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.
FRANKENSTEIN: THROUGH THE EYES OF THE MONSTER WALKTHROUGH
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.
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.
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.
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
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.
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.
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.
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