CLANDESTINY
The Semi-No-Frills Solution To Clandestiny by Dave Melanson
Introduction: Well, another release from Trilobyte. Another
'haunted mansion exploration' with puzzles ranging in difficulty from simple to insanely
ridiculous. Unfortunately, they took out what may well be my favorite part of the
7th Guest/11th Hour games-the transition scenes. Now, rather than a flowing
transition from one location to another, you "zap" there, Myst-like. Oh
well, can't have everything, I guess. What follows is a complete solution for the
game, with
solutions to all of the puzzles. Doubtless, using this walkthrough will spoil some
of the fun of figuring stuff out and it bypasses a LOT of neat little stuff you can find
along the way...but it might leave some hair left on top of your head
when you finish the game. Oh yeah, and play this in "Brave" mode, or you basically don't deserve this guide at
all! So, without MUCH further ado...
0.> Some notes about the movement icons: In addition to the usual
7th Guest/11th Hours "beckoning" and "turning" hands, there are two
more; if you position the cursor at the bottom of the screen in the middle, the hand icon
spins.
This turns you around automatically if clicked here. I will refer to this as a
"180" in this guide. At the bottom on the
left or right is the "hitch-hiking" hand (thumb stuck out). Clicking when
the cursor is in this mode moves you to the
entrance of a room if you're anywhere in the room, and to the entrance of a hall if you're
in a hallway. I'll refer to this
as a "hitch" throughout the guide. Now that we've got that straight...
1.> Go forward once, turn left, go forward, turn right, go forward,
do a 180. Move the cursor over the table on the left
and click the Throbbing Brain icon. Oh great; a "jump the pins"
puzzle. Okay, if the sugar cubes are arranged in a pentagram as follows (2 is
left-side hand, 5 right-side hand, 9 left-side foot, 10 right-side foot) :
1
2
3
4 5
6
7
8
9
10
Then click on the cubes in this
order: 5, 3, 9 (at this point, a "throbbing eyeball" cursor will appear, meaning
you have
an option. In this case, click on the position where 3 just was), 10, 2 (the throbbing
eyeball appears again-click on 4's position), 1, 5, 6. Now in the cut-scene that
follows, just an unusual point of note...the very first portrait that starts
talking (the Scottish guy with the long hair)...that's the game's designer, Graeme
Devine. Not that it really matters, just thought you'd find that interesting.
When the cut-scene finishes, do a hitch, take a step forward, hitch again. Turn left, go
forward, turn left, go forward. Click on the door to get the first word puzzle (most
doors require you to fill in a word. To solve these, usually, an
alphabet appears at the top-click on the letters sequentially to spell out the
word...there are exceptions, and I'll point
'em out as we go along). The solution for this first one is "BEAST."
After you enter that, you'll see the family crest and
notice that the word "Beast" has been added to the motto.
You also get a "beckoning hand." Click it to go to the Drawing Room.
Note the secret panel. Ignore it for now (you can't go through it this way) Turn
right and move the cursor over the bookcase. Click on the throbbing brain for the
second puzzle. Note that each book on the lower shelf has a letter on it.
Clicking on a book moves it to the top shelf. When you're left, you should have a
word at the bottom and another word or two at the top. This is a bad joke; the hint
book says you need to remove five letters. And that's exactly what you do; remove
"FIVE LETTERS." So click on the books F,I,V,E,L,E,T,T,E,R,S to get the
word "COWARD" down on the bottom shelf...silly, huh?
Okay, hitch to the exit, step out of the room, hitch to the foyer, do a 180, then click on
the arch on the left side of the screen. Go forward twice, then turn right, go
forward, turn left, and click on the Dining Room Door. The solution is
"WHO." On to meet the Vicar...
2.> Uh...yeah. Interesting guy. Notice the two dishes he
mentions ("Cullen Skink" and "Haggis") Also notice
Murthley the butler...now this guy is getting more interesting all the time! The
vicar also goes on about "six and six make thirteen." And you've been told
you "have the mark of the MacPhiles" in the past.
All right, rather than waste your time with this mystery, here's the spoiler...note your
animation and those of other MacPhiles characters...you have six fingers on each
hand! And you're the 13th Earl...hmmm, "six and six make thirteen,"
eh? Cute, guys, really cute...well, it's puzzle time again. Click the
throbbing brain on the table. Imagine this as a chessboard (oh no, not AGAIN!!) and
all the plates are Knights. You have to switch their positions. To move a
plate: click on the plate. If there's only one place it can go, it'll go there
automatically. If there are two or more, you'll get the throbbing eyeball...then click on
the destination square. So imagine the table set up like this:
1
2 3 4
5
6
7 8
9 10
Click on them in this order: 4 to
9, 9 to 2, 5 to 9, 9 to 4, 10 to 3, 3 to 5, 1 to 8,
8 to 3,
3
to 10, 6 to 8, 8 to 1, 2 to 9, 7 to 2, 2 to 6, 9 to 2,
2 to 7.
Well, after all that, you're back
facing the table. See that door straight ahead? Walk up to it and go through
it. Click ahead twice to get to the kitchen door. Oh joy, another
riddle. Pretty simple, though...the answer is "FREE." Go in
and see Gram Grizel. Ooh, bad complexion there...okay, take a step forward, then
click on the soup pot for the next puzzle. For those of you who remember The 7th Guest,
remember the Canals Of Mars puzzle? Yep, it's another one.
For the uninitiated: you form words which appear on the left side of the screen as you
click on the letters sequentially
in the soup; each letter must be connected via a "noodle" to the previous
one. The trick is knowing what you're
looking for; with that information, you should have no trouble picking out the words
yourself from the soup; note the letters vanish in the soup as you continue removing
letters. There are two stages here: the phrases are as follows:
1st: CULLEN SKINK IS BEST SERVED HOT
2nd: BUT HAGGIS SERVED IS BETTER NOT
(the one warning I have;
when you get to the "S" in Haggis in the second one, be sure you choose the S
that won't stop you from choosing the "SERVED" letters in order to finish the
puzzle. Okay, once that's finished and you get the weird "ghost" sequence
(hey, who was the redhead?), turn left and go to the table. Click on the book on the
table for some
real Scottish recipes, in case you're into cooking. An interesting one is "Mum's
Cake," a real recipe from Graeme's mother.
When you're done with that, exit the book, exit the table closeup, and hitch to the
exit. Turn left. Note the cabinet. Remember that secret panel in the
drawing room? Move the cursor over the cabinet. You get the "nope, can't go
there" cursor, but click it anyway...hey, the passage to the drawing
room...great! Hitch to the door, go through, turn left, go forward, click on the
door. Another riddle. This one's a little different. To solve it, first click
on the appropriate letter in the alphabet above, then click on the letter of the encrypted
word you see in the middle you want to replace with the
letter you just clicked from the alphabet at the top. In other words, the encrypted
word is "FPBGYNAQ" The DECRYPTED word is "SCOTLAND." To decode
this, first click on "S" in the alphabet, then on the "F" in the
"FPBGYNAQ." Repeat this procedure with the other letters until SCOTLAND is
spelled. Then go on into the Library to find out about Captain Hugh MacPhiles, whose
legs apparently got blown off by accident. Joy.
3.> Okay, after the cut-scene, go forward, right, forward, right,
forward. Sweep the cursor over the table on the left. When you get the
throbbing brain, click. In this one, you have to guide the ship to the safe harbor.
The rules: you must always go from one shade of blue to the other (light to dark, dark to
light, etc) and you can
only move in the direction the waves on the square you're currently on are flowing.
Confused? Well, try this anyway
If the board is set up like this:
1 2
3 4
5 6
7 8
A
B
C
D
E
F
G
H
and you start at A1, and your
destination is H8, click on squares in the following order: A3, E3, G3, H4, E7, B4, B7,
B2, C2, C1, B1, B8, C7, C4, E6, C8, C3, D2, H6, A6, D3, F1, H1, A8, H8.
(Yeah, you do what looks like a lot of backtracking, but it works!) Now on to worse
challenges! See the spiral staircase
in front of you? Click on it to go upstairs (duh...)
4.> Go forward. Turn right, then forward, forward, forward,
left, forward through the arch, right, click on the bedroom door. The riddle's a bit
annoying, but the answer is "THE" (the clue is the last section..."thee'd
be me, so what would I
be less one 'E?'" or THEE-E=THE). Welcome to the bedroom. Well, after the
animated sequence, click "forward" on the left side of the screen (toward the
window), then turn right, and click on the "graffiti" section of the wall. Click
the eyeball on the lower right corner stone (the plug). This mixes up all the
stones. It's a shifting-tile puzzle. The grid is arranged in a 3x3
arrangement. Say it's set up like this after it's finished scrambling...
1
2 3
4 5 6
7 8 9
then click on 6, 5, 2, 1, 4, 5, 2,
3, 6, 9, 8, 7, 4, 5, 6, 9 to solve the puzzle. This unlocks the bathroom.
(side note: if you
look through the telescope, which is now to your left, you'll be looking out at a
fascinating scene on Loch Ness...need I say more? ;) Anyway, face the exit to the
room, go forward, left, forward, left, click on the door to the bathroom. Now we
have Paula setting up to take her bath. Okay, yeah, I know, it's a family game, so
they don't actually SHOW anything, but this segment does bring up an interesting point as
Paula doesn't even notice Murthley the mist/butler trying to strangle her...
As a certain good friend of mine would say, "Why is it the WOMAN'S always got to be
the scheming, greedy, completely clueless character?" And Paula definitely
qualifies for all of the above...all I can say is, "well, they needed SOME kind of
person to get them into trouble so the plot could continue, and Andrew is such a coward,
he'd probably had run off at the first opportunity, if he hadn't been so...well, to put it
bluntly...WHIPPED!" Further evidence of this shows up as we go along...but what
_I_ want to know is why Paula, who all through the whole thing kept talking about marriage
and wedding arrangements and yadda yadda yadda, at the end decides to...well, I'm getting
ahead of myself. Back to the walkthrough.
All right, now do a 180 and go back into the bedroom. Go back to the spot with the
graffiti and click the brain there
again for a different puzzle. (Technical note: My copy of the game kept crashing on this
puzzle and none other. I finished it ONCE without the thing crashing; the other
eighteen times I tried it, it died. If the same thing happens to you, I'd suggest
using the "hint" section of the Guidebook (at the top of the screen) to bypass
this one). This one is a cryptogram...when you click on one of the letters at the
top of the screen, then click on a letter in the cryptogram, the program automatically
changes the letter in the cryptogram to the letter you clicked on in the alphabet in the
top of the screen...and changes every occurance of that letter in the entire
cryptogram. When a correct choice is made, the changed letter turns black in the
cryptogram. For this one, I suggest just start with the first word, correct any red
letters, continue to the second word and correct any red letters, etc, until eventually
you solve the whole thing. The correct decoded message should read as follows:
My first is in kingdom but not in state
My second is in eminent but not in great
My third is in gristle but not in bone
My fourth is in granite but not in stone
My fifth is in house and also in home To which
I return wherever I roam To complete the whole
My last is in spite And I'm always the
first one Into a fight.
Once that's solved, the words
KINGDOM, STATE, EMINENT, GREAT, GRISTLE, BONE, GRANITE, STONE, HOUSE, HOME, and SPITE
change color. This is part two; solving the riddle. Click on the letters of
the answer: K,N,I,G,H,T in order to solve the puzzle.
Then you get a scene with Rohaise (you've gotta love Andrew's sudden "demonic"
voice with the immortal comment, "WOW!") And Paula shows up again, more
than a little upset. Then Murthley arrives and Rohaise turns into one
hideous-looking banshee & fights Murthley out the door. So, now what?
5.> Okay, go back to the bathroom and click on the bathtub. It
slides aside and you get a secret passage to the Ballroom. Go there. Hitch to
the Ballroom exit, step into the hallway, hitch to the foyer, do a 180, click on the
stairs (takes you upstairs), go forward twice, and click on the door to the Tartan
Room. The answer to this riddle is
pathetically easy..."HE". In the Tartan Room, the two explorers will talk
to Sir Thomas and find out about golf and history. There are no puzzles in here, but
wander around and check stuff out anyway; some of it's pretty amusing.
When you're finished, hitch to the Tartan exit, walk outside, turn left, go forward,
right, forward, left, click on the
open walkway on the left side of the screen (not the right), foward to the rock wall
twice, right, and click on the
wooden door. The answer to this riddle is "STONE." Once it's solved, go
through the door & encounter the Monster Child. After that's done, turn to the
desk and sweep the cursor over the toys; when you get the brain icon, click to play
"13 Easy Pieces." Easy? Not quite. You've got to get them
lined up in the right slots (this is another sliding tile puzzle, but the pieces can only
move certain ways due to the blocking triangular portions. Fortunately enough, the
pieces are actually numbered, so just click on pieces in this order to solve it:
2, 11, 12, 6, 5, 4, 3, 10, 2, 11,
1, 13, 7, 8, 9, 10, 2, 11, 1, 12, 6,
5, 4, 3, 2, 11, 1, 12, 13, 7, 8, 9, 10, 11, 1, 12, 13, 6, 5, 4, 3, 2,
1, 12, 13.
Once you finish that, hitch to the
exit, go back out into the hallway, go left, foward, right, forward, forward (down
the spiral staircase), and click the brain icon on the bookshelf on your right. A
series of books appears. This one's
pretty simple; create a picture of a submarine with a "dragon periscope" on top
with the books. To do this, simply
click first on the book you want to move, then on the slot to which you want to move
it. It's pretty simple to do, and
when you're finished, the books should spell out "A_SECRET_REVEALED" (indicates
one of the two books with a blank
space on the spine).
This one's actually incredibly easy. The left "A" is the one with a
picture of the propellor wash on it, the next one is the "space" with the actual
propellor, then the only "S", then the "E" book with the thinnest
picture (tapered at the top with
a block at the bottom), then the only "C", then the thinner-pictured
"R" book, then the "E" with a picture that's mostly cylindrical except
for a small projection on the right side of the picture, then the only "T" book,
then the other space book, then the other "R" book, then the thickest-pictured
"E" book (with the beginnings of the 'neck'), then the only "V" book,
then the completely cylindrical-pictured "E" book, then the other "A"
book, then the only "L" book, then the last
"E" book, and finally the only "D" book. Another secret panel
opens. Ignore it. Now you're going to the Chapel (erase that 50's song from your
head if it popped in there). Hitch to the Library exit, go out, go forward, left,
forward, right,
click on the door.
6.> Ooh, another Riddle. Big surprise. The answer is
"LET." Then you go in and have a _wonderful_ little encounter with
Murthley (a.k.a. the English Dragon). Interesting, huh? Okay, do a 180 to exit
the room and click the brain icon
on the collection box by the door. This is the first of the two artificial
intelligence games in the overall game, and it is _nasty._ Murthley is a tough
player.
Those of you who remember playing against Stauf in the "microscope" puzzle in
7th Guest or the "honeycomb" puzzle
in 11th Hour...yep, here we go again! But this time there IS a definite
solution. The idea is to have the most coins at the end. To move, you jump
your brown coins over as many of the red ones as you can (click on a space with the
eyeball to do the jump; squares you _can't_ jump to will show the wagging finger).
You can play against Murthley as long as you want, but realize he's a tough player and may
beat you several times...unless, of course, you do this...if the board is set up like
this:
1 2
3 4
5 6
7 8
A
B
C
D
E
F
G
H
with coins starting at D4, D5, E4,
and E5, since you go first, click on the following spaces in order: E6, C6, C4, G7, C2,
A2...and you win in six moves (all Murthley's pieces are taken). Once you win that
puzzle, exit the chapel, and the game will tell you to insert Disc 2. Do so...and on
we go to the next section! You get some advice from good ol' Angus
Before you go off to the Game Room, however, hitch to the foyer, then turn right.
Click on the suit of armor to get the shield puzzle. The object here is to select
nine groups of five symbols (one of each of the five symbols on the shield;
star, spade, clover, cross, moon). Trick is, the groups of symbols _must_ be
connected to one another. So there can be no spaces in between selected
symbols. Once you've selected a group, it turns white and none of its member-symbols
are accessible any longer. To solve this one, click on the symbols in the cross in
the following order:
20 19 1
21 18 2
22 17 3
26 25
24 23
16 4
6 7 8
27 29
30 34
35 5
11 12 9
28 31
32 33
36 15
14 13 10
37 38 39
41 40 45
42 43 44
The suit slides up and another suit of armor appears, this one with a yellow heart. Click the heart to find another secret passage to the Armory. But there's no need to go there, so just turn so the stairs are in sight, click on the stairs, go left, through the arch, down the set of stairs, and click on the door of the Game Room (Big Game, that is...) The answer is "AND." Go ahead in.
7.> Turn left after the animated sequence, click the forward beckoning hand that's on the right side of the screen (not the door), then turn right. Click the brain icon on the fountain. The job here's fairly simple: switch the frogs on the lilly pads. I like the animation on this puzzle. If the pads are set up like this:
1
7
2
6
3 5
4
Then click on frogs in this order:
3, 5, 6, 4, 2, 1, 3, 5, 7, 6, 4, 2, 3, 5, 4. Pretty easy. For a brief,
slightly off-color joke,
turn left and click the chattering teeth on the sheep. Now do a 180, go forward, and
through the door. Andrew and Paula run into a rat who asks an obvious
"setup" question, which Andrew doesn't fall for, but Paula does (and she winds
up falling down the dumbwaiter). Well, follow her (click on the little door in the
wall...the dumbwaiter...to wind up at the bottom of a stairway. Turn right and
you're at the door of the Wine Cellar. Click on it. It's another riddle (ooh,
I'm so surprised).
For this one, it's two part...first decode, then rearrange. To decode it, the
letters below are Roman numerals
indicating alphabetical positions. To decode each, click first on the appropriate
letter in the alphabet above, then click on the Roman numeral that matches it. So,
the original sections say:
XXV XIX XIX XX XIV IX V IV
which correspond to:
25 19 19 20 14 9 5 4
So the letters to click on are,
from left to right: Y, S (adjusts 2nd and 3rd letters), T, N, I, E, D. Then
rearrange the letters by clicking first on a letter you want to move, then on the spot
where you want that letter to go. Do this to adjust the order to read
"DESTINY'S." Now welcome to the wine cellar and meet Auld Sot, a real
drunken ghost. Now, go forward, right, forward, left, and click the brain icon on
the wine rack. This is the second artificial intelligence game, and the object is
simple: build a path from one side to the other before Auld Sot does. Of course, as
you are playing against a drunk, this is incredibly simple. Still, here's one way
(of MANY) to win this one that always seems to work pretty well:
If the rack is set up in a diamond like this, try clicking on certain slots in the order
I've shown below (where "L" is the
Last move...the idea is pretty simple: skip bottles and alternate from one side to
another. This confuses Sot, and eventually, he'll give up and start building bottles
over to the side on the left ):
X
X X
6 X X
X 4 X X
X X X X X
X X 7 X X X
X X X X X X X
X X X 2 X X X X
X X X X 9 X X X X
X X X X X 1 X X X X
X X X X X L X X X
X X X X X X X X
X X X X 3 X X
X X X X X X
X X X 8 X
X X X 5
X X X
X X
X
8.> Now walk on through the secret passage that opens; Andrew will
run into Fiona, yet another ghost. After her little speech, walk in the direction
the three ladies are walking, but don't go towards the tomb they're pointing toward.
Go to the gate on their right, then forward, then left, and click on the door to play
Statue Paths (a giant chessboard. And this one is...you got it. Another Knight
puzzle. You have to move the knight (with the pink hat or whatever it is) across to
the door on the other side. If you move the knight into any position where it can be
captured by one of the black pieces,
you lose that shot at it and have to start over. So, if the board is set up as
follows:
1 2
3 4
5 6
7 8
A
B
C
D
E
F
G
H
Then click on the squares as
follows: F1, G3, E2, C1, D3, C5, E6, F8, G6, E7, C8, and A7 to capture the Rook and win
the puzzle.
Go forward through the arch, forward through the door, and click on the next door.
The solution to this riddle is "WITHIN." When you go through this door,
you'll run into the ghost of the Jester (and his puppet) After his little speech, go
through the arched door to get to the Gears puzzle. Click the brain icon on the
gears. Guess what; the old "pyramid tower" routine, except upside
down. Well, if the gear spindles are from left to right 1, 2, and 3, click on the
gears in this order (if there's only one place a gear can move when you click on it, it
goes there automatically. If it can move to either of the other two, click on the
appropriate spindle you want to move it to when you get the "pulsing eyeball"
cursor) To solve it, move the gears from spindle to spindle as follows:
1 to 3, 2 to 1, 2 to 1, 2 to 3, 1
to 3, 2 to 3, 1 to 2, 1 to 2, 3 to 1,
3 to 1, 2 to 1, 3 to 2, 3 to 2, 3 to 1, 2 to 3, 2 to 3, 1 to 3, 2 to 3,
2 to 1, 3 to 2, 3 to 2, 3 to 2, 3 to 2, 3 to 2.
This will complete the puzzle, and Andrew and Paula wind up on a counterweight, which then
drops down into the dungeon...and welcome to the fourth part of the game, which is also
the most "evil" of the sections.
9.> Click on the door in front of you; it's really the only way to
go. Angus crawls by with another riddle. The answer is "WIN." Go
ahead in. Click the brain icon on the skeleton (oh no, not the bloody Trilobyte
skeleton AGAIN!!) This one's a two-parter. You start with the "arms"
section. Much like the soup problem earlier, you must create a word from the
letters...and each letter must be attached to the previous letter. To solve the
first part, click on the letters in this order: D,I,S,M,E,M,B,E,R,M,E,N,T,S to spell
"DISMEMBERMENTS" and unlock the arms. The skeleton sits up and points to
his legs.
Then you get another similar puzzle. Starting with the "S" near the middle
of the puzzle, click on the letters in this order: S,T,R,A,N,G,U,L,A, T,I,O,N,S to spell
"STRANGULATIONS" and have the skeleton leap up and spring away. This also
awakens Torquil, the Black Baron...fun guy. Turn around until you see the guillotine.
Now turn right once and go forward twice (into the rectangular hole). Another door
riddle appears. For this one, click on the "S" in "WRIST", the
"L" in "SCOTLAND," the "A" in "GRASP," the
"Y" in "YOUNG," and the "S" in "WORSE" to spell
"SLAYS" and complete the family motto. But the door doesn't open just yet;
you've got another puzzle to solve to open it...and this is THE hardest puzzle in the
entire game.
Note the circular dial below; to open the lock, you've got to get the four stones in the
slot in the dial to match the symbols that are vertically aligned with them; in other
words, you have to have blank stones on the left and right side stones, a left-pointing
arrow on the second stone from the left, and a lightning-symbol on the second stone from
the right. This, folks, is utter insanity to try to win if you don't know what
you're doing. So, here's how to do it. If the stones are set up as follows,
with stone #1 being the first stone to the RIGHT of the dial and stone #20 being the
rightmost stone IN the dial, and the stones numbered like this:
11 10
9 8
7 6
12
5
13
4
14
3
15 |----Inside
The
Dial-----| 2
16
17 18
19 20 1
then here's what you do: (WARNING: If you make even ONE mistake, you are basically stuck, and have to start over, so be VERY careful!)
Okay, basic rules: for each of the following steps, follow this procedure: first, click the eyeball cursor on the dial BELOW the stones in the track. This causes the dial to rotate 180 degrees. THEN, click on the stone I indicate below. THEN, click on Stone #20 (the rightmost stone in the dial). Then move on to the next step and repeat the procedure (i.e. click BELOW the stones in the dial to rotate it, click on the stone I indicate, then click on Stone 20). There are 14 such repetitions of the procedure you must do in order to win the puzzle. The stones you click in step two of each procedure are as follows:
1st.>
6 2nd.>
14 3rd.>
19 4th.> 5
5th.> 4 6th.>
7 7th.>
3 8th.> 19
9th.> 4 10th.>
10 11th.>
5 12th.> 3
13th.> 18 14th.> 8
If you've followed the steps exactly, the door will open and you go on through down below. Now, figuring it's the end of his life, Andrew asks Paula to marry him. And she comes out with "HELL, NO!" And after ALL the crap about weddings and receptions and marriages she was going through earlier...ARRRGHH!! And to make matters worse, it's STILL not over! After a long animated sequence in which Andrew's ancestors show up, each giving him an object and saying a couple words, you're left standing in a room with very few choices on what to do. Well, turn to face the Beast Door and click on it.
10.> You wind up with portraits of the twelve ghosts, each of whom gave you a little phrase. To solve this last puzzle, you must put the twelve ghosts in the proper order for their combined phrase to make sense...well, as much sense as a prophecy ever makes, that is. To position a ghost, first click his or her portrait (he or she will say their little bit), then click on the position in the twelve where you want the ghost to go. So, if the 6 wide x 2 deep grid is numbered
1
2 3
4 5 6
7 8
9 10
11 12
The order of ghosts is:
1.> Magnus Og (Orange haired guy)
2.> Jester (should be obvious)
3.> Rohaise (the redhead)
4.> Gram Grizel (purplish woman with the
boils)
5.> Torquil (Blue guy with extended tongue)
6.> Dame Jennet (older woman)
7.> Monster Child (should be obvious)
8.> Captain Hugh (guy w/eye patch)
9.> Auld Sot (the drunk guy)
10.> Fiona (the little girl)
11.> Sir Thomas (guy with the dark mustache
& eyebrows)
12.> Buffalo MacPhiles (older guy w/white
mustache)
and they'll recite the whole phrase in order: "Unless the fates be faithless grown and prophet's voice be vain, Where'er is found this sacred stone, the Scottish race shall reign." Then the endgame animations play, you wind up with a big heavy stone (not to mention 12 ghosts+Angus) in your car, your castle collapses, your girlfriend does NOT want to marry you any more, and a strangely familiar-looking raven starts chasing after your car as you drive off. Can we say...sequel? Not now we can't...GAME OVER, MAN!