Post mortem save game




















Talk to the Maitre 'D about your friends. Learn that they have been arguing the whole night, they go by the name of Whytes, they are staying at Hotel Orphee, the woman has been there with Mr. Allepin and a well dressed gentleman Hulot has joined them.

Hotel Orphee - Talk to Petit but he is not helpful and yet learn that the Whytes are staying in the hotel. Malet comes and tells Hellouin to wait at the Nantes for more info on the Whytes.

Nantes Cafe - Talk to the barman and ask for a bottle. Go to the table by the window and Malet arrives. Talk to Malet about the Whytes. Learn that they have been here for 3 days, they are in room and are not here. Watch the cutscene.

Hellouin gets arrested because Gus was followed by the police. Gus realizes that he has been tricked like a sucker but by whom. Studio : Check the floor mat and pick up the telegram from J. Read it in inventory. Go to the phone and ask Sylvia Blake for an appointment. Hellouin's Office: Knock on the other door before Hellouin's office.

Talk to Hellouin's mother and she will give a key to the safe. Enter Hellouin's office and use the key on safe box at bottom right drawer of the desk. Take and read Hellouin's notes on the case. Alambic Bistro : Talk to Bebe about everything. Learn that GdA is not the head anymore and that K has taken his place. Gracie Eaton is now not allowed in through the orders of K. Leave the bistro to some other place and then come back to Bebe. She gives the fake letter of introduction.

Nothing happens - That didn't get us in. Wonder what is wrong with that letter. Hotel Orphee - Take the pencil from the reception desk. Talk to Petit and to Nicholas, the barman for more info. They both talk about Malet. Go up. Talk to Mrs. She might give you a magic talisman if you didn't get the pencil. Room - Go to locked door, place newspaper under the door and use the pencil or a magic talisman given by Mrs. Loiseau on the keyhole.

Use the key on keyhole and get a psychic vision! Room - Turn right and look close at fireplace. Take the ring of Fay. Go to bottom of bed and take slivers of glass with purple powder.

Look close at drawer by the bed and take the key to strongbox. Go to the bathroom and see black dye on sink. Isn't her hair red? Eaton's Apartment: Go up to the apartment. Use the strongbox key on the small chest in the first bedroom. Read them all at the 'calling card notebook'. If you select the journalist, Isidore will get upset because of his dislike for the Clarion.

Continue with being a freelance reporter and learn about Mrs. Loiseau on the fifth floor. Or if you select the PI dialogue, Isidore will get upset and take a defensive stance about the security of the hotel.

In both cases, you will eventually be thrown out or no response from Petit anymore. Go to the sofa by the stairs and take the newspaper. Read the article in the 'calling card' in inventory. You cannot get up the stairs. The Pathologist , Dr. Hotel foyer - See a large crate in the middle of the foyer. Click on it and Gus climbs in. When on the second floor, see that room and are both locked.

Knock on room and talk to Mrs. Loiseau about everything until she says she needs to rest. She gives a magic talisman of Toth. Try to ask for help to get through a locked door, it is for a friend and Hulot will ask for a small favor - to see a difference between 2 paintings.

Difference between 2 identical paintings - Look in inventory at 2 identical paintings. Click at bottom arrows and study both paintings..

Hellouin is PI, ex cop, lives in 11th district and is in big trouble. Malet is killed last night. The lock picking tools are one time use only and will disappear in the inventory.

To know which pick is what place the hand icon on lock pick bright brown pack - the pick in the lock will light up at its original position in the pack. The solve picture shown above in path 1 differs only in that 4 pick is positioned up and 2 is positioned down.

Gus gets a psychic vision. Go forward, turn left and look close at fireplace. Hellouin's Office: Look at the lock of far end door. Listen to Gus say he needs to find a way to get in. Hotel Orphee: Go to the broken elevator and look down at the tool box. Take the hammer that miraculously appeared. Hellouin's Office: Use the hammer on the door. Gus breaks the glass, enter the office and go to the desk. Hotel Orphee - Talk to Petit but he is not helpful, yet learn that the Whytes are staying in the hotel.

Hotel Orphee: Talk to Petit and to Nicholas, the barman for more info. Go to the poster at left wall of the living room. Take the key from bottom left of the poster. Go to the bedroom close to the main door and use the strongbox key on the small chest in the cabinet.

Hellouin's Office: Use the phone and send a telegram to Pinkerton Office about Fay and Jerome Johnson might not get an answer in the game. Go up the secret room and take the flashlight. Go forward, turn left, A-1, forward through open grilled door, turn left on side hall and pull up the lever - the grilled door you just passed through closes.

Continue down the hall, E-2 and B-1 corner, forward through open grilled door, B2 and C-2 corner, turn right on side hall and pull up the lever - the grilled door you just passed through closes. Forward through open grilled door, intersection at C-2, G-2 and D-2 , turn left and see the door to the office behind a grilled door Middle of Back Wing. Turn right, continue down the hall, forward through open grilled door, turn right on side hall and pull up the lever - the grilled door you just passed through closes.

Continue down the hall, G1 and F-2 corner , forward through open grilled door, E-2 and F-1 corner, turn left on side hall and pull up the lever - the grilled door you just passed through closes. Continue down the hall, forward through open grilled door, you are back where you entered the building turn right on side hall - D D-1, forward to end of hall and turn left now backtracking on C Forward, turn left on side hall and pull down the lever.

Forward to next side hallway E-2 and pull down the lever. Go forward, turn left at D-1 hallway to the end and enter the office. Take the red , yellow and black triangular stones from the bookcase. Take the green stone and necklace for hypnosis from the corner table by the clock. Go to Kaufner's desk and take his green journal never did get this read - maybe the content of the egg explains it all.

Open the egg by pressing the small green button and take the phonograph wax cylinder. Go around the desk and take the medical files of Allepin and Gracie Eaton. Hotel Orphee: Go to room of Mrs. Loiseau, place the wax cylinder on the phonograph and turn the crank. Learn about the power of the use of the Head of Baphomet, transmutation, immortality, Gracie Eaton's Adeline and Kaufner's greed.

De Allepin's house: Place the triangular stones on the new fangled door lock. Enter and look at the lintels over both side doors. The right door has the sign of Venus , the left door has the sign of Jupiter.

Go up the stairs and look at the lintels over both side doors. The left door has sign of Mars and the one above the bedroom door is Saturn's sign. Enter the bedroom and take a look around. Go out and look at the 3 stained glass window. Look close at the plaques under each window - 14 January , 24 June and 18 March Enter the study under the sign of Mars.

Study - Turn right and look at the desk. Take the financial documents about Allepin. Look at the 'calling card' to read it. The handwriting doesn't match Hellouin's letter!

That's why the faked documents made by Bebe didn't work with the doorman! Take the matches. Go to the other end of the room and look at the book case at right corner.

Take the metal ring with letters of the alphabet. There is a planetary display with a panel of numbers and a lever. Let us go to Bebe for another fake document. Alambic Bistro: Get Bebe to make another fake document. Go to another place and then come back to Bebe. Take the new fake letter of introduction. Enter the curtained door to the left. It is a chapel. Go to the 3 chairs and turn left. Enter to go to the library. Take the numismatic treatise from the table close to the door.

Go to the other side and look close at the display cabinet. Take the 18th century copper coin at the center. Read abut the coin in the 'calling card' in inventory. Just like those found in the victim's mouth. Go to the 2 corner bookcase at far end of room. Look at the books and take the book on the Knight's Templar. Read abut the Templar's history in the 'calling card' in inventory.

Note that the dates matches the ones in the stained glass at Allepin's house. Planetary display - Look close at the panel. The top set of numbers is for the year. The middle set is for the month and the bottom one is for the day. We have 3 sets of numbers from the stained glass windows that are important to Templar's history.

Enter any of the set of numbers to see which one works. I used all 3 different sets of numbers in replays. Pull the lever and see the planets move. If nothing happens after the first set of numbers, try another set until a secret door opens.

Alchemy Room - Go forward until the Alchemy room. Look around and note an alchemy table, 4 numbered panels on posts with drawings and a desk with a framed ring. Go to the next room. Crypt - Go to next room. See the body of Gregory de Allepin and a stand in between the 2 slabs. Look close at Allepin and see a cutscene of the transmutation. So Allepin has transferred into a new body.

Is this what happened the night Kaufner talked about meeting Allepin and Gracie-Adeline in the mansion? Take a picture using your camera to get a photograph of de Allepin's mortal remains. Look around and see all the tombs of past bodies Allepin has used over the centuries. Alchemy puzzle - Go back to the Alchemy room. Look close at all the 4 numbered panels with drawings on 4 posts.

The numbers on a panel when added horizontally, vertically and diagonally produces just one number. Calculate the one sum for each post and relate it to the 4 drawings on the same post. Look close at alchemy table. There are 5 measuring spoons - 50, 25, 10, 5 and 1. There are several flasks of colored powder - which ones to use?

Select the bottles with the 4 signs of the planets seen over the doors upstairs. How much for which powder? Click on a measuring spoon, then click on a bottle and then click on the flask to place the measured powder in flask. Add all the required amount of the 4 powder and the use the matches on the burner at the bottom of the flask to get purple gas vial.

Take the 18th century gold coin beside the flask. Numbered ring puzzle: Go to the table with the framed metal ring. Take the knife - murder weapon? Place the metal ring with letters of the alphabet taken from the book case upstairs on the middle circle. Click on clamps to close the 4 clamps around the rings. See a line that makes a path on 3 planets that circle the sun. The 3 planets are marked a on first ring, d on 3rd ring and n on 5th ring.

Now, rotate the metal rings to place the letters A, D and N top to bottom to appear on the top clamp. Then rotate the numbered wheel at the bottom clamp to the number of the planetary ring that corresponds to the letters on top clamp - 5, 3 and 1 top to bottom. Words will appear on the bottom - But he could not stop me from joining the Templars - to start the story of Gregory de Allepin's illegitimacy, initiation to immortality, his taking the body of the father of the one he falls in love with - Adeline, his seeing Adeline every time he transmute to another younger body to meeting Gracie the reincarnated Adeline.

Studio: Blake is kidnapped and Allepin wants the Head of Baphomet in exchange. Alambic Bistro: Talk to a grieving Bebe. Cutscene of Hulot murdered as the Whytes. Bebe talks about making a copy for Hulot of a grotesque bust. Gus shows the picture of the Baphomet. Hulot's fresco which he stares at every night. Go forward to the other end of the restaurant and see a picture of Hulot surrounded by candles.

Take a lit candle , move a little to the right and look up and close at the fresco on the wall. If you have not exhausted all conversation with Bebe, the candle will not make a light on the fresco.

Fresco puzzle: There are hidden drawings and letters on the fresco. Move the lit candle on the fresco very slowly. When the start of the hidden drawings starts to be seen, move the candle very slowly to highlight all the parts of the hidden drawing. At a certain spot in that drawing, the sketchbook will appear at bottom right of the page showing that Gus drew that particular hidden drawing and should not appear anymore.

If the sketchbook does not appear move the candle over again very, very slowly and sometimes hold it in place to get Gus to draw it.

The yellow X on the picture below is approximately where the sketchbook shows up. When all the hidden drawings and letters have been sketched by Gus, the sketchbook will automatically appear on the screen. Now connect the drawings together by click hold drop. After the drawing is completed, move the drawing to fit the letters in the frame at the center. Go forward and take the left tunnel. Train coming! Use flashlight, go down, left to a supply room and take the head of Baphomet from the shelf.

Look down and left, open the box and take another head of Baphomet. This one caused a psychic vision. Police Station: Go straight to the office of Inspector Lebrun. Here, we need to present all the evidence to him to 2 of 3 endings that I have seen so far.

If Lebrun is not convinced and we go to the ending - 2 of the 3 other endings are seen one different from the ending seen when all evidence is shown. Save Game here to get the right dialogues, in case of dead end result in conversation.

Talk to Inspector Lebrun and answer him based on his last word or statement: some of this dialogue might not be present if you've already talked to Lebrun before this part. The Whytes never were Whytes. The Whytes do not exist Why? Passport as evidence. Ruby and Regis are not the real names Post Mortem Store Page. Twinnrova View Profile View Posts. When the game is launched, it crashes before it reaches the title screen.

I'm using a very adequate computer for this game, except the fact that I'm running Windows 8, which is most likely the cause of the problem. So frustrating. I've tried multiple compatability modes to no avail. I've tried other suggestions from these discussions, such as running the game as an administrator, but nothing makes a difference.

I've tried running in 8-bit colors, bit, Vista compatability, Windows 7 compatability, nothing. Any help? Showing 16 - 30 of 44 comments. The "run Steam as administrator" solution seems to work for me. Fingers crossed! Taktloss View Profile View Posts. I have a fix ;. Select the "game. Now apply and close the settings.

Start over Steam and Play ;. I have tried every single advice listed here and in the other shorter conversation. My antivirus is Karpersky and I run Windows 7. I also tried running in compatibility modus with XP, with no results.

Can anybody help me? Originally posted by FatBoySlim :. Omaboy View Profile View Posts. Found the link above and tried it. The game at least starts now, though its windowed and x I didnt have to apply admin rights or anything else. Brecor View Profile View Posts. Okay, I think I finally got a fix to the game crashing just before the Main Menu.

Whenever I tried to just normally start as admin it would still crash.



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