Lisssn Titelbild

About Lisssn

1. Introduction
2. Octagon and Ravens Alley
3. The Well
4. Star Place
5. Cemetery
6. Park Station
7. The Castle
8. Underground Tunnel and Ice Cavern
9. Chapel
10. Nodal Area
10-O. The Path of Melody
11-O. Coffin Chamber
12-O. Room with Fireplace
13-O. Instrument Shop
14-O. Taproom
15-O. Potroom
16-O. Underground Lake - East Shore
17-O. In the Boat
10-N. The Path of Rhythms - Crystal Gate
11-N. The Stalactite Caverns
12-N. The Stalactite Barricade
13-N. The Positiv
18. Bach- and Haendelroom
19. Vivaldiroom
20. Purcellroom
21. South-Passage
22. Underground-Train
23. Intruments rooms
24. The Rat Riddle
25. Museum
26. Finale

 

 

 

LISSSN - WALKTHROUGH

1. Introduction

In order to complete this extensive adventure, it is necessary to solve a multitude of fascinating and highly interesting tasks. Besides a lot of fun and surprises, it also provides access to some basic ideas of music. You will also meet interesting composers and play with some musical instruments. The game is not terribly tricky, yet needs a good eye, some brain and most of all, in contrast to most other adventure games, alert listening - hence the name of the game "Lisssn". In order to make things more interesting, there is a number of random generators involved, changing the setup of a challenge and making it impossible to give a once-and-forever solution. Nevertheless, the walkthrough will give you the pathway to success.

And now, a few general remarks about gameplay setup:

Bringing the cursor to the lower border of the screen will pop up a dock, containing several useful items that are explained in the instructions available through the first screen of the game. The tool for adjusting the stereophony

is most important to set up earphones or loudspeakers the right way. This is not only crucial in the raven's alley, the castle and the stalactite cave, but also for an authentic perception of ambient sounds.

If the following cursor shows up over a section of the screen, it means that you have to use something from your inventory, yet it does not imply that the needed object is necessarily already part of your inventory

The inventory box will lead you into cellar, in which you can find the items that you collected, and which you may use at a different point in the game. For memory cards and musical notes, it will show the number of items retrieved so far. There are two different locations in the game where notes can be collected and hence two different containers in the cellar. Memory cards can only be used once you stand in front of the memory card table in the museum.

Inventarkeller

Also take notice of the differently colored pipes in rooms and hallways. They give you a hint of which objects are related to one another. In the latest version of the game, the inventory can also be evoked by tapping the i-key.

 

2. OCTAGON AND RAVENS ALLEY

The introductory sequence shows the player riding through the woods in a carriage. After several hours, after night has fallen, he reaches the castle and walks to the folding gate. He enters and finds himself in an octagonal hall with pictures on the walls and some musical instruments in the middle of the room with a terrible thunderstorm raging outside. Rattling at the door won't help and there is no obvious way out. So the first task consists in getting to know the story behind the situation. For that purpose you have to interview the pictures in the follow sequence:

Georg Friedrich Handel (second picture left of the entrance) 1685-1759,
(Portrait by Balthasar Denner, c. 1726–1728)

G. F. Händel

Johann Sebastian Bach (first picture to the right) 1685-1750,
(Oil painting by Elias Gottlob Haussmann, 1748)

J. S. Bach

Antonio Vivaldi (first picture to the left) 1678-1741
(Try to remember the objects he holds in his hands. You can use this information in his composer's room).

Antonio Vivaldi

 Henry Purcell (second picture to the right)  1659-1695
(Portrait by, or after John Closterman, c. 1695, or later)

Henry Purcell

Once you have understood the mystery, you can break the window with the picture of „La Musica“, opening the view onto a long alley.

In order to make it through the alley, it is necessary to locate whether a sound came from right or left. At each position you may either hear the caw of a raven or nothing in which case you can just walk ahead. But if you hear a caw, you have to click the appropriate anima n the top of the tree. Either left or right.

Passing this alley is important because you will only be able to pass the castle's labyrinth successfully three times, if you can locate the directions and intensities of sounds or noises.

In case of an error, you go 1 step backward. If you made your 3rd mistake, you will be repositioned at the beginning of the alley and a new set of ravens will fly in. Learning to pass this alley is important, because you will only be able to solve the castle's labyrinth successfully three times, if you can locate directions and intensities of sounds or noises.

At the end of the alley turn right to the locust's alley. One of the lights in the alley is defective. Looking at that spot towards the wall, you will notice a brick standing out when the light is on. Push it in and you will open the gate to the well. Turn back to get to the end of the ravens alley, or continue through the door at the end of the wall in order to pass the ravens alley again.


3. THE WELL

Standing in front of the well, the cursor turns into an eye in the lower part of the picture, allowing you to look down. In a next move you can jump in and find a rope ladder lying on the floor. A click moves it into the inventory. Looking up, we notice two hooks. Take the rope ladder from the inventory and click on one of them. if you don't succeed, the ladder will go back into the box, a behavior common to all inventory parts if used in the wrong spot. If the rope ladder is in place you can get out. Then, turn around and push the bucket down into the well. This will reveal a red button. Push it. If you try to climb back down, you will not get very far, but you can let yourself down holding on to the hook. Back down in the well we find a key that has fallen out from the bucket. Pick it up, because we will need it later on to unlock the closet that holds the cello case. Look up, turn around and get out of the well.

4. THE STAR PLACE


Beschreibung: MBP1TB:Users:robertwolff:Desktop:Bilder f. Walkthrough:Sternplatz.jpg

Walking on, we approach two openings leading to the star place. It does not matter which one we choose, as the paths are all interconnected. As we can see on the map there are five radial branches. Passing through the right opening, we find the following exits counter clockwise: one and two, both lead to the cemetery, the middle one to the castle and exits four and five give way to the "Park Station" of the train.


5. THE CEMETERY

We take the first exit into the cemetery and find a fountain. Take a right and walk down the stairs. Turning around at the end of the stairs we notice a big stone ball on top of the left balustrade. Being pushed , it will reveal a button with a sign ("quarter rest"). After pressing it, we hear a sound that originates from a partially descending drawbridge.

Going east at the bottom of the stairs (you may wish to use the compass in the dock), you will find a gravestone with the face of one of the men with a German accent that we have seen previously in the octagon (Johann Sebastian Bach, sounding the "Air" from the Orchestra Suite No.3), and opposite another tombstone with the picture of the English man (Henry Purcell. At his grave we hear the Rondeau from "Abdelazer"). A click on Bach's mouth produces a drumstick. Looking down, you will find it lying in the grass. Take it into the inventory. If you click Purcell's tombstone, you will see an apparitional London Tower Bridge, a hint to the composer's origin. Go back to the stairs.

Walk over to the other side (westward) and continue without turning right at the first crossing. You will reach the end of the path leading north and find a cute little troll. Tickle his nose. He will sneeze and offer you a couple of memory cards, which you can save in your inventory (now holding 2/30).

If you now turn back and take a left at the next possible occasion, you can see the gravestone of the man with the Italian accent (Antonio Vivaldi. At his tomb you can listen to the movement "Autumn" from his composition "The Four Seasons"). If you hover long enough with your cursor over the stone, his year of birth will show up, 1678, which you will have to use later on.

Back to the stairs. Moving on northwards and taking a left three times, you will get to the tombstone of the man from Saxony, who first talked to us in the octagon. His name is George Frideric Handel and one can see his years of birth and death 1685 and 1759 looking down at the lower end of the stone. (These you will need at the Handel-hallway. The accompanying music is the "Hornpipe" from the "Water Music"). On the wall to the left we find an instruction to which letters to click later on, next to the musical instruments shop, i.e. m, then i, followed by n, o, and r. (The letters spell the word minor, one of the two widely used musical modes, representing a rather sad and sombre musical atmosphere). Marching N and turning towards the tomb stone at the end of the path we will find a plate on it, showing the three switches we have to operate in order to completely lower the drawbridge to the castle.

Hinweisschild

We have already found the one in the middle, the quarter rest, at the stone balustrade. The other ones (quarter notes with stem up and stem down) are still missing.

Back to the stairs, up the stairs turning right at the fountain walk to the end and then right again. We land in front of a statue with a cello. We can click it, but are not yet able to take it. (We need an open cello case and the right color ball in the neighboring box). Turning right, you can, after having opened the lid, take a blue ball into the inventory, after which the statue starts to play (Prélude from the Cellosuite Nr. 1 by Johann Sebastian Bach). Later on you will be able to place a red ball in that box. But in order to take the cello, you will also have to bring the cello case.

We now proceed towards the fountain again - two steps N, but take a right before getting to it, in order to be able to leave the cemetery. At the Star Place, walking to the south, away from the entrance, our next exit would be an entrance with a floor of stone in the south-west (Nr. 3). We do not take this one, but continue SE to the next one, entering the train's "Park Station".

6. PARK STATION

Walking along, we end up at a wall with iron quarter notes with stem down. If we would go to the right, we would end at a door which does not open for the time being. Yet two steps to the left and turning S we find a note head without a stem. Click the bar underneath and it will rotate (notice the sound of the drawbridge). Turn right and then left to find a train, but won't be able to get onto it yet. Instead, we have to send it away by pressing the button to the right of the fence (it will run to the fence in front of the Cave Station).

Let's walk back two steps, go left, take a right and find ourselves again on the Star Place after having turned some more corners. Now we proceed to the entrance leading west  (Nr. 3).

7. THE CASTLE

After having entered the section we could inspect the left side and would find a wall closet holding a pickax. But the solution on how to open the closet will only be found in the ice cavern, where the ax also will have to be used. So we walk to the right up to the moment we first can see the drawbridge that is descended to 2/3. Above we notice the signs we have discovered in the graveyard. Pressing of the quarter rest in the cemetery had lowered the bridge one third, another third was effected by rotating the metal note stem in the station. Now we take one step ahead, turn left and see a tree with bluish iridescent lightning bugs. Looking down we find a red quarter note in the stone banister that has to be pressed. Now the drawbridge can be passed, but the gate won't open yet.

One step further we have to exchange the red ball from the box with the blue one from the inventory. As we do so, we hear something metal-like falling to the ground to our right. So we go there and looking down into a hole in the ground, we find a
treble clef in a puddle and take it into the inventory. Now we can touch the small red sensor field in the right part of the door frame and enter the castle.

Turn around and close the door by which the other door next to it opens and gives access to the walkway of the castle. Looking in front we notice the picture of a square plate that has a meaning for opening the gate next to it. We move right and pass a kind of loudspeaker, which is unimportant for the time being. Proceed to a sliding gate, which can be opened by means of a Button. Pass through, close the door nd turn around., on its backside, has a design related to the square plate.


Remember the design!

Turn back again and walk on until a glass window keeps you from proceeding. But there is a ring which can be pulled that breaks the window. Now we can follow the walkway and don't step down when we see a ladder. Instead we pass on the right until we get to a box at the end of the path. Once you opened it (at the bottom edge) you find the option to set the design from the sliding door. If the input was right, a click on the middle button will close the box forever and the gate next to the square plate will now be open. We walk back to the place with the loudspeaker in the wall.

If you approach the speaker and click it, you will either hear a noise or a tone. With that in mind, we pass through the door that has recently opened and arrive at two doors, each with a button above. Opening the left one we hear a tone, the right one will produce a noise. You have to enter through that door, whose sound corresponds to what you picked up at the loudspeaker - being either from the group of tones or the group of noises. If you enter the wrong door, you fall through a trap door, ending up in a subterranean hallway and you will exit again to the walkway, after which you have to go to the loudspeaker again and pick up a type of sound. Have you passed the correct door, you will find yourself inside a labyrinth. you will see doors through which you can hear tones, noises or nothing.

According to what the loudspeaker has given you as leading sound, you will have to pass through the correct doors. As orientation you will need to distinguish between directions and loudness of the sounds which changes with the direction you take and how close you are to a door. Once you found the right one and click the button above, you will be able to pass and enter the next section. If you fail, you land down in the cellar again and have to pick up a new sound.

When the labyrinth was solved, you exit at the side opposite to the entrance and will find out that after the first time the sign above the door towards the end of the walkway will show II instead of III.

If you got through the test the third time, the sign will show a green 0 and you will be able to open the gate underneath by pressing the button at the front door. Having passed through it, turn around, click the green switch walk back in two steps, turn right toward the box, turn right again and you will find that a safe inside the wall has opened, giving access to 2 more memory cards (now holding 4/30). Walking back to where you came from you get into the old underground tunnel.

8. UNDERGROUND TUNNEL AND ICE CAVERN

At the first branching of the tunnel we turn right into the ice cavern. You should not piddle around for too long in this place, as your snow glasses might freeze over. You must then defrost it back in the tunnel. The best strategy is to quickly walk to the end of the path. There you see something rectangular hidden under a big sheet of ice. Turn around, walk back and find the sign with the 4 rings on top of one another, which represents the solution for the box with the pickax that we found right at the beginning of the castle area.

Therefore, we walk back into the tunnel and have to turn S after hitting a wall. Now we can either take the way back through the castle - the door to the drawbridge will open when you close the other door - or take the door in the station area. In order to get to know this new stretch we turn S, walk 3 steps, turn left and exit at the station. First crossing left leads to the Star Place, where we keep left, enter the castle area, turn left put the code into the wall closet and take the pickax.

With it in the inventory, we walk again through the castle and the tunnel until the end of the ice cavern. Hacking away the ice with the ax, we lay open a slip of paper that informs us that someone froze to death at the age of 36 in London. As the paper obviously refers to a British subject, the only one in question would be henry Purcell. Once we find his birthdate (can be seen above his cradle later on), we will be able to calculate the year of his death.

Exiting the cavern, we first go straight and then have to turn right. Three steps further would be the branching off to the train station. Another three steps late, we find to our right an oil painting of Johann Sebastian Bach. If you try to take the music sheet from his hand (a riddle canon), the picture falls down and reveals the life data (Bach 1685-1750). Back to the tunnel and right (direction S) and three more steps, we find a wooden door in the stone wall. Walking through there is another door and a ladder past it to the right. the upper end is closed with iron railings underneath which there is a wooden sliding board with a grip. You can pull the board and it becomes very dark.

Descend the ladder and close the door of this chamber (the door handle is at the bottom right of the picture). In the dark, a phosphorescing ensemble of three signs emerges (flat sign, eighth rest and fermata).

Memorize!

Open the door again to let in some light and climb up the ladder. After clicking in the middle of the wooden board, we see three actuator discs with which the phosphorescent pattern has to be replicated. After having done so, a click next to the board will remove the iron grid with a scraping noise. If then you push away the wooden board, the porthole will be open to let you up and through a door into the chapel.

9. THE CHAPEL


In the first room, there is a painting on the left-hand side, which is supposed to depict Antonio Vivaldi. Underneath his nickname „Il Prete Rosso“ („the red priest“ – because of the color of his hair).Opposite, there is a candle on a turning platform. In order to activate it we have to do two things. First, we should shut the door, which can be done immediately. Secondly, we have to take a little excursion At the moment, the candle is positioned in front of a picture of a lunar landscape. If we now start walking towards the statue, we enter an octagonal tower with an elevator in the middle. There are three possible accesses, but only the one on the opposite side of the tower is open. We step into the cabin, travel up two floors, get off and enjoy the night view of Castle Weinberg from the viewing balcony. On this level, there is also a button underneath a picture which allows to rotate the turning platform downstairs. Down the two floors to the rotary platform, which now can be moved. At its next position, which is right-hand, the candle shines onto a glass with altar wine, which means we can go up one floor to the sacristy and the entrance to the elevator is on the right side of the tower. If one would turn the disc further, the candle would be left at the skull and the left entrance to the elevator would lead down to the crypt.

So let's go up the one floor to the crypt and turn right. The curtain can be pulled from right to left and you can collect the alb. Go back down, turn the candle to the skull. Now the access to the elevator is on the left of the tower, corresponding to the position of the candle on the turning platform.. One floor down, we get into the crypt. There, in to right corner of the back, we get a red-haired wig. After having gone up again, we leave the chapel and walk back into the underground tunnel, where we turn right.

10. THE NODAL AREA

We go right, turn left and find a closet to our left, which can't be opened for the time being, walk a short stretch to our right, pass through a hole in the wall and keep on until we stand in front of a door that remains locked. To the left, there is a metal sliding door on the wall. Underneath a metal box lies a picture. Click on it and keep the mouse button pressed. You realize that the well is the one from the beginning of the game. This is the hint to use the key that you found there by pushing down the bucket. In addition a picture of the key shows up, if the cursor rests above the picture of the wooden closet. If used, it will unlock this closet in the Nodal Area. We do that and open it by pulling at the upper or the lower edge, or in the middle.

There is the open cello case, which is to be put into the inventory. With it we march back into the cemetery. So, left right, left leads to the underground Tunnel, where we go - without branching off - to the Bach-painting and 3 more steps. We could now wander on to the castle, but instead we take the shortcut through the Park Station. That means turning right and follow the corridor to the ladder. Climb up and find the door to the station area. Two more steps and then left we will reach the Star Place. The second exit to the left (it is the Nr. 2) leads to the cemetery. There we reach a T-crossing where we go left (that is the opposite direction of the one to the fountain). Having arrived at the cello player we first have to place the red ball in the box to our right, then take he empty cello case from the inventory and pack the cello.

Now we can either walk back the same way, or, which is easier, go through the castle to the tunnel. Walking through without taking any branch, we land directly at the Nodal Area. We turn left and, after the right hand corner, notice a slip of paper underneath a grill. The two signs left and right point out that the grid will only be open after the slips with these two sign will have been found.

Let's continue around the next corner, where we discover a flower pot at the wall. It can be moved aside with three clicks revealing a blue object, the fairy hammer, which is to be taken into the inventory. It will be of use when tapping rhythms at the Crystal Gate.

While we are at it, we can quickly turn on the electricity for the lake system: Let´´ turn right (north), walk one step further and turn left and right again in the corridor (direction N). First branch off to the right and open the round lock by pressing against the upper part. This leads us to the west bank of the subterranean lake. We walk on a little bit and through a lock on the right. Continuing, we find an electric switch that has to be pulled down. It will make the whole engineering of the lake come alive. A push on the gray button will not have an effect so far. But after the boat riddle has been solved, it will call the boat on the lake to shore. Since there is nothing more to de here, we return to the Nodal Area. Now there are two possible continuations. To the east we would follow the "Path of Melody", to the north the "Path of Rhythm".

10-O. THE PATH OF MELODY

After having turned east in the Nodal Area, opposite of the flower pot, we find ourselves standing in front of the end of a big pipe. To the right of it, there is a room. We enter and look around. There are four buttons next to the door, four lamps, a lever and a wooden box. First, we activate the lever at the right of the door by pressing it from left to right. The door closes. Correspondingly we could reopen. While the door is shut, we face the wooden box and pull at the lower edge. Before it comes open, there will be two tones, played by an instrument. The sequence can either be high-high, high-low, low-high or low-low. The instrument has to be recognized as well. It can be a recorder, a trumpet or a piano. You have to memorize what you have heard and then move the sliders, until you think to have found the right combination. It is impossible, by the way, to turn away will the lid is open. If we now close the box (touch it at the upper edge) and turn left, we notice that after a correct solution there will be a lit lamp. We proceed as before and after all four lamps are on, we enter the color code at the right of the right and a ladder lowers down. If we later enter the room again, the ladder will automatically be there after closing the door from the inside.

Climb the ladder and follow the hallway till the end. Turn left, and after arriving at a closed box turn left again. Slide down the pipe and grab the trumpet mouthpiece on your way. If you didn't succeed - check the inventory - you have to go up and try again. Otherwise turn right and, without branching off to the right, get to a door that opens to a dark room.

11-O. THE COFFIN CHAMBER

Entering the room, we find the troll. A ghost rises from the coffin and hovers close to the ground. At the same time, you hear a deep ghost choir and the troll points down. Then the ghost floats up, the pitch is high and the troll points upward. This introduction shows the meaning of high and low in a musical context. After that, ten ghost will arise from their coffins, some remaining close to the floor, some stopping close to the ceiling. Simultaneously, there is a sound that is either high (women's voices) or low (men's voices). Accordingly we have to click the ghost away, one after the other. You don't have to wait for the sound to start anew. If it does not change after a click, it means that the next sound is of the same type. If you chose the wrong one, all 10 ghost will show up again. If you got rid of all of them, you can walk out of the room and continue until you reach a gap. If you wait for a moment, part of a rising bridge will come up, but you will not yet be able to reach the object that can be seen in a distance. So we walk back into the coffin chamber.

Having solved this room for the third time, we can pass over the three parts of a lifting bridge and reach the bellows, which we take into the inventory. Back to right in front of the slide tube, turn left and take two steps straight ahead. Turn left toward the door of the coffin chamber and right again after one step. Two steps, then right and down the stairs to the door with the latch which we open. We could pass through the door now, but instead we walk up the stairs and move on until one step past the branch to the left. There we turn left and examine the wall until we find a button. Activating it opens a slider in the wall next to the upper end of the slide tube and we can retrieve two memory cards (now 6/30). We turn around again (180 degrees) and walk to the area with the footbridge above the water.

To our left we notice a door with three organ pipes at its left. Right from the door, we can now insert the bellows. Its activation would open the door to the room with the fireplace, but in order to be successful in it, we need to bring off a few things beforehand. So we walk on over the footbridge until we reach a doorway with lamps on its side and that is closed with a wooden door. We open it, walk through and turn right. To the right of it, there is a LEGO-like field. In order to see what's behind, you have to first shut the double-winged door by gripping it at the edge and then pull down the lever next t the door.

We find a room with a cradle. If we push it at the top, it begins to rock and on the window above an inscription appears:

Our little Henry
born Sept. 10th,
1659

which shows the year of birth of Henry Purcell (1659). Open the double-winged door and walk through. The next door to the left is Henry Purcell's room. We enter the date 1659 by clicking on the arrow fields, enter, turn towards the table with the vase and take the flowers into the inventory.

Back out onto the walkway, right, through the double-winged door and right again, where we have to choose between a passageway left or right. We go right, follow until we stand in front of a red "i" and turn right. Left, right brings us to a garbage container. If you open it (in three stages), you can pick up a paper slip with a hexagon ("paper slip 5").


Now we veer back. This means: From the container left, 1 step forward, left, 2 steps ahead, right, 1 ahead, left, 1 forward, right, 1 forward, left, until we are back at the door with the bellows. We push it and enter.

12-O. THE ROOM WITH THE FIREPLACE

Inside we notice a picture on the wall that shows among other things a vase with flowers. underneath we find the very same vase, but without flowers. Also, the drawer of the table doe not open. We take the flowers from the inventory and put them into the vase. Now, the drawer opens and we find a sheet with three different notes that become audible when clicked. We turn around and look at the machine above the fireside. By clicking on the left button we can turn the star shaped dial, which, following the numbers 1, 2 and 3, shows different sequences of the letters c, d and e, which are the names of musical notes. Using our ears we learn which letter corresponds to which note on the sheet by trying to adjust the dial in such a way that a click on the right button reproduces the previously heard sound sequence. The exercise has to be repeated several times and each time the solution was correct the flames will get smaller. If a solution was wrong, or if we have not listened to the shown paper, they will get bigger. Ultimately the fire will be gone and we can crawl through the fireplace. A metal flap can be opened by grabbing it at the lower part and we reach a new area, in which we advance to a T-crossing- First we turn right and notice a sign "Second Hand Instruments".


13-O. THE INSTRUMENT SHOP

The letters of the sign can be depressed and switch colors between blue and red. If we press, according to the indication at the cemetery, the letters m, i, n, o and r (minor) in that sequence - in the German version d, u and r (dur) - the board will open and set free a paper slip, which is taken to the inventory ("paper slip 3").

Now we have both the slips necessary to get the one from the Nodal Area as well.

If we now turn left, we stand in front of the trade office of the troll, who apparantly looks for a cello. Since we have one in our inventory we give it to him a receive 2 memory cards (now 8/30) in return. Now turn left and walk westward until the end, turn right and take the first branch right, where you find the door to the taproom.

 14-O. THE TAPROOM

Once having entered we have to turn around and shut the door. On the back of the door is a parchment paper with 6 notes. Clicking onto it, makes the notes sound out. The challenge now is to fill the 6 glasses on the table in such a way that they reproduce the same melody as on the door, if hit from left to right. To that purpose you use the dragon's head, whose eyes and nose are functional buttons. If you want to empty a glass, simply tap it with your hand on the upper edge. In order to "play" the glasses we use a stick lying on the right side of the table. A green lamp at the right side of the table will light up, once the task is finished. W have to leave the room and go to the left (if you turn right instead, you will lose the following option). We find a green button, which moves forward elements of a shifting bridge. After having solved the riddle of the taproom often enough, the bridge can be passed. Thus leaving the button that fully restored the bridge, we walk past the taproom and turn right. After the bridge to the right we find a small room with a music stand and three metal vessels of different size. The path to the left would be a dead end for the time being, because we are missing a necessary object.

15-O. THE POTROOM

The music sheet shows 6 notes, which can stand, like in the taproom, above, on or underneath a fat line, thus depicting different pitches. Yet at this point, we can see the complete note system, including the violin clef, which we already have encountered previously at the draw bridge. The vessels can be hit and they deliver sounds of three different pitches. If you play pots according to the pitches on the sheet, the notes will change to note names. In both cases, if one note is wrong, there will immediately be a new sequence displayed on the paper. To the right of this position (means looking East), there is a cardboard box on the floor. It can be opened and we find 2 memory cards (now holding 10/30). If the exercises in this room are fulfilled correctly, the lid of the trash can opens and you slip - if you already picked up the memory cards - through the bin to a room in which there is another paper with 6 notes. But this time, the music sequence shown on it has to be played on a small keyboard. If you played four sheets correctly (only pitch matters, not the rhythm), we get to a blue rhombus, which we take to the inventory. From there we get through an iron gate, which closes behind us after we passed, to an area, which we also have reached if we would have turned left after the bridge.

On the left-hand side there is a roller blind and in front of it a wooden box with a button. The rhombus from the inventory has to be filled into that box, in order for the shutter to open. We pass and turn left, walk 2 steps W, left 1 step forward and notice a platform on the East shore of the underground lake. With a little imagination we can recognize a sort of metal boat at the far end, which we ultimately have to bring here. For that purpose, there is an listening trumpet that can be seen to the left, when standing on the platform.

16-O. THE UNDERGROUND LAKE - EAST SHORE

We leave the platform and see a passage to our right with a colored curtain. It leads to a room, in which there is a tuning fork, tuned to d on the southern wall. To the left of it is a board with a cup and a sponge. To the right there is a panel depicting the lake and, in blue oval shapes, the 5 possible positions of the boat in it. By means of the up- and down-arrows, the listening trumpet can be focused onto the different positions of the boat. If it is directed at the actual position of the boat, we hear a sequence of 4 to 6 sound after having pressed the yellow button. This results in some musical note pieces appearing in the cup underneath the board. The sequence can be replayed by pressing the yellow button, but if the trumpet is moved in the meantime and repositioned, the sequence will have changed.

By means of the tuning fork we try to decide if the first note heard is the same as the one of the tuning fork. If this is the case, the first note to be put onto the board would be a d. If the tone was lower, we have to set a c, if it was higher, an e.

With relying on the experience from the pot room we turn left and take a note from the cup. Keeping the mouse button depressed, we drag it to where we want to place it so d would be on the 4th line from the bottom, below c and above it e. This way we try to put the sequence we heard from the boat onto the board. The sponge allows us to erase a note, if we think to have made a mistake.

Again, there is a green light at the exit if the sequence was set correctly. We then can exit right-left-straight and then on to a button on the railing from which we initially see the boat at its first position in the middle of the lake. A push on the button starts the vessel moving, where it ends at another position in the lake, where it cannot be accessed. Now the button is gray again and we have to walk back to the mechanism for the listening trumpet. (Walk straight on the path without taking a side path and then right-left- if you step out onto the platform, you will see the boat at its new position, the trumpet though will still look into the old one). So we turn our listening device into the new position (2 clicks down on the panel) and hear a new melody. If we denote it correctly, we can go to the button for moving the boat and after we have gone through the process another time, the boat will be at the catwalk. The calling button is now gray and will only turn green again, if the boat is located at the west shore for calling it to the east side. There is a cheat for the desperate. a ctrl-click onto the yellow button of the tableau, will bring the boat to the dock at once.

17-O. IN THE BOAT

We walk to the platform and enter the metal boat. If we turn left toward the backside of it, we can open a flap by means of a yellow button and find a bass clef. Put it into the inventory. Turning around we see a green button, which starts the motor and brings us to the respective opposite side of the lake. There we exit and climb through the second manhole, walk the hall westward till the end and turn right. This path leads us to iron bars with five locks. we also would have got there, if we had turned left instead of right the first time we entered the Nodal Area.

10-N. THE PATH OF RHYTHMS - CRYSTAL GATE

If we position ourselves in front of the gate and all 5 locks are still in place, a timer well be started. If you don't have a clue about what to do within some 15 seconds, the troll will give you some hints. First you have to look down and click one of the two shimmering crystals. You will hear a rhythm which you have to remember. Without looking up again, we take the fairy hammer from the inventory.

With it we tap the rhythm we heard as precisely as possible on the area with the padlocks, but we don't need to hit a particular one. If we were correct, one of the padlocks will vanish. If not, there will be one more (with a maximum of 5). Once all of the locks have been removed, the gate opens. It is important to wait long enough after a long beat before entering the next mousedown. Many people get too impatient. The long beat lasts 1.5 sec, that is twice as long as the short one. There is a good method to improve your accuracy by tapping the basic beat either with your foot on the floor or with your hand on the table in order to keep a constant click (Thank you, Knut, for the idea). If you need to input a long intervall, then make sure that you skip one complete basic beat before performing the next strike with the crystal hammer. In case you own a metronome, you could also set it to 40 bpm. If you get desperate, type the three letters s, k and p, in other words "skp", without 'enter' or' return' to force-open the gate).

Proceeding, there is a branch off to the right with a door at the end. It can be opened and keeping right, one would get to the same spot as before. But that would not make sense. Instead, before opening the door, turn around and notice a panel with four adjustable colored areas. Which colors these are, shows the troll, if you click the chalk drawing at the wall in the sequence shown by the number of his fingers at the gate to right of the drawing.

Now we can walk on one step and find ourselves in front of a round hole in the wall, into which we can look. At this point it is advisable again to have an audible separation between left and right audio channel.


11-N. THE STALACTITE CAVERNS

If you stick the head into the opening, you see a stalactite, from which droplets fall into a water puddle and produce a regular sound. Had we clicked the hole more on the right side, we would see the picture of a half note after a drop reaches the bottom. From the left, we would hear a soft sound at double frequency. Looking left, we notice that there are drops falling twice as often from the left stalactite and under the water puddle , there is a paper with a quarter note. One step ahead there is another stalactite cavern showing the same activity. It is necessary to take from each hole a half and a quarter note, so that we have ultimately 2 half and 2 quarter notes in our inventory. Onward, we reach the stalactite barricade.

12-N. THE STALACTITE BARRICADE

We click at the first blinking stalactite and listen to a rhythm. Instead of tapping it, like at the gate, we now pick the notes from the inventory and attach one after the other at the sides of the stalactite. For example, a rhythm quick-slow-slow-quick would look like this:

Stalactite

Be warned that the duration of the last note may hard to be determined, but it results as the remaining available note that still has not been used after the first three have been placed. A correct solution lets the stalactite melt away and we can work on the next one. In case of a mistake, or if you turned away before having placed all four paper slips, you fall through an iris trap door in the floor and have to try again. Also, the note slips have to be picked up again at the stalactite caverns. After the barricade we reach a blue railing, at which we turn left (north).

The picture at the wall shows a portativ, a kind of transportable organ. We turn right, walk till the end, turn right again and walk in the south hall to where the two armors stand. In the right armor we find a paper slip in the helmet and take it into the inventory ("paper slip 2").


Perhaps we should now pick up the paper slip from the Nodal Room, since we now already have three other ones. We walk back the path we came on and run directly into the cage with the triangular symbol in the Nodal Room. We also take this slip into the inventory ("paper slip 4").

But now we have to go back to where the picture with the portativ adorns the wall. Standing in front of the picture, we turn around und walk southward until, after a turn to the left, we stand in front of a closet that shows the symbols of the collected paper slips plus one more. You should memorize the sequence or make a notice.




13-N. THE POSITIV

Inside the closet are the pipes for a positiv. In order to get to them, we have to reach the back of the closet. For that purpose we turn left and start walking. Where possible, we turn right around a corner. After having passed the two armors, we reach a wall with five slots, into which we have to drop the paper slips, respecting the position of the different symbols. Pay attention to the fact that, since we are now at the backside of the closet, the paper with the hexagon ("paper slip 5") has to be put into the slot all the way to the left, not on the right. Correspondingly the idea of the mirror image has to be applied to the other three as well.

After a slip has been dropped in the right slot, a grid on the other side falls away. Had you used the wrong slot, the slip would land in the paper basket in front of the closet. Had it been put in an already occupied slot, it would be redirected to the inventory. Then, we have to go to the front side of the closet, take the slip from the bin and try again. The last, missing paper ("paper slip 1") can be found behind the second pipe from the left.

Since we now have all of the pipes in the inventory, we can go to the positiv, where we have to place them in the right order. Getting there means turning right at the picture, one step ahead and turning left. We notice a contraption that can serve as a positiv, despite looking different. In order to hint that it is such a type of instrument, there is a first pipe on the left. On the right side, there is a pump, in the front a momentarily covered keyboard, a demo button and a register knob. The device will only work, after air has been pumped in. After that, pulling the register will let the air flow into the organ cabinet. But if we now push the demo button, the air just whistles out uselessly from the closet. We have to first put in all of the pipes in the right sequence.

After all the pipes are placed correctly, we have to pump air into the chamber. Then, we open the passage by pulling the register knob. As demo we then hear the beginning of the Four Seasons of Antonio Vivaldi. Notice that you have to pull the pump handle three times, before you have enough air to play the complete sequence. Then the engine will drive the portativ away and looking down, we can find a violin bow, which is put into the inventory. The knob underneath can be brought into four different positions. First we let it point to the right, get up again, turn right and walk to the oval opening at the left. Through it, we get an access to the train tracks. With the green button at the right of the gate, we can send away the train that is loaded with the positiv. Back to the turning knob, turn it to the position "grid" and back to the point, where the train has left. Now we can step onto the tracks and find down at the right a metal bracket, which is important for making the train operative. It goes to the inventory.

Then we turn around a get to a switch board, which changes a light from red to green. Examining the left of the panel and respecting the topology, we realize that this is the backside of a box in the wall. So we walk out again, to the other side and press the button underneath the iron lid. This gives us a trumpet bow and 2 memory cards (now 12/30). Now we call back the train (Turn the knob first to the position "left", then press the left green button at the stop, back to the knob, open the gate and enter the train. Plug the metal bracket in, so that the train can move. Then press the right button and we go.

We get off after the train has stopped. To our left is an iron gate that can be opened with the bass clef from the boat in the underground lake. Walking on we find our positiv again. This time the keyboard is uncovered and can be used. In order to play a tone sequence, we have to first pull up the air pump to fill the box. Then we press the PLAY-button and we hear a randomly selected sequence of notes in a three-tone range (c-d-e) consisting of quarter and half notes. These notes have to be played at the given speed and rhythm. This can be done, as usual, by clicking the respective keys on the keyboard on the screen, or by using the c, d and e key of the computer. Beware, not to keep the key pressed for too long, as it will repeat and thus cause an error. If you make a mistake, you have to restart from the beginning. Also be ready to press the next key in time by moving the hand-cursor over the right key before you need to click it if you do not use the computer's keyboard. The duration of a half note is 1.5 sec, the quarter note, logically, lasting half as long. The tolerance for the half note is ±10%, for the quarter note ±15%. The most common mistake consists in playing the half note too short. Make sure to really count 2 complete quarter notes for each half note before hitting the next key.

In case you succeeded, the round display above the air pump will show a quarter segment green. Now follows the exercise with 5 notes. Have you also solved this task, the display is half green. Now, considering the pump still has enough air, there will be a sheet of music with 4 notes in the three-tone space, followed by the same exercise with 5 tones. After that, the display will be completely green and we walk along the green pipe to the door with the green button. We press it, enter. At the end of the hallway, there is the bottom part of the golden recorder which we take into the inventory. (If you absolutely have to, you can bypass the exercise at the positiv by pressing the s-key).

Now we have to get to the composers rooms. We can either take the path across the lake or through the Nodal Room. We take the latter by mounting the train engine and press the left button for the ride back. After having left the train, we keep to the right side a finally get to the side of the Nodal Room in which we found paper slip 4. We then walk over to the opposite side (the one with the cello closet and continue south.

Through a hole in the wall we get to a door, which leads to a staircase. If the door can't be opened, we have failed to open the latch on the other side and have to go in front of the coffin chamber, from which we get to that latch by going south, but actually we then don't need to open it anyway, since we are already at the right side.

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So we walk on, pass the room with the fireplace and go on until we see a short footbridge to our right, leading to a door. Moving the cursor above this door, the picture of Johan Sebastian Bach appears, as we know it fro the cemetery and - with name and date - from the underground tunnel (Ch. 8). As a reminder:

Beschreibung: SSD960:Users:robertwolff:Desktop:LisssnG0161.pict

Now we enter the year of birth, 1685, at the panel, press the red button and the door will open.

18. THE BACH- AND HAENDELROOM

After entering, we see two pictures at the right, one with the birth place of Bach, Eisenach, and with the Thomaskirche in Leipzig, his final rest. Turning around there is a table with a coffee mill. The picture on the wall shows Zimmermann's coffee house, in which Bach conducted the Collegium Musicum, founded by Georg Philipp Telemann. The sheet of music next to it, is the 1st page of Bach's so called Coffee-cantata. If the mouse is placed over the handle of the mill, it will start to turn. When all of the coffee is ground - you can hear when the beans are gone - the drawer for the coffee powder can be opened and we find a memory card. The same thing happens, if we grind again (Now holding 14/30 cards). After a third time, there will be a key in the drawer. Everything is taken into the inventory.

After a turn to the right there is an empty sheet of music right hand side and a wall cabinet opposite, which cannot be opened. A hint is the blue rope that disappears in the ceiling. We leave the room and turn right at the railing. Diagonally right there is another door and on it the picture of Georg Friedrich Händel, as we have seen it in the cemetery

Beschreibung: SSD960:Users:robertwolff:Desktop:Ohne Titel.tiff

There we had learned that his year of birth which we now have to enter next to the door. It is the same as that of J. S. Bach, 1685. On the inside we should pay attention to the blue rope coming from the ceiling. We know it from Bach's room!

But first let's look around a little. Right-hand, there is a table with some good things and above a caricature of Haendel (by Joseph Goupy), who not only makes fun of the legendary eating and drinking sprees of the master, but also depicts how Haendel makes the organ, so far restricted to church use, an every-day instrument. On the left an empty table and a map above. The button is (still) without a function. One step away are two pictures. Underneath the left one, there is an upside-down plate. If turned into the right position, the picture above can be rotated to the left and we receive a pile of puzzle bits. With those in the inventory we walk back to the table and put them onto the wooden board. Now you have to move the parts until the puzzle shows the same as the picture above. If you look up by clicking on one of the hands, the puzzle gets mixed again. Also, parts that are already in the correct position cannot be moved again, which means that one has to pay attention not to completely cover pieces that are not yet placed.

When the picture is finished, it shows all the places in Europe that had a meaning for Haendel. Now the button above the table can be pushed and we notice that the yellow pipe emerging from it, leads to a picture of London, which now can be rotated to the right and offers 2 memory cards (Now 16/30). Looking to the right: "Caution, do not touch stove pipe" - but who cares? If you do touch it, it crashes to the ground and blocks the door. On the other hand, we can now enter the year of death. Remembering the tombstone in the cemetery, we put in 1759. Behind the pipe a metal box now opens and we can collect a note.

In order to see the consequence of pulling down of the blue rope, we walk back to the Bach room and notice there, that the wall closet is now open. Take out the silver inkwell and put it onto the red coaster next to the music. Before leaving the room, we close the wall cabinet (that pulls up the stove pipe in the Haendel room again). We exit and go back to the Haendel room.

There we can put a quarter note into our inventory and open the exit door with the red button. Yet this does not bring much for the moment, because we cannot do anything meaningful so far in the hallway behind. Now we set out to find the quill with which we could write on the music sheet in the Bach room. We leave the Haendel room through the entrance door, walk right and turn left in front of the next door (which shows Antonio Vivaldi). Continue left through the double winged door, then right, left again through a passageway into golden area. Left, right and forward until a wooden bridge in a bluish grotto. In the back area, there is a glass with a quill on the right-hand side, which we need in the Bach room.

While we are in the area, we proceed and go left, where there is a button next to an iron door. This time, clicking on it, it is not a door opening, but we hear a three-tone motif, similar to the room with the fireplace. We memorize the sequence and go two steps east, then left through the opening and turn left. There are 6 different orders od notes. Pressing the right button, we hear the iron door opening. If it was wrong, we have to pick up another sequence. Getting through the door, there is not only a nice view onto the underground lake, but we also find Vivaldi's year of death, 1741. Additionally we learn that Adagio is a slow tempo and Allegro fast and we can also acquire some memory cards.

For that we look at the paper slip in the bucket


Clicking the troll in the given sequence gives us 2 memory cards (now 18/30). When we leave the room, we turn left and walk past the panel with the 6 different 3-tone-sequences. The path leads directly into a blue chamber, at whose entrance there is an iron chain dangling from the ceiling. On its side is a wooden board, which, after being clicked, gives access to a spade which is put into the inventory.

Now back to the blue grotto and the golden area. At its end immediately turn right. Past Purcell's cradle we have to walk to the 4th door on the left, which is the one of J. S. Bach. We enter the room, Take the clean quill from the inventory, put it into the inkwell, take it out again and write the Musette from the Notebook for Anna Magdalena. Bach, his second wife. This happens automatically and we also hear the music, while it is being written.

If we now turn left to the exit door, we see that the blue curtain has been retracted and the year of Bach's death can be entered (the necessary information, 1685-1750, had been found in the underground tunnel). Now the closet left of the door opens and we can add a half-note to our collection. The exitdoor can be opened as well, but this is not interesting, as long as we have not visited all of the composers rooms. So we exit through the entrance door, walk right until we are stopped and see to the right a door with the (alleged) portrait of Vivaldi.

19. THE VIVALDIROOM

We have to input Vivaldi's year of Birth, 1678, which we were able to see in the cemetery, if we hovered the curser over Vivaldi's tombstone in the cemetery for a while

Beschreibung: SSD960:Users:robertwolff:Desktop:Ohne Titel 2.tiff

After having entered, we see immediately to our left an empty picture frame and two panels, which show different objects, when clicked. Let's think back of the picture we saw after we entered the chapel. There was a man with red hair in a white cloak, who held a quill in one hand and a violin in the other. We, by the way, have seen those two objects even before on a painting in the octagon. Their meaning is to point auf Antonio Vivaldi's double giftedness as a composer and violinist as well. If we set the two panels with these objects, his picture appears in the frame and the flap for entering his year of death opens. The year, 1741, was scribbled on the wall in the room with the window to the lake. After entering the year we take the half note. We could now open that door and turn right into the organ room, from which the Iron fence has now been removed, but that does not bring anything for the time being.

Past the entrance to the right there is a picture of Venice with two hooks that move a little. On the left side of the room is an empty in-store mannequin. It has to be dressed with the wig and the alb, both of which we had found in the crypt. A hint is the little puppet underneath the picture of London. Once the mannequin has been dressed, the hooks holding the picture can be turned and the frame flaps down. Thereby 2 memory cards are revealed, which are taken into the inventory, making it 20/30. >You have to take the London picture into the inventory as well, because we need it in Purcell's room. We now leave this room, turn right and see the picture of Henry Purcell on the next door.

20. THE PURCELLROOM

We already have set the year of birth in chapter 10-O, whereby we can open the door without any further ado. Left hand side is a vase, from which we earlier have taken the flowers, and an engraving of the great fire in London from the time when Purcell was still a child, maybe a hint that the flowers have to be used in the room with the fireplace. Further back at the left are posters, which only serve a decorative purpose. On the right wall is a grandfather clock. A yellow cable leads from this clock to an empty picture frame into which we set the picture from the inventory, after which the frame lowers and gives access to a keyhole. Using the key we obtained in Bach's room from the coffee mill moves the clock and we can obtain 2 memory cards (holding 22/30).

The lowered frame has also pulled up the instrument corpus, so that we now can set the year of death. Knowing the year of birth and with the knowledge from the ice cave that Purcell froze to death at the age of 36, we can calculate the year of death, 1695. Then the box to the left of the door opens and we retrieve a quarter note. Now we press the red button and enter the hall behind the door.

21. THE SOUTH-PASSAGE

After having collected both half and quarter notes from the composer's rooms, the two iron gates that had blocked both ends of the passage are now open. The half notes have opened the access to the skeleton room, the quarters the gate at the other end of the hallway. We turn right and find a skeleton in front of an organ table. If we then pull the handle to its right, our little troll appears and unravels a scroll. At the same time the skeleton starts to play Henry Purcell's march, which he had composed for Queen Mary II's funeral. Despite having died in December 1694, she was only buried three months later, thus in the same year Purcell perished by cold. He in turn was entombed with his own funeral music in Westminster Abbey. Opposite of the skeleton is a panel. If we pay attention to the rhythm of the march we recognize slow-quick-quick-slow. Looking into the inventory basement we find the collected notes next to the skeleton sitting there. These notes have to be inserted into the panel in the sequence Half-Quarter-Quarter-Half. The light underneath the notes turns green, which, as we know already, means that the task is solved.

Walking now into the South-Passage, we notice left and right in the narrows fragments of the glass window of "La Musica". These can be collected in the inventory and applied at the other end of the hallway. There are also four buttons and the name of a composer above each. We have to switch those buttons to the color of the kick plate in the respective room. If everything is correct, the picture lowers into the floor and opens a passage to the second part of the magic flute. When both parts of it have been taken into the inventory, it reassembles to a complete instrument.

we exit and walk through any of the composer's rooms to the other side. If we keep going right-handed all the time, we hit a T-junction with two pictures on the wall. Here we continue right again, where we already have gone to find the paper slip 5 with the hexagon. We go right-left, and in front of the two pictures with the i and the tickets left. Then right and turn right. We should memorize the details of the picture of the train we see there.

At this point it would already be possible to remove the mound of earth on the tracks, but for the sake of clarity we shall postpone that a little. We leave in the direction West, then turn left, right, go straight in the direction od the golden area and walk ahead in it until we stand in front of a bridge. To the left there is a square with 4 adjustable areas. By means of the buttons we have to reproduce the picture of the train. Each button changes more or fewer parts of the picture. The upper one alters the windshield and the tracks, the right one all four parts of the picture, the lower one only the tracks and the one on the left everything except the front lamps. Therefore it makes sense to start with the button that changes everything and set the one part that is not altered anymore by any of the other three buttons (which happens to be the part next to the respective button). Having fixed the first area, we now proceed with the button that changes only three parts and press it until the area next to it with the train windows is correct and so on. If the picture shows the right configuration, we turn around towards the East to a metal wall with a monitor. The screen would be black, had we not yet solved the train picture, but now we see the tracks. If we have sent the train away from the "Park Station", it now stands at a distance behind a gate, in front of which there is an earth mound, which has to be removed. If you don't see a train, you have to go back to the "Park Station" and press the red button next to the train.

From the iron wall we go back to the tracks, step onto them and walk up to the pile that blocks the rails. The earth is then shoveled away by means of the spade from the inventory and lands to the right of the rails. Then we go back to the golden area and to the monitor. If we press the button underneath, the gate opens and the train approaches. Back to the train which is now ready for boarding.

22. THE UNDERGROUND-TRAIN

In order to operate the underground-train correctly, one has to respect the speed indications. Inside the train is a switch that allows to choose between fast and slow. Thus, sections with an overhead sign "Allegro" have to be run in position "fast", because it would otherwise be impossible to get over the ascending slope and the train would roll back. The Adagio-passage in contrast has to be run at a slow speed in order not to overshoot the next station. To get the train to move, you have to first set a speed and then press start. The speed can always be changed before having passed an overhead sign.

23. THE INSTRUMENTS ROOMS

Observing the indications for the speed we travel 2stations, get out and take the long red box, the bassoon case, into the inventory. Continue to the terminal stop, get out to the left, turn around and send the train away. It will end up in front of the gate next to the "Cave Station". Walk back to the station yourself. It would also have been possible to get out to the right towards the park - also sending back the train - but the way back to the Cave Station would have been considerably longer. Notice that the train with a passenger on board can only be controlled in a forward direction.

Before arriving back at the Cave Station, we have to open the metal gate again on our way, so that the train can reach the station. Back in the engine we travel one station, get out and find three instrument lying on a table, a baroque bassoon, a baroque oboe and a recorder. All three of them have to be brought inside their cases into the instrument chamber 2, where the unpacked instruments can be set into a slot in the wall, which then opens so we can take 2 memory cards. Instrument cases can be unlocked with keys dangling from the ceiling or from the inventory.

In detail: In instrument chamber 1 we put the bassoon case onto the table, open it by clicking the red key, take out the green oboe case, put the bassoon into its case, close it and take the case back into the inventory. We travel on to instruments chamber 2, put the green case onto the table and open it with the green key. Inside we find the blue recorder case which, after having been taken into the inventory and removed again has to be opened with the blue key. Pick up the red and the green key from it. Now close both cases and put them into the inventory. Take out the bassoon case , put it on the table, open it with the red key from the inventory and set the bassoon into the proper slot in the back of the room.

Now get into the train and travel on to the terminal ("Park Station"), get out on the cave path side, send the train back and walk back to the Cave Station, not forgetting to open the gate on your way. Get back onto the train and travel to instrument chamber 1. There is a small trick, though. If we intentionally disregard the allegro-sign going from the 2nd chamber to the Park Station, we roll back all the way to instrument chamber 1 and thus save ourselves the walk back and the need to send the train. Put the two instrument cases on the table in chamber 1, open them, put the respective instruments into them, close them and take them to the next station. There we unlock them, take out the instruments, set them into the wall and receive in turn 2 memory cards (24/30). Then, we take the train and get out to the right at the Park Station. As a matter of form, we send back the train, though we don't need it anymore. We turn left and pass through the small door into the Underground Tunnel. When we hit the main branch, we go left and on to the Nodal Room, which we exit southward and on to a place with four pictures of animals.

24. THE RAT RIDDLE

We walk straight ahead and operate the lower button oft the two. The door opens and we pass through. If we turn around, we see a picture with a wolf, a horse and an owl, and an ear that seems to listen to them. We will later on have to decide what animal we have heard. Passing through the next door and looking back, there is a palette with five different colors. We will have to find out a sequence of these five colors. The next room teaches us to follow one animal five times. The last picture on the back of a door shows a rat, whose tail makes a tubular bell ring. Finally we land in a hallway with a branching to the right, which is of no interest at this moment. Walking ahead, we hear an animal sound on our way to the exit door. This animal will be our leader in the upcoming puzzle. Walking through the door and turning left, we notice that now the upper of the two buttons is also red, meaning that it can be used. The lower one seems inactive, so we press the upper one and look at a board above the door, on whose upper part there is alternately one of the three animals that could function as leaders. Underneath there is a rat, which constantly changes places to sit above a square of a certain color. The procedure for this, as well as for all the following doors is as follows:

Wait until the lead animal appears on the upper part of the door. Then, before that animal disappears again, press the lower button. You will hear a tone and the picture will freeze. You have to remember the color pointed out by the mouse and walk through the door. This procedure can be repeated, unless you stopped the display at the wrong moment, when the lead animal was not yours, in which case the next door's panel will be gray and you have to walk through to pick up a lead animal again. Have we chosen correctly each time, we then should know a sequence of five colors. In the following hallway we then have a fence that leads us to chimes with five bells in five different colors, which have to played in the known sequence. Yet here the playing is not done with a cursor, but instead with the tail of the rat, which constantly runs above the bells. You have to wait until its tail hangs over the first tube to be hit and then click its belly. As confirmation we also hear the sound that was played at the corresponding door. When all five clocks have been played in the right order, we get access to a door which opens to a bridge and at the end of it a table with notes next to a violin clef and adjusting buttons to its sides displaying note names. If the names are matched to the notes shown (c-d-e), we can open the door to the museum and enter.


25. THE MUSEUM

In front of the picture with the angel playing the violin to the right one step ahead, we find a violin on a table, in front of which we should put the bow from the inventory. Done, we receive 2 memory cards (26/30). We get two more by completing the trumpet on the opposite side with a mouthpiece and a trumpet bow (28/30). Continuing west, we find a small drum around two corners which has to be completed with the mallet. That opens a wall compartment from which we can take the last 2 memory cards (total now 30/30). In the next recess left we see a table. Since we already have all of our memory cards, we can put them there and play a game of memory. Matching pairs disappear, wrong matches make the golden Ball to the right slip down a little. If it passes the red mark, the game is remixed and you have to start all over.

Once the memory game is finished, we could pass through an opening in the wall opposite the kettledrum and get through a wall opening that was previously impassible because of a lightning curtain. But one step further, there would be bars hindering our progress. That's why we have to go further east from the memory table, around the corner and check out the recess on the left There is a 3x3 board with different sound objects. Pressing the green button will provide a sound that should be matched with the corresponding picture. Is that puzzle solved as well, the bars that hindered us to proceed will be gone and we can enter a hallway.

26. THE FINALE

We walk that hallway to a branching-off. If we follow the arrow to the left, we get sucked into a monstrous funnel and reappear at the end of the ravens alley. But do not despair. A star-tumble through the well brings you back. But if you try the same trick again, you will have to hike all the way back the hard way. If you, instead of letting yourself be sucked in, continue straight down the hallway, you get to the cell in which you see La Musica sitting. After having looked in, we could turn away again, but that wouldn't bring much. Click the barred window and you will recognize a padlock down on the left on the door. Touch it with the magic flute and La Musica is freed. Scene by scene the somber nightly sceneries now light up and we realize that the world of music has been saved.

 

Now there is also a Walkthrough on Youtube

--Robert Wolff, 2017--