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Submitted by System on 09/03/2006, 09:50. Print file.
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=======================================
BLACKSTONE CHRONICLES WALKTHROUGH v1.0
=======================================

(C) Copyright 1998 Marilyn Caylor marilyn.caylor@asu.edu
With thanks to Dan Benge, who provided various cures for my brain farts.

-Intro and Tips
-Walkthrough Start
-Marilyn
-Lavinia, Part 1
-Lorena, Part 1
-Lavinia, Part 2
-Lorena, Part 2
-Secret Room
-Abe
-Paul
-Crypt


========================
INTRO AND TIPS
========================

This is a complete walkthrough for John Saul's Blackstone Chronicles: An
Adventure in Terror. In this walkthrough you will find everything you need
to know to successfully complete the game. Screenshots for puzzle solutions
are not necessary and won't be included in this walkthrough. You need a brain
to solve this game, not a photographic memory. This is a printer friendly
walkthrough! This game is not very hard, and because you have limited access
to areas in the asylum, you can't get lost very easily. If you wander around
as much as I did, you will have the place mapped out in your mind fairly
quickly.

Here are some tips for a more enjoyable gaming experience:

-- Good advice for every game is to save frequently. A nice feature of this
game is the automatic save. When you quit a game and later restart it, you
begin the game from the exact point at which you quit. Of course, if you
don't want to be in that spot, just load up a saved game.

-- When you enter a new room, always turn around. There are vital clues and
items you can miss if you don't. There isn't a wide area to explore in this
game. In fact, you will be visiting and revisiting many areas and wandering
down the same halls, so get used to it.

-- Here are some tips about the mouse cursor. Typical of every adventure,
you can use your left mouse button to point your cursor and move around. You
will see yourself move (in transition) through the room this way. However,
this game is fairly graphic intensive, and while the 24bit graphics are
gorgeous, it can be a SLOW process on lesser machines. To bypass this, you
can right click your mouse to move around, and the transition phase will be
eliminated. I only recommend you "right click" AFTER you've gone through a
room normally at least once, otherwise it will seem like you've been magically
transported from one spot to the other. You can lose your bearings or miss
clues this way, and will have to turn yourself around to get a good look at
the area.

-- When you are in a hallway and there are rooms on either side, to enter those
rooms (if you already have the key or the door is open), look for the CURVED
cursor. A normal right or left pointing cursor will usually just flip you
around either 90 or 180 degrees. The curved arrow is what will get you into
the room and elevator.

-- There is a display case in almost every room, which provides valuable
clues. Every time you see one, you should repeat the same proccess: Click
the touchscreen and read all the information (there are more buttons within the
touchscreen), press the question mark buttons to listen to a description of
the objects by the museum curator, and then LOOK at the objects. There are
also objects in the display case that you can sometimes take, just open the
case and try your luck.

-- Sometimes you need to mouse-click LOOK at object (not just eyeball it)
before you can talk to or interact with it.

-- If you die, don't sweat it. Really. The game will tell you the answer to
the puzzle if you want, and it will let you restore to the beginning of the
timed death puzzles. Sometimes it may be easier to die just to get the answer.

-- This is a linear game, but your mileage may vary slightly. In order to
advance to different areas, you must finish certain tasks first. Try to
show itemsto or talk with spirits if you're stuck.

-- If you are stuck, need help or hints, try the comp.sys.ibm.pc.games.adventure
newsgroup. Please do not email me for hints, that's what I wrote this entire
walkthrough for! If you find any major screw-ups or would like to leave
comments, please email me. I have re-played the game using this walkthrough,
so I tried to make it as accurate as possible.

========================
WALKTHROUGH START:
========================

The game starts with you, Oliver Metcalf, appearing just inside the entrance
to the old asylum. You hear your son, Josh, cry out to you.

After the short, non-interactive conversation, turn left and look at the
display case. Click the touch screen on the right. Read all the information
about the history of the asylum. Click the question mark buttons for
descriptions of the photos. Turn right, look at the portrait of the old man.
He's Malcolm Metcalf, your father and former superintendent of the asylum.
Have a conversation with him. I guess a picture does say a thousand words!
Either that or you're going crazy. It seems your son Josh has been kidnapped
by your father, and is being trained for something sinister. Can you remember
where the secret room is? You have only until dawn to find him. Walk forward
once, inspect the boxes to the left of the staircase. The museum isn't quite
ready yet. Turn left. The chapel door is locked. Turn left again. Look at
the 3 medallions above the entryway. Looks like Doc Metcalf has a few favorite
historical figures.

Turn left, look at the rhino head on the wall, and then enter the dayroom.
Look at the couches and chairs. Turn left, read the touchscreen, and listen
to the description of the objects. Look at, then take the awl and knife.
Turn right twice, look at the painting on the stand, then look at the artwork
along the right wall behind the couches. Seems there are both violent and
peaceful nutizens out there. Turn left, move your cursor to the left side of
the screen and walk forward. At the door, turn right. Look at the
workbench and the birdhouse. Turn right twice, and look at the locked cabinet.
Try to open it. Guess not. Look at the 2 light brown hinges on the right edge
of the cabinet. Get out your awl, and poke out the bolts on the hinges. Look
at the hacksaw, then take it. It needs a blade to be useful.

Turn right and go through the kitchen door. Try to open the freezer in front
you you, then feel it. It looks like it's dripping water. Look at the fuse
box next to the freezer, and open it. There's a burned out fuse, the second
one from the top. Remove it. Turn right and walk towards the sink. Ahhh,
looks like daddy implemented chinese water torture as a way to whip the
kitchen staff into shape! Look at the faucet, then try to turn on the faucet.
Look at the red strap hanging next to the sink. Get out your knife and
sharpen it on the strap. Look at the cabinet above the sink, then use your
knife on it to open the latch. Take the monkey wrench on the bottom shelf.

Turn left. There are a lot of pots hanging down from the ceiling. Look at
the biggest pot right in front of you, slightly to the left of center, and on
the upper part of the screen. To the right of this pot are some skewers, with
a metallic, copper-red tint. Look closely now, it's hard to see! Take
the skewers. Turn left twice, then look at and take the tongs between
the 3 big lobster pots. Look at one of the big lobster pots, and find out
how cheap it used to be. Look at the soup ladle on the wall. On the way out
of the kitchen, read the menu and find out the patients had a healthy diet.
Go through the dayroom back out to the entry hall.

Go up the stairs towards Malcolm's portrait. Turn left and enter Malcolm's
office. Turn right, read the touchscreen, and listen to the description of the
objects. Look at, then take the keys and handle. So, you killed your mother
just by being born. Beautiful. Old Malcolm must love you for that one! Turn
left, and walk towards the portrait of the lady on the back wall. Look at
it, then try to talk to your mother Olivia. Look at the frame. Turn left and
look at the silver coffeepot, then take it. Turn left, look at the photo on
the desk. Open the desk drawer, then look at and take the nutcracker. From
now on, you can talk to Malcolm by clicking on the nutcracker in inventory.
Turn left, look at the birthday photo of you and your sister Mallory, taken
on 4/24/55, your third birthday. Malcolm says that "the day you were born was
the most important day of my life." Hmmm, that date could be important.

Walk forward towards the computer, then read the green post-it note. The
passward is "scooter." Operate the computer and input the password (you only
have to do it once). Well, it looks like you can only get patient records,
and you need both first and last names. No nifty boolean search functions on
this baby! Well, you don't know any patient names yet. How about putting in
your name, Oliver Metcalf, just for fun? Uh, well, I guess that wasn't so fun
after all. There's definitely something more to this story. Click the down
arrow to back out of the computer. Turn right and walk forward out the door.

Once out the door, go left curve arrow into the elevator. Read the note if
you want. Snatch the elevator handle from inventory and attach it to the
controls (beneath the numbers). Click on the handle, and "push to B." The
basement of an asylum sounds like the perfect place to start! Left curve
arrow out of the elevator, and explore the small hallway. Look at the blood
stains on the floor. All the doors are locked. But you now know there
are 5 different rooms here: Furnace, ECT, Fever, Hydrotherapy, and the Morgue.

Get back into the elevator and push the handle to the second floor. Right
curve arrow out of the elevator and try to enter the mens wing. It won't open
(it will never open, so don't bother trying). Turn around and enter the
women's wing through the opposite door. Right curve arrow into the second
bedroom on the right.


========================
MARILYN
========================

After the interlude with your son, you hear a young, sweet voice cheerfully
call out to you. Answer it. It is Marilyn Wilson, who is pregnant out of
wedlock. Look at the teddy bears on the bed, Tommy and Teresa. Look at the
bassinet to the right of the bed, it's hiding in the dark and is kind of hard
to see. Rock the cradle. Turn left, read the touchscreen. So, she only
thinks she's pregnant. Listen to the description of the objects in the
display case. Look at the book of baby names. There is an object missing, a
cigarette lighter from Marilyn's sister. Turn right twice, look at all the
items on the bulletin board, and then look at the light. Look at the
photograph of Marilyn on the dresser. Talk to her and exhaust all dialog.
Open the dresser drawer and take the diary. Close the dresser drawer, then
read the diary. There are 2 pages stuck together. Talk to Marilyn again, and
exhaust all new dialog. Apparently the staff steamed open her mail and she
didn't have much privacy. You now have a description of the key to the
hydrotherapy room in the basement. This area is now accessable to you. Go
back down the elevator to the basement.

The hydrotherapy room is the first one on the right. Click on it to enter
(no need to get out your keys). A soft voice tentatively greets you, answer it.
Read the touchscreen in front of you. Listen to the description of the objects.
So what exactly was the "one spot" the jet nozzles were aimed at? Turn left,
look at the shelves. Look at the epsom salt boxes, then the sheets. Take one
of the sheets, you never know. Turn right twice, and look at the chamber along
the left wall. Click on it again to talk to Jane. What a sad life. Look at
the tub (click on the white portion) along the right wall. Try to turn on the
water, then try to get into the tub. Look at the lid, try to remove it. Guess
you must be a weaking, you can't move or bust through anything around here!
Look at the drain (hole) in the floor in front of you. Walk forward and look
at the steam box. Maybe you can steam open the stuck pages of the diary with
this. You turn the steam box on, but nothing happens. It needs power. Turn
left and look at the tiles on the wall. Try to open the heat chamber. Look
at the dials on the heat chamber. The needle guage is at the lowest
temperature, opposite of the red temperature area. Take note of it. Turn
right twice and look at the controls. Jane tells you there is a secret code.
Hmmm. Well, Marilyn spent some time in here. Go back to her room and ask her
if she knows anything.

Go back to the elevator and to the second floor. As you enter Marilyn's room,
a rather subdued voice greets you. She remembers that they killed her baby and
then she killed herself. Turn right, click on her photo to talk to her, and
exhaust all new dialog. Go back down to hydrotheraphy in the basement again.

On the left side of the control box, there is a vertical row of white buttons.
Push the second and third buttons from the top, and they will light up to let
you know it's working. Open the steam box, put the diary in, close the door,
and turn it on. After a quick interlude with Josh, open the steam box and
take the diary. Read it again until you get to the newly unstuck pages.
You find out about the furnace room, and now have access to it.

Back in Marilyn's room, ask her about the furnace. It turns out that Malcolm
has stuffed all her precious things in there. What a guy, what a super dad!
Does he burn books too? Go back down to the basement and enter the furnace
room (at the very back part of the basement hallway).

An old Irish voice welcomes you. Exhaust all dialog with poor Seamus O'Rourke.
Look at the sawhorse (table) and the stool. You can try to sit in it, but it
already seems to be occupied. Look at the lockers, try to open them. Look
at the generator behind the sawhorse, try to turn it off. Why'd you want to
do that? Turn left, and look at the items on the shelf. Take a fuse
while you're at it (you know where this one goes). Turn right, and go forward
to the back part of the room. Look at the pipes. Turn left and look at the
door, try to open it. Ack! You almost turned yourself into a crispy nugget.
You need to get rid of that water somehow. You remember the freezer in the
kitchen was dripping water too. Maybe the pipes are connected somehow. Put
the point of your mouse cursor exactly on the locket (that white heart
surrounded by electrical currents) to "look" at it. Wonder who that belongs
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  1. Blackstone Chronicles cheats by System on 09/03/2006, 09:50
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