![]() The last puzzle, which features talking 'heads', is particularly frustrating in this respect. (At least, a didna' ken 'em the whole while.) You will need to be attentive here as there is no on-screen text to assist you. ![]() You can pick up hints to some puzzles from the occasional conversations, but the accents make it difficult to follow what is being said. These sequences may be just a bit of fun, or they may move the story along and they may even offer a clue. Solving a puzzle either lets you have access to another room or initiates a cut sequence where you can follow the fortunes of Andrew and Paula as they bump into the assorted denizens who have not quite departed from their spooky hauntings. Though, I must admit, understanding a hint can sometimes be a challenge in itself. If all else fails you can always let the game 'solve' the puzzle for you - after getting the hints from your on-line guidebook, of course. I certainly did and even though I could see the solution to some of the puzzles, making the right moves to get there was not always easy. This is not to say that you won't get stuck playing in 'Brave' mode. The lighter style (though spooky, there is no realistic horror or gruesome scenes here) and the option of a very easy mode would seem to suggest this. Or, it may simply be that the Trilobyte team is attempting to gain a broader, if not younger, market for their games. Once again the actual difficulty level varies, but I did think these puzzles were a little easier than those in the earlier games, or perhaps I have become too familiar with them. For those of you who have played The 11th Hour these seem to have replaced the cryptic puzzles featured in that game.Īs for the logic puzzles themselves, these will be instantly familiar to players of Trilobyte's previous titles as variations on a theme: chess moves, sliding tiles, joining letters, moving books, board games, etc. I must admit I enjoyed these riddles though the challenge was patchy, ranging from very easy through to quite difficult. No matter which mode you choose you will still need to solve the various door riddles before you can enter certain rooms. ![]() Of course, you are all going to choose 'Brave', aren't you? The other two settings considerably remove the challenge from the puzzles with the easy level simplified to the point of being pointless. ![]() There are three settings: Brave, Nervous or Cowardly which, need I say it, correspond with difficult, medium or easy. Options and puzzlesĪt this stage you are given the option of setting the difficulty level of the logic puzzles you are about to face. His arrival at Castle Macphiles is hardly an auspicious beginning, but before he can run away Andrew is thrust, reluctantly, into his ancestral home. Still, he does have Paula to lend him support and he will need all the help he can get if he is to overcome the curse of "the beast within". But Andrew has also inherited another 'gift' from his less-than-illustrious ancestors - an instinct for self preservation commonly, though somewhat cruelly, known as cowardice. The use of these cartoon characters have considerably lightened the mood of this game.Īndrew Macphiles, "last living scion of clan Macphiles", is travelling in Scotland with his girlfriend, Paula, to claim his inheritance as the 13th Earl and heir to Castle Macphiles. Yet it is also different as the flowing movement and live actors have been replaced by a step mode and cartoon-style characters. Review by Gordon Aplin (December, 1996) From the makers of The 7th Guest and The 11th Hour, Clandestiny (they could have called it 'The 13th Earl') is a game that is similar in many respects to its predecessors in that you explore a rambling old building and solve logic puzzles to gain access to new locations. ![]()
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