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Morpheus

By Linda Shaw

This walkthrough is the property of Linda Shaw and is used here with her permission. Please visit Linda's Home Page for lots of good info about adventure games, including reviews and more walkthroughs.

Please read our copyright notice.

Click here for a printer-friendly version of this walkthrough.

I. Getting Inside the Herculania
II. Inside the Herculania
III. Neurographicon Machine
IV. Theater and Theater Foyer
V. Guest Quarters, Vaporarium, Mudroom, Herbal Lab
VI. Second Floor and First Floor
VII. Sanitarium and Neurographicon Lab
VIII. Leo Galte's Dream World
IX. Back Aboard the Herculania and Gathering More Clues
X. Belle Swan's Dream World
XI. Bill Mexler Clues
XII. Bill Mexler's Carnival Dream
XIII. Gathering More Clues for Our Next Dream
XIV. Claire Moon's Room
XV. Gathering Clues for Grace Thermon
XVI. Grace Thermon's Dream World (Nightmare World!)
XVII. Neurographicon Lab and End Game

I. Getting Inside the Herculania

1. Click and hold down the mouse button. Move right and forward beyond the cargo bay area.

2. Turn left, click on the Herculania life preserver.

3. Turn right, and go all the way down the side of the ship.

4. Click on doors (sealed by airlock). Back off the doors.

5. Turn to the right and zoom in on the distress canister.

6. Click on the hammer and watch. The balloon gets stuck.

7. Turn around and head back to the rear of the ship. Watch the vision of Malherbe as he hangs himself on the cargo bay.

8. After seeing this vision, walk left and up the stairs. Turn right and click on the launch controls.

a. Grab the flare control and pull down and to the left. Set the flares as shown in the picture above.

b. Grab the range control, pull to the right as shown in the picture above.

c. Pull down on the launch handle, then move to the right and the cargo bay controls.

d. Pull the cargo release.

9. Go down the steps and to the distress pod on the right side. Zoom in on that and listen to JC Pharris.

10. Now go step on the cargo bay area and go down.

a. Read the letter from Malherbe.

b. Turn around and zoom in on the cargo controls. Pull the right lever to lower to the 2nd floor. Back off the cargo controls and turn all the way around. Open the door (breaches all the airlock doors). Enter and look down. Turn around, forward twice, left, forward to the steel garage looking gate. Turn left and examine the box of radioactive materials. Puzzled?

c. Return to the cargo controls, go down to the third level. Examine the rare flowers from Indonesia. Turn left from the flowers and go forward to the steel garage-looking door. Turn right and enter the door.

d. This door takes you back up on deck. Walk forward to the left side of the ship and the airlock doors. Turn left and look at the bird nest and eggs. Enter the doors.

II. Inside the Herculania

Awfully dark in there, huh? Need some light? Walk forward and out the next set of doors. Then turn right and enter the ship again. Go down the stairs and then turn around at the doors. Face the stairs and the banister. Below is a picture of the solar powered light control.

Zoom in on the end of the banister. Light controls? It's possible. Click on it! Have fun exploring!

III. Neurographicon Machine

Go around the banister on the left (you can use the right side, too). Turn left and go through the doors. Go down the stairs, through the doors and move to the center of the room. Enter through the double doors. Turn left and zoom in on the solar voltaic circuits (see picture below).

Turn right and look at the AIV sequencer and push the button on the left. Now enter the control booth. Pull the handle on the far right side just below the dial reading (notice the positioning of the control booth on the horizontal slider above the injectors). Next, push the button just below the ventricle sign. Slide the device in front of you all the way to the left and note that the atrium has now lighted up. Push the button on the left to lower the device. Reach for and pull the lever on the far right side to move ahead to the injectors. Push the button on the right. Click on the injectors in front of you and notice that the injector light has now been turned on or activated. Push the button on the left to lower the injectors. Pull the lever on the far right (the control pod will turn around). Pull the lever on the far left and you will go backward to the final ventricle area. Push the button on the right, swing the handle in the middle of the device all the way to the left. Notice that the ventricle light is now activated. Return the mobile control pod to its original position or by pulling the left lever you will back up to the area of the cargo bay you once entered.

You have now activated power to the atrium, injectors and the ventricle areas of the Neurographicon device. Notice that the lights on the AIV sequencer are now on and activated. Pull down the lever on the right. You will see a flashback of Jan and his father, Jonathan Cleveland Pharris, arguing about the Neurographicon machine. You should be aware by now of what you have been fooling around with! Exit the control room and return to the main floor.

IV. Theater and Theater Foyer

Enter the foyer to the theater. Click on each of the four projection devices, beginning with the one to the right of the theater entry doors. Move clockwise around the room from one projection device to another until you have viewed, reviewed and taken notes on each of the four devices.

Enter the theater, click on the film projector and watch the short film. Upon exiting the theater, pick up and read the postcard from Claire Moon to her Uncle.

Click forward and watch. See that flashback? Who might that be? And where's that dog now?

V. Guest Quarters, Vaporarium, Mudroom, Herbal Lab

Move beyond the banister, through the doors and examine each of the rooms, who is in what room--and be sure to notice that each passenger, including Dr. Malherbe, has a three-digit code to enter the room. Notice, too, the replica of the Herculania in the middle of the hallway. Click on that. Exit the double doors beyond Mexler and Malherbe's rooms and into the vaporarium (see picture below).

Zoom in on the fountain and watch the flashback of Ms. Grace Thermon and Bill Mexler. Turn right, enter the herbal lab. Zoom in on the table and on the frog. Also zoom in on the chair and watch the flashback of Grace Thermon and Dr. Malherbe. Exit the herbal lab and go directly into the mudroom. Zoom in on the toilet (more on this later!). Check out the mudbath as well, as long as you're in there.

VI. Second Floor and First Floor

Go up to the second floor, and to the ballroom doors. Click on the sign that advertises Belle Swan's performance. Enter the room and click on the wheelchair item. Next, click on the jester's hat on the floor to the left of the wheelchair. Move right and enter the orchid atrium. Move to the center of the atrium and turn around to face the double doors. Enter the closet area and click on the diagram of the atrium (see picture below). Make a note of the layout design for each orchid as this is of significant importance later in the game.

Now click on the greenhouse watering system. Walk around the atrium and examine each of the plants. Be sure to click on the net leaning against the wall in this room. Exit the atrium and exit to the outside of the ship by the right side of the ballroom. Go up the stairs and around the corner. Zoom in on the handkerchief on the bench.

Enter the captain's bridge and begin by zooming in on the recording device on the far right side. Now, at least, you have a better idea of what occurred all those years ago. Exit the other side of the bridge and go all the way around and down the stairs (do not take the first set of stairs). Just to the right of the lifeboat, zoom in on the snow. You'll see what happened to Belle Swan's poor little pooch! Enter the ship through the doors ahead and into the ballroom. Exit the ballroom and head through the doors on the right side of the huge clock. Notice all the boxers?

Uh oh ... one of the paintings is missing. Leo Galte's painting is missing. Welterweight, huh? You can click on the lower area that will show the weight class, or the higher area shows a video of Leo and Belle. Enter the main doors to the gymnasium. Check out the pool area, the free weights (which weights are missing?), the rowing machine, the jogger machine, the boxing ring and the scale. Notice anything in particular about the weight allowances for welterweights? When you know Leo Galte's room code, or you think you know his code, exit the gymnasium, enter the elevator, and push level 3.

Exit the elevator, turn around and head for Leo Galte's doors. Enter the code and push the left button (see picture spoiler below).

Inside Leo Galte's room, zoom in on the bed. Examine the table to the right of the bed carefully. Notice the painting that was missing in the hallway seems to have found its way to Leo's room. Click on the box with the rose on it. Examine the piece of paper attached to the top of the box. Now take the red serum bottle in your hand. Time to head for lala land and happy dreams of Leo Galte!

VII. Sanitarium and Neurographicon Lab

After retrieving the serum from Leo Galte's room, it's time to head for the sanitarium and the Neurographicon lab. Exit Leo's room, head to the elevator and get off on level 4. You've just entered the Sanitarium. Walk forward and look at each of the pods. Push the button on each one and watch the short video scene for each person, visitor, passenger. Turn around and begin heading back to the elevator. Turn left and zoom in on the pod retractor machine (see picture below).

Enter the three-digit code that you saw on the rose box in Leo's room. Pull the handle down on the right.

When the flashback between J.C. Pharris and Dr. Malherbe concludes, head for the secret doorway along the tiled wall. [Insert disc 3]

As you enter this room through the spiraling stairs, you have just entered the Neurographicon pods and lab. Examine each of the pods and finally, zoom in on the huge green cocoon-looking pod at the end. That's Jan Pharris, the deformed adopted son of J.C. Pharris, and biological son of Leo Galte and Belle Swan!

Turn around and enter the open pod. This is a good time to save your game!

(Neurographicon pod picture below.)

Insert the serum from Leo's room into the rose receptacle. Happy travels!

VIII. Leo Galte's Dream World

You appear in front of Molly's 3 Blooms for a Penny flower cart. You'll need to collect three roses to complete Leo's dream and return to the Neurographicon and the Herculania. Click on the cart a few times for a look inside.

Turn around and head to the right of the Bow Street Police Station. Turn left, enter the police station through a side door. Notice the six maps on the wall and then be sure to notice each of the
police desks.

1. Muffy, the dog is missing and was last seen at Sweeney's Meats.

2. Colored name plates with matching colored push pins (see photo below).

Now go around the police counter and enter the morgue. Notice all six jail cells contain one unique item. Remember what item is in each cell. Exit the jail cells and note the keys on the
desk (see picture below).

Exit the police station, turn right, and head for Ms. Pettibone's Boarding house. Look around and enter the library area. See the telephone? More on that later! Go upstairs. Enter the first room on the left and notice the knitting needle and yarn. Be sure to take note of the postcard video in this room, as well (Big Ben--London, England). Exit and enter the room next to that one.

Notice the tea cup and postcard video (Hong Kong Harbor). Continue investigating the other four rooms upstairs, being sure to make notes on the items in each room and the locations of the video postcards. When you have looked and made notes for each room, leave the boarding house and return to the police station. Using the keys and jail cell assignments, in combination with the colored names and matching push pins, and with the items within each of the jail cells and boarding house rooms, take one colored push pin at a time and insert it into the appropriate location on the maps. Solution below!

Ophelia (red) = London, knitting needle and yarn, jail cell 2
Tess (purple) = Paris, single glove, jail cell 1
Molly (green) = New York, flute, jail cell 3
Ingrid (yellow) = Egypt, decorative pin, jail cell 6
Lulu (blue) = Hong Kong harbor, tea cup, jail cell 4
Kitty (aqua) = Rome, flowered hat box, jail cell 5

When all push pins are placed correctly on the six maps, a rose will appear. Put the rose in Molly's Flower Cart. The first of three puzzles in Leo's dream world has been solved.

Now head for Smedley's Pub. Look at the beer handle dispensers behind the bar. Note each handle design carefully . Now look around the bar. There are six booths, darts on each booth table, and a dart board over on the wall. Move left to the first table. Select a dart and throw it.

If it is the correct dart, the matching beer handle will dispense beer. It if is an incorrect dart, the dart will return to that table. Try again! When you have thrown the correct dart, move to the next table. Continue throwing the darts until you have been to each table and have matched all six darts with the corresponding handles. When you finish the sixth and final dart, all beer handle dispensers will begin dispensing beer, and a secret passageway will open behind the fireplace.

Enter the secret passageway and then move towards the boxing ring. Right up Leo's alley, huh?

You know what to do with the rose.

Remember that missing dog, Muffy? Head back to the police station and take a look again at the missing dog sign on the desk. "Last seen at Sweeney's Meats!" Head there now (to the left of Smedley's Pub, down the street and across the street from Henchley Bro. Merchant). Enter Sweeney's. Click on the dog tag and flip the tag around (see picture below).

Remember the phone at Ms. Pettibone's Boarding House? Rush over there and answer the phone! What did he say about "winding up at the morgue?" Uh oh, better go check it out. Now there's somebody there. Go ahead, don't be afraid. Take a closer look!

IX. Back Aboard the Herculania and Gathering More Clues

Let's lighten things up a bit. How about a refreshing drink? Hop in the elevator and head for level 1 and the Eden room (lounge). [Insert disc 2]

Exit the elevator, turn left and click on the colorful organ. Leo looks content, doesn't he? Left again and note the card on the table (see picture below).

Back off the card, and spin left a little. Go forward and then turn left. Note the cards on the table. Click on the cards and watch the flashback. Now we understand why Leo was so mad at Bill Mexler before in his room! Remember?

Move around the lounge and find the cigar on the bar for another flashback. Exit the other doors into the huge globe spinning dining room. Turn left and click on the table with the cigar box.

Listen to Mexler and Ms. Grace Thermon talk and argue. Then click on the cigars. See something there? Click on the business card.

Now spin all the way around, exit the double doors to the captains bridge. You can listen to the ships log that J.C. Pharris recorded, watch the flashback of the boatsman, or any of the other equipment on the bridge. Exit the lounge and enter the elevator. Level 2 is where you're headed next. It's time for Belle Swan's famous performance! Enter the ballroom, move left and forward of the sign. Turn right and click on the organ in the center of the room. Spin the dial at the bottom to her favorite song. Push the three musical instruments to match the cards on the tables in the lounge! Push the "play selection" button (see picture below).

Bingo, must be her room code! Haste makes waste, so head for her room! Use the stairs for exercise or the elevator to the third floor. Enter the code from the organ on her door (see picture below).

Examine and read Belle Swan's diary on the table, then look at the makeup compact on her dresser table, spray some nice perfume and open the box with the feather on top. Now that you've got her personal serum, you know where to go! Head for the elevator, and go to Level 4.

Turn to the right in the sanitarium. There's no need to mess with the pod retractor, as you've already set it to formula 318. Instead, head for the Neurographicon room. [insert disc 3]

Every time you enter the Neurographicon transport pod, I recommend saving your game at this point. It will be easier to restore a game later when and if you wish to re-explore a dream world you've already been to. Put the serum in the feather container. Happy travels and sweet dreams!

X. Belle Swan's Dream World

Notice the birdcage? You'll return here each time you complete a puzzle. Make your way down the stairs (in either direction) and head for the outside of the Temple (through the doors by the plants on both sides). Move forward several times and then play each of the instruments, ending with the oboe (remember this music from the bazaar?). Nice music, huh? Turn right from the table and forward to the baskets. Click on the big basket in front. Surprise? Take the feather and use it on the birdcage. Puzzle 1 has been solved. One down and two to go. Head back down the stairs and make your way to any one of the blue doors. The order doesn't matter at this point. Enter each of the brown doors and click on the paintings (see picture below).

When you've collected all of the paintings from one side of the temple, exit blue doors and cross over to the other side. Collect those paintings as well. Now that you've clicked on all the paintings, where do they go? Exit the doors and head for the two maroon doors close to the fountain. Enter and notice that all your paintings are now on the wall. The object of this puzzle is to arrange the paintings in historical order. This was one of the most difficult puzzles in the game. Begin with the painting to the right of the doors. This painting is the only one that will not move when you click on it. All other paintings can be clicked on and moved to different locations. To start, begin by paying very close attention to the architectural designs in the backgrounds of each of the paintings. One painting's background design "flows" into the next painting. Move around the room arranging and rearranging the paintings by following the design patterns and in a clockwise motion (spoiler for the paintings below).

When you have correctly placed all paintings in historical sequence, a video sequence showing the history of the paintings will occur. Put the feather on the bird. Next, go down the steps and enter the blue doors. Enter the blue doors where the Egyptian pyramid shaped sundial toy is located at one end of the harem room. Turn the sundial pyramid so that the side with the circle at the top and the star in the middle are showing directly in front of you. Now go to each hookah and click on them in the following order: triangle, III, star, "S", spade, a spade shape.

Take the feather and give it to the nice birdie! Return to the Neurographicon lab and exit to Level 3. [Insert disc 2]

XI. Bill Mexler Clues!

Remember the vaporarium where Bill Mexler and Ms. Grace Thermon had their nice little conversation about bottling sparkling spring water? Well, head for the vaporarium, and we'll figure out Mexler's room code! Once you enter the vaporarium, click on the fountain again.
Listen and refresh your memory about their conversation. When the conversation is over, did you find anything interesting? Turn to the left and go into the mudroom. Click on his royal flusher and watch him get seasick. When you've done this, you should find something interesting in the bowl! Use that item on his locker against the wall! Aha ... his room code, perhaps? (See picture below.)

Bingo, again! Must be his room code! Take off for Mexler's room and try entering that code on his door!

Move forward into the room and click on his bed and watch! Turn right and examine the items on his dresser:

a. Stamp machine and trash can,

b. Letter on the far left side of the dresser,

c. Inside the dresser drawer:

1. Locket,
2. Carousel,
3. Dice,
4. Sharkey's marked playing cards,
5. Honus Wagner card,
6. Mexler's cards.

d. Box with the spade on the top.

Before leaving Mexler's room, why not check out his royal flusher!

Get to Level 4 in any elevator you wish. Once again, head for the sanitarium and the Neurographicon pods. [Insert disc 3 again.] Again, this is a good time to save your game, and perhaps call it "MEXLER" so that you can more easily and conveniently return to his "dream world" any time.

XII. Bill Mexler's Carnival Dream

You begin your dream in Mexler's carnival standing in front of Madame Lucinda's Fortune Telling cart. This is where you will return after solving each of the three puzzles in his dream.

Begin by turning all the way around and click on the organ by the merry-go-round ride. Play the organ, if you'd like, but the variety of songs is very limited! Notice the six colored balls up above the organ keys and the knobs just below the colored balls. Back off the organ one time and take note of the carousel horses on the organ. Move to the horse racing game booth. Notice the colors and horse names on the bet board. No money in your pocket? No problem. Click on the starter's pistol in the top right of the board. Enjoy the race, and good luck! Your winning ticket is below.

Now return to the carousel organ. Zoom in on the organ. Using your winning race ticket, grab and pull each of the knobs below the colored balls according to the race results.

Play the organ!

Take the Queen of Hearts to Madame Lucinda. One puzzle down, and two to go!

Ready for some fun? How about the fun house? Turn left from Madame Lucinda's cart and move to the fun house. Enter. Be sure and pay attention to the show and the sequence of events in the show. Quiz to follow! When the show is over, move forward toward the Ferris wheel two times. Turn right so that you are standing in front of the King Colossus banner and zoom in on the two trash cans. Cute rat, huh? More on that pesky rat later! You might as well take a ride on the Ferris wheel as long as you're over here on this side of the carnival. Now move toward the wagon with wheels and go up the steps. Examine each of the three freak show exhibits, but pay close attention to the World's Dumbest Man exhibit in the middle.

This is an extremely valuable clue in solving one of the more difficult puzzles in this particular dream/illusion world. With that in mind, exit the trailer and notice the piece of paper on the ground (see picture below).

This, too, is a very important clue in solving our next puzzle. Shift all the way around to the right of Madame Lucinda's cart and notice the Beula--The Fat Lady Banner. Move right and test your skills on the "What Kind of Man Are You?" game. Well? How'd you do? (Picture of my efforts below!)

Move right and then forward two times. Turn left at the "What a Lady" sign and click on the trash can. There's that pesky rat again! Little critter sure does get around, huh? Now it's time to move to Beula's weight guessing booth. Be sure to have a paper and pencil handy. You'll need to do some calculations to get this one right! Let's review our notes, shall we?

Things we know:

1. Each Taboopie coin weighs 4 ounces.
2. 16 ounces = 1 pound
3. It takes 4 average men to carry the King, and an average man (according to the strength game) can hit 75 pounds.
4. 500 Taboopie coins are in the bag with King Colossus on the scale that balances the weight with Beula from the banner.

Calculating Beula's weight:

16 ounces = 1 pound
4 ounces (per Taboopie coin) x 500 coins divided by 16 = 125 pounds
4 Average men @ 75 pounds each = 300 pounds
300 pounds + 125 pounds = a grand total of 425 pounds

Enter the weight on the machine in the middle and pull down the lever. Place the Queen of Diamonds in Madame Lucinda's booth. Two down and one puzzle to go in Mexler's dream. Take a break and have some fun. After all, you are at a carnival! Ride the merry-go-round, and the Ferris wheel to release the stress before tackling the final puzzle.

Remember those two trash cans by the King Colossus sign? Return there. Uh oh--now we're behind the carnival gates. You might as well snoop into Beluga's trailer. When you're finished looking through her things (embarrassed yet?), turn right and head for the stage door. Enter. Pull down the circuit breaker switch and get ready to run the show. By grasping the knot on each of the five pulleys and pulling it down, the curtains will open, and you'll see which pulley operates which scene of the fun house. The object of this final puzzle is quite simple. Repeat the exact order or sequence of events in the fun house show (spoiler below).

Put letters by each of the pulleys, beginning with A-E: pull E, C, A, B, and D. Bingo, another card. The Queen of Clubs. Give it to Lucinda and return to the Neurographicon lab.

XIII. Gathering More Clues for Our Next Dream

Enter the elevator and make your way to Level 3. Remember the video sequence we saw just outside the theater in one of the four motion picture machines? Let's refresh our memory on Dr. Malherbe and the ingredients for the serum. Watch carefully the "Sketches of Indonesia." According to the news footage, Dr. Malherbe states that the first ingredient is the Black Orchid, the second ingredient is the Valley Orchid, and one other secret ingredient is used to make this serum. Refer back to the atrium photo and notice what the Black Orchid and the Valley Orchid represent (see picture below).

Since all personalized serums are prepared in the herbal lab, let's return there. We're going to use the process of elimination to find the third mysterious ingredient. Use the diagram above while looking at the formulas in the lab on the wall. Remember the frog on the tray and also Malherbe's unsuccessful attempt at catching a frog in the Atrium? We know the following:

1. There are 12 ingredients listed on the wall (six on each side of the machine). However, on the atrium diagram, there are only 8 different plants shown. Which three of the ingredients in the herbal lab are not listed on the atrium diagram? We know they are fire, heaven, and ice, so we can eliminate those first.

2. We know that the first two ingredients for the serum are the Black Orchid and the Valley Orchid, which represent Death and Soul. We'll need those two ingredients, so eliminate those two as the possible third ingredient.

Let's get started:

Push Death, then Soul and Light. Anything happen?
Push Death, then Soul and Life. Anything happen?
Push Death, then Soul and Earth. Anything happen?

Earth = frog is an amphibian, hence the amphibian tank on the map in the atrium = earth. Bingo, this just might be Dr. Malherbe's room code (see picture below!).

Try the code: 411 on Malherbe's door. Enter Malherbe's room and examine everything. Nice room, huh? Examine the black notebook on his desk. Zoom in on the top of the page. What's that? Could that be Claire Moon's room code? (See picture below.)

Now look at the box on his desk. No serum. Time to move on to our new clue.

XIV. Claire Moon's Room

Look at both items on the nightstands by her bed. Then move to the mirrored dresser. Zoom in. Who's this? Must be beautiful Claire. Read and listen to her diary. The final entry is a very important clue for later in the game. No serum box on her dresser! Now what? There's still one more guest whose room we've yet to see. Let's gather clues for Grace Thermon's room code.

XV. Gathering Clues on Grace Thermon

Use the doors on either side of the foyer outside the theater to go downstairs. Head for the uranium basement by using the Solar Voltaic Circuit button on the right. Enter the mobile control unit and push the button on the right to raise the ladder. Go down the ladder and move left three times. Notice the work order? (See picture below.)

Exit the uranium basement, the mobile control unit, and the fourth floor by using the stairs on either side. Head for the vaporarium and the fountain water. Click forward beyond the fountain and notice the three doors. Pay particular attention to the doors and the colors the represent each door.

FRIGIDARIUM
(aqua/teal color)

VAPORARIUM
(brown/orange)
TEPIDARIUM
(purple/violet)

Also be aware that you can adjust the temperatures for each door. Now turn around and face the fountain.

Click on each colored section and watch carefully. Each colored section is representative of the vaporarium control units on the doors behind you. The aqua/teal button spouts water from the frigidarium from only the middle spout. The brown/orange button spouts water from the vaporarium and all three spouts. Finally, the purple/violet button spouts water from the tepidarium from the first and third spouts.

So with this information, we know that:

a. The vaporarium is three times hotter than the frigidarium.
b. The tepidarium is two times as hot as the frigidarium.
c. The clue in the uranium furnace gives the total temperature of 240 degrees.
d. Ratios will be used in figuring his information and the temperature settings.

Solving the puzzle:

240 = total
240 = x + 2x + 3x
x = 40
240 = 40 + 2(40) + 3(40)
240 = 40 + 80 + 120

Turn around and adjust each of the door thermal lock temperatures as follows:

Frigidarium = 40 degrees
Vaporarium = 120 degrees
Tepidarium = 80 degrees

Now Grace Thermon's door code would read 244 (my very special thanks for this clue, which came from Julie at Soap Bubble Productions). The clue that I used to solve this puzzle was the crab on the bench outside the ship on the deck. Remember that clue? (Picture below.)

The crab has four legs on either side, and two large claws in the front. The two large claws represent the 100th digit of Thermon's code and the four legs on either side represented the remaining numbers.

Exit the vaporarium and go to Grace Thermon's door.

Turn left inside Thermon's room and click on the crate near the corner. Now move to the closet and notice the ape designs on the doors. Turn right and zoom in on the Bible that is on the nightstand. Read the letter. Move toward the door, turn around and click on the blue hat box on the floor, and then on the doll inside the box. So, it appears that Ms. Grace isn't quite the goodwill Samaritan she claims to be! Finally, turn and click on the box with the fire symbol on it. Grab the serum bottle and head down to the Neurographicon machine on level 4 via the elevator.

Insert disc 3 when going down the spiral stairs. Enter the usual pod and place the serum bottle in the fire receptacle. Happy travels!

XVI. Grace Thermon's Dream World (Nightmare World!)

Nice cottage by the seashore, huh? Remember this location, as you will return here each time you solve a puzzle in her world. Go on in and look around. Don't be afraid!

Turn left and head down the beach, and across the bridge. At the big boulders, turn left and then head down the pathway closest to the shoreline. Turn left just a little and zoom in on the cemetery (see cemetery picture below).

Zoom in on each of the headstones and become familiar with each name. Note the ages on the headstones. Back off the cemetery, turn right and enter the doors at the base of the monument.

Caves: There are six caves. Be sure to use "landmarks" so that you know which caves you have entered and which have yet to be seen. See anything inside the caves? Something will come your way! Explore each of the caves. When something grabs your attention, click on it and you'll be facing the cemetery again. The object of this puzzle is to place the monkey in the correct headstone receptacle. If you place it incorrectly, it will return to the apes in the caves and you'll need to return, find it and try another headstone.

When you've placed the monkey on the correct headstone, put the fire icon on any of the three crosses in the hut. One puzzle down, and two to go!

Outside the hut, turn right and head up the stairs by the water.

Totem poles: There are eight totem poles and a different primitive instrument at each pole. By slowly panning to the right, you will hear the sound of each drum. Begin with the tall drum in front of you. Slowly pan to the right, starting with your cursor on the left of this pole. Click and hold down the mouse button as you begin panning. Pan all the way around without letting go of your left mouse button. Pan several times around, gaining speed each time. You will eventually get another fire icon for the hut. After placing the fire icon on a cross, move left, click forward along the seashore, across the bridge and forward again to the big bolder rocks.

Turn right this time and enter the monkey cave.

Monkey cave: Enter the cave (see monkey cave picture below).

Move closer, please! There are three primitive baskets, and a globe in the middle of the room. Enter the basket in the middle, pull the handle down, go up and then pull down on the lever one time. Lower yourself back down and notice that this basket controls light coming into the cave. Now enter the second basket (closest to the cave entrance), raise yourself up and pull the lever. Come down the basket and notice that now the globe has flipped its lid! Exit the second basket, enter the third basket. Go up, pull the lever, come down. Notice anything different? Sure, the reflection has moved. You need to reflect the light from above so that it shines on the second basket, or the opening of the cave. Go back up the third basket, pull the lever again, and see if that worked.

When you have correctly set the reflection to the cave opening, enter the second basket, and pull yourself up. While up on top, turn to the right until you get a forward arrow. Follow the bamboo walkway to the waterfall. Go through the waterfall. Bingo, puzzle solved!

XVII. Neurographicon Lab

Turn right and click forward as if to leave. Anything unusual happen? Click on Claire and then on the pendant/necklace (see necklace picture below).

Look like something you've seen before? Perhaps Jan Pharris's door code? Head to his room and duplicate the pendant design. Did it open? No? Well, let's review the most valuable clue about Jan. We know that in the letter to Claire from Jan in her diary, Jan writes ... (see mirror image picture below).

Using the pendant, mirror its image and try that code on Jan's door (see pendant reflection picture below).

Try the reflection code on Jan's door [insert disc 3]. Move forward and click on the mirror. Watch and listen. Behind the mirror is another pendant design. Make note of this design. Perhaps Jan's anger at his father, J.C. Pharris, has caused him to leave us a clue to JC's door! (See picture of Jan's mirror below.)

Try the code on Jonathan Cleveland Pharris's door. Move forward and enter the Neurographicon pod.

Turn all the way around and click on the ice pick. Chisel the ice from around Commander Theodore Holmes. Read his journal. Click on the sealed letter.

Now turn all the way to the left and click on the marble table and read the letter ...

Find anyone that looks familiar?

THE END