Frankenstein: Through the Eyes of a Monster


     Warning:  The  following  contains information that will help you
solve  Frankenstein.  Please, DO NOT READ FROM START TO FINISH. You'll
ruin  the  game. Fire bad. Make Frankenstein angry. Cheating bad, too.

Version 1.3 March 29 1996


     After  viewing or at least listening to what happened to you (you
were  falsely  found  guilty  and  hung  high  for  the murder of your
daughter),  you  wake  up  looking at Dr. Frankenstein who gives you a
shot  of  morphine  (he also takes one to celebrate your rebirth). You
find  out that you still live but you now have a ladies' left arm. You
get up and look around the lab. There are several things to see around
this  floor.  For  instance,  you can look at the blackboard, activate
some   electrical   machines,  look  at  a  periodic  table  (chemical
elements),  you  can  climb  to  the  tower's roof (you do not need to
activate anything yet), you can open a dumb-waiter and look inside the
shaft,  you  can  push aside a cabinet to find a closed grate, you can
read  a newspaper telling about your verdict and hanging, you can look
at  a lifestone and some notes. Take the lifestone and turn right (Dr.
Frankenstein  will  not  let  you  out  of  the  laboratory  with this
crystal).  Put  it  on the table. Take the cloth and put it beside the
lifestone.  Take  four  strands of rope and put them on both the cloth
and  crystal.  Now  you  have  a  parachute  that you can throw by the

     Notice  that  it will go over the wall. You will need to retrieve
it  later.  If  you climb the ladder leading to the roof, take note of
the  plaque and the pattern of planets. This is plaque no. 2 and it is
associated  with  winds. Take careful note of this pattern because you
will need it later on.

Exploring the tower's floors

You may have notice a trap door in the floor. Go down the lower level. 
in the back and look at the large Tesla coil. It is supposed to store
energy. Notice the lever just below this coil. It is already in the ON
position. You will need to pull it down later on at the endgame on. You
will eventually find a note telling about this information. Another note
will explain the ON and OFF position. Open the door besides the stairs.
You will find yourself on a large balcony. Go toward the cannon balls.
Take one and put it in the steel basket. Pull on the rope. The 
should fall on the left upper gangway and roll out to the left knocking
the moose head trophy.

Secret passage no. 1

     Now  pick  the rope and turn right. Place it in the wall opening.
Now  go through this opening and go down. You will see a broken grate.
Go  through it, turn right, go down once and turn left twice. You will
find  yourself  in  a  small  room  with a corpse and a desk. Read the
notes.  This desk will serve for a forthcoming experiment later on, so
keep in mind its emplacement. Now turn left twice and go down and turn
right.  Activate  the pulley. The wheels will broke loose, so put them
back  in  place  and  try  again to open the hidden door to the castle
great  hall.  There is a lot to explore after that. However, few doors
open to let you in.

Castle exploration

     Go  directly  in front of you toward the double doors. These lead
to  the dining room. Dr. Frankenstein will speak for a moment and will
leave.  Go  toward the fireplace and take the bag. Click on the bag to
see its content. Read the notes. Go back toward the table and take the
turkey  leg.  Put  it in the bag. You may explore all three floors but
only three doors will let you in. Exiting to left of the fireplace, go
right  and  then  left and enter the door to the right. You will be in
some   kind   of  kitchen.  Read  the  note  found  there.  Again  Dr.
Frankenstein  will  come  to speak with you. This time he will be less

     No  other  door  opens  on this floor except for the ones leading
outside  (we  will come back later for these). Climb up one of the two
stairways  in  the main hall. Only one door opens toward a burnt room.
Look  at  the  plaque on the fireplace. This is plaque no. 1 and it is
associated  with  fire. Be careful to write down the exact position of
all seven planets on this plaque. You will need this pattern later on.

     You  will  find  stairs  going up to the third floor. Turn right,
forward,  right  and left and enter. This is the observatory room. You
will  find new notes. Read them. Nothing can be done yet in this room.
Go  back  down  to  the  great  hall  and open the door to outside. Go
outside  and  turn  left,  go forward and right. The rope lying on the
floor  will  come handy later. Look on the plaque at the bottom of the
tree. This is plaque no. 4 and it is associated with height. Take note
of the pattern of planets. Go left toward the tower near the courtyard
doors.  You  will  be  able  to  climb the wall. You will retrieve the
lifestone if you always choose the left path. Climb down and go toward
the  courtyard  doors.  Turn  around toward the castle and look at the
plaque. This is number 3 and it is associated with water.

     Go  back inside the castle and into the secret passage behind the
tapestry.  Drop  the  turkey  leg  and lifestone on the desk. Climb up
again,  exit the grate, climb up toward the balcony and get inside the
tower.  Now take the wooden plank beside the stairway leading up. Turn
right  and go down. Place the plank on the missing stairs and go down.
Dr.  Frankenstein will come visit again. Look around and go toward the
corner  desk.  Take  the battery (glowing green box) and the rope-wire
hanging  on  the  wall.  Connect  all three wires in turn and pull the
levers. One will make the cat head groan. One will make the human head
say  some  word.  A third will contract the arm and the last will turn
off  the  freezer.  This will help you go through the door beside this
table.  Turn  around  and  look at the desk in the middle of the room.
Open  the  drawer  and  take the key. Use the key on either doors. The
right  one  leads  to  your  bedroom. There is a secret passage in the
cabinet.  The  left  one leads to an anteroom where you will find more
notes  and  a  crowbar.  Take them all. There is a locked door in this
room.  You  will eventually find a note in the mines that will explain
how to unlock it.

First experiment with lifestone

     Go  through  the  first  secret passage to reach the hidden small
room  (the one with the corpse). Place the battery on the desk. Attach
both  wires  of  the  battery to the lifestone. This will recharge the
crystal.  The  turkey  leg  needs to be also on the desk. It will seem
that  the  experiment failed, so you will eat the turkey leg. You will
then  black  out  to wake up looking at live vomit (the experiment did
worked...).  Take  the  grappling  hook.  Get back to your bedroom and
explore  the  hidden  passageway.  Map  it  carefully,  because  it is
difficult to find its way when in a hurry.

Secret passage no. 2

     When you enter the secret passage in you bedroom, you will face a
grate. Looking through it you will be able to see the anteroom. If you
go  to  the  left  of the secret door you will find a place to look in
your  bedroom.  Now, if you go right of the secret door, you will come
to  a  fork. Going right leads to a ladder. This ladder goes up to the
Tesla coil level (you can only peek at this room) or further up to the
room  where  you  have  awaken. You will be able to open the grate and
move  the  cabinet in order to free the passage. Now you have a way to
get  from  or  to  this floor level. If you take left at the fork, you
will  encounter  another  fork. Going right leads to a grate where you
can look at the observatory. Going left leads to a ladder. Go down the
ladder.  You will encounter another fork. The right passage leads to a
fireplace  (you  will be able to go there later on). the front passage
leads  to another ladder going down. To reach it, you need the crowbar
to  remove  the  planks  blocking your way. Take the next ladder. Turn
right  and pull the lever. You now have another passage leading to the
great  hall. If you decide to go further on in the secret passage, you
will  be  blocked  by  hot steam coming out from a defective pipe (you
will correct that later on).

New rooms to explore

     Go  outside  the  castle and head toward the tree where the loose
rope lies on the ground. Use the grappling hook with the rope lying on
the  floor.  Take  the  hooked rope. Go up the tree. Use the grappling
hook  on  the window. Enter the window. Look around and read the notes
lying on the table. Push the small table lying beside the entrance and
put  it  in front of the exit door. Go forward and both axes will fall
down on the table. Now look at the aquarium. Remove the piece of wood.
The aquarium will move under the chandelier. Look at the fireplace and
unwind  the  rope wheel. The chandelier will come down on the aquarium
and  smash  it.  This  will extinguish the fire. The way to the secret
passage  no. 2 is now open. Go to the exit door. Go forward, turn left
then right and go through the door in front of you.


     Take  the  staff  on the armorial bearings. Use it on the sliding
ladder. Go down and look around. Read and take all the notes you find.
Go  in  the back of the library and look at the scale. Take the weight
and place it in the right tray. A hidden door will open. Go through it
and  you  will  come  near the defective plumbing. Turn off the wheel.
This  open the way to secret passage no. 2. Go back to the library and
exit  the  door  in  front  of you (the one in the back of the reading
room). This door leads to the first floor of the castle. Now go to the
great hall and Dr. Frankenstein will catch you. He will bring you back
to the library and push you down in the dungeon where he will cuff you
and scourge you.

Escape from the dungeon

     After  he is gone, someone will drop a key from the grate. Remove
your  left  hand  from  the cuff (remember that you have a lady's left
arm,  which  is smaller than your right arm). Use the key on the right
cuff.  Head  back  toward  the stairs and turn right toward the grate.
Remove the grate and go through secret passage no. 3. You will come to
a  room  with  two exits. The right one connects to the first floor in
secret  passage  no.  2. The front hole leads to yet another room. The
right  hole brings you to a ladder heading toward the garden. The left
one  leads  toward  the  hedge maze. (hint: you could already know the
layout  of  this maze just by looking at it from the entrance doors to
the castle; I was able to map it before entering it).

     I  will  not  give  you  the  indication  to  navigate this maze.
However, you will need to gather some objects in this maze. Look for a
skull and take the black beetle. Find the carnivorous plants and place
the  beetle  in  the right one. After the right plant took the beetle,
the left one will open its mouth. Take the corroded scissors. Finally,
you  will  need to find the entrance way to yet another secret passage
(no. 4). Use the scissors on the vines to get access to the hatch.

Planetarium room

     Go  down  and  pull  the  leftside lever. You will hear a opening
sound.  Go  forward  and  climb  the  ladder.  You  will be now in the
planetarium  room  with  four  doors  numbered  1  to  4 (remember the
plaques).  Go  toward the orbital machine. Dependently of the door you
want  to  open,  you  will  need  to open one of the four lower little
doors.  Opening them will show a number (the plaque number). The upper
door  reveal  four  patterns. If you want to open door no. 1, you will
need  to  open  the  leftmost upper little door and the leftmost lower
little  door.  After that, turn the wheel until the pattern of planets
fits  with  the  pattern  on  the  plaque. When this is done, pull the
lever.  If you hear a sound, you will have succeeded. If not, you will
have to try again. Door one leads toward the mine. Door two leads to a
collapsed  tunnel  (for  now). Door three leads to the melting chamber
and door four leads to the mausoleum.

     For  now,  you may look at the mausoleum to gather notes and read
them.  You should also open door 3. This door leads to the wine cellar
maze.  From  the  entrance  of  this  maze,  follow  these directions:
forward,  forward,  forward,  right,  forward,  left,  forward, right,
forward,  left,  forward,  right.  You will eventually come to a small
room  leading  to  the melting chamber. Look around. Pull the lever to
open the steel doors leading to the mine. Go in the back and go toward
the  coil. Turn the switch on. Go toward the right stairway and search
the  room  (more notes to read). For now, head back to the planetarium
room.  The  next step will be the mines. Also, if you head back to the
hedge maze, you will find a newly created passage leading out directly
toward  the  entrance  doors of the castle. You should let door 1 open
when  you  leave  the  planetarium  room.  This will save you a lot of
walking around when going through the mines.

The mines

     There  is  two  entrances to the mines (at this stage). The first
one  is  through the planetarium room. The other one is in the garden.
Start  near  the  exit doors to the courtyard near plaque no. 3 and go
toward  the  left  side of the water basin (between the garden and the
hedge  maze).  Push  the  gargoyle and a pedestal will emerge from the
water.  Step  on it and the entrance to secret passage no. 5 will open
(it also leads to the mines). Go ahead until you find the secret dock.
Take  the  diving  suit  and  speargun,  and  activate the air pumping
machine.  Turn  right  and  go down in water. Look around and read the
note  and look at the treasure chest (you cannot take any of them with
you).  Turn  around  and  kill  the squid with the speargun. Climb the
ladder.  Shut  out  the pump and go back in the tunnel. Take the right
tunnel.  It  leads to the mines. It is important to turn around in all
directions  in  the  mines  to find all passages. Go forward until you
encounter  a  left passage. Go in and turn around. You will find three
passages.  You  entered  from  the  left.  The  middle  one leads to a
conveyor.  Remember  its  location.  You  will  have  to  come back to
activate  it  later on. Two more of these are to be found in the mines
and  another  one  is in the ore processing room (this one needs to be
activated first).

     Turn  around  and  go  forward. You will encounter a left passage
leading to a waterwheel and chained doors. We will come back later for
this  one.  If  you  continue  to  the  end of this corridor, you will
eventually  face  a closed door (it is door no. 1 from the planetarium
room).  Turn  right  and follow the side corridor to the end (you will
find  another conveyor). Step back to the planetarium room door no. 1.
Head  back  toward the side corridor leading to the waterwheel. Before
getting  there,  you  will encounter a three door fork. The center one
leads  to a conveyor (Come back later on to activate it). The left one
leads  to  a trap door you cannot yet enter. The right one is the main
corridor.  Now  at the waterwheel location, turn the wheel to stop the
flow of water. Take the chain and attach it to the waterwheel. Turn on
the  water  and  the  doors  will  be torned away. Before entering the
tunnel  ahead,  pull the switch to the right. You may also encounter a
monster  hand creeping on the floor. Do not throw a rock at it because
it  is friendly. This monster hand will also help save Sara further on
in  this  game.  You  can follow it outside the mine toward the secret
dock. It will be back later on in this game.

Ore processing plant

     You will come to a corridor with rails leading to the left and to
the  right.  For  now,  take the left tunnel until you come to a steel
door.  Pull  the  lever.  If  it does not work, the entrance switch is
probably  off.  When the steel door is open, climb the ladder and step
in the ore processing plant. Look around. Activate the conveyor in the
back of this cavern. Go back and activate all three conveyors found in
the  mines. These conveyors can only be activated after you forced the
door with the waterwheel and after the switch near this waterwheel has
been  turned  on.  When  all four conveyors have been turned on, rocks
will  begin  to be carried toward the ore processing plant. Turn right
and  push  the  black  button  on the machine. Head toward the control
panel  and  pull the left switch to activate the crushing machine. Use
the  black  and  red  buttons  to crush the ore with the left or right
crusher.  You  need to crush each boulder two times. If the processing
plant  shut  off,  pull  the  lever  and  restart the machine from the
beginning. After enough ore has been produced, you will hear a signal.
Get down the ladder and follow the rail until you find a control panel
on your left.

     Continue down the tunnel and you will encounter two forks. At the
first one, the left rail leads to the melting chamber (the steel doors
should  be  open  if  you  went  through door no. 4 in the planetarium
room). At the next fork, pull the lever to direct the rails toward the
left  passage.  Go  back  to  the  first of these fork and look at the
control  panel. Pull the left switch and a wagon full of ore will come
from the right. Head toward the second fork and go in the left tunnel.
You will come into a room with closed doors in the ceiling. Attach the
chain  to  the  wagon  and  head  back to the control panel. Flip both
switch  up  and  down  again  and  the wagon will retreat to the right
tearing  off  the  ceiling  door.  Pull  the  lever at the side of the
control  panel.  Flip  the left switch back up. The wagon will go into
the melting chamber. Go to the melting chamber.

Melting chamber

     Go  toward  the  left  stairway  and you will come facing another
control  panel.  This  panel  has different controls and switches. The
upper  two  switches control the claw power (left one) while the right
is  the  electric  switch.  On  the  left  side,  is the vertical claw
control.  In  the  upper middle lies the horizontal claw control. Just
below  it,  you  will  see  the  temperature  gauge  (left  side)  and
temperature  control  lever (right side). At the bottom of the control
panel,  you will find the voltage control (left) and the voltage meter
(right).  It  took  me  several tries but the following actions worked
out:  Switch claw power on. Pull horizontal claw control to the right.
Pull  vertical claw control down (the claw will gather the ore) and up
again  (ore  will  be lifted). Pull the horizontal claw control to the
left and pull down the vertical claw control down (The ore will be put
in  the melting machine). Pull it back up. Increase temperature to the
maximum  with  the  temperature  control lever. Use voltage control to
increase  voltage to 80. Pull the electric switch on (the angle of the
claw  will  be  raised).  Pull  down the vertical control claw, and up
again  (now  you  see  a  glowing  white  mass  in the claw). Pull the
horizontal  claw  control  to  the  right (the claw will put the white
crystal  in  the  wagon).  Head back to the control panel in the mine.
Pull  both  switches  down  to let the wagon go to the right. Pull the
left  lever  to  redirect  the  rail toward the second fork. Pull both
switches  up  and  then pull the left switch down. The wagon will head
toward the room with the ceiling doors.

Mixing room

     Go  to  the room with the ceiling doors. Note there are now open.
Climb  up the ladder. Go toward the control panel in the far corner of
the  mixing room. There are several controls on this panel. If nothing
works,  go  to  the melting chamber and pull the switch at the base of
the  coil.  The  electric switch in on the upper left corner. The claw
control is in the upper right corner. The claw to the crystal maker in
on  the  lower  right  side.  The  voltage meter is in the middle. The
voltage  control is in the lower center of the panel. The spin control
clutch  is  to the right side of the control panel. Now, pull the claw
control to the rightmost position (the claw will get the white crystal
from  the  wagon).  Pull this lever to the leftmost position (the claw
will  put the crystal in the mixing tub). Go to this mixing apparatus.
Turn  the  left  wheel to pour H20 (water) in the mixing tub. Turn the
right  wheel to pour HNO3 (nitric acid) in the tub. Pull the switch to
start  the  mixing  process.  Pull  the  bottom  switch  to  fill  the
container.  Head  back  to the control panel. Pull the claw control to
the left and then down. Pull down the crystal maker claw. Activate the
electric  switch.  Set  voltage to 80 volts. Activate the spin control
clutch. You have created a large lifestone. Use the controls to direct
the claw to take the crystal and place it in the dumb-waiter. Send the
dumb-waiter up by pushing one of the botton on the left side.

Meeting with Dr. Frankenstein

     Now  is  time  to  talk  with Dr. Frankenstein. Go to the tower's
first  floor.  Go  through the anteroom. You should now have found the
note at the dock (not sure of the exact location where this note is to
be  found).  If  you  do  not  have it, then put the first, second and
fourth  switches (starting from the left) in the up position. Switches
no.  3  and  5  should be in down position. This will unlock the door.
This  will  lead  to  another laboratory room (it looks like a biology
lab).  turn  left twice. Take each brain in turn and place them in the
machine to the right. Pull the lever and they will speak the last word
they  listened  before  being killed. Explore the room further to find
more notes. Save your game because you can die in the meeting to come.
Open  the door to the left (it should now be unlocked). Enter the room
and look around. There is a door to your right but do not open it yet.
Go  straigh  to Dr. Frankenstein and a discussion will follow. When it
is  finished, look at the cages to see some disturbing sequences. Turn
left and go to the desk. Take the notes in the drawer. Read them. Turn
left and Dr. Frankenstein will talk again. Save your game and head for
the  other  door (not the one you entered). You will be forced to face
Dr.  Frankenstein  who  will  point  a  gun at you. Turn around and go
through the door as fast as possible. You will be OK outside.

Meeting the thugs and run for your life

     Go  outside  near the exit doors to the courtyard. Save your game
again.  Turn  toward  the  castle. A thug will greet you with a rifle.
Another  thug  will  be  to your left, so head right toward the castle
doors. You will know where to go because a thug will always block your
way  if  its  not  the  right  direction. Climb up the left stairs. Go
forward,  turn  left and go straigth forward to the open door. It will
close behind you. Turn right to face the mirror. Do it quickly because
the thugs will soon brake the door of this room. A girl will appear in
the mirror and she will shatter it. Follow the girl to the secret cave
(it  is  not  far  from  the planet room door no. 1). You will be safe
there.  Sara will talk to you several times. Take the cup of water and
drink  it. She will ask for the bottle on the upper shelf, so push one
of the barrel and use the wooden fork to retrieve a bottle. There will
be  some more talks and then the monster hand will appear. Sara's life
depends  on  what  you  do  next.  If you send a rock at it, Sara will
eventually  be killed. If you wait until the hand goes away, Sara will
be safe and it will be the hand who will be killed later on. Sara will
now want to see Dr. Frankenstein.

     Go  to  the  mausoleum (door no. 4 of the planetarium room). Look
into  the  drawer and look at the notes. More talks will follow. There
will  be an earthquake that will block all the doors except door no. 2
(the  tunnel  was  collapsed before). Follow Sara in this tunnel. This
will  bring  you  to  a vast cave with a ladder going up. You may save
your  game  because  this is the ladder maze and a monster will try to
catch  you. The exact route is as follow (I hope it is not random with
each  game):  up,  up,  take left ladder up, take left ladder up, take
right ladder up, take left ladder up, up, up, and up. Take Sara's hand
to get her free of the monster. You will be back in the garden.

The observatory

     Go  to  the secret dock through secret passage no. 5. Look around
and  you  will  find  a note. Take it and read it. Turn around and you
will  see  a bomb (you cannot deactivate it). Go to the observatory on
the  third floor of the castle. Go straigth to Dr. Frankenstein. There
will  be  talks  between  Sara and him. Move around a bit to start new
conversations.  He will then leave and lock you inside the observatory
with Sara. Go back to talk with her. Look into the spyglass to see the
thugs  forcing your child Gabrielle to follow them to the secret dock.
Go back near the door and push the desk under the wall grate. Open the
drawer  and take the key. Use it on the locking mechanism of the grate
(the  one  on  the wall). The key will fall in the floor's grate. Push
back  the  desk  and  go retrieve the horseshoe shaped magnet near the
spyglass.  Use  it  on the floor's grate to retrieve the key. Push the
desk again and use the key to unlock the wall's grate. Sara will climb
through the opening and unlock the door to the observatory. What comes
next  will depend on whether or not you thrown the rock at the monster
hand.  If  you  did  throw  a rock at it, Sara will be murdered on the
spot.  If  you  did  not  throw  the rock, it is the hand that will be
shooted  at.  Go  directly to the secret dock. You will find Gabrielle
lying  dead  on  the  floor, killed by the bomb. Take her with you and
head to the laboratory on the third floor of the tower.


     This is the toughest part of the game. Many gamers, including us,
had  a  hard  time finding the exact sequence of actions to finish the
game  without  killing  for good Gabrielle. So, Place Gabrielle on the
table. Go to the dumb-waiter and retrieve the lifestone. Put it in the
holding  apparatus above the table. Go to the main control panel. Pull
the  three  left switches to the right position and then the two right
switches  to  the  up  position. Pull the lever at your left (to raise
Gabrielle  to  the  roof  top). Climb the ladder and look at the speed
gauge.  Wait  until the speed reaches between 10 and 20 and unroll the
rope  to  let  the  kite float free. Go down to the Tesla coil chamber
(2nd  floor of the tower). Pull the switch down to charge the coil and
pull  it  back up when the needle in the display is still in the light
red  area  (but  close to the dark red area). Head back to the control
panel on the third floor. Turn the three left switches to the left and
see  the results. This set of actions is needed to save your daughter.
You then leave the castle and live long and happy.

     There  is  also  another ending to this story. If you pull up the
switch  in  the Tesla coil chamber on the 2nd floor when the needle is
in  the  dark  red  area, and then pull the three left switches to the
left,  your  daughter will come to life but dies eventually again. You
will  then be emprisoned again by Dr. Frankenstein and won't live long
and happily.

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