_____                  _                _    _
|  ___|__ _  ___   ___ (_) _ __    __ _ | |_ (_)  ___   _ __
| |_  / _` |/ __| / __|| || '_ \  / _` || __|| | / _ \ | '_ \
|  _|| (_| |\__ \| (__ | || | | || (_| || |_ | || (_) || | | |
|_|   \__,_||___/ \___||_||_| |_| \__,_| \__||_| \___/ |_| |_|



- COMPLETE WALKTHROUGH -
Version 1.2


- Written by ManiacMansionFan -
- Contact: [email protected] -



*********** IMPORTANT INFO ***********

Please do not distribute or reproduce the guide anywhere without my explicit
permission. The only websites allowed to host it are:

* http://www.gamefaqs.com
* http://www.neoseeker.com
* http://www.supercheats.com

Please contact me if you see it reproduced elsewhere.



*********** OVERVIEW ***********

Fascination is an adventure game from Coktel Vision, released in 1991. It is a
mildly erotic game, with no scenes of a truly graphic nature but a bunch of
slightly risqué situations and innuendos.

It is one of those adventure games where you can not only die, but also
permanently mess up your game if you miss something. Therefore, it is
recommended that you save often, preferably on different saving slots. In order
to save your game, drag the mouse cursor to the screen’s upper left corner,
then click when the disk icon appears.

You will want to have something to write on nearby when you play, because some
phone numbers and access codes need to be remembered, and they change from game
to game.



*********** WALKTHROUGH ***********

Fayard Nichols, an associate of Jeffrey Miller (director of a company called
Quantum Laboratories) dies of a heart attack during a Paris-Miami flight.
Doralice, the flight attendant, has picked up his briefcase, which contains a
precious and mysterious vial. This vial is going to unexpectedly send her on a
dangerous investigation.


HOTEL ROOM

Optionally, you can enter the bathroom to see a slideshow of Doralice taking a
shower.

When you’re ready to start, your first task is to open the briefcase, but it is
locked and you don’t know the combination. The solution to this puzzle is
actually provided in the game's manual. If you didn't read the manual, the game
will still give you the combination if you try to leave the room three times.
It is “AARGH”.

Click on the briefcase and set the combination to AARGH. It opens. Click on
the toothbrush. You need to plug it in, but this requires a little preparation.

Open the hotel room’s drawer, take the adaptor you find there, and put it on
the electric socket. Click on the toothbrush’s plug and put it into the socket.
The toothbrush is set to 220v by default, but you need it to be 110v, so click
there to make the switch. You can now turn on the toothbrush. It opens,
revealing the vial inside. Take it.

You now need to get in contact with Jeffrey Miller to tell him you have the
vial. Optionally, you can look up the phone number of Quantum Laboratories in
the directory, but if you call there you’ll only get to talk to a receptionist
who says Miller is busy.

Go down to the lobby.


HOTEL LOBBY

There are several things of interest here. Take the key-ring next to the flower
vase. Give it to the receptionist and she will give you the accompanying
swimming pool key.

Click on the ashtray and take the token there.

Click on the newspaper to take it (news 1). An important note on the
newspapers: there are six of them to collect during the game, and in order to
win you will need to find at least five. As you can figure out, you can thus
afford to miss one, but not more.

Click on the pile of newspapers again. You can flip through the photos inside
the magazine a few times, until you spot a torn corner with part of the
photographer’s phone number (it’s always 674-...). You don’t need to know this
now, but you will later on. With the magazine still in hand, you can now click
on the directory underneath. Do so, and you will find Jeffrey Miller’s direct
phone number. This changes from game to game, so write it down.

Go back to your room.


HOTEL ROOM

Use the phone and dial Jeffrey Miller’s direct number. He tells you to hide the
vial and gives you the access code to the Quantum buildings. Write it down!
This also changes from game to game.

Now, you need to find a hiding place for the vial. Click on the electric socket
twice to unplug the toothbrush and remove the adaptor. Now click on the
refrigerator cable and put it in the socket. Open the refrigerator. Take the
water jug on the table and use it to pour water in the ice trays. Take the vial
in your inventory and put it in the ice trays. That’s a good hiding place.

Logically, you should also close the refrigerator door before leaving, but the
game doesn’t react if you don’t. Go to the lobby, and you will receive a phone
call from Robaire, an old friend. You will then automatically go to the
swimming pool.


SWIMMING POOL

After the dialogue, talk to Prisca (the girl on the left). She tells you a
strange man in a wheelchair asked her questions about Nichols’s death. Take the
lamp she gives you.

She also mentions that she got a pendant from him that she can no longer find.
Although it is not in fact necessary to get the pendant to beat the game, it
helps understand the story, so let’s get it. Take the hat and give it to
Prisca, revealing a light switch that was underneath the hat. Use the switch to
turn the pool lights on, and you will see something sparkling there. Click on
it to recover the pendant. It turns out to be a micro-transmitter, but its stay
in the swimming pool has broken it.

Talk to Sharon (the other girl), ask her for a cup of coffee. Take a sugar cube
to save for later (don’t put it in the coffee).

Go to the booths. Use the pool key you got from the receptionist on the
keyhole, and the locker opens. It only contains a broken walk-man, but we need
to get the battery inside for your lamp. Does the shape of the battery
compartment seem familiar? Use the token you got in the lobby on it, and it
will open. Take the battery.

Go back to the pool, then leave the pool to go investigate at Quantum
Laboratories.


STREET

Go to the Quantum reception by clicking on the flag on the left. Use the access
code you got from Jeffrey Miller to open the door.


Q.U.L. RECEPTION

If you use the button to call the receptionist (who happens to be playing
Fascination himself on his computer), he will tell you that Miller hasn’t been
in his office all day: strange.

Leave the receptionist alone and try to pick up the storeroom key. A barking
dog jumps up as soon as your cursor approaches the key. Take the sugar cube
you saved earlier and give it to the dog. You can now take the key. Leave the
building.


STREET

There is a phone booth here, let’s use it to call Miller and sort out this
situation. Click on the booth and use your token in the slot. Call Miller’s
direct number. Don’t mess up here because you will get irremediably stuck if
you waste your token to dial a wrong number.

Miller tells you he must leave immediately following an alarming call, but
tells you to enter the office anyway as he has left instructions for you. He
also gives you another secret code, which you need to write down.

The receptionist was unhelpful, so let’s find another way to enter. Go to the
parking lot.


PARKING LOT

Use the storeroom key to unlock the storeroom on the right. It is dark inside,
but thanks to the battery you picked up earlier, you can use your flashlight to
look around.

Move the light around to the far right, just slightly above the middle of
the screen. Click to keep the light there, and click on the hook that you
should see. The hook was holding a door open, which is now closed. Check out
the uniform on the left and stop when you see the pocket. Inspect the pocket to
find the cleaning lady’s car key. Take it and leave the storeroom.

Optionally, you can click a few of the cars here for some joke animations.

The cleaning lady’s car is the red one right next to the bum. Use the key on
the lock. The key works, but the door is jammed! Talk to the bum, and he will
tell you to give the car a kick in the wheel to open it. Click on the wheel and
the car will finally open.

Look inside the car. You should see something shiny at the bottom right. Click
there to find an access card. Leave the car.

Click on the security system above the bum. Insert your access card in the
slot. Once that is done, type in the secret code that Miller has just given
you. You are allowed to enter the office.


QUANTUM OFFICE

When you get there, you find that Jeffrey Miller has been assassinated. Check
the lapel of his coat to find a silk handkerchief. Click it and you will place
it on the table. Click the handkerchief again to open it and reveal a
microcassette. Take it.

There is a secret mechanism in the library. Optionally, you can read all the
book titles to see a bunch of dodgy jokes, but the book that truly is of
interest is the very large red one. Click on it, at the bottom, to trigger a
mechanism and open a liquor cabinet. Click on the cable on the right to trigger
a second mechanism, where a microcassette player is hidden. Click on it and you
will place it on the table.

Insert your microcassette into the player. It doesn’t work yet. Click on the
statue’s right nipple (from your point of view) to activate the lamp and allow
you to listen to the cassette.

You listen to a message from Jeffrey Miller telling you the vial contains his
most important invention, and that he fears for his life because of it. There
are three vials in total, one is the one you left in your hotel room, Miller’s
son Kenneth has the second one, and the third one was stolen by a maniac, Peter
Hillgate alias “Doc”. Miller reveals Doc has a secret laboratory hidden under a
lingerie shop. He instructs you to go find the stolen vial there, then to give
both vials to his son.

Depart for the lingerie shop.


LINGERIE SHOP

Before you do anything, inspect the tables on the right to find a second
newspaper (news 2).

There are three booths here. The left one contains a hint on how to solve
a situation later on, but it is not mandatory to read it. Optionally,
when you are in a booth, you can click on the left side of the frame to look
into a mirror and see a picture of Doralice trying clothes on, with a few
differences in each booth.

First of all, you will want to enter the middle booth to pick up an item you
will need. But when you first arrive in the shop, that particular booth is
closed. So, enter either of the other booths, leave it, and by then the middle
booth will be open. Enter it.

Click on the shoe box and you will find a stiletto shoe. Take it. Leave the
booth, and enter the right booth this time.

There, click on the private door you see in the background. Doralice warns you
to be careful, and that is good advice. When you are in front of the door,
click on it once and it will slightly open. Move your cursor to the bell that
you can see at the top and take it to neutralise the alarm; make sure to check
that your cursor is precisely on the bell when you click, because if you miss
you will be caught and you will get a game over. With the alarm disposed
of, click the door one last time to open it and enter the room.


LINGERIE BACKROOM

There are a few pin-up posters here, and they will be more or less clothed
depending on the version of the game you are playing. Click the hand of “Stormy
and tender Roland” (the only man) to fold it and reveal a padlock key hidden
underneath. Take it.

Click on the yellow boxes to move them around so that the bottom left space is
empty. This will reveal a hidden safe. Click on it.

Use the padlock key on the padlock. The bar is partly jammed so you cannot take
it out. Use the shoe you picked up earlier on the bar, and it will give way.
The safe, however, still won’t open. Take the magnetic label stuck on the
shelves and place it on the safe. It finally opens, but only to reveal yet
another security mechanism.

You have to figure out a three letters secret code, using the letters “CODE”.
The answer should be easy to figure out if you’ve been following the story:
DOC. Click on the dial, then on the D, on the dial, on the O, on the dial, and
finally on the C.

You open a secret passage leading you to Doc’s hideout.


DOC’S HIDEOUT

There are several things to do here. Start by examining the answering machine
in the middle of the room. To listen to the messages, press the rewind button
then the play button. The last call ominously mentions the hotel where you are
staying. To make sure the message doesn’t get through, rewind once again and
push the erasure button to erase everything.

Leave the answering machine and check out the instruments right next to it.
Take the scalpel there.

Search the surgeon’s coat and go through the pocket TWICE. You will find a mask
the first time, a closet key the second time. Take both.

Use the closet key on the closet’s keyhole to unlock it. Check out the
documents on the second shelf from the top. You will find photos of one of
Doc’s patients, signed by Lou Dale, the photographer from that magazine in the
hotel lobby. You will take one photo automatically.

Now check out the third shelf from the top. You will find a jar that contains,
surprisingly, not one but two vials. Did Doc steal Kenneth Miller’s vial? Use
your shoe to break the jar, and take the vials.

When you’re done, leave the laboratory to head back to your hotel.


HOTEL LOBBY

Start by examining the pile of newspapers to pick up your third newspaper (news
3).

Take the elevator to your room.


HOTEL ROOM

Doralice finds Robaire snoring on the bed, and the room has clearly been
searched. If you check the ice-trays, you will see that they are empty.
Doralice supposes that Robaire unwarily had a drink with the ice from the
trays. Check out the glass on the table to confirm her suspicions: the broken
vial is there, so he must have drunk the contents. It is necessary that you
check the glass or the game won’t let you access the next section.

Pick up the box of chocolates sitting next to the glass.

Examine the carpet and search for a darker spot. Click on it to find a label
pin. Take it.

Now, you should probably alert the hotel reception about the burglary, but if
you call them (by dialing 0) you are told that a police inspector is already
waiting for you downstairs. However you can just as well exit the room without
making any phone call, and you will meet the inspector anyway.


HOTEL LOBBY

The inspector, who introduces himself as Pedro di Helgos, is actually the man
in a wheelchair Prisca was telling you about. Check out his cat if you want,
and when you are ready, talk to him.

Here are two possible conversation paths to pass the interrogation:
2-2-1-2-1
2-2-2-1-2-1

When the inspector is gone, check out the white dot on the carpet to find a
scrap of paper that must have been moved around by his wheelchair. It is the
second part of the photographer’s phone number! Write it down as this changes
from game to game. The first part of the phone number, which you had already
obtained earlier from the corner of that magazine, is always 674.

You can call Lou Dale now that you have her number: her photos were in Doc’s
possession, so they may know each other. Go back to your hotel room.


HOTEL ROOM

Upon entering, you find (if you hadn’t already been told by the receptionist
downstairs) that Robaire has left the room on his own.

Pick up the phone and call Lou Dale. She gives you her address. Leave the room
to go to the photo studio.


PHOTO STUDIO

Check out the car on the right. This probably isn’t Lou’s car. Hmm… Take the 10
dollars on the windshield. Optionally, you can look at the package inside the
car to see that it comes from Doc’s lingerie shop, and at the label pin on the
front seat, which is the exact same as the one you found in your hotel room.

Don’t bother with the front door. If you ring, nobody answers, and if you ring
it too many times this will result in an unpleasant game over.

Instead, go to the service door in the back.

Start by examining the waste bin to find your fourth newspaper (news 4).

The door is closed, but examining the lock reveals there is a key on the other
side, so let’s use an old trick. Take the photo you took from Doc’s hideout and
slide it underneath the door. Then, use your scalpel on the lock to make the
key fall. Click on the photo to get it back, as well as the key.

You will then automatically open the door and enter a kitchen.


KITCHEN

More than anywhere else, I recommend saving your game here, because there are a
lot of ways to die if you don’t do everything correctly.

The overview of this sequence is as follows: there is a gangster in the other
room, and you must play a little chemistry to neutralise him, while at the same
time remaining sufficiently discreet that he won’t notice your presence.

Start by opening the bottom left cupboard, which contains a waste bin. Leave it
open. Open the cupboard above and you will see some glasses piled up. Click on
the glasses and one of them will silently fall down into the waste bin
(if it fell on the floor, it would break and alert the gangster). You can
now safely take the bottle of bleach sitting behind the glasses.

Open the cupboard to the right of the waste bin. Take the cloth there. Now take
the bottle of lye that the cloth was covering.

Open the cupboard to the right of that, and click on the basin to place it on
the counter.

Open the cupboard above this one and take the bottle of ammoniac.

You now have all the ingredients to create a dangerous mix, but you must
prepare yourself. Start by using the mask in your inventory. You will see a
portrait of Doralice wearing it.

Turn on the faucet, and use the cloth on the water to make it wet. You now have
a wet cloth.

For the next sequence of events, get ready to act quickly or you will fail if
you take too long. Pour the bleach, the lye and the ammoniac into the basin. It
starts emitting toxic fumes. Click on the upper button of the hatch to make it
half-open. You will see the gangster walking in the background. Click on the
upper button again to open the hatch completely. Now, click on the basin and
Doralice will pass it through the hatch. Click on the lower button now to make
the hatch close. Quickly take your wet cloth and place it into the thin slot
between the hatch and the kitchen wall: this ensures that no fumes get into the
kitchen at all.

With all of this done, wait a little bit and the gangster will be neutralised.

You find Lou Dale, who was being kept prisoner. She tells you she was hired to
seduce the notoriously reclusive Kenneth Miller so that she could take his
photo. After the job was done she continued having a secret relationship with
him, until he mysteriously disappeared. When he reappeared, he didn’t seem to
know her anymore. When Doc's name gets mentioned, Lou suspects the photos
were taken for the purposes of a plastic surgery operation. She tells you
Kenneth has been hanging out at the Red and Blue Club lately, the same club on
the label pin you found. Before you leave to investigate there, she also gives
you Kenneth’s signet-ring.


RED AND BLUE CLUB

As soon as you arrive, you get into a conversation with Eduardo, the bouncer.

Before taking care of him, inspect the trash on the right to find another
newspaper (news 5).

Now, let’s get past Eduardo. Show him the label pin. He still won’t let you
enter. Give him the 10 dollars you picked up earlier and he will change his
mind.

You get to talk to Kenneth Miller. Here are two possible conversation paths to
persuade him to take you home:
2-2-1-2-1
2-2-2-1-2-1


VILLA’S BEDROOM

Give the chocolates you got from your hotel room to Kenneth. He will fall
asleep.

Examine Kenneth’s body and check out his hand. Take the ring you find there.
Optionally, you can examine his buttock to find a tattoo showing his name is
actually Archie, confirming your suspicions that this isn’t in fact Kenneth,
but someone who has had plastic surgery to look like him. You can also check
out his pendant and, using your own pendant on it, you see they are part of the
same set. So this person is the one Pedro di Helgos was in contact with.

Go to the lounge.


VILLA’S LOUNGE

Click on the parrot to make it retrieve a cigar. Take the cigar, and put it in
the pirate’s mouth.

Examine the floor near the chair to find a landing net. Pick it up.

If the lights in the aquarium are off, click on the switch at the bottom to
turn them on. Click on the shellfish you can now see on the right.

Click on the plankton and use it on the shell. The shell opens, revealing a
pearl inside. Use your net on the pearl to safely retrieve it. For your
information, the fish inside are piranhas, and if you don’t take the
precautions I mentioned you will get bitten, which will have no consequence
except that the finger on your cursor will be visibly hurt during the rest of
the game.

Click on the pirate’s eye patch to remove it. Insert the pearl into his eye.
This creates a laser beam that triggers a secret panel in that strange statue
on the right.

Examine the panel on the statue. The shape is familiar. Use the ring you just
found on the fake Kenneth to open a secret passage…

…which leads to… Doc’s hideout! And this time, you interrupt him during a
surgery procedure. You get captured. When you wake up, you are face to face
with the decidedly shady Pedro di Helgos, who claims to have subdued Doc and
saved you.

This triggers a conversation. Use either of these conversation options:
2-2-1-2-1
2-2-2-1-2-1
(Have you noticed the correct conversation paths are always the same?)

You are given some time to refresh in the bathroom, and you must think of a way
to neutralise the untrustworthy inspector.


BATHROOM

Click on the waste bin to open it. Click on the paper you see inside and you
will be told it’s unimportant. Open the waste bin again. This time, you can see
a syringe inside. Take it.

Click on the left jar. Click on the lift to open it. Use the syringe on the
formalin.

Examine the wall on the left. You should see a dent in one of the tiles. Click
on it to trigger a mechanism and open a secret closet. Click on the top shelf
there to see an empty perfume spray. Use your formalin on it: that should work
as a weapon. Make sure to take the spray afterwards, because you don’t
take it automatically.

For your information, you can inspect the cupboards to find some shaving cream,
but it's only a red herring: using that on the inspector will instead result
in a game over.

When you are ready, leave the room.


CONFRONTATION WITH THE INSPECTOR

Use your spray on him to subdue him. You find that the “inspector” is not
really a cripple after all, and you become convinced that he and Doc are the
same person. Go to the lounge.


ORGAN ROOM

Start by taking the newspaper on the left (news 6), and read the article to
find out the current month. Note that some of the previous newspapers also
gave you this information, but you didn't need it until now. This changes
from game to game.

Use the lamp you got much earlier at the swimming pool on the microscope. It
reveals the word “BADGE” with the possible inclusion of a + sign after one of
the letters. The word is always the same, but the presence and the location of
the + varies from game to game, so write that down.

Examine the painting called “Nudity’s dream” and you will see a close-up. Push
on the trigger button in the top left corner to open a secret mechanism,
revealing a wheel with the signs of the zodiac.

Click on the wheel. Push on the bottom right button to activate the organ
underneath. With the wheel still in view, click on the organ and a keyboard
will appear.

Optionally, you can also use the signet ring on the microscope. It reveals a
birthdate, which changes from game to game and may seem important, but this is
actually a red herring. You never need this birthdate.

Here comes a very obscure puzzle. I will tell you how to get through it but
it may take a few tries.

You will have to play a melody on the organ while the wheel is set to the
correct zodiac sign (you can change the sign on the wheel by clicking on the
bottom left button). What sign is the “correct” sign is precisely what is hard
to figure out.

The melody you have to play is “BADGE”, with the + indicating a sharp note
instead of a normal note. In case you are unfamiliar with this system, the
keyboard you can see in the game is as follows, white keys only and not
counting the half-seen keys that you can’t click: C-D-E-F-G-A-B-C. As you can
see, only the C note appears twice, and it doesn’t matter since you never need
to play a C. Therefore all the notes you need to play are obvious. When you
must play a sharp note, instead of clicking the white key, click the black key
to the immediate right of it.

Now this is where you may have to go through trial and error. You are supposed
to guess Doc's zodiac sign, but you don't know his birthdate; the one found
on the signet ring is not his. All you know is the current month, which you
got from the newspaper, and the fact Doc celebrated his birthday "a few months
ago" (this was mentioned when you picked up the newspaper in the lingerie shop,
but it's pretty easy to forget since it seemed to be a minor detail). You will
have to do some guesswork here, especially since figuring out the correct month
gives you two possibilities for zodiac signs.

Set the wheel to a zodiac sign, play the melody and see if anything happens. If
nothing happens, set the wheel to another zodiac sign, turn the organ off then
back on, and play the melody again. And so on. I advise you to turn the organ
off and on between each try because if you make a mistake, this sometimes makes
the riddle unsolvable and literally nothing will work. But by turning the organ
off and on, you start over with a clean slate.

If you play the correct melody, this method WILL work when you are on the
correct zodiac sign, meaning you may have to play it up to twelve times in the
worst case scenario.

When you have found the correct sign and played the melody, a secret passage
opens.


SECRET ROOM

The door closes behind you and you are trapped. Search the pocket of the other
prisoner to find a lighter.

Put your newspapers on the table. As I explained at the beginning, there are
six of them in the game (if you’ve followed my walkthrough, you have all six
with you) and you must have found at least five to be able to finish the game
now. If you have less, you will be irremediably stuck.

Light up the pile of newspapers with the lighter. Providing you had at least
five of them, it will create a sufficient amount of smoke to trigger the smoke
detector, disrupt the electrical unit underneath, and allow you to escape.

As you will see, the ending to this game is completely ridiculous, but at least
it's original.








Written by ManiacMansionFan
Contact: [email protected]


Please do not distribute or reproduce this walkthrough anywhere without my
explicit permission. The only websites allowed to host this walkthrough are:

* http://www.gamefaqs.com
* http://www.neoseeker.com
* http://www.supercheats.com

Please contact me if you see it reproduced elsewhere.