By
&
COMPLETE WALKTHROUGH
with
Graphics, Hints, Cheats, Sounds!
EXCLUSIVE WALKTHROUGH
Written by:
TABLE OF CONTENTS
System Requirements
Publishers/Prices
Review
WALKTHROUGH
I. Getting Inside the
Herculania
II. Inside the Herculania
III. Neurographicon Machine
I V. Theater & Theater Foyer
V. Guest Quarters, Vaporarium, Mudroom, Herbal Lab
VI. 2nd Floor and 1st Floor
VII. Sanitorium and Neurographicon Lab
VIII. Leo Galtes Dream World
IX. Back Aboard the Herculania and Gathering More Clues
X. Belle Swans Dream World
XI. Bill Mexler Clues
XII. Bill Mexlers Carnival Dream
XIII. Gathering More Clues for our next dream
XIV. Claire Moons Room
XV. Gathering Clues for Grace Thermon
XVI. Grace Thermons Dream World [Nightmare World!]
XVII. Neurographicon Lab & End game
System Requirements
Pentium, 8MB RAM,
4X CD-ROM drive,
640x480 display (256 color or higher),
Windows 95,
Windows compatible sound card, mouse.
Publishers/Prices
Publisher - Piranha Interactive Publishing, Inc.
Publisher Phone(800) 747-2642
Operating SystemPC, Windows 95, MAC MSRP PC
Price$49.99
Category - Adventure MSRP MAC
Price$49.99
Release Date:09/30/98 Age Group:13+
Available at Electronic Boutique on 9/30/98
Review
From ALL the Adventure games that I have played, I found Morpheus to
be one of the best...I would rate this game between an 8-10 on a scale of Adventure
games....[1 being the lowest and 10 being the best of the best!]. Morpheus is a game for
Adventure game lovers. You will be submerged into a world somewhere between the Titanic
[not the game!], and the Phantom of the Opera. This game is full of adventure, many
puzzles within puzzles, and many different "worlds" or "dreams" to
visit.
The game begins in the 1950's, where you find yourself aboard a ship
that has been icebound for nearly 70 years in the Arctic. You play a character who is
seeking out the truth behind the disappearance of your father. You find out much later in
the game what has happened to him....not to mention the others on the ship! The ship was
especially designed by J.C. Pharris for his adopted son, Jan, and his experimentation with
a machine he calls the: Neurographicon machine. Six very special guests have been invited
on the Herculania's maiden voyage. Unbeknownst to them, they are about to embark on a
personal crusade of Jans [the adopted disfigured son of Jonathan Cleveland Pharris].
J.C. Pharris has spared no expense in accommodating his passengers and
their needs and/or wishes. Each passenger shares a "history" with Jan, JC
or each other in one aspect or another. Each of their rooms have been customized to their
likes and dislikes. An Assistant, Dr. Malherbe, is there to help Jan provide the correct
herbal serum for each passenger so that they may take the "journey into their
dreams."
The Herculania began it's maiden voyage to the sea on November 17,
1928 and ended it's journey stuck in the frozen ice 3-5 days later. It has been stuck in
the ice ever since. Where did everybody go? Were they rescued, did they freeze to death,
or are they still aboard the ship? You will soon find out.
I found this game to be a WONDERFUL game, and I very HIGHLY recommend
this game to all who are as addicted to Adventure games as I am. You will not be
disappointed. Many of the puzzles are somewhat difficult, but by paying attention to the
"visions" or "flashbacks", taking notes and sheer perseverance can be
solved. A few of the puzzles I found quite difficult but managed to get them and finish
the game.
You will NOT be disappointed in this game. That, I promise!
Take care all....and look for MORPHEUS to fly to the top! In my
opinion, this game has the potential to match Myst, Riven, Lighthouse, Shivers, and even
Black Dahlia!
WALKTHROUGH
I. Getting Inside the Herculania
1) Click and hold down the mouse button. Move right & forward beyond the cargo
bay area.
2) Turn left, click on the Herculania life preserver.
3) Turn right, and go all the way down the side of the ship.
4) Click on doors [sealed by airlock]. Back off the doors.
5) Turn to the right and zoom in on the DISTRESS CANISTER.
6) Click on the hammer and watch. The balloon gets
stuck.
7) Turn around and head back to the rear of the ship. Watch the vision of Malherbe as he
hangs
himself on the cargo bay.
8) After seeing this vision, walk left and up the stairs. Turn right and click on the
LAUNCH controls. [see picture below].
[a] Grab the FLARE control
and pull DOWN and to the LEFT. Set the FLARES as shown in the
picture above.
[b] Grab the RANGE control, pull to the RIGHT as shown in the picture
above.
[c] Pull down on the LAUNCH HANDLE, then move to the right and the CARGO BAY
CONTROLS.
[d] Pull the CARGO RELEASE.
9) Go down the steps and to the DISTRESS POD on the right side. Zoom in on that and listen
to JC
Pharris.
10)Now go step on the cargo bay area and go down.
[a] Read the letter from Malherbe.
[b] Turn around and zoom in on the cargo controls. Pull the RIGHT lever to
lower to the 2nd floor.
Back off the cargo controls and turn all the way around. Open the door
[breaches all the airlocked
doors]. Enter and look down. Turn around, forward twice, left, forward
to the steel garage looking
gate. Turn left and examine the box of radioactive materials. Puzzled?
[c] Return to the cargo controls, go DOWN to the 3rd level. Examine the rare
flowers from Indonesia.
Turn left from the flowers and go forward to the steel garage-looking
door. Turn right and enter the
door.
[d] This door takes you back up on deck. Walk forward to the left side of
the ship and the airlock
doors. Turn left and look at the bird nest and eggs. Enter the doors.
II. Inside the Herculania
Awfully dark in there, huh? Need some light? Walk forward and out the next set of
doors. Then turn right and enter the ship again. Go down the stairs and then turn around
at the doors. Face the stairs and the banister. Check out the attached picture for the
SOLAR POWERED LIGHT CONTROL (see picture below).
Zoom in on the end of the banister. Light
Controls? It's possible. Click on it! Have fun exploring!
III. Neurographicon Machine
Go around the banister on the left [you can use the right side, too]. Turn left
and go through the doors. Go down the stairs, through the doors and move to the center of
the room. Enter through the double doors. Turn left and zoom in on the SOLAR VOLTAIC
CIRCUITS [see picture below].
Turn right and look at the A I V SEQUENCER and
push the button on the left. Now enter the control booth. Pull the handle on the far right
side just below the dial reading [notice the positioning of the control booth on the
horizontal slider above the INJECTORS]. Next push the button just below the VENTRICLE
sign. Slide the device in front of you all the way to the left and note that the ATRIUM
has now lighted up. Push the button on the left to lower the device. Reach for and
pull the lever on the far right side to move ahead to the INJECTORS. Push the button on
the right. Click on the INJECTORS in front of you and notice that the INJECTOR light has
now be turned on or activated. Push the button on the left to lower the Injectors. Pull
the lever on the far right [the control pod will turn around]. Pull the lever on the far
left and you will go backwards to the final VENTRICLE area. Push the button on the right,
swing the handle in the middle of the device all the way to the left. Notice that the
Ventricle light is now activated. Return the mobile control pod to its original position
or by pulling the left lever you will back up to the area of the cargo bay you once
entered.
You have now activated power to the Atrium, Injectors and the Ventricle areas of the
NEUROGRAPHICON device. Notice that the lights on the A I V Sequencer are now on and activated.
Pull down the lever on the right. You will see a flashback of Jan and his father, Jonathan
Cleveland Pharris arguing about the Neurographicon machine. You should be aware by now of
what you have been fooling around with!! Exit the Control room and return to the main
floor.
IV. Theater & Theater Foyer
Enter the foyer to the theater. Click on each of the 4 projection devices,
beginning with the one to the right of the theater entry doors. Move clockwise around the
room from one projection device to another until you have viewed, reviewed and taken notes
on each of the 4 devices.
Enter the theater, click on the film projector and watch the short film. Upon
exiting the theater, pick up and read the postcard from Claire Moon to her Uncle. Click
forward and watch. See that flashback? Who might that be? And wheres that dog now?
V. Guest Quarters, Vaporarium, Mudroom, Herbal
Lab
Move beyond the banister, through the doors and examine each of the rooms, who is
in what room and be sure to notice that each passenger, including Dr. Malherbe, has a 3
digit code to enter the room. Notice, too, the replica of the Herculania in the middle of the
hallway. Click on that. Exit the double doors beyond Mexler and Malherbes rooms and
into the Vaporarium [see picture below]
Zoom in on the fountain and watch the flashback of Ms.
Grace Thermon and Bill Mexler. Turn right, enter the Herbal Lab. Zoom in on the table and
on the frog. Also
zoom in on the chair and watch the flashback of
Grace Thermon and Dr. Malherbe. Exit the Herbal Lab and go directly into the Mud
Room. Zoom in
on the toilet [more on this later!] Check out the Mud bath as well, as long as youre in there.
VI. 2nd Floor and 1st Floor
Go up to the 2nd floor, and to the Ballroom doors. Click on the sign that advertises Belle
Swans performance. Enter the room and click on the wheelchair item. next, click on the jesters hat on the floor to the left of the wheelchair. Move right and enter the
Orchid Atrium. Move
to the center of the Atrium and turn around. Move to the center of the Atrium and face the
double doors. Enter the closet area and click on the diagram of the Atrium [see picture below]. Make
a note of the layout design for each orchid as this is of significant importance later in
the game.
Now click on the greenhouse watering system.
Walk around the Atrium and examine each of the plants. Be sure to click on the net leaning
against the wall in this room. Exit the Atrium and exit to the outside of the ship by the
right side of the ballroom. Go up the stairs and around the corner. Zoom in on the
handkerchief on
the bench.
Enter the captains bridge and begin by zooming in on the recording device on the far right
side. Now, at least, you have a better idea of what occurred all those years ago.
Exit the other side of the bridge and go all the way around and down the stairs [do not
take the first set of stairs]. Just to the right of the lifeboat, zoom in on the snow.
Youll see what happened to Belle Swans poor little pooch!. Enter the ship through
the doors ahead and into the ballroom. Exit the ballroom and head through the doors on the
right side of the huge clock. Notice all the boxers?
Uh oh....one of the paintings is missing. Leo Galtes painting is missing. Welter
Weight, huh? You can click on the lower area that will show the weight class, or the
higher area shows a video of Leo & Belle.. Enter the main doors to the Gymnasium.
Check out the pool
area, the free weights [which weights are missing?], the rowing machine, the jogger machine, the boxing
ring and the scale.
Notice anything in particular about the weight allowances for Welter Weights? When you
know Leo Galtes room code, or you think you know his code, exit the Gymnasium, enter the
elevator and push Level 3.
Exit the elevator, turn around and head for Leo Galtes doors. Enter the code and push the left button [see
picture spoiler below].
Inside Leo
Galtes room, zoom in on the bed. Examine the table to the right of the bed
carefully. Notice the painting that was missing in the hallway seems to have found its way
to Leos room. Click on the box with the rose on it. Examine the piece of paper attached
to the top of the box. Now take the red serum bottle in your hand. Time to head for
lala land and happy dreams of Leo Galte!
VII. Sanitorium and Neurographicon Lab
After retrieving the serum from Leo Galtes room, its time to head for
the Sanitorium and the Neurographicon lab. Exit Leos room, head to the elevator and
get off on level 4. Youve just entered the Sanitorium. Walk forward and look
at each of the pods. Push the button on each one and watch the short video scene for
each person, visitor, passenger. Turn around and begin heading back to the elevator. Turn
left and zoom in on the POD RETRACTOR machine [see picture below].
Enter the 3 digit code that you saw on the rose box in Leos room. Pull the handle
down on the right.
When the flashback between J.C. Pharris and Dr.
Malherbe concludes, head for the secret doorway along the tiled wall. [Insert disc 3]
As you enter this room through the spiraling stairs, you have just entered the
NEUROGRAPHICON pods
and lab. Examine each of the pods and finally, zoom in on the huge green cocoon looking
pod at the end. Thats Jan Pharris, the deformed adopted son of J.C. Pharris, and
biological son of Leo Galte and Belle Swan!!
Turn around and enter the open pod. This is a good
time to save your game! [Neurographicon pod picture below]
Insert the serum from Leos room into the
rose receptacle. Happy travels!
VIII. LEO GALTES DREAM WORLD:
You appear in front of Mollys 3 Blooms
for a Penny flower cart. Youll need to collect 3 roses to complete Leos dream
and return to the Neurographicon and the Herculania. Click on the cart a few times for a
look inside.
Turn around and head to the right of the Bow Street Police Station. Turn left, enter the
police station through a side door. Notice the 6 maps on the wall and then be sure to
notice each of the police desks.
1) Muffy, the dog is missing and was last seen at Sweeneys Meats
2) Colored name plates with matching colored push pins. [see photo below]
Now go around the police counter and enter the
Morgue. Notice all 6 jail cells contain one unique item. Remember what item is in each
cell. Exit the jail cells and note the keys on the desk. [see picture below]
Exit the police station, turn right, and head
for Ms. Pettibones Boarding house. Look around and enter the library area. See the
telephone? More on that later! Go upstairs. Enter the first room on the left and notice
the knitting needle and yarn. Be sure to take note of the postcard video in this room, as
well [Big Ben - London, England]. Exit and enter the room next to that one.
Notice the tea cup and postcard video [Hong Kong
Harbor]. Continue investigating the other 4 rooms upstairs, being sure to make notes on the items in
each room and the locations of the video postcards. When you have looked and made notes
for each room, leave the Boarding House and return to the police station. Using the keys
and jail cell assignments, in combination with the colored names and matching push pins,
and with the items within each of the jail cells and boarding house rooms, take one
colored push pin at a time and insert it into the appropriate location on the maps.
Solution below!
OPHELIA [red] = London, knitting needle & yarn, jail cell # 2
TESS [purple] = Paris, single glove, jail cell # 1
MOLLY [green] = New York, flute, jail cell # 3
INGRID [yellow] = Egypt, decorative pin, jail cell # 6
LULU [blue] = Hong Kong harbor, tea cup, jail cell # 4
KITTY [aqua] = Rome, flowered hat box, jail cell # 5
When all push pins are placed correctly on the 6
maps, a rose will appear. Put the rose in Mollys Flower cart. The first of 3 puzzles
in Leos dream world has been solved.
Now head for Smedleys Pub. Look at the beer handle dispensers behind the bar. Note
each handle design carefully. Now look around the bar. There are 6 booths, darts on each booth
table, and a dart board over on the wall. Move left to the first table. Select a dart and
throw it.
If it is the correct dart, the matching beer handle
will dispense beer. It if is an incorrect dart, the dart will return to that table. Try
again! When you have thrown the correct dart, move to the next table. Continue throwing the darts
until you have been to each table and have matched all six darts with the corresponding
handles. When you finish the sixth and final dart, all beer handle dispenser will begin
dispensing beer and a secret passageway will open behind the fireplace.
Enter the secret passageway and then move towards the boxing ring. Right up
Leos alley, huh? You know what to do with the rose.
Remember that missing dog, Muffy? Head back
to the police station and take a look again at the missing dog sign on the desk.
Last seen at Sweeneys Meats! Head there now [to the left of
Smedleys Pub, down the street and across the
street from Henchley Bro. Merchant]. Enter
Sweeneys. Click on the dog tag and flip the tag around [see picture below].
Remember the phone at Ms. Pettibones Boarding
House? Rush over there and answer the phone! What did he say about winding up at the
Morgue? Uh oh., better go check it out. Now theres somebody there. Go ahead,
dont be afraid. Take a closer look!
IX. BACK ABOARD THE HERCULANIA & GATHERING
MORE CLUES
Lets lighten things up a bit. How
about a refreshing drink? Hop in the elevator and head for Level 1 and the Eden room
(lounge). [insert disc 2] Exit the elevator, turn left and click on the colorful organ.
Leo looks content, doesnt he? Left again and note the card on the table [see picture
below].
Back off the card, and spin left a little. Go
forward and then turn left. Note the cards on the table. Click on the cards and watch the
flashback. Now we understand why Leo was so mad at Bill Mexler before in his room!
Remember?
Move around the lounge and find the cigar on the bar
for another flashback. Exit the other doors into the huge globe spinning dining room. Turn
left and click on the table with the cigar box.
Listen to Mexler and Ms. Grace Thermon talk and argue. Then click on the cigars. See
something there? Click on the business card.
Now spin all the way around, exit the double doors to the captains bridge. You can
listen to the ships log that J.C. Pharris recorded, watch the flashback of the boatsman,
or any of the other equipment on the bridge. Exit the lounge and enter the elevator. Level
2 is where youre headed next. Its time for Belle Swans famous performance!
Enter the ballroom, move left and forward of the sign. Turn right and click on the organ
in the center of the room. Spin the dial at the bottom to her favorite song. Push the 3
musical instruments to match the cards on the tables in the lounge! Push the PLAY
SELECTION button. [see picture below]
Bingo, must be her room code! Haste makes waste,
so head for her room! Use the stairs for exercise or the elevator to the 3rd floor. Enter
the code from the organ on her door [see picture below].
To link to more of my Morpheus
Walkthrough, please click below....
Morpheus Walkthrough - part 2!