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 {he doesn't really try
all that hard}):

         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...

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