"Frankenfingers"
(c) 2025, Charles Moore, Jr.
v. 250825
What am I doing here?
That's to be determined. All you know from the start is that something very bad happened to you and now you've come
back to life in your disembodied hand.
Can I really only carry one thing at a time?
Initially, yes. You'll find something to fix that issue later on.
Parts Room
1.
How do I get out of here?
2.
There's a sconce on the wall. It look like it's been manipulated.
3.
I can't reach it.
4.
Use the arm to 'push', 'pull', or 'turn' the sconce.
The Laboratory
1.
What do I do with the creature on the table?
2.
It's a Frankenstein story so you'll probably want to bring him to life.
3.
The Doctor hasn't been successful. He mentions that they're not getting lightning
bolts and the spire needs to be higher.
4.
And there's a broken wire in the panel that could stand to be fixed.
5.
Have you noticed anything long enough to connect the wires?
6.
There's a knitting needle in Inga's room.
7.
Attach each half of the wire, left and right, to the needle, completing the circuit.
The Handbag
1.
You can put multiple items in it and wear it around you, fixing your inventory problem.
2.
The scent on it also jogs your memory. You should find your way back to Penelope, your love.
3.
But you'll also need to find your wedding band or else you'll just look like a frightening
disembodied hand to her.
Inga
1.
Her vision's not great but she can certainly see well enough to skewer you.
2.
You need a distraction.
3.
There's a teakettle with some water in it in the kitchen.
4.
There's a lighter in the sitting room.
5.
Light the coal in the stove. The teakettle will start to whistle. Inga will get up and
go into the kitchen to investigate.
6.
Circle around the other way after lighting the coal. When she leaves the room you
can duck in and take the knitting needle. Keep in mind, you can only hold one object at a time.
Catching Lightning
1.
Have you found anything that might attract lightning and that could extend the spire?
2.
There's an umbrella in the stand by the front door.
3.
But the spire extends out through the roof, so you need to get up to the roof
somehow.
4.
There's a retractable ladder leading up to the attic. But you can't reach the handle.
5.
Have you noticed anything nearby that might help you to get higher?
6.
There's a trampoline in the next room.
7.
Push it under the hatch, get on it, and jump three times. Grab the handle and the
hatch will open, extending the ladder.
8.
Head up to the spire and put the umbrella in the tip. But don't dawdle on the roof.
You could get struck by lightning.
9.
Once you've done this and fixed the wire, you can throw the switch in the laboratory
and all heck will break lose.
The Library
1.
Frankenstein kills me when I go into the Library.
2.
You need to get him out, somehow.
3.
Bringing the creature to life will do it.
4.
There's a figurine with a lock. Where's the key?
5.
Don't go any further until you've brought the creature to life.
6.
The key is on the Doctor. He's outside in the courtyard unconscious.
7.
What's with the locket and the newspaper?
8.
In his note to Igor, Frankenstein mentions personal items from the 'donors' they've gathered.
9.
The figure in the locket looks familiar to you.
10.
It's the creature and belongs to him.
The Creature
1.
Frankenstein told Igor to bury all the jewelry and personal items in the Creature's grave. That would probably
include your wedding ring.
2.
You need to find out who the Creature is and which grave is his.
3.
Show him the locket and the newspaper. He'll point to his name in the death notices.
4.
Later, you can look his name up in the church registry and find out which plot is his in the
pauper's cemetery.
Igor
1.
I can't seem to get into Igor's shack.
2.
It abuts the stable. Have you looked there?
3.
There's straw against the shared wall. Search it.
4.
Once inside, Igor will shortly get his comeuppance and you'll find something to help you later.
Buttercup
1.
I can't leave the grounds. The roads are too muddy.
2.
Buttercup is in the stables.
3.
But she won't take you for free. There's an apple in the kitchen.
4.
You'll also need to 'drive' her.
5.
If you 'tap' or 'strike' her with the crop, she'll be 'activated' and will persistently
try to move in the direction she's facing.
6.
To steer her you'll need to pull the left and right reins.
7.
Pulling both reins or dismounting will 'deactivate' her and she'll stop.
The Cemetery
1.
Once you know the Creature's name and have looked him up in the church registry, you can go dig up his grave.
2.
There's a shovel in the caretaker's shed. There's also a spare lighter there in case you forgot to bring one.
3.
You can "DIG X", where X is the plot (i.e. c3, b5, etc.). You'll need to dig three times in the same spot.
4.
I've reached a wooden box. How do I get in?
5.
Brute force.
6.
There's a hatchet in the abandoned shack on the way between the manor and the village.
7.
Once you've dropped down into the box, you'll need a lighter to see.
8.
Your wedding ring is in the box.
Penelope
1.
Your home is in the northeast section of the village. You'll remember it when you get there.
2.
Climb up to the nursery. Penelope will enter after a few turns.
3.
Your ending will depend on if you're wearing the ring or not.