GameSurge Strategy Page

From: (Jacques Dupont)

Date: 24 Jan 1996 02:25:35 GMT


I just finished writing this walkthrough after completing the game.
Thanks to many of you out there who help me through the game without too
much frustration.



The Frankeinstein adventure game is a mixed bag. It has great graphics
and sounds
that remind Myst with the exception that the first has a much darker
story. It is not as
violent as many other games on the market. However, the themes covered in
Frankenstein are quite morbid.

One of the game worst sides is its slowness. It takes a lot of time to
get from one place
to the next (even with a Pentium 90). What makes the matter worst is the
huge area to
explore in this game. This implies that going from the tower upper floors
to some of the
mine chambers take forever. Despite this shortcoming, which induced a lot
of frustation
on my part, I always came back for more. The game is not so tough to
solve (when you
know the answers). Most puzzles are logic or have solutions written on
loose notes
scattered around the castle. The real difficulty lie in not knowing where
to go and what
to do next. This situation happened to me at least 4 or 5 times. Thanks
to people on the
Internet, I was able to get finally through. You can wander around the
castle for hours
before some new actions take place. Passing through a given room or
finding a new
note often triggers new events. Writting this walkthrough was not easy
because a lot of
the difficulties rest in mapping the secret passages, which is not easy
to describe in text
mode. I will at least try to give you a description of what you need to
do in order to win
the game. It would be better to rely on this walktrough only if you are
stucked in the
game. Knowing in advance every moves spoils the fun. Also, this game
takes a long
time to solve. So don't think you will be through in one evening (even
with this solve).
Very few items can be taken in this game. There are only 5 or 6 you can
carry in all.
However, you will find a lot of notes scattered around the castle. Some
you can carry,
some you cannot.

Finally, this walkthrough was written to the best of my knowledge (and
memory). It is in
no way an official walktrough. I may have missed some key features or may
have mixed
up some actions. It was written to help those who where not able to
finish the game. I
hope you will be indulgent. You will also probably find my writing a bit
off the track,
because english is not my first language. Again I apologize for those who
will find it
difficult to follow me.


After viewing or at least listening to what happened to you (you were
falsely found guilty
and hung high for the murder of your daughter), you wake up looking at
Frankenstein who gives you a shot of morphine (he also takes one to
celebrate your
rebirth). You find out that you still live but you now have a ladies'
left arm. You get up
and look around the lab. There are several things to see around this
floor. For instance,
you can look at the blackboard, activate some electrical machines, look
at a periodic
table (chemical elements), you can climb to the tower's roof (you do not
need to activate
anything yet), you can open a dumb-waiter and look inside the shaft, you
can push
aside a cabinet to find a closed grate, you can read a newspaper telling
about your
verdict and hanging, you can look at a lifestone and some notes. Take the
lifestone and
turn right (Dr. Frankenstein will not let you out of the laboratory with
this crystal). Put it
on the table. Take the cloth and put it beside the lifestone. Take four
strands of rope
and put them on both the cloth and crystal. Now you have a parachute that
you can
throw by the window. Notice that it will go over the wall. You will need
to retrieve it later.
If you climb the ladder leading to the roof, take note of the plaque and
the pattern of
planets. This is plaque no. 2 and it is associated with winds. Take
careful note of this
pattern because you will need it later on.

Exploring the tower's floors

You may have notice a trap door in the floor. Go down the lower level. Go
in the back
and look at the large Tesla coil. It is supposed to store energy. Notice
the lever just
below this coil. You will need to pull it down later on. Open the door
besides the stairs.
You will find yourself on a large balcony. Go toward the cannon balls.
Take one and put
it in the steel basket. Pull on the rope. The cannonball should fall on
the left upper
gangway and roll out to the left knocking the moose head trophy.  

Secret passage no. 1

Now pick the rope and turn right. Place it in the wall opening. Now go
through this
opening and go down. You will see a broken grate. Go through it, turn
right, go down
once and turn left twice. You will find yourself in a small room with a
corpse and a desk.
Read the notes. This desk will serve for a forthcoming experiment later
on, so keep in
mind its emplacement. Now turn left twice and go down and turn right.
Activate the
pulley. The wheels will broke loose, so put them back in place and try
again to open the
hidden door to the castle great hall. There is a lot to explore after
that. However, few
doors open to let you in.

Castle exploration

Go directly in front of you toward the double doors. These lead to the
dining room. Dr.
Frankenstein will speak for a moment and will leave. Go toward the
fireplace and take
the bag. Click on the bag to see its content. Read the notes. Go back
toward the table
and take the turkey leg. Put it in the bag. You may explore all three
floors but only three
doors will let you in. Exiting to left of the fireplace, go right and
then left and enter the
door to the right. You will be in some kind of kitchen. Read the note
found there. Again
Dr. Frankenstein will come to speak with you. This time he will be less
friendly. No other
door opens on this floor except for the ones leading outside (we will
come back later for
these). Climb up one of the two stairways in the main hall. Only one door
opens toward
a burnt room. Look at the plaque on the fireplace. This is plaque no. 1
and it is
associated with fire. Be careful to write down the exact position of all
seven planets on
this plaque. You will need this pattern later on. You will find stairs
going up to the third
floor. Turn right, forward, right and left and enter. This is the
observatory room. You will
find new notes. Read them. Nothing can be done yet in this room. Go back
down to the
great hall and open the door to outside. Go outside and turn left, go
forward and right.
The rope lying on the floor will come handy later. Look on the plaque at
the bottom of
the tree. This is plaque no. 4 and it is associated with height. Take
note of the pattern of
planets. Go left toward the tower near the courtyard doors. You will be
able to climb the
wall. You will retrieve the lifestone if you always choose the left path.
Climb down and
go toward the courtyard doors. Turn around toward the castle and look at
the plaque.
This is number 3 and it is associated with water. Go back inside the
castle and into the
secret passage behind the tapestry. Drop the turkey leg and lifestone on
the desk.
Climb up again, exit the grate, climb up toward the balcony and get
inside the tower.
Now take the wooden plank beside the stairway leading up. Turn right and
go down.
Place the plank on the missing stairs and go down. Dr. Frankenstein will
come visit
again. Look around and go toward the corner desk. Take the battery
(glowing green
box). Connect all three wires in turn and pull the levers. One will make
the cat head
groan. One will make the human head say some word. A third will contract
the arm and
the last will turn off the freezer. This will help you go through the
door beside this table.
Turn around and look at the desk in the middle of the room. Open the
drawer and take
the key. Use the key on either doors. The right one leads to your
bedroom. There is a
secret passage in the cabinet. The left one leads to an anteroom where
you will find
more notes and a crowbar. Take them all. Look at the locked door. Put the
first, the
second and the fourth switches (starting from the left) in the up
position. Switches no. 3
and 5 should be in down position. This will unlock the door. This will
lead to another
laboratory room. turn left and left again. Take each brain in turn and
place them in the
machine to the right. Pull the lever and it will speak the last word it
listen before being
killed. Explore the room further to fing more notes. Get back to your
bedroom and
explore the hidden passageway. Map it carefully, because it gets
difficult to find its way
when in a hurry.

Secret passage no. 2

When you enter the secret passage in you bedroom, you will face a grate.
through it you will be able to see the anteroom. If you go to the left of
the secret door
you will find a place to look in your bedroom. Now, if you go right of
the secret door, you
will come to a fork. Going right leads to a ladder. This ladder goes up
to the Tesla coil
level (you can only peek at this room) or further up to the room where
you have
awaken. You will be able to open the grate and move the cabinet in order
to free the
passage. Now you have a way to get from or to this floor level. If you
take left at the
fork, you will encounter another fork. Going right leads to a grate where
you can look at
the observatory. Going left leads to a ladder. Go down the ladder. You
will encounter
another fork. The right passage leads to a fireplace (you will be able to
go there later
on). the front passage leads to another ladder going down. To reach it,
you need the
crowbar to remove the planks blocking your way. Take the next ladder.
Turn right and
pull the lever. You now have another passage leading to the great hall.
If you decide to
go further on in the secret passage, you will be blocked by hot steam
coming out from a
defective pipe (you will correct that later on).

First experiment with lifestone

Go through the first secret passage to reach the hidden small room (the
one with the
corpse). Place the battery on the desk. Attach both wires of the battery
to the lifestone.
This will recharge the crystal. The turkey leg needs to be also on the
desk. It will seem
that the experiment failed, so you will eat the turkey leg. You will then
black out to wake
up looking at live vomit (the experiment did worked...). Take the
grappling hook. Go
outside and head for the tree left of the entrance doors.

New rooms to explore

Use the grappling hook with the rope lying on the floor. Take the hooked
rope. Go up
the tree. Use the grappling hook on the window. Enter the window. Look
around and
read the notes lying on the table. Push the small table lying beside the
entrance and put
it in front of the exit door. Go forward and both axes will fall down on
the table. Now look
at the aquarium. Remove the piece of wood. The aquarium will move under
chandelier. Look at the fireplace and unwind the rope wheel. The
chandelier will come
down on the aquarium and smash it. This will extinguish the fire. The way
to the secret
passage no. 2 is now open. Go to the exit door. Go forward, turn left
then right and go
through the door in front of you.


Take the staff on the armorial bearings. Use it on the sliding ladder. Go
down and look
around. Read and take all the notes you find. Go in the back of the
library and look at
the scale. Take the weight and place it in the right tray. A hidden door
will open. Go
through it and you will come near the defective plumbing. Turn off the
wheel. This open
the way to secret passage no. 2. Go back to the library and exit the door
in front of you
(the one in the back of the reading room). This door leads to the first
floor of the castle.
Now go to the great hall and Dr. Frankenstein will catch you. He will
bring you back to
the library and push you down in the dungeon where he will cuff you and
scourge you.  

Escape from the dungeon

After he is gone, someone will drop a key from the grate. Remove your
left hand from
the cuff (remember that you have a ladies left arm, which is smaller than
your right
arm). Use the key on the right cuff. Head back toward the stairs and turn
right toward
the grate. Remove grate and go through secret passage no. 3. You will
come to a room
with two exits. The right one connects to the first floor in secret
passage no. 2. The front
hole leads to yet another room. The right hole brings you to a ladder
leading toward the
garden. The left one leads toward the hedge maze. (hint: you could
already know the
layout of this maze just by looking at it from the entrance doors to the
castle. I was able
to map it before entering it). I will not give you the indication to
navigate this maze.
However, you will need to gather some objects in this maze. Look for a
skull and take
the black beetle. Find the carnivorous plants and place the beetle in the
right one. After
the right plant took the beetle, the left one will open its mouth. Take
the corroded
scissors. Finally, you will need to find the entrance way to yet another
secret passage
(no. 4). Use the scissors on the vines to get access to the hatch.  

Planet room

Go down and pull the leftside lever. You will hear a opening sound. Go
forward and
climb the ladder. You will be now in the planet room with four doors
numbered 1 to 4
(remember the plaques). Go toward the planet machine. Dependently of the
door you
want to open, you will need to open one of the four lower little doors.
Opening them will
show a number (the plaque number). The upper door reveal four patterns.
If you want to
open door no. 1, you will need to open the leftmost upper little door and
the leftmost
lower little door. After that, turn the wheel until the pattern of
planets fits with the pattern
on the plaque. When this is done, pull the lever. If you hear a sound,
you will have
succeeded. If not, you will have to  try again. Door one leads toward the
mine. Door two
leads ot a collapsed tunnel (for now). Door three leads to the smelting
chamber and
door four leads to the mausoleum. For now, you may look at the mausoleum
to gather
notes and read them. You should also open door 3. This door leads to the
wine cellar
maze. From the entrance of this maze, follow these directions: forward,
forward, right, forward, left, forward, right, forward, left, forward,
forward. You will
eventually come to a small room leading to the melting chamber. Look
around. Pull the
lever to open the steel doors leading to the mine. Go in the back and go
toward the coil.
Turn the switch on. Go toward the right stairway and search the room
(more notes to
read). For now, head back to the planet room. The next step will be the
mines. Also, if
you head back to the hedge maze, you will find a newly created passage
leading out
directly toward the entrance doors of the castle.

The mine

There is two entrances to the mines (at this stage). The first one is
through the planet
room. The other one is in the garden. Start near the exit doors to the
courtyard near
plaque no. 3 and go toward the left side of the water basin (between the
garden and the
hedge maze). Push the gargoyle and a pedestal will emerge from the water.
Step on it
and the entrance to secret passage no. 5 will open (it also leads to the
mines). Go
ahead until you find the secret dock. Take the diving suit and speargun,
and activate the
air pumping machine. Turn right and go down in water. Look around and
read the note
and look at the treasure chest (you cannot take any of them with you).
Turn around and
kill the squid with the speargun. Climb the ladder. Shut out the pump and
go back in the
tunnel. Take the right tunnel. It leads to the mines. It is important to
turn around in all
directions in the mines to find all passages. Go forward until you
encounter a left
passage. Go in and turn around. You will find three passages. You entered
from the left.
The middle one leads to a conveyor. Activate it. You will need to find
two more in the
mines and another one in the ore processing room. Activate them all to
start the mining
process. Turn around and go forward. You will encounter a left passage
leading to a
waterwheel and chained doors. We will come back later for this one. If
you continue to
the end of this corridor, you will eventually face a closed door (it is
door no. 1 from the
planet room). Turn right and follow the side corridor to the end
(activate the conveyor).
Step back to the planet room door no. 1. Head back toward the side
corridor leading to
the waterwheel. Before getting there, you will encounter a three door
fork. The center
one leads to a conveyor (activate it). The left one leads to a trap door
you cannot yet
enter. The right one is the main corridor. Now at the waterwheel
location, turn the wheel
to stop the flow of water. Take the chain and attach it to the
waterwheel. Turn on the
water and the doors will be torned away. Before entering the tunnel
ahead, pull the
switch to the right. You may also encounter a monster hand creeping on
the floor. I do
not know what importance it hold in this story. You may throw a rock at
it or you may
follow it outside the mine toward the secret dock (I doo not know where
it went after this
location. It will be back later on in this game.

Ore processing plant

You will come to a corridor with rails leading to the left and to the
right. For now, take
the left tunnel until you come to a steel door. Pull the lever. If it
does not work, the
entrance switch is probably off. When the steel door is open, climb the
ladder and step
in the ore processing plant. Look around. Activate the last conveyor in
the back of this
cavern (rocks will begin to be carried toward the ore processing plant).
Turn right and
push the black button on the machine. Head toward the control panel and
pull the left
switch to activate the crushing machine. Use the black and red buttons to
crush the ore
with the left or right crusher. You need to crush each boulder two times.
If the
processing plant shut off, pull the lever and restart the machine from
the beginning.
After enough ore has been produced, you will hear a signal. Get down the
ladder and
follow the rail until you find a control panel on your left. Continue
down the tunnel and
you will encounter two forks. At the first one, the left rail leads to
the melting chamber
(the steel doors should be open if you went through door no. 4 in the
planet room). At
the next fork, pull the lever to direct the rails toward the left
passage. Go back to the first
of these fork and look at the control panel. Pull the left switch and a
wagon full of ore will
come from the right. Head toward the second fork and go in the left
tunnel. You will
come into a room with closed doors in the ceiling. Attach the chain to
the wagon and
head back to the control panel. Flip both switch up and down again and
the wagon will
retreat to the right tearing off the ceiling door. Pull the lever at the
side of the control
panel. Flip the left switch back up. The wagon will go into the melting
chamber. Go to
the melting chamber.

Melting chamber

Go toward the left stairway and you will come facing another control
panel. This panel
has different controls and switches. The upper two switches control the
claw power (left
one) while the right is the electric switch. On the left side, is the
vertical claw control. In
the upper middle lies the horizontal claw control. Just below it, you
will see the
temperature gauge (left side) and temperature control lever (right side).
At the bottom of
the control panel, you will find the voltage control (left) and the
voltage meter (right). It
took me several tries but the following indications have worked out:
Switch claw power
on. Pull horizontal claw control to the right. Pull vertical claw control
down (the claw will
gather the ore) and up again (ore will be lifted). Pull the horizontal
claw control to the left
and pull down the vertical claw control down (The ore will be put in the
machine). Pull it back up. Increase temperature to the maximum with the
control lever. Use voltage control to increase voltage to 80. Pull the
electric switch on
(the angle of the claw will be raised). Pull down the vertical control
claw, and up again
(now you see a glowing white mass in the claw). Pull the horizontal claw
control to the
right (the claw will put the white crystal in the wagon). Head back to
the control panel in
the mine. Pull both switches down to let the wagon go to the right. Pull
the left lever to
redirect the rail toward the second fork. Pull both switches up and then
pull the left
switch down. The wagon will head toward the room with the ceiling doors.

Mixing room

Go to the room with the ceiling doors. Note there are now open. Climb up
the ladder. Go
toward the control panel in the far corner of the mixing room. There are
several controls
on this panel. If nothing works, go to the melting chamber and pull the
switch at the
base of the coil. The electric switch in on the upper left corner. The
claw control is in the
upper right corner. The claw to the crystal maker in on the lower right
side. The voltage
meter is in the middle. The voltage control is in the lower center of the
panel. The spin
control clutch is to the right side of the control panel. Now, pull the
claw control to the
rightmost position (the claw will get the white crystal from the wagon).
Pull this lever to
the leftmost position (the claw will put the crystal in the mixing tub).
Go to this mixing
apparatus. Turn the left wheel to pour H20 (water) in the mixing tub.
Turn the right
wheel to pour HNO3 (nitric acid) in the tub. Pull the switch to start the
mixing process.
Pull the bottom switch to fill the container. Head back to the control
panel. Pull the claw
control to the left and then down. Pull down the crystal maker claw.
Activate the electric
switch. Set voltage to 80 volts. Activate the spin control clutch. You
have created a large
lifestone. Use the controls to direct the claw to take the crystal and
place it in the dumb-
waiter. Send the dumb-waiter up by pushing one of the botton on the left

Meeting with Dr. Frankenstein

Now is time to talk with Dr. Frankenstein. Go to the tower's first floor.
Go through the
anteroom and then into the biology laboratory (at least it seems like
one). Save your
game because you can die in the meeting to come. Open the door to the
left (it was
locked before). Enter the room and look around. There is a door to your
right but do not
open it yet. Go straigh to Dr. Frankenstein and a discussion will follow.
When it is
finished, look at the cages to see some disturbing sequences. Turn left
and go to the
desk. Take the notes in the drawer. Read them. Turn left and Dr.
Frankenstein will talk
again. Save your game and head for the other door (not the one you
entered). You will
be forced to face Dr. Frankenstein who will pull a gun to shoot you. Turn
around and go
through the door as fast as possible. You will be OK outside.  

Meeting the thugs and run for your life

Go outside near the exit doors to the courtyard. Save your game again.
Turn toward the
castle. A thug will greet you with a rifle. Another thug will be to your
left, so head right
toward the castle doors. You will know where to go because a thug will
always block
your way if its not the right direction. Climb up the left stairs. Go
forward, turn left and go
straigth forward to the open door. It will close behind you. Turn right
to face the mirror.  
Do it quickly because the thugs will soon brake the door to this room. A
girl will appear
in the mirror and she will shatter it. Follow the girl to the secret cave
(it is not far from
the planet room door no. 1). You will be safe there. The girl Sara will
talk to you several
times. Take the cup of water and drink it. She will ask for the bottle on
the upper shelf,
so push one of the barrel and use the wooden fork to retrieve a bottle.
There will be
some more talks and then the monster hand will appear. Use a rock to send
it away.
Sara will now want to see Dr. Frankenstein. Go to the mausoleum (door no.
4 of the
planet room). Look into the drawer and look at the notes. More talks will
follow. There
will be an earthquake that will block all the doors except door no. 2
(the tunnel was
collapsed before). Follow Sara in this tunnel. This will bring you to a
vast cave with a
ladder going up. You may save your game because this is the ladder maze
and a
monster will try to catch you. The exact route is as follow (I hope it is
not random with
each game): up, up, take left ladder up, take left ladder up, take right
ladder up, take left
ladder up, up, up, and up. Take Sara's hand to get her free of the
monster. You will be
back in the garden.

The observatory

Go to the secret dock through secret passage no. 5. Look around and you
will find a
note. Take it and read it. Turn around and you will see a bomb (you
cannot deactivate
it). Go to the observatory on the third floor of the castle. Go straigth
to Dr. Frankenstein.
There will be talks between Sara and him. Move around a bit to start new
conversations. He will then leave and lock you inside the observatory
with Sara. Go
back to talk with her. Look into the spyglass to see the thugs forcing
your child Gabrielle
to follow them to the secret dock. Go back near the door and push the
desk under the
wall grate. Open the drawer and take the key. Use it on the locking
mechanism of the
grate (the one on the wall). The key will fall in the floor's grate. Push
back the desk and
go retrieve the horseshoe shaped magnet near the spyglass. Use it on the
floor's grate
to retrieve the key. Push the desk again and use the key to unlock the
wall's grate. Sara
will climb through the opening and unlock the door to the observatory.
She will be
murdered on the spot. Get back to the secret dock. You will find
Gabrielle lying dead on
the floor, killed by the bomb. Take her with you and head to the
laboratory on the third
floor of the tower.


Place Gabrielle on the table. Go to the dumb-waiter and retrieve the
lifestone. Put it in
the holding apparatus above the table. Climb the ladder and look at the
speed gauge.
Wait until the speed reaches between 10 and 20 and unroll the rope to let
the kite float
free. Go down to the Tesla coil chamber (2nd floor of the tower). Turn on
the switch to
charge the coil. Head back to the control panel on the third floor. Turn
both rigth
switches in the up position and pull the left hand lever (this will raise
the table to the roof
top). Activate the left three switches and see the results.

Jacques Dupont

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