From: jdupont@mediom.qc.ca (Jacques Dupont)
Newsgroups: comp.sys.ibm.pc.games.adventure
Subject: Frankenstein walkthrough
Date: 24 Jan 1996 02:25:35 GMT
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Hi,

I just finished writing this walkthrough after completing the game. 
Thanks to many of you out there who help me through the game without too 
much frustration. 







FRANKENSTEIN: THROUGH THE EYES OF THE MONSTER WALKTHROUGH 
 
GENERAL NOTES: 
 
The Frankeinstein adventure game is a mixed bag. It has great graphics 
and sounds 
that remind Myst with the exception that the first has a much darker 
story. It is not as 
violent as many other games on the market. However, the themes covered in 
Frankenstein are quite morbid. 
 
One of the game worst sides is its slowness. It takes a lot of time to 
get from one place 
to the next (even with a Pentium 90). What makes the matter worst is the 
huge area to 
explore in this game. This implies that going from the tower upper floors 
to some of the 
mine chambers take forever. Despite this shortcoming, which induced a lot 
of frustation 
on my part, I always came back for more. The game is not so tough to 
solve (when you 
know the answers). Most puzzles are logic or have solutions written on 
loose notes 
scattered around the castle. The real difficulty lie in not knowing where 
to go and what 
to do next. This situation happened to me at least 4 or 5 times. Thanks 
to people on the 
Internet, I was able to get finally through. You can wander around the 
castle for hours 
before some new actions take place. Passing through a given room or 
finding a new 
note often triggers new events. Writting this walkthrough was not easy 
because a lot of 
the difficulties rest in mapping the secret passages, which is not easy 
to describe in text 
mode. I will at least try to give you a description of what you need to 
do in order to win 
the game. It would be better to rely on this walktrough only if you are 
stucked in the 
game. Knowing in advance every moves spoils the fun. Also, this game 
takes a long 
time to solve. So don't think you will be through in one evening (even 
with this solve). 
Very few items can be taken in this game. There are only 5 or 6 you can 
carry in all. 
However, you will find a lot of notes scattered around the castle. Some 
you can carry, 
some you cannot. 
 
Finally, this walkthrough was written to the best of my knowledge (and 
memory). It is in 
no way an official walktrough. I may have missed some key features or may 
have mixed 
up some actions. It was written to help those who where not able to 
finish the game. I 
hope you will be indulgent. You will also probably find my writing a bit 
off the track, 
because english is not my first language. Again I apologize for those who 
will find it 
difficult to follow me. 
 
Laboratory 
 
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 window. 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. Go 
in the back 
and look at the large Tesla coil. It is supposed to store energy. Notice 
the lever just 
below this coil. You will need to pull it down later on. 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 cannonball 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 
friendly. 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). 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. Look at the locked door. Put the 
first, the 
second and the 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. turn left and left again. Take each brain in turn and 
place them in the 
machine to the right. Pull the lever and it will speak the last word it 
listen before being 
killed. Explore the room further to fing more notes. Get back to your 
bedroom and 
explore the hidden passageway. Map it carefully, because it gets 
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). 
 
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. Go 
outside and head for the tree left of the entrance doors. 
 
New rooms to explore 
 
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. 
 
Library 
 
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 ladies 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 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 
leading 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.  
 
 
Planet 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 planet room with four doors 
numbered 1 to 4 
(remember the plaques). Go toward the planet 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 ot a collapsed tunnel (for now). Door three leads to the smelting 
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, 
forward. 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 planet 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. 
 
The mine 
 
There is two entrances to the mines (at this stage). The first one is 
through the planet 
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. Activate it. You will need to find 
two more in the 
mines and another one in the ore processing room. Activate them all to 
start the mining 
process. 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 
planet room). Turn right and follow the side corridor to the end 
(activate the conveyor). 
Step back to the planet 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 (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. I do 
not know what importance it hold in this story. You may throw a rock at 
it or you may 
follow it outside the mine toward the secret dock (I doo not know where 
it went after this 
location. 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 last conveyor in 
the back of this 
cavern (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 
planet 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 indications have 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 and then into the biology laboratory (at least it seems like 
one). Save your 
game because you can die in the meeting to come. Open the door to the 
left (it was 
locked before). 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 pull a gun to shoot 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 to 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. The girl 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. Use a rock to send 
it away. 
Sara will now want to see Dr. Frankenstein. Go to the mausoleum (door no. 
4 of the 
planet 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. 
She will be 
murdered on the spot. Get back 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. 
 
Endgame 
 
Place Gabrielle on the table. Go to the dumb-waiter and retrieve the 
lifestone. Put it in 
the holding apparatus above the table. 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). Turn on 
the switch to 
charge the coil. Head back to the control panel on the third floor. Turn 
both rigth 
switches in the up position and pull the left hand lever (this will raise 
the table to the roof 
top). Activate the left three switches and see the results. 
 
Jacques Dupont