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By Darcy Danielson
with help from Dan Kueng of Blueline Studios
You start at the front gate of the castle. Turn right, you'll see a well. Go to
the side of the well, you'll see a rock holding a rope. Click on the rock to
remove it from the rope. Turn around, and pull on the outermost rope until the
bucket is raised above the lip of the well. If it's not high enough, it will
crash back down. Put the rock back on the rope. Take the key. Your inventory
panel will appear. Go back to the gate. Click on and read the note stuffed in
the
side of the gate: "my beloved, where are you? A terrible thing has happened! I
figured out everything. This place is evil. Oh please save me before it's too
late! Yours in love, n."
Use key in lock. Open both sides of the gate. Go through the gate. To the left
is
a hedge maze. Go into the hedge. Use landmarks above the shrubs to keep track of
where you are. Going in, facing the hedge to the right is the building. Back and
left are hills with trees; behind you are trees. Go to the right first, to get
your bearings. At the entrance/crossroad, go right, forward, forward--a dead
end.
Turn right twice (around), forward, forward (you'll see the building), forward
(building on left), big open area--forward, forward, forward, copper metal bowl
on stand with two lights. Go back out to the beginning (trust me--this is the
easiest way to orient yourself).
Now you'll go to the left. Go left, forward. This is the first crossroad. Start
with right. Go right, forward, forward, there will be a lamp with a yellow
button. Click button. Go back to entrance. Now going in again to the left: go
left, forward, left, forward. This is the second crossroad. Left first. Go left,
forward, forward (will be a white wall), forward, forward, forward (following
wall around), forward, forward, dead end with a piece of paper, pick it up.
Back out around wall. You'll come to the entrance of the second crossroad. The
path farthest away is the right path you have not done yet. Middle is where you
came in from. Click right. Another dead end with a piece of paper. Take it.
Click
out and turn right twice. Go right again and go back out. Start again: go left,
forward, left, forward second crossroad, right, left, forward, forward, forward,
forward (you'll be turned around), forward, forward, forward (wall), forward.
At this point you should see a wall on the left, a dead end with a lit lamp in
the front, and a maze entrance to the right. Go forward. This is crossroad
three.
Go to right. Forward, another dead end and piece of paper. Take it. Turn around.
Go forward. Go left. Another dead end/piece of paper. Pick it up. Turn around.
Open gate. There is a dock in front of you. Go forward onto dock and get into
boat. Turn around and look at the lock. It is unusually shaped, and you need a
key.
Go back out front. Go to the left side of the house. Notice there are stairs.
The
door is locked. Turn around and observe the edge of the dock, and watch the
animation of a family of ducks. Go to the right side of the house. Pick up
another piece of paper at the water's edge. Go up stairs and through the door.
Inside house. Go upstairs. You'll be in a turret. It has a red chair, two
candles, a picture of the castle, and a podium. The podium has a yellow circle
with yellow dots around it. Click the third button to the left of the bottom
middle. A metallic shaft comes up--this has a moon symbol and button. Click the
button, it turns blue. It is now night outside. Go back out. Go to other turret.
This door is now open.
Go upstairs. Same setup, push second button to the right of the bottom button
this time. This turns it to daylight. Leave it at night for now. (When it is
daylight, you can only go into the right side; when it is night, left side
only.)
Go downstairs. There is a door. It is locked. You need to get the key. Go back
to
the copper bowl in the hedge. There you'll find a key. Take it. Go change it to
daylight. The key will now work in the front door. Go into the foyer. Ahead of
you is a pink marble fountain, a downstairs hall, and an upstairs hall. Go up
the
first flight of stairs. Pick up the paper. Go up the second flight of stairs.
There are three doors here. The first is a pink bedroom. Go in. Go to dressing
table in alcove to the left. Note dressing table, bedside table, glass ducks. Go
to other side of bed. Turn around, look at girl. Touch her and she disappears.
Go
to the bedside table. Open the drawer. There is a book with the face of a cat on
it. Pick it up, all your papers will go in here, now you can read them. Open
window, go out onto balcony, pick up page. Go to third room. Open bedside
drawer,
examine picture, miniature tree, boat. Go downstairs, into hallway. Go to door
on
the left. Push the button on the keypad to the left of the door to activate it.
Number the buttons 1 through 5, with the top one being 1. The solution is 42315.
Go through the door. Pick up page. Go upstairs. Halfway up go into the attic. In
back is a locked trunk. Turn around and pick up three diary pages. Go forward.
Pick up another page. Go forward twice more. Pick up five more pages. Go back to
door. Pick up two more pages behind door. Go out. Go up stairs. Pick up a page.
Upstairs is the oracle. It has a left purple button, and a right turquoise
button. Hit purple button, nothing. Hit turquoise. A mouth appears. "Soon, a
human being is going to get shot," it says. Turn around. There are three stars
with symbols on them. The first is red, on it is "providence, harmony, pity,
sacrifice, enigma." These are backwards. The second one is white. Words
are "light, perfection, honesty, love, wisdom." The last is grey, the words
are: "negation, lie, absurdity, hate, ignorance."
Go downstairs, pick up another page. Go into the salon, the room to the right.
Go
to end of table. Note brandy snifter. There are eight glasses, four empty, four
full. You have to move these around in four moves. This is the same puzzle as
the
book puzzle in The 11th Hour game, and the solution is the same: move 2 and 3 to
9 and 10, move 5 and 6 to 2 and 3, move 8 and 9 to 5 and 6, move 1 and 2 to 8
and
9. A key will appear in the snifter; take it.
Go to the window ledge, pick up page, click on bookcase, read book, you'll see a
symbol with a key going through it. The key goes to the middle bedroom door,
which was locked. This is Brad's bedroom. Look at the castle. Click on bookcase,
open book, get key. Open top drawer of bedside table. Look at picture. Click on
second drawer, get gun. Take off safety. Open desk drawer. Read note "h's gonna
be there when we're long gone. "Go to third bedroom, open top bedside drawer,
take bullets, move slider. Your gun is now loaded. Don't fire the gun; after
all,
think about it--you've been given bullets and a gun with a safety for a reason,
so no target practice, okay? Take the key to the attic. Use on the chest. Take
the next key, look at the pictures, letter!
Go outside open the front gate and walk out, you'll find more two pages out
here;
pick them up. Find another page in the maze by the copper bowl. Walk back
through
the garden; you'll find another five pages, four in back by lamp and gate, one
by
the inner wall area. Pick these up. Pick up another page near the shore on the
right side of the castle near the tower that's in the water. Change it to night.
Go into the other tower use the key with the downstairs door and go in. Go all
the way to the end of the hall to a door. It's a wine cellar. Go in, turn right,
pick up three pages from the floor. Go behind the wine bottles. Click on the
wine
case. It's a sliding square. This puzzle can be reset at any time by clicking on
the bottle in the rightmost corner of the screen. The final position of the
bottles to solve should now be in your diary; once you have the positions from
this, it is very simple to solve by trial and error. Strategy on this, is that
you should start by straightening out the lowest row first and move up each row
to the top. Use eight bottles at a time, rotating them is a circle to switch the
bottles around. Here is the final configuration: 1 2 3 4 5 6 7 8 9 10 11 12 13
14
15.
Go back out and you'll see one of the wine barrels is now open; go inside it.
Walk through the tunnel, pick up a page to the right of the brass door. The door
has triangles on all sides, it is an elevator door and one of these is the call
button. Hit the triangles (it's random reset time) to find the one to call the
elevator. There are three buttons, pink, orange and yellow. Hit pink. You are
taken to a bedroom. Go to the left toward the bed. Note the room is circular
with
the elevator in the center. Go to the bedside table, pick up a page. Open the
top
drawer. Click on the device. It's a video-recorder. The orange button is play,
the turquoise is rewind. The message is "seems to be a recording device, this
weird thing here. Nice you came here to pay me a visit, smart arse! A pity that
I
didn't wait for you patiently. I got a little bored in this little prison. Hope
you're not mad at me. Anyway, someone seems to be pretty fond of pentagrams.
Hard
to find this one I must admit. Hope to see you later."
Put the device away. Open the second drawer. There is a blue key. Take it. This
will unlock the padlock on the boat. Turn around. Click on the design on the
wall. This is the puzzle that you will have to solve to get out, as the walkway
you came down to get to the elevator now has a piece missing and is blocked by a
gorge. The recorded message is your clue; you are looking for a pentagram shape
in this puzzle. The solution is four pieces in the upper right corner that form
the shape of a star. Click on these pieces to change color and open walkway. Go
back to elevator. Click the triangles, enter and click on the orange button. You
are at the top of the tower--nice view. Click on the second from the top on the
right button to summon elevator and your surprise.
Hit the yellow button. This takes you back to the starting floor. Go back out to
the wine cellar, and back upstairs. Pick up two more pages on your way. Go up
and
make it daylight. Go back through the maze toward the gate in the back (make
sure
it is unlocked or unlock it using the button on the light in another part of the
maze). Pick up two more pages on the way. Go through the gate. Walk toward the
boat, pick up another page. Look inside the boat, pick up another page.
Use the blue key on the boat lock. Turn around and click and drag on the oars to
get them up and into the water. Click and drag left on the left one to move away
from the pier. Continue to click and pull until you land. On the way you will
see
a bottle that you can only access when the stern of the boat looks towards the
bottle; click on this for a message, "The color of the mirrors of my soul"
(Noemi's eyes). When you land, there will be a building. You can walk all the
way
around this. On the right hand side, there is an orange button that changes
colors. Change the colors to the color blue of Noemi's eyes. Inside is a green
pentagram. Turn around and look at the closed doors, which give you the clue to
solve, "all sums are 15." Move toward the pentagram; a keypad will rise up from
the center. It is a magic square. Each number may only appear once. Two are
already done, 1 and 5. The solve is: top row is 6, 1, 8; middle row is 7, 5, 3;
bottom row is 2, 9, 4.
Another control device comes up. It has three markers. The first one is orange
with three triangles and three wavy lines. The second is yellow with three
circles and three wavy lines. The third is plain blue, and is where your
messages
will appear. At the base is an orange button. You are on what the machine
calls "level 1," and you need to change it to level 2. Hit the second button.
Both switch colors. Push the orange knob. It will say "modification attempt"
and "verify." Push the orange button again. It will say "abort
process" "modification begin" and will count down from 5 to 0. It will then
say "modification end, status changed to level 2" and "waiting."
Go outside. The green landscape has disappeared; everything is now white. You
are
in a parallel universe. Get in the boat. Do the same procedure with the oars as
before, both in, pull the left oar to the left to move away, pull again and
hold;
this will turn the boat around. Click left and pull lightly and let go, then
just
row across. At the pier, turn the boat around to land. Get out of the boat. Walk
forward. Pick up the paper airplane and read it. Go to the left fork and walk to
the end. There is an elevator. Open each door by grabbing and pulling; you can
get in and close the doors, but nothing happens when you push the switch. Get
out, go to the far right fork. Note three pentagrams on a stone with a skull on
it, and i, n, e, m, o (Noemi) written in blood in the following configuration: n
i e o m.
Go back out and walk down the center path, toward the crystal dome. Pull the
levers in the same order as Noemi's name is spelled at the site to the right.
When the machine stops humming, go back to the elevator and get in. Close the
doors, click and hold the lever up. Open the doors. You are in a bedroom. Go to
the bedside table. Open the top drawer, look at the picture. It's the missing
part from the picture in Brad's room.
There are two other bedrooms, one up, one down. Go down first. Click on the
desk,
open the drawer, take the extra bullets. Pull back the top of the gun to cock it
and take the safety go back. Go upstairs. Make a new saved game at this point,
or "Game:Save" the game, then turn off "Game:Auto-save game" so you can later
just "Revert," as right after this, I had my whole game past the bottles puzzle
dump out and I had to redo it.
There has been a scuffle in this room; note the overturned chair. Go to the
right
and check out the hypo and green drug on the desk. Go to the bed. There's Noemi,
asleep. Click on her twice to trigger Rod animation. First he will say, "Don't
worry, Brad, she's just asleep," then he will tell his very wordy story, tell
you
your gun is out of bullets when you try to shoot him, and disappear. If you
shoot
and miss, he'll not miss. If you have no gun (yes, you can put the gun back into
the drawer; Rod will say that he's disappointed you didn't even find the gun,
though he has put it in front of your nose).
If you haven't loaded (forgot the slider or the safety) your gun and you try to
shoot him, he'll say that he's disappointed that you forgot to load the gun. I
really can't remember myself if he's giving you a second chance ... :)
If you have forgot to grab the ammo, he'll say that he's disappointed that you
didn't find the ammo or something.
If you refuse to follow Rod's instructions to turn around, he will shoot you,
and
you will see a farewell note from Noemi. If you turn around and do nothing, he
just gives you another chance to get gun and ammo. He'll reappear and you'll be
able to finish the game!
The best ending is to load the gun and when he starts talking, shoot the hell
out
of him; you'll get a congratulations note from Noemi.
with help from Dan Kueng of Blueline Studios
You start at the front gate of the castle. Turn right, you'll see a well. Go to
the side of the well, you'll see a rock holding a rope. Click on the rock to
remove it from the rope. Turn around, and pull on the outermost rope until the
bucket is raised above the lip of the well. If it's not high enough, it will
crash back down. Put the rock back on the rope. Take the key. Your inventory
panel will appear. Go back to the gate. Click on and read the note stuffed in
the
side of the gate: "my beloved, where are you? A terrible thing has happened! I
figured out everything. This place is evil. Oh please save me before it's too
late! Yours in love, n."
Use key in lock. Open both sides of the gate. Go through the gate. To the left
is
a hedge maze. Go into the hedge. Use landmarks above the shrubs to keep track of
where you are. Going in, facing the hedge to the right is the building. Back and
left are hills with trees; behind you are trees. Go to the right first, to get
your bearings. At the entrance/crossroad, go right, forward, forward--a dead
end.
Turn right twice (around), forward, forward (you'll see the building), forward
(building on left), big open area--forward, forward, forward, copper metal bowl
on stand with two lights. Go back out to the beginning (trust me--this is the
easiest way to orient yourself).
Now you'll go to the left. Go left, forward. This is the first crossroad. Start
with right. Go right, forward, forward, there will be a lamp with a yellow
button. Click button. Go back to entrance. Now going in again to the left: go
left, forward, left, forward. This is the second crossroad. Left first. Go left,
forward, forward (will be a white wall), forward, forward, forward (following
wall around), forward, forward, dead end with a piece of paper, pick it up.
Back out around wall. You'll come to the entrance of the second crossroad. The
path farthest away is the right path you have not done yet. Middle is where you
came in from. Click right. Another dead end with a piece of paper. Take it.
Click
out and turn right twice. Go right again and go back out. Start again: go left,
forward, left, forward second crossroad, right, left, forward, forward, forward,
forward (you'll be turned around), forward, forward, forward (wall), forward.
At this point you should see a wall on the left, a dead end with a lit lamp in
the front, and a maze entrance to the right. Go forward. This is crossroad
three.
Go to right. Forward, another dead end and piece of paper. Take it. Turn around.
Go forward. Go left. Another dead end/piece of paper. Pick it up. Turn around.
Open gate. There is a dock in front of you. Go forward onto dock and get into
boat. Turn around and look at the lock. It is unusually shaped, and you need a
key.
Go back out front. Go to the left side of the house. Notice there are stairs.
The
door is locked. Turn around and observe the edge of the dock, and watch the
animation of a family of ducks. Go to the right side of the house. Pick up
another piece of paper at the water's edge. Go up stairs and through the door.
Inside house. Go upstairs. You'll be in a turret. It has a red chair, two
candles, a picture of the castle, and a podium. The podium has a yellow circle
with yellow dots around it. Click the third button to the left of the bottom
middle. A metallic shaft comes up--this has a moon symbol and button. Click the
button, it turns blue. It is now night outside. Go back out. Go to other turret.
This door is now open.
Go upstairs. Same setup, push second button to the right of the bottom button
this time. This turns it to daylight. Leave it at night for now. (When it is
daylight, you can only go into the right side; when it is night, left side
only.)
Go downstairs. There is a door. It is locked. You need to get the key. Go back
to
the copper bowl in the hedge. There you'll find a key. Take it. Go change it to
daylight. The key will now work in the front door. Go into the foyer. Ahead of
you is a pink marble fountain, a downstairs hall, and an upstairs hall. Go up
the
first flight of stairs. Pick up the paper. Go up the second flight of stairs.
There are three doors here. The first is a pink bedroom. Go in. Go to dressing
table in alcove to the left. Note dressing table, bedside table, glass ducks. Go
to other side of bed. Turn around, look at girl. Touch her and she disappears.
Go
to the bedside table. Open the drawer. There is a book with the face of a cat on
it. Pick it up, all your papers will go in here, now you can read them. Open
window, go out onto balcony, pick up page. Go to third room. Open bedside
drawer,
examine picture, miniature tree, boat. Go downstairs, into hallway. Go to door
on
the left. Push the button on the keypad to the left of the door to activate it.
Number the buttons 1 through 5, with the top one being 1. The solution is 42315.
Go through the door. Pick up page. Go upstairs. Halfway up go into the attic. In
back is a locked trunk. Turn around and pick up three diary pages. Go forward.
Pick up another page. Go forward twice more. Pick up five more pages. Go back to
door. Pick up two more pages behind door. Go out. Go up stairs. Pick up a page.
Upstairs is the oracle. It has a left purple button, and a right turquoise
button. Hit purple button, nothing. Hit turquoise. A mouth appears. "Soon, a
human being is going to get shot," it says. Turn around. There are three stars
with symbols on them. The first is red, on it is "providence, harmony, pity,
sacrifice, enigma." These are backwards. The second one is white. Words
are "light, perfection, honesty, love, wisdom." The last is grey, the words
are: "negation, lie, absurdity, hate, ignorance."
Go downstairs, pick up another page. Go into the salon, the room to the right.
Go
to end of table. Note brandy snifter. There are eight glasses, four empty, four
full. You have to move these around in four moves. This is the same puzzle as
the
book puzzle in The 11th Hour game, and the solution is the same: move 2 and 3 to
9 and 10, move 5 and 6 to 2 and 3, move 8 and 9 to 5 and 6, move 1 and 2 to 8
and
9. A key will appear in the snifter; take it.
Go to the window ledge, pick up page, click on bookcase, read book, you'll see a
symbol with a key going through it. The key goes to the middle bedroom door,
which was locked. This is Brad's bedroom. Look at the castle. Click on bookcase,
open book, get key. Open top drawer of bedside table. Look at picture. Click on
second drawer, get gun. Take off safety. Open desk drawer. Read note "h's gonna
be there when we're long gone. "Go to third bedroom, open top bedside drawer,
take bullets, move slider. Your gun is now loaded. Don't fire the gun; after
all,
think about it--you've been given bullets and a gun with a safety for a reason,
so no target practice, okay? Take the key to the attic. Use on the chest. Take
the next key, look at the pictures, letter!
Go outside open the front gate and walk out, you'll find more two pages out
here;
pick them up. Find another page in the maze by the copper bowl. Walk back
through
the garden; you'll find another five pages, four in back by lamp and gate, one
by
the inner wall area. Pick these up. Pick up another page near the shore on the
right side of the castle near the tower that's in the water. Change it to night.
Go into the other tower use the key with the downstairs door and go in. Go all
the way to the end of the hall to a door. It's a wine cellar. Go in, turn right,
pick up three pages from the floor. Go behind the wine bottles. Click on the
wine
case. It's a sliding square. This puzzle can be reset at any time by clicking on
the bottle in the rightmost corner of the screen. The final position of the
bottles to solve should now be in your diary; once you have the positions from
this, it is very simple to solve by trial and error. Strategy on this, is that
you should start by straightening out the lowest row first and move up each row
to the top. Use eight bottles at a time, rotating them is a circle to switch the
bottles around. Here is the final configuration: 1 2 3 4 5 6 7 8 9 10 11 12 13
14
15.
Go back out and you'll see one of the wine barrels is now open; go inside it.
Walk through the tunnel, pick up a page to the right of the brass door. The door
has triangles on all sides, it is an elevator door and one of these is the call
button. Hit the triangles (it's random reset time) to find the one to call the
elevator. There are three buttons, pink, orange and yellow. Hit pink. You are
taken to a bedroom. Go to the left toward the bed. Note the room is circular
with
the elevator in the center. Go to the bedside table, pick up a page. Open the
top
drawer. Click on the device. It's a video-recorder. The orange button is play,
the turquoise is rewind. The message is "seems to be a recording device, this
weird thing here. Nice you came here to pay me a visit, smart arse! A pity that
I
didn't wait for you patiently. I got a little bored in this little prison. Hope
you're not mad at me. Anyway, someone seems to be pretty fond of pentagrams.
Hard
to find this one I must admit. Hope to see you later."
Put the device away. Open the second drawer. There is a blue key. Take it. This
will unlock the padlock on the boat. Turn around. Click on the design on the
wall. This is the puzzle that you will have to solve to get out, as the walkway
you came down to get to the elevator now has a piece missing and is blocked by a
gorge. The recorded message is your clue; you are looking for a pentagram shape
in this puzzle. The solution is four pieces in the upper right corner that form
the shape of a star. Click on these pieces to change color and open walkway. Go
back to elevator. Click the triangles, enter and click on the orange button. You
are at the top of the tower--nice view. Click on the second from the top on the
right button to summon elevator and your surprise.
Hit the yellow button. This takes you back to the starting floor. Go back out to
the wine cellar, and back upstairs. Pick up two more pages on your way. Go up
and
make it daylight. Go back through the maze toward the gate in the back (make
sure
it is unlocked or unlock it using the button on the light in another part of the
maze). Pick up two more pages on the way. Go through the gate. Walk toward the
boat, pick up another page. Look inside the boat, pick up another page.
Use the blue key on the boat lock. Turn around and click and drag on the oars to
get them up and into the water. Click and drag left on the left one to move away
from the pier. Continue to click and pull until you land. On the way you will
see
a bottle that you can only access when the stern of the boat looks towards the
bottle; click on this for a message, "The color of the mirrors of my soul"
(Noemi's eyes). When you land, there will be a building. You can walk all the
way
around this. On the right hand side, there is an orange button that changes
colors. Change the colors to the color blue of Noemi's eyes. Inside is a green
pentagram. Turn around and look at the closed doors, which give you the clue to
solve, "all sums are 15." Move toward the pentagram; a keypad will rise up from
the center. It is a magic square. Each number may only appear once. Two are
already done, 1 and 5. The solve is: top row is 6, 1, 8; middle row is 7, 5, 3;
bottom row is 2, 9, 4.
Another control device comes up. It has three markers. The first one is orange
with three triangles and three wavy lines. The second is yellow with three
circles and three wavy lines. The third is plain blue, and is where your
messages
will appear. At the base is an orange button. You are on what the machine
calls "level 1," and you need to change it to level 2. Hit the second button.
Both switch colors. Push the orange knob. It will say "modification attempt"
and "verify." Push the orange button again. It will say "abort
process" "modification begin" and will count down from 5 to 0. It will then
say "modification end, status changed to level 2" and "waiting."
Go outside. The green landscape has disappeared; everything is now white. You
are
in a parallel universe. Get in the boat. Do the same procedure with the oars as
before, both in, pull the left oar to the left to move away, pull again and
hold;
this will turn the boat around. Click left and pull lightly and let go, then
just
row across. At the pier, turn the boat around to land. Get out of the boat. Walk
forward. Pick up the paper airplane and read it. Go to the left fork and walk to
the end. There is an elevator. Open each door by grabbing and pulling; you can
get in and close the doors, but nothing happens when you push the switch. Get
out, go to the far right fork. Note three pentagrams on a stone with a skull on
it, and i, n, e, m, o (Noemi) written in blood in the following configuration: n
i e o m.
Go back out and walk down the center path, toward the crystal dome. Pull the
levers in the same order as Noemi's name is spelled at the site to the right.
When the machine stops humming, go back to the elevator and get in. Close the
doors, click and hold the lever up. Open the doors. You are in a bedroom. Go to
the bedside table. Open the top drawer, look at the picture. It's the missing
part from the picture in Brad's room.
There are two other bedrooms, one up, one down. Go down first. Click on the
desk,
open the drawer, take the extra bullets. Pull back the top of the gun to cock it
and take the safety go back. Go upstairs. Make a new saved game at this point,
or "Game:Save" the game, then turn off "Game:Auto-save game" so you can later
just "Revert," as right after this, I had my whole game past the bottles puzzle
dump out and I had to redo it.
There has been a scuffle in this room; note the overturned chair. Go to the
right
and check out the hypo and green drug on the desk. Go to the bed. There's Noemi,
asleep. Click on her twice to trigger Rod animation. First he will say, "Don't
worry, Brad, she's just asleep," then he will tell his very wordy story, tell
you
your gun is out of bullets when you try to shoot him, and disappear. If you
shoot
and miss, he'll not miss. If you have no gun (yes, you can put the gun back into
the drawer; Rod will say that he's disappointed you didn't even find the gun,
though he has put it in front of your nose).
If you haven't loaded (forgot the slider or the safety) your gun and you try to
shoot him, he'll say that he's disappointed that you forgot to load the gun. I
really can't remember myself if he's giving you a second chance ... :)
If you have forgot to grab the ammo, he'll say that he's disappointed that you
didn't find the ammo or something.
If you refuse to follow Rod's instructions to turn around, he will shoot you,
and
you will see a farewell note from Noemi. If you turn around and do nothing, he
just gives you another chance to get gun and ammo. He'll reappear and you'll be
able to finish the game!
The best ending is to load the gun and when he starts talking, shoot the hell
out
of him; you'll get a congratulations note from Noemi.