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GK1 Walkthrough - Day 9

"And then the wheel went round and round, I could not find my way.
Twelve and three and turn the key, I heard the madman say...."


The day begins with the arrival to the site where the snake mound is. Leave the car and enter the

Snake Mound Outer Wheel
The place is old and creepy. Don't you have the unpleasant sensation of being watched? Well, it's better start working. Notice the detached tile which lies on the floor next to a small square carving in the wall: pick it up and begin your exploration of the snake mound It's basically impossible to get lost, since its outer wheel consists of a circular series of similar rooms: following any direction you will be able eventually to return to the room you previously left. For walkthrough purposes, I suggest you to walk anti-clockwise rather than clockwise: let's go. The first room you'll find contains another tile. Pick it up as well and go further: the next room contains another tile and so does the one that follows. Pick them up both. The forth room is empty: go ahead and pick up the two tiles that lay in the fifth one. The tile in the next room is stuck. Interesting. Consider it as a clue... Go on with your exploration to find that the next room is empty, the following one contains one tile and enter the next one. It doesn't contain only the well-known tile, but also a snake rod that seems to fit the knotholes in each room's right wall. Pick it up (01, 268/342) and go further to find other two tiles in the following room. The next one contains a huge door, which seems to lead to the inner wheel of the snake mound It's closed, and it has on itself a stuck tile with a knothole. Very interesting. Go further, and you'll find yourself in the starting room, the one which leads outside.
Now take a look at the tiles you collected: they're ten, and each one has a snake carving on it. Interesting enough, on each tile the number of snakes is different and tiles with number seven and twelve are apparently missing. They evidently are the ones you were not able to detach. If you go back to the room with the door you can look at the tile and see that it has seven snakes on it. This means the other one was number twelve. Now you can easily put all the other tiles in their correct places: the room with the door will be number six, the following one anti-clockwise number five and so on (look at the diagram below if you are not sure) (03, 271/342).

Solution diagram for the snake mond puzzle

Now that everything is in its correct place, you should be able to guess what to do. Do you remember the Drei Drachen poem? Drei Drachen... three dragons... three snakes! Go to room number three and use the rod in the knothole. (05, 276/342) Something happened... Guess what! Yeah, the door, of course. But you also awakened those nasty looking mummies which laid peacefully in the rooms. This will be a bit tricky. You remember where the door is, right? You can get there, but you'll need to act quickly. Exit back to room 4 to avoid being ripped by the mummy, cross it quickly to prevent the mummy from catching you and in room 5 walk sticking to the right wall of the room to avoid the mummy in the middle. Thus you should be able to get in room 6. Uh oh. Three mummies on your way. Well, this is not Indiana Jones but a bit of action can help: notice the long vine hanging from the ceiling and operate it to swing in the door room (02, 278/342). You'll find an old man, uncle Wolfgang, taming the mummies with his dagger. Follow his instructions and use the rod on the knothole in the passage behind the open door to provide safety for both of you: well done, now you are in the

Snake Mound Inner Wheel
No time for talking, unfortunately. Walk past the dead mummy to the right of the inner wheel. You'll find a stone carved altar. Look at its carvings and uncle Wolfgang will interpret the images for you (01, 279/342). Nothing of interest. Notice the holes in the table covering: perhaps they are meant for something, since the strength of one man apparently is not enough to move it. Indeed: there are two iron bars on the wall. Take them both and insert them into the holes (01+01, 281/342) to move the table desk. Even this doesn't seem to be enough, but Wolfgang knows what to do: it needs a human heart to be triggered. Follow his instructions and watch what happens (13, 294/342). You can't preventing him for doing it. This is also the end of the day: a terrible price for the gain of the family talisman! 

 

Last update: October 24, 2007


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