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Clandestiny Tips & Tricks

Tags: Clandestiny Game Guides, Clandestiny Hints, Clandestiny Walkthrough

Clandestiny

The Semi-No-Frills Solution To Clandestiny by Dave Melanson
Introduction: Well, another release from Trilobyte. Another
'haunted mansion exploration' with puzzles ranging in difficulty
from simple to insanely ridiculous. Unfortunately, they took out
what may well be my favorite part of the 7th Guest/11th Hour games-
the transition scenes. Now, rather than a flowing transition from
one location to another, you "zap" there, Myst-like. Oh well,
can't have everything, I guess. What follows is a complete
solution for the game, with solutions to all of the puzzles.
Doubtless, using this walkthrough will spoil some of the fun of
figuring stuff out and it bypasses a LOT of neat little stuff you
can find along the way...but it might leave some hair left on top
of your head when you finish the game. Oh yeah, and play this in
"Brave" mode, or you basically don't deserve this guide at all!
So, without MUCH further ado...

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

Go forward once, turn left, go forward, turn right, go forward, do
a 180. Move the cursor over the table on the left and click the
Throbbing Brain icon. Oh great; a "jump the pins" puzzle. Okay, if
the sugar cubes are arranged in a pentagram as follows (2 is left-
side hand, 5 right-side hand, 9 left-side foot, 10 right-side
foot) : 1
2 3 4 5
6 7
8
9 10

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

Click on them in this order: 4 to 9, 9 to 2, 5 to 9, 9 to 4, 10 to
3, 3 to 5, 1 to 8, 8 to 3, 3 to 10, 6 to 8, 8 to 1, 2 to 9, 7 to
2, 2 to 6, 9 to 2, 2 to 7.
Well, after all that, you're back facing the table. See that door
straight ahead? Walk up to it and go through it. Click ahead twice
to get to the kitchen door. Oh joy, another riddle. Pretty simple,
though...the answer is "FREE." Go in and see Gram Grizel. Ooh, bad
complexion there...okay, take a step forward, then click on the
soup pot for the next puzzle.
For those of you who remember The 7th Guest, remember the Canals
Of Mars puzzle? Yep, it's another one. For the uninitiated: you
form words which appear on the left side of the screen as you
click on the letters sequentially in the soup; each letter must be
connected via a "noodle" to the previous one. The trick is knowing
what you're looking for; with that information, you should have no
trouble picking out the words yourself from the soup; note the
letters vanish in the soup as you continue removing letters. There
are two stages here: the phrases are as follows:
1st: CULLEN SKINK IS BEST SERVED HOT

2nd: BUT HAGGIS SERVED IS BETTER NOT

(the one warning I have; when you get to the "S" in Haggis in the
second one, be sure you choose the S that won't stop you from
choosing the "SERVED" letters in order to finish the puzzle. Okay,
once that's finished and you get the weird "ghost" sequence (hey,
who was the redhead?), turn left and go to the table. Click on the
book on the table for some real Scottish recipes, in case you're
into cooking. An interesting one is "Mum's Cake," a real recipe
from Graeme's mother. When you're done with that, exit the book,
exit the table closeup, and hitch to the exit. Turn left. Note the
cabinet. Remember that secret panel in the drawing room? Move the
cursor over the cabinet. You get the "nope, can't go there"
cursor, but click it anyway...hey, the passage to the drawing
room...great! Hitch to the door, go through, turn left, go
forward, click on the door. Another riddle. This one's a little
different. To solve it, first click on the appropriate letter in
the alphabet above, then click on the letter of the encrypted word
you see in the middle you want to replace with the letter you just
clicked from the alphabet at the top. In other words, the
encrypted word is "FPBGYNAQ" The DECRYPTED word is "SCOTLAND." To
decode this, first click on "S" in the alphabet, then on the "F"
in the "FPBGYNAQ." Repeat this procedure with the other letters
until SCOTLAND is spelled. Then go on into the Library to find out
about Captain Hugh MacPhiles, whose legs apparently got blown off
by accident. Joy.
Okay, after the cut-scene, go forward, right, forward, right,
forward. Sweep the cursor over the table on the left. When you get
the throbbing brain, click. In this one, you have to guide the
ship to the safe harbor. The rules: you must always go from one
shade of blue to the other (light to dark, dark to light, etc) and
you can only move in the direction the waves on the square you're
currently on are flowing. Confused? Well, try this anyway. If the
board is set up like this:
1 2 3 4 5 6 7 8
A
B
C
D
E
F
G
H


and you start at A1, and your destination is H8, click on squares
in the following order: A3, E3, G3, H4, E7, B4, B7, B2, C2, C1,
B1, B8, C7, C4, E6, C8, C3, D2, H6, A6, D3, F1, H1, A8, H8. (Yeah,
you do what looks like a lot of backtracking, but it works!) Now
on to worse challenges! See the spiral staircase in front of you?
Click on it to go upstairs (duh...)
Go forward. Turn right, then forward, forward, forward, left,
forward through the arch, right, click on the bedroom door. The
riddle's a bit annoying, but the answer is "THE" (the clue is the
last section..."thee'd be me, so what would I be less one 'E?'" or
THEE-E= THE). Welcome to the bedroom. Well, after the animated
sequence, click "forward" on the left side of the screen (toward
the window), then turn right, and click on the "graffiti" section
of the wall. Click the eyeball on the lower right corner stone
(the plug). This mixes up all the stones. It's a shifting-tile
puzzle. The grid is arranged in a 3x3 arrangement. Say it's set up
like this after it's finished scrambling...
1 2 3
4 5 6
7 8 9


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


Once that's solved, the words KINGDOM, STATE, EMINENT, GREAT,
GRISTLE, BONE, GRANITE, STONE, HOUSE, HOME, and SPITE change
color. This is part two; solving the riddle. Click on the letters
of the answer: K,N,I,G,H,T in order to solve the puzzle. Then you
get a scene with Rohaise (you've gotta love Andrew's sudden
"demonic" voice with the immortal comment, "WOW!") And Paula shows
up again, more than a little upset. Then Murthley arrives and
Rohaise turns into one hideous-looking banshee & fights Murthley
out the door. So, now what?
Okay, go back to the bathroom and click on the bathtub. It slides
aside and you get a secret passage to the Ballroom. Go there.
Hitch to the Ballroom exit, step into the hallway, hitch to the
foyer, do a 180, click on the stairs (takes you upstairs), go
forward twice, and click on the door to the Tartan Room. The
answer to this riddle is pathetically easy..."HE". In the Tartan
Room, the two explorers will talk to Sir Thomas and find out about
golf and history. There are no puzzles in here, but wander around
and check stuff out anyway; some of it's pretty amusing. When
you're finished, hitch to the Tartan exit, walk outside, turn
left, go forward, right, forward, left, click on the open walkway
on the left side of the screen (not the right), foward to the rock
wall twice, right, and click on the wooden door. The answer to
this riddle is "STONE." Once it's solved, go through the door &
encounter the Monster Child. After that's done, turn to the desk
and sweep the cursor over the toys; when you get the brain icon,
click to play "13 Easy Pieces." Easy? Not quite. You've got to get
them lined up in the right slots (this is another sliding tile
puzzle, but the pieces can only move certain ways due to the
blocking triangular portions. Fortunately enough, the pieces are
actually numbered, so just click on pieces in this order to solve
it:
2, 11, 12, 6, 5, 4, 3, 10, 2, 11, 1, 13, 7, 8, 9, 10, 2, 11, 1,
12, 6,
5, 4, 3, 2, 11, 1, 12, 13, 7, 8, 9, 10, 11, 1, 12, 13, 6, 5, 4, 3,
2,
1, 12, 13.


Once you finish that, hitch to the exit, go back out into the
hallway, go left, foward, right, forward, forward (down the spiral
staircase), and click the brain icon on the bookshelf on your
right. A series of books appears. This one's pretty simple; create
a picture of a submarine with a "dragon periscope" on top with the
books. To do this, simply click first on the book you want to
move, then on the slot to which you want to move it. It's pretty
simple to do, and when you're finished, the books should spell out
"A_SECRET_REVEALED" (_ indicates one of the two books with a blank
space on the spine). This one's actually incredibly easy. The left
"A" is the one with a picture of the propellor wash on it, the
next one is the "space" with the actual propellor, then the only
"S", then the "E" book with the thinnest picture (tapered at the
top with a block at the bottom), then the only "C", then the
thinner-pictured "R" book, then the "E" with a picture that's
mostly cylindrical except for a small projection on the right side
of the picture, then the only "T" book, then the other space book,
then the other "R" book, then the thickest-pictured "E" book (with
the beginnings of the 'neck'), then the only "V" book, then the
completely cylindrical-pictured "E" book, then the other "A" book,
then the only "L" book, then the last "E" book, and finally the
only "D" book. Another secret panel opens. Ignore it. Now you're
going to the Chapel (erase that 50's song from your head if it
popped in there). Hitch to the Library exit, go out, go forward,
left, forward, right, click on the door.
Ooh, another Riddle. Big surprise. The answer is "LET." Then you
go in and have a _wonderful_ little encounter with Murthley
(a.k.a. the English Dragon). Interesting, huh? Okay, do a 180 to
exit the room and click the brain icon on the collection box by
the door. This is the first of the two artificial intelligence
games in the overall game, and it is _nasty._ Murthley is a tough
player. Those of you who remember playing against Stauf in the
"microscope" puzzle in 7th Guest or the "honeycomb" puzzle in 11th
Hour...yep, here we go again! But this time there IS a definite
solution. The idea is to have the most coins at the end. To move,
you jump your brown coins over as many of the red ones as you can
(click on a space with the eyeball to do the jump; squares you
_can't_ jump to will show the wagging finger). You can play
against Murthley as long as you want, but realize he's a tough
player and may beat you several times... unless, of course, you do
this...if the board is set up like this:
1 2 3 4 5 6 7 8
A
B
C
D
E
F
G
H


with coins starting at D4, D5, E4, and E5, since you go first,
click on the following spaces in order: E6, C6, C4, G7, C2,
A2...and you win in six moves (all Murthley's pieces are taken).
Once you win that puzzle, exit the chapel, and the game will tell
you to insert Disc 2. Do so...and on we go to the next section!
You get some advice from good ol' Angus. Before you go off to the
Game Room, however, hitch to the foyer, then turn right. Click on
the suit of armor to get the shield puzzle. The object here is to
select nine groups of five symbols (one of each of the five
symbols on the shield; star, spade, clover, cross, moon). Trick
is, the groups of symbols _must_ be connected to one another. So
there can be no spaces in between selected symbols. Once you've
selected a group, it turns white and none of its member-symbols
are accessible any longer. To solve this one, click on the symbols
in the cross in the following order: The following figure is in
the shape of a cross: 20 19 1
21 18 2
22 17 3
26 25 24 23 16 4 6 7 8
27 29 30 34 35 5 11 12 9
28 31 32 33 36 15 14 13 10
37 38 39
41 40 45
42 43 44

The suit slides up and another suit of armor appears, this one
with a yellow heart. Click the heart to find another secret
passage to the Armory. But there's no need to go there, so just
turn so the stairs are in sight, click on the stairs, go left,
through the arch, down the set of stairs, and click on the door of
the Game Room (Big Game, that is...) The answer is "AND." Go ahead
in.
Turn left after the animated sequence, click the forward beckoning
hand that's on the right side of the screen (not the door), then
turn right. Click the brain icon on the fountain. The job here's
fairly simple: switch the frogs on the lilly pads. I like the
animation on this puzzle. If the pads are set up like this: 1 7
2 6
3 5
4

Then click on frogs in this order: 3, 5, 6, 4, 2, 1, 3, 5, 7, 6,
4, 2, 3, 5, 4. Pretty easy. For a brief, slightly off-color joke,
turn left and click the chattering teeth on the sheep. Now do a
180, go forward, and through the door. Andrew and Paula run into a
rat who asks an obvious "setup" question, which Andrew doesn't
fall for, but Paula does (and she winds up falling down the
dumbwaiter). Well, follow her (click on the little door in the
wall...the dumbwaiter... to wind up at the bottom of a stairway.
Turn right and you're at the door of the Wine Cellar. Click on it.
It's another riddle (ooh, I'm so surprised). For this one, it's
two part...first decode, then rearrange. To decode it, the letters
below are Roman numerals indicating alphabetical positions. To
decode each, click first on the appropriate letter in the alphabet
above, then click on the Roman numeral that matches it. So, the
original sections say:
XXV XIX XIX XX XIV IX V IV

which correspond to:

25 19 19 20 14 9 5 4

So the letters to click on are, from left to right: Y, S (adjusts
2nd and 3rd letters), T, N, I, E, D. Then rearrange the letters by
clicking first on a letter you want to move, then on the spot
where you want that letter to go. Do this to adjust the order to
read "DESTINY'S." Now welcome to the wine cellar and meet Auld
Sot, a real drunken ghost. Now, go forward, right, forward, left,
and click the brain icon on the wine rack. This is the second
artificial intelligence game, and the object is simple: build a
path from one side to the other before Auld Sot does. Of course,
as you are playing against a drunk, this is incredibly simple.
Still, here's one way (of MANY) to win this one that always seems
to work pretty well: If the rack is set up in a diamond like this,
try clicking on certain slots in the order I've shown below (where
"L" is the Last move...the idea is pretty simple: skip bottles and
alternate from one side to another. This confuses Sot, and
eventually, he'll give up and start building bottles over to the
side on the left ):
X
X X
6 X X
X 4 X X
X X X X X
X X 7 X X X
X X X X X X X
X X X 2 X X X X
X X X X 9 X X X X
X X X X X 1 X X X X
X X X X X L X X X
X X X X X X X X
X X X X 3 X X
X X X X X X
X X X 8 X
X X X 5
X X X
X X
X


Now walk on through the secret passage that opens; Andrew will run
into Fiona, yet another ghost. After her little speech, walk in
the direction the three ladies are walking, but don't go towards
the tomb they're pointing toward. Go to the gate on their right,
then forward, then left, and click on the door to play Statue
Paths (a giant chessboard. And this one is...you got it. Another
Knight puzzle. You have to move the knight (with the pink hat or
whatever it is) across to the door on the other side. If you move
the knight into any position where it can be captured by one of
the black pieces, you lose that shot at it and have to start over.
So, if the board is set up as follows:
1 2 3 4 5 6 7 8
A
B
C
D
E
F
G
H


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


This will complete the puzzle, and Andrew and Paula wind up on a
counterweight, which then drops down into the dungeon...and
welcome to the fourth part of the game, which is also the most
"evil" of the sections.
Click on the door in front of you; it's really the only way to go.
Angus crawls by with another riddle. The answer is "WIN." Go ahead
in. Click the brain icon on the skeleton (oh no, not the bloody
Trilobyte skeleton AGAIN!!) This one's a two-parter. You start
with the "arms" section. Much like the soup problem earlier, you
must create a word from the letters...and each letter must be
attached to the previous letter. To solve the first part, click on
the letters in this order: D,I,S,M,E,M,B,E,R,M,E,N,T,S to spell
"DISMEMBERMENTS" and unlock the arms. The skeleton sits up and
points to his legs. Then you get another similar puzzle. Starting
with the "S" near the middle of the puzzle, click on the letters
in this order: S,T,R,A,N,G,U,L,A, T,I,O,N,S to spell
"STRANGULATIONS" and have the skeleton leap up and spring away.
This also awakens Torquil, the Black Baron...fun guy. Turn around
until you see the guillotine. Now turn right once and go forward
twice (into the rectangular hole). Another door riddle appears.
For this one, click on the "S" in "WRIST", the "L" in "SCOTLAND,"
the "A" in "GRASP," the "Y" in "YOUNG," and the "S" in "WORSE" to
spell "SLAYS" and complete the family motto.
But the door doesn't open just yet; you've got another puzzle to
solve to open it...and this is THE hardest puzzle in the entire
game. Note the circular dial below; to open the lock, you've got
to get the four stones in the slot in the dial to match the
symbols that are vertically aligned with them; in other words, you
have to have blank stones on the left and right side stones, a
left-pointing arrow on the second stone from the left, and a
lightning-symbol on the second stone from the right. This, folks,
is utter insanity to try to win if you don't know what you're
doing. So, here's how to do it. If the stones are set up as
follows, with stone #1 being the first stone to the RIGHT of the
dial and stone #20 being the rightmost stone IN the dial, and the
stones numbered like this:
11 10 9 8 7 6
12 5
13 4
14 3
15 |----Inside The Dial-----| 2
16 17 18 19 20 1


then here's what you do: (WARNING: If you make even ONE mistake,
you are basically stuck, and have to start over, so be VERY
careful!)
Okay, basic rules: for each of the following steps, follow this
procedure: first, click the eyeball cursor on the dial BELOW the
stones in the track. This causes the dial to rotate 180 degrees.
THEN, click on the stone I indicate below. THEN, click on Stone
#20 (the rightmost stone in the dial). Then move on to the next
step and repeat the procedure (i.e. click BELOW the stones in the
dial to rotate it, click on the stone I indicate, then click on
Stone 20). There are 14 such repetitions of the procedure you must
do in order to win the puzzle. The stones you click in step two of
each procedure are as follows:
1st.> 6 2nd.> 14 3rd.> 19 4th.> 5
5th.> 4 6th.> 7 7th.> 3 8th.> 19
9th.> 4 10th.> 10 11th.> 5 12th.> 3
13th.> 18 14th.> 8


If you've followed the steps exactly, the door will open and you
go on through down below. Now, figuring it's the end of his life,
Andrew asks Paula to marry him. And she comes out with "HELL, NO!"
And after ALL the crap about weddings and receptions and marriages
she was going through earlier...ARRRGHH!! And to make matters
worse, it's STILL not over! After a long animated sequence in
which Andrew's ancestors show up, each giving him an object and
saying a couple words, you're left standing in a room with very
few choices on what to do. Well, turn to face the Beast Door and
click on it.
You wind up with portraits of the twelve ghosts, each of whom gave
you a little phrase. To solve this last puzzle, you must put the
twelve ghosts in the proper order for their combined phrase to
make sense...well, as much sense as a prophecy ever makes, that
is. To position a ghost, first click his or her portrait (he or
she will say their little bit), then click on the position in the
twelve where you want the ghost to go. So, if the 6 wide x 2 deep
grid is numbered
1 2 3 4 5 6
7 8 9 10 11 12


The order of ghosts is:
1.> Magnus Og (Orange haired guy)
2.> Jester (should be obvious)
3.> Rohaise (the redhead)
4.> Gram Grizel (purplish woman with the boils)
5.> Torquil (Blue guy with extended tongue)
6.> Dame Jennet (older woman)
7.> Monster Child (should be obvious)
8.> Captain Hugh (guy w/eye patch)
9.> Auld Sot (the drunk guy)
10.> Fiona (the little girl)
11.> Sir Thomas (guy with the dark mustache & eyebrows)
12.> Buffalo MacPhiles (older guy w/white mustache)

and they'll recite the whole phrase in order: "Unless the fates be
faithless grown and prophet's voice be vain, Where'er is found
this sacred stone, the Scottish race shall reign." Then the
endgame animations play, you wind up with a big heavy stone (not
to mention 12 ghosts+Angus) in your car, your castle collapses,
your girlfriend does NOT want to marry you any more, and a
strangely familiar-looking raven starts chasing after your car as
you drive off. Can we say... sequel? Not now we can't...GAME OVER,
MAN!

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