| Any cheat codes | Browse by game: A B C D E F G H I J K L M N O P Q R S T U V W X Y 0-9 |
|
11th Hour: The Sequel to The 7th Guest, The cheats / 11th Hour: The Sequel to The 7th Guest, The hints / 11th Hour: The Sequel to The 7th Guest, The faqs / 11th Hour: The Sequel to The 7th Guest, The solutions 11th Hour: The Sequel to The 7th Guest, The faqs and solutions -= FAQ Version 1 =- -=DISCLAIMER=- Author: Skyler Boerens Email: NemesisEra@hotmail.com, Deceased_x99@yahoo.com Disclaimer: I did this work to help people. By reading this you have agreed to the following: - You will not sell this document for profit. - You will not put it up on another webpage without permission. - You will not modify the document in anyway shape or form. - If I give you permission to put my Guide on a Website you will give proper credit! Credits: 11th hour Strategy Guide Now that we got that happy horse crap out of the way lets introduce you to the game. T-A-B-L-E--O-F--C-O-N-T-E-N-T-S -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- I. I N T R O D U C T I O N T O 1 1 T H H O U R a) Storyline b) System Requirements c) Icons d) Gamebook Info II. W A L K T H R O U G H a) Item Solves b) Puzzle Solves/Hints ============================================= INTRODUCTION TO 11TH HOUR ============================================= If you already know about 11th hour: all the basic functions, the storyline, system req. ETC. Then skip this Section. xxxxxxxxx STORYLINE xxxxxxxxx In upstate New York lies Harley on the Hudson, a little town where supernatural things have said to happened. A strangely quiet place where, amidst the misery of Great Depression, an enigmatic drifter named Henry Stauf built a toy making empire... Little is known of the mysteriou genius Henry Stauf, only that he crafted incredible toys for his dreams. It was said, "A Stauf toy is a toy for life," and, quickly, Stauf's toys became among the most celebrated and sought after in all the world. Stauf grew wealthy, and he built a manson for himself -- a bizarre estate fashioned from a dream. But then the deadly virus came--a virus only killing children--stealing their lives as they lay feverishly in bed clutching their Stauf toys. And suddenly, without explanation, Henry Stauf closed the doors of Stauf's Wonderworld Toys...forever. Withdrawn and reclusive, Stauf confined himself to his mansion, hidden behind a veil of shadows, shrouded in secrets untold. For years the mansion stood silent, brooding, and nothing more was heard from Henry Stauf. Nothing..Until one evening Stauf invited six guests to spend the night, luring them with a promis to fulfill each person's most secret desire... No one knows what took place within the walls of Stauf's Mansion that dark night. None of the guests were ever seen or heard from again. And Henry Stauf seemed to have vanished into the rooms, the corridors, the very air of his most sinister creation. It is now 1995 and you, as Carl Denning Jr., are an investigative reporter for the television series "Case Unsolved." Robin Morales, your producer, and erstwhile lover has mysteriously vanished while gathering bacground information surrounding the series of grisly murders and disappearances in the otherwise quiet little town of Harley on the Hudson. Your only solid lead is a portable computer called the GameBook which was delivered to you -- postmarked Harley, NY. Perhaps it was sent by Robin. Perhaps it is the evil handiwork of Stauf himself, updating his craft to meet the demands of the '90s. You decide to drive to Harley that very night, going directly to the Stauf mansion to track down Robin. You discover nothing at first, other than a decaying, abandon interior filled with the artifacts of a past era. Along the way, you not only stumble across some unsavory and horrifying clues, but you may find out even more than you could ever imagine--much more! When you've gathered all the necessary facts, and have solved the many mysteries and puzzles within the weathered walls of Stauf's mansion, you will have to make yet one more difficult choice. It is the choice that you have to live with for the rest of your life, however long that may be..... xxxxxxxxxxxxxxxxxxx SYSTEM REQUIREMENTS xxxxxxxxxxxxxxxxxxx Required: 80486DX2 66 Mhz Processor or Faster 8MB of Ram Local Bus Video CDROM Drive with 300K (2x) per second tranfer rate Sound card with PCM sound Hard drive with 4MB of free space MSCDEX version 2.2 or higher DOS 5.0 or higher, or Windows 95 Mouse Recommended: Pentium 60 or higher 8MB of Ram 16-bit General Midi compatible sound card 2MB PCI Video Card CDROM with 300k per second transfer rate or higher xxxxx ICONS xxxxx Beeper Icon = indicates when you should access your Gamebook for information. Either a new video will appear, or Stauf himself will talk to you. (Red dot, with a Red Circle around it, flashing) Stylus Hands = acts as the cursors to access and use the Gamebook. Inactivate keys or hotspots are indicated by the empty hand. (Skeleton Hand with a key -or- Skeleton Hand without a key) Beckoning Hands = for forward, right and left allow you to move to a new location or turn up to 360 degrees within the environment. Holding down the button increases the speed of movement. (Skeleton hand with finger moving to the left -or- Skeleton hand with finger moving to the right -or- skeleton hand with finger moving forward) Wagging Hand = Means that no action may be preformed, or access denied (Skeleton hand with finger signaling no) Grabbing Hand = allows you to select a certain objects within the house (Skeleton hand with an impulse to grab) Throbbing Brain = indicates the presence of active puzzles or games (Skull with a brain throbbing) Rolling Eyeball = allows you to select puzzle or game pieces for movement. Pulsing Eyeball = appears during a puzzle, and informs you that there is more than one possible move in the puzzle. xxxxxxxxxxxx The Gamebook xxxxxxxxxxxx Accessing the gamebook = In order to access the Gamebook, move the cursor to the top of the screen until you see the Stylus icon. Click the selection button and the gamebook will appear. the following elements are part of the gamebook's controls. Display Screen = Enables you to see the clues to the Treasure Hunts in the text from as well as the playback of dramatic events. Clicking upon this screen allows you to play video or close the Gamebook and return the the 11th hour game. Help = Hints are available via this button. Your psychic ally will offer helful insights on how to solve the current Teasure Hunt clue or logic puzzle. When playing against Stauf, she will make the best possible move. Map = Accesses blueprints of the house showing the 3 states for each room or area. These states are: 1. Blank - No puzzles available or solved. 2. Lined - Puzzles available but unsolved. 3. Filled - Solved puzzle. The room is open for inspection. Save = Saves your current session in a selectable position and allows you to name the saved progress file using your keyboard or the Gamebooks alphanumeric keypad. Load = Loads in a previously saved session. Close = Returns you to the house view. Power = Closes and exits 11th Hour. Alpha Numeric Keyboard = Faciltates the entry of detailed names for saved progress files. Video Control Buttons = Allows the playback of dramatic events and the cycling of hints or map screens. ============================================= WALKTHROUGH ============================================= xxxxxxxxxxx Item Solves xxxxxxxxxxx 7 PM Tonic Water Library Robin in Coffee Shop Cork Dutton's Room Cork Animation; Robin and Eileen Satyr Picture Gallery Marie in Motel Office Globe Library Globe Animation; Robin/blood on rocks Tablet Laboratory Bloody face on ground Robin (bird) Foyer Robin in painting 8 PM Desk Library Desk animation Torso Picture Gallery Robin meets Marie Liquor Dutton's Room Cork animation Irish Setter Game Room Robin Interviews Doc Thorton Grandfather Clock Foyer Pendulum; Denning & Gosh Eileen Straight Razor Bathroom Razor; Chuck/Marie at Dam Orange Dining Room Morphing Image Nightmare Knox's Room Robin runs into Jim Great Dane Library Library scene 9 PM Television Dutton's Room Robin meets Samantha Organ Chapel Organ Plays Ivory Tower Attic Denning meets ghostly Samantha Torch Chapel Sparks; Chuck drops off body Grater Kitchen Finger animation Disc Laboratory Disc Animation Toothpaste Bathroom Toothpaste creature Guillotine Temple's Room Guillotine animation; Eileen and the Gate Gardenia 2nd Floor Hall Denning walking up the hallway Rose Burden's Room Petal Falls; Denning meets Burden Earring Heine's Room Ear animation 10 PM Harp Music Room Harp strings Nutcracker Hallway Nutcracker; Marie pacing room Eyeball Game Room Eyeball rolls Blade Temple's Room Chuck stalks sleeping figure Locomotive Attic Train animation Sheets Burden's Room Chuck pulled into house Cleaver Kitchen Soup Video 11 PM Lion Hallway Cougar attacks Robin Port Knox's Room Knox speaks Rattle Nursery Rattle; Robin in Nursery XI Foyer Robin on Samantha's monitor Inkstand Library Pen writes message xxxxxxxxxxxxx Puzzle Solves xxxxxxxxxxxxx Puzzle #1 - Book Checkers - Library Hints: - Put all green books on the right shelf and all the red books on the left - Put all red books on the right shelf and all the green books on the left - You can move adjacent only - It must be done in only four moves Puzzle #2 - Cash Register - Dutton's Room Solve: Press the first 5 keys on the top row from the left Press the first three keys on the lower row from the left Puzzle #3 - Knights - Foyer Picture Guide: ___ | 1 | |___|___ ___ ___ | 2 | 3 | 4 | 5 | |___|___|___|___| | 6 | 7 | 8 | |___|___|___| | 9 | 10| |___|___| Solve: '-' represents "to" 1 - 4 - 10 - 2 - 8 7 - 1 - 4 - 10 - 2 5 - 7 - 1 - 4 - 10 6 - 4 - 1 - 7 - 5 10 - 4 - 1 - 7 2 - 10 - 4 - 1 5 - 7 - 1 - 4 - 10 6 - 4 - 1 - 7 - 5 10 - 4 - 1 - 7 2 - 10 - 4 - 1 8 - 2 - 10 - 4 - 6 1 - 4 - 10 - 2 7 - 1 - 4 - 10 6 - 4 - 1 - 7 10 - 4 - 1 2 - 10 - 4 - 6 Puzzle #4 - Rat Maze - Laboratory Hints: - You're playing against Stauf - Build a path for the mouse to find the orange hole - Placeing a maze piece causes the other pieces in the row to slide over or a column to slide it up and down. Puzzle #5 - Painting - Picture Gallery Hints: - The object is to choose the last possible space - You cant chose a space that is adjacent to a previously chosen space Puzzle #6 - 8 ball Puzzle - Game Room Hints: - Replace all of the nine white balls with the numbered balls in sequential order - There are hidden lines of influence between the balls. Figure out what they are and you can solve this mystery. Puzzle #7 - Spiders - Bathroom b a c d e f h g Solve: A -> E C -> G -> A H -> D -> C F -> B -> H -> D -> C E -> F -> B -> H A -> E -> F G -> A Puzzle #8 - Sliding Mirror - Knox's Room Hints: - By sliding the individual panes, restore the mirror to its orignal state. - Use the desilvering sections of the mirror as clues to the solution. Puzzle #9 - Griphon Puzzle - Chapel Hints: - You're playing against Stauf. - To win, you must be the first to create an unbroken path that touches all three sides of the triangular field. - A corner hexagon counts as touching two sides at once. Puzzle #10 - Railroad Switch - Attic Solve: Click on the left switch, move the ltter A down and around until it ends up to the left of F. Repeat the same with U and S Move the T, then the S, the U, and the A to the bottom track Move the F to the far right on the top track Now move the A to the top track to the left of F, Move the U to the mid-point of the upper track, then move the S to the left of the U and the T to the left of the S Move the A to the bottom track, followed by the T and the S. Move the U to the left side of the F. Move the S from the bottom track to the mid-point of the upper track. Move the T from the bottom track to the left side of the S. Move the A from the bottom track to the left side of the U. Move the To down and around so its on the left side of the A. Use the bottom track. Push the S to the right against the T on the top track. Puzzle #11 - Star - Kitchen Picture Guide: 10 *1 *9 2 8 *3 7 6 4 *5 the Stars by the number represent where the points of the stairs should be. Solve: 8 -> 1 6 -> 3 10 -> 5 4 -> 7 2 -> 9 Puzzle #12 - Dice Puzzle - Temple's Room Solve: - Click one above the beginning dice - Click the dice above the last one - Click the next dice that is one up and one space to the right of the previous dice clicked - Click on the dice one to the right and one down from the previous clicked Dice - Next dice clicked should be the next one to the right of the previous clicked Dice - The final move is the one right below __ __ __ __ | |c | | | |__|__|__|__| |c | |c |c | |__|__|__|__| |c | | |c | |__|__|__|__| |c | | | | |__|__|__|__| C= Represents the ones that should have been clicked. Puzzle #13 - Word Labyrinth - Burden's Room Solve: Spell Unintentionally - Straightforward Puzzle #14 - Necklace - Heine's Room Picture Guide: 1 6 2 5 3 4 Solve: Swap 3 and 4 Swap 3 and 6 Swap 3 and 5 Turn 6 twice Turn 5 twice Turn 4 five times Turn 3 three times Turn 2 twice Puzzle # 15 - Blood and Honey - Attic Hints: - Youre playing against Stauf - Try to end with more honey in the comb than blood - Globules devide in two when moved to an adjacent cell. - Honey absorbs adjacent cells filled with blood and vice versa Puzzle #16 - Moving House - Music Room __ _______ __ | | | | |1 | a |2 | |__|_______|__| |6 |7 |8 | 9 | |__|__|___|___| |4 | 3 | 5 | | |______| | |__| |___| 3 Down, 7 Down/Right, 6 Right/Down, 4 Up, 3 Left, 7 Down, 6 Right, 4 Right 1 Down/Down, A Right, 8 Up/Up, 6 Up/Up, 7 Up/Up, 5 Right 9 Down/Down, 2 Down/Down, 8 Right, 6 Right, A Right, 1 Up/Up, 4 Left 7 Left/Down, A Down, 8 Right Right, 6 Up Left, 2 Up/Up, 9 Up/Up 5 Right, 7 Right/down, A Down, 8 Down Right, 1 Right, 4 Up/Up, A Left 9 Left/Down, 5 Up, 7 Right, 9 Down, A right, 4 Down Down, 1 Left, 6 Left 8 Right, 2 Right, 5 Up Up, A Right, 8 Down Down, 6 Down Down, 1 Right 4 Up Up, 8 Right Up, 3 Up, 9 Right Right, 7 Right Right, A Down 6 Right Right, 8 Right Right, 3 Up, 7 Up Right, A Right Down Puzzle #17 - Trilobite - Dinning Room Hints: - Youre playing against Stauf - Get four of your bon bons in a row before Stauf does - Drop a new bon bon onto a stack by selecting a vertical section of the trilobite. - The bon bons can be connected vertically, horizontally or diagonally. - Watch out for those diagonal connections. They can be hard to see. Puzzle #18 - Switchboard - Doll Room Hints: - Interchange the white bishops on one side with the black bishops on the other. - You can move any piece in any order, but it must move along a straight line, and not land in line with a bishop of the opposite color. - You can do it in 18 moves Puzzle #19 - Pente - Doll House Hints: - Get five of your pieces in a row, or capture five pairs of your opponent's pieces to win. - Try not to let Stauf get four unchecked pieces in a row or else you lose the game. NOTE: YOU CAN SOLVE EVERY PUZZLE IN THE GAME VIA CLICKING HELP OVER AND OVER AGAIN IN THE GAMEBOOK! HOWEVER, YOU CANT DO THIS WITH THE LAST PUZZLE! Copyright Skyler Boerens 1999 Other 11th Hour: The Sequel to The 7th Guest, The cheats hints faqs solutions: 1. 11th Hour: The Sequel to The 7th Guest, The cheat codes 2. 11th Hour: The Sequel to The 7th Guest, The cheat codes 1. 11th Hour: The Sequel to The 7th Guest, The hints 2. 11th Hour: The Sequel to The 7th Guest, The faq and solutions 3. 11th Hour: The Sequel to The 7th Guest, The faq and solutions 4. 11th Hour: The Sequel to The 7th Guest, The faq and solutions |