Post Mortem
Game Details: Mystery, 2002
Links: Moby Games, Steam, Adventure Gamers
Walkthrough Updated: 10/14/2008
Suggested Listening: Give Up Now (Ash 25)
Gus McPherson
Studio
Talk to Sophia Blake at the start of the game and let her in to your apartment. Talk to her about the murders and accept the case (if you don't let her in, get the number from the card she leaves and use the phone in your apartment to contact her - meet her at the restaurant and you will get the same info).
While you are still at home, pick up the sketchbook from the kitchen table and the camera from the cupboard. Now open the map in your inventory and start travelling - go first to the hotel.
Hotel Orphee
Talk to Petit, the receptionist. Turn around and enter the bar, and talk to the bartender, then buy a bottle of red wine from him. Return to the main entrance hall and turn to the right. Approach the red seat and pick up the newspaper. Now head to the police station.
Police Station
You will see a mother talking to the desk clerk as you enter, and he will drop a hint about red wine. When she has left, talk to him, but he doesn't seem very helpful. Talk again and give him the wine, and he will give you the case file. Read through it carefully, then talk to him again. Now go to Dr Kaufner's office, which you learned about from the case file.
Kaufner's Office
Talk to the doctor, but he will not provide very much new information, so return to the hotel.
Hotel Orphee
Talk again to Petit (if he will still talk to you) and the bartender. You now have the following details about the suspect:
- flat, medium-sized ears
- short straight hair
- no glasses
- boxer's nose
- small dark eyes
- large mouth, thin lips
- square face
- heavy black moustache
Pull out your sketchbook and create a face matching this description. Once you have it correct, show it to the bartender and he will confirm the face (if you don't have it right, try again until you do). Go and show it to Petit as well. Next try to walk up the stairs, but you will decide against it. Instead, climb into the large crate in the foyer, and you will be taken upstairs. Try opening the doors to 505 and 507, but they are locked. Knock on the door opposite and you will meet the psychic neighbor Mrs Loiseau, who tells you of her visions (she may or may not give you a talisman - this is not essential). Return downstairs to speak to Petit once more before leaving.
Alambic Bistro
You will automatically speak to Berenice on the way in. Approach the bar and Hulot will introduce you to Malet. Speak to him and show him the portrait, and you will end up chasing the suspect but not catching him.
Studio
The next day when you awaken, go straight back to the bistro.
Alambic Bistro
Approach the bar and speak to Hulot. He will give you 2 paintings to analyse. Look at the paintings and highlight the following errors on the fake one:
- no man in the coffin (middle)
- no kneeling man about to be executed (top right)
- missing dish from top of pole (top)
- missing bowls from roof of building (right)
- missing cross from crypt door (right)
Talk to Hulot again and he will give you some lock-picking tools in exchange for highlighting the painting's mistakes. Return to the police station.
Police Station
Show your portrait to the guy behind the desk and you will be allowed through to the back offices. Enter the first door on the left to see Inspector Lebrun. Talk to him to learn of Jacques Hellouin, then leave the station for his office.
Hellouin's Office
Go to the second doorway and look at the lock - your tools will become available. Place one tool in each of the 4 available positions and try turning the knob - if a tool moves a lot it is in the wrong position; if it moves a little it just needs adjusting (each one can be in 3 slightly different alignments); if it doesn't move at all it is correct. Adjust and swap the tools until the door opens. Now go behind the desk and open the top drawer. Search through the files and Hellouin's mother will enter. Convince her you mean Hellouin no harm and she will pull down the attic ladder. Climb up to meet Hellouin.
Jacques Hellouin
Hellouin's Office
After the conversation you will assume the role of Hellouin. Leave your office and head to the Eaton's apartment.
Eatons' Apartment
Speak to the janitor at the base of the stairs, but she won't let you pass. Head into the backyard and go forward to pick up a red ball. Go back and throw the ball at the pot plant in the window, then the janitor will come to clean up the mess, so you can go up those stairs. Go forward into the apartment.
Enter the first door on the right and open the closet. Look down at the safe, but you need a key to open it. Leave this room and enter the next door on the right. Collect the boat ticket from the desk near the door. Back in the main room look at the post for the Alambic. To the left of this, take a letter and a card from the table. Look at both of them in your inventory. Now head to Kaufner's office (it was his calling card).
Kaufner's Office
Talk to the doctor, then head to the Bistro.
Alambic Bistro
Speak to Berenice in detail, then approach the bar. There is a blank notepad and a pencil here - use the pencil on the notepad to reveal the address previously written there - it is for Chez Alexandre. Travel to the meeting hall.
Meeting Hall of the BSORC
Talk to the doorman here, but he won't give you much information, so head on to the restaurant.
Chez Alexandre Restaurant
Speak to the man to learn that the Eatons are also the Whytes, and that they are staying at the Hotel Orphee - go there now.
Hotel Orphee
Petit at the front desk will not be of much help to you, but when you have finished speaking with him, Malet will suggest a meeting in the bar. Walk into the bar and approach the table by the window. When you have finished speaking with Malet, a cutscene will show the night of the murder again.
Gus McPherson
Studio
Back as Gus again, look at the ground near your front door and collect the telegram (this is only present if you sent a telegram earlier in the game). Use your phone to set up a meeting with Sophia Blake, then head to the restaurant.
Chez Alexandre Restaurant
Speak to the man and you will be sent through to meet Sophia. Talk to her and agree to complete the case. Next return to the Hotel Orphee.
Hotel Orphee
Speak to Petit and the bartender. Pick up the pencil from the front desk (unless you were previously given the talisman by Mrs Loiseau), then go upstairs and enter room 505. Approach the other door and look at its base. Slide your newspaper beneath, then look closely at the lock on this door. Insert the pencil/talisman and you will retrieve the key. Use the key on the lock to enter room 507.
Go to the fireplace and look down - pick up the gold ring here. Also get some pieces of glass from near the foot of the bed and a key from the nightstand. Enter the bathroom and notice the black hair dye in the sink. Now leave the hotel for the Eaton's apartment.
Eatons' Apartment
Go upstairs and into the apartment. Enter the first door on the right and open the safe in the bottom of the closet using your new key. Pick up the documents and read them all, then travel to Kaufner's office.
Kaufner's Office
Step forward once, then turn left. Follow the corridor and take the side passage to find a lever to pull. Return to the main corridor and keep going, flipping 3 more levers until you have returned to the first room. You can now go forward through the open gate. Turn left and go in a square again, opening levers as you go. When you return to the first room again, go through the door into the office.
Now look at the 3 bookshelves to find 3 crystals. Look at the corner table to find a 4th crystal and a necklace. Approach Kaufner's desk and take the medical files of Grace Eaton and Gregoire de Allepin, and read through them. Also make sure youtake and read Kaufner's journal from the other side of the desk. Open the decorative egg and take the wax cylinder from inside. You should be done here, so head back to the Orphee.
Hotel Orphee
Go upstairs and into room 506 to find Mrs Loiseau. Talk to her again, then put the wax cylinder in the grammophone next to her and turn the handle to play it. Go to the Alambic.
Alambic Bistro
Find Berenice and talk to her about everything, then travel to de Allepin's house.
De Allepin's House
Use the crystals on the lock to get inside. Step forward and look at the symbols above the doors to your left and right (remember these) and then proceed up the stairs straight ahead. In the room up here, again note the symbols above the two doors, then look at the 3 stained glass windows, and particularly note their dates. Enter de Allepin's office (one of the doors up here) and look at his desk. Take the fiancial record and read it to note that the writing does not match the other sample you received previously. Also grab the matches while you are here. Head to the other end of the room and look at the shelves to the right - take the metal ring. Leave here and go to the meeting hall.
Meeting Hall of the BSORC
Step forward and the doorman will stop you. Speak to him until he simply refuses to let you in. Return to the Alambic.
Alambic Bistro
Speak to Berenice, and ask her to forge you a letter. Leave the bistro (it doesn't matter where you go) and return. Speak to Berenice and ask for the letter, which should be ready. Now return to the meeting hall.
Meeting Hall of the BSORC
Give the letter to the doorman and you will be allowed inside. Walk off to the right through a curtained entrance. Head towards the throne at the far end of this room and turn left, going through the door into a library. Take and read any books you find here, but make sure you get the gold coin from the display case on the far side of the room. Leave here and return to de Allepin's house.
De Allepin's House
Head back into the office upstairs and approach the constellation machine. Enter the 3 dates from the stained glass windows outside (1128-01-14, 1305-06-24 and 1314-03-18) pulling the lever after each one. A secret door will open, so head inside. Go up the stairs and down again, and you will enter a dark crypt.
Head into the section to the right and look at the desk to see an alchemy set. It contains powders of different colors, spoons of different sizes, and a large flask. Pick up the coin that is here also, then wander around the room looking at the magic squares on the walls. Get a single number for each square by adding the numbers in any row or column, and then note which symbol accompanies the square. Using the information from these, plus the symbols from above the doors earlier, you can work out how much of each powder to use in the alchemy set.
Back at the set, you need to put a set amount of each powder into the large flask. Put 15 (10+5) black, 34 (25+5+1+1+1+1) blue, 65 (50+10+5) red and 175 (50+50+50+25) green into the flask. Now light it using your matches, and you will end up with a vial containing purple gas.
Continue further into the crypt and you will pass by a book with a knife next to it. Ignore this for now and keep going. Look at de Allepin's body and you will see some disturbing visions of him changing bodies. Take a photograph of the body using your camera. Now return to the book and knife. Take the knife (the murder weapon), then look closely at the book. Place the ring on it to complete the puzzle, and you will see a picture of some planets to the left. Spin the rings so that the letters from top to bottom read ADN. Since these planets are on rings 1, 3 and 5 in the picture, spin the numbers from top to bottom to read 531. You will end up back at your studio.
Studio
After you have read the note slipped under your door, head to the Alambic.
Alambic Bistro
Talk to Berenice and you will find out Hulot is dead. Go further into the bistro until you find some candles. Pick one up and examine the painting on the wall just to the right. Slowly move the candle over the painting and you will gradually reveal translucent hidden images. Look in your sketch book and move the pieces around until you create an image of an archway with the word "Molitor". Once the image is complete, a new location will appear on your map. For now, head to Hellouin's office.
Hellouin's Office
Knock on the door and Hellouin's mother will give you the key to his safe. Enter his office next door and unlock the safe in his bottom desk drawer using the key, then read his documents. Climb the ladder and get the flashlight from the attic, then head to the Molitor.
Molitor
Go straight ahead to start with, then follow the tracks to the left, and you will dive into a side passage to avoid an oncoming train. Use the flashlight to see where you are going, and head down the stairs into a storeroom. Take the head from the shelf directly ahead, then look down into a box to the left and take a second head. Go to the Alambic.
Alambic Bistro
Talk to Berenice, but she is not able to tell you which is the real Baphomet. Head to the police station.
End Sequence
There are 3 distinct endings available, depending on what actions you take from this point forward, so you might like to save your game here to experience each possibility.
Police Station
To achieve the best possible ending, you must free Hellouin from jail. Go through to Lebrun's office and speak to him. To convince him to let Hellouin go, you should choose the following dialog options:
- We have been barking up the wrong tree from the start, Inspector.
- The Whytes do not exist. I have their passports here.
- Ruby and Regis are not the real names of the Orphee victims.
- A letter signed Sophia Blake confirms that they were hired...
- They robbed Gregoire de Allepin.
- It's strange, but it's true!
- If you have any doubts about de Allepin's involvement...
- Stop protecting de Allepin!
- Here you are.
- Inspector Lebrun, what I have shown you is irrefutable proof...
- This is the murder weapon.
- De Allepin... De Allepin is dead.
- De Allepin looks to have died peacefully of old age.
- If de Allepin has been dead for over a week.
- One gold, one brass.
- That is too much!
- A couple of anonymous sources are enough to keep me abreast.
- With this, you can start investigating the true motives behind the murders.
- I hope these clues are enough to prove Hellouin is innocent.
If one or more of these options is not available, you have not collected a vital piece of evidence. If you can complete this dialog, Hellouin will be brought in for questioning. Leave the station and head to de Allepin's house.
De Allepin's House
Head inside and Kaufner will be there with Sophia and a gun. You will have the opportunity to either give Kaufner the Baphomet or destroy it. If you destroy it, this will distract him long enough for you to knock him out. If you give it to him and Hellouin is free from jail, Hellouin will shoot Kaufner. If you give it to him but Hellouin is not free, you will die. In any case, the game is over.