2023 :Walkthrough by: Louis Koot 

If you have found this walkthrough via google search or via another site then you have  probably not visited my site. 

A lot more very detailed game walkthroughs can be found on my site at:  www.pcgameswalkthroughs.nl

Part 2: Night

A: Todd Wickerman:

Foyer:

It has become night and so it is now dark in the Foyer. You are back in the middle of the Foyer and look at the Snack Bar. 

Turn right and then go diagonally left to the right side of the Snack Bar and then turn left. There is a trash can on the wall on the right side of the Snack Bar.

Click on the trash can to fish out a note from Jeremy. Read the note. 

Jeremy informs Heater in this note that he finally managed to beat fortune teller Esmeralda with the "Ball Ball" game. Jeremy also explains how to win that  game. In Part 1 I have already explained that the "Ball Ball" game is an additional way to get Hints about the various puzzles. I will not pay any attention to that game further in this walkthrough because that  game only gives you hints about the puzzles and never the complete solution. If you follow this walkthrough carefully, you won't need those hints from Esmeralda either.

Click the note back into the trash can. In Part 1 I explained in detail where all the locations in the theater are and how to get there. I will not repeat this in Part 2. I assume that you now know where the locations are, where you have already been in Part 1 and how to get there. Now go back to "Backstage" and to Todd Wickerman's office. You notice along the way that it is also dark in the 2 side corridors, but "Backstage" the light is still on.

Office of Todd Wickerman:

It is also dark in Wickerman's office. As soon as you enter Wickerman's office you will hear the voice of Todd Wickerman. So you can now talk to the ghosts of the Theater staff who were murdered by Claude Ferucil. Provided you're at the place where they were killed. Always fully talk to the ghosts, so always use all questions/conversation options.

If you ask Wickerman all the questions, you will experience what happened here in the theater and why it all happened.

It's a long story and it boils down to this in a nutshell: Todd Wickerman tried to save his theater from financial ruin by teaming up with Claude Ferucil. It soon turned out that Ferucil took over the theater completely and that the theater was only allowed to show Ferucil's b-movies. For a while this did the theater no harm, on the contrary .... the theater made a big profit again. But....all employees, including Todd Wickerman and his daughter Heater, paid for this financial success with their lives. Wickerman tells how and where he, his daughter and the staff died.

Wickerman also tells about the 2 power sources, from which Ferucil gets its power. The first source of power is the Crystal, which you stupidly assembled at the end of Part 1. Wickerman now asks you to find Ferucil's 2nd Power Source and then destroy it. Wickerman also gives you the code for the wall safe, behind the dollar painting and that code is 4, 2, 4, 3, 1. The numbers correspond to the colors of the 4 buttons of the safe, but you still have to find out which number which color belongs to. When you've asked Todd Wickerman everything, this conversation will end automatically. Then look down via the slanted left down arrow. You then return to the close-up of the desk, to the left of the computer. To the left of the computer is now a blue folder

Click on the blue Folder. You take a letter from Claude Ferucil from the folder.

Read the letter as it contains a hint for the color code of the wall safe. Click the letter away again and step out of the close-up.

Wall Safe puzzle

Turn right and then go diagonally left again to the dollar painting. Click on the dollar painting again to bring out the wall safe. The safe has 4 color buttons, Red, Black, Green and Blue. You have to press the 4 color buttons in a certain order. Todd Wickerman has told you a number code, 4, 2, 4, 3, 1 and added that these numbers each represent a color. In the hallway, between Todd's office and the Men's Locker Room, is a Director's Board on which you read the clues in Part 1. The letter from Ferucil you just read also contains clues about the color code.

If you correctly interpret all clues, from the letter and from the board, you know that: 1 = red, 2 = blue, 3 = black and 4 = green. So the code: 4, 2, 4, 3, 1 is: Green, Blue, Green, Black, Red. So click on the color buttons of the wall safe in this order: Green, Blue, Green, Black, Red and then click on the latch and .... the safe goes open.

There is a money box in the safe. On the money box is a pile of banknotes and a small Key. There is a wad of paper in front of the cash box. Take the Banknotes and the Key. The key is the key for the door of the cash register / ticket booth. Also click on the wad of paper. It is part of a letter and in it you read that something is hidden behind a loose brick under the stage.

Click the piece of letter away again and close the safe door again. Turn around and .... for a moment you have a vision of Todd Wickerman.

Walk back to the room door and then turn back to the desk.

Turn right again. To the right of the desk, in front of the dollar painting, is a trash canon the floor.

Click on the trash can to zoom in on it and then click on the trash can to fish out papers.

 Each of the 5 papers contain stage directions for the 5 films by Claude Ferucil. 

Step back 2 times and turn around again and leave the office again. You now have the key for the cash register, so go back to the:

Foyer:

Stand in the middle of the Foyer again and look at the 3 red doors and ..... 

........you will now see a short  cutscene of Claude Ferucil's arrival in the theater.

Ticket Booth

After the cutscene you are therefore right in front of the middle red door, and that is the door of the ticket booth

Go forward to the door and click on the button door knob with the Ticket Booth key.

You hear "Click". Click on the door to open the door now and then step inside

You are in the box office / ticket booth. Outside it is still pouring with rain. On the left is a newspaper. Click twice on the newspaper and then read the article about the tragic events in the Gateway Theater. You read how Todd Wickerman and the other people of the theater met their end. Click the down arrow and then the down slant arrow to exit the newspaper again. You then look at the cash register again. Now find the down arrow at the bottom of the screen and then click to look down at the floor.

On the floor you will find a blue Book and a silver Crank. Take the Crank. Click on the blue book to open it and continue reading. It's a book about Ghosts and Souls. Browse through all the pages and, if you wish, read the texts. Step back to place the book back on the floor and look up again via the slanted arrows. Turn around via the turn arrow and leave the loft again through the red door. You are back in the Foyer.

B: Meet the Staff:

If you've talked fully with Todd Wickerman and read the newspaper in the box office, you now know how each of the theater's staff members died and where they died. We are now going to find all these places to talk to each of the ghosts. So we now go to the places where each of the theater's staff members lost their lives.

 Ladies Toilets: Melanie

Inside turn immediately left, to the mirror above the sink. You now "meet" Melanie. Talk to Melanie and ask her anything you can ask her. Melanie tells you a bit about Eric Salvis and the other characters and also about the movie "You Stole Him From Me", in which she and Eric played the leading roles. When you have asked Melanie everything you say goodbye. If you want to talk to Melanie again, click with the Talk cursor (that's half the head) on the mirror. Exit the ladies room.

Arcade Room: Jeremy

Go to the Arcade Room. At the fortune teller machine, you will meet Jeremy Rebus. Talk to Jeremy and use all the questions you can here too. You tell Jeremy he's dead, and he doesn't really mind. Jeremy loves video games and his favorite game is "Super Soul Suckers 4" but he lost his Game Buddy so he can't play his favorite game. The Game Buddy must be here somewhere in the Arcade Room.

When you have finished talking to Jeremy, go diagonally to the right, to the corner to the right next to the Esmeralda Fortune Teller machine. At the trash can and under the overturned slot machine is Jeremy's Game Buddy, the handheld game computer. Grab the Game Buddy (Handheld Video Game). Step back, turn around and go back to the center of the Foyer. Now go, via the left side corridor, to:

Backstage: Eric

When you are Backstage again, turn right twice.

You can see the retracted right ladder of the lighting walkway, which hangs above the stage in the main hall.

Go to the ladder and click on the ladder to slide the ladder down.

Then click, via the up arrow, 2 clicks up and then you step onto the walkway via the slanted left arrow. 

Walk 1 click forward over the walkway and ....

.....You meet Eric Salvis. You automatically turn to the right and look into the main hall. So talk to Eric Salvis and use all the questions again. Eric says he's trying to fix a spotlight, but for some reason he can't. So you're trying to tell Eric he's dead, but he doesn't believe you. Eric also says that he didn't know that Claude Ferucil. When you have used all the questions again, say goodbye. Turn right, forward 1 click, slant right down to get back on the ladder, then climb down 3 clicks. You are at the bottom of the ladder again. Turn around, diagonally left, 2 times left, down and go through the red door back into the side corridor. Turn left and go through the red curtain into the great hall:

Great Hall: Heather:

Walk forward 1 click, turn left and go up the stage via the steps. Turn right and walk 1 click forward and .... you meet Heater. You automatically turned to the hall. So you are back in the middle of the stage and at the trapdoor that is in the floor of the stage. Talk to Heater and ask her anything but especially about the Trapdoor (Secret Passage). After this conversation with Heather, go back off stage next to the lectern. Then turn right and go back through the red curtain to the left side corridor. Then turn right again and go through the door to "Backstage" again. Do not go up the stairs, but turn left and then down the basement stairs to the:

Basement: The Trapdoor puzzle:

Walk through the basement corridor 2 clicks forward and then turn right. 

You are back at the cove where the ladder is under the trap door in the stage.

Go to the ladder and click 1 click up. You bump your head against the hatch again. On the note you found in Wickerman's office in his safe you read something about a loose brick. Move your cursor to the center of the left brick wall. On 1 of the middle bricks you get the click cursor. There's an angled crack in that brick. So click on the brick with a slanted crack in it (Click on the crack) and ... you have found a secret compartment.

There is a blue Diamond in the secret compartment. Take the blue Diamond. Click on the trap door again, above the ladder. You are back in the close-up of the back side of the trapdoor. You can now solve the puzzle on the trapdoor. On the trapdoor you will see 19 small holes with red lines between the holes. In inventory you have 4 red Pins (Peg). You have to click those 4 red pins into 4 holes so that all the red lines between the holes turn white and then you can open the trap door. Here's the solution:

As soon as you have clicked the last pin in the right hole, you will automatically exit the puzzle. Click on the trapdoor again and it will now open. So click up through the now open hatch and .... you end up on the stage of the great hall. You can now use the talk cursor to talk to Heather again if you want, but there's nothing new to ask so leave it. Look down at the floor of the stage and then click the trapdoor to open it again.

Climb through the open hatch back down to the basement. Down again, turn right to the barrels.

There is a sword against the wall. You couldn't grab the sword before, but you can now. Take the Sword.

Turn to the right and then go diagonally left back into the cellar corridor. Walk to the end of the hallway and turn left. 

Walk back up the stairs and turn around. Walk up the stairs and you are "Backstage" again. 

Turn right, 1 click forward and turn left. You are again at the door of:

Ladies Dressing Room: 

Enter and proceed to the first make-up table. You had previously seen that there was a necklace on the first make-up table, but you couldn't grab the necklace. You can now, so take the necklace and now also take the love letter from Heather. Step back, turn left and go forward 1 click and then turn right. You are now standing in front of the middle make-up table. There is a purple perfume bottle on the make-up table. Zoom in on the table and then take the purple perfume bottle

Step back and turn to the clothes rack. There are a lot of dresses on the rack. The dresses are in various colors. 

You can take the purple, the blue, the green or the red dress. It matters which dress you take. 

So if you don't want to come back here later because you took the wrong dress, grab the red dress right now.

Leave the room and go to the:

Men's dressing room:

Go to the back makeup table. There is now a Comb on the makeup table. Grab the Comb.

Turn around and go diagonally right behind the room screen again and then take the Red-Brown Wig.

Leave the dressing room and go back to the Foyer. 

Back in the Foyer you climb up again via the left staircase or the right staircase to the balcony. 

Go to the "Employees Only" door again and then further up to the Projector Room

Part 3: The Movies of Claude Ferucil:

Projector Room

So at the back of the projector room is the metal cabinet, which Ferucil did not allow you to open in Part 1. 

Go back to the metal cupboard and click on the cupboard doors again and .... 

..........now the cupboard will open. In the cupboard you will find 5 Film reels. Take the 5 Film reels.

In Inventory, the film reels are labeled D, C, F, A, P. Each reel contains 1 of 5 Claude Ferucil films. Take a closer look at each reel of film with your loupe. Each reel has a sticker on which is written the title of the film that is on the spool.

Reel D = A Detective Story.
Reel C = The Count.
Reel F = The Fuzzies.
Reell A = Aliens From Mars.
Reel P = Primal AtmosFear.

The Film Projector puzzle:

If you are still in front of the open cupboard, turn around and walk back to the audio rack, at the room door. Then turn around again so that you are looking at the metal box again. You also watch the large movie projector. You can see the rear film reel of the projector and part of the side. There is a flap in the side of the projector.

Click on the flap to get into the close-up. Then click on the flap again to open it. You will see a hole in the now opened compartment. Take the Crank (Weird Device) from inventory and place it in the hole in the compartment. The Crank activates the Puzzle in the box and then disappears. You can now see 12 squares in the compartment. Each square has a line or more lines. The goal is to rotate the squares so that 3 continuous lines are created.

 

NB: If you like to play the "Ball" game with fortune teller Esmeralda, you can get a hint from Esmeralda for this puzzle. You have to win that game from Esmeralda. You can also win a To Do List through Esmeralda, which lists the tasks you must complete in each of Ferucil's films.

Click on the squares to enlarge the puzzle on the screen. There are 12 squares. 

You have to switch the squares so that the lines on the squares then form a continuous line, from the bottom left to the top right.

To swap 2 squares, click on a square and then click on another square to swap those 2 squares.

 I can't give you a step by step solution, but I can give you the complete solution and you can see it in this picture. 

The puzzle is solved when both black arrows turn yellow. You have then activated the projector.

When the puzzle is solved you automatically leave the close-up. Click on the flap again to close the compartment again.

Step back and turn right. You can now see the window through which the projector projects the films onto the screen in the great hall.

Click forward to the window and then click diagonally left and .... You now see the front of the projector

You see the rod where you have to place a film reel.

Take Film Reel D from inventory and place the Film Reel on the thick end of the rod.

You will now be the star in each of the 5 films by Claude Ferucil. In other words... you are going to PLAY the 5 movies.

 In each movie, you have to act the story of the movie with the ultimate goal of capturing the SOUL of the murdered main character.

Look diagonally down to the right at the window. Take the 3D glasses from inventory and click them on the window and ....

you end up as a main character in:

Movie D: "A Detective Story":

The film starts with the intro and then ..... you are the main character in the film. You are now private detective Dick Rome and you start in the waiting room of your detective agency. This B-movie is made in the time-honoured tradition of the Phillip Marlowe detective books and movies. Bottom right you see "INTERMISSION". To go out of the movie, back to the normal world, click on "INTERMISSION".

But there's no reason to leave the movie just yet. So you are in the waiting room of your detective agency. It's late at night and you're alone. In the right corner is your secretary's desk. Turn right and go forward to the wall. Then turn left and go forward to the desk. Click with your round cursor on the desk to zoom in on it. There is a telephone, a mailbox, a typewriter, a photo on the desk. To the right of the typewriter is the Instruction Letter.

Take the Letter of Instruction and read through these "Guidelines for the Office of Detective Dick Rome".

 The letter is full of small ink stains and at the bottom of the letter is a very large ink stain. 

Remember the shape of this large ink blot because you will need to recreate this blot in a moment.

Put the instruction letter away again and then step out of the close-up of the desk via the down-slanted arrow. 

Turn left, 1 click forward, turn right and go to and through the "Dick Rome" door into your own office.

 Under the left window is your safe, on the left is a filing cabinet and on the right is your desk.

The phone rings so go 2 clicks forward, to the safe, then turn right and click on your desk.

Pick up the telephone receiver and... It's a women by the name of Tiffany who's calling. Tiffany has an assignment for you and she wants to stop by and discuss the assignment with you. The connection is then abruptly terminated. Step back to replace the handset. Click at the bottom left of the desk to zoom in on the left drawer unit. Then open the bottom drawer.

In the drawer there is a round tin can. Click on the tin can. The tin canwill appear close-up in your screen. There is an image in the lid of the tin can and around the imagethere are 8 buttons in the edge. By clicking on the buttons, ink spots appear in the lid. By clicking on the buttons you must now make the same ink spot in the lid that you saw on the instruction letter. Number the buttons, from top center to top left, 1 to 8

Then click on the buttons 6, 5, 4, 8, 5, 3 and ..... you have made the right ink spot and the can opens.

There is a tape recorder tape in the can. Take the Tape recorder tape from the can.

Step back 3 times and then turn left 2 times. You are now standing in front of your filing cabinet.

On top of the filing cabinet is a tape recorder. Click on the tape recorder to zoom in on it.

There is an empty reel on the tape recorder.

Take the tape recorder tape you just found from inventory and then click it on the left reel spindle of the tape recorder.

Click, under the right reel, on the buttons.

Press the start button to start the tape to listen to the recording. You hear Dick Rome's recording of Tiffany. Dick says that Tiffany was wearing a red dress, that she has red-brown hair and that she smelled of a certain perfume. Tiffany hired you to investigate her husband's murder and recover the heirloom the killer stole. When the recording is finished, step back 2 times. You're still standing in front of the filing cabinet. 

Click on the filing cabinet and then open the bottom drawer. There are files in the drawer. Click on the files. You take the "Saterday, June 29" file out of the drawer and this is the Tiffany file. Read it through and also click with the right arrow to open a separate note. The data in both the file and the note are not important. But the many "left" and "rights" that are in the separate note are important because they are clues to the code of the safe. So note how many times the words "left" and "right" appear in the note.

Step back and look up, then turn clockwise to the window. Your clock hangs on the wall right next to the window. Your safe is under the window, so look down at the safe. On the safe's door you see 2 round buttons and below that the handle to open the safe. Of course, the safe does not open when you click on the handle. You now have to click on the left and the right round button in a certain order. The clue to this puzzle is the "left" and "right" you just read in the note.

Click 1 time on the left button, 3 times on the right button,
Click 2 times on the left button, 4 times on the right button,
Click 1 time on the left button and click on the handle.

The safe opens. There's a revolver in the safe. Take the Revolver.

Step back and turn around via the turn arrow. In the left corner is your coat rack.

Walk forward to the door and then turn left and continue to the coat rack.

Turn right. You are now at the coat rack. Take the Glove hanging on the coat rack.

After taking the glove from the coat rack, click on the coat rack to slide the coat rack to the right.

Then turn right. The coat rack is now in front of you and if you now walk forward, you always push the coat rack in front of you.

 

Go back to the waiting room. The coat rack always moves with you. When you are back in the waiting room with the coat rack, click, left of the coat rack, with the round cursor to place the coat rack right in front of you. You now have to make a Tiffany imitation on the coat rack.

NB: If you didn't take the Red Dress, Purple Perfume Bottle and Necklace from the Ladies Dressing Room of the theater, and you didn't take the Comb and Reddish Brown Wig from the Men's Dressing Room, you'll need to go back to the theater to collect these items now.  If you brought the wrong dress, you must first hang that dress back on the dress rack and then take the red dress. If you brought a different wig, you first put that wig back on the wig head and then take the Reddish-brown wig. To return to the projector room of the theater, click on "INTERMISSION". To return to the film afterwards, click the 3D glasses in the window again.

Click the following items on the coat rack: Red Dress, the Reddish Brown Wig, the Necklace and the Purple Perfume. 

Your Tiffany imitation is complete.

Take the Revolver from inventory and click it on your Tiffany imitation and ..... Ferucil reports that you have done well. To the left or right of "Tiffany", go forward 1 click and then turn left and go forward and turn left again. Zoom in on the desk again. Click on the black phone. You call detective Dick Rome, who asks what's wrong. Click on "You have a visitor" and then on "Tiffany" and .... watch the end scene of this B-movie.......

You see Eric Salvis, as Dick Rome, sitting behind his desk.  Dick then sees that Tiffany has arrived in the waiting room and Dick walks over to her. Dick discusses the murder case with Tiffany but Tiffany pulls the revolver.  Tiffany herself is the murderess and she now shoots Dick Rome dead. A white glow appears on the door.

Take the purple Perfume bottle from inventory again and click it into the white glow to catch Eric Salvis' SOUL.

The film has come to an end and you can now see how Eric Salvis is hung by Claude Ferucil from the lighting walkway of the theatre.

You return to reality in the Foyer of the theater and stare at the large rosette on the ceiling.Look down and make sure you come back to the Projector Room. Walk through to the window again and then diagonally left to the front of the projector. See.... film reel D has disappeared from the projector by itself. Now place film reel C on the rod and then look down diagonally to the right and click again with the 3D glasses on the window and ...... you end up in:

Movie C: "The Count":

You have arrived in a medieval castle hall. Straight ahead you will see a large door.

Move forward 2 clicks. You are then in front of the large door. Click on the door. The door opens.

Go 2 clicks forward through the corridor. You end up in a transverse corridor and stand in front of a burning torch hanging on the corridor wall.

Turn left, forward, right. You see another closed door.

Go forward to the closed door. There is an inscription carved into the door: II + III ( 2 + 3).

The door is locked so turn left and go forward again, right, forward and left.

You are now standing in front of a closed wooden door without an inscription. Open the door......

......and then move forward 2 clicks. You are in a cave again and you are standing in front of the Water Well

The Water Well is right in the middle of the cave. Via the arrows, left and right, next to the wellyou can walk behind the well, but don't do that. Look in the well and .... a woman voice whispers: "Push down the evil runes, the evil runes must be pushed" Click in the well again and .... you will see a short animation that is an indication of the puzzle that you will soon have to solve. Step back and now go, via the arrow to the left or right of the source, behind the well and then dive into the next corridor. You are now in rocky tunnel.

Follow the tunnel 2 clicks ahead and ... you end up in another stalactite cave. To the right of the cave hangs a ..... Floating Woman .....

Turn left. You will see an inscription on the wall and below the inscription you will see the symbol of a rune. 

The inscription reads: Lii = Left 2 = Rune.  Write it down and draw the rune symbol.

Turn left 2 times. You see a 2nd inscription with a rune symbol and it reads: Ri = Right 1 = Rune.

Write it over again and draw the rune symbol.

Turn left. You will see the Floating Woman again. Straight ahead you see a dark cave with stalactites hanging in it. 

Go diagonally left into that cave. In the cave is a pillar and on the pillar is a Sapphire stone. Take the sapphire stone. It's a blue sapphire.

Step back to exit the cave. Via diagonally right you can stand right in front of the Floating Woman, but she doesn't say anything and you can't talk to her yourself. This, of course, is Melanie. Turn around and then follow the route back to the II + III door. So 3 times forward through the tunnel to the Water Well cave. Then diagonally left or diagonally right to the tunnel behind the water well. Then 3 clicks forward to the wooden door. Open the wooden door and then 1 click forward, right, 1 click forward, left, 1 click forward, left and .... You are back at the II + III door. 

The door is still locked, so turn around using the turn arrow. The II + III door is in your back. Go 1 click forward, left, 1 click forward, right, diagonally left into the tunnel and ..... you are in front of the closed gate door. Click on the door to open it and then go forward 1 click again and .... you are back in the castle hall. where you started. Right in front of you you see the door through which you entered in the beginning. Turn left. In the left wall, next to the windows, are niches and rune symbols are drawn in those niches.

Go forward to the 1st niche and then draw over the rune symbol.

Step out of the niche via the slanted downward arrow.

Turn right and go 1 click forward to the door and turn left again. You see the left niche wall again.

Go forward to the 2nd niche and draw over the Rune symbol.

Step back again via the slanted down arrow to the left and turn right again. Go forward again to the door and then turn left again and go forward to the 3rd wall niche. In this 3rd niche you see the right rune symbol from the Floating Woman cave. Step back and turn around via the turn arrow. You are now looking at the right wall and there are also 3 niches with rune symbols.

Go forward to the 1st niche and draw the rune symbol. Step out of the niche again via the slanted down arrow to the left.

Turn right and go forward 1 click and turn left again and you will see the rune symbol of the left equation of the Floating Woman cave in the 2nd niche.

Turn right, 1 click forward and turn left. You now see the 3rd niche. Go forward and draw the rune symbol again.

Step back and turn right. You are again in front of the heavy gate door. Open the gate and follow the corridor again 2 clicks ahead to the cross corridor. Turn left, forward, right, forward and ... you are again in front of the II + III door. The door is locked and you haven't found a key yet. Turn right, forward, left, forward, right and .... you are standing in front of a large double door.

Click on the door to open it and then go forward 1 click. You are in:

Dungeon:

The dungeon has 3 niches and each niche contains a puzzle that you must solve. Go forward 1 step. You are in the middle of the room. Turn right. Under the 2 small barred windows is a book on the book stand. On the left you can read a clue on the wall: "3 T's Also Fit In The Smaller Square" you can read on the wall. Click on the book and browse through the book and read the texts about the good and evil meanings of the runes.

Step back when you've read through the 4 pages. 

Turn left and now go, via the diagonally left arrow, to the 3 Niches in the back wall.

First turn around using the turn arrow. To the right of the entrance you will see a sign on the wall.

 On that board is an explanation of the Roman Numerals.

I = 1, V = 5, X = 10, L = 50, C = 100, D = 500, M = 1000.

Turn around again to the 3 niches and number the 3 niches, from left to right, A, B, C. Via the diagonally right arrow you go to Niche A.

Via the straight arrow you go to Nis B and via the diagonally left arrow you go to Nis C.

Niche A: The Roman Numeral puzzle:

The puzzle board has 36 squares and each square has the Roman numeral IV = 4. 

With this puzzle you activate the puzzle in Niche B and in Niche C and you can open and close the door of the Dungeon.

If you click twice on a box, you change the number from IV to II.

If you have changed all 36 squares to the number II, the puzzle in Niche B is activated.

If you click on a box 3 times, it will say III in that box.

If you have changed all 36 squares to the number III, the puzzle in Niche C is activated.

However, you have to click the boxes in a certain order to get this done.

Number the boxes, from top left to bottom right, 1 to 36.

We are now going to first activate the puzzle in Niche B and for that all 36 squares must get the number II. Click twice in succession on the following boxes: 1, 34, 25, 16, 22, 28, 16, 11, 15 and ... all 36 boxes now have the number II and you hear a "Click" sound.

Niche B: The Skull Sweeper puzzle

The puzzle board has 10 X 10 = 100 squares. Click with your round cursor on the board to activate it.

Your cursor is now a crosshair with which you can now click on the boxes.

If you click in a box, a white cross will appear in the box.

If you click in the box again, a circle with a question mark will appear.

If you DOUBLE CLICK in a box, 15 Skulls will appear, which will remain visible for a moment.

The intention is not to click on the boxes containing the Skulls.

It is a variant of the Minesweeper game and I have to say that I don't understand much of it. I can therefore not give you a solution for this puzzle. However, you can skip this puzzle by clicking the tiny white button on the left side of the wall, but you must do that before clicking on the board. Once you have clicked on the board, that tiny button has disappeared.

So you MAY skip this puzzle, which is exactly what I did. If you click on the small white button, the puzzle will be solved automatically. Whether you solve the puzzle or skip it is up to you. In any case, you will hear a "Click" sound again. Step back when you're done and then dive back into Niche A: 

Niche A: Activate Niche C:

To activate the puzzle in Niche C, all 36 squares must have the Roman numeral III. All cells now have the number II, so to change this to III you now need to do the following:

 Click once in the boxes: 1, 34, 25, 16.  Click 3 times in the boxes: 2, 10. 

Click once in box 11. Click 3 times in box 5..

You will hear "Click" again. Exit Niche A and go to:

Niche C: The T Puzzle:

The box consists of an outer square and an inner square. There are 4 large T's in the outside pocket. You need to rotate the T's so that you can then place them in the inner square. On 1 of the corners of the T's you see the turning arrow with which you can turn the T's.

Click 5 times on the rotation arrow of each T to rotate the T's to the correct position.

Now you can pick up the 4 T's and click them into the inner square, but you have to be very precise.

If you have placed the 4 T's correctly in the inner square, you will hear "Click" again and then you will automatically leave the puzzle and you will be standing in front of the 3 niches again. Turn around and go diagonally right and then forward to the door of the dungeon room. Click on the door and ..... Oops .... the large door is locked. Turn around and go back to:

Niche A: Open the dungeon door again:

The 36 squares must all get the number IV again to unlock the door of the Dungeon again. However, all cells still have the number III. Do the following:


Click once on the boxes: 1, 34, 25, 16.
Click on the squares 3 times: 2, 10.
Click once on box: 11.
Click 3 times on box: 5 and .....

You will hear "Click" again, indicating that the dungeon door is now unlocked again. So get out of Niche A again, turn around and go to the dungeon door again. Click on the door again and .... the door will now open again. 

So step into the corridor and follow the corridor back to the II + III door, so: forward, left, forward, right, forward, right and you are standing with your nose against the II + III door again. Click on the door again and ..... because you have solved the T puzzle in Niche B and Niche C .... the door will now open.

So step through the now opened II + III door and follow the corridor to the:

Crypt:

In the center of this huge hall is a coffin. Behind the coffin you see the wide open Mouth where you have to solve the Rune puzzle. Go forward 2 clicks to the Coffin. You are then in front of the coffin.

GAME OVER

Do you want to know what/who is in the coffin? FIRST SAVE YOUR GAME NOW and name your save "CRYPTE" or something like that. Go forward 1 more step. You are then zoomed in on the lid of the Coffin. If you want to see who is in the coffin, you have to click on the lid .... But then it is ..... GAME OVER. But you saved so you can take a chance, so click on the lid of the coffin and ....

Claude Ferucil is in the box and ..... Ferucil is a vampire and ....... Ferucil jumps out of the box and BITES you on the neck. You are dead......You hear Ferucil and then TRY AGAIN appears. Click TRY AGAIN to get back into the game. Unfortunately, you now have to do this part all over again from the beginning, if you hadn't saved before opening the coffin.

Fortunately you did save before opening the coffin, so go to the main menu screen and click on LOAD GAME and load your last save so that you end up in the Crypt again.

You are then back in front of the coffin. Go via the slanted left or slanted right arrow to the open Mouth.

The Mouth is the entrance to a tunnel and at the end of the Tunnel is the Rune Puzzle. But you can't solve the Rune puzzle yet because you need something that you can find in another Movie.  So don't dive into the Mouth but click on INTERMISSION to return to the Projector Room. Turn diagonally left again and click on the film reel C to remove it from the projector. Now place film reel F on the rod and look down diagonally to the right again. Click again with the 3D glasses on the window and .... you end up in:

Film F: "The Fuzzies":

The Fuzzies is an animated film set in Fuzzieville.

There are 7 Fuzzies and 1 of them is waiting for you in front of the city gate of Fuzzieville. This is Fuzzy 1

Talk to the Fuzzie 1. This Fuzzie is the gatekeeper and he wants something "glittery" from you, otherwise you won't be allowed to enter the city. Take the diamond from inventory and give the diamond to Fuzzie 1 and .... yes, you can enter the city through the gate. So go 1 click forward through the now opened gate and .... you end up at Fuzzie 2, in front of the city pond. Talk to Fuzzie 2.

Fuzzie 2 also wants to receive a shiny gift from you. Don't give Fuzzie 2 anything yet though, because we're going to find the other 5 Fuzzies first. The Fuzzies' houses are located around the fountain. The fountain is thus the center of the square. You can only walk on the tiled path around the fountain and then continue on the tiled path past the houses. 

Turn right. You now see Fuzzie 4 in front of the 1st house, but you cannot go there. Turn left again to Fuzzie 2. To the right of the fountain you will see Fuzzie 5 in front of a house. Now find the slanted left arrow to the right of the fountain and then go 1 click forward. On the path, behind the fountain, is Fuzzie 3.

Go diagonally right to Fuzzie 3. You end up at Fuzzie 3 but you don't see him, but you do see Fuzzie 6 in front of his house. 

Turn right and .... you are in front of Fuzzie 3.

Talk to Fuzzie 3 and .... well .... Fuzzie 3 also wants something glittery. 

Behind Fuzzie 3 you will see Fuzzie 5 again. Turn left again. You will see Fuzzie 6 again. 

Aim the forward arrow at the tree, which is between the 2 houses, and then go forward 1 click and then turn right. 

You are now facing Fuzzie 6.

Talk to Fuzzie 6 and this Fuzzie also wants something shimmery.

You will also see Fuzzie 5 again and you can now, via the tile path, go to Fuzzie 5 and also to Fuzzie 4.

So go diagonally right and then 1 click forward and turn left and you are at Fuzzie 5.

Talk to Fuzzie 5 and .... it gets monotonous, this Fuzzie also wants a glittering thing from you.

 Turn right again and you will see Fuzzie 4 .

Go diagonally right and then turn left and talk to Fuzzie 4.

Fuzzie 4 is not so polite....he threatens to eat you if you don't give him "Shiny Shiny".

Turn left and follow the path past the house back to the house where Fuzzie 6 is located.

Turn right so that you look at the tree between the 2 houses again, so the tree that is between Fuzzie 6's house and the next house. Then go diagonally right to the back of the Fuzzie 6 house and .... you are standing in front of a sign and there is a clue on this sign. You read on the sign: "You're a donkey Butt! A mile is a long distance! Gah....You startled me!!!"

Step diagonally down to the right to get back on the footpath and then turn left.

You will now see the houses on the left around the fountain and Fuzzie 7 at the 3rd house.

Go diagonally left and 1 click forward and then turn right and talk to Fuzzie 7

Fuzzie 7 also wants a "Shiny Shiny" but he wants to give you something in return. 

Turn left again and follow the footpath further 1 click forward, via the slanted left arrow. You come to a sign and you hear a girl crying.

The sign says "The Garden" and it points to the right, so turn right and..

Heather, the daughter of Todd Wickermans, is sitting in the garden, crying against the house.

Right in front of Heather is a clove of Garlic. Get the Garlic. Talk to Heather and ask her anything you can ask.

Heather is afraid of the Fuzzies and she asks if you want to chase all those Fuzzies out of town, or blow them up if necessary.

You have now talked to all 7 Fuzzies and now know where they are. You also know that each Fuzzie wants to receive a gem from you, but each Fuzzie wants a different gem. You have already given Fuzzie1, the gatekeeper,  the Diamond. So that leaves Fuzzie 2 to 7. Each Fuzzie has a riddle that you have to solve and then you get a new gem. The answers to the riddles of the Fuzzies can be found in the other Movie Worlds, so you actually have to dive into a different movie world for each riddle. But because I have of course already done that to be able to make this walkthrough, I shall just give you the answers to the riddles. This saves you a lot of going back and forth between the movies

You're still with the whining Heather. Turn around via the turn arrow and then turn left. 

You look back at Fuzzie 7. Now follow the footpath past the houses back to:

Fuzzie 5:

Stand directly in front of Fuzzie 5 again. Take the sapphire from inventory and give it to Fuzzie 5. Fuzzie 5 is happy with the sapphire and now gives you his riddle. If you want to look up the answer yourself in one of the other film worlds, click on "Try Later". If you want to go on with the answer, click behind: Enter answer here: and then remove this sentence with your backspace key on your keyboard. Then type in the answer and click on "Answer".

The answer, of course, is the letter "e". So clear the typing box and then type the letter "e" in the box and then click the "Answer" button.

As a reward you will receive a green Emerald. Go to:

Fuzzie 2:

Give the green emerald to Fuzzie 2 and answer his riddle.

The answer is: "Assassination". Clear the white box and then type in "assassination" and hit the "Answer" button.

You will receive a white Pearl as a reward. Go to:

Fuzzie 3:

Give the Pearl to Fuzzie 3 and solve his riddle. The answer is: David. So enter "david" in the text box and click the "Answer" button.

As a reward you get a red Ruby. Go to:

Fuzzie 7:

Give the Ruby to Fuzzie 7 and solve his riddle. The answer is "ambrosia" . So enter "ambrosia" and click the "Answer" button again. 

Your reward is an Opal. Go to:

Fuzzie 4:

Give the Opal to Fuzzie 4 and answer his riddle:

The answer is "smiles". (you can read the hint for this answer on the sign behind the house of Fuzzie 6: "A mile is a long distance"

So enter "smiles" and click on the "Answer" button. 

You receive a Topaz . Go to:

Fuzzie 6:

Give the Topaz to Fuzzie 6 and solve his riddle:

The answer is: "startling" and that too is written on the sign behind the house of Fuzzie 6: "Gah! you startled me".

So type in "startling" and click on the "answer" button and........ you will receive an Unknown Gem as a reward.

You're done with the Fuzzies for now, but we'll come back here later. Click on "Intermission" to return to the Projector room:

Remove the Fuzzie reel from the projector and place Reel A on the rod. Click again with the 3D glasses in the window and .... you end up in:

Film A: "Aliens from Mars":

Ferucil has clearly taken inspiration for this film from the Star Trek series and films. The lead role in the film is for Jeremy Rebus. You are aboard the spaceship Atlas and your mission is to kill Martians. You are in the back part of the spaceship's "bridge". Turn 2 times left or right. You are now looking at the front part of the bridge, the Command Bridge.

To your right is a large console table. Go forward 1 click and then turn right.

You are now exactly in the middle of the console table, which is therefore in the middle of the back part of the bridge. 

There is a touchscreen in the middle of the table.

Click on the touchscreen to take a closer look. 

This screen is the Power distribution screen and here power can be sent to the weapons and shield.

There's nothing you can do now, so step back again, turn right and go up the steps to the Command Bridge

Command bridge:

You can walk around and then check out the consoles on the walls. In the middle you see the Weapons Console. On the big screen you can see that a number of spaceships from Mars are floating in front of the Atlas. Go diagonally left, to the left wall, and then turn left. In the wall is a panel containing an oval screen. The screen flashes: INCOMING TRANSMISSION". Click on the oval screen and .....

You switch to the big screen where a Martian now appears and reports that the Atlas is surrounded and demands that the Atlas surrender. 

However, your Captain does not want to surrender and orders you to man the weapons console and to open fire.

You then look at the oval screen again. Click on the oval screen again and ... You will now see a Marsian advertisement for the SRG-5000 pro raygun on the large screen. When this cutscene is over, look at the oval screen again. Turn left and then go diagonally left and then turn left 2 times. You look at the weapons console again. Now go straight ahead to the weapons console.

The left part is the radar for the weapons. Click on the left part to go into the close-up. Click on 1 of the 3 white buttons "Target", "Fire" or "Manuel". However, the Captain reports that there is not enough power and that you must therefore divert power to the weapons. Step back and then turn right. You are in front of the Captain Jeremy Rebus.

The Captain is sitting in his "Captain's chair". The right hand has the Captain on the communication panel, which sits in the right arm of the chair. Click on the right hand of the Captain and .... Captain contacts Engineering and asks for "Full Power" for the shield, but Engineering reports that the shields are already at Full Power. You can keep clicking on the Captain's right hand to hear even more crazy commands. Turn left again and then step back and then turn around via the turn arrow. You look at the back part of the bridge and at the table where the touchscreen for the power redirection is located.

Click the down arrow to go back down the steps, then turn left and...

You are back in front of the large table that contains the touchscreen. Zoom back in on the touchscreen:

In the screen you see the Atlas. At the bottom right of the screen it says "REROUTE POWER". Click on "REROUTE POWER". You get a warning and directions and then you automatically look down. A compartment has opened at the bottom of the table and you can see a holder in it. Take the Unknown Gem from inventory and click the stone into the holder.

You will receive a message that there is now extra power and that the system is now operational. You automatically look at the touch screen again. Click on "REROUTE POWER" again and now you end up in the puzzle. The screen is now a grid with squares and diamonds in the black borders of the squares. On the left you read A, B, C, D and also on the right you see A, B, C, D. You now have to make continuous lines from A to A, B to B, C to C and D to D and .... the lines must not touch. Click on the black bars, between the diamonds, to always make a short white line.

Then make solid lines from A to A, B to B, C to C and D to D. 

Again...the lines must not cross. If you go wrong, click again on a white piece of line to remove it. 

When you are done, the puzzle screen disappears and you hear that reserve power is now going to the weapon system.

Step back, turn left and now go back to the weapon console and zoom in on the screen again. Click the Manuel button to start the space battle.

Spaceships from Mars appear in the screen and your task is to shoot them down. With your mouse you move the reticle across the screen and with your left mouse button you fire. Moving the reticle is a bit stiff, but you have to make sure you get the reticle on an enemy spaceship. Then press your left mouse button to fire and hold down your mouse button.

You have to blast 2 or 3 enemy spaceships.

As soon as you have destroyed 2 or 3 spaceships, you will see a cutscene and in the cutscene you will see how the Atlas smashes the other enemies.

The Captain then cheers and disappears.

There is now a package of dynamite sticks in the Captain's Chair.

Take the Dynamite sticks and.....BOOM.....Jeremy reappears for a second and then a white mist appears. 

The white mist is the Soul of Jeremy and you must catch it. 

Take the Game Buddy from inventory and click it into the white mist to catch Jeremy's soul and....

You then see how Claude Ferucil killed poor Jeremy in the arcade room of the theater by crushing him with the slot machines.

Film A is done  and you're back in the Foyer of the theater, gazing up again at the large rosette in the ceiling. Look down again and go back to the Projector Room: Because Film A is finished, this spool has already been removed from the projector. Put Film Reel F "the Fuzzies" back on the projector. Make sure you have Heather's love letter and also the box of matches in your inventory. If you don't have the love letter and the matches, you first go back to the ladies' dressing room to get that letter. And if you don't have the box of matches, just look back in the walkthrough where you can find the matches. Click again with your 3D glasses in the window and you return in: 

Film F: "The Fuzzies" revisited

You have one more task to complete here in Fuzzieville and that is to capture Heather's soul. You start again at the city gate.

Go forward 2 clicks to the edge of the fountain. Place the Dynamite sticks on the edge of the fountain.

Then click on the screen, so on "Ready" to zoom in.

At the bottom of the screen, click on the phrase "Press HERE to start 10 second countdown". However, you get an error message.

Step back to get out of close-up. On the right there is a fuse sticking out of the dynamite sticks. Light the fuse with the matches and ....

The stupid Fuzzies like it and gather at the dynamite and then....BOOM.....

The Fuzzie are blown up. The white Mist of Heather's Soul then rises from the fountain.

Click with the Love Letter in the white mist to capture Heather's Soul and .....

you see how Ferucil murdered poor Heather on the stage of the main hall.

End of Film A and you're staring at the big rosette again. Go back to the Projector Room.

Place film reel P on the projector and click again with the 3D glasses in the window and ..... you end up in:

Film P: "Primal AtmosFear":

Primal AtmosFear is Ferucil's last film and you will be the first to see it. More so....you are the protagonist in the movie and it's about your life. You have arrived in a dim outside area and the area is 1 large maze. All screens also look, more or less, the same. If you have already obtained hints from Esmeralda, the fortune teller then this will not be of much use to you. The best thing is that you make your own notes of the directions to go if you want to explore this whole area on your own. This walkthrough will only take you to the really important spots in the area,

You can move forward on the screens. Move Left, Right, Slant Left, Slant Right and Turn Arrow

From the starting point to the Hut

You start on the 1st screen and here you can only go straight ahead or turn around via the turn arrow. We need to get to a hut first and this is the route to the hut from the starting point: Forward, left, 2 times diagonally left, turn around via the turn arrow, right, diagonally right, diagonally left, right, 3 times forward, diagonally right and .... you now see the hut

Hut:

Diagonally left to the front door of the hut. Forward to the door of the hut. Click on the door and enter. Turn right inside. 

There is a bed and an oval table in the hut. The table is under the window. 

On the table is a radio and a mug and there is a diary on the table. Click on the table to go into the close-up.

A picture hangs on the radio. Click on the open diary and then browse through the book with the right arrow.

Read through the 4 pages, Friday, Saturday, and Sunday. You read about Michelle's disappearance and about a monster.

Step, diagonally to the right, out of the close-up of the book when you have read the pages. Click on the radio. The picture, on the radio, shows you that missing Michelle. Click on the left radio button to listen to the news items. Keep clicking the button to listen to all news items. If you can no longer click the left button, you have heard all the messages. The messages also appear as texts in your screen. 

You cannot click away from the news items, so you always have to wait for a message to end. In 1 of the news items there is a warning for a monster. If you have listened to all news items, you step 2 times, diagonally right, away from the table. You can click on the bed, but that's not much use. Turn right and open the door and then step out of the hut 1 click forward.You are outside again and the hut is behind you, in your back. Now we have to find a lake. First save your game now, because if you get lost you can start again from the hut.

From the Hut to the Lake and then to the Tree:

With the hut in your back, go 1 click forward, diagonally left, 2 times forward, left, 1 time forward, right, 1 time forward, left, 

forward 1 time, right, forward 1 time, left, forward 2 times, right, 2 times forward, diagonally right, 1 click forward and .... 

...........You are at the lake.

A head is impaled on a fence post. Click on the head to view it in close-up. You can't do anything else here. Step out of the close-up diagonally to the left and then turn around via the turn arrow. The head is then in your back. Now go  3 times forward, left, 1 time forward, left, 1 time forward and you are at the Tree. At the bottom, a pointed wooden stake leans against the tree. Take the wooden stake

You now have to go back to the hut and that is easiest if you exit the film now and then go back in to follow the route to the hut from the start screen. So click on "INTERMISSION" to return to the Projector Room. Then immediately click with the 3D Glasses in the window to immediately return to the film. So you end up on the home screen of the maze world again. So now follow the first route back to the hut, so:

Forward, left, 2 times diagonally left, turn around via the turn arrow, right, diagonally right, diagonally left, right, 3 times forward, diagonally right and diagonally left to the front door of the hut. Go forward 1 more time so that you are against the front door. Do not enter the hut, but turn around via the turn arrow. The hut is back at your back. 

Now go: 1 time forward, diagonally left, 2 times forward, left, 2 times forward and ..... You now hear the Monster.STAND STILL ...... If you go even further ahead, the Monster will attack you and it will be GAME OVER. If you want to experience this GAME OVER once, you must first Save your game her.  Then go forward one more step and ..... the black Monster attacks, but remains right in front of you for a moment.

You have to do something, but you don't know what to do. You probably have to shoot the Monster but you have nothing to shoot the Monster with. So you are now being eaten by the monster and it's GAME OVER. Click "Try Again" to get back into the movie. You actually have to do this whole piece all over again, but fortunately you had saved first. So load your last save.


You are then again 1 step away from the monster. Well... you know what happens if you take the last step forward now, so don't do that again. You need to have something to defeat the Monster first, so we're going to leave this film now to come back later. So click on "INTERMISSION" again to return to the Projector Room. Remove Film P from the projector and put Film C: The Count back on the projector. Then click with the 3D glasses on the window again to return to:

Film C: "The Count":

You end up in the castle room again. You know that there are 6 Rune symbols drawn in the niches of the left wall and the right wall. Go take a look at them. The runes in the niches of the left wall are called, from left to right, Li, Lii, Liii. The runes in the niches of the right wall are  called, from left to right, Ri, Rii, Riii. In the Dungeon you have read through the Book of Runes and from that you know that there are bad runes and good runes. If you have read the texts in that book carefully, you now know that the runes Ri, Riii, Li and Liii are the bad runes. So the good runes are: Lii and Rii. Now follow the route back to the Crypt, so first to the II +III door. Open the II + III door and then enter the crypt again:

Crypt:

Go forward 2 clicks again, until the coffin. Do not zoom in on the lid yet, but stay 1 click in front of the coffin.

Look up at the ceiling. There is a round window in the ceiling above the coffin. However, the window is dark

So there is a vampire in the coffin and vampires can stand light, so this window must be open. We now also have all the attributes needed to kill a Vampire, namely: a Wooden Stake, Garlic and a Necklace. Look down at the coffin again. In inventory, combine the Garlic with the Necklace into a Garlic Necklace. Go left or right, next to the coffin, to the Mouth behind the coffin. The wide open mouth is the entrance to a dead end tunnel. Enter the Mouth and follow the tunnel to the end.

At the back of the tunnel you end up at the:

Rune Puzzle:

At the back of the tunnel, click on the round stone table that contains the Rune puzzle to get into the close-up of it.

You will see 8 keys that you can press.

The oval button, top left, has a mirrored 1. The other buttons say: Lii, Li, Riii, Riii, Ri, Rii, Liii.

The voice in the Water Well told you to press the "Evil Rune".

So press the mirrored 1 button, the Ri button, the Riii button and Liii button and .......

........ the round window above the coffin opens and daylight streams into the Crypt.

Turn around, 1 click forward, diagonally left or diagonally right, diagonally right and turn around again and ... you are again in front of the Coffin. Step forward to now zoom in on the lid of the coffin. Save Your Game Here. Click on the lid to open the coffin. Quickly...before the Vampire jumps out of the box, take the garlic necklace from inventory and click the necklace on the vampire. Then take the wooden stake and click the stake in the vampire and ......

You killed the vampire. There is a key in the coffin. Take the Key.

Step, diagonally down to the left, back and turn around. Go forward 2 clicks towards the Crypt entrance.

To the right of the entrance is a Chest on the wall.

Zoom in on the Chest. Take the Key (Shiny key) you just found from inventory and click it on the lock of the chest. 

The key is then in the lock. To the left of the key you get the left arrow. Right next to the key you get the right arrow. 

You now have to turn the key in a certain way.

Click: 3 times with the right arrow, 1 time with the left arrow and again 2 times with the right arrow and .... you hear "Click".

Click on the box and the chest will now open.

There is a Book in the chest and the book is open on pages 216/217. Read through the book, so flip through the following pages. So this book tells you how to kill the Monster, the Nissassa Silenciosa", in Primal AtmosFear. You read that it is almost impossible to kill the Monster, but ..... the Monster has 1 weak spot in its stomach and there the beast is vulnerable to a fencing knife or sword.

Step away from the chest 2 times diagonally to the left and leave the Crypt again through the II + III door. From the II + III door, follow the route back to the Cave of the Floating Woman. So right, forward, right, forward, left, open the Wooden Door, 2 times forward into the Water Well cave, diagonally left or diagonally right, to the tunnel behind the water source, and then through the tunnel to the:

Floating Woman Cave:

So the Floating Woman was Melanie and she is now physically gone.

However, her soul still floats here because that is the bright light you see now, on the spot where the woman used to float.

Go diagonally to the right to the Light and then click with the Comb in the Light to capture Melanie's soul ...... 

You will then see how Ferucil killed Melanie.

Film C has now also ended and you are staring at the Rosette in the ceiling of the Foyer again. Go back to the Projector Room.

Place Reel P back on the projector and click again with your 3D glasses on the window to return to:

Film P: "Primal AtmosFear":

In the Crypt you read in the chest book how to kill the Monster. If you have followed the walkthrough, then you also have the Sword, from the basement, in inventory. You start again at the start screen, so first follow the route back to the Hut and then from the Hut the route to the Monster, until you hear the Monster growl again. Save Your Game Here Again Then go forward 1 click and ..... The Monster appears again ..... The Monster focuses on its belly and you then get the Hotspot ...Quickly take the Sword from inventory and click it on the Monster and ............ if you were fast enough you will now kill the Monster by ramming the Sword into its belly.

Meer:

If you weren't fast enough then it's Game Over and you can use your last save to try again.

You now have to go back to the Head on the pole, by the Lake. So first back to the Hut. The best way to do this is to exit the Movie first and then right back in, so that you can go to the hut from the start screen again. So click on "INTERMISSION" to go back to the movie projector and then immediately click on the window again with the 3d glasses to go straight back into the movie. Then follow the route to the Hut again from the start screen and then the route from the Hut to the:

Lake

The Head on the Pole was Todd Wickerman's head and it is now a bright light.

Take the Banknotes from inventory and click it in the light to catch Todd's Soul ......

..... you then see how Todd was killed by Ferucil.

You end up in the Foyer of the theater again. You've had all 5 movies now, but it's not over yet. 

Part 4: Hell:

2023 :Walkthrough by: Louis Koot