, left, up.
>Fifth row, on left slide oblong left.
>Fourth row, on left slide square left.
>Fourth row, in middle slide oblong left, then down.
>Third row, in middle slide oblong down, then left.
>Second row, in middle slide both squares down one space.
>First row, in middle slide oblong down.
>First row, on left slide oblong half space right.
>First row, on left slide piece right.
>First row, on right slide two oblongs left.
>Bottom row, in middle slide vertical oblong up.
>Bottom row, on left slide piece right.
>Bottom row, on right slide remaining two pieces left.
>
>(Cheat code: blockhead)
>
> Left click on the sword blade to copy the runes.  Click down arrow
>twice to back away from the sarcophagus.  Turn right and click on the
>door to exit, then click forward once.  Turn left and click forward
>twice.  Turn left, click forward three times.  Turn left, click forward
>three times to enter Landulph's tomb.  Click forward to approach the
>bridge.  Click the bridge.
>
>BRIDGE STEPS PUZZLE.  From studying the runes over the years, you know
>that the one that looks like an R means Travel, and the vertical line
>with a bump on the right side means Pain.  Going up the steps is easier
>than coming back down (when you can't see the runes.)  Number the three
>sections of steps 1 to 3 from left to right.  SAVE GAME!  To reach the
>sarcophagus, click on the steps in the following order: 1, 3, 1, 2, 3,
>1, 3.
>
> Click on the sarcophagus, click on its lid, then click on the runes to
>copy them.  Now you should have a complete list of runes (24.)  Count
>them in your notebook.  Look in the sarcophagus to see what remains of
>Landulph.  Once again, read the papers you took from Santini's room.
>
> Putting the bag of runes together is pretty difficult.  (Cheat code:
>gemstone)  Finally, back away from the sarcophagus, turn right and click
>on the bridge.  Click the sections on the steps in the following order:
>left, right, left, middle, right, left, right.  Click the bridge to
>cross it.  Click the entrance to go out, then click forward twice.  Turn
>left, click forward once.  Turn left, click forward four times.
>
> Turn left, click forward four times to enter the central chamber.  Turn
>left, click the altar.  Turn left to the two left pillars.  ALTAR PILLAR
>PUZZLE.  Solve the pillars in the following order: left front, left
>back, right front, right back.  For convenience, copy the following tomb
>runes from the notebook to a piece of paper: Herald, Scribe, Sergeant At
>Arms, Landulph.
>
> At the front left pillar (front of tomb), dial the combination you got
>from Herald's tomb.  Left click and hold, then drag the cursor to spin
>the ring and line up the runes in the center between the metal clasp
>above and below the rings.  Don't forget to reverse the rune list as
>they were the mirror image from the sarcophagus lid.  Next, back away
>and click the second left pillar.  Dial in the rune list from the
>Scribe's tomb.
>
> Back away and click the first pillar on the right.  Dial in the runes
>from the Sergeant at arms tomb.  Back away and click the second pillar
>on the right.  Dial in the runes from Landulph's tomb.  (Cheat code:
>temple)  Go through the door that opens behind the altar.
>
>Change to DISC 7.
>
> TIP: Save often, during CD7, once you are on the train!  A possible way
>to avoid a computer crash is to point an arrow, as the walking option
>appears, and click only once and wait.  There might not be any animation
>and you jump to the next screen.  If it takes longer than normal, make
>sure you are not clicking more than twice, it causes your computer to
>crash!
>
>CHAPTER THIRTEEN.
> Click on the Abbot's sarcophagus.  Click on it again for a closeup.  In
>inventory, click the bag of runes, then click Use, to put the Black
>Dahlia casing into the cupped hands.  Watch a long movie.  Turn right
>and click on the trench around the sarcophagus.  Turn left.  On the end
>of the sarcophagus, click the left square section three times, then
>click the right square section twice.  Turn right and click deeper into
>the trench, then click forward once.  Turn left and click the square
>section twice.  Click the binoculars and you should see something in the
>opposite wall.  Click the down arrow to back away.  Turn left and click
>forward once.  Turn around and search the wall on the right for a hot
>spot, where the cursor is spinning around.  Click the spot to pull a
>dagger out.  Choose, Ask about Ritual in Monastery, Ask How He Got to
>the Torso Killer in Cleveland.
>
> Click Von Hess and watch a long movie.  Click Airman, Ask about
>Collins, Ask Where Collins' Bunk Was.  Turn around and click on
>Collins's footlocker.  Click and hold the drawer to slide it to the
>right.  Click the letters under Elizabeth Short's picture to get both
>items.  The letters have her address.  Click the down arrow to select a
>letter.  You go directly to the train.  SAVE GAME!  Click the ashtray on
>the table.  You ask the porter, Who was sitting at the table before
>you.'  Click forward to go to the Porter's station.  Turn right and
>click twice on the dining car list for a closeup.
>
> Click down arrow twice to back away from the porter's station.  Turn
>left and click on the door.  Repeat the following sequence 6 times to
>reach the baggage car; CLICK FORWARD 3 TIMES AND CLICK THE DOOR.  Once
>in the baggage car, click three times and click the Conductor's Office
>door.  Talk to the conductor and, Ask about Room Assignments.  Type,
>Matt Collins, when the conductor asks.
>
> Turn left and click on the door.  Click the second door.  Click twice
>to cross the baggage car.  Click on map holder on the door.  Click the
>map twice to add it to inventory.  Click down arrow to back away from
>door.  Turn right and click twice on the spool of string, on shelf 2, to
>add it to inventory.  Turn right and click once to go to the middle of
>the baggage car.
>
> Turn right and click ONCE on the Emergency Brake wire to approach it.
>Click and drag your cursor down.  SAVE GAME!  Click the brown suitcase
>on the right side of the car.  Turn right so that both the suitcase and
>mostly the emergency brake are in your view.   In inventory, click on
>the string, then click on Use.  Immediately, use the map to get to the
>caboose!
>
> Click the conductor's desk.  Click left drawer of desk.  Click on the
>clipboard.  Click through 3 pages.  Click down arrow to close drawer.
>Click on clipboard on desk to get repair list.  Click down arrow to
>replace clipboard.  Click down arrow to back away from desk.  On the
>map, click third sleeper car (283) up from baggage car.  Click forward
>twice, then click Door 7.
>
> Turn right and click on top drawer of chest of drawers.  Click on the
>paper with rune and watch a movie.  On the map, choose Caboose.  Click
>the caboose door. Talk to the Conductor and, Ask about Collins.  Turn
>left and click on the door.  Click on the baggage car door.  Click twice
>to get to the other end of the baggage car.  On the right, click twice
>on the clipboard lying on the top shelf.  Click down arrow to back away
>from baggage list.  Click down arrow to back away from shelves.  Turn
>around and click forward once.  Click on Winslow's trunk on the left
>side of the car.  WINSLOW'S TRUNK PUZZLE.
>
> 1. Remove small pin A' from the top loop and place it in front hole
>"A" to the left of the long hasp.  2. Remove large pin "B" from the
>front loop and place it in front hole "B" to the right of the long
>hasp.  3. Flip top hasp down and click top left handle to open the lid.
>The side handle loosens.  4. Close the lid; the side handle is now
>unlatched and free.  5. Flip up the top hasp and the front hasp.  6.
>Remove pin "B" from front hole "B" and place in the front center hole
>"B" that was formerly covered by the front hasp.
>
> 7. Slide the front hoop up.  8. Remove pin "A" from the front left hole
>and place in center hole "A" that was formerly hidden by the front
>hoop.  9. Remove the handle from the side and place in the top pair of
>holes over the top and front hasps.  10. Remove the side handle plate
>and place it on the front, fitting the newly opened notch over the
>raised front hoop and putting the four pins into the four small front
>holes.  11. Remove the handle from the top and place it into the holes
>of the front plate that you just installed.  12. You slide the secret
>front panel up.
>(Cheat code: boxtop)
>
> Inside the trunk, you notice what looks like the missing piece from the
>lid of Landulph's tomb.  To foil Winslow's plans, you switch papers with
>the box next to it.  On the map, click the third sleeper car up from the
>baggage car.  Click forward twice and click door 7.  On the map, click
>on the dining car.  Click forward to sit, then click on Alice.
>Apologize to Her, Ask If She Saw Winslow, Ask Her Where She's Going.
>Click on Alice again.  Change to DISC 6.
>
>CHAPTER FOURTEEN.
> Click and drag the cursor down to the phone.  Click on the phone, click
>on The Police to talk.  Click on Hang Up.  On the map, choose Gabe's
>Diner.  Talk to Detective Maxwell and, Tell Him about Elizabeth Short,
>Tell Him about Winslow.  Click on Detective Maxwell.  On the map, choose
>Train Station Shipping Office.  Click Incoming Parcels Office.
>
> Talk to the Incoming Parcels Clerk and, Ask about Winslow's Package,
>Ask to See Shipping Manifests.  Click down arrow to back away from
>window.  Turn left and click on the trash can.  Click on the box.  Click
>on the Outgoing Parcels Window, talk to the outgoing parcels Clerk and,
>Ask about Winslow's Package.  In inventory, click on the Box, then click
>Use, Choose Express Delivery.  On the map, choose the Boarding House.
>
> Talk to Mrs. Underhill and, Ask about Elizabeth Short, Ask about the
>Black Dahlia.  Turn right and click on all the dresser drawers.  Click
>down arrow to push them back.  Click down arrow again to back away from
>the dresser.  Turn right and click on the closet.  Click down arrow to
>back away from closet.  Turn right and click on the bed.  Turn right and
>click on the nightstand.
>
> Click the top drawer.  Click twice on the note in the top drawer.
>Click down arrow to close drawer.  Open the middle drawer.  Close the
>middle drawer.  Open the bottom drawer and click on the Romance Novel.
>Click down arrow to put novel back.  Click on the note under the romance
>novel.  Click on the note again.  Close the bottom drawer and back away
>from the nightstand.  On the map, choose the Biltmore Hotel.
>
> Click on Ike, the bartender.  In inventory, click on the photo, then
>click Use.  On the map, choose the Train Station Shipping Office.  Click
>the Incoming Parcels Window.  Click the incoming parcels Clerk.  Ask
>about Status of Package.  Signing for your package, you notice the
>listing for the ABC Moving Company.  Click down arrow to back away from
>the Manifest.  On the map, choose Sunset Arms Hotel.
>
> Click the phone and choose ABC Moving Company, to talk.  Click Hang
>Up.  On the map, choose ABC Moving Company.  Click on the desk and click
>the middle left desk drawer.  Click on the delivery sheets and left
>click to go through the pages.  Click down arrow to put the sheets
>back.  Close the drawer and back away from the desk.
>
> Turn right and click on the note by the calender above Filing Cabinet.
>Click through the three pages.  Click down arrow.  Turn slightly right
>and click on the file cabinet.  Click on the bottom drawer.  Click on
>SOIAKP52.  Click on the file to flip through the pages.  Click down
>arrow to close the file and put it away.  On the map, choose Movie
>Studio.  On the map, choose Biltmore Hotel.  Talk to Elizabeth Short
>and, Ask about Black Dahlia, Ask to See the Black Dahlia.  Change to
>DISC 8.
>
>CHAPTER FIFTEEN.
> On the map, choose Biltmore Hotel.  Talk to Ike and, Ask about
>Elizabeth Short, Ask about Guy She Left with, Bribe Him, Question His
>Information.  Keep at it till he mentions room 201.  Turn left and click
>forward once.  Turn right and click on the stairs.  Click forward
>twice.  Turn right and click on door 201.  Turn left and click on the
>bottom of the window to the fire escape.
>
> Click on the open window.  Turn right and click on the window to room
>201.  Hold left-click and drag your cursor to the top of the window.
>Click the window frame top to pull the glass pane down.  Click on the
>stick holding the window.  Drag your cursor to the bottom of the
>window.  Click the window bottom.  Click the window to enter.  Turn left
>and click on the top of the door.
>
> Click twice on the key, on top of door trim, to add key to inventory.
>On the map, go to the Sunset Arms Hotel.  Click on, Blame Murder on
>Winslow, Tell Him You've Been Tracking Down Leads on Your Case.  Talk to
>Alice and, Ask her Why She Helped Him.  Click on Alice again.  On the
>map, choose Train Station Lockers.
>
> Turn right and click the first row of lockers.  Remember Elizabeth
>always signed her letters ES.  On the telephone dial, that translates to
>37.  Turn right and click the section 033-038.  Click on locker 037.
>Click twice on yellow receipt.  In inventory, examine the yellow
>receipt.  On the map, go to Willington's Antiques.  Talk to the clerk
>and, Ask about the Black Dahlia, Ask Him Who Purchased the Black Dahlia,
>Ask to See the Cane.  In inventory, click on the cane.  EISENSTADT'S
>CANE PUZZLE.
>
> You have to carefully dial in the series of four runes.  Some
>combinations set up some of the sequences.  Always make sure all four
>rune sequences are filled.  You need the sequences for Scribe, Herald,
>Sergeant at Arms, and Landulph.  Copy the sequences from your notepad
>onto a piece of paper.  In inventory, select the cane.  Three runes on
>each dial are already available.  Number the rows 1 to 4 from left to
>right, at an angle down the cane from the hand part.
>
> Notice the M and 1 on the first row.  Start with these because they are
>the beginning runes for Landulph AND the Scribe, respectively.  Rotate
>the second row of runes one rune to the right.  Rotate the third row of
>runes two runes to the left.  Rotate the fourth row of runes seven runes
>to the right.  Once all runes are lined up, you take the top of the cane
>off.  Click on the sheet of opaque velum to remove it.  (Cheat code:
>candycane)
>
> In inventory, click on Treasure Map.  It's marked with what looks like
>scribbling.  The map compass in the lower right corner proves that you
>have a treasure map.  Click on exit.  On the map, go to the Sunset Arms
>Hotel.  Turn left and click on the Studio Pass on the bed.  Click on the
>studio pass again.  Click on the Sunset Arms note to back away from it.
>On the map, choose the Movie Studio.
>
> Turn right and click the open trunk in the shadows.  Click twice on the
>note in the trunk.  Click down arrow to back away from the trunk.  Turn
>left and click twice on Alice.  Ask How Her New Job Is, Ask Her If Al
>King Is Connected to Winslow.  Click on Alice again.  On the map, choose
>Al King's House.  Talk to Alice and, Ask Her Why She Came to Hollywood.
>
> Click each picture behind Alice.  Click down arrow to back away from
>the pictures.  Turn right and click the third bookshelf down.  Click on
>the pictures.  Click down arrow to put the pictures back.  Turn right
>and click forward once past the bar.  Click on the desk, then click on
>the book on the desk.  Click down arrow to replace the book.  Click down
>arrow to back away from the desk.
>
> Click on the topographical map above the desk.  In inventory, click on
>the treasure map, then click on Use.  Align compass roses.  Press Esc to
>back away from the maps.  Turn left and click on the telescope to use
>it.  Left click and drag right to left and up and down.  Back away, turn
>right and click the trash can beside the desk.  Click twice on the
>telegram pieces.  TELEGRAM PIECES PUZZLE.  In inventory, choose Telegram
>to put the pieces on the user screen.
>
> There are six columns of pieces in an approximate arrangement.  Draw
>the following on a piece of paper for accuracy.  Number the left column,
>top to bottom, 1 to 4.  Second column from left, 5 to 8.  Third from
>left, 9 to 11.  Fourth from left, 12 to 15.  Fifth from left, 16 to 19.
>Right column, 20 to 22.  To start the reconstruction, start all the way
>in the upper left-hand corner, as you need all the room you can get.
>Move the cursor against all sides of the screen to scroll the pieces.
>
>
>
> Put 6 in upper left corner of working screen.  Put 1 in 6's original
>place.  Put 9 beside 6.  Put 5 in 9's original place.  Put 11 beside 9.
>Put 18 beside 11.  Put 17 under 6.  Put 2 in 17's original place.  Put
>12 under 6.  Put 1, now in 6's original place, into 12's original
>place.  Put 16 under 9.  Put 5 in 11's original place.  Put 4 under 18.
>Put 1, now in 12's original place, beside 4.  Put 3 beside 1.  Put 22
>beside 3.  This completes the first telegram.
>
> Place 20 as far up in the right-hand corner as you can, while still on
>the viewing screen.  Put 19 beside 20.  Put 13 beside 19.  Put 21 beside
>13.  Put 14 under 21.  Put 2, now in 17's original place, under 20.  Put
>15 beside 2.  Put 7 beside 15.  Put 8 beside 7.  Put 5, now in 11's
>original place, under 2.  Put 15 beside 5.  (Cheat code: teleport)
>
> Once you are finished, exit inventory, then return to inventory to see
>the telegrams taped back together.  Read them, then exit inventory.
>Click on the newspaper, in the trash, to read the story about a
>vandalized cemetery.  Click down arrow to replace the newspaper.  Click
>twice on the gloves.  Click twice on the chisel.  On the map, choose
>Ferrin's Hill Cemetery.
>
>CHAPTER SIXTEEN.
> Turn right and click on the wall to read the two quotes to the right of
>the red drawing.  Click on the puzzle circled in red.  WINSLOW'S ALGEBRA
>PUZZLE.  You can see that 4 hanged men=6 stars, 3 stars=2 skulls.  Since
>4 hanged men=6 stars, 2 hanged men=3 stars.  You just figured out 3
>stars=2 skulls.  Since 3 stars=2 hanged men, 2 skulls=2 hanged men.
>
> Next, 5 skulls=2 hanged men+1 and half stars+18 flames.  Since 2
>skulls=2 hanged men, and 3 stars=2 skulls, 1 and half stars=1 skull.
>Therefore, 1 hanged man=1 skull and 1 and half stars=1 skull, the
>problem is: originally, 5 skulls=2 hanged men+1 and half stars+18
>flames; substituting, 5 skulls=2 skulls+1 skull+18 flames.
>Algebraically:
>
>5 skulls+3 skulls+18 flames.
>5 skulls-3 skulls=3 skulls-3 skulls+18 flames.
>2 skulls=18 flames.
>2 skulls/2=18 flames/2.
>1 skull=9 flames.
>
>  Since 1 skull=1 hanged man, 1 hanged man=9 flames.
>
>1 hanged man=9 flames.
>3X1 hanged man=9 flamesX3.
>3 hanged men=27 skulls.
>
> Click down arrow to back away from puzzle.  Turn left and click on the
>Gold Vase.  Click twice on the note inside the vase.  If you want to go
>on another math binge, you will discover the answer works out to be
>+0.5.  On the map, choose Al King's House.  Turn right and click forward
>once between the bar and the desk.  Turn left and click on the telescope
>control box.  Click the first dial to +0.5 and the second dial to 27.
>Click down arrow to back away from telescope control box.
>
> Click on the telescope.  Click and drag to match both sets of
>cross-hair triangles.  Perfect alignment will start a video of Winslow.
>(Cheat code: peeper)  At the Shooting Lodge, SAVE GAME!  Turn right and
>click on the ladder.  Click on Alice's photo, on the ladder, to read the
>back side.  Click down arrow to step back.  ACT QUICKLY!  Turn left and
>click the first locker on the left.  Click each of three Jack-In-The-Box
>AND their messages (click down arrow to get out of each message.)  Click
>down arrow to get out of the first locker.
>
> Click the second locker and repeat same procedure as last paragraph.
>Finally, open the third locker and click on the key.  Watch a movie.
>Click forward once.  Turn right and click forward into a sunken area of
>Al King's living room.  Turn left and click on the Movie Projector.
>Click on the note.  Click down arrow to back away.  Click projector's
>on/off switch.
>
> Click down arrow to back away from projector.  Turn left and click
>forward toward the Bar.  Turn left and click toward the clock on the
>wall.  Turn left and click on the clock.  Drag the hour hand to 5.  Drag
>the minute hand to 11 and then clockwise to 1.  While Hula Girl is out,
>move minute hand back to 11 to open a secret door.  (Cheat code: bongo)
>Change to DISC 1.
>
>SAVE GAME!  Turn right and click forward once.  Click on Alice.  When
>your gun's cross hairs appear, click on Black Dahlia to shoot it.
>
>For an evil ending, restore and shoot Winslow.
