Nancy Drew: Secrets Can Kill Remastered

Before you start the game, take the coin from inside the mug. Take the coin from the light fixture to the left of the front door. Approach the desk near the front door. Read the note. Leave the note, Examine the drawer. Open the drawer. Take the coin to the left of the calculator. Read the note. Note the sorority Sigma Phi Kappa Delta. Leave the note. Close the drawer. Leave the drawer. Leave the table. Walk towards the tapestry in the hallway. Move the tapestry. Examine the safe. Enter the code Sigma Phi Kappa Delta.[+] Take the key. Take the key. Approach the box. Open the box. Solve the sliding puzzle. Take the note. Leave the note. Close the drawer. Close the box. Leave the box. Close the safe. Turn around. Walk forward. Walk towards the couch in the next room. Approach the side table between the couch and the chair. Take the coin behind the couch. Leave the side table. Approach the side table between the couch and the television furniture. Open the drawer. Take the coin from the darkness over the envelopes. Examine the note. Leave the note. Close the drawer. Leave the side table. Approach the left side of the television furniture. Examine the books. Take the coin from the space between the books. Leave the books. Approach the right side of the television furniture. Take the coin from the hourglass. Take the book. Take the teacher's lounge key. Leave the book. Leave the shelves. Approach the trunk. Open the trunk. Take the coin from the top roll. Take the coin from the bottom roll. Close the trunk. Leave the trunk. Walk to the entryway. Open the front door. Open the front door. Go to Maxine's Diner. Walk inside. Look at the menu next to the front door. Note the hidden message in the coloured letters says "his journal is my cash cow". Leave the menu. Walk towards Detective Beech. Take the coin from the top of the mustard jar. Talk to Detective Beech. 1 Take the coin from the floor near the closest chair. Walk forward, towards the kitchen door, towards the door. Open the kitchen doors. Walk forward. Approach the cutlery box on the counter. Take the coin from behind the leftmost plate in the drying rack. Take the ladle. Take the paper. Leave the paper. Leave the cutlery box. Approach the gas line to the stove. Take the bolt cutter. Use the soup ladle on the broken gas line. Leave the gas line. Approach the work schedule on the side of the work counter. Approach the work schedule. Take the coin to the left of the schedule. Examine the torn edge. Note the coded message written from top to bottom, left to right to read "check yer eyesight in gym". Leave the schedule. Approach the fridge. Approach the letter on the fridge. Note the coded message referencing to lines and words in the letter to read "Daryl brings secrets to diner to get cash for a life so finer". Leave the note. Leave the fridge. Open the doors to the diner. Walk into the diner. Take the coin from the ceiling fan blade. Take the coin from between the cake displays on the counter. Walk forward, forward. Open the door. Go to Paseo del Mar High school. Walk inside. Take the coin from the "g" in regrets of the da Vinci quote. Walk into the hallway next to the da Vinci quote, forward, forward. Approach the bulletin board. Approach the note. Note the title "student files under lock and key will show the lies of the doctor-to-be". Leave the note. Leave the board. Walk left forward. Approach the bulletin board. Approach the note. Note that the coded message in the underlined letter reads "put elements in order to open puzzle". Leave the note. Leave the board. Walk forward, forward right. Approach the bulletin board. Approach the note. Note that the coded message in the first letters of each line reads "fifth map drawer". Leave the note. Leave the board. Walk right forward. Take the coin left from the plant next to the teacher's lounge door. Take the coin from the ground to the left of the archway leading to the hallway. Take the coin from the ledge with the yellow book. Take the coin from the "kim" magazine. Take the coin from the "carly" magazine. Take the coin from the magazine on top of the panda magazine. Take the coin from the Manatee logo's teeth. Walk to the teacher's lounge door. Take the coin from the top right corner of the door. Try to open the door. Walk back. Talk to Connie. 2-2-2 Talk to Connie Watson. 1-3 Walk towards the archway, forward right, forward. Approach the bulletin board. Approach the note. Note that the coded message written with a line over the letters reads "arcane contestant in a masked disguise won the pize money despite all the lies". Leave the note. Leave the board. Walk forward left. Take the coin to the left of the trash can. Approach the bulletin board. Approach the note. Note the coded message written backwards reads "the hidden video tape will seal my murderers fate". Leave the note. Leave the board. Talk to Hal Tanaka. 1-2-2 Take the coin from the crumpled paper on the desk. Take the coin from the top of the can recycling bin. Take the coin from the top of the fire extinguisher. Walk into the hallway without the homecoming banner. Take the coin from the top left of the leftmost locker. Walk forward, forward, left forward. Take the coin from the girl with the magnifying glass picture in the leftmost student art exhibit. Take the coin from the candlestick picture in the rightmost student art exhibit. Approach the bulletin board to the left of the library doors. Take the coin from the top left corner of the bulletin board. Approach the note. Note the coded message written backwards reads "grape grape orange cool will play the alarm in the school". Leave the note. Leave the board. Approach the bulletin board to the right of the library doors. Approach the note. Note the coded message written as numbers of alphabet letters reads "cool, cool, pop, spot, grape". Leave the note. Leave the board. Walk into the hallway to the left of the library doors, forward, forward, right forward, forward, right. Approach the bulletin board. Approach the notes. Note that the leftmost coded message written upside-down reads "Nowhere to turn, nowhere to hide, let the books in the library be your answer guide". Note that the middle coded message written right to left, bottom to top, reads "a symbol of kanji, worn with great pride, reflect big secret, that someone must hide". Note that the rightmost coded message written upside-down reads "He did what it took, to make the grade, even if it meant cheating, to keep up his charade". Leave the notes. Leave the board. Walk forward. Take the coin from the tennis racket on the checkout counter. Approach the eye chart. Note that the coded message, written from right to left, bottom to top, reads "if anything happens to me look in my chemistry book page three zero five". Leave the eye chart. Talk to Hector Sanchez. 2-2 Talk to Hector Sanchez. 1-1-2 Approach the judo poster. Leave the poster. Approach the soda machine. Push Cool. Push Cool. Push Extra Pop. Push Spot Cola. Push Grape!. Take the egg. Take the egg. Look up. Push Grape!. Push Grape!. Push Orange. Push Cool. Note the alarm sounds. Leave the soda machine. Walk left forward, forward. Approach the bulletin board. Approach the note. Note that the coded message written vertically reads "sinner's on a vid". Leave the note. Leave the board. Walk forward. Take the coin from the corner of the water fountain. Walk forward. Approach the bulletin board. Approach the note. Note that the coded message written with misplaced whitespace reads "find the morning edition and discover another crime, the answer is in black and white to who will do the time". Leave the note. Leave the board. Walk left forward, forward, to Jake's locker. Take the coin on the leftmost lock. Approach the lock. Leave the lock. Leave the locker. Walk forward. Approach the bulletin board. Approach the note Note the coded message written backwards reads "up, down, left right, the first letters will help my plight". Leave the note. Leave the board. Turn around. Walk forward, right forward, forward. Take the coin from the trashcan. Walk forward, forward, right. Walk forward, forward, forward, forward. Walk forward, forward, forward, left forward. Talk to Hal Tanaka. 3-2-3 Walk into the hallway with the homecoming banner. Walk forward, forward. Take the coin from the top of the drinking fountain's faucet. Walk forward, right. Take the coin from the floor underneath the fire extinguisher. Take the coin from the top of the speaker. Walk forward, forward, forward, forward. Walk forward, forward, to the locker. Use the phone. Select the menu. Select the phone. Note that Jake translates to 5253 on the phone keyboard. Leave the phone. Approach the lock. Enter the code 5253. Take the video tape cassette. Open the cassette. Note the tape is missing. Close the cassette. Leave the cassette. Take the book of english essays. Open the book. Note the treatise on etiquette by Prudence Rutherford. Close the book. Leave the book. Take the magazine. Open the magazine. Note the circled masked marauder article. Close the magazine. Leave the magazine. Look down. Take the coin from the hinge. Take the newspaper. Note the article on the break-in. Leave the newspaper. Close the locker. Leave the locker. Turn around. Walk forward, forward, forward, forward, forward. Walk left forward, forward, right forward, to Connie. Talk to Connie Watson. 3 Approach the table. Take the coin from the soda can. Approach the notes. Leave the notes. Leave the table. Approach the teacher's lounge door. Use the teacher's lounge key on the door. Walk forward. Note the code on the bulletin board. Approach the bookcase. Take the coin on top of the purple physics book. Take the coin from the bowl. Take the coin next to the apple. Approach the notes. Leave the notes. Leave the bookcase. Take the coin from the plate on the conference table. Approach the world map. Note the text on the top and bottom of the map. Leave the map. Approach the cabinet. Open the drawer. Take Hal Tanaka's file. Open Hal Tanaka's file. Leave the file. Close the drawer. Leave the cabinet. Approach the printer. Take the coin from the dark corner underneath the printer. Leave the printer. Approach the computer. Take the coin from the lower document tray. Take the coin from the pencil cup. Use the computer. > ELOISE DREW > O WISE ELDER Click the Ok button. Access the passwords. Note that the maintenance room password is NOTE. Select the printer. Click the Ok button. Access mail. Leave the mail. Leave the computer. Leave the desk. Approach the printer. Take the paper. Look down the paper. Leave the paper. Leave the printer. Approach the door. Take the coin from the top of the bottom picture frame. Open the door. Walk forward. Note you receive a call from Mitch Dillon. Walk through the archway, right forward, forward, forward. Walk into the hallway without the banner, forward, forward, right forward. Use the library key on the door. Walk forward between the tables. Take the coin from underneath the blue book. Turn around. Walk right forward, towards the book cart and book shelves. Take the coin from underneath the book cart. Walk right forward, forward, left. Take the coin from the empty shelves to the left. Walk back, forward. Take the coin from under the book cart. Walk right forward, forward, left forward, towards the reference section. Take the coin from the base of the counter to the left. Walk right, forward, to the magazine rack. Approach the magazine rack. Take the coin to the left of the Carly magazine. Take the sports magazine. Open the sports magazine. Close the magazine. Leave the magazine rack. Approach the map drawers. Open the fifth drawer. Take the note. Note that the coded message, written separately in red and blue, reads "if anything happens to me search under my combo in catalog!" Leave the note. Close the drawer. Leave the drawers. Approach the black and red Global Book Encyclopedia series. Take the coin from the top of issue H. Take issue B. Note the Braille language. Close the book. Leave the books. Approach the red Encyclopedia Americana series. Take the coin from the top of issue R. Take issue K. Close the book. Leave the books. Approach the green Encyclopedia Libraria of America books. Take the coin from the top of issue S. Leave the books. Walk past the bookshelves, right forward. Approach the rightmost computers. Take the coin from the top right on the painting. Use the computer. > 5253 Note that the reference says "evidence under my seat". Leave the screen. Leave the computer. Walk towards the stairs. Take the coin to the far left the the stair's first step. Walk to the stairs, left upstairs. Take the coin from the bannister. Walk forward. Take the coin from under the chair. Take the coin from under the book cart. Turn around. Take the coin from the top of the M on the wall. Turn around. Walk left forward. Take the coin from the top of the sign. Walk forward, right. Approach the book in the rightmost bookshelf. Take the coin from the top of the Saboteur book. Leave the bookshelf. Walk back, forward. Take the coin from the bannister. Walk forward, right. Take the coin from the back of the base of the right bookcase. Walk back, left forward, left. Take the coin from the empty shelf in the second bookcase. Walk right, forward. Take the coin from the painting plaque. Walk forward, forward. Take the coin from the inside corner of the painting. Approach the table. Open the book. Take the note. Leave the note. Approach the chair. Take the box.[+] Leave the box. Leave the chair. Walk left, forward, forward. Turn around. Take the coin from the blue book. Turn around. Walk left forward, forward. Take the coin from the top of the Y on the wall. Walk forward, left, forward, forward, forward. Open the door. Walk into the hallway to the right of the library door, forward, forward, forward, forward left. Talk to Hal Tanaka. 1-1-3 Walk into the hallway with the banner, left forward, to Connie. Talk to Connie Watson. 3 Walk into the hallway, right forward, forward, left forward. Walk into the hallway without the banner, forward, forward, forward. Walk into forward, forward, forward, right forward. Walk forward, right, right forward. Talk to Hector Sanchez. 3-3-3 Walk left forward, forward, forward, forward. Walk left forward, forward, forward, forward. Walk right forward, out the door. Go to Maxine's Diner. Walk through the door. Talk to Daryl Gray behind the counter. 1-1-1-1-2-9 Open the letter. Take the letter. Walk through the door. Go to Paseo del Mar. Walk inside, into the hallway next to the da Vinci code. Walk forward, forward, right forward, forward. Take the coin from the top left of the double doors. Take the coin from the ground in the right corner. Approach the door. Approach the lock. Enter the code NOTE in braille.[+] Walk forward. Take the coin from the barrel. Approach the button. Push the button. Walk forward. Approach the toolkit. Open the toolkit. Take the gloves. Take the gloves. Close the toolkit. Leave the toolkit. Approach the emergency instructions. Leave the emergency instructions. Approach the levers. Use the bolt cutters on the chain. Use the gloves on the leftmost lever twice. Use the gloves on the righttmost lever twice. Use the gloves on the leftmost lever once. Take the coin from the top of the traffic cone. Approach the plaque. Take the coin from the top of the plaque. Leave the plaque. Approach the matchbook. Take the matchbook. Take the matchbook. Leave the crate. Approach the grate behind the boiler. Take the tape. Open the grate. Walk forward. Go to Paseo del Mar. Walk inside, into the hallway next to the da Vinci quote. Walk forward, forward, left forward. Walk forward, forward, forward, left forward. Walk into the hallway without the banner, forward, forward, right forward. Use the library key on the door. Walk forward, forward, right forward, forward. Walk right forward, right forward, forward, forward. Approach the periodic table. Put the 18 code pieces in order of the elements of the periodic table. Leave the periodic table. Approach the chair. Talk the puzzle box. Push the symbol that appears on the Maxine's matchbook. Enter the code from the elements, where each code is a direction (Up, Down, Left, Right) and distance.[+] Take the video tape. Leave the box. Walk left, forward, forward, left forward. Walk left forward, forward, left, forward, forward, forward. Open the door. Walk into the hallway to the left of the library. Walk forward, forward, forward, left forward. Walk forward, forward, left forward. Walk forward, forward, forward, right forward. Walk out the door. Go to Aunt Eloise's house. Walk inside, to the room. Approach the television cabinet. Open the doors. Turn on the television. Put the video tape from Jake's puzzle box in the VCR. Take the video tape. Close the cabinet. Leave the television cabinet. Walk to the hallway. 2-2-2-2

Nancy Drew Dossier: Resorting to Danger!

Put the flowers in the vase. Put the papers in the folder lying on the counter. Pull the drawer. Put the folder in the drawer. Take the letter opener. Open the envelope with the letter opener. Inspect the envelope. Leave the envelope. Take the list from the counter. Inspect the list. Leave the list. Put the shampoo boxes from the big box on the high shelf. Put the nail polish from the small box on the low shelf. Use the duster leaning against the counter on the lights over the counter. Use the spray bottle from the counter on the harmonica case. Lift the harmonica case. Pull the drawer in the counter. Use the screwdriver from the drawer on the harmonica. Read the paper. Move to the next page. Leave the paper. 4-3 Move to the next page. Leave the map. Leave the note. Complete the letters mini-game. Complete the word VINES. Go to the Jungle room. 2 Scratch Ms. Montague. Press the button on the door of the mud bath. Turn the dial behind the door on the mud bath. Fill the watering can with water. Empty the watering can on the plant. Pull the drawer between the chairs. Read the article inside the drawer. Leave the article. Take the instructions from the tea tray. Inspect the instructions. Leave the instructions. Pull the refrigerator. Put the tea leaves in the strainer. Put the strainer in the tea pot. Fill the tea pot with the hot water dispenser next to the mud bath. Pour out the tea pot in the tea cup. Give the tea cup to Ms. Montague. Find the bomb in the lamp over the refrigerator. Turn the latch. Open the lid. Inspect the bomb. Defuse the bomb.[+] 3 Go to the salon. Inspect the dumbwaiter. Leave the text. Inspect the pillar. Match rope with knot. Match cloud with raindrop. Match tree with leaf. Match bird with feather. Match constellation with star. Take the note. Inspect the note. Leave the note. Use the tweezers on the lock. Pull the door. Lift the drain. Use the key from the drain on the cabinet below the mosaic. Flip the switch inside the cabinet. Use the blue jewel on the chandelier. Pull the chains in the same order as listed on the note. Inspect the shelf inside the pantry. Move all bottles except for the 9 oz. and the 7.5 oz. bottle to the shelf. Inspect the rightmost pillar. Select the moon. Select the cheese. Note you selected the icons in the correct order. Use the brown mosaic tile on the rightmost empty mosaic tile spot. Inspect the middle pillar. Select the piano. Select the key. Select the clock. Note you selected the icons in the correct order. Use the red triangular mosaic tile on the middle empty mosaic tile spot. Inspect the leftmost pillar. Select the rose. Select the cherries. Select the heart. Select the glass. Note you selected the icons in the correct order. Use the white mosaic tile on the leftmost empty mosaic tile spot. 2-3 Go to the laboratory. Complete the molecules mini-game. 4 Inspect the note. Leave the note. Complete the letters mini-game. Complete the word WHITE. Go to the ivory room. Complete the facial mini-game. Leave the note. Find the bomb in the sensory deprivation pod. Inspect the display on the pod. Leave the display. Press the button behind the plant. Put the salt in the salt reservoir at the base of the pod. Turn the UV lamp behind the waterfall. Put the UV lamp in the lamp slot on the pod. Turn the drain at the base of the pod. Pull the cabinet. Put the hose on the faucet. Put the hose on the input nozzle at the base of the pod. Turn the faucet. Turn the latch. Open the door. Inspect the bomb. Defuse the bomb.[+] 1 Go to the guest suite. Inspect the plate at the base of the pillar. Match each word with a number. Match freezing with 0. Match unicorn with 1. Match gemini with 2. Match clover with 4. Match star with 5. Match wonders with 7. Match octopus with 8. Match decade with 10. Note that all coins are on the their correct place. Press the button in the pneumatic tube. Take the cellphone. Use the cellphone on the laptop. Leave the laptop. Pull the painting in the back room. Use the cellphone on the safe. Inspect the notes inside the safe. Leave the notes. 4-3-2 Go to the laboratory. Use the name of the monkey on the lunchbox in the cabinet. Inspect the lunchbox. Move to the next page. Leave the note. Inpect the test tubes on the counter. Move the test tubes so that the colors in the tube combined match the corresponding color on the rack.[+] Choose the fourth key. Connect the hose to the bunsen burner. Use the test tube on the bunsen burner. Use the key on the locked drawer in the counter. Take the note from the drawer. Leave the note. Shake the lab coat in the back. Put the faucet valve on the faucet of the red liquid tank. Fill the empty flask from the trolley on the faucet of the red liquid vat. Use the gray powder on the scale. Put the 5 ounces of gray powder in the flask of liquid. Fill the 500 ml cylinder from the faucet of the blue liquid vat. Put the 500 ml of blue liquid in the flask of liquid. Fill the 1000 ml cylinder from the faucet of the purple liquid vat. Put the 1000 ml of purple liquid in the flask of liquid. Pour out the flask into the petri dish on the trolley. Complete the molecules mini-game. Go to the furnace. Complete the rat catching mini-game. Locate Mr. Mingles behind the chair. 2-3 Inspect the note. Leave the note. Complete the letters mini-game. Complete the word SCISSORS. Go to the salon. Complete the cockroach catching mini-game. Inspect the note. Leave the note. Put the eye from the painting into the head at the top of the cabinet. Lift the rug. Put the eye from under the rug into the head at the top of the cabinet. Take the note. Move to the next page. Leave the note. Inspect the animal folders. Move the cat to the leftmost place. Move the frog to the second place from the left. Move the hare to the center. Move the dog to the second place from the left. Note that the animals are listed in the correct order. Inspect the drawers. Move the tiles so that each row and column has exactly one animal, symbol, fruit, and one of each color.[+] Inspect the accounting report. Leave the report. Go to the furnace. Locate the bomb behind the furnace door. Lift the lid of the box at the base of the furnace. Use the broom on the crank lying on top of the wall at the right end of the screen. Put the crank in the slot of the box. Turn the crank. Pull the furnace door. Turn the latch. Open the lid. Inspect the bomb. Defuse the bomb.[+] Pull the recliner handle. Lift the drain. Take the crucible. Inspect the ingot inside the rat enclosure. Leave the ingot. Inspect the book on the bookshelf on top of the rat enclosure. Leave the book. Give the rat treats to the rats. Use the crucible on the ingot. Use the crucible on the kiln. Use the crucible on the mold under the recliner. Use the towels from the bookshelf on the mold. Use the hot key on the bucket of mop water. Use the key on one of the trunk locks. Use the mop handle on the screwdriver blade from the trash can. Use the screwdriver on the furnace screw. Use the key on the trunk lock. Inspect the trunk. Move the note. Leave the note. Go to the guest suite. Inspect the notebook. Inspect the notebook on the laptop table. Pull the bathroom door. Shake the massage table. Take the card fragment from the massage table. Lift the drain. Use the tongs from the kitchen on the drain. Inspect the salad bowl. Take the card fragment. Inspect the magazines on the coffee table. Take the card fragment. Pull the coffee table drawer. Take the card fragment from the coffee table drawer. Take the card fragment from the floor near the desk chair. Take the card fragment from the couch cushions. Take the card fragment from under the bed. Use the tape dispenser from the suitcase in the back room on the card fragments. Put the card back together. Leave the card. Use the card on the hotel phone. Inspect the television cabinet. Leave the cabinet. Pull the balcony doors. Use the batteries from the suitcase in the back room on the remote from the balcony table. Press the remote. Take the cellphone. Use the cellphone on the laptop. Leave the laptop. 2-3-2 Complete the call transferring mini-game. Inspect the magazine next to the fish bowl. Leave the magazine. Inspect the note on the counter. Leave the note. Pull the door in the display cabinet. Press the fountain controls behind the door. Use the pencils from the counter on the drawer in the counter. Use the pencil holder from the counter on the fountain. Use the paperclip hook from the counter on the harp string in the back. Use the fish hook from the counter on the fountain. Use the keys on the recycling bin. Inspect the recycling bin. Leave the note. 4-4 Catch Mr. Mingles. 4-2 Take the list. Inspect the list. Leave the list. Complete the facial mini-game. Pull the door. Take the note from the vacuum. Inspect the note. Leave the note. Use the hook behind the vacuum on the skylights. Put the hair from the rightmost vent in the trashcan. Put the hair from the middle vent in the trashcan. Put the hair from the leftmost vent in the trashcan. Take the card from the leftmost vent. Take the card from the middle vent. Take the card from the rightmost vent. Use the cards on the combination lock on the vacuum. Push the colors in the same sequence as they appear on the numbers 1 to 8 on the cards. Inspect the vacuum. Leave the vacuum. Use the tweezers from the table on the vacuum. Use the glue from the table on the vacuum. Use the nail file from the table on the loose screw on the vacuum. Press the vacuum button. Go to the Zen zone. Complete the facial mini-game. Locate the bomb in the center of the table cabinet. Put the knob next to the Zen garden on the top drawer missing a knob. Put the knob lying on the stool to the right of the cabinet on the bottom right drawer missing a knob. Put the knob lying under the chair to the left of the cabinet on the top left drawer missing a knob. Put the knob lying in front of the brazier on the top right drawer missing a knob. Put the knob lying on the shelves on the bottom left drawer missing a knob. Inspect the plaque in the cabinet. Match the pig with the rat. Match the snake with the sheep. Match the tiger with the monkey. Match the rooster with the dragon. Match the dog with the ox. Match the rabbit with the horse. Turn the latch. Open the lid. Inspect the bomb. Defuse the bomb.[+] Inspect the note. Leave the note. Go to the garden. Complete the escorting mini-game. Move to the big tree to the right of the map without stepping into the red vision zone. 3 Inspect the board lying in front of the counter. Leave the board. Use the screwdriver in the pencil holder on the counter on the Redondo logo. Use the screwdriver in the pencil holder on the tile wedged in the front of the counter. Use the towel from the counter on the tile stuck in the window. Use the plant near the entrance on the tile stuck on the pillar. Pull the cabinet door. Give the fish food inside the door to the fish. Use the fishnet on the fish bowl. Use the tiles on the board. Complete the word RECYCLE. Pull the recycle bin. Inspect the bomb. Turn the latch. Open the lid. Inspect the bomb. Defuse the bomb.[+] Leave the note. Leave the note. Go to the laboratory. Take the clipboard from the animal cages. Inspect the clipboard. Leave the clipboard. Inspect the lower left cage. Leave the cage. Put the gray powder from the counter in the flask from the trolley. Fill the flask from the trolley with the faucet. Use the flask on the cat. Pull the refrigerator. Give the tuna to the cat. Take the paper from the cat cage. Inspect the top left cage. Leave the cage. Use the rolling pin the the box on the trolley on the aloe plant on top of the shelves. Use the aloe gel on the monkey. Give the Monkey Chow bag from the table in the back to the monkey. Take the paper from the monkey cage. Inspect the top right cage. Leave the cage. Use the tea cylinder from the trolley on the bunsen burner. Use the tea cylinder from the trolley on the ice box. Give the tea to the lizard. Shake the lab coat. Give the loquat to the lizard. Take the paper from the lizard cage. Inspect the bottom right cage. Leave the cage. Give the nuts to the rat. Take the paper from the rat cage. Inspect the papers. Put the paper back together. Leave the paper. Go to the office. 5-5 Take the clipboard from the counter. Inspect the clipboard. Leave the clipboard. Inspect the gas chamber. Put the magnet in the beaker. Turn the bunsen burner. Use the pipette in the yellow test tube on the beaker. Put the white powder in the beaker. Shake the lab coat. Fill the empty tube near the lab coat from the gas chamber valve. Press the red button on the laser. Put the filled tube in the laser compartment. Take the clipboard from the animal cages. Inspect the computer. Answer the six questions. Leave the computer. Use the key on the locked cabinet in the counter. Inspect the papers inside the cabinet. Leave the papers. Inspect the note. Leave the note. Complete the letters mini-game. Complete the word DISCARD. Go to the waste room. Locate the bomb in the laundry hamper. Turn the latch. Open the lid. Inspect the bomb. Defuse the bomb.[+] Take the manual from the computer. Leave the manual. Inspect the computer. Leave the computer. Use the lever in the waste bin on the printer. Inspect the printer. Leave the printer. Pull the dryer door. Put the wet towels from the hamper into the dryer. Press the dryer button. Use the numbers from the dryer on the machine. Inspect the machine. Press the button. Press the elevator button. Try to take the piece of paper on top of the lamp. Use the bent pipe on the oxygen tank. Turn the valve on the oxygen tank. Shake the robe next to the dryers. Find the 12 pieces of paper.[+] Put the 12 pieces of paper in the autoclave. Press the autoclave button. Inspect the pieces of paper. Put the paper back together. 4-3 Recover the evidence from Mr. Mingles. Put the letter back together again. Leave the letter. Pull the cabinet door in the bathroom. Inspect the manual. Leave the manual. Pull the refrigerator door. Empty the cow container from the laptop table in the bowl from the kitchen counter. Put the crab from the refrigerator in the empty cow container. Pull the panel next to the aquarium. Press the aquarium controls button. Give the cow container to the octopus. Take the key. Use the key on the suitcase. Use the light catcher from the shower door on the box on the coffee table. Use the light catcher from the balcony door on the box on the laptop table. Use the key half from the box on the coffee table on the key half from the box on the laptop table. Use the yellow key on the diary in the suitcase. Leave the note. Inspect the note. Leave the note. Complete the letters mini-game. Complete the word MEDITATE. Go to the Zen zone. Locate the bomb on top of the shelves. Turn the latch. Open the lid. Inspect the bomb. Defuse the bomb.[+] Take the note from the chair. Inspect the note. Leave the note. Select the red lantern. Select the yellow lantern. Select the black lantern. Select the green lantern. Select the white lantern. Use the rake on the zen garden. Take the marbles. Use the marbles on the carving. Put the green marble on the tree shelf. Put the marble depicting east on the tree shelf. Put the eye marble on the tree shelf. Put the white marble on the lantern shelf. Put the marble depicting west on the lantern shelf. Put the nose marble on the lantern shelf. Put the black marble on the pond shelf. Put the marble depicting north on the pond shelf. Put the ear marble on the pond shelf. Put the red marble on the flame shelf. Put the marble depicting south on the flame shelf. Put the tongue marble on the flame shelf. Put the yellow marble on the mountain shelf. Put the marble depicting center on the mountain shelf. Put the hand marble on the mountain shelf. Inspect the paper. Leave the paper Lift the cover behind the counter. Inspect the safe. Leave the note. Inspect the computer. Inspect the SafeStuf.exe file. Leave the computer. Lift the harp stool. Inspect the harp stool. Leave the sheet music. Pull the cabinet door below the shelves. Inspect the fish food. Leave the fish food. Lift the harmonica case. Inspect the harmonica. Leave the harmonica. Inspect the calendar on the counter. Leave the counter. Inspect the computer. Submit the spade code 4. Sumbit the diamond code 36. Submit the clover code 1232. Submit the heart code 224. Take Mr. Mingles. 1-2-4-3 Locate the bomb at the base of the fountain. Inspect the paper. Open the map. Take the stone pig. Leave the pig. Go to the garden. Use the stone pig on the statue of Homer in the center of the garden. Take the coin. Use the stone scroll on the statue of Pythagoras in the bottom left of the garden. Take the coin. Use the stone lyre on the statue of Hermes to the left of the garden. Take the coin. Use the stone snake on the statue of Apollo at the top right of the garden. Take the coin. Use the stone trident on the statue of Poseidon to the bottom of the garden. Take the coin. Use the stone axe on the statue of Hepheastus to the right of the garden. Take the coin. Use the stone scales on the statue of Hippocrates at the top right of the garden. Take the coin. Use the stone fruit on the statue of Aesop at the bottom right of the garden. Take the coin. Use the stone quill on the statue of Athena near the center of the garden. Take the coin. Use the stone dog on the statue of Artemis at the top left of the garden. Take the coin. Use the stone astrolabe on the statue of Hipparchus at the bottom left of the garden. Take the coin. Use the stone compass on the statue of Euclid at the bottom left of the garden. Take the coin. Put the Aesop coin in the left dial showing the rabbit. Put the Hippocrates coin in the left dial showing the rod of Asclepius. Put the Homer coin in the left dial showing the trireme. Put the Euclid coin in the left dial showing the diamond. Put the Pythagoras coin in the left dial showing the triangle. Put the Hipparchus coin in the left dial showing the diamond. Put the Hepheastus coin in the right dial showing the fire. Put the Poseidon coin in the right dial showing the fish. Put the Hermes coin in the right dial showing the winged boot. Put the Artemis coin in the right dial showing the bow and arrow. Put the Apollo coin in the right dial showing the shining circles. Put the Athena coin in the right dial showing the owl. Use the severed cord on the lamp. Use the solvering iron on the cord. Turn the crank of the ventilator in the back wall. Use the cutters from the workbench on the spool of wire from the workbench. Use the wire on the tape dispenser from the desk. Use the sticky wire on the opened ventilator. Use the needle on the phonograph in the back. Turn the phonograph crank. Use the blacklight bulb from the cabinet on the fluorescent lightbulb. Inspect the post-its. Arrange the post-its to read the story "Once upon a time a specialty, luxury spa was built in Northern California. Its clients were wealthy and beautiful, but they and the spa were rotting from the inside". Leave the post-its. Use the code from the post-its on the box on top of the left shelf. Inspect the box. Leave the journal. Use the journal on the blacklight. Leave the journal. 2 Defuse the bomb.[+]

Nancy Drew Dossier: Lights, Camera, Curses!

Repair the sign with the duct tape. Move the flickering neon tube with the back scratcher. Inspect the neon tube. Leave the neon tube. Use the pliers on the neon tube. Put the neon tube back with the back scratcher. Move left. Use the oil can on the statue jaw. Open the toolbox with the key inside the statue’s jaw. Inspect the poster over the intercom. Leave the poster. Use the screwdriver in the toolbox on the intercom. Inspect the intercom. Select the stage A button. Select the talk button. Go right. Repair the broken hose with the duct tape. Put the chain on the chain hoist at the top left of the garage door. Operate the garage door controls. Open the gas cap of the generator with the wrench. Pour out the fuel can into the open gas cap. Use the bolt near the wrench on the right side of the screen on the open panel of the generator. Operate the red pull start on the generator. 145 Put the packing peanuts in the trashcan. Inspect the note in the crate. Leave the note. Put the batteries from the crate in the flashlight. Take the bobby pin from the sidewalk in the dark next to the trashcan. Open the sewer drain with the screwdriver from the trash in the dark corner of the screen. Use the bobby pin on the door. Complete the lockpicking minigame. Open the crate inside the door. Leave the crate. Clear the gate with the hedge clippers. Clear the brambles with the hedge clippers. Inspect the water inside the pool. Put the token into the token slot. Use the power box. Use the bobby pin on the gate. Complete the lockpicking game. Use the pliers on the power line. Use the power box. Put the token into the token slot. Go left. Inspect the cat behind the upstairs window. Inspect the ventilation grate. Put the trash in the trash can. Inspect the trash can. Put the dried up gum from the trash can in the coffee mug on the desk. Put the sticky gum in the mug on the pencil lying on the desk. Use the sticky pencil on the ventilation shaft. Unlock the cabinet with the key in the ventilator shaft. Inspect the cabinet drawer. Leave the drawer. Repair the ventilator cable with the duct tape in the coat pocket. Turn on the ventilator. Use the ventilator on the note on the ceiling. Inspect the note. Leave the note. Use the emblem from cabinet drawer on the book in the leftmost bookcase. Leave the book. Use the key from the book on the desk drawer. Inspect the desk drawer. Leave the note. Pick up the phone. Complete the bonus round. 314213 Inspect the dolly. Leave the note. Inspect the schedule clipboard. Leave the clipboard. Move the dolly on the third location on the track (shot 37). Move the dolly on the second location on the track (shot 2). Move the dolly on the first location on the track (shot 45). Move the dolly on the last location on the track (shot 12). Put the four-way pipe on the space to the far right. Put the pipe with two prongs on the space above and slightly left of the doorway. Use the V-shaped pipe on the space to the far left. Use the pipe with the single prong on the space to the left of the doorway. Use the T-shaped pipe on the space to the right of the doorway. [+]
Use the plus shaped pipe on the space to the left of the statue’s rigth hand. Use the upside-down T-shaped pipe on the space to right of the statue’s left hand. Use the pipe without prongs on the space to the far left. Use the H-shaped pipe on the space to the far right. Use the pipe with two prongs on the space below the statue’s right hand. [+]
Use the pipe with three prongs on the space immediately to the left of the statue’s head. Use the pipe with three ends on the space to the far left. Use the pipe without prongs on the top space to the right of the statue’s head. Use the pipe with one prong on the space immediatly to the right of the statue’s head. Use the pipe with two prong on the lower right space. [+] Take the cat sitting next to the chair. Move the chair. Inspect the letter. Go to the next page. Leave the letter. Inspect the broken bolt. Leave the bolt. Inspect the blue bead. Leave the bead. Take the cat from the crates to the left. Use the paw prints on the paint. Inspect the paint. Use the key on the drawers. Inspect the drawers. Use the hammer near the statue at the far end of the room on the nails. Inspect the clipboard. Leave the clipboard. Put the wooden boards on the table saw. Turn on the table saw. Use the hammer and nails on the boards. Pull the lever. Put the ramp on the hook. Pull the lever. Complete the bonus round. Inspect the magazine on the chair. Leave the magazine. Inspect the letter in the lockers. Leave the letter. Inspect the note on the mirror. Leave the note. Inspect the notice in front of the costume references at the back of the room. Use the whip on the left head on the top shelf. Use the whip on the middle head on the top shelf. Use the whip on the right head on the top shelf. Use the leather scabbard on the NIK locker. Use the leather hanging over the front chair on the NIK locker. Use the head with the leather hat on the NIK locker. Use the shoulder jewelry hanging over the chair on the scratched locker. Use the tiara on the head with the long hair. Use the head with the long hair and tiara on the scratched locker. Use the bead skirt on the MT locker. Use the head with the braided hair on the MT locker. Use the broom. Inspect the blue bead. Leave the bead. Use the screwdriver on the scratched name plate. Leave the screwdriver. Leave the name plate. 34221 Finish the smoothie minigame. 3152 Inspect the hat. Use the key on the cabinet. Inspect the cabinet drawer. Open the green bag. Use the brush on the chalk outline. Inspect the box. Leave the box. Use the brush with chalk on the box. Push the buttons from the one with the most chalk to the one with the least chalk. Inspect the box. Inspect the book in the rightmost bookcase. Use the screwdriver from the desk on the floorboards. Inspect the floorboards. Complete the decoder translation of letters. Note that the ruler of the Nile is meant to say PHARAOH. Go to the next note. Note that the famous Nile princess is meant to say NEFERTITI. Go to the next note. Note that who sat on a throne is meant to say LOIS. Go to the next note.[+] 443 Complete the bonus round. Inspect the article on the table. Leave the magazine. Inspect the registry. Match the name “Kelly M. Common” with “Molly McKenna”. Inspect the key board. Leave the key board. Inspect the Pharaoh movie poster. Decipher the text FIND THE NAJAHAJE. Use the fallen candy on the rug on the candy jar on the counter. Inspect the note in the candy jar. Leave the note. Use the cane on the clock. Fill the watering can near the cane with the fountain. Empty the full watering can on the plant below the clock. Use the glass eye in the plant on the fish trophy behind the counter. Inspect the fish trophy. Use the key on the trophy cabinet. Inspect the coach cushions. Use the keycard on the elevator keypad. Use the hat on the coat. Use the keycard on the elevator keypad. Use the lockpicking set on the lock. Complete the lockpicking game. Inspect the laptop. Leave the laptop. Fill the iron with the bottled water from the nightstand. Turn on the iron. Use the iron on the letter. Inspect the letter. Leave the letter. Inspect the boots. Inspect the card next to the boots. Leave the note. Open the toothbrush. Put the batteries in the remote on the bed. Use the remote on the television. Inspect the television. Leave the television. Inspect the pen on the floor. Use the tweezers on the bathroom towel on the pen cap. Inspect the note from pen cap. Leave the note. Turn on the hot faucet in the bathroom. Combine the bathroom mirror with the television. Use the “Rolodex” password on the laptop. Leave the laptop. 22 Inspect the emergency box. Inspect the paint bucket. Leave the paint bucket. Flip the light switch. Inspect the writing on the door. Leave the door. Flip the light switch. Use the hammer on the emergency box on the base of the statue. Use the key on the door. Use the broom on the glass. Inspect the box inside the door. Go left. Open the broken camera. Leave the chip. Open the door. Use the staff prop from the left shelves on the staff prop from the right shelves. Use the ankh prop on top of the left shelves on the ankh prop to the right of the right shelves. Fill the empty vase spot at the back of the room with the decorative urn lying in the aisle. Use the bird statue in the aisle on the bird box at the top of the left shelves. Use the spear in the back of the room on the snake on top of the shelves. Put the snake in the snake prop box. Inspect the snake box. Leave the scepter. Use the mummy lying in front of the sarcophagus on the sarcophagus. Use the staff from the snake box on the sarcophagus. Leave the urn. Use the scoop in the right shelves just over the crate on the packing peanuts. Use the full scoop on the crate of packing peanuts. Inspect the packing crate. Leave the crate. Use the crowbar in the packing crate on the crocodile. Inspect the urn inside the sarcophagus. Use the packing manifest from the crocodile’s mouth on the packing manifest in the sarcophagus urn. Use the crowbar on the flash boom crate. Inspect the flash boom crate. 3424 Complete the bonus round. Inspect the handheld device. Use the digital decrypter on the security camera chip. Complete the hacking minigame. Inspect the magazine on the chair. Leave the article. Use the dust from the make-up table on the safe. Open the box on the make-up table. Use the screwdriver on the mirror in the box. Use the mirror from the box on the laser beams. Inspect the note on the safe. Leave the note. Take a dark lightbulb. Inspect the empty socket. Take a dark lightbulb. Inspect the empty socket. Take a dark lightbulb. Inspect the empty socket. Take a dark lightbulb. Inspect the empty socket. Use the B1 note on the blue button. Use the Y2 note on the yellow button. Use the R3 note on the red button. Use the G4 note on the green button. Move the necklace. Inspect the locket. Leave the locket. Move the lipstick. Move the flower. Inspect the biography of Lois Manson. Leave the biography. Inspect the book. Leave the book. Inspect the obituary of Lois Manson. Leave the obituary. Move the glove. Inspect the book. Leave the book. Inspect the picture of Lois Manson. Leave the picture. 414 Use the battery on the flashlight. Use the snake wrangling cane on a snake. Use the snake wrangling cane on a snake. Use the snake wrangling cane on a snake. Use the snake wrangling cane on a snake. Use the snake wrangling cane on a snake. Use the snake wrangling cane on a snake. Use the snake wrangling cane on a lizard. Use the snake wrangling cane on a lizard. Use the snake wrangling cane on a lizard. Inspect the empty terrarium near the top left. Leave the terrarium. Inspect the rattlesnake swizzle stick on the floor near the spray bottles. Leave the swizzle stick. Inspect the note on the floor near the spill. Leave the note. Inspect the refrigerator to the right. Leave the refrigerator. Complete the bonus round. Inspect the poster. Inspect the snake picture. Decode the text DECDFA. Leave the message. 421533 Inspect the letter. Leave the letter. Use the telephone. Inspect the fountain. Use the cane on the clock. Inspect the fountain. Use the employee card on the telephone. Move the rug. Use the metal N on the sculpture. Push the button inside the sculpture. Use the security panel. Open the camera. Use the digital decrypter on the camera chip. Complete the hacking minigame. Flip the light switch. Use the remote on the television. Leave the television. Inspect the shoes. Leave the credit card. Use the credit card from the shoes on the television. Leave the television. Open the fridge. Use the batteries on the camera. Use the pomegranate syrup from the floor on the coffee filter over the fridge. Use the red coffee filter on the bulb in the lamp of the far cabinet. Use the red bulb on the burnt out bulb in the bathroom. Inspect the notes on the far wall. Leave the notes. Use the telescopic lens from the table on the enlarger near the door. Use the wrench from the table on the sink faucet. Use the film on the leftmost black bin. Use the film on the full sink. Use the film on the rightmost white bin. Use the film on the enlarger. Use the prints on the leftmost black bin. Use the prints on the full sink. Use the prints on the rightmost white bin. Use the prints on the clothesline. Use the hair dryer on the prints. Inspect the prints. Leave the prints. 31 Complete the smoothies minigame. Use the blender top on the blender base. Put the apple from the back behind the counter on the blender. Turn on the blender. Use the blender on the juicer behind the counter. Use the screwdriver from the open toolbox on the stage light. Use the dolly on the box. Open the box with the lightbulb. Use the lightbulb on the burnt out light bulb on the stage. Inspect the stage light. Leave the light. Use the audio cable on the microphone. Flip the switch on the microphone. Use the sound panel. Use the cloth from the bar stool on the broken bottle. Use the key on the note behind the glass. Leave the note. Move the picture on the back wall. Use the matchbook from the rightmost table on the unlit candle from the table at the front. Use the tape on the sheet music. Use the sheet music on the stand. Use the seat cushion lying on the floor on the empty spot of the booth. Use the lucky penny from the booth on the wishing fountain at the back. Inspect the wishing fountain. Use the key on the piano lock. Use the sheet music on the piano keys. Play DECDFA. Leave the sheet music. Complete the bonus round. Inspect the poster. Use the poster on the break in the left wall. Inspect the panel on the wall. Push the fake wall. Start the car. Use the lockpick set on the car lock. Complete the lockpicking minigame. Inspect the trunk of the car. Use the wrench on the car. Start the car. Inspect the fountain water. Use the token on the token slot. Inspect the sign. Use the digital decrypter on the phone lines. Complete the hacking minigame. Pull the rope lying on the pier. Use the binoculars lying on the crate on the ship. Leave the ship. Use the binoculars on the streetlight at the far end of the pier. Leave the streetlight. Use the pawprints from the dock on the leftmost nets. Use the fish heads from the leftmost nets on the catapult in the rightmost net. Use the loaded catapult on the street light at the end of the pier. Use the empty bucket halfway across the pier on the water. Use the filled bucket on the hot key beneath the street light. Use the cooled down key on the luggage. Inspect the luggage. Use the hook from the luggage on the pulley. Open the top crate from the stack to the right. Use the wrench on the hook. Pull the rope. Pull the rope. Open the box. Inspect the plans. Leave the plans. Use the battery on the flashlight. Pick one of the crows. The crow either has red eyes, a colored tag, or is entirely black. Based on this color, pick one of the objects with matching colors. Black: Cat to the left of the cellar door. Red: Magazine in the grass in front of the fountain, apple in the middle of the fountain, ladybug on the vines between the windows, and the scoop at the base of the gazebo. White: Wrench in the grass to the left, fish heads in the grass to the right, tweezers in the grass to the right, and duct tape to the right of the base of the fountain. Green: Clover in the grass just below the cellar door, and watering can near the bottom of the screen. Blue: Cup at the left of the base of the fountain, and bead in the grass to the right of the fountain. Gold: Coin to the left of the cellar door, scarab on the statue head right of the cellar door, and goldfish on the lower level of the fountain. Keep matching crows to objects until all crows are gone. [+] Use the lockpick set on the lock of the cellar door. Complete the lockpicking minigame. Use the matchbook at the bottom of the screen on each of the 10 candles.[+] Inspect the lock on the chest. Leave the lock. Inspect the Flash Boom crate. Leave the crate. 5322 Inspect the letter. Raise the blinde on the rightmost window. Inspect the note on the window. Leave the note. Move the plane on the rightmost cabinet. Inspect the secret panel. Leave the panel. Inspect the calendar. Leave the calendar. Inspect the book in the rightmost bookcase. Leave the book. Inspect the coat collar. Leave the coat. Use the 21 from the calendar on the safe. Use the 9 from the book on the safe. Use the 37 from the coat on the safe. Open the safe. Inspect the safe. Leave the safe. Use the phone. Turn on the screen. Use the screen on the storyboard. Inspect crate 73 on top of the stack. Open the crate. Leave the blueprints. Move the prop below the pyramids. Use the shovel at the right end of the screen on the sand just below the temple on the top left of the screen. Inspect the ark. Use the hieroglyphs to spell out EGYPTIAN COBRA. 5233 Complete the bonus round. Use the matchbook at the bottom of the screen on each of the 10 candles.[+] Use the scarab key on the sacrophagus. Complete the lockpicking minigame. Go down. Finish the excavation minigame. Use the battery on the flashlight. Move the reflective surface near the lightbeam. Repeat until the room is lit.[+] Go left. Inspect the note. Move the pillars with the bird symbol in the order L, O, I, S. Move the pillars with the rain symbol in the order L, O, I, S. Move the pillars with the scorpion symbol in the order L, O, I, S. Move the pillars with the pyramid symbol in the order L, O, I, S. Note that the beams have been removed.[+] Note that in some versions of the game, failing this puzzle once yields a higher score. Inspect the dark room at the top of the stairs. 356660 Inspect the film reel. Leave the reel. Move to the next page. Leave the note. 2 Finish the excavation minigame.

Contagion spread

All models are wrong, but some are useful

Agent-based models have the potential to inform policy decisions, for example in response to an outbreak of a unknown contagion. Rather than experimenting with different policies, policy-makers can predict the effects of different scenarios and interventions through agent-based simulation. Of course, the usefulness of such predictions relies on the accuracy of the model and the estimations of its parameter. Agent-based models need to carefully select a level of detail. Too little detail, and the model is unable to reliably predict the effect of policies. Too much detail, and accurately estimating all necessary parameters in reasonable time become prohibitively difficult.

On this page, we take a look at the SIR model, one of the simplest models of the spread of contagion, and consider different ways of increasing the level of detail (and thereby the complexity) of this model. The result is a simplified model of the spread of COVID-19, shown in the script below (open script in a new tab), which extends the SIR model with small-world networks and contagion modelling.
The scripts on this page make use of HTML5.

SIR model

The SIR model (Kermack & McKendrick, 1927) provides a convenient starting point for constructing an agent-based model of the spread of contagion. This model separates the population into three classes: susceptible individuals who can be infected, infected individuals who spread the contagion to susceptible individuals, and recovered individuals who have become immune to the contagion.

The model is controlled by up to three parameters. The advantage of having very few parameters is that the model is more easy to evaluate and understand, and that it is relatively easy to find suitable values for these parameters. The downside is that the conclusions of the model for the purpose of formulating policy decisions are rather limited. To slow down or even stop the spread of the contagion, the SIR model suggests that policies should aim to reduce the infection rate or increase the recovery rate. However, how policies can achieve these effects is beyond the scope of the SIR model.

Small world network

To draw more fine-grained conclusions, the SIR model needs to be extended. For example, one of the more restrictive assumptions in the SIR model is that the population is well-mixed. This means that every interaction between agents is equally likely. While this may be a reasonable assumption for a small community, it is difficult to defend that people that live in the same street are equally likely to interact as people that live at opposite ends of the country.

In real life, social networks are highly clustered. For example, many people have friends in common with their friends. In addition, social networks tend to have the small world property, so that it takes relatively few steps to move from one individual to another in the network (cf. six degrees of separation.) While it’s not entirely certain that physical interactions can also be modelled as such a small-world network as well, it seems more reasonable than assuming the population is well-mixed.

In the script above, interactions are modelled through a small-world network, where agents are arranged on a circle. When the clustering coefficient is maximal, agents are only connected to neighbours on this circle. The lower the clustering coefficient, the more random the connections between agents become.

In addition to the small world network, the daily infection rate has been separated into the infection probability per interaction and the average number of interactions per agent per day. By making these two changes, the conclusions drawn from the model can be more fine-grained than for the SIR model. This extended model suggests that to slow down or even stop the spread of the contagion, policies should aim to limit the connectivity of people, reduce the number of interactions per person per day, reduce the infection rate per interaction, or increase the recovery rate.

Contagion modelling

Until now, the contagion has been rather abstract. The progression from susceptible to infected to recovered assumes that individuals are contagious directly after exposure to the contagion. Also, the contagion model ignores any symptoms altogether. In particular, individuals may behave differently depending on symptoms, and policy may be based on these observable symptoms.

We extend the model by representing the contagion as a Markov process. That is, the contagion is divided into discrete states. Once an individual has been exposed, the path of progression through the states of the infection is determined by a transition table. This transition table should then reflect the contagion being modelled. On this page, the default characteristics and transition rates have been set to COVID-19 characteristics (see Section 2.2 of Kerr et al., 2020).

Beyond the scope of this page

Of course, the model can be extended in many different ways. For example, CovaSim (Kerr et al., 2020) takes into account that COVID-19 has a different effect on different age groups. In addition, SynthPops takes a multi-layer approach to interactions, where interactions of households, schools, and workplaces are modelled separately and combined to create a more accurate model of interactions across different age groups. While these extension have the potential for making more accurate predictions of the spread of the contagion and its effects on society, they are beyond the scope of the scripts on this page.

Fitch diagram helper

Though this be madness…

Fitch diagrams are a way of constructing formal logic proofs in sentential logic or in predicate logic. The script on this page page (open script in separate tab) allows users to constuct these proofs and check its validity automatically.

The script allows the use of the logical connectives listed in the table below. In addition, the script allows for the use of predicates, functions, variables, and constants. The only restrictions on these is that they must start with a letter and consist only of letters, numbers, and the underscore (_) character. In particular, the typical restrictions that predicates must start with uppercase letters, while functions and variables must start with lowercase letters, is not enforced.

Logical connective Logic symbol Script symbol
Equality = =
Conjunction &, ^
Disjunction |
Negation ¬ ~, !
Absurdity #
Implication >
Biconditional <
Universal quantifier @
Existential quantifier ?

Rules

Each statement in a proof has to be justified by a rule. Below, we describe each of the possible rules in more detail. In some cases, the rule alone justifies the use of a certain statement. In general, however, a rule refers to previous statements and/or subproofs. Single statements are referred to through their line number, while subproofs are referred to by the first and last line of the subproof, separated by a dash (e.g. 4-6). If a rule refers to more than one statement and/of subproof, they are separated by a comma (e.g. 3, 4-5, 7). The script on this page will automatically check whether rules are applied correctly. Below, we look at each of the supported rules in more detail.

Premise

Premises are the statements that are assumed to be true, and from which we want to derive the goal or conclusion. As a result, premise rules are always allowed, except that they must appear as a single block at the start of the proof. That is, you cannot slip in an extra premise halfway through the proof: it must appear at the top.

Assumption

Assumptions, as the name suggests, are assumed to be true. However, unlike premises, assumptions are temporary. In essence, an assumption starts a subproof that has a single premise (the assumption). While a subproof can refer to any statement in proofs that contain it, there are only a few ways in which the main proof can interact with subproofs. We will visit these rules below.

Flag

A flag is like an assumption, except that a flag assumes that some constant exists rather than that some statement is true. Note that this must be a new constant, it may not already exist in some statement before the flag statement. The flag rule is only needed to introduce a universal quantifier (∀).

Tautology

A tautology rule introduces a statement that is logically true (e.g. P ∨ ¬ P). In general, you should avoid introducing tautologies this way, and instead use Fitch to derive the tautologies you need. After all, if you can derive Q from premises P1, …, Pn, then (P1 ∧ … ∧ Pn) → Q is a tautology. Using this tautology to prove Q, however, would miss the point of making a proof that Q does indeed follow from premises P1, …, Pn.

When you do introduce a tautology this way, the script will check whether the formula you provided actually is a tautology. However, this check may fail for formulas that contain certain combinations of universal and existential quantifiers. If this happens, the script will trust your judgment on whether or not the formula is a tautology.

Reiteration

Reiteration repeats a previously derived statement. You can only reiterate statements that are in the same subproof, or a subproof containing the reiteration. Note that you never need to use reiteration, it is simply there to make the proof more readable.

Equality (=) rules

The equality symbol (=) indicates that the left-hand side is the same as the right-hand side. In terms of Fitch proofs, equality is not the same as mathematical equality. From a statement a=b, it does not follow that b=a.

= Introduction

k a = a = Introduction

Any constant or variable equals itself.

= Elimination

k P(a)
m a = b
n P(b) = Elimination: k, m

An equality a=b allows any occurence of the left-hand side (a) of the equation to be replaced by the right-hand side (b).

Conjunction (∧) rules

The conjunction symbol (∧) indicates that both the left-hand side and the right-hand side of a statement are true.

∧ Introduction

k P
m Q
n P ∧ Q ∧ Introduction: k, m

For any two derived formulas P and Q, their conjunction P ∧ Q can also be derived.

∧ Elimination

k P ∧ Q
m P ∧ Elimination: k

Whenever a conjunction P ∧ Q is derived, both the left-hand side (P) and the right-hand side (Q) can also be derived.

Disjunction (∨) rules

The disjunction symbol (∨) indicates that of the left-hand side and the right-hand side of a statement, at least one of them is true (and possible both). Subproofs are needed to eliminate a disjunction: to show that R follows from P ∨ Q, you must show that R follows from assuming P, and that R also follows from assuming Q.

∨ Introduction

k P
m P ∨ Q ∨ Introduction: k

Any disjunction in which either the left-hand side or the right-hand side is a derived formula can also be derived.

∨ Elimination

g P ∨ Q
h P
j R
k Q
m R
n R ∨ Elimination: g, h-j, k-m

Formula R can be derived from a disjunction P ∨ Q if R follows from assuming the left-hand side (P) of a disjunction, but also from assuming the right-hand side (Q) of the same disjunction.

Negation (¬) rules

The negation symbol (¬) indicates that the underlying statement is not true. Introducing a negation relies on a subproof: if assuming P results in inconsistencies, then ¬P can be derived.

¬ Introduction

k P
m
n ¬ P ¬ Introduction: k-m

Whenever absurdity can be derived in a subproof, the assumption of that subproof can be derived to be false.

¬ Elimination

k ¬ ¬ P
m P ¬ Elimination: k

A double negation can be eliminated.

Absurdity (⊥) rules

Absurdity (⊥) is the result of two contradicatory statements. From absurdity, any statement can be derived.

⊥ Introduction

k P
m ¬ P
n ⊥ Introduction: k, m

Aburdity follows when both a formula and its negation can be derived.

⊥ Elimination

k
m P ⊥ Elimination: k

Any formula follow froms absurdity.

Implication (→) rules

The implication symbol (→) indicates that whenever the left-hand side can be derived, the right-hand side must also be true.

→ Introduction

k P
m Q
n P → Q → Introduction: k-m

If formula Q can be derived from assuming P, then the corresponding conditional can be derived.

→ Elimination

k P → Q
m P
n Q → Elimination: k, m

If Q follows from P, and P is derived, then Q can be derived.

Biconditional implication (↔) rules

The biconditional implication symbol (↔) indicates an implication that works both ways. That is, a biconditional implication P ↔ Q means that when P is true, Q can be derived, but also that if Q is true, P can be derived.

↔ Introduction

g P
h Q
k Q
m P
n P ↔ Q ↔ Introduction: g-h, k-m

If formula Q follows from assuming P, and P follows from assuming Q, then the corresponding biconditional can be derived.

↔ Elimination

k P ↔ Q
m Q
n P → Elimination: k, m

If P can be derived if and only if Q can be derived, then P follows from Q, and Q follows from P.

Universal quantifier (∀) rules

The universal quantifier (∀) indicates that some statement holds for all possible constants. For example, if we know that ∀x P(x) is true and that c is some constant, then P(c) is true. But be careful: a universal quantifier does not imply that a constant actually exists.

∀ Introduction

k a
m P(a)
n ∀x P(x) ∀ Introduction: k-m

If a formula can be derived for a randomly chosen constant, it holds universally.

∀ Elimination

k ∀x P(x)
m P(a) ∀ Elimination: k

If a formula holds universally, it holds for any (existing) constant.

Existential quantifier (∃) rules

The existential quantifier (∃) indicates that a statement holds for at least one constant, though it gives no information about the identity of that constant. For example, if you know that ∃x P(x), this tells you that there is some constant c so that P(c) holds, but it gives no information at all about whether or not for a given constant b, P(b) holds.

∃ Introduction

k P(a)
m ∃x P(x) ∃ Introduction: k

If a formula holds for some constant (a), there exists a constant for which the formula holds.

∃ Elimination

k ∃x P(x)
m P(a) ∃ Introduction: k

If a formula holds for some constant, give that constant a name that has not previously been used.

Nancy Drew: Secret of the Scarlet Hand

If you cannot continue with the described steps, it is likely because it is too late in the day. Return to the hotel, set the alarm for 11 am, and continue where you left off. 112231111 Walk through the door, to the red banner directly right of the counter. Approach the paper. Take the paper airplane. Open the paper airplane. Return to the counter. Walk around the counter. Open the drawer. Raise the tray. Take the keycard. Leave the drawer. Approach the cabinet. Use the keycard on the latch. Use the keycard on the latch. Take the headphones. Leave the cabinet. Walk to the exhibition hall. Walk forward until you reach the bottom of the steps. Turn right. Enter the “Employees Only” door. Note the glyph for water over the water fountain. Enter the “Laboratory” door. Approach the desk immediately to the right of the entrance. Examine the clipboard. Examine the note on the desk. Use the phone to call Silvio Jr. (555-9963). 3112 Open the drawer. Take the door knob. Note the Koko Kringle wrappers. Read through the notebook. Note the narratives layout. Leave the desk. Talk to the man. 22121213 Approach your desk. Examine the task list. Cross out the ordering task. Leave the desk. Walk through the door, through the “Shipping and Receiving” door. Walk to the end of the right aisle. Examine the box labelled “Sonny’s Stuff”. Take the pottery shard. Take the diskette. Walk through the door, out the “Employees Only” area. Return to the counter. Leave the museum. Go to the Mexican Consulate. Talk to the clerk. 11212212 Put the contract on the desk. 11 Leave the consulate. Go to the Colonial Hotel. Approach the laptop. Put the diskette in the drive. Approach the screen. Choose the diskette. > KOKO KRINGLE Read through the “Stuff to Do”. Read through the “Stuff to Remember”. Read through the “Stuff to Forget”. Leave the computer. Leave the hotel. Go to the Beech Hill Museum. Walk to exhibition A (first aisle on the right, righthand display case). Look at the plaque. Hold the headphones. Walk to exhibition F (first aisle on the right, lefthand display case). Open the display case. Approach the tablets. Take the tablet. Close the display case. Walk to exhibition C (in the garden). Take the tablet. Look at the plaque. Hold the headphones. Approach the monolith in the center of the garden. Note one side is missing the cylinders. Step back. 211112 Walk to exhibition J (in the garden). Look at the plaque. Hold the headphones. Walk to exhibition G (third aisle on the right, far display case). Look at the plaque. Hold the headphones. Walk to exhibition D (third aisle on the left). Look at the plaque. Hold the headphones. Open the display case. Examine the display. Put the numbers on their correct places according to Sonny’s notes. [+] Close the display case. Return to the temple. Walk up the stairs. Examine the pots. Take the pottery shard. Return to the “Employees Only” door. Walk through the “Employees Only” door, through the “Laboratory” door. Approach your desk. Examine the task list. Cross out the consulate task. Cross out the numbering system task. Leave the desk. Examine the broken pottery. Reconstruct the vase. Leave the pottery. Talk to Henrik. 1113 Walk through the door, through the “Shipping and Receiving” door. Approach the autonarrator in the left wall. Examine the setting for exhibition A. Examine the setting for exhibition D. Set the number to 7. Examine the setting for exhibition C. Set the number to 14. Examine the setting for exhibition A. Set the number to 5. Examine the setting for exhibition J. Examine the setting for exhibition G. Set the number to 9. Examine the setting for exhibition J. Set the number to 13. Walk through the door, through the “Laboratory” door. Approach your desk. Examine the task list. Cross out the pottery task. Cross out the matching task. Walk through the door, out the “Employees Only” area. Return to the counter. Leave the museum. Go to the Colonial Hotel. Approach the alarm clock. Set the alarm for 9:00 am. Leave the hotel. Go to Taylor Sinclair’s Office. Talk to Sinclair. 212111223 Leave the office. Go to the Beech Hill Museum. Return to the “Employees Only” door. Walk through the “Employees Only” door, to the “Laboratory” door. Walk around until the sirens sound and the police arrive. Return to the counter. Walk through Joanna’s office door. Talk to Joanna. 223 Return to the crime scene (exhibition E). Take the scarlet hand paper. Return to the counter. Walk through Joanna’s office door. Talk to Joanna. 1114 Return to the “Employees Only” door. Walk through the “Employees Only” door, through the “Laboratory” door. Approach the Spectro X Archaeo-Analyzer. Flip the power switch. Open the compartment. Put the scarlet hand paper in the compartment. Examine the screen. Start the analysis. Choose to compare. Use the arrow buttons to find a match with the spectometer’s findings. Push the match button. Exit the machine. Take the scarlet hand paper. Flip the power switch. Leave the machine. Approach the periodic table. Examine the Hg entry. Examine the S entry. Walk through the door, out the “Employees Only” area. Return to the counter. Walk through Joanna’s office door. Talk to Joanna. 111 Walk through the door, to the garden area. Return to the Mayan pyramid. Walk around until Henrik falls down the stairs. Leave the hotel. Go to the Beech Hill Museum. Walk through Joanna’s office door. Talk to Joanna. 123 Return to the “Employees Only” door. Walk through the “Employees Only” door, through the “Laboratory” door. Approach your desk. Examine the note on the desk. Listen to the voice mails. Use the phone to call Franklin Rose. 21 Use the phone to call nurse Bluefoot (555-4000). 1123111 Use the phone to call Keep It Real Restoration (555-6766). 211111121 Walk through the door, out the “Employees Only” area. Return to the counter. Leave the museum. Go to the Eleanor Roosevelt Memorial Hospital. Approach the reality board. Put the scarlet hand paper on the reality board. Talk to Henrik. 1111112212 Leave the hospital. Go to the Beech Hill Museum. Walk through Joanna’s office door. Talk to Joanna. 13 Walk through the door. Leave the museum. Go to Taylor Sinclair’s Office. Talk to Sinclair. 221113 Take the picture. Leave the office. Go to the Eleanor Roosevelt Memorial Hospital. Approach the reality board. Put the picture on the reality board. Talk to Henrik. 211111214 Leave the hospital. Go to the Beech Hill Museum. Walk through Joanna’s office door. Approach to the round table in the corner. Examine the copy of “Art in the Americas”. Leaf through to the necklace. Note the Topeka Commission for the Arts. Leaf through to the closeup. Note the glyph means south. Return the magazine. Leave the table. Walk through the door. Turn around. Examine the plaque to the right of Joanna’s office. Examine the lower list of names. Return to the “Employees Only” door. Walk through the “Employees Only” door, through the “Laboratory” door. Approach Henrik’s desk. Examine the card on the desktop. Use Henrik’s key on the top drawer. Take the disk. Close the drawer. Use Henrik’s key on the bottom drawer. Take the notes. Examine the book. Read through the book. Note the password. Walk through the door, out the “Employees Only” area. Return to the counter. Leave the museum. Go to the Eleanor Roosevelt Memorial Hospital. Approach the reality board. Put Henrik’s notes on the reality board. Leave the hospital. Go to the Mexican Consulate. Talk to Alejandro. 4121262216 Leave the consulate. Go to the Colonial Hotel. Use the phone to call Franklin Rose. 1121 Approach the laptop. Put Henrik’s disk in the external drive. Approach the screen. Choose Henrik’s disk. Leave the computer. Set the alarm for 9:00 am. Leave the hotel. Go to the Eleanor Roosevelt Memorial Hospital. Talk to Henrik. 1 Look at the notes. 22221217 Leave the hospital. Go to the Colonial Hotel. Approach the laptop. Approach the screen. Choose Henrik’s disk. > STONE Open the notes. Read the entry “Prison of Stone”. Read the atanzahab entry. Read the whisperer entry. Read the north entry. Read the south entry. Read the east entry. Read the west entry. Read the Copan fool entry. Read the Pacal entry. Leave the notes. Open the contacts. Read the Honduras entry. Leave the computer. Use the phone to call the Chaco Canyon Cultural Center (1-505-555-1222). 211221 Use the phone to call Prudence Rutherford (1-785-555-7279). 111212112112 Use the phone to call Henry Daddle (1-605-555-3195). 2 Use the phone to call Penelope Daddle (1-605-555-3197). 1122111221212111 Leave the hotel. Go to Taylor Sinclair’s Office. Talk to Sinclair. 5 Take a cookie. Talk to Sinclair. 3 Use the cookie on the jade carving. Leave the office. Go to the Eleanor Roosevelt Memorial Hospital. Talk to Henrik. 2125 Leave the hospital. Go to the Beech Hill Museum. Return to the “Employees Only” door. Walk through the “Employees Only” door, through the “Laboratory” door. Approach your desk. Listen to the voice mail. Use the phone to call Franklin Rose. 112131 Leave your desk. Walk through the door, out the “Employees Only” area. Return to the counter. Walk through Joanna’s office door. Approach Joanna’s desk. Open the drawer. Take the display case key. Close the drawer. Read the paper. Leave the desk. Approach the file cabinet. Open the drawer. Take the Pacal Provenance document. Walk through the door. Leave the museum. Go to the Mexican Consulate. Talk to Alejandro. 1 Put the provenance papers on the desk. 21 Leave the consulate. Go to the Beech Hill Museum. Return to the “Employees Only” door. Walk through the “Employees Only” door, through the “Laboratory” door. Approach the HAM radio. Flip the power switch. Flip the power switch. Approach the side of the HAM radio. Open the panel. Take the burnt radio tube. Leave the HAM Radio. Walk through the door, out the “Employees Only” area. Walk to exhibition A (first aisle on the right, righthand display case). Use the display case key on the lock. Approach the HAM radio. Move the radio. Open the panel. Take the radio tube. Close the panel. Replace the radio. Close the display case. Return to the “Employees Only” door. Walk through the “Employees Only” door, through the “Laboratory” door. Approach the HAM radio. Approach the side of the HAM radio. Open the panel. Put the replacement radio tube in the socket. Leave the HAM radio. Approach Henrik’s desk. Read the instruction manual. Leave the desk. Approach the HAM radio. Flip the power switch. Tune in to station 2050. Listen to the message. Tune in to station 2731. Send coatl: > -.-. > — > .- > – > .-.. Note the password was received. Send leche: > .-.. > . > -.-. > …. > . Note the package will be sent. Flip the power switch. Leave the HAM radio. Walk through the door, out the “Employees Only” area. Return to the counter. Leave the museum. Go to the Colonial Hotel. Use the phone to call the Chaco Canyon Cultural Center (1-505-555-1222). 1 Set the alarm for 9:00 am. Leave the hotel. Go to the Beech Hill Museum. Return to the “Employees Only” door. Walk through the “Employees Only” door, through the “Shipping and Receiving” door. Open the box in the receiving bin. Examine the box. Move the first eye. Move the sixth eye. Move the fourth eye. Move the second eye. Note all the faces are looking cross-eyed. Open the box. Take the copan fool key. Approach the counter. Look at the packing list. Note item 1113 is a jade carving from Diego de Landa. Leave the counter. Walk through the door, out the “Employees Only” area. Return to the counter. Leave the museum. Go to the Eleanor Roosevelt Memorial Hospital. Talk to Henrik. 13 Leave the hospital. Go to the Beech Hill Museum. Walk to exhibition L (first aisle on the left, leftmost display case). Look at the plaque. Note the glyph. Walk to the ink well exhibition opposite of exhibition B (third aisle on the left). Look at the plaque. Note the glyph. Walk to the throneback sculpture near the monolith in the garden. Look at the plaque. Note the glyph. Walk to exhibition M (second aisle on the right, leftmost display case). Look at the large plaque about Pacal. Look at the smaller plaque. Look at the plaque at the beginning of the aisle. Walk to the calender stone exhibition near exhibition I (second aisle on the left). Look at the calendar stone plaque. Walk to exhibition B (third aisle on the left, leftmost display case). Look at the plaque at the beginning of the aisle. Return to the Mayan pyramid. Enter the pyramid. Put the keycard in the computer in the far end of the pyramid. View your progress. Begin the quiz. > PALENQUE > ZAC KUK > TZOLKIN > ITZAMNA > QUICHE Leave the computer. Put the keycard in the slot of the pillar puzzle. Match the symbols with their meanings.[+] A bell sounds if you’re correct. Leave the puzzle. Put the keycard in the computer near the exit of the pyramid. Play a game of Bul. Make sure you win. Leave the computer. Walk to the exhibition between exhibition K and exhibition J (garden area). Read the plaque. Walk to exhibition H (garden area). Read the plaque. Walk to the exhibition between exhibition H and the monolith. Read the plaque. Walk to exhibition C (garden area). Read the plaque. Walk to the locked door in the back of the pyramid. Use the keycard on the card swipe. Walk through the door. Put the keycard in the computer to the left. View your progress. Begin the quiz. > LADY XOC > BICEPHALIC > HUIPIL > NOBLE MAN > ATANZAHAB Leave the computer. Put the keycard in the other computer in the room. > SJOON > SPACEBABY Press the “M” key to display a mirrored map of the maze. Navigate the maze to the white square. Leave the computer. Put the keycard in the ball game computer. Set the power to 4. Set the angle to high. Shoot the ball. Set the power to 3. Set the angle to medium. Shoot the ball. Set the power to 5. Set the angle to medium. Shoot the ball. Set the power to 6. Set the angle to low. Shoot the ball. Leave the computer. Push the button to the viewscreen. Return to the exhibition hall. Walk to exhibition I (second aisle on the left). Hold the headphones. Turn to the right. Examine the left plaque. Walk to the exhibition just after exhibition C (garden area). Examine the plaque. Walk to the locked door in the back of the pyramid. Use the keycard on the card swipe. Walk to the locked door. Use the keycard on the card swipe. Walk downstairs and through the archway to the calendar puzzle. Look at the top plaque. Look at the bottom plaque. Put the keycard in the slot. Rotate the inner cylinder to 12. Rotate the outer cylinder to the Kaban symbol. [+] Leave the calendar puzzle. Walk to the match-up puzzle. Put the keycard in the slot. Match the gods with their description.
NameDescription
XBalanqueJaguar god
KukulcanWind god
Yum CimilGod of death
EkahauGod of travellers
IxchelMoon goddess
BalacWar god
TlalocRain god
Ahau KinSun god
Yum KaaxCorn god
Leave the puzzle. Walk across the bridge to the computer. Put the keycard in the computer. Begin the quiz. > COATIMUNDI Leave the computer. Return to the tomb near the calendar puzzle. Use the keycard on the card swipe. Open the tomb. Move the jade mask. Take the Pacal key. Close the tomb. Take the chemical flare. Return to the computer across the bridge. Use the keycard on the card swipe. Hold the flare. Walk to the exit. Return to the “Employees Only” door. Walk through the “Employees Only” door, through the “Shipping and Receiving” door. Walk straight ahead and examine the metal box. Note item 1113 is locked with a number combination. Open the box in the receiving bin. Read the note. Take the South key replica. Walk through the door, through the “Laboratory” door. Approach your desk. Use the phone to call Franklin Rose. 1111 Walk through the door, out the “Employees Only” area. Return to the counter. Leave the museum. Go to the Colonial Hotel. Set the alarm for 9:00 am. Leave the hotel. Go to the Beech Hill Museum. Walk through Joanna’s office door. Talk to Joanna. 1 Walk through the door. Return to the “Employees Only” door. Walk through the “Employees Only” door, through the “Shipping and Receiving” door. Walk straight ahead and examine the box for item 1113. Enter code 0677. Open the box. Take the East key. Open the box in the receiving bin. Open the case. Take the mold. Walk through the door, through the “Laboratory” door. Approach the casting apparatus near the periodic chart. Put the mold under the device. Move the device. Use the device. Open the mold. Take the plaster North key. Approach the reconstructed pottery. Rotate the base until the top can be placed. Reconstruct the key. Take the key. Walk through the door, out the “Employees Only” area. Walk to the calender stone exhibition near exhibition I (second aisle on the left). Use the display case key on the lock. Take the tzolkin. Close the display case. Return to the monolith. Put the tzolkin on the empty spot. Examine the tzolkin. Rotate the inner cylinder to 6. Rotate the outer cylinder until it points to the Lamat symbol. Walk around to the left side of the monolith, to the empty niche. Examine the new niche. Put the monolith key in the niche. Select the west key (to the right of the white plaster north key). Walk around to the left side of the monolith, to the empty niche. Examine the new niche. Put the monolith key in the niche. Select the north key (the white plaster part). Walk around to the left side of the monolith, to the empty niche. Examine the new niche. Put the monolith key in the niche. Select the east key (to the left of the white plaster north key). Walk around to the left side of the monolith, to the empty niche. Examine the new niche. Put the monolith key in the niche. Select the south key (across from the white plaster part). Enter the monolith. Examine the book. 112 Hold the chemical flare. Turn around to the body. Open the mouth. Take the bar. Turn to the right. Approach the hole. Put the bar in the hole. Turn twice. Look down. Take the book. Take the pin. Look up. Turn left. Approach the hole. Put the pin in the hole.

Nancy Drew: Ghost Dogs of Moon Lake

Walk around until the phone rings. Answer the phone. 22112 Approach the cabinet over the couch. Open the cabinet. Move the Iggy statue. Close the cabinet. Leave the house. Talk towards the dock. 311212121 Walk into the house. Walk around until the dogs attack. Approach the kitchen counter. Read the note. Approach the sink. Take the rubber gloves. Approach the cabinet over the sink. Open the cabinet. Take the lamp. Take the map. Close the cabinet. Leave the kitchen counter. Approach the ice box. Take the bottle of water. Walk up the stairs. Sleep until morning. Leave the house. Approach the pump. Use the handle. Take the bucket. Leave the pump. Walk to the dock. Approach the boat. Use the bucket on the water until the boat is empty. Take the screwdriver. Take the life jacket. Approach the engine. Pull the rope. Open the engine. Leave the boat. Turn right before the house and walk to the shed. Enter the shed. Approach the shelves. Approach the iron. Take the key. Leave the shelves. Approach the chest. Use the key on the padlock. Use the key. Use the screwdriver on the screws. Open the chest. Take the mask. Take the hammer. Leave the shed. Walk to the house. Walk up the stairs. Sleep until nightfall. Leave the house. Turn right before the docks and continue to Red’s observation tree. Climb up the ladder. Talk to Red Knott. 12121111 Take the items. 1 Climb down the tree. Walk to the house. Walk up the stairs. Sleep until morning. Leave the house. Walk to the boat. Approach the engine. Open the engine. Put the spark plug in the slot. Read the note on the inside of the lid. Approach the right-most screw. Use the screwdriver on the screw twice. Approach the left-most screw. Use the screwdriver on the screw once. Close the engine. Pull the rope. Go to Em’s Emporium. Talk to Emily Griffen. 21221111 Take the cassette player. 1422212 Leave the store. Pull the rope. Go to the Moon Lake State Park Ranger Station. Talk to Jeff Akers. 1122211 Take the test vial. 212411 Approach the computer. Select Health and Safety Tips. Read the document on priming a pump. Return to the main menu. Select History of Moon Lake. Read the document on famous residents. Select the Creation of Moon Lake State Park. Read the document on roman numberals. Read the document on Jeff Akers. Leave the computer. Leave the station. Pull the rope. Go to Sally McDonald’s home. Walk around the house to the blue tarp. Move the tarp. Take the board. Move the tarp. Walk into the until you find the board. Take the board. Look at the cassette recorder. Put the tape in the recorder. Push the play button. Leave the recorder. Walk to the cemetery. Take the board. Approach the pillars near the crypt. Note the birth dates for the four dogs. Wander around the forest. Make pictures of the robin, the bluejay, and the goldfinch. Try to make a picture of a tanager or cardinal. Walk to the house. Walk up the ladder. Sleep until nightfall. Leave the house. Turn right before the docks and continue to Red’s observation tree. Climb up the ladder. Talk to Red Knott. 11 Take the sandpaper. 1 Climb down the tree. Walk to the house. Walk up the stairs. Sleep until morning. Read the poem near the exit. Note each of the walls has the pictures of trees, swans, deers or birds more clear. Approach the cabinet over the couch. Open the cabinet. Approach the Iggy statue. Use the sandpaper on the statue. Move the Vitus statue once. Move the Iggy statue two times. Move the Lucy statue three times. Close the cabinet Approach the rotten floor. Put the three boards on the rotten floor. Use the hammer on the boards. Walk through the secret door, down the steps. Take the picture. Walk through the door. Approach the wall to the left. Open the wall. Read the note. Approach the safe. Walk through the metal door. Read the note on the steps. Walk up and out the basement. Approach the pump. Put the bucket under the pump. Approach the top of the pump. Use the water bottle on the pump. Leave the pump top. Use the handle. Use the vial on the bucket. Leave the pump. Walk to the boat. Pull the rope. Go to Em’s Emporium. Talk to Emily Griffen. 42116 Leave the store. Pull the rope. Go to the Moon Lake State Park Ranger Station. Talk to Jeff Akers. 32121214 Leave the station. Pull the rope. Go to Sally McDonald’s home. Walk to the basement doors. Approach the tile in front of the doors. Move the tile. Take both bugs. Walk to the forest. Search the forest for bugs under rocks and logs until you have 7. Walk to the house. Walk up the stairs. Wait until nightfall. Walk to the cemetery. Approach the pile of stones just outside the cemetery. Move the rock. Take both bugs. Move the rock. Walk to the forest. Search the forest for bugs under rocks and logs until you have 12. Walk to the house. Walk up the stairs. Wait until morning. Leave the house. Go to Em’s Emporium. 15 Leave the store. Pull the rope. Go to Sally McDonald’s home. Walk to the forest. Make pictures of the tanager and the cardinal. Walk to the house. Walk up the stairs. Sleep until nightfall. Leave the house. Turn right before the docks and continue to Red’s observation tree. Climb up the ladder. Talk to Red Knott. 111 Walk to the house. Walk up the stairs. Sleep until morning. Leave the house. Use the stump in the direction of the docks. Use the camera on the hawk. Wait until the insecticide sprayer catches fire. Kick the hoe. Kick the sprayer. Kick the hoe. Kick the garden gnome. Kick the jack. Kick the jack. Walk to the pump. Take the bucket. Walk to the shed. Use the bucket on the fire. Leave the house. Walk to the boat. Pull the rope. Go to the Moon Lake State Park Ranger Station. Talk to Jeff Akers. 121212212 Approach the boxes near the computer. Put the following envelopes in the columns from top to bottom:
1900 — 1912: MXMXI, MCMX, MCMVIII, MCMIV, MCM
1913 — 1919: MCMXIX, MCMXVII, MCMXV, MCMXIV, MCMXIII
1920 — 1945: MCMXLV, MCMXLI, MCMXXXIX, MCMXXXII, MCMXXV
1946 — : MCMXCVII, MCMLXX, MCMLXIX, MCMLX, MCMLI[+]
Read the contents of folder MCMXXXII. Talk to Jeff Akers. 21 Take the pin. 3 Leave the station. Pull the rope. Go to Sally McDonald’s home. Walk to the basement. Approach the safe. Use the pin on the hole. Push the round button between the dial and the hole. Dial to 1. Push the button. Dial to 2. Push the button. Dial to 9. Push the button. Dial to 3. Push the button. Dial to 2. Push the button. Use the protective equipment on the journal. Read through the journal. Take the map. Leave the safe. Walk up the stairs. Use the telephone. Call Vivian Whitmore. 1222123 Leave the house. Walk to the boat. Pull the rope. Go to the Moon Lake State Park Ranger Station. Talk to Jeff Akers. 11 Open the envelope. 4 Leave the station. Pull the rope. Go to Sally McDonald’s home. Walk to the house. Walk up the stairs. Sleep until nightfall. Leave the house. Turn right before the docks and continue to Red’s observation tree. Climb up the ladder. Talk to Red Knott. 222 Climb down the tree. Walk to the house. Walk up the stairs. Sleep until morning. Leave the house. Walk to the boat. Go to the Moon Lake State Park Ranger Station. Talk to Jeff Akers. Open the envelope. Take the key. 4 Leave the station. Pull the rope. Go to Sally McDonald’s home. Walk to the cemetery. Approach the first tombstone on the left. Use the key on the ornament. Move one of the letters. Walk to the house. Use the telephone. Call Vivian Whitmore. 24 Leave the house. Walk to the cemetery. Approach the first tombstone on the left. Use the key on the ornament. Use the second letter twice. Use the third letter twice. Use the fourth letter twice. Walk into the passage. Hold the lamp. Walk until the batteries run out. Turn around and walk until you hit the end of the path. Turn left. Pull the lever. Leave the passage. Walk to the boat. Pull the rope. Go to Em’s Emporium. Talk to Emily Griffen. 71 Take the paper. Approach the display. Arrange the cans so they resemble the example on the paper. Leave the display. Talk to Emily Griffen. 1 Use the batteries. Take the lamp. Leave the store. Pull the rope. Go to Sally McDonald’s home. Walk to the cemetery. Approach the first tombstone on the left. Use the key on the ornament. Use the second letter twice. Use the third letter twice. Use the fourth letter twice. Walk into the passage. Hold the lamp. Keep turning left until you get to the speakeasy. Approach the picture of Vitus. Approach the picture of Lucy. Approach the picture of Xander. Approach the picture of Iggy. Approach the roulette wheel. Open the top. Push the button. Close the top Leave the roulette wheel. Approach the soda spigots. Pull the red handle. Push the first button. Repeat until the first letter is X. Pull the blue handle. Push the second button. Repeat until the first letter is V. Pull the red handle. Push the yellow button. Repeat until the first letter is I. Pull the green handle. Push the fourth button. Repeat until the first letter is L. Leave the speakeasy through the tunnels. Hold the lamp. Follow the light into the picture tunnel. Approach the picture of Xander. Note the locations of the four dogs on the map. Approach the map between Xander and Lucy. Push the square at row 1, column 7. Push the square at row 3, column 11. Push the square at row 4, column 9. Push the square at row 5, column 7. Close the passage. Turn left. Walk through the upper tunnel. Walk to the kennel. Continue to the workbench. Take Malone’s key. Return to the picture tunnel. Approach the map between Xander and Lucy. Push the square at row 1, column 7. Push the square at row 3, column 11. Push the square at row 4, column 9. Push the square at row 5, column 7. Enter the passage. Approach the door. Use Malone’s key on the lock. Walk through the door. Take the valve wheel. Approach the valves. Turn the wheel. Go to the right. Turn the wheel. Put the valve wheel on the empty spot. Approach the gauge. Use the screwdriver on the hole. Leave the gauge. Turn the left wheel. Approach the gauge. Take the screwdriver. Leave the gauge. Take the valve wheel. Leave the valves. Approach the vault door. Turn the wheel. Open the door. Enter the well. Climb down. Approach the lock. Move the first number once. Move the second number twice. Move the fifth number once. Move the last number once. Note the numbers now read 50, 10, 5 and 1. Put the valve wheel on the pipe. Approach the gold. Walk up the ladder. Enter the vault. Close the door. Open the drain. Enter the drain. Climb up the other end of the sewer. Climb up the ladder.

Nancy Drew: The Haunted Carousel

Leave the room. Walk through the door in the whale’s mouth. Talk to Harlan. 121211222 Take the fun card. 23 Leave the security office. Go to Joy. Walk to the building. 11 Enter the building. Talk to Joy. 1122222 Examine the photos near the carousel advert. Leave the office. Go to the Tidal Terror Roller Coaster. Approach the card swipe. Use the access card on the card swipe. Leave the roller coaster. Go to the Carousel. Walk to the band organ. Move the band organ. Use the access card on the card swipe on the back of the organ. Use the access card on the card swipe on the carousel. Leave the carousel. Go to the Midway Games. Approach the game that is out of order. Approach the Swimmer’s Itch game. Use the fun card on the slot. Win the game at either difficulty setting.[+] Take the seahorse token. Approach the squid toss game. Use the fun card on the slot. Move one step to the left. Set the force to “Shrimp”. Launch the squid. Move one step to the right. Set the force to “Dolphin”. Launch the squid. Move one step to the right. Set the force to “Whale”. Launch the squid. Take the anchor token. Approach the prize-o-matic. Select the top left prize. Put the seahorse token in the slot. Take the prod. Leave the arcade. Go to Ingrid. Walk inside. Talk to Ingrid. 21221131 Take the macro resistor. Take the handbook. 344 Leave the building. Go to Elliott. Open the door. Leave the building. Go to Joy. Walk to the machine on top of the cabinet. 111111 Approach the cabinet. Open the drawer. Take the note. Approach the desk. Use the notepad. Leave the building. Go to the haunted house. Walk to the door. 21 Use the access card on the card swipe. Approach the broken dummy. Take the portable keyboard. Walk through the door, cross the tracks and through the door to the radiator room. Leave the haunted house. Go to the Midway Games. 11 Approach the game that is out of order. Move the machine. Use the access card on the card swipe. Read the notes on the inside of the back. Close the back. Note the serial number. Use the access card on the card swipe. Use the keyboard on the screen. Use the screen. > SUPER > KM5200 Approach the Barnacle Blast machine. Use the fun card on the slot. Win both levels at either difficulty setting. Take the tokens. Approach the prize-o-matic. Select the harmonica. Put the shell token in the slot. Put the mermaid token in the slot. Put the anchor token in the slot. Take the harmonica. Leave the arcade. Go to Elliott. Walk to the door. 1 Enter the building. Talk to Elliott. 21121 Take the soldering gun. 2 Approach the shelves. Approach the wooden box. Take the tissue strips. Leave the shelves. Approach the workbench. Take the duct tape. Leave the building. Go to the Tidal Terror Roller Coaster. Use the cellphone. Call Bess Marvin. 1136 Approach the card swipe. Open the swipe. Read the notes. Open the circuitry. Look in the engineering handbook, at the circuits topic. Leave the handbook. Put the macro resistor in the empty spot near the diode. Use the soldering gun to solder a route from the switch, through the top resistor and the macro resistor to the diode. Move the switch. Close the card swipe. Take the red tag. Leave the roller coaster. Go to Harlan. Enter the building. Talk to Harlan. 44 Leave the building. Go to the Tidal Terror Roller Coaster. Use the access card on the card swipe. Walk to the emergency stop button. Take the pencil. Walk to the door. Open the panel. Connect the blue wire to the top pin. Connect the red wire to the middle pin. Connect the green wire to the bottom pin. Push the power button. Push the button corresponding to the “A” track. Leave the roller coaster. Go to Joy. Enter the building. Talk to Joy. 22221112 Leave the building. Go to Elliott. Walk into the building. Talk to Elliott. 2222 Leave the building. Go to the Captain’s Quarters Hotel. Pick up the courtesy telephone. 11 Wait until room service arrives. Open the door. Take the Fundae. Eat the Fundae. Take the spoon. Leave the hotel. Go to Joy. Enter the building. Talk to Joy. 2 Open Miles. Put the spoon in Miles. 12 Take the message. 22 Leave the building. Go to the Captain’s Quarters Hotel. Enter the closet. Open the ironing board. Flip the switch. Put the message on the ironing board. Use the iron. Use the iron. Use the iron. Take the message. Flip the switch. Approach the laptop. Read the “Steno Info” mail in the inbox. Learn steno. Leave the laptop. Look at the note. > GLORY Leave the building. Go to Joy. Enter the building. Talk to Joy. 2112 Leave the building. Go to the Carousel. Walk to the band organ. Move the band organ. Approach the back of the band organ. Use the access card on the card swipe. Examine the note. Use the cellphone. Call Tink. 1221 Leave the back of the band organ. Use the access card on the carousel door card swipe. Approach the cabinet. Turn the dial to 1. Push the top button. Turn the dial to 8. Push the top button. Turn the dial to 9. Push the top button. Turn the dial to 3. Push the top button. Turn the dial to 9. Push the top button. Push the round button. Take roll #3. Leave the cabinet. Open the trap door. Crawl under the carousel. Take the remote transmitter. Climb back up. Use the extendable prod on the letter. Read the letter. Leave the carousel. Walk to the band organ. Move the band organ. Approach the back of the band organ. Use the access card on the card swipe. Open the cabinet. Put the roll on the dowel. Take the broken dowel. Leave the carousel. Go to Elliott. Enter the building. Talk to Elliott. 3 Approach the workbench. Use the broken dowel on the ruler. Leave the workbench. Open the box. Examine the horse tails. Approach the drill. Read the magazine. Take the receipt from the ground. Approach the bookshelf. Read the book on carousels. Aproach the lathe. Take a rod. Take the safety goggles. Turn the machine on. Put the rod in the lathe. Set the machine to 3 cm. Set the chisel at it’s deepest setting. Turn on the lathe. Repeat the process until the part from 2.5 cm until 11.5 cm is thin. Set the machine to 12 cm. Set the chisel to the shallowest setting. Turn on the lathe. Take the dowel. Leave the building. Go to the Carousel. Walk to the band organ. Move the band organ. Approach the back of the band organ. Use the access card on the card swipe. Open the cabinet. Put the dowel in place. Put the roll on the dowel. Approach the pipes. Turn the dial to “Roll”. Put the tissue strips on the pipes. Use the tape on the strips. Turn on the power. Turn off the power. Leave the carousel. Go to Joy. Enter the building. Talk to Joy. 2 Play the tune A-E-D-E-F-E-A-E. 1111 Leave the building. Go to the haunted house. Use the cellphone. Call Tink. 1212 Call Anton Sukov. 122 Use the access card on the card swipe. Approach spook 10, the dummy near the tracks. Note the red tag. Continue to the radiator room. Approach the radiator. Open the secret compartment. Use the transmitter on the receiver. Examine the lock. Leave the building. Go to Harlan. Enter the building. Examine the magazine near the monitors. Approach the locker. Turn the dial to 1. Push the top button. Turn the dial to 0. Push the top button. Turn the dial to 1. Push the top button twice. Turn the dial to 9. Push the top button. Turn the dial to 0. Push the top button. Push the round button. Look up. Read the appointment book. Look down. Take the video. Close the locker. Approach the VCR. Put the video in the VCR. Approach the locker. Open the locker. Look down. Put the video in the shoes. Leave the building. Go to Ingrid. Approach the lock. Type the code 0726. Approach the little bag on the desk. Read the receipt. Read the advertisement near the mouse. Approach the workbench. Read the note. Leave the building. Go to Harlan. Enter the building. Talk to Harlan. 5525 Leave the building. Go to Elliott. Use the telephone. Call Luis G. 112 Walk to the door. 1 Enter the building. Talk to Elliott. 222 Leave the building. Walk around until Harlan calls you. Go to Harlan. Enter the building. Talk to Harlan. 11 Leave the building. Walk around until Harlan calls you. Go to Harlan. Enter the building. Talk to Harlan. Take the key. Leave the building. Go to Ingrid. Enter the building. Talk to Ingrid. 8 Take the dummy’s arm. 8 Leave the building. Go to the haunted house. Use the access card on the card swipe. Approach the dummy near the tracks. Approach the missing arm. Put the arm on the empty spot. Use the pliers on the screw. Use the pliers on the screw. Use the pliers on the screw. Use the pliers on the screw. Leave the arm. Take the red tag. Continue to the radiator room. Approach the radiator. Open the secret compartment. Use the transmitter on the receiver. Use the key on the lock. Enter the secret passageway. Leave the building. Go to Harlan. Enter the building. Talk to Harlan. 55 Leave the building. Go to the Carousel. Use the fun card on the slot. Grab the brass ring. Go to the haunted house. Use the access card on the card swipe. Approach the dummy near the tracks. Open the panel. Turn the letters so it reads “Spatzi”. Approach the arm. Put the brass ring on the arm. Walk down the stairs. Take the jewels. Read the letter to Joy. Walk through the door to the workshop. Open the door across the workshop. 2 Walk to the exit until you’re trapped. Approach the arm. Take the brass ring.

Nancy Drew: Danger on Deception Island

22 Approach the sink. Use the sink. Open the cabinet. Reconstruct the pipes from the bottom up. Numbering the parts 1-13, the order to place them is: 11-8-5-1-12-13-9-10-6-2-3-7-4.[+] Read the card. Leave the pipes. Walk outside. Talk to Katie. 11112 Walk upstairs. Examine the GPS device. Examine the note. Talk to Katie. 22 Walk to the docks. Take the helmet. Use the bike. Go to the Hot Kettle Cafe. Walk inside. Talk to the man at the bar. 1111111211 Take the paper. 12 Look at the paper. Approach the flag chart on the wall. Examine the flag codes Look down to the international communication alphabet. Examine the postcard stand. Examine the postcard in the postcard stand. Leave the chart. Talk to the woman behind the bar. 11223 Leave the building. Take the helmet. Use the bike. Go to Whale World. Enter the building. Examine the poster. Leave the poster. Talk to the man. 2114 Leave the building. Take the helmet. Use the bike. Go to the lighthouse. Walk down to the beach. At the beach, there are two stones and a roof tile that can be moved. Underneath, there may be a crab. If you catch a crab, turn it over. Make sure the crab has narrow abdomen.[+] If it doesn’t, leave the crab. Otherwise, take the crab. Continue until you capture a male Dungeness Crab. Walk up to the lighthouse. Approach the lock. Walk down to the beach, to the bike. Take the helmet. Use the bike. Go to Katie’s boat. Walk into the boat. Use the laptop. Use the DI portal. Search for morse code. Search for knot examples. Search for Nautical terms. Search for sun, moon, north star and sea. Search for sail boat types. Leave the laptop. Look at the quiz. > WEST > 138.43 > PORT > EAST > VOTE4HOLT > URSA MINOR Turn the page. > MASTS > FISHERMAN > BEND Leave the boat. Take the helmet. Use the bike. Go to the Hot Kettle Cafe. Walk inside. Talk to Holt. 22 Take the GPS device. 1 Leave the boat. Take the helmet. Use the bike. Go to the lighthouse. Walk to a pile of stones. Take three stones. Find the bottle floating in the sea. Use a stone on the bottle. Select the flat stone. Set the angle to the third from the left. Set the power to maximum. Skip the stone. Take the note from the bottle. Continue across the rocks. Take the driftwood. Leave the boat. Take the helmet. Use the bike. Go to Katie’s boat. Talk to Katie. 313 Walk down into the boat. Use the cellphone. Call Casey Porterfield. 11 Walk up to the front of the ship. Examine the books. Open the drawer. Solve the puzzle of putting the books back.[+] Read the book on botany. Note the the author’s name. Leave the drawer. Approach the microscope. Use the razor blade. Use the glass slide. Use the wood sample. Use the microscope. Use the cellphone while looking in the microscope. Call Dr. Preduviciu. 12212211 Call Casey Porterfield. 1 Leave the microscope. Leave the boat. Walk to the kayak. Take the equipment. Take the bottle. Take the message. Use the kayak. Go forward until you find another bottle. Take the bottle. Take the message. Use the GPS. Note the waypoint to the far north. Leave the GPS. Turn around. Go forward. Turn to the right. Go forward until you reach the buoy (buoy 12). Turn left. Go forward until you reach the warning buoy. Turn left. Go forward until you enter the cave. Go through the left part. Take the bottle. Take the message. Leave the cave. Use the GPS. Create a new waypoint at N48 42.517 by W123 08.615. Go forward until you reach the buoy (buoy 15). Turn right. Go forward until you reach the warning buoy. Turn right. Go forward twice. Turn left. Go forward until you reach the beach. Walk to the end of the beach. Examine the seaweed. Lift the seaweed. Take the box. Examine the markings. Push the flags associated with the word ROSEBUD. Push the third flag on the second row. Push the first flag on the third row. Push the first flag on the first row. Push the second flag on the third row. Push the third flag on the first row. Push the second flag on the second row. Push the third flag on the third row. Take the first paper. Take the second paper. Note the story contains words of the international communications alphabet. > ASK HS AJ JD FOR HILDAS GIFT Read the third paper. Return to the kayak. Use the kayak. Go forward until you reach the warning buoy. Turn left. Go forward until you reach rock. Turn right. Go forward until you reach Katie’s boat. Take the helmet. Use the bike. Go to the Hot Kettle Cafe. Enter the building. Talk to Holt. 11 Take the chess problem. Approach the duffle bag. Open the bag. Examine the book on chess. Note the bookmarker. Leave the duffle bag. Look at the chess problem. > R H5 > R H7 Talk to Holt. 11 Talk to Jenna. 411 Take the clam bucket. 4 Leave the building. Take the helmet. Use the bike. Go to Whale World. Enter the building. Talk to Andy. 3131 Approach the Caddy model stand. Assemble the model.[+] Walk into the museum room. Approach a computer. Examine the card slot. Return to Andy. Talk to Andy. 3 Take the card. 3 Take the clam tube. 3 Enter the museum. Approach the killer whale display. Push the button. Read the plaques. Approach the gray whale display. Push the button. Read the plaques. Approach the minke whale display. Push the button. Read the plaques. Approach the dall’s porpoise display. Push the button. Read the plaques. Approach the humpback whale display. Push the button. Read the plaques. Walk to the audio station. Read the plaques. Use the key card on the slot. Match the sounds with the whales. Walk to the feeding frenzy game. Read the plaques. Use the key card on the slot. Get at least 15 points. Walk to the interactive station. Approach the right computer. Use the key card on the slot. Answer at most 1 question incorrectly. Approach the left computer. Use the key card on the slot. Win the game. Approach the whale of fortune. Use the key card on the slot. Spin the wheel. Return to Andy. Talk to Andy. 31313 Look at the key chain. Leave the building. Take the helmet. Use the bike. Go to the lighthouse. Walk down to the beach. Walk around, looking for holes in the sand. When you find one, use the tube on the hole. Use the tube. Take the clam. Repeat until you have 4 clams. Take the helmet. Use the bike. Go to Katie’s boat. Walk to the kayak. Take the equipment. Use the kayak. Go forward until you reach rock. Turn left. Go forward until you reach a warning buoy. Turn right. Go forward until you reach the beach. Find 9 clams on this part of the beach. Go to rocky area. Walk to the crack to the right. Jump from nearby large rock to nearby large rock to the small sandbank. Find 2 clams on this sandbank. Jump back to the main beach. Return to the kayak. Use the kayak. Go forward until you reach the warning buoy. Turn left. Go forward until you reach rock. Turn right. Go forward until you reach Katie’s boat. Use the cellphone. Call Casey Porterfield. 11112 Enter Katie’s boat. Use the laptop. Read Casey’s email. Use the DI portal to go to the internet address Casey suggested. Leave the boat. Take the helmet. Use the bike. Go to the Hot Kettle Cafe. Enter the building. Talk to Jenna. 111 Talk to Jenna. 44 Approach the toy box. Defeat the game of memory. Examine the necklace. Open the duffle bag. Read the poker book. Note the small boxes in the pillars throughout the cafe. Four of these boxes will open. These boxes contains five diamond-shaped buttons with a suit and a number. Push the buttons such that it becomes a royal flush. Approach the box to the right of the exit. Select the second button until it becomes the 10 of diamonds. Select the third button until it becomes the King of diamonds. Select the first button until it becomes the Queen of diamonds. Select the fifth button until it becomes the Ace of diamonds. The box near the exit now should show a royal flush in diamonds. Approach the box near the two chairs. Select the first button until it becomes the Jack of clubs. Select the second button until it becomes the Queen of clubs. Select the fourth button until it becomes the King of clubs. The box near the two chairs now should show a royal flush in clubs. Approach the box next to the window in the back of the bar area. Select the first button until it becomes the Ace of spades. Select the third button until it becomes the Jack of spades. The box next to the window in the back of the bar area now should show a royal flush in spades. Approach the box in the dining hall booth. Select the fifth button until it becomes the King of hearts. Select the fourth button until it becomes the Ace of hearts. Select the third button until it becomes the Queen of hearts. Select the second button until it becomes the Jack of hearts. Select the first button until it becomes the 10 of hearts. The box in the dining hall booth now should show a royal flush in hearts. If done correctly, you will hear grinding gears. Approach the table in the dining hall. Open the secret trap door. Try to enter the trap door. Talk to Jenna. 34 Leave the building. Take the helmet. Use the bike. Go to Katie’s boat. Walk to Katie. Talk to Katie. 111 Walk down into the boat. Use the laptop. Use the anagram buster. Move the letters such that it reads “Telephone Number”. Leave the laptop. Approach the bread. Take the peanut butter from the shelf. Put the peanut butter on the bread. Leave the bread. Keep the bread. Walk outside. Talk to Katie. 1 Take the headlamp. 1 Take the helmet. Use the bike. Go to the Hot Kettle Cafe. Enter the building. Open the secret trap door in the dining hall. Climb down the passage. Walk to the crossroads. Note the cairn. Turn right. Walk until you note the next cairn. Turn left. Climb up the boxes. Open the trapdoor. Return to the cairn and turn left. Walk until you note the next cairn. Turn left. Walk until you note the next cairn. Turn around. Walk back, past the cairn, to the long tunnel. Walk until you note the next cairn. Walk past the cairn. Approach the box. Take the oil spray. Leave the box. Pull the lever on the door. Walk through the door to the dead end. Approach the rectangle on the door. Move the second and third part up. Make sure the first and fourth part are in the lower position. Leave the door. Turn around. Walk until you go through the long tunnel again. Turn left at the cairn. Walk until you find the second cairn. Turn left. Climb up the ladder. Pull the lever. Enter the cafe. Talk to Jenna. 41111 Leave the building. Take the helmet. Use the bike. Go to the lighthouse. Walk down to the beach, up to the lighthouse. Walk past the gate. Note the falling rocks. Look up. Approach the lock. Set the lock to code 3475. Walk inside. Climb up the ladder to the right. Approach the morse lamp. Open the lamp. Examine the shutters. Use the oil spray on the rusted shutters. Leave the lamp. Examine the calendar. Climb down the ladder. Approach the stove. Open the lid. Pull the lever. Leave the building. Walk around the building. Open the door. Climb down the ladder. Approach the rectangle on the door. Move the second and third part up. Make sure the first and fourth part are in the lower position. Climb down the opened trap door. Note the serpent puzzle. Climb up the ladder. Approach the table. Open the box. Take a lamp. Make sure it makes no sound when you pick it up. Climb up the ladder. Open the door. Walk inside. Climb up the ladder to the right. Approach the morse lamp. Open the lamp. Put the lamp in the lid. Close the lamp. Approach the morse machine. Send your telephone number 523-555-4399 in morse code. > …. > ..— > …– > ….. > ….. > ….. > ….- > …– > —-. > —-. Push the send button. Walk back to the ladder. 211 Climb down the ladder. Leave the building. Walk down to the beach, to the bike. Take the helmet. Use the bike. Go to Katie’s boat. Walk into the boat. Use the laptop. Read Hilda’s email. Use the ID portal. Search for Nautical terms. Leave the laptop. Leave the boat. Walk to the kayak. Take the equipment. Use the kayak. Go forward once. Turn left. Go forward twice. Note the two red buoys, including 1 isophase buoy. Turn right. Note the two red buoys. Go forward once. Turn left. Turn around. Go forward until you reach rock. Turn right. Go forward until you reach Katie’s boat. Take the helmet. Use the bike. Go to the Hot Kettle Cafe. Walk inside. Look at the menu. Note you can now reconstruct the GPS coordinates. Leave the building. Take the helmet. Use the bike. Go to Katie’s boat. Walk to the kayak. Take the equipment. Use the kayak. Use the GPS device. Create a new waypoint at N48 42.485 by W123 08.735. Go forward until you reach rock. Turn left. Go forward once. Turn left. Go forward once. Open the floater. Take the transmitter. 22 Leave the floater. Go forward until you reach rock. Turn left. Go forward until you reach rock. Turn right. Go forward until you reach Katie’s boat. Take the helmet. Use the bike. Go to the Hot Kettle Cafe. Enter the building. Open the secret trap door in the dining hall. Climb down the passage. Turn right at the crossroads. Walk to the end of the tunnel. Turn right. Walk through the long tunnel. Turn left at the next cairn. Approach the strange anvil-looking rock. Look up. Climb to the opening. Follow the instructions from the seaweed box: Go left, forward, right, right, left. Go left, right, forward, right, right. Go left, left, right, left, forward. Go left, forward, forward. Approach the rock. Note the coordinates on them. Walk back to the exit. Turn right at the cairn. Walk through the long tunnel. Turn left at the cairn. Walk until you find the second cairn. Turn left. Climb up the ladder. Pull the lever. Enter the cafe. Leave the building. Take the helmet. Use the bike. Go to Katie’s boat. Walk to the kayak. Take the equipment. Use the kayak. Use the GPS device. Create a new waypoint at N48 42.522 by W123 08.799. Go forward twice. Turn left. Go forward until you reach buoy 8. Use the transmitter on the water. Approach the buoy. Open the box. Take the binoculars. Leave the buoy. 11 Turn around. Go forward until you reach rock. Turn right. Go forward until you reach Katie’s boat. Take the helmet. Use the bike. Go to Whale World. Enter the building. Approach the ship in the bottle. Use the binoculars on the sails. Leave the ship in the bottle. Leave the building. Take the helmet. Use the bike. Go to the lighthouse. Walk down to the beach, up to the lighthouse. Approach the lock. Set the lock to code 3475. Open the door. Walk inside. Approach the stove. Open the lid. Pull the lever. Leave the building. Walk around the building. Open the door. Climb down the ladder. Climb down the trap door. Approach the serpent puzzle. Push the five pointed star symbol. Turn the left serpent to the anchor-like symbol. Turn the right serpent to the cross symbol. Push the lever. Climb up the ladder, up the ladder. Walk down to the beach, to the bike. Take the helmet. Use the bike. Go to Katie’s boat. Walk to the kayak. Take the equipment. Use the kayak. Go forward. Turn left. Go forward until you reach the buoy (buoy 12). Turn left. Go forward until you reach the warning buoy. Turn left. Go forward until you enter the cave. Go through the left part. Continue through the new passage to the smuggler’s cave. Leave the kayak. Walk to the crates. Examine the crates. Examine the harness schematics. Examine the gloves. Enter the kayak. Leave the caves. 1 Go forward until you reach the buoy (buoy 15). Turn right. Go forward until you reach the warning buoy. Turn right. Go forward until you reach rock. Turn right. Go forward until you reach the docks. Take the helmet. Use the bike. Go to the Hot Kettle Cafe. Enter the building. Talk to Holt. 1212 Talk to Jenna. Leave the building. Take the helmet. Use the bike. Go to Whale World. Enter the building. Talk to Andy. 2221 Climb up the side of the ship. Walk through the darker area to the hiding place behind the crates. Continue to the hiding place behind the fuel containers. Walk to the boxes. Turn around. Hide behind the yellow pipes. Walk down the stairs. Open the door. Cross the orca bay area. Walk to the chair. Move the chair. Remove the gag from Katie. Hide behind the crates. Walk back through the orca bay area. Take the oxygen tank. Use the oxygen tank on the water.

Nancy Drew: Curse of Blackmoor Manor

Walk out the room, down the stairs. Turn left and walk through the metal door into the conservatory. Walk down the stairs, and past the plants. Talk to Mrs. Drake. 1112 Leave the conservatory. Walk across the hall through the door into the library. Talk to Nigel Mookerjee. 1113225 Approach the computer. Note the computer is password protected. Leave the library. Walk upstairs. Turn left and go through the first room to the right, into Linda’s room. Talk to Linda. 212 Leave Linda’s room. Walk to Nancy’s room. You will be called by Mrs. Petrov. 213 Turn around and go through the first door on the left, into Jane’s room. Talk to Jane. 2112 Talk to Jane. 3 Beat Jane in the game of Skull and Bones. 4 Approach the bookshelves. Read the loose pages. Leave the bookshelves. Approach the table. Read the Mutus Liber book. Leave the table. Leave the room. At this moment, you might encounter Ethel (depending on the time). 11 Walk into Linda’s room. Talk to Linda. 1 Leave Linda’s room. Walk into Nancy’s room. Use the telephone. Call the cook. 31 Walk to the downstairs hall. Walk to Nancy’s room. Remove the lid. Eat the turkey. Replace the lid. Set the alarm for 9:00 am. Note you wake up at 3:15 am. Set the alarm for 2:00 pm. Leave the room. Walk into Linda’s room. Talk to Linda. 11222 Leave the room. Walk past the stairs to the room with the coat of arms on it. Try to open the door. Walk into Jane’s room. Talk to Jane. 12 Win the game of Bul. 1 Take the key. 5 Leave Jane’s room. Walk past the stairs to the covered object. Remove the drape. 111 Walk to the coat of arms door. Note that each segment of the coat of arms is poitning in some direction. Use the key on the door. Approach the green dragon. Move the top left claw to the right position. Move the middle left claw to the down position. Move the middle right claw to the left position. Move the bottom left claw to the down position. Move the bottom right claw to the right position.[+] Enter the dark passage. Leave the room. Walk into Jane’s room. Talk to Jane. 4 Get a high score in the game of petroglyph punch. Take the glowstick. 5 Leave Jane’s room. Walk into the antiquity room. Approach the green dragon. Move the top left claw to the right position. Move the middle left claw to the down position. Move the middle right claw to the left position. Move the bottom left claw to the down position. Move the bottom right claw to the right position. Enter the dark passage. Follow the passage to the door. Approach the door. Open the hatch. Note the picture of the parrot. Leave the passage. Leave the antiquity room. Walk into Linda’s room. Talk to Linda. 2 Leave Linda’s room. Approach the gargoyle between Linda’s and Jane’s room. Move the gargoyle. Leave the gargoyle. Walk to the birdcage. Remove the drape. Talk to Loulou. 11 Leave the birdcage. Walk to the conservatory. Talk to Mrs. Drake. 445 Leave the conservatory. Walk to the birdcage. Remove the drape. Talk to Loulou. 11111 Walk into the antiquity room. Approach the green dragon. Move the top left claw to the right position. Move the middle left claw to the down position. Move the middle right claw to the left position. Move the bottom left claw to the down position. Move the bottom right claw to the right position. Enter the dark passage. Follow the passage to the door. Approach the door. Enter the word LEECH*. Leave the passage. Leave the antiquity room. Walk to the birdcage. Remove the drape. Talk to Loulou. 11 Walk into the antiquity room. Approach the green dragon. Move the top left claw to the right position. Move the middle left claw to the down position. Move the middle right claw to the left position. Move the bottom left claw to the down position. Move the bottom right claw to the right position. Enter the dark passage. Follow the passage to the door. Approach the door. Enter the word BOOK**. Enter the word BONNET. Enter the word GLASS*. Enter the word HILL**. Open the door. Continue to the gargoyle door. Approach the lock. Open the lid. Move the top left square. Move the middle right square. Move the bottom left square. Note all the triangles are pointing up, except for the top and bottom one on the right. Leave the lock. Leave the passage. Leave the room. You will run into Ethel. 22 Walk to the main hall. Walk to the portraits near the conservatory. Approach the painting with the gargoyle and without the coat of arms. Walk to the library. Talk to Nigel Mookerjee. 5 Type fast enough to get to type Nigel’s memoirs. Close the window. Read through the letter. Read through the notes. Read chapter 3. Leave the computer. Get the letter from the desk. Take the sketch. Note the number and position of items on the coat of arms. Leave the desk. Leave the library. Walk to the center of the hall. Look down. Walk upstairs, to the gargoyle. Move the gargoyle right, right, left, right, left, left, right. Walk into the passage. Approach the beetle marking on the right. Open the peephole. Look through the peephole. Leave the peephole. Continue to the door. Read the curse over the hatch. Note the curse refers to Elinor. Open the hatch. Push the E, at row 4, column 2. Push the L, at row 2, column 1. Push the I, at row 1, column 4. Push the N, at row 3, column 2. Push the O, at row 2, column 4. Push the R, at row 4, column 4.[+] Walk downstairs, turn right at the intersection. Continue to the gargoyle door. Approach the lock. Open the lid. Move the top left and top right square. Move the middle right square. Move the bottom left square. Note that all arrows in both the west and east passages are pointing up. Walk to the door. Open the box. Take the glow stone. Open the door. Walk into the room. Open the Mars door. Walk through the door. Open the Moon door. Close the door. Open the Moon door. Walk into the room with the pedestal. Approach the pedestal. Take the device. The red dot represents you. The mercury symbol represents the room you with the mercury symbol. The triangle represents the exit. The demons represent instant death, while the angel represents safety. Leave the pedestal. Approach the door across the room. Open the door. Turn around. Turn around. Open the door. Walk through the door. Look at the device. You should now be in the room north of the pedestal room. Open the Venus door. Close the door. Open the Venus door. Walk into the Mercury room. Open and close the Mars door until the Mercury room is just south of the angel. Open the Mercury door. Walk through the door. Open the hatch. Examine the snake symbol. Turn around. Walk through the door. Open and close the Mars door until the Mercury room is just north of the triangle. Walk through the Mercury door. Leave the passageway through either the east or west passage. Walk to Nancy’s room. Set the alarm for 2:00 pm. Leave Nancy’s room. Walk to the library. Talk to Nigel Mookerjee. 56 Leave the library. Walk upstairs, to the gargoyle. Move the gargoyle right, right, left, right, left, left, right. Walk into the passage, through the door directly left of the curse. Turn left downstairs. Walk past the gargoyle doors through the door into the Mercury room. Open and close the Mars door until the Mercury room is just south of the angel. Open the Mercury door. Walk through the door. Open the hatch. Use the cellphone to search the internet for Alchemy Symbols. Select Nitre at row 2, column 3. Select Vitriol at row 4, column 1. Select the cauldron. Select Nitre at row 2, column 3. Select Vitriol at row 4, column 1. Select Spirit of Salt at row 4, column 2 three times. Select the cauldron. Select Cinnabar at row 2, column 2. Select Fire at row 3, column 1. Select the cauldron. Select Vinegar at row 2, column 1. Select Distillation at row 1, column 1. Select the cauldron. Select Sulphur at row 3, column 3. Select Quicklime at row 4, column 3. Select Sal Ammoniac at row 1, column 2. Select Distillation at row 1, column 1. Select the cauldron. Walk into the forge. Approach the table to the right of the forge. Read the far book. Leave the table. Approach the forge. Take the mold. Leave the forge. Walk up the steps. Approach the wind puzzle. Push the blue gem. Move Aeolus to capture the four winds. Leave the forge. Walk through the door into the Mercury room. Open and close the Mars door until the Mercury room is just north of the triangle. Walk through the Mercury door. Turn left immediately after leaving through the Mercury door. Approach the door. Open the hatch. Move water from 1 to 2. Move water from 2 to 3. Move water from 3 to 1. Move water from 2 to 3. Move water from 1 to 2. Move water from 2 to 3. Note the water is flowing again. Leave the passage through either the west or the east passageway. You will be called by Ned. 122 Walk to the conservatory. Walk to the well. Use the squirt gun. Use the squirt gun on the tiles to make a path from the frog to the woman. The correct path is random. Take Mars’ helmet. Leave the conservatory. Walk to Nancy’s room. Approach the star chart. Read the last page of the star chart. Leave the star chart. Approach the coat of arms over the fireplace. Note the compass. Leave the coat of arms. Approach the moon box. Open the Leo side. Make sure the right quarter of the moon is covered. Set the colour to red. Open the Lynx side. Make sure the entire moon is covered. Open the Draco side. Make sure the moon is uncovered. Set the colour to red. Turn the box twice. Open the Lepus side. Make sure the left half of the moon is covered. Set the colour to green. Open the Pisces side. Make sure the left quarter of the moon is covered. Set the colour to blue. Examine the note. Take the telescope part. Leave the moon box. Approach the window seat. Use the telescope part on the slot. Turn the telescope part. Use the cellphone to search the internet for “Why Stars seem to move”. Approach the puzzle. Push Aries, Taurus, Gemini, Cancer. Push Leo, Virgo, Libra, Scorpio. Push Sagitarrius, Capricorn, Aquarius, Pisces.[+] Take the moon symbol. Leave the seat. Leave the room. Walk to Linda’s room. Examine the charm Mrs. Drake put up. Walk into Jane’s Room. Talk to Jane. Turn the threat over. 3 Complete the jigsaw in time. Note pieces that are put in the correct places can no longer be moved.[+] 6 Leave Jane’s room. Walk to the hall. Approach the machine. Use the machine. Leave the machine. Walk to the conservatory. Talk to Mrs. Drake. 21 Put all the plants in the box. Note you can rotate the plants.[+] Leave the plants. Leave the conservatory. Walk to Nancy’s room. Approach the telescope. Put the telescope part on the telescope. Look through the telescope. Note the images. Leave the telescope. Take the telescope part. Leave the room. Walk to the conservatory. Talk to Mrs. Drake. 77 Leave the conservatory. Approach the lower side of the machine. Use the crank on the hole. Look up. Use the machine. Push the Melpomene button. Push the Erato button. Push the Terpischore button. Push the Euterpe button. Push the Thalia button. Push the red button. Win the game of Go Fish. Take the arrow. Leave the machine. Walk to Nancy’s room. Walk up the stairs between Nancy’s and Jane’s room. Note the sounds. Pull the levers in the order B-A-D-C-A-D-E-E. Take the key. Walk to the door to Jane’s room. Approach the ornament on the doorpost. Move the ornament. Use Thomas’ key on the lock. Walk to Nancy’s room. Approach the dish. Remove the lid. Take the butter. Replace the lid. Leave the room. Walk to the door to Jane’s room. Approach the ornament on the doorpost. Move the ornament. Use the butter on the ornament. Use Thomas’ key on the lock. Walk up the ramp. Note the symbols. Climb down. Walk into Jane’s room. Approach the tapestry. Note the order of the words symbolized outside the door. Leave Jane’s room. Approach the ornament on the doorpost. Move the ornament. Use Thomas’ key on the lock. Walk up the ramp. Move the angel up and left. Move the jester right and up. Move the geometer up. Move the knight up and left. Move both the geometer and the jester down. Move the angel right and down. Move both the moon and the sun up and right. Move Atlas, Father Time, the goblets and the knight up, left, and right.[+] Move charity up. Move the angel left. Move the jester up. Move the geometer up and left. Move both the jester and the moon down. Move the sun right, down, and left. Move the moon and the jester up. Move the sun right and down.[+] Move the jester down. Move the moon and Atlas right and down. Move Father Time, the goblets and the knight to the right. Move charity and the angel up and right. Move the geometer left and up. Move the moon and Atlas down, left, and down. Now line up the symbols on the rainbow, goblets first and Father Time last.[+] Take the bolt. Climb down. Walk to Nancy’s room. Set the alarm for 12:00 am. Leave the room. You should now encounter the person in black. Take the spectacles. Walk to the main hall. Look at the coat of arms on the same wall as the library door, to the far right. Note Jane’s grandfather’s coat of arms text. Walk to the library. Use the computer. > PURGAMENTUM Choose to go on the ghost hunt. Leave the library Turn around. Touch the ghost next to the library door. Walk to the stairs. Approach the ball on the left side. Touch the ghost. Walk through the door left of the stairs. Turn left. Walk to the trophy. Turn around. Touch the ghost. Walk up to the kitchen door. Turn to the trophy. Touch the ghost. Walk to the end of the corridor, to the far end of the trophy. Turn around. Touch the ghost. Walk through the door to the left. Turn around. Touch the ghost. Turn around. Touch the ghost near the conservatory door. Walk into the conservatory. Touch the ghost to the right of the door. Walk down the stairs. Touch the ghost. Leave the conservatory. Walk to the antiquity room. Touch the ghost. Walk in the direction of the stairs. Touch the ghost across from Mrs. Drake’s room. Walk to Nancy’s room. Turn to Jane’s room. Touch the ghost. Walk up the singing stairs. Touch the ghost. Walk to the library. Use the computer. > PURGAMENTUM Leave the computer. Leave the library. Walk into the antiquity room. Turn to the left. Move the foot of the shelf. Walk into the passage. Turn left. You will run into Ethel. 1 Walk through the door next to the stairs. Approach the trophy. Take the cricket ball. Walk into the antiquity room. Turn to the left. Move the foot of the shelf. Walk into the passage. Use the cricket ball on the target. Make sure you hit the target. Take Saturn’s symbol. Look up. Turn left. Walk to Nancy’s room. Set the alarm for 2:00 pm. Note you wake up at 3:15 am. Set the alarm for 2:00 pm. Leave the room. Walk to the gargoyle. Move the gargoyle right, right, left, right, left, left, right. Walk into the passage, through the door directly left of the curse. Turn right at the split. Open the door. Open the visor of the knight statue. Look through the peephole. Note the position of Mercury. Approach the hands. Make sure the jewel is in the out position. Move the statue’s right index finger. Move the statue’s left middle finger. Leave the passageway. Walk to the library. Approach the statue of Mercury. Take the wand. Leave the library. Approach the knight pillar. Use Mars’ helmet on the pillar. Move the pipe such that it points left and down. Leave the pillar. Approach Jupiter’s pillar. Use Jupiter’s bolt on the pillar. Move the pipe such that it points left, right and down. Leave the pillar. Approach the “Tempus Fugit” pillar. Use Saturn’s time symbol on the pillar. Move the pipe such that it points right and down. Leave the pillar. Approach Mercury’s pillar. Use Mercury’s wand on the pillar. Move the pipe such that it points left and down. Leave the pillar. Approach the moon pillar. Use the Moon symbol on the pillar. Move the pipe such that it points left and right, and the bulb is on the top. Leave the pillar. Approach the “Omnia Vincit Amor” pillar. Use the arrow on the pillar. Move the pipe such that it points right and down. Leave the pillar. Walk upstairs, to the gargoyle. Use the wand on the head of gargoyle. Walk into the antiquity room. Approach the gargoyle. Use the wand on the head of gargoyle. Move the foot of the shelf. Walk into the passage. Approach the gargoyle. Use the wand on the head of gargoyle. Walk to the middle of the hall. Use the wand on the hole. If you’re quick enough, fire should emerge from the hole for a moment. Walk into Jane’s room. Approach the table. Read the Mutus Liber book. Look at the coat of arms sketch in your inventory. Note the sun symbol and the two dashes before and after the text. Leave the room. Walk to the hall. Examine all the coats of arms and find out the markings next to the text. Examine the mold. Push the parts in so that the key matches the information from the coats of arms.[+] Walk upstairs, to the gargoyle. Move the gargoyle right, right, left, right, left, left, right. Walk into the passage, through the door directly left of the curse. Turn left at the split. Walk past the gargoyle doors through the door into the Mercury room. Open and close the Mars door until the Mercury room is just south of the angel. Open the Mercury door. Walk through the door. Approach the forge. Use the molten metal. Take the key. Approach the lock. Use the Penvellyn key on the lock. 1 Move aside before the trap slams shut. 11 Approach the wind puzzle. Move Aeolus to the trap.

Nancy Drew: Secret of the Old Clock

Enter the Lilac Inn. 12212 Walk upstairs, into Emily’s room at the end of the hallway. Talk to Emily. 11212 Wait until you hear the explosion. 22 Wait until you return to Emily. 122113 Leave the Inn. Approach the coin telephone. Pick up the receiver. Use the 5 cents slot. 1222222 Return to the car. Enter the car. Drive to the Main Street Bank. 22121111121223 Examine the typewriter. Raise the lint. Move the lint until you read the entire message. Leave the typewriter. Examine the clock. Examine the lock. Leave the bank. Drive to Tubby Telegrams. 1 Ride around delivering telegrams until you’re familiar with Titusville. Whenever you need money, deliver some more telegrams. Drive to Twin Elms. Drive to Titusville Telco. Drive to the Turner Home for Orphans. Drive to the general store. Use the machine to buy five toys. Drive to the Turner Home for Orphans. Drive to the Phelps’ Print Shop. Drive to the Lilac Inn. Cross the bridge. Continue until you see a paper fly by. Take the paper. Continue down the path to the house. Enter Josiah’s house. Take the toy mouse. Approach the cat. Give the toy mouse to the cat. Leave the cat. Talk to Topham. 2211211 Take the paper. Approach the clock over the fireplace. Complete the game of memory. Take the mirror. Leave the clock. Approach the desk near the robot. Use the elephant. Read the book “Lest I Forget”. Leave the desk. Approach the table near the gong. Take the photograph. Leave the table. Leave the house. Follow the path to the left to the miniature golf court. Approach the golf ball. Complete the game of mastermind. Note the highlighted sections are actually are numbers. Leave the game. Approach the counter. Push the button. Take the club. Take the ball. Use the coin slot. Take the score card. Leave the counter. Enter the golf court. Make sure your total score is below par. Approach the prize pillar. Put the score card in the slot. Take the toy pony. Leave the prize pillar. Approach the counter. Put the golf club in the return slot. Leave the counter. Walk to the Lilac Inn across the two wooden bridges. Enter the Lilac Inn. Enter the common room to the left. Turn the handle on the machine. Use the coin slot. Push the yellow bard left. Push the green bard left, down. Push the blue bard left, down, right. Push the red bard down, right, up. Push the yellow bard down. Note the word after winning the bard bounce game. Leave the machine. Approach the magazine table. Examine the newspaper. Examine the codes. Leave the table. Approach the clock over the fireplace. Open the clock. Complete the puzzle by moving the bird into the slot to the right.[+] Take the mirror. Approach the couch. Move the drape iron. Enter the passageway. Move the switch. Move through the passage until you find the broken piggy bank on the ground. Take the money. Continue to the wall panel. Complete the puzzle.[+] Take the record. Continue down the corridor and up the ladder. Return to Lilac Inn. Enter Emily’s Room. Talk to Emily. 35 Approach the bed. Open the book. Read the note. Close the book. Note the poet’s name. Leave the Lilac Inn. Enter the car. Drive to Waddell Jewelry. Drive to the Main Street Bank. Talk to Jim. 2313 Approach the clock. Use the key on the clock. Put the gears in a position from which they cannot be moved any more. In that position, the lines on each of the gears match up.[+] Take the mirror. Leave the bank. Drive to Lilac Inn. Cross the three bridges and turn left to the carriage house. Spell out “KEEN” on the doors. Spell out “OMAR” on the doors. Spell out “PONY” on the doors. Spell out “LOIS” on the doors. Enter the carriage house. Approach the workbench. Approach the clock. Set the time to 1 o’clock. Push the top button. Set the time to 2 o’clock. Push the top button. Set the time to 4 o’clock. Push the top button. Set the time to 2 o’clock. Push the top button. Set the time to 8 o’clock. Push the top button. Set the time to 2 o’clock. Push the top button. Set the time to 7 o’clock. Push the top button. Take the mirror. Examine the paper. Leave the table. Approach the machine to the left of the workbench. Open the machine. Put the domino stones in such a way they correctly connect the sides.[+] Pull the lever. Note the stand on the spot the light beam ended. Approach the stand. Put a mirror in the stand. Approach the stand in the next corner. Put a mirror in the stand. Approach the stand in the next corner. Put a mirror in the stand. Approach the stand in the next corner. Put a mirror in the stand. Approach the machine. Open the machine. Pull the lever. Make the top right mirror reflect the light to the bottom right mirror. Make the bottom right mirror reflect the light to the top left mirror. Make the top left mirror reflect the light to the bottom left mirror. Make the bottom left mirror reflect the light to the bulb on the right side of the screen. Climb up the stairs. Approach the radio. Open the panel. Take the paper. Leave the radio. Approach paper hanging from the tube. Approach the machine. Leave the machine. Leave the carriage house. Look at the challenge paper. > ALL WET > DOLL UP > DOUBLECROSS > DRY UP > BIG CHEESE Walk to Josiah’s house. Enter Josiah’s house. Talk to Topham. 1333212 Topham will signal what card he’s looking at by using specific phrases. However, what phrase is associated with what card does not seem to be fixed across games. The list of questions is below. Alternatively, Save and Load to pass the test.
Questions
This is which card?
What card am I thinking about?
What card am I looking at?
Tell me, what card is this?
Which card am I thinking of?
What card am I concentrating on?
What card is this?
Can you tell what card this is?
What card am I holding?
Do you know what card I’m looking at?
Complete the session. Take the quartz. 2 Leave the house. Walk to the Lilac Inn. Enter the Lilac Inn. Walk to Emily’s room. Talk to Emily. 44 Approach the drawer below Emily. Open the drawer. Examine Marcel. Take the safe deposit key. Leave the inn. Enter the car. Drive to Waddell Jewelry. Drive to the Main Street Bank. Talk to Jim. 32113 Leave the bank. Drive to the Lilac Inn. Enter the Lilac Inn. Talk to Jane. 112414 Walk to Emily’s room. Examine the sewing machine. Walk to Jane. Talk to Jane. 42 Leave the Lilac Inn. Open the curtain across the telephone. Read the paper Jane gave you. On the Sandgate line, put two large cherry pies, a small blueberry and a small chocolate pie. On the Riverville line, put two large cherry pies, a small and large blueberry pie and a small and a large chocolate pie. On the Appleton line, put a small and large cherry pie, two small blueberry pies and a small and a large chocolate pie. On the Skydale line, put a small and large cherry pie, two large blueberry pies and two large chocolate pies. On the Knoxview line, put two small cherry pies, one large blueberry pie and a small and two small chocolate pies. On the Smithfield line, put a small and large cherry pie and a small and large chocolate pie.[+] Enter the Lilac Inn. Walk behind Jane’s podium. Take the picture. Turn the picture over. Walk to the common room. Open the scret passage. Enter the secret passage. Flip the switch. Take one step forwards. Pull the lantern. Enter the newly discovered secret passage. Walk to the end of the passage. Look through the cracks. Return to the Lilac Inn. Walk to Jane. Talk to Jane. Take the sewing needle. 2124 Walk to Emily’s room. Examine the sewing machine. Put the needle in the sewing machine. Use the dress on the sewing machine. Sew over the line. Leave the inn. Enter the car. Drive to the Main Street Bank. 1 Open the box. Take the journal. Leave the box. 3 Leave the bank. Deliver telegrams until Waddell finishes the blank. Drive to Waddell Jewelry. Drive to Bogart’s Pond. Take the fishing rod. Bait the rod with minnow. Throw the rod to the grassbeds. Pull the fishing rod once the bobber goes under. Catch a nineteen inch largemouth bass. Leave the pond. Drive to Phelps’ Print Shop. Drive to Titusville Telco. Drive to Twin Elms. Note the symbols on the trivet. Drive to the Lilac Inn. Enter the Lilac Inn. Walk to Emily’s room. Approach the drawer below Emily’s place. Open the drawer. Examine the letter. Approach the record player. Remove the record. Put the Creepy’s Corner record on the record player. Play the record. Note the sound effects. Take the record. Leave the record player. Examine the trivet. Decode the sound effects. Examine the journal. Spell out GOODFELLOW on the journal. Read through the journal. Walk to the common room. Open the scret passage. Enter the secret passage. Flip the switch. Follow the passage to Josiah’s house. At this moment, Topham should not be in the living room. Open the trap door. Find the toy mouse. It usually is under the chair near the dead parrot. Take the toy mouse. Approach the cat. Give the toy mouse to the cat. Leave the cat. Approach the calendar. Look at the calendar. Move the vase before it breaks. Approach the desk. Take “A Midsummer Night’s Dream”. Read the book. Leave the desk. Approach the table with the gong. Open the trap door. Enter the secret passage. Flip the switch. Return to Lilac Inn. Leave Lilac Inn. Walk to the carriage house. Enter the carriage house. Approach the machine. Open the machine. Pull the lever. Climb up the ladder. Approach the HAM radio. Open the panel. Put the blank in the panel. Tune the radio to 7.025 MHz. 11 Tune the radio to 7.050 MHz. 2 Tune the radio to 7.057 MHz. Recite the passage “I am that merry wanderer…”. Leave the radio. Approach the machine. Enter the three hobo symbols from Flute: hit the road, owner is in and there are thieves about. [+] Enter the three hobo symbols from Thisby: authorities alerted, bad water and no use going this way. [+] Enter the three hobo symbols from Pyramus: barking dogs, keep quiet and dangerous neighhourhood. [+] Enter the three hobo symbols from Gloria’s note: kind lady, fresh water and the sky is the limit. [+] Approach the panel. Push the numbers in the following order: 4-8-6-10-1-9-7-3-2. Take the golden golf ball. Read the note. Leave the carriage house. Walk to the miniature golf court. Push the button. Take the club. Take the ball. Enter the golf court. Hit the golden ball in the grey part. Take the safe deposit box key. Put the golf club in the return slot. Walk to the Lilac Inn. 2 Walk to Emily’s room. Talk to Emily. 11 Walk to Jane. Talk to Jane. Leave the inn. Enter the car. Make sure your tank of gas is near full. Drive to the Main Street Bank. Talk to Jim. 31 Examine the paper. Examine the photo. Follow Jane until Nancy suggests to head her off at the state line. Drive to the state line.

Nancy Drew: Last Train to Blue Moon Canyon

121 Talk to the Hardy boys. 2113 Walk through the door past Charleena to the sleeping carriage. Turn to the left. Approach the puzzle box. Solve the puzzle. Take the paper. Leave the box. Walk past the sleeping quarters to the far door. Approach the grate to the right of the door. Open the lid. Leave the grate. Walk through the door to the left to enter Camille’s carriage. Walk to John Grey in Camille’s room. 11113 Examine the sofa. Take the slug. Leave the sofa. Approach the game on the table across from the sofa. Wind the game. Win the game. Take the sheet music. Leave the game. Approach the piano. Put the sheet music on the stand. Play a note. Leave the piano. Approach the side table. Try to open the puzzle box. Leave the table. Approach the grate. Try to move the bolts. Leave the grate. Examine the sewing samplers hanging over the grate. Note the symbols on the carriage. Leave the samples. Walk out the room. 112 Walk to the next carriage, Jake’s carriage. Examine anything in the room. 1111111 Take the slug. 3 Approach the box on the table underneath the chart. Note the letters on it. Leave the box. Take the book. Read through the book. Leave the book. Approach the periodic table of elements. Leave the table. Approach the grate. Open the grate. Connect the pipes.[+] Leave the grate. Leave the room. Approach the scales. Put the 7 slug on either scale. Put the 3 slug on the same scale. Leave the scales. Walk through the owl-cherry door to the machinery carriage. Approach the drawers. Open the third drawer. Move the bottom. Take the blueprints. Close the drawer. Open the second drawer. Read the strip of paper. Close the drawer. Open the top drawer. Take the slug. Close the drawer. Leave the drawers. Turn the handle on the circular stand. Approach the machine near the door to the back. Open the lid. Approach the back door. Solve the puzzle by pressing the buttons in the correct order. Enter the last carriage, the caboose. 1113 Read the letter. Approach the cabinet. Try to open the cabinet. Leave the cabinet. Approach the dance floor. Examine the dance shoes. Use the cellphone to call Bess Marvin. 21 Use the cellphone to photograph the shoes. Send the picture to Bess Marvin. Leave the dance floor. Open the box near the exit. Take the tool. Leave the box. Approach the object near the exit. Spell out Calico. Spell out Silverado. Spell out Central City. Spell out Dodge City. Spell out Virginia City. Spell out Tombstone. Note the remaining letters. Leave the object. Walk to the machinery carriage. Approach the machine near the door to the caboose. Open the lid. Enter the code NVRZTBAA. Approach the drawers. Open the bottom drawer. Read the paper. Leave the drawers. Walk to Jake’s carriage. Approach the globe. Take the tiger’s eye. Appoach the cigar box. Turn the dial to orange. Push the triangle. Turn the dial to blue. Push the triangle. Turn the dial to green. Push the triangle. Turn the dial to red. Push the triangle. Turn the dial to purple. Push the triangle. Turn the dial to yellow. Push the triangle. Take the codewheel. Open the box. Take the right paper. Read the left paper. Leave the cigar box. Examine the photo near the box. Examine the periodic table. Leave the table. Walk to the niche behind Tino. Open the carbide tin. Take the carbide. Leave the tin. Turn around. Examine the amethyst. Talk to Tino. 133 Examine the note besides the couch. Walk to the sleeping carriage. Examine the poem on the wall. Approach the goat statue near the dining carriage exit. Take the peridot. Walk to the dining carriage. Walk to the Hardy boys. 33 Examine the chandelier. Take the zircon. Approach the eagle painting. Try to move the painting. Leave the painting. Examine the tiny shoes on the chair. Leave the shoes. Walk to the front of the carriage. Look at the stove. Leave the stove. Examine the steam valve. Read the warning. Leave the valve. Walk to Camille’s carriage. Approach the table with the puzzle box. Open the drawer. Read the note. Examine the lock of hair. Leave the table. Approach the box on the chair opposite of the piano. Read the note. Leave the box. Approach John’s trunk. Read the note behind the trunk. Leave the trunk. Examine the sewing samplers. Leave the samplers. Use the cellphone to call Bess Marvin. 1 Walk in the direction of the caboose. At this moment, somebody will throw the emergency brake. 11 Walk to Jake’s carriage. Talk to Tino. 2231113 Walk to Camille’s carriage. Talk to John. 516 Walk to Jake’s carriage. Examine the packing material near the bookcase. Leave the packing material. Talk to Tino. 323 Walk to the caboose. Talk to Lori. 213 Walk to Jake’s carriage. Talk to Tino. 213 Walk to the caboose. Talk to Lori. 3122 Walk to Jake’s carriage. Talk to Tino. 3211 Walk to the dining room. Talk to Charleena. 1424 Walk to the caboose. Approach the dance floor. Use the shoes. Follow the directions on the dance step paper. Look down. Take the tourmaline. Look up. Open the cabinet. Note there are 11 dolls, and the maker’s name consists of 22 letters. Note each pair of letters defines a doll. Place the dolls in the following order:[+]
  1. Chantilly Hildegardwith the necklace
  2. Awful Ursula, with the red hair
  3. Sickly Sara, with one blue and one green eye
  4. Edna the Terrible, who talks when you pick her up
  5. Teddy Eberhardt, with his kilt
  6. Sadie Crawford, with two left feet
  7. Hagar Anderson, wearing suspenders
  8. Thomasina O’Neill, who is missing hair
  9. Yawning Alice, who is sleepy
  10. Naughty Tina, who is cracked
  11. Eliza Sandberger, with the red ribbon
Take the slugs. Walk to Jake’s carriage. Approach the scales. Put the 8 and 3 slugs on left scale. Put the 7 slug on the right scale. Add the 1 and 2 slugs on left scale. Move the 3 slug to the right scale. Remove the 2 slug. Note the square and the duck are lit. Walk to the dining carriage. Open the stove. Read the paper. Talk to the Hardy boys. Talk to the Hardy boys. 22 Talk to Charleena. 4214 Talk to the Hardy boys. 2 Walk to the museum. Walk inside. 111211 Approach the trunk. Talk to the museum owner. 112 Approach the gold rush game. Pull the plunger to release a ball. The longer you pull, the more speed the ball will start with. Win the game. Take the coin. Approach the horse race game. Win the game. Take the coin. Approach the taffee machine. Put the horseshoe coin in the slot. Put the nugget coin in the slot. Take the taffee. Leave the museum. Go to the station. Talk to Charleena. 2 Walk to Jake’s carriage. Talk to Tino. 21 Win the game of peg solitaire.[+] Take the pen. 2 Walk to the dining carriage. Talk to Charleena. Take the photo. 2 Leave the train. Go to the museum. Walk inside. 21 Leave the museum. Go to the station. Walk to Camille’s carriage. Approach the piano. Play the piano piece.[+] Take the spyglass. Walk to Jake’s carriage. Take the amethyst from the cougar statue. Leave the train. Go to the cemetery. Approach the grate. Use the taffy on the key. Use the key on the lock. Enter the crypt. Take the slug. Approach a pillar in one of the corners. Approach the design. Note Nancy’s remark. Leave the pillar. Approach the crypt. Approach the stained glass. Leave the stained glass. Approach the tomb. Put the codewheel in the indent. Turn the dial to green. Push the triangle. Turn the dial to red. Push the triangle. Turn the dial to purple. Push the triangle. Turn the dial to yellow. Push the triangle. Turn the dial to orange. Push the triangle. Turn the dial to blue. Push the triangle. Take the citrine. Leave the tomb. Leave the cemetery. Go to the museum. Talk to the owner. Approach the trunk. Put the codewheel on the holes. Turn the dial to red. Push the triangle. Turn the dial to green. Push the triangle. Turn the dial to blue. Push the triangle. Turn the dial to orange. Push the triangle. Turn the dial to yellow. Push the triangle. Turn the dial to purple. Push the triangle. Take the lamp. Take the slug. Talk to the owner. 1111 Enter the kitchen. Take the wax paper. Approach the machine. Sort the taffees. Talk to the owner. 11 Take the pickaxe. Leave the museum. At this moment, you’ll switch to Frank Hardy. Complete the orders. You’ll switch back to Nancy Drew. 12 Leave the letter. 2 Leave the train. Go to the cemetery. Enter the crypt. Approach one of the four corner pillars. Put the wax paper on the design. Use the pencil on the paper. Repeat for the three other pillars. Leave the cemetery. Go to the station. Walk to Jake’s carriage. Approach the scales. Put the 2, 6 and 8 slug on the left scale. Put the 1, 7 and 10 slug on the right scale. Walk to Camille’s carriage. Approach the grating. Use the tool on the bolts until they align with the lines. Start with the top right bolt. Connect the pipes.[+] Leave the grating. Approach the sofa. Read the book of samplers. Leave the sofa. Approach the sewing samplers. Leave the samplers. Walk to the sleeping carriage. Approach the grate. Note the symbols on the lid. Open the lid. Enter code 7963. Connect the pipes.[+] Walk to the dining carriage. Open the eagle painting. Connect the pipes.[+] Approach the steam valve. Turn the wheel. Walk to the machine carriage. Approach the dual holder. Put the lamp in the left holder. Put the spyglass in the right holder. Use the carbide on the lamp. Approach the six-armed machine. Open the compartment. If the compartment shows a seastar, put the tiger’s eye in the compartment. If the compartment shows a claw, put the zircon in the compartment. If the compartment shows a wave, put the amethyst in the compartment. If the compartment shows a beak, put the citrine in the compartment. If the compartment shows a tentacle, put the tourmaline in the compartment. If the compartment shows a hoof, put the peridot in the compartment. Close the compartment. Turn the machine. Repeat until all the gemstones are placed. If the gemstones are placed correctly, the machine will come glow. Approach the machine near the exit to Jake’s carriage. Put the pickaxe in the slot. Move the pickaxe. Walk to Camille’s carriage. Talk to John. 31 Numbering from left to right, top to bottom, push the squares in this order: 2-4-9-6-3-7-1-5-8.[+] Take the duct tape. Walk to the machinery carriage. Approach the control machine. Use the duct tape on the pickaxe. Pull the pickaxe. 21 Approach the cannon. Solve the puzzle by removing the clasps in the right order. Enter the mine. Go through the purple lizard corridor, red lizard corridor, and yellow lizard corridor. Approach the fireplace. Leave the fireplace. Note the symbol near the fireplace. Walk to the crossroads, through the red lizard corridor, northwest, northwest. Note the symbol near the pond. Walk to the crossroads, through the orange lizard corridor. Note the symbol near the elevator. Enter the elevator. Push the lever in the down position. Walk across the bridge with the snake symbol and turn around. Note the symbol near the bridge. Turn around. Walk ahead to the crossroads. Turn around. Walk into the lower passage. Note the cactus-shaped rock. Note the symbol near the cactus rock. Walk to the winch. Pull the lever. Enter the elevator. Push the lever in the up position. Walk ahead to the crossroads. Turn left. Walk ahead, across the tracks, to the symbol. Note the symbol. Walk one step ahead to the dangerous cave-in. Remove the board with the same symbol as the one near the cactus-shaped rock. Remove the board with the same symbol as the one near the fireplace. Remove the board with the same symbol as the one near the snake bridge. Remove the board with the same symbol as the one near the elevator counterweight. Remove the board with the same symbol as the one near the pond. Remove the board with the symbol you just encountered.[+] Walk through the boards. Approach the skeleton. Take the letter. Enter the cart. Whenever you see a danger sign, go to the opposite side.

Nancy Drew: Danger by Design

During the game, the day may end at some points. When it does, return to the metro and continue. 11 Get the metro pass. 12 Look at the Zippy card. Approach your computer. Use your computer. Use the to do list. Leave your computer. Approach your desk. Open the drawer. Examine the notepad. Read through the notepad. In particular, note the plotter settings list. Note the bar pictures have different heights. Leave your desk. Approach the plotter. Examine the panel. Set V to 1, H to 2 and I to 1. If the setting doesn’t give the right plot, try the other settings from Sonny’s notebook (2,1,5) (3,5,4) (4,4,3) (5,3,2). Leave the plotter. Approach your desk. Answer the phone. 2 Leave your desk. Approach the door to the street. Get the letter. Open the letter. 22 Walk through the door to Minette’s studio. Walk to Minette. 11 Approach the tea set. Read through the instructions. Note that Minette chose an even number, and that her favorite color is red. Note that Minette is not humming, right-handed and not wearing a dress. Put all of the ingredients from the top shelf into the brew except for Balewolf (first), Gillwort (seventh), Orange Slug (tenth), and Ticky Root (thirteenth). Select the teapot. Leave Minette’s studio. Get the bag. Walk through the door, outside. Go to Rue du Bac. Talk to Dieter von Schwesterkrank. 222 Approach the aquarium. Examine the book. Read through the book. Leave the aquarium. Walk through the door with the red light into the bathroom. Approach the developing station. Put one of the negatives in the enlarger. Remember at what locations the three basins are. Flip the light switch. Flip the switch on the enlarger. Wait for 2-9 seconds. Flip the switch on the enlarger. Put the undeveloped photo in the red basin. Wait for 7-12 seconds. Get the undeveloped photo from the red basin. Put the undeveloped photo in the white basin. Wait no longer than 5 seconds. Get the undeveloped photo from the white basin. Put the undeveloped photo in the blue basin. Wait for 8-15 seconds. Get the undeveloped photo from the blue basin. Repeat for the other three negatives. Walk through the door, to Dieter von Schwesterkrank. 113 Walk outside. Go to Hotel de Ville. Walk inside. 2222 Take the menu. 24 Go to Pont Neuf. Approach the stand of Malika, the veiled woman. Get the rings. 4 Leave the stand. Approach the stand of Monsieur Marchand, the painter. Get the movie canister. 4 Leave the stand. 2 Talk to Monique, the woman playing jojo. Get the traffic cone. 5 Get the lava lamp. 2 Leave the stand. Walk out of the park. Go to Place Monge. Walk to JJ Ling. 1114 Get the envelope. 4 Walk outside. Go to Abbesses. Walk inside. Approach your desk. Answer the phone. 111 Leave your desk. Talk to Heather. 44 Approach the drawing table. Examine the book. Examine the book. Read through the book. Flip the sheet. Complete the summer design with the green trousers, green hat, sunglasses, fuzzy pink slippers, boa and pink top. Flip the sheet. Complete the cruise design with the orange trousers, white fuzzy shoes and top, bunny mask and ears and the exotic purse. Flip the sheet. Complete the autumn design with the white trousers, green galoshes, black purse, straight hair, yellow mask and purple sweater.[+] Leave the drawing table. Walk to the door to Minette’s studio. Approach your desk. Open the drawer. Examine the notepad. Read through the notepad. In particular, note the computer talk balloon. Leave the notpad. Approach your computer. Go to Jenny’s Game Portal. > CAROL > RUDE Play Model Match. Get a high score by placing identical faces three in a row. Leave the computer. Walk into Minette’s studio. Talk to Minette. Walk through the door. 1 Walk outside. Go to Place Monge. Talk to JJ Ling. 12511 Walk outside. Go to Hotel de Ville. Walk inside. 413 Get the bill. Get the mint. 5 Go to Pont Neuf. Approach the stand of Monsieur Marchand, the painter. 1 Get the cook book. 5 Leave the stand. Look at the book. Note how to substitute brown sugar. Walk out of the park. Go to Place Monge. Approach the cabinet. Open the cabinet. Examine the books. Get the molasses. Leave the cabinet. Approach the cooking table. Put the mint on the chopping board. Put the molasses on the empty spot on the table. Read the recipe. Put 3 cubes of butter in the bowl. Put 1 1/2 cup of sugar in the bowl. Put 1 teaspoon of molasses in the bowl. Put 3 eggs in the bowl. Put 1 teaspoon of vanilla in the bowl. Put 2 1/4 cup flour (farine) in the bowl. Put 1/2 teaspoon of soda in the bowl. Put 1/4 teaspoon of salt in the bowl. Put the mint in the bowl. Put 1 cup of chocolate chips in the bowl. Use the baking tray. Leave the cookies. Answer the phone. 1 Walk outside. Go to Abbesses. Approach your desk. Answer the phone. 1111 Leave the desk. Approach your computer. Examine the note near the computer. Leave the desk. Approach the dodo box. For the first puzzle, go RDDLL LUURR RDDDD DL. For the second puzzle, go RRLLL UULUU UDDRR DDDLL UUUUU R. Note this sequence can also be found in Sonny’s notebook in the drawer. For the third puzzle, go RRDDR RUULR LLDDR DDDL. Push the egg. Read both red messages. Read the purple message. Leave the dodo box. Walk outside. Go to Pont Neuf. Walk to Monsieur Marchand, the painter. Get the obituary. Get the clock mechanism. Approach the stand of Monsieur Marchand, the painter. 1 Get the parrot. 4 Leave the stand. Talk to Monique, the woman playing jojo. Get the dictionary. 2 Leave the stand. Walk out of the park. Go to Abbesses. Walk inside. 11 Get the chocolate box. Walk around the studio. Seven of the cockroaches can be caught by clicking on them. Note that the cockroaches are location-specific, and it matters whether you’re walking clockwise or anti-clockwise. Walk around the studio anti-clockwise. When the cockroach near the dummy appears, follow it. Get the letter. Notice Lynn Manrique’s phone number. Get the cockroach. Walk around the studio anti-clockwise. When the cockroach on the desk appears, examine the desk. Examine the paper. Get the cockroach. Leave the desk. Large Approach the millstones. Leave the millstones. Examine the magazine on the table. Read the magazine. Leave the magazine. Open the door. Walk through the door, outside. Go to Rue du Bac. Knock on the bathroom door. Approach the panel. Use the clock mechanism on the panel. Set all the clocks to 3 before the time runs out. Counting left to right, top to bottom, set the clocks to 3 o’olock in the following order: 8,1,4,7,3,6,2,9. Follow the passageway to the safe. Approach the safe. Set the number to 1945, the year the second world war ended. Get the diary. Get the grid. Look at the code. Look at the picture. Turn the page. Read the letter. Leave the safe. Leave the passageway. Walk outside. Go to Hotel de Ville. Walk inside. 611 Make the parfaits. Each scoop has to be placed on the correct level to fill the glass. Ring the bell whenever a parfait is ready. Note the discs. 6 Go to Place Monge. Examine the magazine on the table. Read the magazine. Note the number for Zu. Use the phone. Call Zu. Call the Zippy long distance line. Call Lynn Manrique. 1114 Go outside. Go to Pont Neuf. Look at the chocolate box. Approach the stand of Monsieur Marchand, the painter. 1 Get the decoder. Leave the stand. Walk out of the park. Go to Rue du Bac. Knock on the bathroom door. Approach the table. Get the note. Using the dictionary to translate the note. Approach the small table. Get the camera. Approach the panel. Use the clock mechanism on the panel. Set all the clocks to 3 before the time runs out. Look at the spider. Photograph the spider. Walk outside. Go to Abbesses. Talk to Heather. 321 Approach your desk. Photograph the stapler. Walk into Minette’s studio. Photograph the teapot. Walk outside. Go to Pont Neuf. Photograph the cross. Walk out of the park. Go to Place Monge. Talk to JJ Ling. 511 Try the letters in this sequence ZU MY LOVE JING. Get the paper. 25 Walk outside. Go to Denfert Rocherau. Walk to the skull. Photograph the skull. Photograph the candles. Use the autograph on the skull. Walk outside. Go to Rue du Bac. Walk to Dieter. 13 Turn the card over. 11 Use the grid on the clue card. Select all red eyes that are looking to the left, and all green eyes. Walk outside. Go to Pont Neuf. Approach the lorraine. Push the 4, 1, 5 and 4. Note the symbols. Approach the stand of Malika, the veiled woman. Get the Ichi-Do book. 4 Get the stake. 2 Get the string. 3 Leave the stand. Approach the stand of Monsieur Marchand, the painter. 1 Get the wetsuit. 4 Get the pie tin. 5 Get the codebook. 3 Leave the stand. Talk to Monique, the woman playing jojo. Get the flashlight. 4 Leave the stand. Approach te mouthes display. Turn the crank 10 times. Leave the display. Approach the fan display. Turn the handle 6 times, such that the purple fan is on top. Leave the display. Note the squirrel moves the display. Approach the fan display. Use the stake on the ground. Use the string on the ground. Use the pie tin on the ground. Turn the handle 6 times, such that the purple fan is on top. Leave the display. Approach the fish display. Push the button. Go down the ladder. Follow the path. Open the chest. Get the key. Follow the path. Climb the ladder. Walk out of the park. Go to Place Monge. Approach the phone. Use the phone. Call Zu. Leave the phone. Walk outside. Go to Denfert Rocherau. Open the skull. Push the button. While in the tunnels, avoid the police. Walk forwards and turn right before the plank. Walk to the plank further ahead and cross it. Turn left on the other side. Enter the first passage to the right, into the water room. Go into the water. Dive down. Go forward, forward, right, to the pipe, into the pipe, right, forward. Get the bottle of Mouton Fouette. Turn around. Turn left and go forward until you reach the starting point and surface. Turn around. Dive down. Go forward five times. Go right, forward, left, forward, forward. Go right, forward, left, forward, forward. Go right, forward, left, forward four times. Go left, forward, forward, right, forward. Climb the ladder. Open the safe. Note the coloured words are actually stops on metro lines. The numbers of the metro lines are the numbers of the code.[+] Enter 3724. Get the windmill key. Climb down the ladder. Dive. Go left, forward, forward, right, forward four times. Go right, forward, left, forward, forward. Go right, forward, left, forward, forward. Go right, forward, left, forward five times. Walk out of the water. Get the objects. Walk back across the plank and through the secret passage. Walk outside. Go to Pont Neuf. Approach the stand of Monsieur Marchand, the painter. Look at the M380. Open the lower compartment. Set the dials to IX, V and III. Go up. Type the message from the diary (without spaces): > XTI0S MKPQQ LNORE ZA7LX TI0SM KPQQL NOR3A S7LXT I0SMK 3A Walk out of the park. Go to Abbesses. Approach the bomb on the door to Minette’s studio. Open the lid. Arrange the circuits such that connected circuits have the same symbol and/or the same colour.[+] Walk into Minette’s studio. Approach the central beam. Use the windmill key on the indentation. Set the discs to red, white, red, blue, red. Walk through the passage. Use the Noisette key on the lock. Approach the stand. Open the box. Get the letter. Close the box. Open the safe. Note the message “UNE DERNIERE ENIGME, CHER AMI”. Look at the diary. Turn the page. Examine the letter. Note that “CHER AMI” and 380 are underlines. Shift all the letters according to the date shift cipher to obtain the ciphertext “XVE GMRQQEUM EQQGPM, CKMR DUI”. Look at the M380. Open the lower compartment. Set the dials to X, IV and III. Go up. Type the ciphertext (without spaces): > XVEGM RQQEU MEQQG PMCKM RDUI Note the French numbers 2, 1, 5 and 7. Open the safe. Enter the code 2157. Walk through the passage. Look at the Ichi-Do book. Note the battle-cries. Open the trapdoor. Approach the dress. Get the dress. Use the information from the Ichi-Do book to block the attacks.

Nancy Drew: The Creature of Kapu Cave

Walk into the building. Walk to the man. 11111111 Get the box. Walk outside and turn right. Approach the necklace making table with the red tablecloth. Leaf through the pages until you find the Aloha necklace. Note which seashells are necessary.[+] Leave the table. Follow the path through the fence and to the pier. Walk aall the way down the stairs. Examine the little pond and get all the shells. Examine the cairn by the shore and get all the shells. Examine the black sand and get all the shells. Examine the rock beyond the fallen palm tree and get all the shells. Examine the sealine below the pier and get all the shells. Continue until you have the right seashells. Walk up the stairs, along the path through the fence and to the necklace making table. Make an Aloha necklace. Leave the table. Walk into the building. Talk to the man. 11 Get the keys. 2 Walk outside. Use the car. Go to camp Quigley. Go to the left. Approach the log. Get the tape recorder. Rewind the tape. Play the tape. Note the code for the trunk. Walk into the tent. Approach the radio. Examine the note in the binder next to the microphone. Push the power button. Leave the radio. Turn around. Approach the trunk. Numbering the buttons left to right, top to bottom, push the sequence 6, 4, 5, 1, 1, 4, 4, 3. Examine the book. Read through the book. Get the hook. Get the security card. Leave the trunk. Walk out of the tent, left. Approach the winch cable. Use the hook on the winch rope. Get the hook. Approach the car. Attach the hook to the ring. Leave the car. Approach the winch control. Push the red button. Approach the panel. Leave the panel. Use the car. Go to the Hilihili research facility. Approach the intercom. Push the button. 11111111 Walk downstairs and turn right. Approach the horticulture. Examine the note. Get a pod. Open the pod. Get all the brown seeds with a white dot. Repeat until you have 12 seeds. Walk upstairs. Talk to Dr. Craven. 114 Walk downstairs, outside. Go to camp Quigley. Approach the board. Place the photovoltaic cells such that each of the four corners all contain exactly one cell of the same number. Also, make sure the numbers in each row and each column add up to 30.[+] Leave the panel. Get the hook. Approach the panel. Attach the hook to the panel. Leave the panel. Approach the winch control. Push the red button. Walk into the tent. Approach the radio. Push the power button. Set the frequency to 18.305. Leave the radio. Use the microphone. Use the cell phone. Call Frank and Joe Hardy. Walk into the building. Talk to the man. 11 Get the box. 111 Walk outside, through the fence and onto the pier. Examine the fishing pole. Use the pole. Use the bait to bait the hook. Look up. Cast out the bait. Wait until the floater bobs under water. Use the pole. Continue fishing until you have 6 ulua fish. Walk back into the building. Talk to the man. 11111 Walk outside, in the direction of the beach until you hear the car leave. Walk into the building. Approach the calendar. Examine the note. Get the key. Leave the calendar. Approach the back door. Use the key on the back door. Open the drawer. Get the map from the drawer. Use the car. Enter the coordinates N 19‹°24’42” and W 155°‹9’1″. Go to 3 finger rock. Follow the path all the way down to the tree with the backpack. Look up. Talk to Quigley Kim. 111 Walk down the path to the car. Use the car. Go to camp Quigley. Walk into the tent. Turn around and turn right. Get the clipboard. Walk to the car. Use the car. Go to 3 finger rock. Follow the path all the way down to the tree with the backpack. Look up. Talk to Quigley Kim. 11 Turn around. Walk to the purple flag and turn right. Get a baggie. Use the baggie on the jar. Look at the clipboard. Read through the pages. Look at the plant above the purple jar. Use the cellphone. Call Frank and Joe Hardy. 11 Talk to Pua, halfway between the building and the pier. 1127 Whenever you need more Big Island Bucks, make money by selling fish and seashell necklaces to Pua. Walk into the building. Get the note on the ground. Look at the screen to the left of the man. Insert a coin. Look at the screen. Choose Hawaiian plants. Read through the information. Leave the screen. Walk outside. Use the cellphone. Call Nancy Drew. Walk to the yellow flag. Get a baggie. Use the baggie on the jar. Note the plant is a naupaka. Walk to the blue flag. Get a baggie. Use the baggie on the jar. Note the plant is a banana plant. Walk to the red flag. Get a baggie. Use the baggie on the jar. Note the plant is a miconia. Walk to the car. Use the car. Enter the coordinates N 19‹°20’30” and W 155‹°5’33”. Go to Kapu Cave. Walk to the green flag. Get a baggie. Use the baggie on the jar. Note there are no plants. Walk to the orange flag. Get a baggie. Use the baggie on the jar. Note there are no plants. Walk into the cave. Walk to the doorway statue. Walk to the car. Use the car. Go to camp Quigley. Walk into the tent. Approach the microscope. Use the microscope. Use the car. Go to the Hilihili research facility. Approach the intercom. Push the button. 31 Walk downstairs and turn right. Approach the screen to the right. Use the key on the lock. Use the key. Select the second (cyan) canister. Push the button twice. Select the third (blue) canister. Push the button. Walk upstairs. Talk to Dr. Craven. 34 Walk outside. Use the car. Go to camp Quigley. Walk into the tent. Approach the microscope. Use the lens on the microscope. Use the purple frass baggie on the microscope. Separate the seeds and insect parts away from the scale. Note the weight of the frass and the number of seeds. Use the fourth page of the clipboard to determine the detritus predominance. These data have to be recorded on the clipboard for all baggies.[+] Turn right. Turn on the analyzer. Use the slot. The analyzer should say 119,456. Turn off the analyzer. Get the clipboard. Walk to the car. Use the car. Go to 3 finger rock. Walk to Quigley’s tree. Look up. Talk to Quigley. Talk to Quigley. 12 Walk to the car. Use the car. Go to the Hilihili research facility. Approach the intercom. Push the button. 4 Walk downstairs, past the lockers and to the door. Walk through the door. Walk upstairs, to Dr. Craven. Approach the lab coat. Examine the note. Approach the table. Examine the PDA. Select Settings. Set the PDA to mute. Select Employees. Find the entry for Fiderman. Select Lockers. Find the entry for employee 14-667-93. Leave the PDA. Walk downstairs, to the lockers. Approach locker 13. Turn the dial clockwise to 4. Push the green button. Turn the dial counterclockwise to 2. Push the green button. Turn the dial counterclockwise to 7. Push the green button. Turn the dial clockwise to 9. Push the green button. Get the suit. Leave the lockers. Walk past the lockers and through the door. Walk through the plant area and through the back door. Look at the computer. > 1466793 Select shipping. Select extract codes. Leave the computer. Walk through the door. Look at the plant bed to the left. Get the plant sample. Leave the plant bed. Walk right, forward, left, forward, forward, forward. Walk left, forward, left, forward, right, forward. Walk left, forward, forward, right, forward, right. Make sure there is nobody spraying the plants. Walk forward, forward, forward, right, forward, left. Walk through the door. Walk outside. Go to camp Quigley. Walk into the tent. Approach the test tubes. Use the sample leaf. Use the Bq19 on the test tube. Replace the test tube. Use the sample baggie. Use the Bq19 on the test tube. Replace the test tube. Leave the table. Walk outside, to the car. Use the car. Go to 3 finger rock. Walk down the path to Quigley’s tree. Look up. Talk to Quigley. Look down. Open the backpack. Get the canopy samples. Walk to the car. Use the car. Go to camp Quigley. Walk into the tent. Use the canopy samples on the test tubes. Use the fritillated flag beetle sample. Use the Bq19 on the test tube. Replace the test tube. Leave the table. Walk outside, to the car. Use the car. Go to 3 finger rock. Walk down the path to Quigley’s tree. Look up. Talk to Quigley. 1 Open the backpack. Get the ring. Walk to the car. Use the car. Go to Kapu Cave. Walk to the statue passageway. Approach the nose. Use the ring on the nose. Leave the teeth. Use the cell phone. Call Frank and Joe Hardy. Use the cell phone. Call the pawnbroker. 114 Call Johnny Kuto. Walk towards Pua until Kuto calls. 11 Talk to Pua. 712 Walk into the building. Talk to the man. 111313 Walk outside, to the shave ice station. Buy shave ice. Whenever you bring Big Island Mike shave ice, he’ll tell you how many flavors are right. Using this information, you can find out what flavors he likes. Use the right bottle on the top shelf on the shave ice. Use the middle bottle on the middle shelf on the shave ice. Use the middle bottle on the bottom shelf on the shave ice. Get the shave ice. Walk into the building. Talk to the man. 33 Walk outside. Approach the box. Set the letters to HONI ‘AWA. Examine the paper. Approach the teeth. Set the top row to shark, eel, turtle, octopus. Set the bottom row to porcipine fish, crab, urchin, manta ray.[+] Walk into the cave. Cross the lava river until you find a statue without it’s tongue extended. Use the statue. Continue past the lava river. As you pass through the cave, note the sounds and the order in which they appear along the path to the rock buttons. Push the water button. Push the wind button. Push the fire button. Push the mountain button.[+] Walk down the path to the picture wall. Put the 1 stone in the top right slot. Put the 2 stone in the lower right slot. Put the 3 stone in the top left slot. Put the 4 stone in the bottom left slot. Put the 5 stone in the middle right slot. Put the 6 stone in the middle left slot.[+] Turn right before the boulder falls. Make at least 30 big islang bucks, and sell all your necklaces and fish. Talk to Pua. 1 Get the dry bag. 2 Walk to the beach. Walk into the water near the black area. Swim forwards and head left at the first split. Go into the eel current. Follow the shark current. Follow the turtle current. Follow the octopus current. Follow the porcupine fish current. Follow the urchin current. Follow the manta ray current. Follow the path to the boulder, up the broken bridge, to the door. Push the button. Walk down into the chamber and turn right. Approach the crates. Jump from platform to platform to the other side.

Gabriel Knight II: The Beast Within

Open the bag. Get the contents of the bag. Examine the Grace-to-Gabriel letter #1. Open the letter. Examine Uebergrau’s letter. Open the letter. Walk south. Read the note on the coatrack. Leave the note. Get the keys from under the mirror. Get the newspaper. Read the wolf article. Leave the newspaper. Use the sheets of paper on the table. Walk outside, east. Examine the log. Examine the muddy patch near the left side of the log. Examine the paw print. Leave the dirt. Walk north. Examine the patch dirt near edge of the forest. Get the hair. Leave the dirt. Walk east, south, west, into the shed. Examine the bag of cement. Use the bag of cement. Leave the shed. Walk east. Examine the log. Examine the muddy patch near the left side of the log. Use the bucket on the paw print. Leave the shed. Walk east. Examine the log. Examine the muddy patch near the left side of the log. Get the cast. Walk west, south. Use the keys on the car. Go to Prinzregentenplatz. Go to Thalkirchen. Examine the sign. Read the sign. Leave the sign. Examine the kennel. Talk to one of the wolves. Leave the kennels. Wait until Thomas arrives. Talk to Thomas. 11111332 Walk west. Talk to Doktor Klingmann. 111111111 Walk east, south. Go to Lochham. Walk inside. Select the tapes. Load A with the Klingmann tape. Load B with a blank tape. Splice the tape. Transfer the message “Thomas? Herr doctor Klingmann here. Show our wolves to Mr. Knight.”. Exit the tapes. Walk outside. Use the keys on the car. Go to Thalkirchen. Walk west. Use the coat. Use the Klingmann splice tape on the walkie talkie on the desk. Examine the tag. Get the wolf’s hair. Walk south. Go to Lochham. Walk inside. Examine Klingmann’s receipt. Read the receipt. Turn the receipt over. Examine the print. Leave the receipt. Use Klingmann’s receipt on the mirror. Walk outside. Use the keys on the car. Go to Marienplatz. Walk west. Examine the passage. Walk through the door. Talk to Uebergrau. 5555 Walk outside, south, to the metro. Go to the biology lab of the Universität. Give the paw print cast to Michael. Give the farm hair to Michael. Give the zoo hair to Michael. Walk north. Go to Marienplatz. Walk east, north. Examine the post office across the street. Use the Gabriel-to-Grave envelope 1 on the door to the post office. Walk north. Examine the door to 54 Dienerstraße across the street. Walk through the door. 33 Walk east, south, south, south, west. Examine the passage. Walk through the door. Talk to Uebergrau. 5 Wait until you receive the family papers. 5 Walk outside, south, east, north, north. Examine the door to the hunting lodge. Walk through the door. 3 Give the Ritter Family Papers to Xaver. Walk south. Examine the door. Walk south, north. Talk to Gerde. 11233 Walk to the door, north, down the hill. Open the door to the Goldener Löwe bar. Talk to the proprietor. 333444 Walk north. Examine the building with the blue doors. Examine the left door. Knock on the door. 333 Walk north, into the castle, upstairs. Examine the fireplace. Examine the toolbor. Get the screwdriver. Look up. Use the screwdriver on the hole. Open the closet. Enter the passage. Walk east. Open the closet. Get the key. Open the closet. Go through the passage. Walk west, south. Use the key on the door. Search the middle shelves. Search the right shelves. Examine Victor Ritter’s journal. Open the journal. Turn the page. Read the last page. Leave the journal. Examine the letter to Ludwig II. Open the envelope. Turn the page. Read the last page. Leave the letter. Examine the lycanthrope book. Open the book. Turn the page. Leave the book. Search the right shelves. Examine Christian Ritter’s journal. Open the journal. Leave the journal. Walk west, south, north, to the door, north, down the hill. Examine the town hall. Examine the left door. Knock on the door. 313221 Wait until you enter the dungeon. Examine the window. Examine the church. Leave the window. Walk north. Examine the town hall. Examine the left door. Knock on the door. 3 Examine the church. Walk north. Give the mayor’s note to father Getz. Walk south, south. Examine the town hall. Examine the left door. Knock on the door. 3 Open the bar door. Talk to Werner. 444 Walk north, north, into the castle. Walk upstairs, south, into the library, to the desk. Use Professor Barclay’s card on the telephone. Use the typewriter. Walk west, south, north. Use Grace’s package on Gerde. Walk to the door, north, down the hill. Examine the post office between the town hall and the bar. Examine the door. Push the button. Give the package to the woman. Use Grace’s wallet on the woman. Examine Von Glower’s business card. Read the card. Leave the card. Walk south. Get the newspaper. Leave the newspaper. Walk outside. Use the keys on the car. Go to Marienplatz. Walk west. Examine the passage. Go through the door. Examine the package. Open the package. Talk to Uebergrau. 112 Walk north, south. Examine the clock shop. Open the door. Examine the clock on the counter. Use Gabriel’s wallet on the shopkeeper. Walk east, north, north. Examine the crime scene. Examine Leber. Talk to Leber. Use the evidence analysis report on the news crew. Walk south. Examine the hunt club building. Walk through the door. Talk to Xaver. 1112223 Walk northwest, north. Use the cuckoo clock on the plant. Walk south, west. Wait until the Xaver leaves. Examine the podium. Open the drawer. Get the keys. Walk northwest, north. Use Xaver’s keys on the west door. Get the cuckoo clock from the plant. Use the cuckoo clock on the plant. Walk south, west. Wait until the Xaver leaves. Examine the podium. Open the drawer. Use the keys on the drawer. Walk northwest, north. Open the west door. Examine the trophy wall. Examine the animals heads. Examine the skull. Examine the ledger. Read the ledger. Leave the ledger. Examine the picture wall. Examine the pictures. Examine the pictures. Leave the pictures. Talk to baron Von Zell. 22324 Walk west, east, south, south, to the metro. Go to Prinzregentenplatz. Talk to Leber. 221123311212333 Examine the map. Examine the map. Examine the note. Use Gabriel’s notepad on the note. Leave the map. Walk north. Go to Lochham. Walk inside. Use the sheets of paper on the table. Use Grossberg’s phone number on the telephone. Walk north. Use the keys on the car. Go to Perlach. Talk to Von Glower. 333333321111 Examine the mask. Examine the mask. Leave the mask. Walk north. Go to Marienplatz. Walk west. Examine the passage. Go through the door. Talk to Uebergrau. 22 Walk north, east, east, north. Examine the post office. Use the Gabriel-to-Grace envelope #2 on the door. Walk north. Examine the hunt club building. Walk through the door, northwest. Talk to Preiss. 333331111 Talk to Hennemann and Von Aigner. 33 Talk to Von Zell and Klingemann. 3 Use the tape recorder on the magazine. Use the magazine with tape recorder on Von Zell and Klingemann. Walk north, to the door, north, down the hill. Examine the post office. Examine the door. Push the button. Leave the post office. Examine the letter. Open the envelope. Leave the letter. Open the bar door. Talk to the Smiths. 111222 Walk north. Examine the church. Walk north, north, north. Examine Gerde. Walk north, west, south, south. Walk north, into the castle, upstairs. Open the closet. Walk to the passage, downstairs. Get the roses. Walk upstairs, west, north, to the door, north, down the hill. Examine the church. Walk north, north, north. Give the roses to Gerde. Walk north, west, south, south, north. Use the car keys on the car. Go to Herrenchiemsee. Talk to the woman. 1 Examine at the left display. Examine the letters. Examine the second letter. Leave the second letter. Examine the third letter. Leave the third letter. Examine the fourth letter. Read the text. Leave the fourth letter. Leave the letters. Leave the display. Walk north, west. Examine the left display case. Examine the display case. Read the plaque. Leave the display case. Examine the diary display wall. Examine the first diary page. Read the first diary page. Leave the first diary page. Leave the diary display wall. Walk south, east. Examine the painting. Examine the plaque. Read the plaque. Leave the plaque. Leave the painting. Examine the display case below the painting. Examine the left plaque. Leave the plaque. Examine the right plaque. Leave the plaque. Leave the case. Examine the panelled display. Examine the first text. Leave the first text. Examine the second text. Leave the second text. Examine the third text. Leave the third text. Examine the fourth text. Leave the fourth text. Leave the panelled display. Walk south. Talk to the woman. 33 Walk south. Go to Neuschwanstein. Examine the castle. Play the tour tape (entry hall). Walk north. Play the tour tape (bedroom). Walk northeast. Play the tour tape (chapel). Walk south, northwest. Play the tour tape (living room). Walk southeast, west. Play the tour tape (grotto). Walk north. Play the tour tape (study). Walk north. Play the tour tape (singer’s hall). Examine the painting in the back. Examine the wolf painting. Leave the painting. Examine the panel just right of the wolf painting. Look right, right, right, right, right. Play the tour tape. Leave the panel. Walk north. Leave the castle. Go to the Wagner Museum in Bayreuth. Walk northwest. Examine the plaque over the sofa display. Leave the plaque. Examine the desk. Examine the papers. Read the letter. Examine the drawing. Leave the drawing. Leave the papers. Walk north. Examine the display case. Examine the plaque below the left letter. Leave the letter. Examine the plaque below the right letter. Leave the letter. Leave the display. Walk south, south, south. Talk to Georg. 23333 Walk east. Go to Rittersberg. Walk into the castle, upstairs, south, north. Search the left shelves. Examine the biography. Open the book. Turn the page. Leave the book. Walk to the desk. Use Professor Barclay’s card on the telephone. Use the note with Dallmeier’s name and phone number on the telephone. Leave the desk. Walk west, south, north, to the door, north, down the hill. Open the bar door. Talk to Werner. 222 Walk north, north. Use the car keys on the car. Go to Starnberger See. Examine the railing to the far left. 22234444433 Walk south, east. Go to Rittersberg. Walk into the castle. Talk to Gerde. 22 Leave Gerde. Walk upstairs, south, north, to the desk. Use the book on the telephone. Use the note with Chaphill’s name and phone number on the telephone. Use the typewriter. Walk west, south, north, to the door, north, down the hill. Examine the post office. Examine the door. Push the button. Give the Grace-to-Gabriel envelope #3 to the woman. Use Grace’s wallet on the woman. Walk south. Examine the bushes near the church. Examine the flowers. Get the lily. Walk north. Use the car keys on the car. Go to Starnberger See. Examine the railing at the far left. Examine the water at the right. Use the lily on the water. Walk east. Go to Rittersberg. Walk into the castle. Walk to the door, north, down the hill. Examine the post office. Examine the door. Push the button. Examine the fax. Turn the page. Leave the fax. Leave the post office. Walk north. Use the car keys on the car. Go to the Wagner Museum in Bayreuth. Give the fax to Georg. Go to Marienplatz. Walk east, north, north. Examine the hunt club building. Walk north, northwest. Examine the chairs. Search the magazines. Walk west, east, south, south, west, west. Examine the passage. Walk through the door. Examine the letter. Open the envelope. Read the letter. Leave the letter. Use the Von Zell conversations tape on Uebergrau. Talk to Uebergrau. 1 Walk north. Examine the meat. Examine the white sausages. Use the wallet on the woman. Walk south, to the metro. Go to Prinzregentenplatz. Talk to Leber. 222 Use the Von Zell conversations tape on Leber. Examine the account book. Get the page. Wait until you leave the police station. Go to Buchenau. Knock on the door. Walk south. Go to Marienplatz. Walk west. Examine the passage. Walk through the door. Talk to Uebergrau. 1 Walk north, south, to the metro. Go to Buchenau. Knock on the door. Give the 14,000 D.M. to Dorn. Talk to Dorn. 111111 Walk south. Examine the last cage on the right. Examine the straw. Give the weiss wurst to the tiger. Get the tags. Walk south. Open the door. Walk south. Go to Marienplatz. Walk east, north, north. Examine the hunt club building. Walk north. Open the door. Walk through the last door on the right. Open the closet. Get the rope. Leave the closet. Walk south. Open the window. Look down. Use the rope on the ledge. Move to the left. Open the middle window. Examine the bathroom. Examine the mat. Examine the footprint. Leave the mat. Walk east. Examine the day planner. Get the envelope. Leave the letter. Leave the bed. Walk west. Go through the window. Move to the right. Go through the right window. Open the west door. Walk through the second door on the left. Talk to Von Aigner. 21121221 Walk south. Open the closet. Get the lantern. Leave the closet. Talk to Hennemann. 11223 Walk upstairs, through the first door on the left. Use the wolf tags on Klingemann. Walk south. Examine the fireplace. Get the matches. Leave the fireplace. Walk outside, to the stable. Examine the tool rack. Get the shears. Leave the tool rack. Walk east. Examine the patch of dirt. Examine the paw print. Leave the dirt. Walk south, east, south. Examine the patch of dirt. Leave the dirt. Use the shears on the bushes. Walk north. Use the matches on the lantern. Walk north, west, north, west, inside, upstairs. Walk into the first door to the right. Walk north, west. Examine the door. Walk east. Use the talisman on the wolf. Whenever the wolf arrives, use the talisman on the wolf. Walk east, east, south. Wait until the wolf arrives. Use the talisman on the wolf. Repeat until the wolf escapes to the south. Walk south. Use the rifle on the wolf. Walk south. Talk to Gabriel. Walk south, north. Examine the post office. Examine the door. Push the button. Examine Von Glower’s letter. Open the envelope. Leave the letter. Open the door to the bar. Talk to Mrs. Smith. 1122 Get the dinner roll from the basket. Walk north, north. Use the car keys on the car. Go to Altötting. Go to the church. Examine the display case. Examine the note. Leave the note. Leave the display case. Walk north, through the doorway. Talk to the priest. Examine the basket. Use Grace’s wallet on the basket. Walk east, east, south. Go to Rittersberg. Walk down the hill. Examine the church. Walk north, north, north. Examine Wolfgang’s casket. Examine Wolfgang’s casket. Examine the silver heart. Leave Wolfgang’s casket. Walk north, west, south, south, north, into the castle. Talk to Gerde. 1 Walk upstairs. Get the pillowcase. Walk north, to the door, north, down the hill. Examine the church. Walk north, north, north. Examine Wolfgang’s casket. Examine Wolfgang’s casket. Get the silver heart. Walk north, west, south, south. Examine the blue doors. Examine the right door. Open the dungeon door. Use the dinner roll on the bird. Use the pillowcase on the bird. Walk north, north. Use the car keys on the car. Go to Neuschwanstein. Examine the castle. Walk north, northwest, southeast, south. Examine the chair. Examine the chair. Use the bottle of water on the chair. Walk north. Examine the wall between the doorways. Open the panel. Walk northwest, southeast, west. Search the wall. Walk north, north, south. Use the pigeon in the pillowcase on the arched doorway. Walk south. Search the wall. Open the panel. Walk south, north. Leave the castle. Go to Altötting. Go to the church. Walk north, through the doorway. Use the silver heart on the priest. Use the silver heart on the basket. Open the east door. Push the chair. Examine the urns. Search the left urn. Get a program from the table. Walk east, east, north. Talk to Gabriel. Examine the table. Get the binoculars. Get the list. Examine the list. Read the list. Leave the list. Examine the board. Get the seating chart. Leave the board. Examine the chandelier diagram. Select the large section with the cross. Leave the diagram. Examine the seating chart. Select the Mittel Loge. Leave the chart. Walk north, south, through the wide doors. Talk to the technicians. Talk to Georg. Walk south, up the steps, north. Examine the ropes. Examine the rope. Get the rope. Walk downstairs, east. Open the panel. Get the keys. Leave the panel. Walk west, south. Open the door. Walk west. Get the sign. Walk south, north. Use the theater keys on the door. Walk south, east, east, east, south. Open the furnace. Use the coals. Examine the panel just below the furnace door. Push the button. Move the lever to Hoch. Walk west, east, south, upstairs. Open the doors. Walk north, east, north. Examine the viewport. Look to the left. Examine the Mittel Loge. Leave the viewport. Examine the spotlight. Flip the switch. Use the bar. Aim the spotlight at the Mittel Loge. Walk south, downstairs. Give the seating chart to the usher. Walk east, east, north. Talk to Gabriel. Walk east, north. Use the dress. Walk north, south, south, upstairs, east, north. Examine the viewport. Look throufg the viewport. Use the opera glasses on the Mittel Loge. Walk south, south. Examine the doors. Use the rope on the door handles. Examine the doors. Use the privat banner on the rope. Walk west. Move the white case. Use the dagger on the grate. Enter the duct. Walk north, north, west. Examine the ropes. Examine the roll of tape. Get the roll of tape. Walk east. Get Engelhart’s costume. Use the costume on Gabriel. Examine the makeup table. Get the powder. Examine the makeup table. Use the powder on the left mirror. Use the dressing screen. Use the roll of tape on the actor. Go right, forward, forward, right, right. Move the door latch. Go right, forward, right, right. Move the door latch. Go right, right, forward, forward, right, right. Move the door latch. Go right, forward, left. Move the door latch. Go right, forward, left, forward. Move the door latch. Go left, forward, right. Move the door latch. Go left, forward, right, forward, right, forward. Go left, forward, right, forward. Smell. Wait until the red dot starts to move into the room east of the exit grate.[+] Go right, forward, right, forward, forward. Go left, forward, left, forward, forward. Go right, forward, right, forward, forward. Go forward. Note the Black Wolf is cornered in the furnace room. Select Grace. Open the furnace. Select Gabriel. Attack the Black Wolf when it jumps.

King’s Quest VII: The Princeless Bride

Walk south, south. Take the hunting horn. Walk north, north. Take the ripped petticoat. Take the stick. Use the ripped petticoat on the stick. Walk into the building to the east. Use the flag on the scorpion. Use the altar. Move the loose droplet tile. Put the yellow gem in the top hand. Put the blue gem in the bottom hand. Put the red gem on the sun pedestal. Take the turquoise piece. Exit the altar. Walk west, northeast. Open the door. Talk to the kangaroo rat. Talk to the kangaroo rat. Walk northwest. Take the basket. Look at the basket. Open the basket. Take the corn kernel. Take the leftmost clay pot. Take the leftmost clay pot. Take the left clay pot. Take the clay pot. Walk northwest. Use the corn kernel on the damp sand. Use the drawing. Exit the drawing. Take the gourd seed. Use the hunting horn on the jackalope hole. Use the hunting horn on the jackalope hole. Take the glasses. Open the door. Give the glasses to the kangaroo rat. Give the gourd seed to the kangaroo rat. Leave the kangaroo rat. Walk south. Use the necklace on the statue to the far left. Put all three beads on the third column. Exit the necklace. Use the statue head. Use the statue wristlet. Climb down the stairs. Use the bowl. Use the bowl. Use the turquoise bead on the bowl. Use the bowl. Take the right turquoise piece. Use the turquoise piece on the turquoise piece. Climb up the stairs. Walk north. Use the stick on the prickly pear. Take the prickly pear. Use the slot on the portal to the far left. Use the puzzle on the slot. Walk through the portal. Walk west. Take the toy rat. Take the shield. Look at the shield. Take the shield spike. Walk northeast. Walk northwest, northeast. Use the toy rat on the cook. Take the bowl on the bottom shelf. Use the machine. Walk up the stairs, to the mud pool. Walk northwest, west, downstairs. Use the bowl on the green pool. Take the lantern. Use the chasm. Use the sulfur. Walk to the southeast side of the chasm. Jump to the southern island in the chasm. Jump to the northwest side of the chasm. Take the sulfur. Walk southeast. Jump to the southern island in the chasm. Jump to the southeast side of the chasm. Walk upstairs. Use the wet sulfur on the fire. Take the tongs. Use the tongs on the mold. Use the tongs with mold on the bucket. Use the tongs on the tool rack. Use the bellows. Use the lantern on the fire. Walk upstairs, southeast, to the bridge. Note a troll appears to guard the bridge. Use the cart. Use the shield on the axis. Use the shield spike on the shield. Ride the cart. Walk northeast. Talk to the Crystal Dragon. Give the lantern with spark to the Crystal Dragon. Walk west, northwest, west. Talk to the left troll. Give the big gem to the jeweler. Walk upstairs, southeast, northeast. Use the hammer and chisel on the dragon tail. Walk west, northwest. Give the bowl with green water to Mathilda. Give the baked beetles to Mathilda. Give the silver spoon to Mathilda. Give the dragon scale to Mathilda. Put the wide table underneath the painting. Put the high stool on the wide table. Put the low stool on the high stool. Take the dragon toad. Walk west into the cave next to the throne. Give the dragon toad to Mathilda. Walk southeast. Use the toy rat on Malicia. Walk southeast. Use the enchanted rope on the elevator. Use the rope. Use the prickly pear on the giant lizard. Walk southeast, south. Take the salt crystals. Walk north, into the portal, northwest, west. Talk to the stag. Talk to Athis. Talk to Athis. Walk west, north. Jump to the southwest rock. Jump to the rock in the middle of the quicksand. Jump to the northeast rock. Use the basket on the spider. Talk to the bird. Walk northwest. Open the small door. Use the golden comb on the Arch-Duke. Walk into the China Shop. Talk to the proprietor. Talk to Fernando. Talk to Fernando. Walk south. Use the cage cover on the far right. Open the cage. Talk to the China bird. Walk into the China Shop. Give the China bird to Fernando. Walk south. Use the mask on Valanice. Open the door to the Arch-Duke’s. Open the curtain. Walk downstairs, upstairs, upstairs. Open the door. Open the door. Use the third mirror from the left. Open the drawer. Take the magic statuette. Walk east, downstairs, left upstairs, south, east. Walk to the bird cage. Take the wooden nickel from the nest. Use the salt crystals on Valanice. Walk into the Faux Shop. Talk to the proprietor. Give the wooden nickel to the proprietor. Walk south, west, east, south. Jump to the rock in the middle of the quicksand. Jump to the southwest rock. Jump to the south shore. Walk south, east, east. Walk south, southeast. Open the door to the curiosity shop. Give the book to the kangaroo rat. Walk into the portal, northwest, west, west, north. Jump to the southwest rock. Jump to the rock in the middle of the quicksand. Jump to the northeast rock. Walk northwest, west. Use the crook on the cheese. Use the shovel. Talk to the gravedigger. Talk to the gravedigger. Talk to the gravedigger. Walk southeast. Walk west, east until you see the elevator. Use the elevator. Take the backbone from the floor. Take the foot-in-a-bag from the coffin. Use the elevator. Walk west. Open the gate. Open the door. Give the backbone to Dr Cadaver. Walk west, east. Use the weird pet on the brats. Use the weird pet on the elevator. Walk north. Give the gravedigger’s rat to the gravedigger. Walk southeast. Use the hammer and chisel on the coffin. Walk north. Take the shovel. Walk west, south, south. Use the boneyard. Use the gravedigger’s horn on Rosella. Use the hole. Use the lock. Push the skull. Push the bat. Push the spider. Give the dragon toad to the Troll King. Use the hammer and chisel on the Troll King. Take the black cloak. Use the black cloak on Rosella. Walk north. Open the door. Talk to Dr Cadaver. Walk west, east. Talk to the brats. Walk south. Use the defoilant on the leaf creature. Walk to the venus fly traps. Give the foot-in-a-bag to the venus fly traps. Take the flower at the base of the venus fly traps while they are distracted. Walk around the house. Use the vine. Use the hole. Use the shovel on the hole. If the dog is barking, walk north, east, west, around the house. Use the hole. Climb down. Use the defoilant on the dog’s nose. Climb up. Use the lower drawer of the dresser. Use the open drawer. Use the open drawer. Use the open drawer. Use the open drawer. Use the clothes. Take the woolen stocking. Climb down the floorboard. Use the cloak. Walk north, east. Use the silver pellet on the woolen stocking. Walk to the middle of the woods. Use the sling on the werebear. Walk north. Jump to the southwest rock. Jump to the rock in the middle of the quicksand. Jump to the northeast rock. Walk northwest. Open the small door. Open the door to the Arch-Duke’s. Open the curtain. Walk downstairs, upstairs, upstairs. Open the door. Open the door. Use the base of the statue. Use the woolen stocking on the plaque. Use the statue plaque. Exit the statue plaque. Use the hammer and chisel on the golden grapes. Use the golden grape on the statue. Use the magic wand on the Troll King as scarab. Note the color of the real Troll King’s eyes. Use the hole. Walk northwest. Note that the real Troll King and the fake Troll King have different eye colors. Walk into the Faux Shop. Give the mask to the proprietor. Walk south. Give the magic statuette to the merchant. Use the rubber chicken on the branch. Use the moon on the rubber chicken. Take the feather. Walk west, east, east, east. Use the feather on Feldspar’s nose. Walk west, west, south. Jump to the rock in the middle of the quicksand. Jump to the southwest rock. Jump to the south shore. Walk south, east, east. Walk south, southeast. Take the jackalope fur from the cactus. Use the jackalope fur on the were-beast salve. Walk into the portal, northwest. Use the flowers. Use the clay pot on the flowers. Use the nectar in the pot on the statue. Walk west. Use the were-beast salve with fur on Valanice. Walk northwest. Walk south, northwest until the elevator appears. Use the elevator. Use the mummy. Take the femur bone. Use the elevator. Walk north, west. Give the femur bone to the dog. Talk to the dog. Talk to the dog. Walk south. Use the plaque on the crypt. Give the horseman’s medal to the woman. Walk south, north, east, east. Take the lit firecracker. Walk west, west. Use the lit firecracker on the lock. Walk into the crypt. Use the tomb. Use the tomb. Walk west, east, west. Wait for the headless horseman to arrive. Give the horseman’s head to the headless horseman. Walk east. Note the notes in the music. Walk north. Use the first string. Use the fifth string. Use the sixth string. Use the fourth string. Use the sphere. Talk to the women. Talk to the Fates. Walk south, east, upstairs. Use the ambrosia. Use the tree. Use the tree. Take the ambrosia. Use the tree. Walk south, south, west. Use the southwest rainbow. Walk northwest, west. Open the door. Talk to Dr Cadaver. Use the coffin. Use the horseman’s fife on Valanice. Walk east, north. Use the first string. Use the fifth string. Use the sixth string. Use the fourth string. Use the sphere. Talk to the Fates. Walk south, west. Use the southeast rainbow. Walk across the bridge. Use the ambrosia on the horn of plenty. Take the fruit. Walk across the bridge, west. Use the pomegranate on Ceres. Talk to Ceres. Use the horseman’s fife on Valanice. Use the southwest rainbow. Walk around the house. Use the hole. Climb down. Use the ambrosia on the dog. Climb up. Use the lamp. Climb down the floorboards. Walk north. Use the horseman’s fife on Valanice. Use the northwest rainbow. Walk north, north, into the building. Use the crystal shaft on the beam of light. Walk west. Use the horseman’s fife on Valanice. Walk east, north. Use the first string. Use the fifth string. Use the sixth string. Use the fourth string. Use the sphere. Talk to the Fates. Walk south, east, up. Use the cave. Use the dream catcher on the creature. Walk northeast. Talk to the dreamweaver. Talk to the dreamweaver. Give the dream catcher to the dreamweaver. Use the tapestry of dreams on Valanice. Use the dream catcher on the nightmare. Walk south, northeast. Use the crystal shaft with sunlight on Maab. Walk up, behind the cave. Wait for the wind horse to arrive. Use the magic bridle on the wind horse. Look at the magic wand. Use the switch at the bottom of the wand. Use the magic wand on the green-eyed troll king. Use the shovel on the volcano wall. Walk northwest. Use the left eye lever. Use the right eye lever. Use the nose lever. Use the mysterious device on the outlet. Wait until the mysterious device pulsates. Take the mysterious device. Use the fragrant flower on the Troll King. Use the mysterious device on Malicia. Use the extra life on Edgar.

Space Quest VI: Roger Wilco in the Spinal Frontier

Wait until the humanoid robot walks past Roger. Take the humanoid robot. Take the identification card from the bike. Walk around the streets, looking for the photo booth. Use the buckazoid on the photo booth. Walk around the streets, looking for a man in a trench coat. Talk to the man in the trench coat. Talk to the man in the trench coat. Wait until Roger receives the datacorder. Return to the screen where Roger started out. Walk north, into the Orion’s Belt bar. Kick the back door. Kick the back door. Kick the back door. Kick the back door. Walk upstairs, onto the elevator. Wait for the waitron to clean a table. Take the buckazoid from the waitron’s tray. Put the photos on the security ID. Show the security ID to the nitro suckers. Take the hookah hoses. Take the nitro tank. Attach the nitro tank to the conduit in the back. Use the mess of hookah hoses. Walk onto the elevator. Talk to the bartender. 1 Show the security ID to the bartender. 4 Open the third valve from the left. Use the pipe under the third valve from the left. Open the refrigeration unit. Take the ice cube tray. Close the refrigeration unit. Use the hookah hoses on the far left conduit. Use the hookah hoses on the bent pipe. Walk onto the elevator. Use the nitro tank. Walk onto the elevator. Kick the back door. Take the pipe. Use the pipe on the frozen endodroid. Use the whisk broom and dust pan on the ice cubes. Use the filled dust pan on the ice cube tray. Walk upstairs. Wait until the bartender finishes mixing the Special. Talk to the bartender. 4 Open the refrigeration unit. Use the ice cube tray on the refrigeration unit. Take the ice cube tray. Close the refrigeration unit. Walk west. Talk to the endodroid hunter. Walk to the arcade. Talk to the black creature. Accept the challenge. Lose the game of Stooge Fighter 3. Reject the challenge. Walk east. Walk into the arcade and east until Elmo appears. Talk to Elmo. Walk east, to the bar. Use ET. Use ET. Use ET. Use ET. Use ET. Give the buckazoids to Pa Conshohocken. Walk east. Give the Coldsorian bottle to Elmo. Wait until Roger receives the cheat sheet. Wait until Roger receives the fish. Look at the cheat sheet. Walk north, to the arcade. Note the code on the cheat sheet. Talk to Djurkwhad. Accept the challenge. Enter the cheat code. Win the game of Stooge Fighter 3. Walk south, west. Talk to the manager. Talk to the manager. Give the buckazoids to the manager. Use the elevator button. Use the keycard on the leftmost lock. Take the keyring. Take the nail. Use the nail on Roger. Use the Pelvis carpet. Use the Pelvis carpet. Take the Pelvis carpet. Use the Pelvis carpet on the floor. Use the Pelvis carpet. Touch Singent. Search Singent. Take the moddie from the dehumidifier. Take the datacorder from the desk. Search the CD ROM collection. Search the CD ROM collection. Search the CD ROM collection. Search the CD ROM collection. Search the CD ROM collection. Search the CD ROM collection. Search the CD ROM collection. Search the CD ROM collection. Use the computer. Put the CD ROM in the drive. Push the eject button. Take the CD ROM. Exit the computer. Use the key ring on the key pad. Search the box nearest to Nigel. Use the churlish moddie. Use the churlish label on the burlesque moddie. Give the moddie to Nigel. Take the belt. Use the belt. Take the grooming assistant. Take the damping field actuator. Exit the belt. Use the damping field actuator. Walk outside. Use the datacorder. Push the open/close button. Note the Homing Beacon puzzle in the Popular Janitronics issue that is part of the manual. Use the manual to change the datacorder into a homing beacon.[+] Push the open/close button. Push the power button. Use the personal grooming assistant. Use the DNA sequencer. Talk to Jebba. Use the DNA sequencer. Use the hair on the DNA sequencer. Push the scan button. Push the imprint datacart button. Take the datacart. Use the datacart on the ComPost. Use the ComPost. Use intraship transport to go to the Transporter. Use the controls. Select Quarters. Walk east. Use the mop. Use the toilet. Open the medicine cabinet. Take the piston. Use the piston on the elevator door. Look at the eulogy. Use the HoloDeck controls. Turn the controls on. Enter program 5551212. Use the ComPost. Use intraship transport to go to Roger’s quarters. Use the ComPost. Use intraship transport to go to the bridge. Talk to Commander Kielbasa. Use the ComPost. Use intraship transport to go to 8-rear. Talk to Sidney. Talk to Sidney. Take Sidney’s right arm. Talk to Sidney. Use the ComPost. Use intraship transport to go to the shuttle bay entrance. Use Chesbro. Take the food. Use the Yoda’s ears on the Bobbit-Kabobs. Use the food combination on the Rack of Orat. Use the food combination on the pastries. Use the food combination on the tuberous growth. Use the food combination on the melon. Use the food combination on the spaghetti. Put the food double on the bench. Wait until the food cart returns to Roger’s cell. Enter the food cart. Use the ComPost. Use intraship transport to go to the sickbay. Open the cabinet. Use the ComPost. Use intraship transport to go to the shuttle bay entrance. Use the bottle of Morphin on the doughnut. Put the doughnut on the stack. Wait until Magnum Opus eats the doughnut. Use Chesbro. Wait until Roger receives the key. Use Sidney’s arm on the buttons. Use the key. Use the hatch of Chesbro’s shuttle. Take the recall notice from the back of the captain’s chair. Use the captain’s chair. Push the power button. Push the ICD button. Note the periodic table in the Popular Janitronics issue that is part of the manual. Correct the intermix corresponding to the confirmation code LaSAgNe.[+] Push the Initiation button. Use Sidney’s eye on the retinal scanner. Wait until the scan is approved. Push the manual override button under Roger’s hand. Open the glove box. Take the duct tape. Take Elmo’s Gluzall. Take the hand pump. Pull the trunk handle. Pull the hood handle. Exit the cockpit. Open the east door. Take the helmet. Take the suit. Use the suit on Roger. Use the helmet on Roger. Use the west door. Take the fish. Take the jumper cables. Take the sign. Use the sign on the shuttle. Look at the recall notice. Connect the red and blue cables as mentioned in the recall note. Use the hatch. Open the middle cabinet. Use the datacorder. Push the open/close button. Take the small Divalium crystal. Push the open/close button. Exit the datacorder. Use Elmo’s Gluzall on the small Divalium crystal. Use Elmo’s Gluzall on the Divalium crystal in the cabinet. Use the small Divalium crystal on the Divalium crystal. Close the cabinet. Use the captain’s chair. Push the Initiation button. Exit the cockpit. Open the west door. Use the controls. Select Lab A. Walk east. Talk to doctor Beleauxs. Use the box of hi-tek stuff. Take the Callahan moddie. Use the elevator call button. Use the controls. Select docking bay. Walk west. Use the captain’s chair. Push the PTS button. Push the PTS button over the screen. Take the photo. Use the photo. Use the first positive photo on the backlight screen. Push the PTS button over the screen. Take the photo. Use the photo. Use the second negative photo on the backlight screen. Push the Initiation button. Select Polysorbate LX. Talk to Manuel. 1 Walk west, downstairs. Give the Callahan moddie to Fester. Exit. Walk east. Use the transport signaler. Use the captain’s chair. Push the Initiation button. 1 Open the west door. Use the controls. Select Lab A. Walk east. Use the computer. Push the power button. Select Cyberfunctions. Use the cyberspace jack on the socket. Follow the highway to the office. Take the screwdriver. Take the plank. Use the office door. Take the number. Use the bell. Use the files. Use the screwdriver on the number changer. Use the bell. Walk to the middle aisle. Open the seventh cabinet from the right on the bottom row. Open the sixth cabinet from the right on the fourth row. Open the fifth cabinet from the right on the third row. Walk to the fifth cabinet from the right on the third row. Open the fourth cabinet from the right on the second row. Take the Rancid, Nigel file. Use the Rancid, Nigel file. Walk west, to the west aisle. Open the fourth cabinet from the left on the fourth row. Take the Beleaux, Dr. H. file. Use the Beleaux, Dr. H. file. Walk west, to the east aisle. Open the second cabinet from the left on the fourth row. Take the Santiago, Stellar file. Use the Santiago, Stellar file. Open the fifth cabinet from the left on the bottom row. Open the sixth cabinet from the left on the fourth row. Walk to the sixth cabinet from the left on the fourth row. Open the seventh cabinet from the left on the third row. Take the Sharpei file. Use the Sharpei file. Walk west, to the middle aisle. Open the first cabinet from the left with an O on the bottom row. Open the second cabinet from the left with an O on the fourth row. Open the first cabinet from the left with an P on the third row. Open the second cabinet from the left with an P on the second row. Open the second cabinet from the left with an P on the top row. Take the Project: Immortality file. Use the Project: Immortality file. Walk west, west. Use the Sharpei file on the printer. Use the Rancid, Nigel file on the printer. Use the Beleaux, Dr. H. file on the printer. Use the Santiago, Stellar file on the printer. Use the Project: Immortality file on the printer. Walk west, west, to the tunnel. Use the plank on the bridge. Walk north. Take the printouts. Give the printouts to Dr. Beleauxs. Wait until the plan is explained. Exit the cockpit. Open the east door. Take the helmet. Take the suit. Use the suit on Roger. Open the west door. Take the alveoli from the shuttle. Take the capillaries from the shuttle. Use the duct tape on the capillaries. Walk down the ulcer. Take the feather. Take the celery string. Take the staple. Take the candy. Use the candy on the acid pool. Use the staple on the celery string. Use the grappling hook on the stomach entrance. Use the string. Climb up the string. Use the capsule. Use the feather on the esophagus. Walk down, west, south, east, northwest. Use the capillaries on the pump. Use the pump on the bile. Walk east. Take the gallstones. Walk east. Use the alveoli on the narrow passage. Blow in the alveoli. Crawl east. Use the helmet on the pancreatic secretion. Walk west, west, west, north, north. Use the helmet on the capsule. Take the pills. Walk west, south, south. Use the pill on the tapeworm. Use the tapeworm. Walk east. Take the fingernail. Take the paperclip. Take the filling. Walk east. Use the tapeworm. Walk north, north, north. Climb through the ulcer. Use the filling on the tank near the blinking light. Open the hatch. Use the captain’s chair. Use the disc on the slot. Push the Initiation button. Exit the cockpit. Open the east door. Take the helmet. Take the suit. Use the suit on Roger. Open the west door. Use the fingernail on the meninges. Jump over the gap. Walk to the west edge of the gap. Walk to the west edge of the gap. Walk to the west edge of the gap. Walk to the north end of the brain. Use the gallstones on the left nanite. Use the gallstones on the right nanite. Use the gallstones on the left nanite. Use the elevator. Go down to the second sign on the right. Use the paperclip on the cough control center. Go all the way down. Use the debris. Use the paperclip on the sparkling nerves. Give the fish to Sharpei.

Robotragedy

Get the cushion. Get the loose wire. Walk east. Get the book. Look at the book. Get the pencil from the chair. Use the cupboard. Get the toaster. Get the knife. Use the knife on Dusty. Use the knife on the fishing line. Use the pencil tip on the door. Walk west. Use the button near the toilet. Get the suction cup hook. Get the toothbrush. Get the cord. Push the button. Use the marmelade on the sink. Leave the toilet. Walk east. Use the east door button. Use the toothbrush on the mouse trap. Get the cheese. Get the seasoning. Get the acid. Use the acid on the seasoning. Use the ground pencil tip on the acidic seasoning. Use the gunpowder on the remote control box. Use the cord on the gunpowder. Use the cord. Get the remote control. Walk west. Use the cheese on the jar. Use the jar on the mouse restaurant. Use the east door button. Use the mouse in the jar on the lasso. Walk west, east. Get the pole. Get the battery. Get the round piece of glass. Walk west. Use the battery on the freezer. Use the battery on the remote. Use the cushion on the china vase. Use the lasso on the screwdriver. Talk to Dusty. Use the screwdriver on the screw. Get the battery. Use the battery on the remote. Walk west. Use the screwdriver on the suction cup hook. Use the suction cup on the pencil. Use the nylon wire on the rubber pole. Use the arrow on the bow. Use the bow and arrow on the master card. Get the master card. Use the buttons next to the door. Use the buttons next to the door. Get the paper. Use the buttons next to the door. Look at the television. Use the screwdriver on the lid. Use the wire on the toaster. Use the toaster on the socket. Leave the television. Use the master card on the toaster. Use the code paper on the remote. Use the remote control on the toaster. Use the card on the buttons near the door. Get the bicycle steering wheel. Get the camera. Walk north. Get the nail. Walk west. Use the screen. Go to Quoid. Walk east, to the building. Get the can. Get the magnet. Walk northeast. Get the correction fluid. Walk northeast, to the police-bot. Get the bag of bird feed. Use the camera on the piece of art. Talk to the make-up artist. Walk east. Get the sheet. Walk west, west, southwest, to the square. Use the jar on the fountain. Use the bird feed on the fountain. Use the acid on the empty can. Use the ring on the can of acid. Use the can on the fountain. Use the correction fluid on the ring. Walk west, to the building, northeast, northeast. Give the ring to the police-bot. Walk west, west, southwest, to the teletransporter platform. Use the screen. Go to Trimm Moon. Walk east, to the signs. Use the blue button. Get the elastic band. Talk to the man. Use the gray button. Walk east, to the crevice. Use the nail on the suction cup arrow. Use the elastic band on the arrow. Use the arrow on the bow. Use the bow and arrow on the fruit. Walk west, to the signs. Use the blue button. Give the fruit to the man. Push the red button. Use the sugar on the cone. Use the jar of water on the cone. Use the red button. Use the jar on the spigot. Use the gray button. Use the purple button. Get the ashes. Get the peanuts. Use the piece of plastic on the puzzle. Use the scissors on the photo. Use the scissors on the sheet. Use the button. Walk east, to the crevice, south. Use the button. Get the soap. Use the metal hook on the mechanism. Use the super rope on the lasso. Use the super lasso on the hook. Use the end of the rope. Use the set of buttons. Walk east. Get the Werth ticket. Get the catalizer. Get the green substance. Use the green substance on the flywheel. Use the glass on the flywheel. Leave the mechanism. Use the left button. Walk east. Get the rock. Use the catalizer on the peanuts. Use the swollen peanuts on the cavity in the three rocks. Use the rock on the peanuts. Use the book on the rock. Use the rock. Use the can on the peanut oil. Walk west, north, west, to the teletransporter. Use the screen. Walk east, to the huts. Talk to the ghost. Use the perfume on the ghost. Use the ashes on the cologne. Use the perfume on the ghost costume. Push the button to the right door. Walk east. Use the ghost disguise on the dressing screen. Talk to the ghost. Use the dressing screen. Walk west. Use the bicycle steering wheel on the magnet. Use the metal detector on the antenna shadow. Use Gonald’s key on Gonald’s box. Use the coordinate sheet on the remote control. Walk southwest, to the garden. Use the magnifying glass on the card. Look at the card. Leave the card. Walk east, to the sphere. Use the screen. Go to Quoid. Walk east, to the square. Look at the plant. Use the knife on the plant. Use the plant on the jar of rum. Walk west, to the building, northeast. Give the medicine to the man. Walk northeast, north. Give the soap to the make-up artist. Use the idol cutout on the piece of art. Walk east, west, west, southwest, to the teletransporter. Use the screen. Go to Werth. Walk east, to the pyramid, east. Talk to the man. Use the cog on the machine. Use the chip on the machine. Use the can of peanut oil on the machine. Use the remote control on the machine. Walk north. Use the machine. Walk east, to the garbage heap. Get the battery. Use the battery on the liquid. Get the broken pneumatic. Use the pneumatic on the can of gulav. Get the gulav. Walk east, to the building, east. Use the gulav on the ventilation shaft. Use the lid on the ventilation shaft. Use the metal detector on the key. Use the key on the front door. Talk to the bird. Talk to the bird. Talk to the bird. Get the sponge from the table. Walk east. Get the turkey baster. Use the turkey baster on the pot. Walk west, upstairs, east. Get an ammo case. Walk west, downstairs, west, east. Use the sponge on the dripping pipe. Get the bullet. Use the baster with pourridge on the ammo case. Use the bullet on the ammo case. Walk west, inside, upstairs. Use the wet sponge on the book of stamps. Use the stamp on the ammo case. Walk east. Use the rigged ammo case on the bag. Get the card. Use the access card on the slot.

The Trials of Odysseus Kent

11 Use the shovel on the southern cross. Walk south, west. Use the cross on the card in the man’s mouth. Open the door. 1 Talk to the man in the corner. 11117 Take the comb. Walk south, south. Open the door to Lacklustre Video. Look at the porn video selection. Repeat until you find the ‘Bare Bitch Project’. Talk to the clerk. 3 Give the card to the clerk. 213 Look at the ‘Bare Bitch Project’ video. Open the front door. Walk east. Use the cross on the blue dress. Walk north, north, east, east. Use the thorn bush. Walk east. Use the comb on the clothes line. Use the comb and clothes line on the overhanging root. Take the tar. Walk west, west, west, south. Open the door to the wig store. Talk to the clerk. 1124 Use the tar on the bucket. Use the pile of wig cleaner. Open the door to the wig store. Talk to the clerk. 33 Walk south, east. Open the door. Use the thorn on the blow-up doll. Give the ‘Bare Bitch Project’ video to the shifty man. Use the key on the door with the note. Take the ‘Shawshank Penetration’ video. Use the black wig on the sink. Open the door. Open the door to the street. Take the blow-up doll. Use the blue dress on the blow-up doll. Use the mophead on the doll. Walk north, west. Open the door. Use the ‘Shawshank Penetration’ video on the television set. Give the flower to Lionel Cretin. Use the doll on Rudolph Cretin. 1111 Use the shovel on the correct spot. Take the ball. Take the grass. Take the dust cloth. Use the ball on the cross. Use the dust cloth on the cross and ball. Use the grass on the cross, ball and dust cloth. Use the ghostly image on the lamp. 11 Use the Golden Golf Club on the priest.

Space Quest V: The Next Mutation

Walk north. Use the classroom door. Look away. Wait for the anti-cheat bot to look away. Look at the orange student’s answers. Look at your screen. Select the answer the orange student entered. Repeat this process until the test is over. Walk south. Use the closet door. Take the Scrub-O-Matic. Take the cones. Walk south, east, onto the circle. Place the cones on the crest. Drop the Scrub-O-Matic on the crest. Use the machine. Use the machine. Clean the crest. Walk west, west, south. Look at the bulletin board. Use the captain’s chair. Order Flo to hail Starcon. Order Droole to lay in a course. Enter the coordinates of Gangularis.[+] Order Droole to switch to regular speed. Wait until you reach Gangularis. Order Droole to switch to regular speed. Order Droole to activate the RRS. Exit the captain’s chair. Walk north. Use the toolbox. Take the anti-acid tablets. Take the holepunch. Take the torch. Take the fuse. Exit the toolbox. Use the trash compartment controls. Walk north. Use the captain’s chair. Order Droole to lay in a course. Enter the coordinates of Peeyu.[+] Order Droole to switch to lite speed. Wait until you reach Peeyu. Order Droole to switch to regular speed. Order Droole to activate the RRS. Order Droole to lay in a course. Enter the coordinates of Kiz Urazgubi.[+] Order Droole to switch to lite speed. Wait until you’re attacked. Exit the captain’s chair. Walk north. Use the door to the left. Walk onto the blue platform. Order the blue platform. Walk west, east, onto the dead branch. Take the branch. Walk west, in the left cave, in the left cave. Walk across the chasm. Use the rock over the cave entrance. Use the branch on the rock. Walk down. Walk across the chasm. Walk into the cave, into the right cave. Walk east, into the log, out the other side of the log. Use the branch on the bananas. Wait until the cluster of bananas swings close. Take a banana. Walk into the log, out the other side of the log. Walk west, in the right cave. Walk west, east. Walk into the log. Use the banana on the W-D40. Walk to the left. Take the android head. Walk west, in the right cave. Use the door. Use the left door. Walk to the left of the transporter. Note that Spike jumps at you. Open the habitube. Put Spike in the habitube. Put the tablets in the habitube with Spike. Walk onto the blue platform. Order the platform. Use the device on yourself. Step on the elevator. Open the panel in the back. Use the upper latch. Use the lower latch. Turn the top left and bottom right turn handles into the correct positions. Open the top left panel. Open the bottom right panel. Turn the top right and bottom left turn handles into the correct positions. Open the top right panel. Open the bottom left panel. Take the cloaking device. Step on the elevator. Use the door. Walk north. Use the captain’s chair. Order Flo to give a status report. Order Droole to lay in a course. Enter the coordinates of the Space Bar.[+] Order Droole to switch to lite speed. Wait until you reach the Space Bar. Order Droole to switch to regular speed. Order Droole to enter standard orbit. Walk north. Use the left door. Open the habitube. Walk onto the blue platform. Order the platform. Walk to Flo and Droole. Gain a flawless victory over Quirk in his challenge. Walk to Flo and Droole. Use the package of space monkeys in your drink. Walk east. Use the control panel. Find the cell where Cliffy is held. Use Spike on the cell bars. Wait until you’re back at the Eureka. Order Droole to lay in a course. Enter the coordinates of Klorox II.[+] Order Droole to switch to lite speed. Wait until you reach Klorox II. Order Droole to switch to regular speed. Order Droole to enter standard orbit. Order Flo to hail the planet. Order Flo to hail Starcon. Order Flo to hail a ship. Push the orange button. Order W-D40 to scan the planet. Exit the captain’s chair. Walk north, west. Use Spike on the habitube. Walk onto the platform. Order the platform. Walk to the ravaged building. Walk to the computer. Move your head to either side. Whenever the attacker moves his head, move your head to the other side. Take the piece of paper. Look at the paper. Note the code. Use the computer. Enter the code in the computer. Read through the log entries. Exit the computer. Walk west, southwest. Look at the canister. Note the coordinates for Genetix. Walk back. Use the communicator on yourself. Walk north, north. Use the captain’s chair. Order Droole to lay in a course. Enter the coordinates of Thrakus.[+] Order Droole to switch to lite speed. Wait until you reach Thrakus. Order Droole to switch to regular speed. Order Droole to enter standard orbit. Use the orange button. Order W-D40 to scan the planet. Order Flu to hail the planet. Exit the captain’s chair. Walk north. Push the red button. Walk onto the elevator. Take the air mask from the wall closet. Take an air canister from the wall closet. Use the panel in front of the elevator door. Open the elevator door. Enter the elevator. Walk west. Stand on the platform. Use the oxygen mask on yourself. Walk west, into the plant. Look in the pod. Take the coat. Use the button. Leave the pod. Walk west, to the large plant. Use the coat on Beatrice. Use the communicator on yourself. Wait for a vine to drop. Grab the vine. Push the red button. Open the cryo chamber. Pick up Beatrice. Place Beatrice in the chamber. Look at the chamber. Look at the controls. Set the timer for 10 seconds of cryofreezing. Start the machine. Walk north, north. Use the captain’s chair. Order Droole to raise the shields. Wait until the Goliath attacks. Order Droole to take evasive methods. 1 Exit the captain’s chair. Walk north. Push the red button. Walk onto the elevator. Use the panel. Rotate the pod. Use the EVA pod. Use the left hand to fly to a position where you can grab Cliffy. A target in range message will appear. Extend the claw using the right hand. Open the claw with the thumb of the right hand. Close the claw to grab Cliffy. Fly back to Eureka. Use the panel. Open the elevator door. Walk into the elevator, north. Use the captain’s chair. Order Droole to set course for Genetix. Enter the coordinates from the canister (41666). Order Droole to switch to lite speed. Wait until you reach Genetix. Order Droole to switch to regular speed. Order Droole to enter standard orbit. Order Flu to hail the planet. Push the orange button. Order W-D40 to scan the planet. Exit the captain’s chair. Walk north, west, onto the platform. Order the platform. Fly west, to the slot in the rock. Walk into each beam to determine which beams operate the lock. Walk northwest. Fly to the computer. Walk across the Restart button. Walk across the Accounting button. Walk across the main menu button. Walk across the Projects button. Walk across the Next button until the log of stardate 3242.06 comes up. Walk across the main menu button. Walk across the Systems button. Walk to dome 3. Walk across the Security button. Walk across the Camera 3 button. Fly away, to the lock. Walk east. Fly east, over the pond near the communicator. Cause a frog to land on the communicator. Land on the communicator. Talk to Flo. Fly away, west. Talk to Cliffy. Fly northeast. Land on the Roger-fly. Wait until you get your body back. Walk north. Use the holepunch on the business card. Punch holes where the beams did not cause the lock to open. Use the card on the lock. Walk into the dark. Push to the black button. Take the liquid nitrogen. Walk upstairs, east. 13 Look at the cryo chamber. Look at the controls. Set the machine for 10 seconds defrosting. Open the machine. Pick up Beatrice Use the transporter platform. Talk to W-D40. Walk north, north. Use the captain’s chair. Push the orange button. Order W-D40 to scan for ships. Order Droole to lay in a course. Enter the coordinates of Gingivitis.[+] Order Droole to switch to lite speed. Wait until you reach Gingivitis. Order Droole to switch to regular speed. Push the green button. Order Cliffy to cloak the ship. Exit the chair. Walk north, west. Find the part of the ship that is described as the area with the least pukoids. Walk north. Push the red button. Walk onto the elevator. Use the panel. Rotate the pod. Use the EVA pod. Choose the part of the ship with the least pukoids. Use the button to the right of the hatch. Use the torch on the hull. Wait until you open the hull. Wait until you enter the ship. Wait until a pukoid guard enters and leaves. Walk to the console. Use the console. Use the distributer cap on the warp engine. Leave the console. Wait until a pukoid guard enters and leaves. Walk to the door. Use the floor panel. Crawl north, east, north, north. Climb up the ladder. Open the highest hatch. Crawl south, west, north, north, east, north, north. Climb up the ladder. Open the highest hatch. Crawl south, west, north, west, north, west, north, north. Climb up the ladder. Open the lower hatch. Crawl south, south, west, south, east, south. Note you reach the shield deativation switch. Use the switch. Use the shields switch. Wait for the doors to close. Order Cliffy. 1 Walk north, north. Use the captain’s chair. Order Droole to fire. Order Droole to activate the RRS. Order Flo to abandon the ship. Use the captain’s chair. Press the red button. Activate the self-destruct. Exit the captain’s chair. Walk north, west. Open the cryo chamber. Walk onto the platform. Order the platform. Walk north. Use the service tunnel in the far back. Take the fuse indicated by a red circle. Put the spare fuse in the empty spot. Exit the service tunnel. Walk to the door. Jump through the door opening. Open the habitube. Walk onto the platform. Order the platform.

Blackwell Convergence

Turn on commentary mode. One of the achievements requires you to play the game from start to finish in commentary mode. Use the door. Switch to Joey. Use the door. Look at the shiny object. Use the shiny object. Switch to Rosa. Use the paperclip on the door. Use the desk drawers. Close the obituary. Use the middle sheet. Use the ghostly hand. Switch to Joey. Use the middle window. Talk to the ghost. 13 Ask about Allen Reiken’s obituary. Ask about Allen Reiken. Close the interview. 12213 Note that you have given Allen hope before he went. Use the calendar. Use the computer. Select search. > PARK GALLERY > MASTERCRIMINAL Exit the special features. Close the computer. Use the door. Use the elevator. Go to Park Gallery. Talk to Nishanthi. 2224 Use the stairs. Either: 1 Or: 2 Use the portal. Look at Monique’s card. Use the door. Use the elevator. Go to Cubestar Films. Talk to Monique Stahlman. 22 Use the door. Go to the gothic bridge. Switch to Joey. Talk to the ghost. 134 Switch to Rosa. Walk west. Go to the Blackwell residence. Use Rosa’s door. Use the computer. Select search. > MINETTA Close the computer. Use the door. Use the elevator. Go to Minetta Tavern. Talk to the bartender. Ask about Frank Lyons: heart attack. Close the interview. Walk east. Go to the gothic bridge. Switch to Joey. Talk to Frank Lyons. 3 Ask about the Minetta. Close the interview. 4 Switch to Rosa. Walk west. Go to Minetta Tavern. Talk to the bartender. Ask about the Joe Gould Fund. Close the interview. Walk east. Note that it started raining. Go to Cubestar Films. Talk to Monique Stahlman. 23 Ask about Frank Lyons: heart attack. Close the interview. 4 Switch to Joey. Use the cat. Switch to Rosa. Use the cat before Joey stops playing with her. Use the door. Go to Frank Lyons. Switch to Joey. Use Frank’s door. Look at the papers. Leave the script. Use the door. Switch to Rosa. Use the elevator. Go to the gothic bridge. Look at the script. Leave the script. Talk to Frank Lyons. 43413 Talk to Frank Lyons. 11 Look at the portrait. Use the door. Use the elevator. Go to Park Gallery. Look at the lighthouse. Leave the painting. Talk to Josie Park. 4456 Walk to the stairs. Go to the Blackwell residence. Use Rosa’s door. Use the computer. Select search. > MELTZER Close the computer. Use the door. Use the elevator. Go to Minetta Tavern. Talk to Claude. 33 Ask about the Joe Gould Fund. Ask about Joseph Mitchell. Close the interview. 5 Walk east. Go to Meltzer Foundation. 31 Float to the strange device. Note how the internet goes down. Float away from the strange device. Note Paul uses the password “Tennis53” for his Bmail account. Use the door. Go to the Blackwell residence. Use Rosa’s door. Look at the business card. Note Paul’s Bmail account. Use the computer. Select email. > PAULM > TENNIS53 Read through the emails. Switch to Oogle. > ARTISTS Close the computer. Use the door. Use the elevator. Go to Park Gallery. Talk to Claude. 123 Talk to Claude. 2 Talk to Claude. 2 Talk to Claude. 2 Use the fire exit. 34 Use the door. Use the elevator. Go to Cubestar Films. Talk to Monique Stahlman. 3 Ask about the Meltzer Foundation. Close the interview. 4 Use the door. Go to Roosevelt Island. Look at the man. Switch to Joey. Look at the coffee mug. Switch to Rosa. Walk south. Go to the Blackwell residence. Use Rosa’s door. Use the computer. Select search. > GOLD TECH Close the computer. Use the door. Use the elevator. Go to Roosevelt Island. Talk to the man. 32 Ask about John Goldwater – deceased. Ask about Lazarus Technology. Close the interview. 3 Walk south. Go to the Blackwell residence. Use Rosa’s door. Use the computer. Select search. > LAZARUS TECHNOLOGY Close the computer. Use the phone. 14 Use the door. Use the elevator. Go to Park Gallery. Talk to Josie Park. 123 Walk to the stairs. Go to Meltzer Foundation. 2 Ask about Lazarus Technology. Ask about Monique Stahlman. Close the interview. 3332 Go to the Blackwell residence. Use Rosa’s door. Use the computer. Select Email. Select Logout. > CHARLESM > SCOOTER Use the door. Use the trash room. Use Rosa’s door. Take Auntie Lauren’s picture. Use Auntie’s picture on the Countess. 4 Use the door. Talk to Joe Gould. 442255 Take the paperclip. Close the essays. Use the paperclip on the left door. Open the center oven. Use the center oven. 245 Use the door. Talk to Joseph Mitchell. 556 Use the left door. Give the cigarette pack to Joe Gould. Talk to Joe Gould. 56 Use the lit cigarette on the center oven. Use the door. Use the right door. Use the door. Use the elevator. Go to Meltzer Foundation. Use the glowing cigarette on the Countess. Take Joey’s tie. Use Joey’s tie on the Countess when she raises her arm. Switch to Joey. Use the Countess. Note you have finished the game. Note you have finished the game without asking Joey for hints. Wait until the credits end. Note you have finished the game in commentary mode.

Blackwell Unbound

Turn on commentary mode. One of the achievements requires you to play the game from start to finish in commentary mode. Switch to Joey. Talk to Lauren. 131 Switch to Lauren. Take the camera. Take the dictophone. Look at the dictation machine. 11111111111112 Note that you’ve listened to all Lauren’s dreams. Use the phonebook. > RABBI STONE Use the telephone. Call Russell Stone. Look at the case list. Look at possible case #1. Look at possible case #2. Exit the case list. Use the door. Go to 53rd and Lex. Switch to Joey. Float through the gate. Float through the trailer door. Look at the letter. Look at the signature. Exit the letter. Look at the sign. Float to the door, to the gate. 1 Switch to Lauren. Walk east. Go home. Use the phonebook. > HARRIET SHERMAN Use the telephone. Call Harriet Sherman. 3 Use the rainy day jar. Use the door. Go to Harriet Sherman’s. 2 Ask about the ghost at the construction site. Ask about the ghost at the construction site. Ask about the ghost at the construction site. Ask about Mavis Wilcox. Ask about Mavis Wilcox. Ask about Mavis Wilcox. Ask about Mavis Wilcox. Ask about Mavis Wilcox. Close the interview. 23 Go to 53rd and Lex. Look at Mavis’s envelope. 2 Switch to Joey. Float through the gate. Talk to the ghost. 1223 Use the gate. 23413424645 Use the gate. 1 Switch to Lauren. Combine the name Sam with the name John Durkin. Look at Mavis’s picture. Look at the Columbia sweatshirt. Exit the picture. Walk east. Go home. Answer the telephone. Use the phonebook. > COLUMBIA UNIVERSITY > NEW YORKER Use the telephone. Call “The New Yorker”. Use the telephone. Call Columbia University. Ask about Sam Durkin. 1 > 3D 2334 Use the door. Go to The New Yorker. 232 Ask about Mavis Wilcox. Ask about Mavis Wilcox. Ask about Mavis Wilcox. Ask about Mavis Wilcox. Ask about Sam’s present. Close the interview. 4 Go to 53rd and Lex. Switch to Joey. Float through the gate. Talk to the ghost. 4 Ask about Sam’s present. 533 Switch to Joey. Talk to Lauren. Switch to Lauren. Use the door. Go to the Roosevelt island promenade. Use the camera on the ghost. Use the camera on Joey. Switch to Joey. Talk to the ghost. 14 Use the saxophone. 1 Switch to Lauren. Walk west. Go Home. Use the phonebook. > JOHNNY IVORY Use the door. Go to Johnny Ivory’s. Look at the photos. Look at the sax player. Look at the plaque. Use the camera on the sax player. Exit the photo. Use the camera on the piano player. Switch to Joey. Use the sheet music. Switch to Lauren. Use the case list on the tables four times. Walk west. Go Home. Use the phonebook. > JAMBALAYA RECORDS Use the door. Go to Jambalaya Records. Use the door. Use the camera on Dwayne. Show Johnny Ivory’s photo to Dwayne. Combine the name Cecil Sharpe with the C Sharps. Talk to Dwayne. 4 Ask about the C Sharps and Cecil Sharpe. Close the interview. 5 Use the door. Walk west. Go to Johnny Ivory’s. Talk to the piano player. 34 Ask about the C Sharps and Cecil Sharpe. Ask about the ghost on the promenade. Ask about the ghost on the promenade. Close the interview. 2 Walk west. Go to The New Yorker. 3 Ask about Isaac Brown. Ask about Isaac Brown. Ask about Isaac Brown. Ask about Isaac Brown. Close the interview. 5 Go to Johnny Ivory’s. Talk to Cecil Sharpe. 1 Ask about Isaac Brown’s sister. 4 Switch to Joey. Use Cecil Sharpe. Switch to Lauren. Talk to Cecil Sharpe. 44 Ask about Isaac Brown’s sister. Ask about Isaac Brown’s sister. Ask about Isaac Brown’s sister. Ask about Isaac Brown. Ask about Isaac Brown. Ask about Isaac Brown. Ask about Isaac Brown. Close the interview. 2 Talk to Cecil Sharpe. 11 Use the dictation machine on Cecil Sharpe before the song ends. Walk west. Go to the Roosevelt island promenade. Use the dictation machine on the ghost. 2 Note that Joey only got hit once by the saxophone. Switch to Joey. Talk to Lauren. 131353 Switch to Lauren. Use the door. Go to the New Yorker. 22368 Switch to Joey. Talk to Lauren. 333 Switch to Lauren. Use the door. 2555 Use the lit cigarette on the Countess. Float to the left. Talk to the Countess. Float to the left. Talk to the Countess. Float to the left. Talk to the Countess. Float to the left. Talk to the Countess. Float to the left. Talk to the Countess. Float to the left. Talk to the Countess. Use the Countess. Note that you finished the game. Wait until the end of the credits. Either make sure Lauren smoked fewer than 20 cigarettes throughout the game, or make sure that Lauren smoked over 100 cigarettes. Note that you finished the game with commentary mode active. Select Joey’s photo in the photo album. > REALUGLY Run one of the bloopers.

The Blackwell Legacy

Turn on classic commentary and updated commentary. One of the achievements requires you to play the game from start to finish with both commentaries on. Another achievement requires you to never talk to Joey in public. Look at the letter. Walk to the front door. 223557 Walk west. Go to Washington square park. Walk to the fountain. Talk to Nishanthi. Look at the dog. Guide the dog around the lantern post, and walk to Nishanthi until the dog starts barking. 3333 Use Rosangela’s door. Use the telephone. Look at the letter. Exit the letter. Use the door. Use the elevator. Go to Bellevue psychiatric hospital. Talk to the guard. 1331232233 Use the elevator. Go to Rosa’s apartment. Use Rosangela’s door. Pick up the envelope. Look at the envelope. Read through the pages. Use the telephone. Use the door. Use the elevator. Go to the Brittany hall dorm. Use Joann and Kelly’s door. 333333 Leave Kelly. Use the RA’s door. 11 Ask about JoAnn sleeping all night. Leave Adrian. Combine the fact that JoAnn slept all night with the fact that Kelly sleeps elsewhere. Use JoAnn and Kelly’s door. Ask about Kelly lying. Ask about JoAnn’s suicide. Ask for a photograph. Leave Kelly. Walk east. Go to Rosa’s apartment. Use Rosangela’s door. Use the computer. 1 Use the door. Use Nishanthi’s door. Talk to Nishanthi. 12555 Use the door. Use Rosangela’s door. 114233322 121114113345 Talk to Joey. 346 Use the door. Use the elevator. Go to the Brittany hall dorm. Use JoAnn and Kelly’s door. Talk to Kelly. 34 Ask about the girls in the photo. Stop questioning Kelly. 5 Look at the bulletin board. Look at the left photograph. Look away. Use the telephone. Talk to Joey. 4 While Kelly is distracted, take the notebook. Look at JoAnn’s notebook. Look at the doodle. Put away the doodle. Combine the Alexander fact with the Davenport fact. Walk south. Use the RA’s door. Ask about Adrian. Leave Adrian. Combine the name Adrian with the name Alexander Davenport. Walk east. Go to Washington square park. Use the dog walk entrance. 2 Ask about Alli. Ask about Susan. Leave Alli. Walk east. Go to Rosa’s apartment. Use Rosangela’s door. Use the computer. 2 Research Alli. Research Susan. Stop researching 3 Combine the name Deacon with the ouija boards. Use the door. Use the elevator. Go to Bellevue psychiatric hospital. Talk to the guard. 22312 Mention Alex Davenport. 122 Ask about Deacon and Ouija. Ask about Susan. Ask about Alli. Leave Susan. Talk to guard. 31 Leave Susan. Use the elevator. Go to Rosa’s apartment. Use Nishanthi’s door. Talk to Nishanthi. 122 Use the pills on the dog biscuit. Talk to the dog. 33 Use Rosangela’s door. Look at the wedding photograph. Put away the photo. Look at the christmas photograph. Put away the photo. Talk to Joey. 11111122222333333334 Note that Joey has told you everything he knows about Rosa’s family. Use the elevator. Go to Bellevue psychiatric hospital. Use the fusebox. Look at the keys. Wait until Joey floats over to the radio. While the guard is distracted, get the keys. Use the fusebox. Use the open fuse box. Walk to the phone alcove before the guard reaches you. Wait until the guard passes the alcove. Walk around the corner before the guard sees you. 32111353 Talk to the demon. 23 Talk to the Deacon. 24 Combine the fact of the Deacon’s sins with the fact of the Deacon’s flask. Talk to the Deacon. 43 Get the cobblestone. Use the Deacon’s flask. 323 Note that you finished the game (at least once). Wait until the end of the credits. Note that you finished the game without talking to Joey in public. Note that you finished the game with both commentary modes active.

Syberia 2

Walk south, north, east, south, southeast. Turn the wheel. Pull the lever. Turn the wheel. Talk to Oscar. Ask about the train. Leave Oscar. Walk southeast, northeast. Examine the panel. Pull the lever. Walk southwest, northwest, north. Examine the gate. Use the lock. Leave the gate. Walk northeast, east, northeast. Examine the broken candy machine. Note the phone number. Get the key. Leave the broken cansy machine. Use the cellphone to call 625122. Note the Honey Katalas are Canadian and the Fish Candy is Asian. Close the cellphone. Talk to the colonel Emeliov. Ask about the coal. Ask about the coal. Ask about the coal. Ask about the key. Ask about the key. Leave the colonel. Walk south. Examine the candy machines. Use the small key on the drawer of the right candy machine. Get the key. Use the coins. Use the Canadian coin on the coin slot of the left machine. Turn the handle on the left machine. Get the sugar candy. Use the coin with the hole in it on the coin slot of the middle machine. Turn the handle on the middle machine. Get the fish candy. Leave the candy machines. Walk northwest, south, northeast. Talk to Malka. Ask about the key. Tell about the candy. Use the sugar candy on Malka. Walk southwest, northwest, north. Examine the gate. Use the gate key on the lock. Walk down the stairs, southwest, west. Get the empty can. Push the button. Walk south, west, to the gate. Ask for gas. Ask for gas. Leave the gate. Walk west, west, southeast. Examine the leftmost poster. Use the tear. Walk through the hole. Examine the box. Open the latch. Walk northwest. Get the jerry can. Walk southeast, northeast, northeast, northeast, northeast. Use the jerry can on the engine. Push the button. Walk west, southeast, upstairs, northeast, south, northeast. Examine the panel. Pull the lever. Walk southwest, northwest, north, downstairs, southwest, northeast. Walk north, west, south, north, east. Walk east, northeast. Talk to colonel Emeliov. Ask for help. Walk south, up the ladder. Get the winter clothes. Walk down the stairs, northwest, north. Walk down the stairs, southwest. Talk to Malka. Tell about the mission. Ask about the monastery. Walk northeast, southwest. Talk to Cirkos. Ask about Malka. Ask about the shroud. Leave Cirkos. Walk southeast, northeast. Talk to Malka. Ask about the monastery. Ask for help. Leave Malka. Walk northwest, west, west, west, northwest. Examine the box. Use the token on the coin slot. Pull the lever. Get the shroud. Leave the box. Walk southeast, southeast, northeast, northeast. Walk north, southeast, upstairs, northeast. Walk west, north, south, north, east. Use the shroud on Hans. Walk north, west, south, west. Walk north, east, north, downstairs. Walk southwest, northwest, west, west, west. Walk northwest, northwest, south. Pull the chain. Walk east, southeast. Talk to the monk. Ask about the monastery. Ask about the monastery. Ask about the monastery. Ask about Latin. Ask about Latin. Ask about Latin. Ask about Latin. Ask about Latin. Tell about Hans. Ask about the bird. Ask about the bird. Leave the monk. Walk south, northwest, south, north, southeast. Walk southeast, northeast, northeast, north. Walk southeast, upstairs, northeast, east, northeast. Talk to colonel Emeliov. Ask for help. Leave the colonel. Walk south, northwest, north, downstairs. Walk southwest, northwest, west, west, west. Walk northwest, northwest, south, east, southeast. Give the silver birdcall to the monk. Get the habit. Walk south, northwest. Pull the chain. Walk into the elevator, south, northeast. Walk northwest, north, south, north. Tell about the mission. Tell about the mission. Ask for help. Tell about the shroud. Leave the patriarch. Walk north, east. Talk to Hans. Ask about the monastery. Leave Hans. Walk northwest. Talk to the brother. Ask about Hans. Ask about brother Alexei. Ask about brother Alexei. Leave the scroll. Walk northwest. Get the brush. Walk southwest, southwest, northwest, north, south. Examine the left wall painting. Use the brush on the book. Note the colour of the circles around the cross. Leave the wall painting. Walk south, north, south, north. Examine the cart. Get the shears. Walk northeast, south, north, east, southwest. Get the pole. Note the direction of the cross on the floor. Light the candles corresponding to the white circles in the wall painting.[+] Walk southwest, northwest, west, west. Examine the decoration. Examine the hole. Use the stained-glass mammoth on the hole. Leave the hole. Use the south quarter. Use the west quarter. Use the north quarter. Use the east quarter. Leave the decoration. Walk southeast. Examine the decoration. Push the button. Examine the bookcase. Get the book. Get the relic. Leave the bookcase. Walk east, north, northwest, north. Examine the grave. Use the shears on the brambles. Get the herbs and brambles. Leave the grave. Walk east, south, southwest, north, south. Examine the machine. Pull the bellows chain. Put the herbs and brambles into the pot. Open the cylinder. Get a wick. Close the cylinder. Open the faucet. Open the cylinder. Get the candle. Get the matches. Leave the machine. Walk south, northeast, south, northeast, north, east. Examine the table. Put the Youkol relic on the table. Put the candle in the relic. Use the matches on the candle. Walk northwest, northwest, southwest, southwest. Walk northwest, north, south, north, north. Examine the display. Get the key. Leave the display. Walk south, south, south. Examine the gate. Use the ornate key on the lock. Walk northeast. Pull the rope. Walk west, north, south. Walk south, northwest, northwest. Use the coffin. Walk southwest, south, northeast, north, east. Talk to Hans. Talk to Hans. Ask about the departure. Walk south, north, west, south, north, east. Walk north, downstairs, southwest, northeast. Walk southwest, north. Examine the horses. Use the mechanical heart on the peg. Note each quadrant controls one of the horses. Turn the peg three times. Put the top left pipe in the top hole. Put the top right pipe in the top hole. Put the bottom left pipe in the middle hole. Put the bottom right pipe in the top hole. Push the peg. Pull the lever. Use the gangcar. Walk southeast, northwest, north, downstairs. Walk southwest, northwest, west, through the gate. Walk northwest, north. Examine the table. Get the newspaper. Leave the table. Walk south. Give the fish candy to the Youki. Walk southeast, north, northeast, north, southeast. Walk upstairs, northeast, south, southeast. Use the gangcar. Walk northeast, east, east, northeast, east, north. Get the branches. Walk south, southwest, west, west. Examine the altar. Use the branches on the ground. Use the matches on the branches. Get the fish. Leave the altar. Walk east, northeast, east, northeast. Give the offering to the Youki. Walk south, northeast, northeast, north. Walk northwest, east, north. Walk north, northeast. Examine the mantlepiece. Get the russian doll. Get the hatchet. Get the book. Note orange salmon lives in shaded areas and likes green frogs. Leave the mantlepiece. Walk southwest, southwest. Examine the kitchen counter. Get the fish tank. Leave the kitchen counter. Walk southeast, north, down the stairs. Use the fishing rod. Examine the lure box. Get the rightmost lure on the top row. Use the rod on the shaded area near the dock to the right of Kate. Walk up the stairs, inside, southeast. Examine the window. Use the orange salmon on the open window. Leave the window. Walk northeast, west, south. Use the hatchet on the rope. Use the rope with plate on the branch. Walk southeast, north, east. Use the hatchet on the rock wall. Use the wall. Climb up twice, right twice. Climb up four times, left four times. Climb up twice, right twice. Climb up twice, right twice. Climb up four times. Walk south, west, north, north, north. Talk to Boris. Walk south. Examine the cockpit. Turn the top left round dial. Note the power is on. Flip the two metal switches in the lower right panel to the top position. Note the panel is powered. Flip the switch marked A. Note the numbers change to 28. Flip the switch marked A. Flip the switch marked B. Flip the yellow switch in the lower right panel. Flip the green switch in the lower right panel. Note the numbers change to 03. Leave the cockpit. Walk southeast, southeast, south, south. Walk southwest, south, north, up the ladder. Turn the handle. Turn the handle. Note the arrow is pointing at the B. Leave the tower. Examine the shack. Flip the power switch. Flip the switch on the radar screen. Note the blip on coordinates 80, 20. Set the frequency to 0328. Push the microphone button. Walk southeast, southeast, west, north, north. Talk to Boris. Tell about the train. Ask about the flying wing. Leave Boris. Use the cockpit. Set the coordinates to 80, 20. Push the round button beneath the coordinates. Walk north, southeast, north, north, south, north, east. Get the plans. Walk south. Get the oil dispenser. Walk south, north, west, south, north, east, south. Pull the arm. Use the oil dispenser on Oscar. Walk southeast, north, north. Walk north, east, south, north. Talk to Oscar. Walk west, southeast, north, north, south, north. Use the cellphone to call Oscar. Examine the panel. Move the first, third and fifth slide. Walk northeast, south. Examine the bags on the snowmobile. Get the blanket. Leave the bags. Examine the statue. Use the blanket on the mouth. Leave the statue. Walk southwest, northeast. Talk to Igor. Ask about Igor. Ask about the spirits. Ask about the spirits. Walk west, south. Use the spikes. Walk northeast, northeast. Use the cellphone to call Oscar. Examine the sled. Get the knife. Use the knife on the rope. Walk southeast, north. Examine the bowl. Get the antlers. Leave the bowl. Talk to the Youkol. Ask about Hans. Ask about Hans. Leave the Youkol Chief. Walk southeast, southeast. Look at the fence. Get the leather strap. Leave the fence. Walk north, north. Use the slingshot on the dangling icicle. Walk north. Talk to the spirit woman. Ask about the Harfang. Ask about the perches. Ask about Hans. Ask about dreams. Ask about the mission. Leave the spirit woman. Examine the masks. Get the mask. Leave the masks. Walk west. Examine the table. Get the prayer wheel. Walk south, south, north, southeast. Walk southeast, southwest. Examine the contraption. Get the cork. Get the flask. Use the flask on the hook. Use the handle. Use the handle. Get the flask. Leave the contraption. Walk south. Examine the gate. Get the fishbone. Leave the gate. Walk north, up the ladder. Walk south, north, south, north, southwest. Use the rope. Walk northwest, into the train. Note how Oscar’s face resembles the evil spirit mask from brother Alexei’s book. Use the Youkol mask on Oscar. Ask about the Youkol. Ask about the train. Tell about the Youkol mask. Walk northeast, south, northeast. Talk to the Youkol. Tell about Oscar. Ask for help. Walk north, southwest. Examine the hook. Use the lever. Walk south, northeast, south, north, south, northwest, southeast. Examine the controls. Pull the right lever. Walk southwest, west, north, south, northwest. Walk north, north, north, northwest, southwest. Examine the wall. Use the cork bung on the lower right hole. Leave the wall. Examine the perch. Use the prayer wheel on the stand. Use the prayer wheel. Leave the perch. Examine the wall. Get the cork bung. Use the cork bung on the hole left of the lemming. Note the lemming jumps over the pit. Get the cork bung. Use the cork bung on the hole right of the lemming. Use the flask of water on the hole immediately over the lemming. Note the lemming climbs up. Use the fishbone on the hole over the lemming. Get the fruit. Leave the wall. Walk south, northeast, south, south, northeast, east. Walk east, southeast, north, north, south. Talk to the spirit woman. Walk north, northwest. Examine the doll. Get the mammoth doll. Leave the ground. Walk west, east, south, southeast. Walk west, southwest, west, south, west. Talk to Anna. Tell about Kate. Ask about Valadilene. Ask about Hans. Ask about Anna. Ask about father Voralberg. Ask about the mammoth doll. Walk west, east, northeast, east. Walk to the factory door, north, east, west. Talk to father Voralberg. Ask about Hans. Tell about Kate. Ask about Hans. Ask about the factory. Walk north. Examine the clock. Look up. Note it is a quarter to three. Leave the face of the clock. Use the left switch until it is set at 2:45. Use the left man. Use the right man. Use the pendulum. Remember Hans mentioned his father leaves for the factory at 7:15. Alternately, you can go back and ask Anna about it. Use the left switch until it is set at 7:15. Pull the right counterweight. Use the bell. Walk east. Examine the table. Get the key. Leave the table. Walk north, upstairs. Use the key on the door. Walk southeast, north. Give the mammoth doll to Hans. Use the heart. Walk south, north, southeast, northwest. Walk west, west, up the stairs, into the train. Talk to Oscar. Ask about the heart. Walk downstairs, east, east. Walk southeast, north, north, south. Examine the heart. Treat the twelve buttons as the numbers on a clock. Push button 3. Push button 7. Note the heart partially opens. Push button 3. Push button 6. Push button 9. Push button 12. Get the Voralberg key. Walk south, north, southeast, northwest. Walk west, west, up the stairs, into the train. Examine the controls. Use the key on the keyhole. Pull the large handle at the top left. Flip the left switch of the two right of the central wheel. Note the train gathers water. Pull the handle at the top right. Pull the large handle at the top left. Flip the right switch of the two right of the central wheel. Note the train gathers coal. Flip the switch left of the central wheel. Turn the wheel in the bottom left. Turn the small wheel left of the central wheel. Walk east, downstairs, east, north, northeast, northwest. Talk to Hans. Walk northeast, southwest, south, south, south. Examine the gate. Open the gate. Walk west, west, north, northeast, northwest. Walk northeast, northeast, north. Examine the ground. Get the tusk. Leave the ground. Walk south, west. Use the tusk on the anchor. Walk southwest, northwest. Examine the nest. Use the russian doll on the nest. Walk east, east. Use the tusk on the crack. Use the barrel. Walk northeast, up the green ladder. Get the hook. Walk down the ladder, northwest, on the barrel. Use the hook on the slot. Use the rope. Leave the barrel. Pull the lever. Walk east, up the ladder. Move the watchman. Get the medallion. Walk down the ladder, west, west, southwest. Examine the crate. Get all three stone plates. Leave the crate. Walk north. Examine the grass. Get the stone plate. Get the flower. Leave the grass. Walk north, north. Talk to Hans. Pull the lever. Walk southeast, south, south, east, east, down the ladder. Use the flower on the Youki. Walk northwest, south. Examine the rightmost skin. Note the symbols associated with the mammoth rider. Leave the skin. Walk southeast, north, up the ladder in the back. Walk west, southwest, north, north, north. Walk northwest, up the stairs, south, to the machine. Examine the disc. Get the stone plate. Examine the Youkol medallion.[+] Note the inner ring has the same symbols as the disc on the ground. Match each of the five stone plates with the empty spots to complete the disc. Leave the disc. Turn the wheel. Note the symbol that is covered with sand. Examine the disc. Get the key. Leave the disc. Walk northwest, northwest. Talk to Hans. Walk southwest. Examine the mechanism below the wheel. Use the key on the keyhole. Get the key. Examine the Youkol medallion. Find the symbol that was covered with sand in the inner ring. Note the corresponding symbol in the outer ring. Use the key on the second hole in the bottom row. Leave the board. Move the wheel. Examine the pipes mechanism. Reconstruct the mammoth rider code:[+]
Move the first lever on the top row until the hole is open.
Move the second lever on the top row until the hole is half open.
Move the third lever on the top row until the hole is open.
Move the first lever on the bottom row until the hole is half open.
Move the second lever on the bottom row until the hole is closed.
Move the third lever on the bottom row until the hole is open.
Move the far right lever.

Search algorithms

Seek, and ye shall find

To find a solution, you usually need to search for it. For artificial agents, this is no different. On this page, we explore several ways in which agents can search, and list some of the advantages and disadvantages. The JavaScript on this page makes use of HTML5.

We represent a search problem as a graph, where each node is a point in the solution. For example, this could be a road map, where different nodes are different cities. But nodes can also represent different actions in a plan. For example, an agent that wants to make a cup of tea can search through his repertoire of actions and find that it should pass through the nodes of “putting on the kettle” and “pouring the hot water” to get to the goal of “enjoying a nice cup of tea”.

In our representation, agents always try to find a path from the start S to the goal G. Every arrow represents a path from one node to another, and can only be travelled in one direction. The number next to each edge shows the cost of taking that path (e.g. the time, effort, or energy consumed by taking the path). When there is no edge connecting two nodes, it is not possible to go from one node to the other directly. However, it may still be possible to go there indirectly.

Below, we describe a number of search algorithms, and show an example of the way this algorithm works in practice. This list of algorithms includes

Each example consists of the example network and the stack. The stack shows what options the agent can still explore. Whenever a node is put onto the stack (the agent recognizes the possibility of going to that node), the corresponding node in the network turns green. When the node is removed from the stack (the agent has finished considering the option), it turns blue. As soon as the goal node G turns blue, the agent has found a solution and stops. In some cases, it may happen that an edge turns red. This indicates that the agent has chosen not to investigate that path at all.

To compare these search algorithms more directly, you can also view the search algorithm script page, which provides a simultaneous view of the network, the stack, the search tree, and the algorithm.

Depth first search

An agent that uses depth first search is always moving forward. Every time the agent reaches a node, it looks at all the options available from that point and chooses to continue searching in the last direction that the agent has observed. Backtracking to a previous point only happens when the agent reaches a dead end, and is therefore forces to turn back.

One of the main advantages of depth first search is that it requires very little memory. But because of that, depth first search may lead agents to go around in circles. Fortunately, there are no circular paths in the example above. In general, to prevent going around in circles, agents can skip visited nodes. Whenever they see a node for the second time, they ignore the possibility of going there.

Depth limited search

As mentioned above, the disadvantage of depth first search is that you may get stuck in a circular path. One way to overcome this is stop searching after a given number of steps. For example, the agent may restrict itself for paths that visit no more than three nodes. This way, the agent is sure not to get stuck in a circular path for all eternity. The downside, of course, is that if there the path from start to goal visits at least four nodes, the agent cannot find a solution even though it exists.

Iterative deepening search

The disadvantage of depth first search is that you may get stuck in a circular path. Depth limited search solves this partially by putting a limit on the length of the path. Unfortunately, this may lead the agent to be unable to find the solution, because it takes too many steps.

To solve this problem, the agent could simply increase its search limit and try again. This is exactly what iterative deepening search does. Whenever the agent is unable to find a path from start to goal, the agent increases its search depth limit and restarts the search. But the demonstration shows that this solution has its own problems: the agent may be doing the same search over and over again, forgetting what it has learned every time.

Breadth first search

If depth first search is about always moving forward, breadth first search is about not straying too far. An agent that follows breadth first search explores its options in the order it observed these options. Rather than staying on one chosen path, the agent will jump back and forth between options until it finds the solution.

Breadth first search has a huge advantage over depth first search. Because breadth first search means a meticulous search for a path to the goal, it is guaranteed to find such a path if it exists. It will even find the path that takes the fewest number of steps, though this may not be the path with the lowest cost. This advantage comes at a cost of the memory needed to remember all paths that are not yet explored.

Uniform cost search

Uniform cost search is a refinement of breadth first search. Whereas breadth first search always considers the path with the fewest steps first, uniform cost search prefers to consider paths with lower costs. An agent that follows uniform cost search orders its stack of paths to consider based on the length of the path. In the stack view of the example above, the length of the path is listed below the node. Since the agent always looks at the path with the shortest length first, as soon as the agent considers the goal node G, it has found the shortest path from start to goal.

Greedy best first search

Unlike the previous search algorithms, which were all uninformed search, greedy best first search is an informed search algorithm. That is, greedy best first search makes use of information that is not part of the problem description in the form of a heuristic. This heuristic gives an estimate for the cost of reaching the goal from any node. For example, a heuristic on a road map could be the straight-line distance between two cities. This is easier to calculate than the road distance, but still gives the agent some indication of whether it is looking in the right direction. This is the main idea of the heuristic: it should be easy to calculate, but still give information that is relevant to the search.

An agent that follows greedy best first search orders its stack based on the heuristic value, and therefore tries nodes with a low heuristic value first. That is, it first tries those nodes that are expected to be very close to the goal node already, and ignore those paths that go into the wrong direction. However, like depth first search, this can cause the agent to go around in circles. Another disadvantage of greedy best first search is that it needs a heuristic, which may not be easy to get.

A* search

Like greedy best first search, A* search is an informed search algorithm that makes use of a heuristic in addition to the problem description. But instead of relying only on the heuristic, A* search also looks at how long the path already is (similar to uniform cost search. That is, A* search makes an estimate of the total length of the path rather than the remaining distance, and orders the stack based on this estimate.

Like uniform cost search, A* search will find the shortest length path, but only if the heuristic follows a simple rule: the heuristic cannot overestimate the cost of actually reaching the goal. That is, the heuristic value for a node cannot be more than the actual cost of reaching the goal from that node. It can, however, be less. In fact, for the special case that the heuristic value is zero for all nodes, A* search is the same as uniform cost search. But for a more informative heuristic, A* search could be a lot more efficient in finding the path with the lowest cost.

Tulle’s World 3: The Realm of Thendor

Use the bag. Walk west. Take the statuette. Talk to the innkeeper. 112 Walk west, west, northwest, north. Talk to the guard. 112 Walk west. Open the door. Talk to the man in the middle. 124123 Take the mug. Walk southeast, south. Talk to the fisherman. 11 Open the door. Look at the box on the counter. Talk to the shopkeeper. 1311 Walk south, east. Take the coal. Walk west, north, east, northeast. Use the boat. Walk west, northwest, west. Use the fish on the water. Open the door. Take the bucket. Walk east, southeast. Talk to the fisherman. 2 Walk north, east, south. Use the nut on the patch of sand. Use the bucket on the patch of sand. Wait until the plant grows. Walk east, south. Open the door. Wait until the man speaks. Use the coal on the statuette. Give the statuette to the man. 1 Walk east, east, northeast. Open the door. Use the dagger on the woman. Walk west. Open the door. Take the sword. Use the dagger on the sword. Walk west, west, west. Open the door. Push the north lever. Use the ruby on the millstone. Push the west lever. Push the west lever. Take the ruby dust. Push the north lever. Walk east, east, north. Talk to the guard. 32 Walk east. Use the east door. Use the west door. 12 Walk east, north, west, east. Search the body. Walk northwest, north, east. Use the east door. Use the ruby dust on the mixture. Use the hair on the mixture. Use the mug on the mixture. Walk west, north, west, east, south, south. Talk to the gatemaster. 1 Use the gate. Walk east. Take the anchor. Use the shell on the creature. Walk west. Use the anchor on the castle. Open the upper door. Walk to the guard. Kill the guard. Search the body. Make a note of the code. Move the bolt. 1234 Walk upstairs. Wait until the warlock enters. Walk west. Wait until the battle ends. Use the levers. Enter the code on the guard’s body. Walk east, west, to the open door. Take the urn. Use the money bag on the pedestal. Wait until you are teleporter. Walk west. Use the east door. Walk through the map, north. Use the mixture on the west door. Use the grave.

Tulle’s World 1: Roving in Candale

Take the chalk. Walk east. Take the rose. Walk west. Go to Artram’s house. Walk around the house. Take the garbage collector. Walk south, east. Go to the city prison. Use the garbage collector on the mailbox. Walk west. Go to the Mayor’s house. Walk inside. Give the appointment to the clerk. Walk east. Talk to the mayor. Walk east, south, west. Go to Artram’s house. Walk inside the house. Take the note. Use the cabinet. Walk east, east. Go to the Mayor’s house. Walk inside, east. Talk to the guard. Walk east, south, west. Go to Marcus’ shop. Walk into the shop. Talk to Marcus. Give the money to Marcus. Walk west, east. Go to the King’s Palace. Walk east. Talk to the children. Give the chalk to the children. Walk east. Go to the big tower. Take the chest. Walk to the tower. Talk to the man. Use the ladder. Use the chest on the ground. Walk to the teleporter. Use the west door. Use the lockpick on the chest. Use the door. Walk south, east. Go to the big tower. Take the flags. Walk west. Go to the King’s Palace. Walk east. Give the flags to the salesman. Walk east. Go to Marcus’ Shop. Walk into the shop. Give the ring to Marcus. Use the bowl on the spigot. Walk west, east. Go to the City Gate. Give the bowl of wine to the guard. Walk west. Give the envelope to the king.

Trinity

> EAST > TAKE SOCCER BALL > NORTH > NORTH > WAIT > THROW SOCCER BALL AT UMBRELLA > TAKE UMBRELLA > SOUTHWEST > LOOK AT TOY BOATS > TAKE PAPER BIRD > SOUTH > LOOK AT SUNDIAL > TURN GNOMON > TAKE GNOMON > SOUTHWEST > NORTH > BUY BAG OF CRUMBS > TAKE BAG OF CRUMBS AND CHANGE > FEED BIRDS WITH BAG OF CRUMBS > TAKE RUBY > NORTH > PUSH PERAMBULATOR EAST > PUSH PERAMBULATOR EAST > PUSH PERAMBULATOR SOUTH > READ NOTICE > OPEN PERAMBULATOR > ENTER PERAMBULATOR > OPEN UMBRELLA > TAKE ALL > SOUTH > ENTER WATER > EAST > NORTH > NORTHEAST > LOOK AT LOG > TAKE LOG > TAKE SPLINTER > EAST > SOUTH > SOUTHWEST > EAST > LOOK AT SCULPTURE > SOUTH > UP > TAKE AXE > NORTH > DOWN > EAST > NORTHWEST > NORTH > UP > UP > PUT GNOMON IN HOLE > LOOK AT RING > DOWN > DOWN > SOUTH > SOUTHWEST > EAST > SOUTH > UP > NORTH > DOWN > WEST > NORTHEAST > NORTH > DROP ALL > UP > UP > SET RING TO SIXTH SYMBOL > PUSH LEVER > DOWN > DOWN > TAKE PAPER AND UMBRELLA > EAST > EAST > ENTER TOADSTOOL > OPEN UMBRELLA > TAKE UMBRELLA AND PAPER > EAST > TAKE SPADE > WEST > WAIT > GIVE PAPER BIRD TO GIRL > GIVE UMBRELLA TO GIRL > MOUNT BIRD > GO THROUGH DOOR > WEST > WEST > DROP SPADE > TAKE SPLINTER > UP > UP > TURN RING TO FIFTH SYMBOL > DOWN > DOWN > EAST > NORTHWEST > NORTHEAST > OPEN DOOR > EAST > OPEN DOOR > READ BOOK Wait until the magpie repeats itself. > OPEN CAGE > TAKE CAGE > EAST > SEARCH REFUSE > TAKE GARLIC > ENTER TOADSTOOL > DOWN > NORTHEAST > NORTHEAST > LOOK AT FISSURE > TAKE LEMMING FROM FISSURE > PUT LEMMING IN CAGE > CLOSE CAGE > SOUTHWEST > SOUTHWEST > UP > GO THROUGH DOOR > WEST > PUT GARLIC IN CAULDRON > WEST > SOUTHWEST > SOUTHEAST > WEST > DROP CAGE > UP > UP > SET RING TO FOURTH SYMBOL > DOWN > DOWN > TAKE AXE > EAST > NORTHWEST > CHOP TREE WITH AXE > PUSH TREE NORTH > NORTH > ENTER TOADSTOOL > DOWN > OPEN BOX > PUSH BUTTON > SOUTH > NORTHEAST > NORTHWEST > WEST > WAIT Repeat until the coconut floats away.br; > POINT AT COCONUT > TAKE COCONUT > SOUTHEAST > NORTH > UP > GO THROUGH DOOR > SOUTH > EAST > EMPTY HIVE > EMPTY HIVE > WEST > WEST Note the flytrap catches the bee. > EAST > NORTHEAST > EAST > PUT HAND IN CAULDRON > DROP COCONUT > BREAK COCONUT WITH AXE > TAKE COCONUT > EMPTY COCONUT IN CAULDRON > WEST > SOUTHWEST > SOUTHEAST > WEST > DROP COCONUT AND AXE > UP > UP > SET RING TO THIRD SYMBOL > DOWN > DOWN > WEST > WEST > NORTH > NORTH > SHOW SPLINTER TO BARROW WIGHT > NORTH > SEARCH BONES > TAKE SKELETON KEY > ENTER TOADSTOOL > TAKE LANTERN > WEST > TAKE WALKIE-TALKIE > WEST > EAST > TURN LANTERN ON > DROP LANTERN > WEST > PUT SPLINTER IN CREVICE > TAKE SKINK > PUT SKINK IN POCKET > EAST > TAKE LANTERN > EAST > GO THROUGH DOOR > SOUTH > PUT SKELETON KEY IN HOLE > TURN SKELETON KEY > DOWN > TURN LANTERN OFF > EAST > EAST > EAST > DROP LANTERN AND WALKIE-TALKIE > UP > UP > SET RING TO SECOND SYMBOL > DOWN > DOWN > TAKE AXE > WEST > WEST > WEST > THROW AXE AT ICICLE > TAKE ICICLE > TAKE AXE > EAST > EAST > EAST > UP > UP Note the icicle hardens again. > DOWN > DOWN > EAST > NORTHEAST > EAST > TOUCH METAL WITH ICICLE > TAKE METAL > WEST > WEST > WEST > NORTHWEST > ENTER DISH Wait until you enter a bubble. > SOUTH > SOUTHWEST > ENTER TOADSTOOL > LOOK AT MOON > TAKE SKINK > KILL SKINK Note you lose the lump of metal. Wait until the white door is very close.br; > BREAK BUBBLE WITH AXE > EAST > NORTHEAST > NORTHEAST > EAST > PUT SKINK IN CAULDRON > WEST > WAIT Note the explosion in the cauldron. > EAST > LOOK IN CAULDRON > TAKE EMERALD > WEST > SOUTHWEST > SOUTHEAST > WEST > DROP EMERALD AND AXE > UP > UP > SET RING TO SEVENTH SYMBOL > DOWN > DOWN > TAKE SPADE > WEST > WEST > NORTH > LIFT SLAB WITH SPADE > DROP SPADE > LOOK IN CRYPT > LOOK AT CORPSE > TAKE SHROUD > WEAR SHROUD > TAKE RED BOOT > WEAR RED BOOT > TAKE GREEN BOOT > WEAR GREEN BOOT > TAKE BANDAGE > WEAR BANDAGE > LOOK IN MOUTH > TAKE SILVER COIN > SOUTH > EAST > EAST > LOOK AT GREEN BOOT > TAKE EMERALD > PUT EMERALD IN GREEN RECESS > TAKE CAGE, WALKIE-TALKIE, LANTERN AND BAG > SOUTHEAST Wait until the dory lands. > ENTER DORY > GIVE SILVER COIN TO OARSMAN > SOUTH > ENTER TOADSTOOL > LOOK AT BOX > LOOK AT PANEL > OPEN BOOK > LOOK AT CARDBOARD > WAIT Repeat until the motor fades in the distance. > WEST > DOWN > DOWN > DROP CAGE > TAKE RUBY > PUT RUBY IN RED RECESS > TAKE CAGE > NORTHWEST > NORTHWEST > NORTHWEST > OPEN JEEP > ENTER JEEP > LOOK AT RADIO > LOOK AT DIAL > SET SLIDER Enter the number on the radio dial. > EXTEND ANTENNA > TURN RADIO ON > TURN WALKIE-TALKIE ON > LEAVE JEEP > SOUTHEAST > SOUTHEAST > SOUTHEAST > SOUTHEAST > SOUTHEAST > EAST > SOUTH > WEST > OPEN RIGHT DOOR > WEST > NORTH > CLOSE DOOR > OPEN CAGE > OPEN DOOR > DROP CAGE > SOUTH > TAKE BROWN PAPER > TAKE SCREWDRIVER > SOUTH > WEST > TAKE KNIFE > EAST > NORTH > EAST > EAST > SOUTH > EAST > UP > DROP ALL > DOWN > NORTHEAST > UP > TAKE BINOCULARS > SOUTH > TAKE LANTERN > NORTH > DOWN > TURN LANTERN ON > TAKE BINOCULARS > UP > SOUTH > TURN LANTERN OFF > DROP LANTERN > TAKE ALL BUT LANTERN > DOWN > WEST > WEST > WEST > WEST > SOUTH > SOUTH > LOOK AT SHELTER THROUGH BINOCULARS > WAIT Repeat until the roadrunner arrives. > POINT AT KEY > TAKE KEY > NORTH > NORTH > NORTH > NORTH > UNLOCK BOX > PULL BREAKER Note through the walkie-talkie which installation is disconnected. > PUSH BREAKER > SOUTHWEST > SOUTHWEST > SOUTHWEST > SOUTHWEST > GIVE BAG OF CRUMBS TO GERMAN SHEPHERD > WAIT Repeat until the roadrunner eats the crumbs. > NORTH > EAST > NORTHEAST > NORTHEAST > UP > UP > EAST > TAKE CARDBOARD > READ CARDBOARD > READ DIAGRAM Note which wire is connected to the installation that powers the detonator. > UNSCREW PANEL WITH SCREWDRIVER > PULL CHAIN > LOOK IN PANEL > WAIT Repeat until the countdown reaches fifteen seconds > CUT WIRE WITH KNIFE Enter the colour of the wire connected to the breaker installation. > EAST > NORTH > NORTH > WAIT

The Tracer Sanction

> TALK MAN > EAST > NORTH > TALK MAN > BUY 500 > EAST > BUY CHART > WEST > NORTH > NORTH > SOUTH > GET ALL > NORTH > LOOK CHART > TURN POINTER TO SONEX > PUSH BUTTON > EAST > SOUTH > SOUTH > SOUTH > EAST > NORTH > SELL GEM > SOUTH > WEST > NORTH > NORTH > BUY 800 > NORTH > NORTH > TURN POINTER TO JUBILEX > PUSH BUTTON > EAST > SOUTH > SOUTH > SOUTH > SOUTH > GO HUT > GET BATTERY > WEST > GIVE SUIT > SOUTH > GET SHOVEL > EAST > EAST > GO CAVE > YELL > NORTH > GET DIAMOND > DIG > WEST > WEST > WEST > NORTH > NORTH > NORTH > NORTH > BUY 800 > NORTH > NORTH > SET POINTER TO SONEX > PUSH BUTTON > EAST > SOUTH > SOUTH > SOUTH > EAST > NORTH > SELL DIAMOND > SOUTH > WEST > NORTH > NORTH > BUY 1500 > NORTH > NORTH > TURN POINTER TO BRENON I > PUSH BUTTON > SOUTH > DROP SHOVEL AND CHART > NORTH > EAST > SOUTH > SOUTH > WEST > WEST > NORTH > NORTH > SHAKE BRIDGE > NORTH > INSERT BATTERY > SOUTH > SOUTH > SOUTH > EAST > EAST > EAST > EAST > EAST > WEAR JETPACK > TURN DIAL > NORTH > LOOK BUSHES > NORTH > GET ALL > SOUTH > TURN DIAL > SOUTH > WEST > WEST > WEST > NORTH > NORTH > NORTH > TURN POINTER TO EARTH > PUSH BUTTON > SOUTH > DROP ACE > GET SHOVEL > NORTH > EAST > SOUTH > SOUTH > WEST > NORTH > WEST > DIG > GET ROPE > EAST > SOUTH > WEST > WEST > NORTH > WEST > SOUTH > GET TORCH > NORTH > EAST > NORTH > EAST > LOOK BOOKS > PULL WORN BOOK > TURN DIAL > GET SWORD > NORTH > SOUTH > EAST > NORTH > BUY 900 > NORTH > NORTH > SET POINTER TO JUBILEX > PUSH BUTTON > SOUTH > DROP SHOVEL, SWORD AND JETPACK > NORTH > EAST > SOUTH > SOUTH > SOUTH > WEST > LIGHT TORCH > NORTH > BUY DRINK > GET DRINK > SOUTH > EAST > NORTH > NORTH > BUY 650 > NORTH > NORTH > SET POINTER TO KORANTH > PUSH BUTTON > SOUTH > DROP EGNAD, VODKA, TORCH AND LIGHTER > NORTH > EAST > SOUTH > SOUTH > EAST > SOUTH > SOUTH > OPEN GRATING > DOWN > SOUTH > WEST > TIE ROPE TO PIPE > WEST > WEST > WEST > EAST > EAST > EAST > UNTIE ROPE > EAST > NORTH > UP > WEST > NORTH > CLIMB TREE > SOUTH > EAST > NORTH > NORTH > WEST > NORTH > BUY 800 > NORTH > NORTH > TURN POINTER TO METROPOLIS > PUSH BUTTON > SOUTH > DROP ROPE > GET ACE AND VODKA > NORTH > EAST > SOUTH > SOUTH > WEST > NORTH > NORTH > OPEN ACCOUNT > SOUTH > WEST > DEPOSIT 640 > EAST > SOUTH > WEST > WEST > WEST > WEST > WEST > SOUTH > EAST > GIVE BANANA > GET ALL > WEST > NORTH > EAST > EAST > EAST > EAST > SOUTH > SOUTH > SOUTH > SOUTH > EAST > EAST > SOUTH > WITHDRAW 640 > NORTH > WEST > WEST > WEST > WEST > NORTH > WEST > GIVE VODKA > TALK TO BARTENDER > BUY DRINK > BUY INFO > EAST > EAST > BET 625 > CHEAT > WEST > SOUTH > DROP PEEL > EAST > EAST > EAST > EAST > SOUTH > DEPOSIT 1875 > NORTH > WEST > WEST > NORTH > NORTH > NORTH > NORTH > EAST > NORTH > WEST > WITHDRAW 1875 > EAST > SOUTH > EAST > NORTH > BUY 1600 > NORTH > NORTH > TURN POINTER TO KORANTH > PUSH BUTTON > TURN POINTER TO DARTEN > PUSH BUTTON > SOUTH > DROP ACE AND CARD > GET EGNAD AND SWORD > NORTH > EAST > SOUTH > SOUTH > EAST > PUSH BUTTON > PULL BUTTON > TWIST BUTTON > TURN BUTTON > HIT BUTTON > PUSH BUTTON > UNLOCK DOOR > INSERT SWORD > EAST > FOLLOW EGNAD > WEST > WEST > WEST > WEST > WEST > TALK WING > SOUTH > REMOVE BATTERY > CHARGE BATTERY > INSERT BATTERY > NORTH > EAST > EAST > EAST > EAST > FOLLOW EGNAD > SOUTH > SOUTH > SOUTH > WEST > NORTH > BUY 400 > NORTH > NORTH > TURN POINTER TO VALKYRON > PUSH BUTTON > EAST

Touche: Adventures of the Fifth Musketeer

Talk to the wounded man. 3355 Talk to the beggar. 4355566 Open the door. Give the silver coin to the customer playing cards. 3 Look at the floor just to the left and below the privy. Search the hole. Exit the door. Walk to the door to the streets. 12224 Walk to the stables. Talk to the blacksmith. 41 Walk west, north through the archway. Knock on the door. 351 Examine the junk. Buy the souvenirs. Walk north. Enter the left-most door. Take the needle and thread. Exit the door to the street. Enter the doorway of the building with the flag. Knock on the door. Examine the right papers on the desk. Examine the inkwell. Read the paper next to the desk. Examine the left papers on the desk. Use the paper on the candle. Talk to the captain. Examine the bowl. Exit the door. Walk east. Call to the window behind the balcony. 231 Use the dagger on the rope. Talk to Juliette. 21 Take the handkerchief. Walk east. Take the dagger from Henri’s inventory. Walk to the stables. Talk to the blacksmith. 456 Go to St. Quentin. Enter the door. Talk to the priest. Give the notice to the priest. Talk to the priest. 3333 Walk east, to the coach stop. Go to St. Quentin. Walk west, to the tavern. Use the melon on the river. Walk to the tavern. Give the handkerchief to the customer. Talk to the innkeeper. 3771 Talk to the officer. 35551 Walk west. Go to the church. Take the candlestick. 224 Examine the candlestick. Take the cross. Take the altar cloth. Walk west, to the road, to France. Go to Amiens. Take the pot from the shelf. Walk east, through the door to the east. Take the pile of shoes. Use the needle and thread on the broken sandals. Walk through the door, through the gate. Take the soap from the tub. Take the washing. Walk east. Give the habit to Henri. Give the mended sandals to Henri. Give the crucifix to Henri. Talk to Henri. Enter the far left door. Use the dagger on the pillow. Walk east, north, west, to France. Go to Rouen. Examine the notice. Give the will to the highwayman. Climb the tree. Climb the tree. Climb the tree. Walk west, west, through the door to the tavern. Use the altar cloth on the pot. Walk west. Take the hammer. Use the hammer on the ladder. Take the broken ladder. Use the broken ladder on the balcony window. Give the poem to Juliette. Talk to Juliette. 21 Take the bottle. Walk east. Use the soap on the stocks. Give the eau de Juliette to the witch. Take the fruit. Walk through the doorway to the headquarters. Talk to the right-most musketeer. 23222 Knock on the door. Talk to the captain. 231 Exit the door. Talk to the left-most musketeer. Use the hammer on the souvenir. Give the broken cathedral to Atoff. Knock on the door. Give the certificate to the captain. Exit the door. Walk east, east, to France. Go to Le Mans. Take the papers from the shelf. Take the bucket. Walk west. Take the flowers. Walk through the door with the sword sign. Use the bucket on the through. Use the horse linament on the hot water. Give the linament bath to the weaponsmith. Take the files from the wall. Walk east, to the church. Open the confessional. 235 Walk east, through the northwest door. Talk to the card player. 2222 Walk west, through the southwest door. Talk to Madame Fleur. 5 Give the marked card to the right-most player. Talk to the left-most player. 3331 Walk west. Talk to Madame Fleur. 5 Look at the boot below the curtain. 3 Talk to the brigand. 444 Give the coach schedule to the gypsy. Give the watch to the gypsy. Exit the door. Exit the forest road. Exit to France. Go to Paris. Walk east. Take the signs. Walk west. Give the old bottle to the street trader selling wine. Give the bottle to the street trader selling baskets. Take the stool. Give the stool to the vendor selling bread. Give the bread to the vendor selling cheese. Give the cheese to the vendor selling rats. Give the fried rat to the urchin. Give the banana to the urchin. Talk to the urchin. 33 Talk to the man blocking the entrance. 41 Read the appointment. Walk southeast, to France. Go to Amiens. Use the flowers on the paint. Walk to France. Go to Rouen. Walk west. Use the appointment on the door to the tower. Open the door to the tower. Give the orchids to Juliette. Talk to Juliette. 5 Walk east, to France. Go to Rouen. Walk west. Examine the doorway to the headquarters. Walk east, to France. Go to Le Havre. Use the sticky altar cloth on the holed boat. Use the dagger on the moorings. Pick up the cut rope. Take the broken pole from Henri’s inventory. Use the placard on the broken pole. Use the mended boat. Use the dagger on the candle. Use the waxy knife on the lock. Use the file on the waxy knife with marks. Use the key on the lock. Open the water gate. Walk to the water gate. 5 Talk to the barmaid. 32 Examine the menu. Talk to the soldier in front of the innkeeper. 3<1 Walk west. Use the boat. Give the plans to the captain. Walk to France. Go to St. Quentin. Give the formula to the blacksmith. Take the coal bucket. Use the coal bucket on the forge. Walk to France. Go to Rouen. Take the tongs from the wall. Walk west. Open the door to the tower. Open the chest. Take the stocking. Exit the stairs. Walk north through the archway. Enter the door. Walk to the tombs. Use the rope on the rightmost torch. Take the metal. Exit the main door. Walk north. Use the keys on the doorway to the headquarters. Walk through the doorway to the headquarters. Open the door. Take the flag. Exit the door. Walk east, to the steps in the southwest corner. Use the tongs on the key behind the gate. Use the key on the gate. Walk to the gate. 3 Use the flag on the mast. Use the coffin plate on the pipe. Use the stockings on the wheel. Use the coals on the boiler. Use the tap. Big lever the boat. Oily lever the boat. Oily lever the boat. Red lever the boat. Big lever the boat. Open the door. 3 Give the potion to Juliette. Examine the left bust. Pick the nose. Examine the bust. Pick the right nose. Use the sword on the chain nearest to the pit. Use the chain on the hook. Use the hooked chain on the trap nearest to the pit. Open the north door. Exit the north door. Talk to the guard. 31 Examine the book on the bottom of the left shelves. Read Animal Magnetism. Talk to the guard. 4 Pick up the chalk on the pentagram. Use the chalk on the book on the table.

Toonstruck

Walk southeast. Walk west, northwest. Talk to the footman. Break the ice. Ask about the flustered bird. Tell the footman goodbye. Walk east, southeast. Talk to Bricabrac. Walk west, south. Talk to the guard. Break the ice. Ask for another hello-dance. Pick up the key. Walk south, to the pub. Talk to the bartender. Break the ice. Ask about the organ. Melt the ice. Ask about the mouse. Tell the bartender goodbye. Use the organ. Use Flux on the mousetrap. Pick up the mouse. Walk west, north, north. Use the key on the doors downstairs. Pick up the music box. Move the rug. Look at the note. Use the drawers. Make the top and lower drawers be open. Make the left and right drawers be closed. Leave the drawers. Use Flux on the bed. Walk to the secret passage. Use Flux on the trapdoor. Use the floorboard. Use Flux on the loose floorboard. Use the loose floorboard. Walk to the bedroom. Move the rolled rug. Pull the cord. Walk north, northwest. Pick up the watering can trophy. Pick up the trophy. Use the old mug on the trophy stand arm. Walk east, south, south, south, northwest. Pick up the corncob. Walk north. Use the watering can on the fertilizer. Walk south, south, west, to fork in the road. Walk east, north. Use the mouse on the empty hand. Use the fertilizer on the hand holding mouse. Walk inside. Go to Zanydu. Walk to Upper Zanydu. Look at the advertisement. Note the telephone number blue-purple-red-orange-yellow-green-orange. Leave the advertisement. Talk to the outhouse guard. Break the ice. Ask about fish-flushing. Tell the guard goodbye. Walk south, south, southwest, east, southeast. Walk northeast, to the tavern. Use the telephone. Dial blue-purple-red-orange-yellow-green-orange. Answer blue. Answer yellow. Answer orange. Answer red. Answer green. Answer blue. Leave the phone. Walk west. Pick up the hopping parcel. Walk south, northwest, southwest, north. Go inside. Go to Zanydu. Walk to Lower Zanydu. Use the clock. Set the clock for 6 o’clock. Walk through the doors with the lit lamp. Use the Gift-O-Matic. Give the WACME Jumping Beans to the clerk. Use the Gift-O-Matic. Win the glove. Use the Gift-O-Matic. Win the hammer. Use the Gift-O-Matic. Win the magnet. Look at the boxing glove. Talk to the clerk. Break the ice. Melt the ice. Ask about the boxing glove. Pick up the stars. Walk south, south, south, east, north. Use the Churnatron. Look at the gap. Talk to the cow. Break the ice. Melt the ice. Ask about the Churnatron. Tell Marge and Polly goodbye. Use the magnet on the haystack. Use the Churnatron part on the Churnatron. Walk south, southeast, north, inside. Go to Zanydu. Walk to Upper Zanydu, to Jim’s. Talk to the body builder. Break the ice. Ask about the burning hoops. Tell Jim goodbye. Use the butter on the vaulting horse. Talk to the body builder. Ask about the demonstation. Use the Pumpotron. Use the Pumpotron. Walk northeast, south, south, southwest, east. Walk southeast, northeast, northwest. Use the piano. Talk to the baker. Break the ice. Melt the ice. Ask about dough. Tell the bakers goodbye. Give the butter to Dough. Walk west, southeast. Talk to the cashier. Break the ice. Ask about the Strengthometer. Use the WACME Hammer on the Strengthometer. Pick up the bells. Talk to Fingers. Ask about the Wacman game. Win the Wacman game. Walk north, south, northwest, north. Pick up the glue. Use the watering can on the dangerous-looking gunk. Walk south, southwest. Use the watering can on the briar patch. Pick up the pepper. Walk west. Give the wine to B.B. Wolf. Tip the cooking pot over. Use the dough on the roasting spit. Pick up the roasting spit. Use the corn on the fire. Pick up the book. Look at the book. Walk northeast, northwest, to the northeastern building. Pick up the inkpad. Open the picture. Use the safe. Complete the puzzle. Pick up the portable hole. Walk northeast. Use the portable hole on the pothole. Walk west, northeast. Walk to the changing room. Use the inkpad on the music box. Use the music box on the voucher. Give the voucher to the costumer. Choose the harlequin costume. Talk to the costumer. Break the ice. Ask about the book. Tell Ms. Fit goodbye. Give the book to Ms. Fit. Walk west, north, northeast. Use the roasting spit on the hole of the cabinet. Pick up the stuffed cat. Walk south, south, south. Give the popcorn to Fluffy Fluffy Bun Bun. Walk northwest. Talk to the scarecrow. Break the ice. Melt the ice. Tell the carecrow goodbye. Give the harlequin costume to the carecrow. Walk north. Use the watering can on the dangerous-looking gunk. Walk south, southwest, west, northwest. Walk to the eastern building. Talk to the robot. Break the ice. Tell the robot maker goodbye. Use the book on the robot maker. Pick up the plunger. Walk northwest. Pick up the hunk of meat. Use the portable hole on the pothole. Walk south, north. Use the watering can on the piece of meat. Give the piece of meat to the vulture. Pick up the sign. Pick up the loose feather. Walk south, northeast. Use the plunger on the toilet. Use the fish trophy on the toilet. Use the toilet handle to catch a green fish. Walk south, south, south, east, northeast. Give the feather to Polly. Walk south, southwest. Use the jumping beans on the stuffed cat. Use the glue on the cotton candy. Use the glue on the piano keys. Use the piano keys on the stuffed cat. Use the cotton candy on the stuffed cat. Use the stuffed cat on the doorstep. Use Flux on the door. Walk west, northwest. Use the cloak on Drew. Go to the changing room. Talk to Seedy. Break the ice. Melt the ice. Tell Seedy goodbye. Use the glue on the bowling ball. Use Flux on the lane. Walk south. Use the portable hole on the pothole. Walk northwest, north, northeast, east, east. The items are, clockwise: Suger, cloak, stars, sole, bells, spit, pins, nuts, chain, arrow, pepper, roll. Talk to Snout. Break the ice. Ask about the sneezing. Tell Snout goodbye. Pick up the mat while Snout is about to sneeze. Pick up the mat while Snout is about to sneeze. Use the mat on Drew. Take the key. Use the key on the keyhole. Talk to the Myna Bird. Walk northwest. Use the button. Enter the air vent. Use the fly costume on Drew. Use the sink plug. Use the sink taps. Use the watering can on the sink. Open the medicine cabinet. Pick up the chloroform wipes. Walk to the air vent. Walk north, east, east. Use the eastern door. Open the door by playing the game. Walk east. Talk to the clown. Break the ice. Melt the ice. Melt the ice. Tell Spike goodbye. Wait for Spike to put down his nose. Use the chloroform wipes on the nose. Pick up the pin. Pick up the balloon. Use the balloon on the tanks. Walk west, upstairs, east. Look at the books. Look at the odd books. Pull blue I. Pull red I. Pull red III. Pull blue II. Pull blue III. Pull red IV. Pull red II. Pull blue IV. Walk north. Use the music box on the Gator Guard. Use the monitor. Switch to camera 4. Leave the monitor. Use the magnet on the bolted platform. Select the raised plate as destination plate. Select the raised plate as destination plate. Select the raised plate as destination plate. Select the raised plate as destination plate. Walk upstairs. Pick up the gauntlet. Walk upstairs. Use the pin on the hopping crate. Go in the empty crate. Move right when the guards aren’t looking. Repeat until you get the TNT. Walk north, east, downstairs, west. Use the watering can on the robot. Pick up the pile of turkeys. Use the TNT. Use the dynamite on the turkey. Open the stove door. Use the stuffed turkey on the fire embers. Use the stuffed turkey on the dumb waiter. Walk northeast, downstairs, north. Use the control. Use the pin on the socket. Set the Climatron to cold. Leave the control. Walk to the air vent. Use the fly costume on Drew. Walk to the door. Walk northeast, downstairs, west. Pick up the pool cue. Walk east. Open the left gargoyle sculpture. Use the horn. Walk upstairs, west, to the air vent, north. Use the control. Set the Climatron to hot. Set the Climatron to normal. Leave the control. Walk east, east. Pick up the treasure chest before the fish jumps back. Open the treasure chest. Walk upstairs. Open the right gargoyle sculpture. Walk upstairs. Use the new key on the door. Walk east. Reach for the sunglasses. Use the switch. Move the desk chair. Reach for the sunglasses. Use the fly costume on Drew. Use the WACME Hammer on the vase. Pick up the sunglasses. Walk north, upstairs. Use the pool cue on the button. Use the gauntlet on the pool cue. Use the cue and gauntlet on the button. Walk east. Use the balloon on Drew. Imitate Lugnut. Walk west. Use the sunglasses on Drew. Talk to the hypnotized Ms. Fortune. Send the hypnotized Ms. Fortune to the fourth floor landing. Use the hypnotized Ms. Fortune on the scanner. Walk east. Use the panel. Use the yellow crystal on the bottom slot. Use the green crystal on the left slot. Use the blue crystal on the top slot. Use the red crystal on the right slot. Use the lever. Pick up the warp device. Use the monitor. Switch the top left switch. Switch the bottom right switch. Leave the monitor. Use the Malevolator.

Time Quest

> LOOK AT PICTURE > ASK DREXLER ABOUT PICTURE > WAIT > WEST > OPEN DRAWER > TAKE CARD > PUSH BUTTON > PUT CARD IN SLOT > TIMESET ROME 44 Use the guide to find the system affected. [+] Use the guide to find the malfunction. [+] Use the guide to find the repair procedure. [+] > LEAVE INTERKRON > UP > SOUTHEAST > SOUTHEAST > WAIT > ASK FOR FOCACCIA > NORTHWEST > NORTHEAST > TAKE PEG > TAKE JAR > SOUTHEAST > PUT WHEEL ON CHARIOT > LOOK AT AXLE > PUT PEG IN HOLE > LOOK IN JAR > PUT OIL ON AXLE > STAND ON CHARIOT Wait until the race just after 3:00 starts. Note you win the race. > WAIT > WAIT > ASK FOR WREATH > WAIT > TAKE SWORD > KILL LION WITH SWORD > LOOK AT BRACELET > NORTHWEST > DOWN > ENTER INTERKRON > TIMESET ROME 1940 > LEAVE INTERKRON > UP > SOUTHEAST > NORTH > NORTH > CLEAN > WAIT > SOUTH > SOUTH > NORTHWEST > DOWN > ENTER INTERKRON > TIMESET DOVER 1940 > LEAVE INTERKRON > SOUTHEAST > NORTH Wait until Churchill refuses to surrender. > TAKE CIGAR Wait until Churchill leaves. > TAKE LIGHTER > SOUTH > NORTHWEST > ENTER INTERKRON > TIMESET ROME 1940 > LEAVE INTERKRON > UP > SOUTHEAST > NORTH > NORTH > CLEAN > WAIT > CLEAN > WAIT > CLEAN > WAIT > CLEAN > WAIT > WAIT > WAIT > TURN OFF RADIO > WAIT Note Hitler believes England surrendered. > LOOK AT BRACELET > SOUTH > SOUTH > NORTHWEST > DOWN > ENTER INTERKRON > TIMESET PEKING 1361 > LEAVE INTERKRON > NORTH > EAST > EAST > GIVE BASIN TO MAN > SIT > MEDITATE > STAND > TAKE BASIN > POUR WATER IN MOUTH > TAKE EMERALD > SOUTH > WEST > SOUTH > ENTER INTERKRON > TIMESET PEKING 452 > LEAVE INTERKRON > NORTH > NORTH > GIVE EMERALD TO PRIEST > SOUTH > SOUTH > ENTER INTERKRON > TIMESET PEKING 800 > LEAVE INTERKRON > NORTH > NORTH > EAST > EAST > TAKE MASK > WEST > WEST > SOUTH > SOUTH > ENTER INTERKRON > TIMESET ROME 452 > LEAVE INTERKRON > UP > NORTHWEST > WEST > YES > EAST > NORTHEAST > WEST > WAIT > OPEN LIGHTER > LIGHT MASK WITH LIGHTER > LOOK AT BRACELET > CLOSE LIGHTER > EAST > SOUTHWEST > SOUTHEAST > DOWN > ENTER INTERKRON > TIMESET BAGHDAD 800 > LEAVE INTERKRON > WEST > NORTH > NORTH > LOOK AT BEGGAR > GIVE FOCACCIA TO BEGGAR > WAIT > YES > TAKE FIGS > LIE DOWN > WAIT > STAND > WAIT > WEST > TAKE VEIL > WEAR VEIL > EAST > SOUTH > GIVE FIG TO VIZIER > NORTH > WEST > REMOVE VEIL > HIDE UNDER BED Wait until the man enters the room. > TAKE SLIPPER > WAIT > LEAVE > GIVE SLIPPER TO SULTAN > SOUTH > SOUTH > EAST > ENTER INTERKRON > TIMESET PEKING 1940 > LEAVE INTERKRON > NORTH Wait until the rebel appears. > TAKE MOLOTOV COCKTAIL > SOUTH > ENTER INTERKRON > TIMESET ROME 800 > LEAVE INTERKRON > UP > NORTHWEST > WEST > NORTH > OPEN MOLOTOV COCKTAIL > LOOK IN MOLOTOV COCKTAIL > TAKE HANDKERCHIEF > POUR ETHER ON HANDKERCHIEF > DRUG PRIEST WITH HANDKERCHIEF > TAKE CROWN > SOUTH > EAST > SOUTHEAST > DOWN > ENTER INTERKRON > TIMESET CAIRO 1361 > LEAVE INTERKRON > NORTH > WEST > NORTH > ENTER WATER > GIVE CRADLE TO GIRL > WAIT > GIVE CROWN TO TUT > EAST > SOUTH > ENTER INTERKRON > TIMESET CAIRO 1215 > LEAVE INTERKRON > NORTH > WEST > SOUTH > OPEN LIGHTER > DOWN > OPEN STONE PANEL > WEST > READ MAP Push the animal tiles in the order of Tut’s map. > WEST > WEST > TAKE ANKH > WEST > TAKE CROWN > EAST > EAST > EAST > UP > NORTH > CLOSE LIGHTER > EAST > SOUTH > ENTER INTERKRON > TIMESET ROME 1798 > LEAVE INTERKRON > UP > TAKE ROCK > SOUTHEAST > THROW ROCK AT WINDOW Wait until Napoleon shifts his attention to you. > GIVE MAP TO NAPOLEON > YES > GIVE ANKH TO NAPOLEON > LOOK AT BRACELET > NORTHWEST > DOWN > ENTER INTERKRON > TIMESET DOVER 1798 > LEAVE INTERKRON > SOUTHEAST > NORTH > GIVE PASS TO NELSON > TAKE BOARDING HOOK > SOUTH > NORTHWEST > ENTER INTERKRON > TIMESET CAIRO 1798 > LEAVE INTERKRON > NORTH > WEST > SOUTH > SHOW PASS TO SOLDIERS > SOUTH > OPEN LIGHTER > DOWN > WEST > READ MAP Push the animal tiles in the order of Tut’s map. > WEST > LOOK AT TURBAN > TAKE PIN > TIE TURBAN TO BOARDING HOOK > THROW GRAPPLING HOOK AT STRUT > WEST > EAST > EAST > EAST > UP > NORTH > CLOSE LIGHTER > EAST > SOUTH > ENTER INTERKRON > TIMESET ROME 1940 > LEAVE INTERKRON > UP > SOUTHEAST > NORTH > TAKE CROWN > READ CROWN > SOUTH > NORTHWEST > DOWN > ENTER INTERKRON > TIMESET ROME 800 > LEAVE INTERKRON > UP > NORTHWEST > WEST > NORTH > PUT CROWN ON ALTAR > SOUTH Wait until Charlemagne accepts the coronation. > LOOK AT BRACELET > EAST > SOUTHEAST > DOWN > ENTER INTERKRON > TIMESET DOVER 1215 > LEAVE INTERKRON > SOUTHEAST > NORTH > SOUTH > MOUNT HORSE > WEST > WAIT > LOOK AT ARROW > TAKE SCROLL > READ SCROLL > NORTHEAST > WAIT > WAIT > SOUTHWEST > SEARCH COURIER > OPEN POUCH > TAKE LETTER > GIVE LETTER TO LEADER > WAIT > NORTHWEST Wait until King John signs the Magna Carta. > LOOK AT BRACELET > SOUTHEAST > EAST > DISMOUNT > NORTHWEST > ENTER INTERKRON > TIMESET CAIRO 44 > LEAVE INTERKRON > NORTH > WAIT > YES > EAST > EAST > SOUTH > ENTER INTERKRON > TIMESET BAGHDAD 1215 > LEAVE INTERKRON > WEST > NORTH > NORTH > SELL POWDER TO MAN > YES > SOUTH > SOUTH > EAST > ENTER INTERKRON > TIMESET PEKING 1215 > LEAVE INTERKRON > NORTH > WAIT > NORTH > WEST > SAY “TOWER GATE” > NORTH > WEST > SHOW YUAN NOTE TO WOMAN > GIRLS, FOLLOW ME > EAST > SOUTH > YES > OPEN GATE > LOOK AT BRACELET > SOUTH > ENTER INTERKRON > TIMESET ROME 1519 > LEAVE INTERKRON > UP > NORTHWEST > WEST > WAIT > TAKE BOOK > GIVE BOOK TO POPE > EAST > READ PLAQUE > BUY PLAQUE > GIVE INDULGENCE TO VENDOR > SOUTHEAST > DOWN > ENTER INTERKRON > TIMESET DOVER 1519 > LEAVE INTERKRON > SOUTHEAST > NORTH > NORTH > OPEN DOOR > OPEN FLOORBOARD > PUT PLAQUE IN CACHE > REPLACE FLOORBOARD > WEST > SOUTH > SOUTH > NORTHWEST > ENTER INTERKRON > TIMESET DOVER 1588 > LEAVE INTERKRON > SOUTHEAST > NORTH > NORTH > KNOCK ON DOOR > OPEN DOOR > BOW > OPEN FLOORBOARD > TAKE PLAQUE > SHOW PLAQUE TO QUEEN > WEST > SOUTH Wait until Drake leaves. > GIVE PARCHMENT TO SHAKESPEARE Note that Queen Elizabeth and Drake have met. > SOUTH > NORTHWEST > ENTER INTERKRON > TIMESET DOVER 1361 > LEAVE INTERKRON > SOUTHEAST > SOUTH > SOUTH > TAKE SHELL > NORTH > NORTH > WEST > SIT > WAIT > WAIT > ASK MAN ABOUT ECLIPSE > EAST > NORTHWEST > ENTER INTERKRON > TIMESET MEXICO 1361 > LEAVE INTERKRON > EAST > WAIT > WAIT > POINT AT SUN > WAIT > LEAVE POT > TAKE ALL > ENTER INTERKRON > TIMESET MEXICO 800 > LEAVE INTERKRON > EAST > NORTHEAST > NORTHWEST > EAST > NORTHEAST > SOUTHEAST > WEST > SOUTHEAST > SOUTH > SOUTH > SOUTH > TAKE COSTUME > NORTH > NORTH > NORTH > NORTHWEST > EAST > NORTHWEST > SOUTHWEST > WEST > SOUTHEAST > SOUTHWEST > WEST > ENTER INTERKRON > TIMESET MEXICO 44 > WEAR COSTUME > LEAVE INTERKRON > PUT HELMET ON CUSHION > ENTER INTERKRON > TIMESET MEXICO 1519 > LEAVE INTERKRON Wait until Montezuma yields to Cortez. > LOOK AT BRACELET > ENTER INTERKRON > REMOVE COSTUME > TIMESET BAGHDAD 1361 > LEAVE INTERKRON > WEST > SOUTH > WEST > UP > LOOK AT VINES > DOWN > EAST > NORTH > EAST > ENTER INTERKRON > TIMESET BAGHDAD 44 > LEAVE INTERKRON > READ WALL > ENTER INTERKRON > TIMESET BAGHDAD 1798 > LEAVE INTERKRON > WEST > NORTH > NORTH > LOOK AT CARPET > SOUTH > SOUTH > EAST > ENTER INTERKRON > TIMESET PEKING 1588 > LEAVE INTERKRON > NORTH > NORTH > EAST > LISTEN TO PRIEST > WEST > SOUTH > SOUTH > ENTER INTERKRON > TIMESET ROME 1215 > LEAVE INTERKRON > UP > NORTHWEST > LISTEN TO POPE > SOUTHEAST > DOWN > ENTER INTERKRON > TIMESET CAIRO 1519 > LEAVE INTERKRON > READ WALL > ENTER INTERKRON > TIMESET PEKING 1519 > LEAVE INTERKRON > NORTH > NORTH > WAIT > OPEN COOKIE > READ FORTUNE > SOUTH > SOUTH > ENTER INTERKRON > TIMESET DOVER 800 > LEAVE INTERKRON > SOUTHEAST > READ WALL > NORTHWEST > ENTER INTERKRON > TIMESET ROME 1588 > LEAVE INTERKRON > UP > NORTHWEST > TAKE LEAFLET > READ LEAFLET > SOUTHEAST > DOWN > ENTER INTERKRON > TIMESET DOVER 452 > LEAVE INTERKRON > LOOK AT SWORD > ENTER INTERKRON > TIMESET BAGHDAD 452 > LEAVE INTERKRON > WEST > SOUTH > LOOK AT JUG > NORTH > EAST > ENTER INTERKRON > TIMESET CAIRO 1588 > LEAVE INTERKRON > NORTH > WEST > READ GRAFFITI > EAST > SOUTH > ENTER INTERKRON > TIMESET CAIRO 452 > LEAVE INTERKRON > NORTH > WEST > READ CARVING > EAST > SOUTH > ENTER INTERKRON > TIMESET MEXICO 452 > LEAVE INTERKRON > EAST > NORTHEAST > NORTHWEST > EAST > NORTHEAST > SOUTHEAST > WEST > SOUTHEAST > SOUTH > SOUTH > SOUTH > READ GRAFFITI > NORTH > NORTH > NORTH > NORTHWEST > EAST > NORTHWEST > SOUTHWEST > WEST > SOUTHEAST > SOUTHWEST > WEST > ENTER INTERKRON > TIMESET PEKING 44 > LEAVE INTERKRON > NORTH > EAST > NORTH > BLOW SHELL > SOUTH > WEST > SOUTH > ENTER INTERKRON > TIMESET PEKING 1798 > LEAVE INTERKRON > NORTH > NORTH > NORTH > GIVE SEAL TO EUNUCH > OPEN BOX > OPEN BOX > OPEN BOX > OPEN BOX > OPEN BOX > LOOK AT BAR > SOUTH > SOUTH > SOUTH > ENTER INTERKRON > TIMESET BAGHDAD 1519 > LEAVE INTERKRON > WEST > NORTH > NORTH > NORTHEAST > LOOK AT MULE > TAKE TETHER > TALK TO MULE > WHISPER TO MULE > SOUTHWEST > BUY DATES > NORTHEAST > WEST > EAST > DROP TETHER > WEST > EMPTY URN > GIRL, ENTER URN > PUT DATES IN URN > EAST > TAKE TETHER > WHISPER TO MULE > WEST > EAST > DROP TETHER > WEST Wait until the soldiers fail to find the girl. > EAST > SOUTHWEST > SOUTH > SOUTH > EAST > ENTER INTERKRON > TIMESET BAGHDAD 1588 > LEAVE INTERKRON > WEST > NORTH > NORTH > BUY BADGE > NORTHEAST > READ GRAFFITI > SOUTHWEST > SOUTH > SOUTH > EAST > ENTER INTERKRON > TIMESET MEXICO 1215 > WEAR COSTUME > LEAVE INTERKRON > EAST > NORTHEAST > NORTHWEST > EAST > NORTHEAST > UP > SOUTH > FREE WARRIOR > READ ALTAR > NORTH > DOWN > SOUTHWEST > WEST > SOUTHEAST > SOUTHWEST > WEST > ENTER INTERKRON > REMOVE COSTUME > TIMESET DOVER 44 > LEAVE INTERKRON > SOUTHEAST > SOUTH > TAKE CHALK > NORTH > NORTHWEST > ENTER INTERKRON > TIMESET CAIRO 800 > LEAVE INTERKRON > NORTH > GIVE CHALK TO MAN > READ SLATE > SOUTH > ENTER INTERKRON > TIMESET ROME 1940 > LEAVE INTERKRON > UP > SOUTHEAST > READ GRAFFITI Now you have all the messages. Together, their first letters read ‘ZEKE IN TOWER. SAY EAST’. > NORTHWEST > DOWN > ENTER INTERKRON > TIMESET ROME 1361 > LEAVE INTERKRON > SOUTH > SIT > STAND > NORTH > ENTER INTERKRON > TIMESET ROME 44 > LEAVE INTERKRON > UP > SOUTH > SIT > STAND > NORTH > DOWN > ENTER INTERKRON > TIMESET ROME 452 > LEAVE INTERKRON > UP > SOUTH > SIT > STAND > NORTH > DOWN > ENTER INTERKRON > TIMESET ROME 800 > LEAVE INTERKRON > UP > SOUTH > SIT > STAND > NORTH > DOWN > ENTER INTERKRON > TIMESET ROME 1215 > LEAVE INTERKRON > UP > SOUTH > SIT > STAND > NORTH > DOWN > ENTER INTERKRON > TIMESET ROME 1519 > LEAVE INTERKRON > UP > SOUTH > SIT > STAND > NORTH > DOWN > ENTER INTERKRON > TIMESET ROME 1588 > LEAVE INTERKRON > UP > SOUTH > SIT > STAND > NORTH > DOWN > ENTER INTERKRON > TIMESET ROME 1798 > LEAVE INTERKRON > UP > SOUTH > SIT > STAND > NORTH > DOWN > ENTER INTERKRON > TIMESET ROME 1940 > LEAVE INTERKRON > UP > SOUTH > SIT > ASK MAN FOR KEY > STAND > NORTH > DOWN > ENTER INTERKRON > TIMESET BAGHDAD 1361 > LEAVE INTERKRON > WEST > SOUTH > EAST > SAY “EAST” > EAST > STAND ON RIGHT PLATFORM > WAIT 55 MINUTES > WAIT > STAND ON LEFT PLATFORM > PUT KEY IN KEYHOLE > STAND ON RIGHT PLATFORM Note the number future self shouts at you. > WAIT > WAIT > WAIT > WAIT Say the number future self shouted at you. > WAIT > WAIT > WAIT > KICK VETTENMYER > STAND ON REMOTE CONTROL Say the number future self shouted at you. Wait until the old man asks you to take the cloak. > TAKE CLOAK

Two of a Kind

1 Open Tim’s drawer. Get the scissors. Exit. Open Tiffany’s drawer. Get the headbands. Exit. Open the door. Talk to Tiffany. 24 Turn Follow off. Walk east. Go to the office. Use the scissors on the bunny slippers. Use the cotton balls on the headband. Open the door. Go to the store. Open the door. Use the device on the end of the wire. Turn the dial to high. Turn Follow on. Wait until Tiffany arrives. Switch to Tiffany. Open the door. Get the flowers. Talk to the bird. 22 Talk to the bird. 24 Switch to Tim. Use the tv. Open the door. Get the antenna. Walk east. Go to the bar. Walk to the alley. Talk to the bum. 1123 Use the earmuffs on the bum. Walk north. Open the door. Talk to Joe the bouncer. 224 Walk west. Turn Follow on. Wait until Tiffany arrives. Switch to Tiffany. Talk to the rat. 2 Switch to Tim. Float. Use the antenna on the window the rat is stuck in. Switch to Tiffany. Talk to the rat. Open the door. Talk to Doctor Love. 2 Talk to Joe the bouncer. 3 Talk to Doctor Love. 1234 Turn Follow off. Walk west, east. Go to the office. Get the KISS album. Open the door. Go to the mansion. Talk to the squirrel. 123456 Walk west. Go to the farm. Talk to Roger. 1334 Walk south. Go to the bar. Walk to the alley. Talk to the cat. 33 Walk north. Open the door. Use the KISS single on Doctor Love. Use the flower on Doctor Love. Walk west, east. Go to the farm. Walk east. Turn Follow on. Wait until Tim arrives. Use the pretty flower on the bees. Walk south. Switch to Tim. Get the beehive. Walk south. Get the formula. Walk south. Go to the store. Use the growth formula on the grass. Open the door. Use the hat on Tim. Get the nuts. Use the honeycomb on the nuts. Talk to Mrs. G. 5 Open the door. Walk southeast. Go to the mansion. Turn Follow on. Wait until Tiffany arrives. Use the honeyed nuts on Tiffany. Switch to Tiffany. Use the honeyed nuts on the squirrel. Switch to Tim. Turn Follow off. Float. Use the keypad. Enter 65000. Open the mansion door. Open the upstairs door. Get the papers. Read through the pages. Get the inkwell. Open the closet. Get the shoe. Exit. Open the door. Open the downstairs door. Open the west door. Look at the circle. Use the book. 1 Look at the magic words. Exit. Walk upstairs. Float. Open the central cabinet. Get the acid. Get the bronze bowl. Get the silver bowl. Get the gold bowl. Exit. Stop floating. Use the acid on the waterpistol. Use the wax on the inkwell. Use the black wax on the shoelace. Use the black candle on the bronze bowl. Use the silver bowl on the sink. Switch to Tiffany. Walk west. Go to the farm. Turn Follow on. Wait until Tim arrives. Turn Follow off. Walk east. Use the pretty flower on the bees. Walk south, to the cow. Switch to Tim. Use the gold bowl on the cow. Take the bowl with milk. Walk south. Go to the bar. Walk to the alley. Use the water-in-a-bowl on the bum. Walk north, east. Go to the mansion. Open the mansion door. Open the downstairs door. Open the west door. Use the candle-in-a-bowl on the circle. Use the wine-in-a-bowl on the circle. Use the milk-in-a-bowl on the circle. Walk to the center the circle. Save your game; you only have one shot to get it right. Turn Follow on. Wait until Tiffany arrives. Switch to Tiffany. Turn Follow off. Use the book. 1 Use the magic words. If Tim does not teleport, restore your game. Use the waterpistol on the crocodile. Open the stone door. Turn Follow on. Open the heavy door. Talk to Tiffany. 3 Switch to Tiffany. Use the yellow crayon on the smiley face sticker. Use the red crayon on the yellow circle sticker. Use the sticker on Tim. Switch to Tim. Float. Use the sticker on the demon. Use the book. 2 Use the magic words.

Ultimerr XXII: The Gems of Anthrax

Use the cononut tree. Walk south. Talk to the old man. 1113 Walk west. Use the cotton field. Walk east, east. Talk to the Keeper of the Cave. Use the cave. Walk east. Talk to the skeleton. Walk over the prime numbers: 17,5,2,13,3,37,23,43,29,19,7,11,41,31 Walk east. Take the Red Gem of Anthrax. Use the cave exit. Walk west, south. Open the door to the northeast house. Take the wig. Open the door. Open the door to the east house. Talk to Kalvin. 123 Give the cotton to Kalvin. Use the screen. Open the door. Open the door to the west house. Use the back room. Open the door. Open the door to the northwest house. Talk to the shopkeeper. 122 Give the coins to the shopkeeper. Give the Anthrax Express card to the shopkeeper. Open the door. Open the door to the southwest house. Talk to Jack. 1112 Give the raw meat to Jack. Open the door. Open the door to the southeast house. Give the appointment slip to doctor Froid. Open the door. Walk north, west. Use the magic beans on the manure. Use the bean stalk. Use the castle. Talk to the giant. Give the quick-fix book to the giant. Open the door. Use the bean stalk. Walk east. Use the Yellow Gem of Anthrax on the Blue Gem of Anthrax. Use the Green Gem of Anthrax on the Red Gem of Anthrax. Use the White Gem of Anthrax on the altar. Use the dimension gate. Use the White Gem of Anthrax on Prince Foreskin.

Under a Killing Moon

Look at the fax machine on top of the file cabinet. Examine the Crime Link computer behind the desk. Get the mail. Get the mail. Examine the credit card application. Examine the sales flyer. Open the lower left drawer in the desk. Get the pen from the lower left drawer. Open the lower right drawer in the desk. Get the stamp from the lower right drawer. Combine the pen with the credit card application. Combine the stamp with the filled-out application. Look at the picture on the desk. Get the gun from the dusty credenza. Turn on the phonograph next to the door to the street. Open the door to the street. Walk outside. Look at the auto-post box. Use the ready-to-mail application on the auto-post box. Get the bright white newspaper near Louie’s Brew Stew. Examine the newspaper. Read the “Burglaries Baffle Police” article. Open the door to Rook’s Pawnshop. Walk into Rook’s Pawnshop. CCBACBB Move the garbage can on the ground. Get the key. Get the glass shard. Examine the glass shard. Look at the footprint. Get the basketball. Open the dumpster. Look at the dumpster. Get the radio on the side of the dumpster. Examine the radio. Move the staircase. Walk to the top of the staircase. Look at the door at the top of the staircase. Move the fence. Walk past the fence. Talk to Chelsee Bando. CCAA Ask about the burglary. End the conversation. Travel to the police station. BAC Travel to the alley behind the pawn shop on Chandler avenue. Talk to the bum. BAB Walk through the fence. Open the door to Louie’s Brew Stew. Walk to Louie’s Brew Stew. CC Ask about chocolate. End the conversation. Walk into the alley. Talk to the bum. C Offer the chocolate pie. Ask about the burglary. End the conversation. Travel to Tex’s office. Turn on the Crime Link computer. Enter caucasian, male, non-mutant, 6’0″ – 6’4″ and 281-320 lbs. Select Next. Enter red hair, two eyes, green eyes, AB- blood and shoe size 14. Select Next. Enter anchor tattoo. Select Yes. Select Next. Select Next. Select Quit. Open the door to the street. Walk outside. Talk to Chelsee Bando. Ask about Beek Nariz. End the conversation. Look at the door to Rusty’s Novelty Shop. Move the welcome mat to Rusty’s Novelty Shop. Get the key. Use the key to Rusty’s on the door to Rusty’s. Open the door to Rusty’s. Walk into Rusty’s. Look at the nozzle in the Balloon Magic face on the wall. Turn on the television. Get the crossbow from the shelf. Move the box behind the shelves. Get the Rusty clown doll from the box. Get the ring from the back wall. Get the inspector Burns mask. Get the key from the wooden beam in the corner. Look at the “Employees Only” door. Use the key on the “Employees Only” door. Open the “Employees Only” door. Get the suction dart from the back room. Get the balloon from the sink. Open the barrel of acid. Use the balloon on the nozzle. Open the door to the street. Walk outside. Head to the Golden Gate Hotel and turn left. Walk through the fence to the Coit Tower. ACC Offer the surgery gift certificate. Ask about Rusty Clown. Ask about Mick Flemm. End the conversation. Open the door to the ACME warehouse. Walk into the warehouse. Open the crate. Get the fireman’s uniform from the crate. Walk up the stairs. Get the key. Look at the power box. Use the key on the power box. Turn the lever on. Turn the lever off. Combine the Rusty Clown doll with the batteries. Use the Rusty doll on the hook. Walk behind the crates next to the power box. Wait until Mick Flemm enters. Get the bracelet. Get the keys. Use Flemm’s keys on the storage box. Get the strongbox. Combine the key from the alley with the strongbox. Examine the unlocked strongbox. Open the door. Walk outside. Get the mail. Open the door. Walk outside. Use the credit card on the electronics shop. Walk into the electronics shop. Talk to Hamm Underwood. CAB Use the credit card on the blue light special. Get the fax machine. Travel to Tex’s office. Get the fax from the fax machine. Examine the fax. Travel to the Countess’ mansion. Travel to Chandler Avenue. Talk to Chelsee Bando. AC Ask about the statuette. End the conversation. Travel to the police station. C Ask about Franco Franco. End the conversation. Travel to Rook’s pawnshop on Chandler Avenue. Ask about Franco Franco. Ask about jade. Exit to the alley. Open the recyclable paper garbage can. Get the trade paper from the garbage can. Examine the magazine. Travel to Alhambra Theatre. CB Offer the jade. B Travel to Tex’s office. Get the fax from the fax machine. Examine the fax. Travel to the police station. Ask about the Knickerbocker. End the conversation. Travel to the electronics shop on Chandler Avenue. Talk to Hamm Underwood. CCBA Use the credit card on the blue light special. Get the laserblade. Travel to the Knickerbocker. Get the book from the top of the bookcase. Examine the book. Open the closet door. Get the trap. Get the fish food. Open the aquarium. Use the ring toss ring on the aquarium. Use the fish food on the aquarium. Open the door to the hallway. Walk to the hallway. Look at the laser nets. Combine the suction dart with the suction dart crossbow. Use the loaded crossbow on the flashing light. Use the filled ring on the lever. Open the door to the left. Walk through the door to the left. Look at the terrarium. Get the capture noose next to the frog statue. Get the geigger chow from behind the green obelisks. Combine the geigger chow with the trap. Use the baited trap on the terrarium. Get the fax from the floor. Examine the birthday fax. Move the painting in the protruding wall. Look at the safe. Open the safe. Select start. Enter 101412. Select enter. Get the security card. Get the paper. Examine the list of bidders. Move the mirror on the protruding wall. Use Ching’s key on the lock. Open the door to the hallway. Walk to the hallway. Open the doorway to the library. Walk to the library, into the secret room. Look at the statuette. Get the bandana. Move the painting that sticks out. Use the security card on the card slot. Use the bandana on the sign over the lever on the display case. Move the crate. Use the capture noose on the statuette. Travel to Tex’s office. Open the door to the street. Walk outside. Open the door to the pizza place. Walk into the pizza place. CBC Examine the note. Travel to the Brew & Stew on Chandler Avenue. Ask about Sal Lucido. End the conversation. Look at the garbage can behind the Brew & Stew. Open the garbage can behind the Brew & Stew. Get the note scraps. Examine the note scraps. Reconstruct the note.[+] Combine the note from Francesca with the assembled note. Examine the encoded note. Make the message read “We have confirmed your appointment with Chastity at the suite in the Golden Gate Hotel at the usual time. The password today is silicon.”. Open the door to the Golden Gate Hotel. Walk into the hotel. CBBA End the conversation. Combine the inspector Burns mask with the fireman’s uniform. Travel to the Golden Gate Hotel. Travel to the Golden Gate Hotel. BAA > SILICON Get the gold foil from the table. Move the painting behind the table. Look at the board game. Move the yellow painting on the wall farthest from the entrance. Look at the list of names. Open the door to the piano room. Walk to the piano room. Move the piano. Get the room deodorizer from the wall. Open the door. Walk to the entrance hall, to the bedroom. Look at the top left drawer in the desk. Open the bottom left drawer. Look at the camera in the drawer. Open the left nightstand. Look at the magazine in the nightstand. Open the closet doors. Get the glass. Walk to the entrance hall. Open the door to the bathroom. Walk to the bathroom. Use the champagne glass on the water. Look at the vase to the right of the exit. Use the filled champagne glass on the vase to the right of the exit. Examine the cork. Move the towel on the ground. Look at the grate. Open the door. Walk to the entrance hall, to the bedroom. Use the wire on the top left drawer. Get the shoelace from the drawer. Combine the shoelace with the magnet. Walk to the entrance hall. Open the door to the bathroom. Walk to the bathroom. Use the magnet-on-a-string on the grate. Use the screwdriver on the grate. Get the roll of film. Travel to the electronics shop on Chandler Avenue. Use the credit card on the blue light special. Get the film developing kit. Combine the film developing kit with the roll of film. Examine the photos of Sal. Travel to the Slice O’Heaven pizza on Chandler Avenue. C Offer the photos. Ask about the mugging. End the conversation. Travel to the Coit Tower. C Ask about Pug. End the conversation. CCCCCB Travel to the Colonel’s office. ACACC Travel to the Colonel’s office. Move the vase in the bookcase. Get the disk. Move the picture frame lying face down on the table. Look at the picture frame. Open the bottom left desk drawer. Get the card. Examine the card. Open the bottom right desk drawer. Get the envelope. Examine the envelope. Turn on the computer. Use the emergency disk on the computer. Travel to the Countess’ mansion. Look at the chandelier. Use the gold foil on the eagle. Get the cigarette case. Examine the cigarette case. Get the watch from the mantle. Examine the watch. Move the newspaper. Look at the ashtray. Get the note scraps from the garbage can. Travel to Melahn Tode’s apartment. AAAA Offer the greeting card. Ask about the Colonel. Ask about the Colonel’s key. End the conversation. Travel to the Colonel’s office. Use the Colonel’s key on the file cabinet. Open the top drawer of the file cabinet. Get the document. Move the magazines near the door. Get the receipt. Examine the receipt. Travel to Melahn Tode’s apartment. B Ask about the UPEX receipt. End the conversation. Travel to the Colonel’s office. Examine the paper with numbers. Move the airplanes painting. Open the safe. Move the first dial 5 times. Move the second dial 7 times. Move the last dial once. Note the safe opens. Get the code book. Combine the code book with the coded files. Examine the decoded files. Travel to the police station. End the conversation. Travel to the Roadside Motel. Travel to GRS. Walk to the left. Open the door to research and development. Walk through the door. Get the hex wrench from the floor. Get the pennant from the wall. Get the television from one of the desks. Look at the computer on Paul Dubois’ desk. Turn on the computer. Walk behind Paul Dubois’ desk. Crouch down (Ctrl). Examine the pennant. Wait until a sensor sweep starts. Wait until the sensor droid leaves. Stand up (Shift). Repeat whenever a sweep is announced. Use the computer card on the computer. Read all information on the computer. Open the door. Walk into the hallway. Turn left. Open the door to the supervisors room. Walk through the door. When a sensor sweep is announced, crouch behind the screen at the far end of the room. Use the hex wrench on the grate. Use the geigger on the open grate. Enter the high security area. Open the lower drawer. Get the passkey. Open the upper drawer. Get the laserdisk. Get the minidisk from the desk. Look at the memo. Leave the high security area. Crouch near Eva’s desk. Get the card from under Eva’s desk. Turn on the computer. Use Eva’s computer card on the computer. Use the minidisk on the computer. Look at the safe. Open the door. Walk into the hallway. Open the door to the conference room. Walk into the conference room, behind the desk. Look at the video screen. When a sensor sweep is announced, hide behind the desk. Open the top drawer. Look at the magazine. Open the bottom drawer. Get the laserdisk player. Combine the laserdisk player with the television. Combine the audio-visual equipment with the laserdisk. Open the door. Walk into the hallway. Use the passkey on Marcus Tucker’s room. Open the door to Marcus Tucker’s room. Walk into Marcus Tucker’s room. When a sensor sweep is announced, hide behind the plants. Open the bottom right desk drawer. Get the match. Open the bottom left desk drawer. Look at the note. Look at the control panel to the safe. Turn on the control panel. Use the loaded A/V equipment on the control panel. Walk into the safe. Look at the shredded note from the garbage bin. Get the shredded note from the garbage bin. Get the buddha statue. Get the videocassette. Crouch behind the plants. Wait until the droid enters the safe. Turn off the safe control panel. Examine the buddha statue. Combine the winter chip with the watch. Examine the shredded note. Reconstruct the note.[+] Open the door. Walk into the hallway. Open the door to the conference room. Walk into the conference room. Get the key from the ledge. Use the key on the locked cabinet doors. Look at the VCR. Turn on the VCR. Use the videocassette on the VCR. Use the remote control pad. Open the door. Walk into the hallway. Open the door to the supervisors room. Walk through the door. Open the safe. > 142235 Get the vial. Combine the viral powder with the cigarette. Travel to Tex’s office. Travel to the Bastion of Sanctity. Look at the Chameleon. Look at Alaynah. Walk through the passage to the right. Get the clamp from the coat of arms. Continue down the corridor. Get the gemstone from the gargoyle. Get the bungee cord. Combine the bungee cord with the clamp. Combine the slignshot with the gemstone. Combine the match with the lethal cigarette. Look at the vase over the gargoyle. Use the loaded slingshot on the vase over the gargoyle. Walk back down the corridor and into the main hall. Use the lit lethal cigarette on the ashtray. Move the shield. Move the switch. AAAA Travel to the Broken Skull. BBBB Offer the hundred dollar bill. AB Travel to the Roadside Motel. Ask about the token. End the conversation. Travel to Rook’s pawnshop on Chandler Avenue. Ask about a silver dollar. Exit to the street. Travel to the Broken Skull. A Offer the silver dollar. B Pick the farthest ball. Pick the central ball. Pick the nearest ball. Pick the nearest ball. ABB Examine the watch. Look at the leaves on the ground. Look at the smoke detector over the door. Look at the door below the smoke detector. Get the stone from the walls. Get the rake from the gardens. Open the closet door. Get the lighter fluid. Get the flint from the wall near the window. Use the lighter fluid on the leaves. Use the rake on the leaves. Combine the stone with the flint. Use the sparks on the leaves. Turn right, left, right. Look at the emergency access door. Turn back, left, ahead, left. Look at the stasis room door. Open the stasis room door. Walk into the statis room. Flip the power switch. Set chamber temperature to 60. Set oxygen level to 12. Push the epinephrine button. Push the electric shock button. Set chamber temperature to 90. Push the sodium pentathol button. Push the epinephrine button. Set oxygen level to 14. Set chamber temperature to 98.6. Set oxygen level to 16. Push the epinephrine button. Push the sodium bicarbonate button. Note Eva wakes up. Examine the mission paper. Go ahead at the split. Get the pipe in front of the residential door. Turn back and turn left, left, ahead. Open the door to the observation deck. Walk onto the observation deck. Use Eva’s key on the panel door. Move the box. Get the mini computer. Move the potted tree farthest from the panel. Look at the floor panel. Use the pipe on the floor panel. Get the cables. Get the glass from the table. Examine the glass. Look at the telephone jack next to the door. Use the straw on the telephone jack. Combine the linkup computer with the computer cord. Combine the linkup computer with the winter chip. Use the virus linkup computer on the panel.

Uninvited

Open the car door. Go to the car door. Open the mailbox. Examine the envelope. Open the envelope. Examine the letter. Add the necklace to your inventory. Open the front door. Go to the front door. Open the left door. Go to the left door. Go to the stairs. Open the near door on the right. Go to the near door on the right. Look at the leftmost bottle on the second shelf from the top. Add the spider cider to your inventory. Look at the leftmost bottle on the second shelf from the top. Add the no-ghost to your inventory. Go back. Open the middle door on the right. Go to the middle door on the right. Add the axe to your inventory. Go back. Open the far door on the left. Go to the far door on the left. Open the nightstand. Open the scroll. Examine the scroll. Note the two magic phrases. Go back. Open the near left door. Go to the near left door. Open the book. Examine the book. Go back. Go back. Open the no-ghost bottle. Open the near right door. Operate the no-ghost bottle on Scarlet O’Hara. Remove the no-ghost bottle from your inventory. Go to the near right door. Open the door. Go to the door. Operate the spider cider on the railing. Go back. Go to the door. Remove the spider cider from your inventory. Add the spider to your inventory. Go back. Go back. Open the far left door. Go to the far left door. Add the bouquet to your inventory. Open the doors to the left. Go to the doors to the left. Go left. Operate the lamp. Operate the spider on the ghost. Open the journal. Examine the journal. Go back. Go right. Add the matchbox to your inventory. Go back. Go back. Go right. Go to the far right door. Operate the axe on the left chair. Add the skeleton key to your inventory. Go to the left door. Open the near left door. Go to the stairs. Go to the near left door. Operate the skeleton key on the cabinet. Open the cabinet. Open both scrolls Examine both scrolls. Add the wooden box to your inventory. Go back. Go back. Go to the far right door. Open the matchbox. Operate a match on the matchbox. Operate the lit match on the firewood. Remove the lit match from your inventory. Close the matchbox. Drop the wooden box in the fire. Add the pentagram to your inventory. Go to the left door. Go to the far left door. Open the far double doors. Go to the far double doors. Open the desk. Add the Gold card to your inventory. Add the Silver card to your inventory. Add the Mercury card to your inventory. Go to the left door. Open the door to the south. Go south. Operate the skeleton key on the cabinet. Open the cabinet. Speak to the doll. > SPECAN HEAFOD ABRAXAS Open the far door. Go to the far door. Add the cage to your inventory. Open the far door. Go to the far door. Go to the middle door. Open the door. Go to the door. Operate the tin can on the large red-clay dirt-filled pot. Go back. Go back. Go to the rightmost door. Speak to the dog. > INSTANTUM ILLUMINARIS ABRAXAS Open the door. Go to the door. Speak to the marble head. > SPECAN HEAFOD ABRAXAS Open the matchbox. Operate a match on the matchbox. Operate the lit match on the candles. Remove the lit match from your inventory. Close the matchbox. Remove the cage from your inventory. Add the candles to your inventory. Go to the door. Remove the candles from your inventory. Go back. Add the cage to your inventory. Go to the door. Go to the labyrinth. Go north, west, west, north, north. Go west, west, north, north, north, north. Go east, east, east, east. Operate the necklace on the zombie. Go east, east, south, south. Operate the bouquet on the grave. Go west. Operate the skeleton key on the lock. Operate the cage on the bird. Go south, south. Open the cage. Remove the cage from your inventory. Add the gem to your inventory. Go north, north, east, north, north. Go west, west, west, west, west, west. Go south, south, south, south, east, east. Go south, south, east, east, south, south. Go back. Go back. Go back. Go to the middle door. Go to the door. Note a plant has grown in the large red-clay dirt-filled pot. Add the plant to your inventory. Go back. Go back. Go to the leftmost door. Operate the gem on the niche. Go to the door. Remove the plant from your inventory. Open the far door. Go to the far door. Examine the Gold card. Examine the Silver card. Examine the Mercury card. Note the numbers on each card. Open the safe. > 79 47 80 Operate the axe on the cookie jar. Remove the axe from your inventory. Add the cookie to your inventory. Go back. Go back. Go back. Go back. Go back. Go to the right door. Remove the cookie from your inventory. Move the cookie around until the running creature eats it. Add the key to your inventory. Go back. Go to the far door. Go to the door. Go to the leftmost door. Go to the door. Go to the far door. Open the trap door. Go to the trap door. If you are playing the older DOS version: Go to the left cave. If you are playing the newer Windows version: Go to the right cave. Operate the pentagram on the ice cave. Go to the far cave. Operate the robed man on the pit. Go to the far cave. Operate the key on the door. Open the door. Go to the door. Go to the left. Go back. Go to the far door. Go to the door. Go to the rightmost door. Go to the door. Add the cross to your inventory. Go back. Go back. Go back. Go back. Go back. Go to the stairs. Go to the far left door. Open the door. Go to the door. Operate the hot knob. Operate the cold knob. Open the light fixture. Repeat until the light fixture opens. Go to the light fixture. Hit the boy. Operate the cross on the demon. Go to the window.

Universe

Walk southwest, south, south. Pick up the bent metal bar. Walk west, west, north, north. Pick up the circuit board. Wait until the asteroid approaches you. Jump to the asteroid. Wait until you approach the service duct. Jump from the asteroid. Insert the bent metal bar into the panel. Insert the piece of circuit board into the panel. Use the console. Set the filtration system to the Gavric Homeworld. Connect the channel to the Gavric Homeworld. Walk to the city. Push the large ventilation shaft. Pick up the mirror piece. Walk south. Wait until the asteroid approaches you. Jump to the asteroid. Wait until you approach the service duct. Jump from the asteroid. Walk north, west. Throw the mirror piece to the well lit doorway. Use the door console on the door to the north. Walk to the open doorway. 2 Attack the keypad with the bent metal bar. Open the wardrobe. Wear the suit in the wardrobe. Use the arm computer on the main bedroom console. Use the main bedroom console. Select the window shutter. Jump through the window. Use the arm computer on the car. Jump in the car. Insert the green card into the console below the active monitor. Use the PTV anti-theft device keypad. Enter the code from the manual. [+] 11 Use the navigation screen. Select navigate course. Lay in a course to Balkamos 7. Wait until the PTV arrives. Use the navigation screen. Select descend to planet. Use the navigation screen. Select select quadrant. Select the northeastern quadrant. Walk south, east. Pick up the canister. Walk north, north, west. Pick up the droid. Walk south, west. Combine the canister with the droid. Use the droid and canister on the aliens. Jump in the car. Use the navigation screen. Select ascend from planet. Use the navigation screen. Select navigate course. Lay in a course to Jor-Slev 4. Wait until the PTV arrives. Use the navigation screen. Select descend to planet. Use the navigation screen. Select select quadrant. Select the northwestern quadrant. Walk east. Pick up the small rock. Throw the small rock at the alien. Use the droid and canister on the blobs. Walk west. Jump in the car. Use the navigation screen. Select select quadrant. Select the southeastern quadrant. Walk west, west. Talk to the old creature. 131 Walk east, east. Jump in the car. Use the navigation screen. Select ascend from planet. Use the navigation screen. Select navigate course. Lay in a course to the Pfallenop Asteroid Cluster. Wait until the PTV arrives. 2 Move the car under the clamp. Catch the car with the clamp. 1 Jump in the car. Lay in a course to Landing Bay reference 40e. Push the mechanic droid. Pick up the mechanic’s tool box. Jump in the car. Lay in a course to Landing Bay reference 1h. Walk southeast. Pick up the blue liquid. Walk east, north. Go up the escalator. Insert the ID card into the dispenser unit. Select order. Walk west, to the bar. Talk to the eastern alien. 222 Combine the brandy with the synthetic carvite. Talk to the eastern alien. Walk west, south, to the Arcway. Walk onto the elevator. Use the steel cable on the elevator. Talk to the tramp. 122 Jump to the cable. Use the droid and canister on the upper elevator control. 3 Fight the jet-packers until you win. 12 Walk southeast, north, east. Talk to the healer. 121 Jump to the elevator. Jump to the lower platform. Walk east. Go to the bridge. Jump to a train. Jump to the ladder. Jump to the lower pathway. Go to the lower southeast doorway. Use the droid and canister on the air filtering duct. Use the ID card on the airline ticket terminal. Select the Mekanthallor Galaxy. Use the departure room door. Use the ticket on the terminal. Walk east. Use the keypad. Use the lift console. Select level 1. Talk to the lumberjack. 31 Walk west. Use the door console. Use the communication console. Select level 3. Select Myrell. Walk west, east. Use the lift console. Select level 3. Walk west, north, west, west, north Use the door console. 111 Walk west. 2 Pick up the assassin’s key card. Walk north, east, east, north, east. Use the lift console. Select Launch Bay. Jump in the cyan car. Use the navigation screen. Select navigate course. Lay in a course to Ankarlon 5. Wait until the PTV arrives. Use the navigation screen. Select descend to planet. Use the navigation screen. Select select quadrant. Select the northwestern quadrant. Walk west. Pull the junk. Walk east. Jump in the car. Use the navigation screen. Select ascend from planet. Use the navigation screen. Select navigate course. Lay in a course to Siruf 2. Wait until the PTV arrives. Select navigate course. Lay in a course to Daarlor-Korv. Wait until the PTV arrives. Use the navigation screen. Select descend to planet. Use the navigation screen. Select select quadrant. Select the northeastern quadrant. Walk east, east. Combine the second star chart piece with the star chart piece. Combine the star chart with the straight metal bar. Insert the star chart and spindle into the recess. Walk east. Pick up the small rock. Look at the plaque. Run over each of the indicated plates. Start in the southeast corner and end on the intact bridge. Throw the small rock at the power gem. Pick up the power gem. Run southwest. Jump over the gap. Walk to the vortex. Walk west, west. Jump in the car. Use the navigation screen. Select ascend from planet. Use the navigation screen. Select navigate course. Lay in a course to Siruf 2. Wait until the PTV arrives. Select navigate course. Lay in a course to Ankarlon 5. Wait until the PTV arrives. Use the navigation screen. Select descend to planet. Use the navigation screen. Select select quadrant. Select the northwestern quadrant. Walk west. Look at the flashing light at the left side below the crawler. Use the bent metal bar on the metal cover. Use the power gem on the dead terminal. Use the arm computer on the alien terminal. Select the second option. Walk to the transporter beam. 232 Walk east. Jump in the car. Use the navigation screen. Select ascend from planet. Use the navigation screen. Select navigate course. Lay in a course to the Mekanthallor Galaxy. Wait until the PTV arrives. 2121 Wait until the Colossus reaches Coros. Use the transporter pad. 223 Walk northwest. Talk to the waiting man. 21 Walk west, south. 21 Walk south. Talk to the ridiculous robot. 122 Walk south. Pick up the ridiculous robot’s batteries. Combine the power gem with the cloaking device. Combine the batteries with the power gem. Use the arm computer on the powered up gem. Walk west. Use the arm computer on the powered up gem. Walk east, south, west. Talk to the eastern droid. 211 Run east, up, east, east, up, east, south, east, up, east. Throw the ID chip at the lizard’s head. Jump to the lizard’s tail. Wait until the droid arrives. Pick up the battery compartment. Combine the batteries with the power gem. Use the arm computer on the powered up gem. Walk up, west. Push the eastern droid. Walk northwest. Talk to Man-Brute. 21 Walk west. 111111

Waxworks

Enter the pyramid waxwork. Throughout the pyramis waxworks, it is important to explore every part of the level to maximize experience and thereby level. Enter the room immediately to the east. Get the dagger. Use the dagger. Get the papyrus. Get the lamp. Get the jug. Search the pyramid architect. Get the papyrus. Return. Turn north. Open the chest. Look in the chest. Get the brooch. Get the jug. Get the papyrus. Look in the far basket. Get the weight. Turn south. Get the 4 jugs. Get the jar. To the north and east is the first guard. Walk into the dead end to the west first to level 2. Kill the guard. Get the sword. Use the sword. Walk south at the east end of the corridor. Kill the guard. Follow the corridor to the sand. Get the sand. Walk around the maze until you reach level 4. Find the sand to the northwest of the support beam. Get the sand. Walk back to the support beam and follow the corridor to the north. Follow the corridor to the west. Kill the guard. Clear the area to the northeast. Kill the priest guarding the area. Find the statue of the slave boy with two pots. Look in the left pot. Get the 440Hz tuning fork. Return to the east-west corridor. Clear the area to the west. Kill the guard. Get the spear. Use the spear. Find the treasury. Look in the pot to the right. Get the weight. Look in the chest to the right. Get the tile. Walk to the glass to the southwest. Use the 440Hz tuning fork. Follow the passage to the south. Kill the guard in the corridor to the east. Follow the previous corridor south. Avoid the wire just beyond the second path to the east. Explore every square on this level. Walk upstairs. Use the crystal ball. Ask about the pool, the creature, the number puzzle, the number. Ask for help with your wounds. Use the healing scrolls as you see fit. Set the top number tumbler to 8. Set the top left number tumbler to 8. Set the top right number tumbler to 4. Set the bottom left number tumbler to 7. Set the bottom right number tumbler to 2. Note the door opens. Keep west while going north until you find the floor tile. Push down the floor tile. Walk into the corridor to the east. Wait until the boulder passes. Continue north to the junction. Turn east. Kill the guard. Continue east and turn south. Avoid the wire just beyond the corridor to the east. Look in the right pot. Get the hammer. Look in the left pot. Get the weight. Continue south, along the corners, to the north of the support beam. Knock down the support beam. Walk downstairs, to the support beam. Knock down the support beam. Walk upstairs, to the place just before the wire. Head to the far northeast corner. Follow the corridor all the way to the southeast corner. Kill the guard on the way. Continue along the path and head north at the intersection. Head west twice. Kill the guard. Avoid the wire at the end of the corridor. Get the pot. Avoid the wire and head north at the end of the corridor. Look in the pot at the north end. Get the 261.23Hz tuning fork. Return to the pool on level 1. Drop the pot. Step back. Wait until the crocodile appears. Thrust the spear. Get the spear. Step forwards. Collect the water. Use the spear. Return to the far southeast corner of level 2. Follow the path to the west. Head west at the first intersection, and north at the second. Get the tile. Continue going west until you read the coals. Empty 5 of the jugs. Follow the path to the stairs. Kill the guard. Explore every square on this level. Walk upstairs. Manipulate the valves to make the ankh bottle fill up first. Follow the corridor to the nearest glass block. Use the 261.23Hz tuning fork. Follow the new path to the east side of the support beam. Knock down the support beam. Kill the guard. Get the tile. Walk to the large room with the vase. Use the sand on the vase. Use the sand on the vase. Follow the corridor to the floor tile. Walk over the floor tile and head into the north passage beyond it. Kill the guard. Look in the pot at the end of the corridor. Get the 415.3Hz tuning fork. Return to the east-west corridor. Walk west. Evade the boulder. Get the rock from the niche. Continue down the path. Kill the guard. Avoid the wire between the two exits to the east. Enter the second path to the east. Throw the rock. Get the arrow. Get the bow. Follow the corridor to the north. Walk upstairs. Evade the two boulders while walking down the corridor to the east. Kill the guard. Follow the path to the stone needle. Head north. Avoid the wire on the path to the slave boy statue. Look in the pot. Get the 369.99Hz tuning fork. Return to the glass on level 3. Use the 369.99Hz tuning fork. Walk to the glass. Use the 369.99Hz tuning fork. Look in the left pot. Get the 329.63Hz tuning fork. Explore every square on this level. Return to the stone needle on level 4. Examine the stone needle. Use the bow. Continue across the bridge to the glass. Use the 329.63Hz tuning fork. Walk to the end of the corridor. Kill the priest. Knock down the support beam down the first corridor to the east. Avoid the wire while walking around the fallen block. Look at the papyrus. Note the symbols associated with Anubis. Look down at the floor. Select the symbols not associated with Anubis. Explore every square on this level. Walk upstairs. Walk to the spot where gas appears. Turn to the wall. Use the 415.3Hz tuning fork. Follow the path. Evade the boulder. Kill the priest. Examine the first mural you encounter. Note the name in hierglyph form. Search the artist. Get the amulet. Walk to the mural with the other Egyptian god. Tap the mural. Attack the mural until it collapses. Walk into the snake room. Drop the jar. Light the oil covered floor. Get the tile. Walk to the first mural. Tap the mural. Attack the mural until it collapses. Explore every square on this level. Walk upstairs. Put the tiles in the mural according too Hathor’s name hierglyphs. Kill the priest. Enter the first room to the west. Look in one of the front pots. Get the weight. Enter the second room to the west. Look in the pot just left of the middle. Get the weight. Walk to the sarcophagus. Put the brooch in the recess. Open the sarcophagus. Look in the sarcophagus. Look in the sarcophagus. Get the weight. Walk to the scales. Put the extremely heavy and the light weight on the left scale. Put the very heavy and the heavy weight on the right scale. Enter the newly opened corridor. Kill the high priest. Walk up to the statues. Climb the statue. Use the amulet on the recess. Climb down. Push the statue. Walk outside. Enter the graveyard waxwork. Walk east, east, north, north, east, east, south, south. Search the gardener. Get the sickle. Use the sickle. To defeat the zombies in the graveyard, cut off their arms and head. Go to broken railing. From the gardener, go NNEEN, EEEEN, NWNNE, NNNNE, E. Look to the south. Get the iron railing. Go to the ancestral tomb. From the broken railing, go WNNNN, WNNE. Face south. Use the iron railing. Walk south. Open the leftmost coffin. Look in the coffin. Talk to the Druec. Use the crystal ball. Ask about the spell to help the Druec. Walk north. Go to the body of the girl. From the ancestral tomb, go WSWSS, SWSSS, SSSWW, SSWSW, WNNEN, NNNNN. Face north. Search the girl. Get the heart. With the heart, you can use the crystal ball to get fully healed, but only once. Go to the stake. From the body of the girl, go SSSWW, WWSSS, WSWWS, SWWNN, NNEEE, NNNN. Face east. Get the stake. Sharpen the stake. Go to the church. From the stake, go WNNNE, EESEE, NNNNW, WWW. Open the door. Walk west, west. Use the stake. Get the bread. Walk east, east. Go to the ancestal tomb. From the church, walk EEESS, SSWWN, WWWSS, SESSS, SWWWS, then SSSEE, NNEEN, EESEE, EENEN, NEENN, then NNNNE, NNNEN, E. Walk south. Use the crystal ball. Ask about the spell, and how to defeat the necromancer. Walk north. Go to the church. From the ancestral tomb, walk WSSWS, SWSSS, SSSWW, SSWSW, WWWNW, then WSWWS, SWWNN, NNEEE, NNNNW, NNNEE, then ESEEN, NNNWW, W. Walk west, west. Face south. Examine the statue. Twist the greased neck. Walk east. Open the door to the north. Walk north. Use the fists from the weapon menu. Hit the necromancer. Enter the Jack the Ripper waxwork. While in the Jack the Ripper waxwork, evade police and angry mobs. If a police or mob blocks your way, walk around until it disappears. Get the bag. Walk north, 6 times east, 6 times south. You will now be facing the locksmith. Walk east, south, south, south, west, west, west, north. Face east. Look in the barrel. Get the rope. Walk south, 9 times east, north. Face east. Look in the barrel. Get the animal guts. Look in the bag. Get the money. Get the diary. Walk south, west, 6 times south, 5 times west. Walk 4 times south, 4 times east, 3 times south, 3 times east. Walk 7 times south, 2 times east. Face south. Open the warehouse door. Walk 5 times south, west. Get the plank. Walk east, 5 times north, 2 times west. Walk 7 times north, 3 times west, 3 times north, 4 times west. Walk 4 times north, 5 times east, 6 times north, 4 times west, north. Climb 5 times up. Walk north, east. Face north. Use the rope on the chimney. Climb 5 times down. Walk north, west, down, east. Face south. Open the door. Walk south. Face east. Look in the filing tray. Get the map. Get the letter from the far desk. Examine the letter. Walk north, east, down, west, down. Face east. Open the door. Walk east. Face north. Get a jacket. Get a waistcoat. Face south. Get the bowler hat. Wear the bowler hat. Wear the waistcoat. Wear the jacket. Walk west, up, east, up, west, west, up. Walk east, south, 5 times up, west. Use the plank on the gap. Walk 3 times west. Face north. Open the window. Walk north, north, east, down, west. Walk west, down, east, east, down. Walk west, down. Face east. Open the door. Walk east. Face south. Get the pencil. Face north. Get the two keys on the board. Look at the diary. Use the pencil on the torn page. Walk west, up, east, up, west. Walk west, up, east, east, up. Walk west, south, south, 3 times east, south. Climb 5 times down. Walk south, 4 times east, 6 times north, 3 times east. Face south. Unlock the back door. Open the back door. Walk south, south. Face west. Open the door. Walk west. Get the medical supplies from the middle right shelf. Use the medical supplies on the animal guts. Walk east, north, north, west. Walk 2 times west, 6 times south, 7 times west. Climb on the barrel. Give the animal guts to the dog. Open the bolt. Return. Face south. Open the door. Walk south. Face east. Unlock the back door. Open the back door. Walk east, east, south. Get the cane. Move the clothes. Unlock the safe. Open the safe. Get the pocket watch from the safe. Look in the left vase. Get the whistle. Walk north, west, west, north. Walk 2 times east, north 3 times, east 3 times, north, north, east. Face north. Talk to the landlord. 1231112 Face east. Talk to the pimp. 21 Face north. Talk to Willy the Dip. 21211 Walk west, south, south. Read the address book. Note Molly’s address. Look at the map. Make your way to Molly’s house. Unlock the front door. Walk south, up, east, north, north. Get the letter from the mantlepiece. Read the letter. Walk south, south, west, down, north. Make your way to the bar at the dock side. Walk north, north, east. Face north. Talk to the landlord. 211 Talk to the landlord. 211112 Walk west, south, south, west. Face west. Blow the whistle. Walk 6 times west. Note the police takes care of the thugs. Walk 9 times east, 4 times north, 7 times east, 2 times south, 5 times east. Face south. Unlock the padlock. Open the door. Walk south, west, west, south, south. Open the packing case. Get the tea chest. Walk north, north, east, east, north. Walk 5 times west, 2 times north, 7 times west, 4 times south, 2 times west. Walk north, north, east. Face north. Talk to the landlord. 1 Walk west, south, south. Walk 2 times east, 4 times north, 7 times east, 2 times south, 8 times east. Face south. Unlock the padlock. Open the door. Walk south, south, south, south. Talk to Molly Parkin. 1211 Walk south. Block Jack the Ripper’s strike by attacking when he does. Force Jack the Ripper back into the water. Face west. Talk to the injured man. Search the injured man. Get the lighter. Get the screwdriver. Use the screwdriver. Walk east. Get the chemical sprayer. Walk east, east, east. Wait for the mutant to come close. Use the chemical sprayer. Walk 5 times east. Wait for the mutant to come close. Use the chemical sprayer. Walk west, west, north. Use the chemical sprayer to kill the vines. Walk north, north, north, west. Face north. Wait for the mutant to come close. Use the chemical sprayer. Walk north, north, west. Get the pickax. Walk east, south, south, west, west, west. Walk south, south, east. Get the gas bottle. Walk east. Get the welding mask. Walk west, west, north, north, west, west, north. Use the chemical sprayer to kill the pod. Walk north, north. Wait for the mutant to come close. Use the chemical sprayer. Walk north, east, east, 5 times north. Walk east. Use the chemical sprayer to kill the pod. Walk 5 times east. Face south. Scrape the burnt pit prop. Scrape the burnt pit prop. Walk east, south. Get the shovel. Walk north, 5 times east, 3 times south. Face east. Wait for the mutant to come close. Use the chemical sprayer. Face west. Wait for the mutant to come close. Use the chemical sprayer. Walk west, west. Face south. Wait for the mutant to come close. Use the chemical sprayer. Walk 7 times south. Use the chemical sprayer to kill the vines. Walk south. Use the chemical sprayer to kill the pod. Note the chemical sprayer is now empty. Walk 7 times north, east, east, 3 times north. Walk 4 times east, south. Face east. If the sprayer is not empty because some mutants were out of place, walk around to empty the sprayer. Open the drainage hole. Use the chemical sprayer on the gasoline. Use the screw on the gasoline. Walk north, 4 times west, 3 times south. Walk west, west, 10 times south, 3 times west. Walk south, south, 4 times west, south, south. Walk east, east, south, south. Face west. Use the chemical sprayer to kill the pod. Walk 4 times west, 4 times north, 3 times west. Face south. Get the pit prop. Walk 3 times east, 4 times south, 4 times east. Walk north, north, west, west, north, north. Walk 4 times east, north, north, east. Drop the pit prop. Walk 4 times east, 3 times south. Face west. Use the chemical sprayer to kill the pod. Walk 3 times west. Face south. Use the chemical sprayer to kill the pod. Walk 3 times south, west, west, south, south, west. Use the chemical sprayer to kill the vines. Walk west, west. Wait for the mutant to come close. Use the chemical sprayer. Face south. Get the electric cable. Get the electric cable. Walk east, east, north, north, 3 times east. Walk 3 times south, east, east, north, north. Get the welding torch. Walk south, south. Use the chemical sprayer to kill the pod. Walk 3 times south. Get the toolkit. Search the engineer. Walk 3 times north, 3 times west, south, west. Use the chemical sprayer to kill the pod. Walk 3 times west. Get the drill. Feel in all holes until you find the drill bit. Walk 4 times east, north, east, 3 times north. Walk west, 3 times north, 3 times east, 3 times north. Walk 3 times east. Wait for the mutant to come close. Use the chemical sprayer. Walk east. Wait for the mutant to come close. Use the chemical sprayer. Face north. Use the chemical sprayer to kill the pod. Walk north, north. Use the chemical sprayer to kill the pod. Walk north, north. Search the medic. Get the medical kit. Walk 4 times south, 6 times west. Look in the rail truck. Get the iron bar. Use the iron bar. Walk 7 times north. Turn west. Cut off the padlock. Open the door. Walk west. Talk to the young lady. 2111113 Talk to the soldier. 2121 Talk to the electrician. 322 Walk east, 3 times north, 9 times east, north, north. Face east. Cut off the padlock. Open the door. Walk east. Open each of the 4 metal boxes. Get the 3 dynamite sticks. Get the detonator. Walk west, north, 19 times west, 5 times south. Walk west, west, 4 times south, 6 times east. Walk 4 times south, 3 times east, south, south. Walk 4 times west, south, south, east, east. Walk south, south, 6 times west, south. Wait for the mutant to come close. Use the chemical sprayer. Walk 5 times south, 6 times east. Wait for the mutant to come close. Use the chemical sprayer. Face south. Cut off the padlock. Open the door. Walk south. Get the 2 full bottles. Get 2 gas masks. Open all 3 lockers. Get 2 protective suits. Use both pieces of charcoal on a handkerchief. Use both handkerchiefs on a gas mask. Walk north, 6 times west, 6 times north, 6 times east. Walk north, north, west, west, north, north. Walk 4 times east, north, north, 3 times west. Walk 4 times north, 6 times west, 4 times north. Walk east, east, 5 times north, 16 times east, south. Face east. Open the drainage hole. Use the chemical sprayer on the gasoline. Use the screw on the gasoline. Walk north, 4 times west, 3 times south. Walk west, 3 times south, west. Give a gas mask to the soldier. Give a protective suit to the soldier. Give the drill bit to the soldier. Use one of the bottles on the drill. Give the drill to the soldier. Give the detonator to the soldier. Give all the dynamite to the soldier. Give the electric cable to the soldier. Note the soldier joins you. Walk east, 7 times south, 9 times east. Use the chemical sprayer to kill the vines. Wear the gas mask. Wear the protective suit. Walk 3 times east. Use the iron bar to poke out all of the monster’s eyes. Walk south, west. Face south. Walk east, north, north, west. Face north. Walk east. Walk west, south, 13 times west, 7 times north, west. Talk to the doctor. 212 Walk east, 3 times north, east, east, 3 times north. Walk 12 times west, 5 times south, west, west. Walk 4 times south, 6 times east, 4 times south. Walk 7 times west. 1 Walk east, east, west, west. Talk to the injured man. 1231312222 Walk 7 times east, 4 times north, 6 times west. Walk 4 times north, east, east, 5 times north. Walk 12 times east, 3 times south, west, west. Walk 3 times south, west. Use the antidote on the electrician. Walk east, 3 times north, east, east, 3 times north. Walk 12 times west, 5 times south, west, west. Walk 4 times south, 6 times east, 4 times south. Walk 7 times west. Face east. Unlock the safety gates. Close the safety gates. Face west. Look at the elevator controls. Use the detonator. Operate the elevator controls. Turn around. Wear the amulet. Enter the witch waxwork. Throw the poison. Get the crossbow. Wait until the witch’s hand is cut off. Use the crossbow. Wait until the witch falls. Use the knife. Look at Alex. Use the ring.

Ween: The Prophecy

Use the crystal ball. Take the copper ball. Open the cupboard. Take the lard. Use the cupboard. Take the knife. Take the tongs. Walk northwest. Use the tongs on the guard rail. Use the knife on the reed. Use the knife on the reed. Take the straw. Walk east, northeast. Take the skull. Use the key on the skull. Use the ring. Take the ring. Use the ring on the copper ball. Take the sleeping draught. Take the seeds. Use the digitalis on the seeds. Move the portrait to the hook. Use the hideaway. Use the drug on the hideaway. Use the wooden mould. Take the wooden mould. Use the tablet. Take the tablet. Walk east. Use the wood on the fireplace. Use the straw on the fireplace. Use the flute on Ween. Use the strawberries on Urm. Take the gold. Take the strawberry jam. Use the flute on Ween. Use the jam on Urm. Use Urm on the fireplace. Use the cauldron on the fireplace. Use the gold on the cauldron. Take the cauldron. Use the molten gold in the cauldron on the mould. Walk northeast. Use the padlock. Use the golden key on the padlock. Take the half-statue. Walk to the trap door. Take the tibia. Take the planks. Take the torch. Use the torch on the hearth. Use the cauldron on the hearth. Use the lard on the cauldron. Take the cauldron. Walk west. Take the rope. Use the oil in the cauldron on the bowl. Use the ring on the cauldron. Use the skull. Use the copper ball on the orbit. Take the copper ball. Use the stone. Take the moon stone. Use the tibia on the opening. Use the bowl of oil on the tibia. Use the lever. Walk east. Use the rope on the planks. Use the bound planks on the percipice. Walk north. Use the torch on the torch-holder. Use Petroy on the tomb. Use the skull. Use the uncovered stone. Take the sun stone. Take the spear. Take the tibia from behind the tomb. Use the tibia on the spear. Use the tibia spear on the curtain. Use the tibia spear on the blackberries. Use the flute on Ween. Use the blackberries on Urm. Use Urm on the hole over the door. Take the key. Use the key on the lock. Walk east. Use the sword. Use the hook. Take the sword. Use the sword on the statue. Open the trap. Use the ring on the copper ball. Use the cauldron on the acid. Use the cauldron on the acid. Use the cauldron on the acid. Walk west. Talk to Borgol. Use the stele. Use the acid in the cauldron on the stele. Use the runes. Walk east. Use the mechanism. Use the sun keystone. Use the moon keystone. Use the crown keystone. Use the sword keystone. Use the moon keystone. Use the crown keystone. Use the sun stone. Use the upper hiding place. Take the elixir. Use the lower hiding place. Take the effigy. Walk west. Use the stele. Use the sun stone on the left niche. Use the moon stone on the stone. Use the effigy on the right niche. Use the bridge. Take the feather. Use the feather on the chest. Take the pollen. Take the venom. Use the parchment. Close the chest. Use the venom on the cauldron. Use the pollen on the cauldron. Use the potion in the cauldron on the leaves behind the chest. Use the strawberry bush. Take the strawberries. Use the flute on Ween. Use the strawberries on Urm. Take the gold. Use the gold on the half-statue. Use the venom on the cauldron. Use the pollen on the cauldron. Use the elixer on the cauldron. Use the potion 1 in the cauldron on the monster. Either: Walk west. Or: Use the statuette on the water. Use the strawberry. Use one of the holes. Use Petroy on the stone at the base of the rock. Take the sword. Use the sword on the rock. Use the cauldron on the hole in the path. Use the hole. Use the Orivor on the pile of gold. Take the cauldron. Walk to the temple. Use the staircase. Use the staircase. Use the staircase. Take the insect. Use the insect on the seaweed. Use the fish. Use the glass on the fish. Take the brass bar. Use the brass on the crack. Use the staircase. Use the brass on the small hole. Use the seaweed. Use the bones. Take the the harpoon point. Use the spearhead on the brass. Use the seaweed. Use the harpoon on the fish. Use the harpooned fish on the bars. Walk to the staircase. Use the venom on the snake. Take the tiara. Use the torch on the thorns. Use the ring on the cauldron. Use the tiara on the copper ball. Use the pipe on the trap on the wall. Take the wasp trap. Use the wasp trap on the wasps. Walk north. Take the cherries. Use the bottom parchment. Use the bottom parchment. Use the bottom parchment. Use the bottom parchment. Use the bottom parchment. Use the wasp trap on the wasp. Use the flute on Ween. Use the cherries on Urm. Use Urm on the trap. Walk east. Talk to Borgol. Use the tablet on the engraving. Use the eye. Use Petroy on the tablet. Use Petroy on the mechanism. Use the leftmost mechanism. Use the bow touch. Use the game touch. Use the cauldron touch. Use the roast touch. Use the lever. Walk north. Use Petroy on the mechanism. Use the mechanism. Take the phial. Note the picture on the door. If it depicts arrow equals 8 squares: Use the touch with 1 squares. Use the touch with 3 squares. Use the touch with 4 squares. If it depicts 10 squares: Use the touch with octagonal surface. Use the touch with hexagonal surface. Use the touch with triangular surface. Use the touch with square surface. If it depicts 3 squares separated from 4 squares. Use the touch with 4 squares. Use the touch with 2 squares. Use the touch with 3 squares. Use the touch with 9 squares. If it depicts an arrow graph: Use the touch with octagonal surface. Use the touch with square surface. Use the touch with triangular surface. Use the touch with hexagonal surface. If it depicts 4 squares with a different number of dots: Use the touch with octagonal surface. Use the touch with triangular surface. Use the touch with square surface. Use the touch with hexagonal surface. Use the lever. Walk north. Use the stone. Use the wood stack on the hearth. Take the hammer. Use the hammer on the arms. Use the amphora on the hearth. Use the fountain. Take the lichen. Use the tooth marked 12. Use the tooth marked 4. Use the tooth marked 6. Use the tooth marked 3. Use the lichen on the hearth. Use the magnifying glass on the beam. Take the rag. Use the rag on the fountain. Use the statue. Use the wet rag on the eye. Use the pollen on the quartz. Take the flower. Use the flower on the hearth. Use the gargoyle on the cyma. Use the venom on the quartz. Use the pipe on the snake. Use the coil on the gargoyles. Take the leaves. Use the leaf on the hearth. Take the ecu. Use the vial on the enclave. Use the wet rag on the coil. Take the philtre. Use the philtre on the guardian. Take the coil. Use the tiara on the pipe. Use the copper ball on the statue. Use the statue. Walk northwest. Take the necklace. Use the tabernacle. Use the pedestal. Take the glove. Use the chest. Use the glove on the spiders. Use the glove on the heart. Use the heart on the site. Use the nose. Use the chalice on the scales. Use the vase. Take the key. Use the passage. Use the tapestry. Take the mirrors. Use the mirrors on the opening. Use the key on the lock. Use the necklace on the copper ball. Walk north. Walk through either door. Use the sword on the opening. Take the sword. Take the lightning. Use the lightning on the hole. Use the lightning on the pedestal. Take the net. Take the hoop. Walk east. Use the river. Use the grill. Take the grill. Use the hoop on the grill. Use the sieve on the river. Use the net on the river. Use the fish on the trap. Use the trap. Walk west. Use the crab on the chest. Use the sword on the chest. Take the key. Use the key on the lock. Take the sun. Use the sun on the pedestal. Use the nuggets on the pedestal. Take the bag. Use the bag on the snake. Use the bond. Use the snake on the mongoose. Use the sword on the larch. Use the root. Take the root. Use the root on the resin. Use the resin on the monsters. Use the necklace on the sword. Use the tiara on the copper ball. Use the pipe on the water. Use the pearls on the basin. Take the digitalis. Use the digitalis on the basin. Use the femur on the basin. Use the basin on the queen. Take the pipe. Use the tiara on the pipe. Use the necklace on the copper ball. Use the sword on the rope. Walk north. Use the eye. Use the worm on the mushrooms. Use the bowl on the resin. Use the resin on the flower. Take the horn. Use the horn on the wood. Take the tropical creeper. Use the liana on the horn and wood. Use the pick on the dark patch of grass. Use the pot on the spring. Use the water on the mushrooms. Use the stone on the bird. Use the eye. Use the worm on the mushrooms. Walk downstairs. Take the flute. Use the strawberry bush. Take the strawberry. Use the monster. Use the flute on Ween. Use the strawberries on Urm. Take the gold. Use the gold on the monster. Take the haversack. Take the oar. Use the oar on the notch. Use the necklace on the copper ball. Use the sword on the bamboo. Use the bamboo on the boat. Take the net. Use the spider. Use the net on the water. Use the sword on the fish. Use the eggs on the spider. Take the sail. Use the sail on the mast. Use the hammer on the boat ribs. Use the archboat ribs on the boat. Use the coconut trees. Take the coconut. Use the coconut on the lobster pot. Use the lobster pot on the boat ribs. Use the necklace on the sword. Use the tiara on the copper ball. Use the pipe on the bottle. Take the cork. Use the hammer on the padlock. Use the hold. Take the tar. Use the tar on the cork. Use the tiara on the pipe. Use the ring on the copper ball. Use the cauldron on the water. Repeat until there is no more water in the boat. Use the sealed cork on the hole. Use the hammer on the hole. Take the key. Use the key on the lock. Walk east. Take the shovel. Walk west. Use the shovel on the sand. Repeat until the shovel breaks. Use the hole with the eye. Take the eye. Use the hole with the sandal. Take the sandal. Use the hole with the jewels. Take the jewels. Use the hole with the diamond. Take the diamond. Use the hole with the bones. Take the bones. Use the hole with the gold. Take the gold bar. Use the hole with the oyster. Use the ring on the cauldron. Use the necklace on the copper ball. Use the sword on the oyster. Take the pearl. Use the hole with the parchment. Take the parchment. Walk east. Use the flute on Ween. Use the strawberries on Urm. Take the gold. Use the ecu on the old man. Use the eye on the old man. Use the gold on the old man. Use the bones on the old man. Use the pearl on the old man. Use the ingot on the old man. Use the jewel on the old man. Use the sandal on the old man. Use the diamond on the old man. Use the sword on the planks. Walk upstairs. Use the necklace on the sword. Use the ring on the copper ball. Use the cauldron on a hole. Use the Orivor. Hold the pendulum. Find the place where the pendulum moves. Take the cauldron. Use the ring on the cauldron. Use the necklace on the copper ball. Use the sword on the place where the pendulum moves. Take the gold. Use the gold on the Orivor Use the sword on the branch. Use the sword on the branches. Use the rope on the branch. Use the bow on the walnut. Use the necklace on the sword. Use the tiara on the copper ball. Use the pipe on the feathers. Use the feathers on the arrows. Take the bow. Use the bow on the walnut. Use the tiara on the pipe. Use the necklace on the copper ball. Use the sword on the walnut. Use the cane on the glass eye. Take the strawberries. Use the flute on Ween. Use the strawberries on Urm. Take the gold. Use the gold on the old man. Use the cane on the glass eye. Take the redcurrants. Use the flute on Ween. Use the redcurrants on Urm. Use Urm on the old man. Take the feather. Use the feather on the chest. Use the phials. Use the phial. Use the necklace on the sword. Use the ring on the copper ball. Use the venom on the cauldron. Use the pollen on the cauldron. Use the potion in the cauldron on the mushrooms. Take the truffles. Use the venom on the cauldron. Use the pollen on the cauldron. Use the potion in the cauldron on the west patch of grass. Take the camomile. Use the venom on the cauldron. Use the truffle on the cauldron. Use the luciferys in the cauldron on the ruby. Use the cauldron on the water. Use the cauldron on the hearth. Use the camomile on the cauldron. Take the cauldron. Use the tea in the cauldron on the worm. Use the worm on the mushrooms. Walk west. Use the pollen on the cauldron. Use the truffle on the cauldron. Use the vitalys in the cauldron on the Borgol. Use the ant. Use the pollen on the quartz. Use the flower. Take the pistil. Use the pistil on the ant. Take the eastern grain of sand. Take the western grain of sand. Take the axle. Take the grain of sand. Use the pollen on the cauldron. Use the truffle on the cauldron. Use the vitalys in the cauldron on the statue. Use the lever. Walk east. Use the mechanism. Use the bolt on the orifice. Use the lever. Take the key. Walk west. Use the ring on the cauldron. Use the necklace on the copper ball. Use the sword on the bush. Use the key on the lock. Use the necklace on the sword. Use the ring on the copper ball. Use the venom on the cauldron. Use the pollen on the cauldron. Use the truffle on the cauldron. Use the change potion in the cauldron on the grill. Use the venom on the snakes. Use the venom on the cauldron. Use the truffle on the cauldron. Use the luciferys in the cauldron on the ruby. Walk east. Use the cauldron on the water. Walk west. Use the water in the cauldron on the flames. Walk north. Use the ring on the cauldron. Use the necklace on the copper ball. Use the sword on the ornament. Use the flawed jewel. Take the flawed jewel. Use the hole. Use the sword on the hole. Use the sword on the hole. Use the sword on the hole. Use the necklace on the sword. Use the ring on the copper ball. Use the venom on the cauldron. Use the truffle on the cauldron. Use the hole. Use the luciferys in the cauldron on the ruby. Use the jewel. Take the jewel. Take the bowl. Use the far right hideaway. Use the hideaway. Use the hideaway. Use the hideaway. Use the hideaway. Use the bowl on the glue. Use the pollen on the cauldron. Use the truffle on the cauldron. Use the vitalys in the cauldron on the jewel. Use the ring on the cauldron. Use the necklace on the copper ball. Use the sword on the crack. Take the firefly. Use the glue on the firefly. Use the far right hideaway. Use the firefly on the hideaway. Take the twig. Use the twig on the opening. Use the necklace on the sword. Use the ring on the copper ball. Use the jewel. Take the jewel. Use the pollen on the cauldron. Use the truffle on the cauldron. Use the vitalys in the cauldron on the jewel. Use the ring on the cauldron. Use the necklace on the copper ball. Use the sword on the crack. Take the firefly. Use the glue on the firefly. Use the necklace on the sword. Use the second hideaway from the right. Use the firefly on the hideaway. Use the copper ball on the hole. Take the copper ball. Use the jewel. Take the jewel. Use the ring on the copper ball. Use the pollen on the cauldron. Use the truffle on the cauldron. Use the vitalys in the cauldron on the jewel. Use the ring on the cauldron. Use the necklace on the copper ball. Use the sword on the crack. Take the firefly. Use the glue on the firefly. Use the third hideaway from the left. Use the firefly on the hideaway. Use the broken jewel. Take the broken jewel. Use the glue on the flawed jewel. Use the flawed jewel on the flawed jewel. Use the necklace on the sword. Use the ring on the copper ball. Use the pollen on the cauldron. Use the truffle on the cauldron. Use the vitalys in the cauldron on the jewel. Use the ring on the cauldron. Use the necklace on the copper ball. Use the sword on the crack. Take the firefly. Use the glue on the firefly. Use the far left hideaway. Use the firefly on the hideaway. Use the far left hideaway. Use the lever. Repeat until part of the letter lights up. Use the second hideaway from the left. Use the lever. Repeat until part of the letter lights up. Use the third hideaway from the left. Use the lever. Repeat until part of the letter lights up. Use the second hideaway from the right. Use the lever. Repeat until part of the letter lights up. Use the far right hideaway. Use the lever. Repeat until part of the letter lights up. Use the bow on the letter K. Use the bow on the letter R. Use the bow on one of the letters A. Use the bow on the letter A. Use the bow on the letter L. Use the western carving. Take the heart. Use the nail. Use the nail. Use the nail. Take the nail. Use the lock. Use the nail on the southwestern hole in the left field. Use the left needle. Take the pin from under the raised bar. Use the pin on the western hole in the right field. Take the nail. Use the nail on the eastern hole in the left field. Use the right needle. Use the left needle. Walk north. Use the levers. Use the right lever. Use the right lever. Use the right lever. Use the right lever. Use the middle lever. Use the middle lever. Use the middle lever. Use the middle lever. Use the left lever. Use the left lever. Use the left lever. Use the left lever. Use the carving. Spell DJEL. Use the hideaway. Use the heart on the orifice. Take the knife. Take the bamboo from behind the machine. Use the knife on the bamboo. Use the knife on the flute. Use the flute on Ween. Use the stone. Take the stone. Use the carving. Use the stone on the hole. Spell AZEULISSE. Use the right hideaway. Take the statue. Use the left hideaway. Use the statue on the statue. Take the 3 grains of sand. Use the 3 grains on the Revuss.

The Young Gabriel King Chronicles

Take the steps. Use the hole. Use the Pitch’n’Putt sign. Use the Pizza Boy arcade machine. Use the Space War arcade machine. Use the golf club on the sign of the icecream parlor. Give the mars bar to Minnie Garr. Give the deep fried mars bar to Bud Crack. Use the sandcastle. Use the spade on the emu. Use the steps on the emu. Use the ice cream on the emu. Talk to Dude L Loom. 1 Walk into the tent. Use the gum on Abbe. Use the chewed gum on the golf club. Use the golf ball on the tee. Use the weighted club on the tee. Take the stunned bird. Use the hole. Use the stunned bird on the gas cylinder. Use the lighter on the gas cylinder. Use the golf ball on the water. Walk to Mrs Nakamura. Talk to Abbe in water. Use the weighted club on the gas cylinder. Use the white hot club on the water. Use the voodoo book on Mrs Nakamura.

Time and Magik: The Price of Magik

> LOOK AT DOOR > WEST > TAKE CANDLE The candle allows you to cast the SPY spell. > LOOK AT WOODPILE > LOOK AT NASTY > LIGHT WOODPILE > EXTINGUISH CANDLE > TAKE ASHES The ashes allow you to cast the ZAP spell. > WEST > TAKE ELDER CROSS The elder cross allows you to cast the DET spell. > TAKE MANDRAKE > YES > TAKE ALL > LOOK AT KNUCKLEBONE > REMOVE RING > EAST > EAST > RUB EYEBRIGHT FLOWERS IN EYES > OPEN DOOR > IN > NORTHWEST > LOOK AT CLOCK > LOOK AT PENDULUM > TAKE PENDULUM The pendulum allows you to cast the DOW spell. Wait until you learn the BOM spell. > EAST > TAKE BROOM The broom allows you to cast the FLY spell. > WEST > SOUTHEAST > OPEN DOOR > OUT > UP > UP > UP > UP > UP > WEST > NORTH > SEARCH WARDROBE > TAKE ROBES > WEAR ROBES > SOUTH > CUT MIRROR WITH DIAMOND RING > TAKE MIRROR The mirror allows you to cast the ZEN spell. > SOUTH > TAKE PRISM The prism allows you to cast the XAM spell. > LOOK AT PRISM > NORTH > WEST > TAKE CAGE > SOUTHWEST > SOUTHEAST > LOOK AT TABLE > TAKE SCROLL > READ SCROLL You are now able to cast spells. > TAKE KNIFE > NORTHWEST > WEST > DOWN > EAST > SOUTHEAST > PUSH PANEL > EAST > PULL LEVER > WEST > SOUTH > EAST > TAKE SHOVEL > WEST > NORTHWEST > SOUTHWEST > LOOK AT CHEST > CAST DOW AT BLACK CHEST Repeat for the other colour chests until the pendulum moves side to side. Open that chest. > TAKE SALT > NORTHEAST > SOUTHEAST > NORTH > NORTH > NORTHEAST > NORTHEAST > NORTHWEST > TAKE WOLFSBANE > TAKE VALERIAN PLANT The valerian plant allows you to cast the FIX spell. > NORTHWEST > UP > TAKE BAT > WAIT Note the nameless horror. > DOWN > SOUTHEAST > SOUTHEAST > SOUTHWEST > SOUTH > EAST > DOWN > WEST > NORTHWEST > TAKE BONES > SOUTH > SOUTHEAST > TAKE SWORD > SOUTH Note the wolfsbane keeps the werewolf away. > SOUTHWEST > SOUTHEAST > OPEN DOOR > OUT > CUT VINE WITH KNIFE > TAKE STAFF The staff allows you to cast the HYP spell. > WEST > WEST > BURY KNUCKLEBONE, BONES AND SKULL > EAST > EAST > OPEN DOOR > IN > NORTHWEST > NORTHEAST > NORTH > NORTHWEST > NORTH > WEST > TAKE PLATE ARMOUR > WEAR PLATE ARMOUR > EAST > EAST > NORTH > NORTHWEST > SOUTHWEST > NORTH > NORTHWEST Note you learn the SEE spell. > SOUTHEAST > SOUTH > CUT CURTAIN WITH KNIFE > WEST > SOUTH > TAKE FELDSPAR LENS The feldspar lens allows you to cast the SEE spell. > NORTH > EAST > NORTHEAST > SOUTHEAST > NORTH > TAKE GRIMOIRE The grimoire allows you to cast the MAD spell. > NORTHWEST > LOOK AT DESK > READ PARCHMENT > CAST SEE > NORTH Note you learn the DET spell. > SOUTHEAST > NORTH > TAKE BAG > LOOK IN BAG > CAST XAM ON BAG > SOUTH > NORTHWEST > SOUTH > SOUTHEAST > SOUTH > SOUTH > WEST > SOUTH > SOUTHEAST > SOUTH > SOUTHWEST > SOUTHEAST > WEST > WEST > NORTHWEST > NORTH > NORTHEAST > NORTH > TOUCH RED MOON The Red Moon can restore your age to 20 two times. > SOUTH > SOUTHWEST > SOUTH > SOUTH > THROW SALT AT GIANT SLUG > DOWN > LOOK AT STATUE > DOWN > SOUTH > SOUTHWEST > SOUTHEAST > NORTHEAST > SOUTH > SOUTH > EAST Note you learn the FLY spell. > WEST > NORTH > NORTH > SOUTHWEST > SOUTHWEST > NORTHWEST > SOUTH Note the plate armour is destroyed. > TAKE AXE The axe allows you to cast the KIL spell. > NORTH > NORTHWEST > SOUTH > SOUTH > WEST > LOOK AT GOLEM > REMOVE ROBES > GIVE ROBES TO GOLEM The silver mail allows you to cast the FIN spell > WEAR SILVER MAIL > LOOK AT SILVER MAIL > DOWN > NORTHWEST > SOUTHWEST > WEST > SOUTHEAST > EAST > SOUTHEAST > CUT WEB WITH KNIFE > TAKE CROWBAR > NORTHWEST > WEST > NORTHWEST > EAST > NORTHEAST > WEST > GIVE MANDRAKE > GET IN > CAST FIN ON ME > DOWN > READ PLAQUE > UP Wait until the FIN spell wears off > TAKE ALL > NORTH > NORTH > NORTH Note the bat scares off the bloodworm. > NORTH > NORTHWEST > NORTH > SOUTHWEST > SOUTH > CAST FLY ON WEIGHT > TAKE TALISMAN > NORTH > NORTHEAST > NORTHEAST > LOOK AT CHERUB > CAST BOM ON CHERUB > TAKE TRUMPET The trumpet allows you to cast the BOM spell. > SOUTHEAST > NORTHEAST > NORTH > OFFER PENDULUM > NORTH > CAST ZEN Note that you reach the Mists of Time > SOUTH > EAST > DOWN > TOUCH RED MOON > SOUTH > SOUTHWEST > SOUTH > SOUTHEAST > CAST BOM AT PICTURE > SOUTHWEST > SOUTHWEST > EAST > NORTHEAST > SOUTH > TAKE BOX The blue box allows you to cast the IBM spell > LOOK AT BOX > NORTH > SOUTHEAST > EAST > NORTHWEST > NORTHWEST > NORTH > CAST DET > CAST MAD > SOUTH Wait until the skeleton arrives. > CAST IBM ON SKELETON > SOUTH > NORTHWEST > SOUTH > WAIT > SEARCH SNOW > TAKE CRYSTAL BALL The crystal ball allows you to cast the ESP spell. > NORTH > SOUTHEAST > NORTH > NORTH > NORTHWEST > NORTH > NORTH > NORTH > UP > EAST > SOUTHEAST > SOUTH > SOUTHWEST > CAST FLY AT ME > READ INSCRIPTION > NORTHEAST > NORTH > NORTH > NORTHEAST > SOUTH > CAST BOM ON TAPESTRY > CAST FIX ON ME > NORTH > NORTHEAST > CAST BOM ON WARGAME Note you learn the KIL spell. Note you learn the ZAP spell. > SOUTHWEST > WEST > WEST > CAST HYP ON BAT > BAT, TAKE WHEEL > TAKE WHEEL The alloy wheel allows you to cast the DED spell. > CAST XAM ON WHEEL > CAST SPY ON RIDDLE > RUB TALISMAN > NORTH > NORTHEAST > EAST > EAST > SOUTHWEST > DRINK WATER > NORTHEAST > IN > DOWN > DOWN > DOWN > SOUTHWEST > NORTH > READ RIDDLE > CAST ZEN > SOUTH > SOUTH > SOUTH > SOUTH > DOWN > SOUTHWEST > NORTH > LOOK AT PICTURE > CAST BOM AT PICTURE > CAST IBM ON SPAWN > TAKE CLAW The claw allows you to cast the SAN spell. > CAST ZEN > SOUTH > SOUTH > SOUTH > SOUTH > EAST > EAST > EAST > EAST > DOWN > CAST IBM AT ANTS > OPEN DOOR > IN > NORTH > NORTHWEST > NORTH > NORTH > SOUTHEAST > CAST ESP EAST Note your astral self reaches beyond the door. > CAST BOM ON IDOL > CAST ESP EAST > CAST HYP ON IDOL > CAST ESP EAST > IDOL, OPEN DOOR > WAIT > EAST > NORTHEAST > SOUTH > CAST FLY ON ME > SOUTH > SOUTH > WAVE MIRROR > NORTHWEST > FEAR > CAST ZAP > CAST KIL > CAST ESP NORTHWEST Note your astral self reaches Myglar. > CAST SAN ON MYGLAR > CAST ESP NORTHWEST > CAST DED ON MYGLAR

Time and Magik: Red Moon

Note: Saving the game will cause you to lose 1 point. Wait until the game starts. > DIG > EAST Wait until you noted both magic words. > SOUTH > EAST > NORTH > NORTH > SEARCH BUSHES > PUT HANDLE IN HOLE > TURN HANDLE > NORTH > SEARCH OYSTER FUNGUS > NORTH > SOUTHWEST > UNLOCK GATE WITH KEY > SOUTHWEST > NORTHWEST > NORTHWEST > NORTHWEST > WEST > TAKE DAGGER > EAST > NORTHWEST > NORTH > TAKE GLOVES > SOUTH > SOUTHEAST > SOUTHEAST > WEST > WEST > SOUTH > TAKE HORSESHOE > SOUTHEAST > EAST > SOUTH > DROP ALL BUT GLOVES > TAKE LAMP > EXAMINE LAMP > NORTH > EAST > EAST > DOWN > SOUTHEAST > LIGHT LAMP > SOUTH > EAST > EAST > SOUTHEAST > TAKE MUSHROOM > NORTHWEST > WEST > WEAR GLOVES > WEST > TAKE SWORD Note the gloves protect you from the flaming sword. > ATTACK GIANT WITH SWORD Repeat until the Blacksmith Giant dies. > SOUTHEAST > SOUTH > TAKE FLASK > NORTH > NORTHWEST > WEST > SOUTH > SOUTH > SEARCH BEANS > DOWN > SOUTH > SOUTH > TAKE TUBING > NORTH > NORTHEAST > SOUTHEAST > SOUTHWEST > NORTH > WEST > SOUTHEAST > DOWN > EAST > SOUTH > SOUTH > DOWN > WEST > SOUTH > SOUTHEAST > WEST > SOUTH > SOUTH > NORTHWEST > DROP FLASK > TAKE BRACERS > WEAR BRACERS The bracers increase your strength. > TAKE SHIRT AND FLASK > SOUTHEAST > NORTH > NORTH > EAST > NORTHWEST > NORTH > TAKE SCROLL > NORTH > WEST > NORTH > NORTH > EAST > NORTHWEST > EAST > NORTHWEST > NORTHWEST > TAKE MEDALLION > NORTHEAST > NORTHWEST > NORTH > UP > UP > UP > TAKE BOOK > READ BOOK > SAY HUMAKAAT > OPEN DOOR > OUT > NORTH > EAST > SOUTH > DROP MEDALLION, BOOK, SCROLL, SWORD AND SHIRT > DROP GLOVES > NORTH > EAST > EAST > DOWN > SOUTHEAST > DOWN > DOWN > OPEN DOOR > EAT MUSHROOM > EAST > TAKE CHAIN MAIL AND GAS MASK > WEST > UP > UP > SOUTH > EAST > EAST > SOUTHEAST > NORTH > WEAR GAS MASK The gas mask, tubing and flask together allow you to breathe underwater. > DOWN > DOWN > SOUTH > SOUTH > UP > NORTH > EAST > TAKE CLOAK > SOUTH > DOWN > SOUTH > TAKE CROWBAR > SOUTH > UP > REMOVE GAS MASK > NORTH > EAST > SEARCH LEAVES > WEST > NORTH > NORTH > WEST > SOUTHWEST > NORTH > NORTH > WEST > WEAR CLOAK > NORTHWEST Note the cloaked statue does not attack cloaked intruders. > WEST > TAKE BOOTS > EAST > EAST > TAKE BALL > WEST > SOUTHEAST > EAST > SOUTH > SOUTH > DROP MUSHROOM > SOUTH > WEAR BOOTS The rubber boots protect against electricity. > SOUTH > EAST > TAKE CRUCIFIX > WEST > NORTH > NORTH > NORTH > NORTH > EAST > NORTHWEST > NORTH > NORTH > WEST > NORTH > SOUTHWEST > WEST > WEST > SOUTHWEST > SOUTHWEST > SOUTH > WEST > SOUTH > SOUTH > DROP BALL, CRUCIFIX, CROWBAR AND CLOAK > TAKE AXE, SCROLL, SHIRT AND HORSESHOE > WEAR SHIRT The linen shirt is worn underneath the chain mail. > WEAR CHAIN MAIL The chain mail absorbs some damage before being destroyed. > NORTH > EAST > EAST > NORTH > NORTHEAST > NORTHEAST > EAST > LIGHT LAMP > EAST > NORTHEAST > NORTH > EAST > DOWN > EAST > SOUTH > SOUTH > EAST > NORTH > ATTACK REFLECTION Repeat until the reflection dies. The chain mail should protect you long enough. If you still own the chain mail: > DROP CHAIN MAIL > TAKE BOTTLE > SOUTHEAST > WEST > NORTH > NORTH > EAST > GIVE AXE, BOOTS AND SHIRT > TAKE CHALK AND PILLS > WEST > WEST > UP > WEST > WEST > WEST > TAKE DULCIMER > EAST > EAST > EAST > DOWN > EAST > SOUTH > SOUTH > EAST > SOUTH > SOUTH > SOUTH > DOWN > SOUTHEAST > DROP ACORN > READ SCROLL > DROP SCROLL > SOUTH > EAST > SOUTH > SOUTH > EAST > NORTH > DROP CHALK IN ACID > NORTH > NORTHWEST > TAKE SILVER BARS > NORTH > TAKE FAN > SOUTH > DOWN > WEST > NORTH > WEST > WEST > SOUTHWEST > NORTHWEST > PLAY DULCIMER > DROP DULCIMER > SOUTHEAST > SOUTH > WEST > SOUTH > TAKE RING > WEAR RING Wearing the ring increases your ability to dodge. > NORTH > EAST > WEAR MASK > EAST > FILL BOTTLE > SOUTH > EAST > NORTH > NORTH > REMOVE MASK > NORTH > WEST > NORTHWEST > EAST > GIVE BOTTLE TO KELLF > WEST > TAKE SHIELD > SOUTHEAST > EAST > EAST > NORTHWEST > UP > WEST > SOUTH > WEST > SOUTHWEST > SOUTHWEST > SOUTHWEST > WEST > WAVE HORSESHOE > EAST > NORTHEAST > NORTHEAST > NORTH > NORTH > EAST > NORTHWEST > NORTH > NORTH > PUT PILLS IN MEAT > TAKE MEAT > WEST > NORTH > SOUTHWEST > WEST > WEST > SOUTHWEST > SOUTHWEST > SOUTH > WEST > SOUTH > SOUTH > DROP BARS, COINS, HORSESHOE AND SHIELD > TAKE CROWBAR > NORTH > EAST > EAST > DOWN > SOUTHEAST > SOUTH > EAST > DROP CROWBAR > WEST > CAST EXTINGUISH > LIGHT LAMP > EAST > TAKE CROWBAR > WEST > UP > OPEN GRILL WITH CROWBAR > UP > TAKE NECKLACE > DOWN > DOWN > DROP CROWBAR > WEST > SOUTH > SOUTH > DOWN > EAST > SOUTHEAST > TURN SAFE > TAKE BOX > SOUTHWEST > NORTH > WEAR GAS MASK > OPEN BOX Note the gas mask protects you from the poison. > REMOVE MASK > TAKE EMERALD > DROP BOX > WEST > SOUTHEAST > DOWN > EAST > SOUTH > SOUTH > EAST > SOUTH > SOUTH > SOUTH > DOWN > SOUTHEAST > WEST > WEST > NORTHWEST > NORTHEAST > NORTH > NORTH > EAST > GIVE MEAT TO WATCHDOG > OPEN DOOR > NORTH > EAST > NORTH > WEST > WEST > SOUTHWEST > NORTH > WEST > SAY OBIS > SAY OLLABIN > TAKE BROOCH > EAST > SOUTH > NORTHEAST > EAST > EAST > SOUTH > SOUTH > ERASE LINE > SOUTH > EAST > CAST EXTINGUISH > LIGHT LAMP > EAST > TAKE MOON CRYSTAL > WAVE FAN > WEST > WEST > NORTH > NORTH > NORTH > UP > DOWN > SOUTH > SOUTHEAST > SOUTHEAST > WEST > SOUTH > SOUTH

Time and Magik: Lords of Time

> TAKE HOURGLASS > LOOK AT PICTURE > NORTH > TAKE MATCHBOX AND CANDLE > WIND GRANDFATHER CLOCK > IN > DROP CANDLE AND MATCHBOX > DROP HOURGLASS > TURN COG 1 > PUSH PENDULUM > OUT > NORTH > NORTH > TAKE PLANKS AND PICK > SOUTH > SOUTH > WEST > WEST > OPEN DOOR > WEST > TAKE SPEAR > UP > NORTH > TAKE RUCKSACK > WEAR RUCKSACK > TAKE ROPE > SEARCH RUBBISH > SOUTH > WEST > TAKE JEWELLERY CASE > EAST > DOWN > SOUTH > OPEN CUPBOARD > WEST > TAKE FINE METRONOME > TAKE GLASS > OPEN DOOR > WEST > NORTHWEST > TAKE VALERIAN > SOUTHEAST > WEST > CLIMB FENCE > NORTH > TIE PLANKS TOGETHER WITH ROPE > DROP PLANK > WEST > LOOK AT NARCISSUS > GIVE GLASS TO NARCISSUS > EAST > SOUTH > CLIMB FENCE > EAST > SOUTHWEST > TAKE KEYS WITH LODESTONE > UNLOCK DOOR > IN > TAKE AXE AND SHOVEL > OPEN DOOR > OUT > NORTHEAST > WEST > CLIMB FENCE > SOUTH > ATTACK WILLOW TREE WITH AXE > TAKE DIAMOND TEARDROP > NORTH > CLIMB FENCE > EAST > SOUTHWEST > EAST > EAST > SEARCH COMPOST HEAP > SEARCH COMPOST HEAP > EAT MUSHROOM > EAST > SEARCH CAR > DOWN > DROP ALL BUT RUCKSACK > TAKE MATCHBOX, SPEAR, PETROL, CANDLE, OPENER, PICK AND TIN > TURN COG 2 > PUSH PENDULUM > OUT > NORTH > NORTH > NORTH > POUR PETROL > LIGHT MATCH > TAKE IVORY TUSK > TAKE FUR COAT > WEAR FUR COAT > EAST > UP > UP > TAKE BONE > UP > OPEN TIN WITH OPENER > GIVE TIN TO TIGER > LOOK AT TIGER > TAKE TOOTH > LIGHT MATCH > LIGHT CANDLE > IN > SOUTH > YELL > TAKE ICICLE > NORTH > EAST > EAST > GIVE BONE TO FOX > EAST > HIT WALL WITH PICK > SOUTH > TAKE CANDELABRA > NORTH > WEST > SOUTH > THROW ICICLE IN WATER > NORTHWEST > NORTHWEST > BREAK CUBE WITH PICK > SOUTH > IN > WEST > DOWN > DOWN > DROP ALL BUT RUCKSACK AND TIGER TOOTH > TURN COG 1 > PUSH PENDULUM > OUT > WEST > WEST > OPEN DOOR > WEST > WEST > OPEN DOOR > WEST > SOUTHWEST > EAST > EAST > GIVE TOOTH TO FAIRY > NO > YES > EAST > DOWN > DROP COIN AND FIREFLY > TAKE FIREFLY > TURN COG 3 > PUSH PENDULUM > OUT > EAST > EAST > WEST > WEST > WEST > WEST > WEST > TAKE LEAVES AND MIRROR > GIVE LEAVES TO BRONTOSAURUS > WAVE MIRROR > EAST > UP > IN > DROP MIRROR > NORTH > TAKE DINOSAUR EGG > NORTH > TAKE STONE POT > NORTH > TAKE PEBBLE > EAST > SOUTHEAST > TAKE STONE CLUB > EAST > THROW PEBBLE > EAST > TAKE ONYX FIGURINE > WEST > SOUTHEAST > THROW STONE CLUB > SOUTH > SAY EUREKA > IN > SAY JAMES WATT > IN > TAKE WHEEL > DOWN > DROP ALL BUT RUCKSACK > TAKE COAT, FIREFLY AND SHOVEL > TURN COG 4 > PUSH PENDULUM > OUT > NORTH > GIVE FUR COAT > SOUTHEAST > EAST > EAST > DIG > DIG > READ PARCHMENT > WEST > SOUTHWEST > PUSH BOULDER > WEST > WEST > WEST > WEST > UP > UP > EAST > OPEN CHEST > BLOW LUR > IN > TAKE ALL > PULL HANDLE > DROP ALL BUT RUCKSACK > TAKE FIREFLY, SWORD, NUGGET AND SHOVEL > TURN COG 5 > PUSH PENDULUM > OUT > NORTH > TAKE MILESTONE > EAST > OPEN DOOR > IN > GIVE NUGGET TO BARTENDER > TAKE ALE > OPEN DOOR > OUT > EAST > EAST > EAST > GIVE ALE TO MESSENGER > WEST > WEST > NORTH > EAST > EAST > GIVE FOOD TO DRAGON > YES > TAKE DRAGON’S WING > KISS FROG > GIVE SWORD TO PRINCE > SOUTH > SOUTH > TAKE GAUNTLET > WEAR GAUNTLET > SOUTHEAST > WEST > TAKE ARMOUR > WEAR ARMOUR > SOUTH > WAIT > WAIT > WEST > DOWN > DOWN > DIG > DIG > DIG > DROP ALL BUT RUCKSACK > TAKE FIREFLY > TURN COG 6 > PUSH PENDULUM > OUT > NORTH > WEST > SOUTH > TAKE SWEETMEATS > TAKE HORN > NORTH > EAST > EAST > SOUTH > TAKE CARDS > TAKE BELL > RING BELL > SHUFFLE CARDS > GIVE JOKER TO JESTER > NORTH > WEST > UP > UP > UP > EAST > SOUTH > SOUTH > TAKE LUTE > NORTH > NORTH > WEST > WEST > SOUTH > TAKE ORIENTAL RUG > SOUTH > GIVE SWEETMEATS TO DOGS > OPEN OTTOMAN > LOOK IN OTTOMAN > NORTH > NORTH > EAST > DOWN > PLAY LUTE > EAST > WEST > WEST > SOUTHEAST > EAST > SOUTH > DOWN > DRINK > NORTH > DROP ALL BUT RUCKSACK > TAKE COIN AND GAUNTLET > TURN COG 7 > PUSH PENDULUM > OUT > WEST > WEST > GIVE COIN TO ANDROID > EAST > NORTH > UP > UP > WEAR GAUNTLET > TAKE STAR > DOWN > DOWN > SOUTH > EAST > EAST > NORTH > NORTH > OPEN DOOR > NORTH > NORTH > TAKE MATTRESS > TAKE ROCKET > SOUTH > WEST > TAKE EMERALD > EAST > OPEN DOOR > SOUTH > SOUTH > SOUTH > EAST > DOWN > SOUTH > EAST > TAKE LIGHTSABRE > WEST > SOUTH > OPEN DOOR > WEST > TAKE GLASS PHIAL > SHOOT ROCKET AT OPENING > GIVE GROAT > IN > DOWN > TAKE RUBY > UP > OUT > NORTH > ATTACK CYBERMAN WITH LIGHTSABRE > EAST > SEARCH WORKBENCH > WEST > OPEN ROBOTS WITH SCREWDRIVER > SEARCH ROBOTS > SOUTH > IN > DOWN > DOWN > DROP ALL BUT PHIAL AND RUCKSACK > TAKE DRINKING HORN AND FIREFLY > TURN COG 8 > PUSH PENDULUM > OUT > NORTH > WEST > IN > KNEEL > PRAY > WEAR SANDALS > OUT > EAST > NORTHEAST > EAST > IN > TAKE NET > TAKE TRIDENT > OUT > WEST > SOUTHWEST > NORTH > NORTH > NORTH > TAKE BUCKLE > SOUTH > SOUTH > SOUTH > SOUTH > SOUTH > WEST > THROW NET > THROW TRIDENT > TAKE GOLDEN BUCKLE > OPEN DOOR > EAST > EAST > NORTH > NORTHEAST > NORTHEAST > NORTHEAST > FILL HORN WITH WATER > SOUTH > PULL GRATE > SOUTH > SOUTHEAST > WEST > DRINK WATER > WEST > WEST > SOUTH > DROP ALL BUT PHIAL AND RUCKSACK > TAKE OLIVE BRANCH, GOLDEN BUCKLE, JESTER’S CAP AND SILICON CHIP > TAKE DIAMOND TEARDROP, IVORY TUSK, DRAGON’S WING AND DINOSAUR EGG > TAKE KEYS, MILESTONE, FIREFLY AND SHOVEL > TURN COG 9 > PUSH PENDULUM > OUT > SOUTH > DROP MILESTONE > SOUTH > SOUTH > SOUTH > DOWN > WEST > SOUTH > DIG > TAKE BOTTLE > NORTH > EAST > SOUTH > OPEN CAGES WITH KEYS Note you receive the tightly-closed box. > SOUTH > OPEN BARS > EAST > EAST > IN > DOWN > DOWN > THROW BOTTLE > EAST > EAST > UP > UP > UP > TAKE CLOAK > WEAR CLOAK > OPEN DOOR > UP > UP > EAST > THROW OLIVE BRANCH INTO CAULDRON > THROW GOLDEN BUCKLE INTO CAULDRON > THROW JESTER’S CAP INTO CAULDRON > THROW SILICON CHIP INTO CAULDRON > WEST > EAST > THROW DIAMOND TEARDROP INTO CAULDRON > THROW IVORY TUSK INTO CAULDRON > THROW DRAGON’S WING INTO CAULDRON > THROW DINOSAUR EGG INTO CAULDRON > WEST > EAST > THROW TIGHTLY-CLOSED BOX INTO CAULDRON Note the recipe is completed.

Teen Agent

Give the pass to the guard. Walk east. Open the door. Take the bulb. Talk to the crates. Talk to the crates. Talk to the crates. Talk to the crates. Use the live cable. Use the switch. Talk to the crates. Use the body. Use the jail key on the door. Open the door. Open the jail door. Use the spring. Open the door. Walk west. Use the spring on solid ground. Use the spring. Take the plant. Walk southeast. Open the door. Use the delicate plant on the captain. Take the Swiss Army knife. Open the door. Walk north. Use the Swiss Army knife on the fence. Use the shovel on the mysterious object. Walk south, south. Give the kaleidoscope to the guard. Walk east. Open the door. Give the “Soldier News” to the captain. Talk to the barman. Take the crumbs. Walk south, south. Take the grenade. Walk east. Use the trash can. Open the door. Use the rope on the grenade. Use the rope tied to the grenade to the drawer. Use the drawer. Open the door. Walk west, northeast. Use the medicine on the crumbs. Use the drugged food on the post. Take the bird. Use the post. Use the post. Use the mug on the mud pool. Walk south, southeast. Open the canteenagent door. Use the bird on the radio. Use the mug full of mud on the mug. Talk to the barman. Open the door. Use the blinking hole. Use the boat. Walk west. Open the door. Take the chainsaw. Take the rotten cheese. Walk south, south, east. Take the wrapper. Talk to the guard. Talk to the guard. Walk northeast. Use the wild plant. Walk west. Take the rock. Walk west. Wait until the guard drinks. Talk to the guard. Take the bottle. Walk northeast. Use the whisky on the chainsaw. Use the drunken chainsaw on the branch. Take the branch. Use the branch on the paddle. Walk northeast, west. Use the paddle on the boat. Take the left flower. Take the flower. Use the boat. Walk west. Open the door. Use the chocolate candy on the heart-shaped hole. Use the wrapper on the heart-shaped candy. Walk south, south, south. Open the car door. Use the lever. Use the trunk. Use the toolbox. Look at the toolbox. Use the spanner on the basket. Open the door. Take the fan. Take the shotgun. Use the drawers. Open the door. Walk north. Take the rake. Take the sickle. Use the middle haystack. Use the hen. Take the feather. Use the handkerchief on the mouse hole. Use the somewhat rotten cheese on the mouse. Use the mouse hole. Use the shotgun on the crow. Take the dive mask. Take the fins. Walk south, east. Use the fan on the laundry. Open the door. Give a flower to the old lady. Talk to the old lady. Take the feather duster. Give the flower to the girl. Give the wrapped candy to the girl. Walk south. Take the rope. Walk south. Use the car jack on the rock. Take the bone. Walk east. Give the dino bone to the dog. Open the valve. Close the valve. Open the valve. Use the hole. Use the switch. Take the shovel. Use the ladder. Walk west, west. Use the diving mask on the fins. Use the diving equipment. Take the anchor caught in the seaweed west of the boat. Use the rope on the anchor. Walk west. Talk to the squirrel. Talk to the squirrel. Talk to the squirrel. Talk to the squirrel. Use the ribbon on the rake. Use the rake on the grass. Take the nut. Open the door. Use the feather duster on the fireplace. Use the feather duster on the potato. Walk south, south. Use the sickle on the well. Walk south, east. Open the door. Use the nut on the imitation fruit. Walk south, south. Use the sharpened sickle on the bush. Walk west. Use the mouse on the hole. Use the rock on the hole. Use the super glue on the hole. Take the nugget. Walk east, east, west, west, east, southeast. Use the plastic apple on the hedgehog. Use the shovel. Walk east. Use the grappling hook on the wall. Use the painted potato on the hollow. Use the tree. Walk north, northwest. Use the needle on the cone. Use the cone needle on the feather. Use the dart on the bees nest. Use the valve. Give the nugget to the guard. Talk to John Noty. Take the banknote. Walk west, south, east. Open the door. Look at the banknote. Talk to the girl. Give the banknote to Anne. Use the door. Use the stairs. Use the trash can. Open the middle drawer on the left. Look at the middle drawer on the left. Close the middle drawer on the left. Open the lower drawer on the right. Look at the lower drawer on the right. Close the lower drawer on the right. Look at the first book on the fourth shelf in the third bookcase. Open the drawer with the interior colour mentioned in the book’s title. Use the book. Take the video tape. Walk downstairs. Open the western door. Take the chilli. Take the pastry roller. Walk east. Open the eastern door. Use the newspaper. Take the cognac. Take the pincers. Take the remote control. Use the couch. Use the TV. Use the video tape on the video player. Use the remote control on the video player. Use the polaroid on the TV. Walk south, east. Open the eastern door. Use the sheet of paper on the cork. Use the wrapped cork on the sink. Use the tap. Use the chilli on the sink. Use the label on the cognac. Open the door. Walk west. Use the stairs. Use the trash can. Walk downstairs. Open the western door. Use the fake chilli on the place where chilli bottle was. Use the pastry roller on the radio. Use the radio. Use the batteries on the dictaphone. Open the refrigerator. Open the refrigerator. Use the sheet of paper on the hot plate. Use the burning paper on the meat. Take the meat. Use the meat on the stew. Walk east. Open the eastern door. Use the dictaphone on the TV. Walk south, east. Open the eastern door. Use the ice tongs on the sock. Open the door. Open the western door. Talk to the robot. Use the photo on Mike. Use the socks on Mike. Use the dictaphone on Mike. Take the jar. Take the book. Walk to the left lower edge of the screen. Take the door handle. Walk south. Use the handle on the hole. Use the handle. Use the pills. Use the switch. Use the eastern door. Walk west. Open the eastern door. Use the open wardrobe. Use the chilli on John Noty.

Tass Times in Tonetown

> SOUTH > LOOK IN JAR > GET KEY > NORTH > WEST > UNLOCK DOOR > LOOK FISHBOWL > GET ALL > DROP KEY > READ BOOK > EAST > LOOK GENERATOR > THROW SWITCH > ENTER HOOP > NORTH > LOOK TRENCH > GET JAR > EAST > EAST > GET MITTS > READ SIGN > WEST > SOUTH > EAST > LOOK DYEORAMA > BUY SPARKLE PLENTY > EAST > BUY HOOPLET AND JUMPSUIT > WEAR JUMPSUIT, HOOPLET AND MITTS > WEST > WEST > LOOK FLOATFONE > LIFT RECEIVER > INSERT PICK > SOUTH > BUY NEWSPAPER > READ NEWSPAPER > READ ARTICLE 1 > READ ARTICLE 5 > DROP NEWSPAPER > SOUTH > TALK NUYU > GET CAMERA > EAST > LOOK TERMINAL > TURN COMPUTER ON > TURN PRINTER ON TYPE any name. > YES > GET PASS > WEST > NORTH > NORTH > NORTH > NORTH > DROP PASS AND BOOK > WEST > BUY BLOBO > EAST > EAST > BUY MASK > GET BLACK MASK > WEAR MASK > DROP PICKS > WEST > GET PASS > NORTH > EAST > NORTH > NORTH > NORTH > NORTH > NORTH > NORTH > GET DEVIL > SOUTH > SOUTH > SOUTH > SOUTH > SOUTH > SOUTH > WEST > WEST > WEST > GET CARD > EAST > SOUTH > EAST > DROP CARD AND JAR > SHOW PASS TO STELGAD > TALK DAGLETS > GET ZAGTONE > TAKE PHOTO > SOUTH > SOUTH > SOUTH > SOUTH > SOUTH > GIVE PHOTO > GIVE CAMERA > DROP PASS > NORTH > NORTH > NORTH > NORTH > GET BOOK > NORTH > GET ALL > WEST While Ennio mentions he smells snarlmeat: > EAST > WEST
> ENTER WELL > WEST > LOOK CAGES > WEST > LOOK PLAQUE > NORTH > NORTH > NORTH > UP > EAST > NORTH > UNLOCK GATE > WEST > SOUTH > ENTER TREE > SOUTH > SOUTH > SOUTH > EAST
While Ennio mentions he smells snarlmeat: > WEST > EAST
> EAST > UP > EAST > EAST > EAST > NORTH > NORTH > NORTH > EAST > EAST > EAST > EAST > NORTH > NORTH > EAST > ENTER BOAT > WEST > SOUTH > WEST > NORTH > NORTH > WEST > INSERT CARD > PUSH BUTTON 5 > EAST > LOOK CUFFS > READ LABEL > HIT CUFFS WITH ZAGTONE > WEST > PUSH BUTTON 1 > EAST > SOUTH > ENTER BOAT > SOUTH > WEST > WEST > WEST > GET MUSHROOM > THROW MUSHROOM AT EYE > OPEN GATE > WEST > WEST > WEST > NORTH > SIC ENNIO AT SNARL > GIVE BOOK TO GRAMPS > OPEN JAR > PUSH SNARL IN HOOP

Tales of the Odd: Brain Hotel

Walk inside. Talk to the desk clerk. 13 Walk south. Use the phone. 2 Walk inside. Use the computer. Walk west. Talk to Impo the Elevator Operator. 1 Walk to room 616. Get the ammonia. Walk to room 618, west. Walk west. Get the label. Talk to the weeping robot. Walk east, north, west, east, south. Get the coin. Get the pennies. Open the truck. Get the undeliverable package. Walk inside, east. Look at the bottle of plutonium. Talk to the bartending clone. 3 Use the label on the bartending clone. Walk east. Get the bucket. Use the stuck together pennies on the soda machine. Walk west, northwest, west, west. Get the deodorant. Walk east. Talk to Impo the Elevator Operator. 31 Use the chocolate smoothie on Impo the Elevator Operator. Use the canadian coin on Impo the Elevator Operator. Talk to Impo the Elevator Operator. 2 Use the bucket on the pool. Walk west, east, east, east, east. Use the gas mask. Use the ammonia on the bucket of water. Take the Quad-C computer chip. Walk west, west, northwest, west. Talk to Impo the Elevator Operator. 1 Walk to room 618. Open the deodorant. Walk to the rug. Move Chuck the Plant. Open the smoke detector. Walk west. Use the undeliverable package on robot 6. Talk to robot 6.

A Tale of Betrayal

Face the door. Use the ring on the barrel. Face the mirror. Use the rope. Get the piece of mirror. Get the stick. Get the hook. Get the rope. Get the pin. Get the gum. Look at the ladder. Use the mirror on the knot on the ladder. Use the mirror on the gum. Use the sticky mirror on the stick. Use the mirror on stick on the window. Use the rope on the hook. Use the hooked rope on the window. Wait until Shnigle walks east past the mast. Get the applear. Use the applear on Shnigle. Use the ladder. Get the rope. Use the ladder. Use the rope on Shnigle. Hit Shnigle. Talk to Shnigle. 123 Use the ladder. Look at the door. Talk to the door. Use the ladder. Talk to Shnigle. 12345 Use the pin on Shnigle. Talk to Shnigle. 12345 Use the pin on Shnigle. Talk to Shnigle. 12345 Talk to the chest. Use the enchanted chest. Examine the scrap of paper. Get the candle. Use the candle on the crystal ball. Use the crystal ball on the barrel. Use the sticky mirror on the window. Walk east, northwest. Get the shovel. Use the shovel on Marilyn Monroe. Use the dragon’s egg on Marilyn Monroe. Talk to Ena. 12345 Use the shovel on Steve Winter. Examine the Steve diary. Use the shovel on Tom Ozanich. Examine the Tom diary. Look at Lucas Arse in the open grave. Use the pin on Lucas Arse. Use the feather on Lucas Arse. Use the feather on the scrap of paper. Use the scrap of paper on the dragon. Walk east, southwest. Use the shovel on the unmarked hotspot at the edge of the cliff. Use the map on the dragon. Examine the ring. Use the ring on the dragon.

Syberia

Get the advertising brochure from the board. Use the suitcase. Look at the reception desk. Get the reception bell key. Use the reception bell key on the keyhole. Use the button. Talk to the man. Talk about Kate. Ask for help. Walk to the bedside table. Get the fax. Use the cellphone to call the office. Walk south, west, north, down the stairs. Talk to the receptionist. Talk about the mission. Walk south. Look at the table. Get the tiny cogwheel. Get the small cogwheel. Leave the table. Get the medium cogwheel. Get the large cogwheel. Walk south, east, south. Walk west, south, west. Get the newspaper. Examine the door. Flip the chest lever. Use fax 2 on the hand. Flip the shoulder lever. Walk south, west. Use the chair. Talk about the mission. Walk northwest, south. Get the factory key from the coat rack. Walk west, east, east, north, east, north. Walk east, north, to the gate, through the gate. Walk east, northeast, into the priest’s house. Walk south. Examine the crucifix. Move the crucifix.