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.

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.

Woodruff and the Schnibble of Azimuth

Take the underwear button. Talk to the onlooker. Repeat until the onlooker mentions where J.F. Sebastian is. Walk northeast, southeast. Move the wooden box. Kick the nut while the box is held. Take the nut. Talk to the beggar. Use the nut on the beggar. Take the leather boot of crocomoth hair. Walk west, west. Use the boot on the leather boot of crocomoth hair. Take a leather boot of crocomoth hair. Take the leather boot of crocomoth hair. Walk northeast. Give the photo of Azimuth to the young woman. Walk east. Take the nut. Walk southeast. Talk to the Wino. Use the bag of feathers. Go to the entrance of the Wino bar. Talk to the customer in the foreground. Talk to the bar owner. Talk to the bar owner. Talk to the bar owner. Talk to the bar owner. Talk to the bar owner. Talk to the bar owner. Give the article to the bar owner. Look at the notice. Talk to J.F. Sebastian. Repeat until you change location. Take the brush. Walk east, east. Use the brush on the tar bucket. Give the coffee to the Wino. Walk east. Kick the can of food. Kick the can of food. Take the can of food. Take the bean. Walk east, northeast. Use the “A” stone on the “A” imprint. Use the Tobozon. Dial the number of the meteo channel. Note there is a large meteorite expected to fall at the Bigwig’s area. Walk west. Use the elevator. Go to the administrative center. Walk west. Use the employment ad. Talk to the gambler. Walk east. Look at the dynamometric wheel. Use the nut on the dynometric wheel. Walk west. Take the finger made of morphoplastoc. Walk east. Talk to Jeff, the lovebird. Use the brush with tar on the poster. Talk to Jeff, the lovebird. Talk to Jeff, the lovebird. Use the feathers on Jeff, the lovebird. Use the flopper, glapper and switch until the nose appears. Use the plastoc finger on the big nose. Walk east. Talk to the Boozook woman wearing excessive make-up. Talk to Spinning Top. Talk to Spinning Top. Talk to Spinning Top. Talk to Spinning Top. Use the flipper. Use the flipper. Use the flipper. Take the strul. Use the strul on the money machine. Walk to the Wino’s bar. Use the barman’s pocket. Walk north. Go to the clandestine gaming room. Talk to the bookmaker. Use the struls on either red of black. Repeat until you have at least 20 struls. Walk east, east. Use the large meteorite. Walk east. Go to the Bigwig’s area. Use the weather watch. Wait for the meteorite to fall. Take the meteorite fragment. Look at the left ad. Use the Tobozon. Dial the number of the Heart to Body channel. Dial the Heart to Body number. Use the Tobozon. Dial the number of Coh Cott. Dial the number of the recruitment agency. Take the shirt front. Enter the artificial limbs and joints store. Enter the artificial limbs and joints store. Use the stain. Take the trash bag. Go to the factory’s entrance. Take the newspaper. Use the bench. Use Woodruff. Repeat until Woodruff starts crying. Use the doorbell. Use the doorbell. Use the Tobozon. Dial the number of the Azimuth channel. Walk northwest. Talk to the Temple guard. Talk to the Temple guard. Walk west. Talk to the powerless wiseman. Talk to the powerless wiseman. Talk to the powerless wiseman. Talk to the powerless wiseman. Give a strul to the wiseman. Go to the slammer’s dead end. Walk west, east, east. Go to the administration center. Go to the nut merchant. Walk west. Go to the virtual trip tower. Use the elevator. Talk to the virtual trips agency owner. Talk to the virtual trips agency owner. Talk to the virtual trips agency owner. Give the meteorite fragment to the virtual trips agency owner. Use the elevator. Walk west, north, east. Go to the Bouzouk temple. Give the bluxtre nut to the Temple guard. Use the Tobozon. Dial the number of the meteo channel. Note there is a large meteorite expected to fall at the administration center. Walk west, east. Go to the Brotoflatron plaza. Go to the administration center. Use the weather watch. Use the bluxtre nut on the impact position. Note the nut rolls away. Take the bluxtre nut. Go to Azimuth’s house. Walk west. Go to Wino’s alley. Use the bluxtre nut on the tar barrel. Use the Tobozon. Dial the number of the meteo channel. Note there is a large meteorite expected to fall at the Bigwig’s area. Go to the bar of friendship. Walk north, north, east, east. Use the weather watch. Use the bluxtre nut with tar on the cross. Wait until the meteorite falls. Take the bluxtre pulp. Go to the factory’s entrance. Go to the Bouzouk temple. Give the bluxtre pulp to the Temple guard. Go to the wisemen chambers. Take the lid of a pot. Take the gasoline container. Use the message. Go to the second level. Talk to the Word wiseman. Talk to the Word wiseman. Talk to the Word wiseman. Use the digicode as noted in the Tobozon to open the Talent wiseman’s door. Use the digicode as noted in the Tobozon to open the Council chamber. Use the window. Go to the third level. Use the message. Use the digicode as noted on the Tobozon to open the Throne room. Go to the Throne room. Take the list of magic formulae. Take the Boozook chewing-gum. Use the menu. Talk to his Widthness, the King. Give the bottle-opener to the Boozook King. Talk to his Widthness, the King. Talk to the Strength wiseman. Talk to the Strength wiseman. Talk to the Strength wiseman. Walk west. Go to the first level. Walk east, west. Use the Tobozon. Dial the number of the meteo channel. Note there is a shower expected at the Red Light district. Go to the slammer’s dead end. Walk west. Use the weather watch. Use the hat on the cross. Wait until the shower falls. Take the hat. Go to the clandestine gaming room. Walk west. Use the chewing-gum on the hose. Use the water hat on the water reservoir. Take the Boozook chewing-gum. Walk east, east, north, east. Go to the Bouzouk temple. Go to the wisemen chambers. Go to the second level. Go to the council chamber. Use the Time syllable on the Time wiseman. Talk to the Time wiseman. Walk west. Go to the third level. Use the digicode as noted in the Tobozon to open the Word wiseman’s door. Talk to the pet of the Word wiseman. Talk to the pet of the Word wiseman. Give the bean to the pet. Go to the first level. Walk east. Use the Basic syllable on the Word wiseman. Go to the wisemen chambers. Use the digicode as noted in the Tobozon to open the Taste wiseman’s door. Talk to the Taste wiseman. Use the digicode as noted in the Tobozon to open the Health wiseman’s door. Use the window. Go to the Health wiseman’s chamber. Go to the second level. Use the digicode as noted in the Tobozon to open the Fertility wiseman’s door. Go to the first level. Walk east, west. Go to the slammer’s dead end. Walk west, east. Use the elevator. Give struls to the virtual trips travel agency owner. Use the virtual trips seat. Look at the Bouzouk formulae. Create the memory formula (leading-basic-leading). Create the past formula (time-basic-leading). Create the diagnosis formula (basic-healing-basic). Use the elevator. Walk east. Go to the administration center. Go to Azimuth’s house. Walk west. Go to the memorial. Use the past formula on the statue. Use the overturned jar. Push the rock. Use the helmet. Use the red fish on the commander’s armour. Take the corn ear. Take the trident. Talk to the dying Boozook. Use the key ring on the dying Boozook. Use the horn. Push the rock. Use the trident on the rock. Use the trident on the rock. Use the Boozook feet. Talk to the injured Boozook. Go to the present. Use the suit of armour. Walk northwest. Go to Wino’s alley. Go to the bar of friendship. Walk north, north. Walk to the snail’s shell. Take the snail’s shell. Take the stone arm. Use the stone fish on the fish imprint. Go to the lab. Take the Schnaplure seed. Talk to professor Tourneboule. Talk to professor Tourneboule. Talk to professor Tourneboule. Talk to professor Tourneboule. Talk to professor Tourneboule. Talk to the Fertility wiseman. Talk to the Fertility wiseman. Go to the fan’s platform. Use the gasoline on the gasoline container. Use the switch. Use the fan. Talk to Jeff, the doorman. Go to the president’s quarters. Use the trash bag on the brazier. Go to the president’s quarters. Talk to the high morals club president. Give the underwear button to the high morals club president. Take the three videotapes. Use the cartoon videotape on the VCR. Use the circus videotape on the VCR. Use the diva videotape on the VCR. Use the Transportozon. Go to the place of the fountain. Use the artistic syllable on the powerless wiseman. Create the Happiness formula (artistic-basic-advice). Use the Schnaplure seed on the fountain. Use the water hat on the fountain. Use the Schnaplure bush. Use the passage to the bottom. Use the public tobozon. Use the passage to the top. Go to the Bouzouk temple. Go to the wisemen chambers. Use the digicode as noted in the Tobozon to open the Taste wiseman’s door. Give the Schnaplure spice to the Taste wiseman. Go to the third level. Go to the throne room. Use the digicode as noted in the Tobozon to open the king’s chest. Use the Energy syllable on the Strength wiseman. Create the Strength formula (energy-advice-basic). Use the Transportozon. Go to the experimentation lab. Walk southeast. Use the Happiness formula on the special weirdo. Create the Growth formula (basic-green-advice). Use the nurse. Use the lever. Walk east. Use the Growth formula on professor Tourneboule. Use the Green syllable on the Fertility wiseman. Talk to the Fertility wiseman. Use the Transportozon. Go to the council chambers. Use the can of food on the council table. Take the Schprotznog. Talk to the Word wiseman. Talk to the Talent wiseman. Talk to the Health wiseman. Talk to the Fertility wiseman. Talk to the Time wiseman. Talk to the Strength wiseman. Talk to the Taste wiseman. Use the Tobozon. Dial the number of Coh Cott. Dial the number of Coh Cott. Use the Transportozon. Go to the administration center. Talk to the bureaucrat. Use the Strength formula on the bureaucrat. Use the graffiti. Talk to the Master. Walk west. Use the brotoflatron. Use a strul on the brotoflatron. Use the shirt front on Woodruff. Use the glasses on Woodruff. Use the plastoc chin on Woodruff. Use the brush with tar on Woodruff. Use the corn ear on Woodruff. Use a strul on the brotoflatron. Use the Tobozon. Use the breathing certificate on the drive opening. Use the perfect photo on the drive opening. Go to the Bigwig’s area. Go to the factory’s entrance. Give the employment certificate to the factory guard. Walk to the factory. Take the hat. Use the hat on the mirror. If the hat looks wrong, use the hat on the reject bin and repeat. Push the switch. Use the crate. Use the hat on the crate. Walk to the point west of the machine where the puddle is narrow. Wait until the box shoots on the wrapping machine. Make sure Woodruff saves the box. Use the knot. Talk to the foreman. Use Woodruff. Repeat until the chain breaks. Take the piece of chain. Use the piece of chain on the flanel wall. Take the screw. Use the screw on the lock. Use the screw on the hook. Use the closet. Talk to the ordinary weirdo. Use the Tobozon. Dial the number of the tax collectors channel. Walk east. Use the Transportozon. Go to Wino’s alley. Use the memory formula on the wino. Talk to the wino. Talk to the wino. Give the identity photo to the wino. Push the switch. Talk to the Master. Use the Transportozon. Go to the slammer’s dead end. Talk to the jail guard. Use the Transportozon. Go to the administration center. Talk to the bureaucrat. Use the Strength formula on the bureaucrat. Use the Memory formula on the bureaucrat. Go to Azimuth’s house. Walk west. Use the Strength formula on the toy store window. Use the Transportozon. Go to the slammer’s dead end. Give the form to the jail guard. Walk north. Take the rag. Use the rag on the window. Talk to the jail guards. Use the restroom. Talk to the robot. Use the rummy rules on the robot. Go to the door leading to the bulwark. Walk north. Use the Tobozon. — Use the Tobozon. — Dial the number of the meteo channel. Repeat until the weather man mentions violent winds at the prison. Use the weather watch. Use the kite on the cross. Wait until the winds pick up. Talk to the prisoner. Use the stone arm on the rope. Use the grabber on the left gargoyle. Use the Transportozon. Go to the fan’s platform. Use levitation on the fan. Use the shell on the spiral imprint. Use the digicode as noted in the Tobozon to open the reception door. Talk to the eye doorman. Create the Insight formula (intuitive-intuitive-basic). Use the Transportozon. Go to the virtual trip tower. Use the Insight formula on the three cup trick player. Use the Transportozon. Go to the stairs street. Take the eye made of morphoplastoc. Use the Transportozon. Go to the prison central tower. Use the grabber on the right gargoyle. Use the Insight formula on the wall. Talk to professor Azimuth. Talk to professor Azimuth. Use the Transportozon. Go to the aristocrats terrace. Use the digicode as noted in the Tobozon to open the reception door. Use the plastoc eye on the eye doorman. Go to the eye party. Talk to Coh Cott. Use the diagnosis formula on Coh Cott. Use the Transportozon. Go to the experimentation lab. Use the test tubes. Use the Transportozon. Go to the aristocrats terrace. Go to the eye party. Use the antidote on the glass. Talk to Coh Cott. Use the Happiness formula on Coh Cott. Talk to Coh Cott. Repeat until you learn about the sect. Pat the nice doggy. Use the Transportozon. Go to the factory’s entrance. Talk to the leader of the followers. Go to the Bigwig’s area. Use the mantra on the microphone of the sect. Use the mantra on the place among the initiates when it is your turn. Repeat until the High Priest calls for meditation. Use levitation. Use the computer. Talk to the High Priest. Use a strul on the cult’s hole. Use the computer. Talk to the High Priest. Use a strul on the cult’s hole. Talk to the High Priest. Use the computer. Use a strul on the cult’s hole. Use the computer. Use the grand gong. Use the grand gong. Use the small gong. Use the grand gong. Use the small gong. Use the small gong. Take the hypnotic Ceedeerom. Use the Transportozon. Go to Coh Cott’s quarters. Use the Growth formula on the plant. Go to the Bigwig’s appartment. Use the force field. Use levitation on the hatred field. Use the lid on the Bigwig. Use the hypnotic Ceedeerom on the slot in the VCR on top of the right screen. Use the viblefrotzer on the hypnotized Bigwig. Use the switch behind the Bigwig’s chair. Use the clothes. Talk to the Beast. Use the bouzouioli on Woodruff. Use the schprotznog on the hook. Use the chewing-gum on the schprotznog. Use the lock. Use the lever on the schprotznog. Use the magnetic card on the lock.

Garfield: Attack of the Mutant Lasagna

Pick up the blanket. Look at the bed. Pick up the bed. Walk east. Open the middle door. Walk through the middle door. Pick up the bucket. Walk east, west. Use the bucket on Odie. Walk east. Open the left door. Walk through the left door. Pick up the scissors. Open the far closet door. Pick up the pants. Pick up the shirt. Use the full bucket on Jon. Walk west. Talk to Odie. 1 Walk east. Open the right door. Walk through the right door, west. Climb the chair. Kick Odie. Climb the chair. Walk east. Walk north. Open the left door. Walk through the left door. Pick up the pillow. Walk north, through the right door. Use the key on the back door. Open the back door. Walk east. Pick up the stick. Walk east, north. Use the stick on the mousetrap. Take the cheese. Walk south. Talk to the mouse hole. 23 Give the cheese to Squeaky. Walk south, through the right door. Use the lockpad key on the fridge security system. Open the fridge door. Pick up the food. Use the scissors on the sealed container. Open the container. Use the special soup on the mutant. Move the stool. Climb the stool. Open the cupboard doors. Pick up the medical stuff. Climb the stool. Use the notepad on Liz. 123 Walk west. Go to the alley. 11112 Talk to Arlene. 223 Use the blanket on the hole. Walk east. Use the scissors on the poster. Walk west. Climb the ladder. Walk south. Go to the outskirts. Use the stick on the mutant. Use the cardboard leg on the tree. Go to Jon’s parents’ house. Give the letter to Jon’s mum. Walk west. Go to the barn. Move the blue switch. Take the straw. Use the straw on the auto=spinning-wheel. Move the red switch. Move the red switch. Use the cotton on the auto-spinning-wheel. Walk north. Go to the forest. Leap across the solid stones to the other side. (second stone from the left, NE, NE, E, NW, W, NW, NW) Walk north. Use the rope on the branch. Swing. Walk east. Pick up the mushrooms. Walk south. Swing. Walk west. Leap to the right-most stone. Walk south. Go to the big lab. Use the bucket on the green stream. Walk south. Go to Jon’s parents’ house. Give the mushroom to Jon’s mum. Give the toxic bucket to Jon’s mum. Walk west. Go to the road, to Liz’s vet. Walk west. Go to Yuck TV. Walk through the revolving door. Pick up the glue. Walk east. Open the right door. Walk through the right door. Open the cupboard. Pick up the stilts. Walk west, south, through the revolving door, around the corner. Go to the park. Walk to the man. Climb the tree. Use the hair on the man. Use the glue on the bench. Climb the tree. Walk east. Talk to Nermal. 224 Give the wool to Nermal. Walk south. Pick up the smoke bomb. Walk south. Go to the house. Walk south, through the middle door. Pick up the wallet. Walk east, through the right door, east. Pick up the flowers. Walk east, through the left door, west. Pick up the bed. Walk east, south, north. Go to the park. Climb the tree. Use the hair on the man. Climb the tree. Pick up the hat. Walk north. Go to the supermarket. Wear the hat. Walk inside, northwest, west. Pick up the lasagne box. Look at the lasagne box. Walk south. Pick up the mozzarella. Walk south. Pick up the tomatoes. Pick up the spinach. Walk south, north. Pick up the ham. Pick up the ground beef. Walk east. Give the wallet to the cashier. Walk east, southwest. Go to the house. Walk south, through the right door. Walk through the left door, south, north. Go to the alley. Give the lasagna to Guido. Give the flower to Arlene. Walk south. Go to Yuck TV. Walk through the revolving door, east, east. Walk north, upstairs, east. Look at the pipes. Look at the computer terminal. Navigate the computer terminal. Connect the source to set A1 and set A2 through the split. Walk west, downstairs, south, through the revolving door, around the corner. Go to Liz’s vet. Walk west. Go to the park. Walk east. Talk to Nermal. Walk east. Go to the alley. Talk to Guido. Talk to Arlene. Walk south. Activate the smoke bomb.

Broken Sword II: The Smoking Mirror

Look at the bookcase. Use the block of wood. Use the metal bracket. Use the writing bureau. Use the drawer. Take the handbag. Take the dart. Use the dart on the cabinet. Use the panties on the cylinder. Use the cylinder on the syphon. Use the syphon on the fire. Look at the letter. Use the door. Walk northwest. Take the telephone. Take the newscutting. Look at the pot. Use the key on the western door. Use the door. Look at the flask. Wait until the waiter arrives. Talk to the waiter. Wait until the waiter returns. Talk to the waiter. Wait until the waiter returns. Ask about the flask. Leave the waiter. Ask about the Mayan stone. Ask about the professor. Ask about the pot. Leave Lobineau. Talk to the man. Tell about Nico. Ask twice about himself. Take the flask. Walk east. Go to the Glease gallery. Use the absinthe on the glass the man is holding. Use the absinthe on the glass. Use the packing case. Take the label. Talk to Glease. Look at the label. Look at the newscutting. Talk to the man in the brown jacket. Walk to the hut, to the window. Leave the man. Walk to the steps. Take the hook. Use the hook on the bottle. Walk to the steps. Use the chimney. Use the bottle on the chimney. Use the chimney. Use the bottle on the chimney. Walk to the steps, to the trapdoor. Take the biscuits. Walk to the trapdoor. Use the biscuits on the platform. Use the hook on the platform. Walk to the steps. Use the fence. Climb up the ladder. Use the west window. Use the hook on the fan. Climb out the window, down the ladder. Use the door. Ask for Condor Transglobal. Climb up the ladder. Use the clamp. Use the clamp. Climb down the ladder. Walk inside. Use the drawer. Walk to the elevator. Give the brass key to the man. Use the button. Use the eastern crate. Use the switch right over the elevator button. Use the scratch marks. Use the secret door. Walk northeast. Talk to Nico. Use the rope. Walk north. Use the tape on the photoelectric cell. Use the eastern crate. Use the top crate. Use the western crate. Use tha pallet carrier. Use the rope on the statue. Use the rope. Use the rope on the pulley. Use the pallet carrier. Use the statue. Talk to Nico. Ask about the large statue. Walk northwest. Use the handcuffs on the cable. Talk to the band. Ask about Miguel. Leave the band. Talk to Pearl. Ask three times about Duane. Leave Pearl. Talk to Duane. Ask twice about the truck. Ask about the music. Ask about Miguel. Ask about Pearl. Leave Duane. Talk to Pearl. Ask twice about the truck. Leave Pearl. Walk to the police station. Ask twice about Oubier. Ask about the ruins. Leave the general. Use the chart. Talk to general Grasiento. Ask about the chart. Leave general Grasiento. Walk southeast. Ask about Oubier. Leave Nico. Talk to Oubier. Ask about himself. Ask about Karzac. Leave Oubier. Use the second cell window from the left. Walk to the stairs. Ask about Oubier. Leave Conchita. Walk west. Talk to Duane. Ask about Miguel. Ask about the detonator. Leave Duane. Walk to the stairs. Talk to Conchita. Ask about the detonator. Tell about the chart. Leave Conchita. Walk west. Talk to Nico. Ask twice about the chart. Talk to general Grasiento. Tell about Nico. Talk to Renaldo. Ask twice about the pyramid. Walk southeast. Talk to Pearl. Tell about the pyramid. Use the chart. Walk southeast, to the stairs. Talk to Conchita. Tell about the chart. Leave Conchita. Use the cupboard. Walk west. Give the detonator to Duane. Walk to the police station, northeast. Talk to Miguel. Look at the sword fish. Look at the television. Look at the portait. Talk to general Grasiento. Ask about the sword fish. Ask about the television. Ask about the hifi set. Ask about the portait. Look at the noose. Talk to Miguel. Ask about the noose. Ask for the noose. Leave Miguel. Use the noose on the cell window. Take the noose. Give the noose to Duane. Take the vine from the washing machine. Use the bank statement on the leaves. Use the idol on the waterwheel. Talk to Hubert. Ask about Nico. Ask twice about the root. Use the vine on the press. Use the collar on the press. Take the cross. Use the cross on the press. Take the collar. Give the collar to Hubert. Ask about the root. Tell about Nico. Tell about Hubert. Ask about the shaman. Offer the biscuits. Use the Mayan stone on the biscuit box. Give the biscuit box to the guard. Talk to the shaman. Offer the lipstick. Tell about Nico. Tell about Nico. Ask twice about the root. Ask about the Coyote stone. Ask twice about the Jaguar stone. Ask twice about the Eagle stone. Ask about the Coyote stone. Ask for the root. Use the metal cone on the press. Use the root on the press. Take the cross. Use the cross on the press. Take the cone. Use the cone on the ladder. Talk to the boy. Ask about himself. Leave the boy. Walk to the steps. Talk to the ladies. Ask about captain Ketch. Confirm your interest in history. Ask five times about captain Ketch. Ask three times about Rio. Ask about Emily. Ask about the cat. Confirm your love for cats. Leave the ladies. Walk to the steps. Talk to Rio. Ask about Emily. Leave Rio. Walk to the steps. Use the door. Talk to the Ketch sisters. Ask about the cat. Ask twice about Emily. Walk to the steps. Talk to Rio. Ask for fish. Offer the panties. Wait a while. Talk to Rio. Ask twice for the fish. Leave Rio. Use the bicycle. Wait until Rio catches a fish. Talk to Rio. Ask for the fish. Walk to the steps. Use the ladder. Climb up the ladder. Use the inner tube on the eastern flagpole. Climb down the ladder. Use the fish on the inner tube. Take the ball. Climb up the ladder. Take the inner tube. Climb down the ladder. Use the inner tube on the tree. Use the ball on the inner tube. Use the ladder. Take the marker. Walk to the steps. Take the theodolite. Take the plans. Walk to the steps. Give the plans to the Ketch sisters. Look at the easternmost cabinet. Talk to the attendant. Ask about El Draco. Ask the attendant about the Jaguar stone. Ask Obier about the Jaguar stone. Ask the attendant about the Jaguar stone. Take the key from the display case. Look at the easternmost cabinet. Show the key to the attendant. Use the key on the cabinet west of the attendant. Use the cabinet. Talk to the attendant. Ask about the docks. Leave the attendant. Use the curtain. Use the dagger on the eastern exit. Take the quill. Take the lantern. Use the lantern on the ink well. Take the chart. Use the chart on the desk. Look at the portait. Use the sea chest. Ask three times about Rio. Ask twice about the cross. Leave Emily. Walk northwest. Use the quill on the cat. Take the feather shreds. Walk to the steps. Talk to Rio. Ask about Emily. Ask about his sister. Offer the feather shreds. Leave Rio. Walk to the steps. Use the door. Talk to Emily using the conch. Leave Emily. Use the cross on the pen holder. Walk northwest, to the steps. Talk to Rio. Ask twice about the pirate treasure. Ask about zombies. Look at the boat. Look at the rock outcrop. Talk to Rio. Ask about the net. Leave Rio. Use the net on the rock outcrop. Look at the purse. Use the hair clip on the coin slot at the top of the vending machine. Take the coin reject slot. Use the penny on the weighing machine. Use the dagger on the cupboard. Use the card on the crack. Use the button. Wait until the train arrives. Walk northeast. Take the reeds. Walk northeast. Use the reed on the lair. Use the dart on the reed. Walk southwest, southwest, southeast. Use the reed on the boar. Walk northeast. Take the creeper. Use the marker on the net. TUse the net on the creeper. Take the creeper with net and marker. Use the creeper with net and marker on the rock needle. Walk north, northeast, northwest. Walk west, northeast, to the middle path east, east. Use the theodolite on the holes. Use the theodolite. Find the marker. Use the marker. Use the pillar right behind the marker. Leave the theodolite. Walk southeast. Hide behind the next crate. Use the ladder when the guard passes it. Use the cupboard when the guard passes again. Use the ladder. Use the cupboard when the guard enters. Take the mop. Use the mop on the cupboard. Use the porthole. Talk to Oubier. Take the Jaguar stone. Use the dagger on Karzac. Take the pancakes. Take the syrup. Take the buns. Use the syrup on the pancake. Talk to the woman. Ask about herself. Leave the woman. Talk to the boy. Ask twice about himself. Give the pancake with syrup to the man. Leave the man. Use the bun on the bush. Look at the bush. Take the buns. Use the bun on the bush. Talk to Hawks. Ask about the cave. Leave Hawks. Use the handheld camera. Talk to Hawks. Tell about the cameraman. Take the Mayan stone. Use the barrel next to the stone. Talk to Titipoco. Ask about the sunglasses. Ask about George. Ask about the barrel. Take the Mayan stone. Walk west. Walk to the men. Tell about general Grasiento. Take the cylinder from the generator. Use the dagger on the fuel line. Use the cylinder on the fuel line. Use the cylinder on the fuel cap of the engine. Use the button. Look at the engine. Look at the gantry. Take the rope. Give the rope to Titipoco. Ask about the rope. Use the rope. Use the rope on the engine. Use the lever. Use the lever. Talk to Titipoco. Ask about the lever. Walk to the elevator. Talk to Titipoco. Take the ammunition belt. Go down the elevator. Use the torch. Show the torch to Titipoco. Use the ammunition belt on the fire. Talk to general Grasiento. Talk to George on sacrificial slab. Use the western lever. Use the eastern lever. Talk to George. Ask about the lever. Look at Mayan machine. The idea of the Mayan machine is that you have to make the four symbols on the eastern-most set of four tiles. To do so, you need to combine two symbols of the western-most set of ten tiles. To make these symbols, you need to combine two symbols from the wheels. A complete description follows below.
  • To make symbol (1,1):
    • Use the second symbol on the first of the western rows (tile (1,2)).
    • Use the right side of the right Mayan machine wheel twice. Use the right side of the left Mayan machine wheel twice. Use the fifth symbol on the first of the western rows (tile (1,5)).
    • Use the first symbol on the first of the eastern rows.
  • To make symbol (1,2):
    • Use the left side of the right Mayan machine wheel three times. Use the right side of the left Mayan machine wheel twice. Use the fifth symbol on the second of the western rows (tile (2,5)).
    • Use the left side of the right Mayan machine wheel twice. Use the left side of the left Mayan machine wheel once. Use the third symbol on the first of the western rows (tile (1,3)).
    • Use the second symbol on the first of the eastern rows.
  • To make symbol (2,1):
    • Use the left side of the right Mayan Machine wheel once. Use the right side of the left Mayan Machine wheel twice. Use the third symbol on the second of the western rows (tile (2,3)).
    • Use the left side of the right Mayan Machine wheel once. Use the right side of the left Mayan Machine wheel twice. Use the first symbol on the first of the western rows (tile (1,1)).
    • Use the first symbol on the second of the eastern rows.
  • To make symbol (2,2):
    • Use the left side of the right Mayan Machine wheel twice. Use the left side of the left Mayan Machine wheel once. Use the first symbol on the second of the western rows (tile (2,1)).
    • Use the left side of the right Mayan Machine wheel three times. Use the right side of the left Mayan Machine wheel three times. Use the fourth symbol on the second of the western rows (tile (2,4)).
    • Use the second symbol on the second of the eastern rows.
Walk to the revealed exit. Take the torch. Show the torch to Titipoco. Ask about the torch. Use the lever. Use the lever. Walk west. Use the eastern lever. Use the western lever. Walk northwest. Use the western lever. Walk west. Take the lit torch. Use the lit torch on the torch. Take the lit torch. Use the lever. Walk to certain death.

Broken Sword: The Shadow of the Templars

Pick up the paper. Walk into the cafe. Look at the man. Talk to the woman. Tell her George is not a doctor. Agree to give her a drink. Tell her the man is dead. Ask two times about the man. Ask three times about the clown. Ask about the briefcase. Leave the waitress. Walk east, north. Tell Rosso that George saw the man. Tell Rosso about the clown. Talk to the woman. Ask about the clown. Ask twice about the man. Ask about the clown. Talk to Sergeant Roue. Ask about the clown. Ask about the briefcase. Leave Sergeant Roue. Walk north. Talk to the worker. Ask three times about the clown. Offer the worker the paper. Use the toolbox. Walk west, northeast. Use the tool on the lid. Climb down into the sewer. Take the nose. Walk north. Take the cloth. Take the tissue. Climb up the ladder. Ask the man about the clown. Offer the man Rosso’s card. Ask about the briefcase. Ask about the clown. Show the man the cloth. Ask four times about the jacket. Leave the man. Pick up the phone. Call Nicole. Walk east. Go to Rue Jarry. Talk to the woman. Ask three times about Nicole. Leave the woman. Open the door. Ask Nicole about Plantard. Ask Nicole three times about the clown. Ask Nicole about herself. Show the nose. Show the piece of cloth. Ask about the photo. Ask Nicole four times about herself. Leave Nicole. Walk west. Go to la Risee du Monde. Talk to the salesman. Ask about the clown. Show the man the photo. Show the man the tissue. Show the man the photo. Leave the man. Walk west. Go to Rue Jarry. Walk northeast. Ask Nicole about the clown. Ask Nicole about Khan. Ask Nicole about using the phone. Call Tordryk. Ask about Khan’s photo. Hang up. Leave Nicole. Walk west. Go to Hotel Ubu. Walk north. Try to take the key. Talk to the clerk. Ask twice about the key. Leave the clerk. Look at the book. Talk to the woman. Ask about the key. Show the picture. Ask four times about Khan. Take the key. Walk up. Use the key on the southern door. Open the window. Climb out, through the eastern window. Walk west. Search the trousers. Walk west, down. Talk to the clerk. Show the card. Leave the clerk. Talk to the woman. Show the card. Walk up. Use the key on the southern door. Climb out. Throw the manuscript into the alley. Climb back inside. Walk west, down, east, to the alley. Ask Nicole about the parchment. Ask about the woman with the mirror. Ask about the knight with the crystal ball. Ask about the loom. Ask about the bull. Leave the parchment. Leave Nicole. Walk west. Go to the Musee Crune. Walk northeast. Look at the tripod. Walk west, west. Go to Rue Jarry. Walk northeast. Ask about Professor Peagram. Leave Nicole. Walk west. Go to the airport and fly to Lochmarne. Walk northwest. Talk to the man at the table. Ask about Professor Peagram. Ask about the dig. Ask about the gem. Leave Fitzgerald. Talk to the rightmost man at the bar. Ask about Professor Peagram. Ask twice about the dig. Ask about Fitzgerald. Offer to buy the man a beer. Ask about Fitzgerald. Leave the man. Walk outside. Talk to the boy. Tell the boy the truth. Ask three times about Professor Peagram. Ask three times about the dig. Ask about Fitzgerald. Leave Maguire. Walk northwest. Talk to Fitzgerald. Ask twice about the dig. Ask about Professor Peagram. Ask twice about the package. Ask about Marquet. Walk outside. Ask about the pixie. Ask about Fitzgerald. Leave Maguire. Use the open circuitry. Walk northwest. Talk to the barkeeper. Agree to the room. Order a beer. Show the barkeeper the card. Talk to the man to the far east. Leave the man. Leave the bar. Walk northwest. Wait until the man in the back gets a wire. Take the wire while the man sneezes. Use the wire on the power outlet of the washer. Walk downstairs. Use the lever. Walk up, leave the bar. Open the trapdoors. Walk northwest. Take the towel when the man lifts his arm. Walk northeast. Use the faucet. Use the towel on the sink. Use the faucet. Walk up. Leave the bar. Walk northeast. Talk to the man. Ask two times about the car. Ask four times about Fitzgerald. Climb the haystack. Use the tool on the cracked wall. Climb over the wall. Walk to the ladder. While the goat retreats, use the plow. Climb down. Try to take the statue from the ground. Pull the statue back up. Take plaster from the table. Use the plaster on the indents on the ground. Use the towel on the plaster. Take the plaster. Use the indents in the wall. Walk into the darkness. Leave Nicole. Walk west. Go to Musee Crune. Walk northeast. Talk to Lobineau. Ask twice about montfaucon. Ask about the manuscript. Tell twice about Nicole. Ask about Professor Peagram. Ask three times about the Templars. Leave Andre. Walk west, west. Go to the police office. Talk to Sergeant Moue. Ask twice about Marquet. Leave Moue. Walk north. Go to the hospital. Walk inside. Talk to the secretary. Ask about Marquet. Tell her there is no relation. Show the nurse the card. Ask three times about the nurse. Leave the secretary. Walk through the western corridor. Pick up the plug. Open the door while the janitor is away. Walk northeast. Talk to the doctor in the dark trousers. Leave Hagenmeyer. Walk through the western corridor. Leave the patient. Give the pressure gauge to Bunny. Walk to the statue. Talk to Bunny. Tell him to use the pressure gauge. Tell him to use it on the man who just called George. Walk through the door. Ask Nicole about the assassins. Ask Nicole about the templars. Ask Nicole about Khan. Leave Nicole. Walk west. Go to Musee Crune. Walk northeast. Leave the guard. Open the window while the guard is not looking. Use the sarcophagus while the guard closes the window. Use the totempole. Leave Nicole. Walk west. Go to Montfaucon. Talk to the juggler. Ask two times about juggling. Leave the juggler. Talk to the officer. Show the nose to the officer. Leave the officer. Talk to the juggler. Ask about juggling. Use the sewer key on the manhole cover. Climb down. Look at the eastern inscription. Use the sewer key on the eastern inscription. Use the machinery twice. Use the winch wheel on the boat. Take the hook. Use the hook on the machinery. Use the winch wheel on the boat. Walk northeast. Look at the light in the back of the cave. Look at the light again. Walk downstairs. Use the tripod on the pedestal. Use the gem on the tripod. Leave Nicole. Walk west. Go to the airport. Fly to Marib. Walk northeast. Give the matchbook to the carpet salesman. Walk up the stairs. Use the door. Look at the sign. Talk to the Ulthar. Show Ulthar the picture. Ask about the sign. Ask about the mountain. Tell him George wants to go there. Leave Ulthar. Leave the bar. Walk west. Look at the toilet brush on the kebab salesman’s stall. Talk to the kebab salesman. Leave the man. Talk to the boy. Ask twice about the kebab salesman. Show the boy the ball. Agree to give the ball. Leave Nejo. Talk to the kebab salesman. Speak the words Nejo told George to speak. Walk west. Talk to Nejo. Leave Nejo. Walk northeast, up the stairs. Give the brush to the man behind the bar. Use the keys on the door. Open the stall. Use the flush chain. Use the keys on the towel dispenser. Use the towel dispenser. Walk northwest, northwest, west. Pet the cat. While the cat sits on top of the shelf, use the bell. Take the statuette. Use the tissue on the statuette. Give the statuette to the man in the yellow shirt. Walk northeast, up the stairs. Give the money to Ulthar. Agree to the trip. Ask about the car. Show the towel. Take a branch from the tree. Use the towel on the branch. Use the branch on the crack. Use the towel ladder. Look at the hole. Pull the ring. Walk northeast. Walk around the corner. Look at the statue. Look at Klausner. Look at the inscription. Tell the truth about Klausner. Lie about Klausner’s possesions. Tell the truth about the inscription. Choose to die like a man. Use the buzzer on Kahn. Jump off the cliff. Leave Nicole. Walk west. Go to Musee Crune. Walk northeast. Talk to Lobineau. Ask four times about the manuscript. Leave Lobineau. Walk west, west. Go to the airport. Go to Villa de Vasconcellos. Use the pressure gauge on the hose. Walk into the house. Try to walk north. Use the armor. Walk upstairs. Ask twice about the Templars. Ask about the chess set. Look at the book. Look at the checkered surface. Talk to the woman. Ask twice about the checkered surface. Ask about the chess set. Ask twice about the templars. Place the white king between the two red knights. Place the white knight directly over the king. Place the white bishop at the top. Leave Nicole. Walk west. Go to Montfaucon. Walk northeast. Talk to the priest. Show the chalice. Accept the offer to polish the chalice. Inspect the statue (using the right mouse button). Use the lens on the scroll. Use the scroll. Look at the statue. Look at the left window. Look at the stained glass. Look at the right window. Talk to the priest. Ask four times about the stained glass. Leave the priest. Look at the tomb in the far back. Walk north, west. Go to Musee Crune. Walk northeast. Talk to Lobineau. Ask twice about the stone head. Leave Lobineau. Walk west, west. Go to the Baphomet site. Go down. Use the eastern door. Talk to the guard. Ask for the toilet key. Leave the guard. Use the keys on the eastern door. Inspect the washbasin. Take the soap. Use the keys on the soap. Use the plaster on the soap. Use the soap on the sink. Walk west. Give the keys to the guard. Walk up. Use the plaster key on the paint pot. Walk down. Use the phone to call Nicole. Walk up. Talk to the painter. Talk about the phone. Use the plaster key on the pot. Walk down. Talk to the guard. Ask about the toilet. Leave the guard. Use the keys on the eastern door. Use the plaster key on the keys. Walk west. Try to give the keys to the guard. Inspect the thermostat. Talk to the guard. Ask about the heat. Leave the guard. Use the thermostat. Wait until the guard puts his gloves on. Give the keys to the guard. Use the phone. Use the key on the western door. Look at the stone. Look at the image on the floor. Use the chalice on the image. Leave Nicole. Walk west. Go to the airport. Go to Villa de Vasconcellos. Talk to Lopez. Ask about the countess. Ask about the chalice. Leave Lopez. Walk inside, up the stairs. Ask about the chess set. Ask about the countess. Ask about the chalice. Leave the countess. Walk east, east, to the mausoleum. Open the door. Take the bible. Inspect the lit candles. Take the pole. Use the pole on the window. Use the tissue on the pole. Use the pole on the lit candle. Use the pole on the big candle. Walk east, west, inside, upstairs. Give the bible to the countess. Leave the countess. Walk east, east. Talk to Lopez. Ask about the well. Ask about the hole. Ask for ideas. Leave Lopez. Inspect the hazel tree. Look at the hazel tree. Walk the the left side of the house. Look in the hazel tree next to the house. Give the hazel branch to Lopez. Look at the lion head. Use the tooth. Move away from the lion head. Look at the wall behind the head. Climb up the rope. Talk to Lopez. Ask about the hole. Leave Lopez. Walk inside. Take the mirror. Walk east. Climb down the well. Use the mirror on the light. Use the key on the socket. Walk east. Go to Bannockburn. Ask Nicole twice about herself. Leave Nicole. Try to walk north. Walk north. Walk all the way west, until Guido appears. Walk all the way east. Enter the last booth. Walk north. Enter the second booth from the right. Talk to the man. Tell about Guido. Ask about Nicole. Leave the man. Open the window. Climb on the roof. Jump on the roof of the last carriage. Climb down the ladder. Use the emergency brake. Ask about the Bull’s Head. Leave Kahn. Try to walk out the carriage. Walk west. Walk into the tower. Search the debris four times. Use the cog on the demon. Use the crank on the machine. Take the small cog from the machine. Use the cog on the demon. Use the crank on the demon. Walk east, northeast. Use the torch nearest to George.

The Big Red Adventure

Take the suitcase. Take the computer. Take the remote control. Take the camera. Use the remote on the TV. Take the aerial. Look in the suitcase by using the suitcase on Doug. Open the envelope by using envelope on Doug. Use all five photos on Doug. Walk to the foyer. Take the rope. Give the key to the porter. Walk south. Look at the Pravda newspaper. Talk to the newsagent. 3 Look at Capital. Talk to the newsagent. 3 Use the scales. Smash the scales by using the aerial on the scales. Smash the scales by using the aerial on the scales. Read the Pravda by using the Pravda on Doug. Read the ticket by using the ticket on Doug. Read the Capital by using the Capital on Doug. Look at Opera Encyclopedia. Talk to the newsagent. 3 Read Opera by using the Opera Encyclopedia on Doug. Walk southeast to the Gum store. Talk to the first in the queue. Talk to the Japanese. Give the photo camera to the Japanese. Look at the first photo by using the first photo on Doug. Give the photo camera to the Japanese. Look at the second photo by using the second photo on Doug. Give the photo camera to the Japanese. Look at the third photo by using the third photo on Doug. Walk north to McRomanov. Take the bread. Take the salt. Take the old camera from the car to the right. Examine the old camera by using the old camera on Doug. Use the film on your own camera. Talk to the cashier. 1 Talk to the cashier. 222 Walk north, north, east. Talk to the kid. Give the computer to the kid. Walk south, south, south, southwest, southwest. Eat the sandwich by using the sandwich on Doug. Use the scales. Walk northwest, northeast to the station entrance. Look at the console by using the console on Doug. Use the cartridge on the bank machine. Walk south, south, southwest, north to McRomanov. Walk north, north, west, southeast. Wait until the pedlar arrives. Talk to the pedlar. 2 Walk south, southwest, south, south, southwest. Give the camera to the Japanese. Look at the fourth photo. Use the ruler on the cola can. Talk to the first in the queue. Count the R’s by using the caviar on Doug. Walk southwest, into the Ritz hotel. Talk to the porter. 2 Use the pen on the ticket. Use the stamp on the envelope. Use the ticket on the envelope. Use the pen on the envelope. Walk south, northwest. Send the envelope by using the envelope on the mailbox. Walk south, into the Ritz hotel. Talk to the porter. 3 Examine the envelope by using the envelope on Doug. Walk south, northwest, west to the KGB studios. Give the letter to the secretary. Get the note. Walk northwest. 2331 Walk northeast, northwest. Take the lights. Walk northeast, east, south, into the Ritz. Talk to the porter. 1 Walk west, north to the toilet. Fly to the museum. Use the cassette on the cassette player. Play the cassette by using the cassette player on Doug. Take the ZX81. Take the diamond ring. Walk northeast. Use the lights on the photocells. Use the switch. Use the diamond ring on the case. Walk east. Give the key to the porter. Walk south, southeast, north. Talk to Alex and Kos. Walk southwest, southwest, into the Ritz hotel. Talk to the porter. 1 Walk west. Use the remote on the cassette player. Use the adapter on the ZX81. Connect the terminal to the phone by using the ZX81 on the phone. Key in the number on the ticket by using the note on the phone. Walk east. Give the key to the porter. Walk south, southeast, north. Give the cassette to Alex and Kos. Walk southwest, southeast, northwest, northeast. Talk to the guard. Walk into the inn. Take the tankard. Talk to the old sea dog. Look at the wine list. Show the tankard to the landlord. Talk to the landlord. 3 Talk to the landlord. 3 Talk to the landlord. 23 Take the steering wheel. Take the swordfish. Walk west, east, south to the drugstore. Take the beans. Show the beans to the shopkeeper. 1 Walk north. Eat the beans by using the beans on Dino. Walk into the tent. 1 Give the swordfish to the fakir. 1 Take the sword. Talk to gypsy Zelda. 2 Talk to gypsy Zelda. 23 Take the pendulum. Take the anti-headache potion. Look at the potion by using the potion on Dino. Take the garlic head extract. Take the lizard tails. Use garlic head extract on lizard tail. Use the tankard of water on the green potion. Talk to the parrot. Walk east, south. Take the barrel. Show the barrel to the shopkeeper. 1 Walk north, east, north. Take the broom. Make a hole in the ice by using the sword on the ice. Use the pendulum on the broom. Use the fishing rod on the hole. Repeat until you catch a fish. Walk west, west, west. Give the painkiller to the drunkard. Talk to the drunkard. 1 Give the barrel to the drunkard. Take the box. Open the box by using the box on Dino. Give the fish to the cat. Take the cat. Walk east, into the wagon. Give the seeds to the parrot. Walk east, west, into the inn. Give the parrot to the old sea dog. 2 Use the cat on the dog. Talk to the landlord. 3 Walk west, east. Look at the notice. Talk to the ringmaster. 1
Either: Give the steering wheel to the gypsy. Walk south, east, south, west.
Or: Walk east, east, east, west.
Show the lollipop to the wasps. Show the lollipop to the wasps. Throw the lollipop by using the lollipop at the lights. Walk east, east, north to Zerograd. Take the poster. Walk northwest, into the luggage office. Show the poster to the gorilla. Take the banana. Walk west. Eat the banana by using the banana on Dino. Talk to Miss Molotova. Talk to Miss Molotova. Talk to Miss Molotova. Walk east, east. Talk to Alex and Kos. Walk north, west, west. Knock on the door to room 3. Walk east. Talk to the ticket inspector. Walk east, east, east. Talk to Alex and Kos. 2 Walk north. Knock at the door of room 10. Walk east. Talk to the barman. 1 Walk north, into room 11. Take the bottle. Talk to Molotova. Walk west, into room 10, into the toilet, west. Give the bottle to Doug. Give the ring to Doug. Walk west, west, into room 3. Give the bottle to Donna. Give the ring to Donna. Talk to Donna. 3 Walk east, east, into Donna’s room. Talk to Riri. 1 Walk west, east, east. Open the ring by using the ring on Donna. Give the microfilm to Alex and Kos. Talk to the thief. Use the sleeping pills on the champagne. Take the sheets. Open the wardrobe. Look at the shirt. Walk west, into room 3. Give the sheets to Doug. Talk to Doug. 2 Talk to Doug. 2 Talk to Doug. 1 Walk east, east, east, east. Talk to Alex and Kos. 2 Walk north, west, west. Give the cigarette to the ticket inspector. Talk to the ticket inspector. Walk east, east, east, south. Talk to Maurizio. 1 Walk south, north, west, west. Give the lighter to the ticket inspector. Take the keys. Open the door by using the keys on the west door. Walk east, east, east, south, north, east, east. Use the sheets on the doors. Let yourself down by using the sheet rope. Open the doors by using the keys on the doors. Use the combination by opening the trunk. Walk east, east, east, south. Pick up the front boulder. Pick up the front boulder. Pick up the second boulder. Pick up the last boulder. Cross the river. Walk north, into the caravan. Use the list on Doug. Walk east. Take five icicles. Take the lantern. Talk to Dino. 1 Take the gutter. Walk to the little square. Take the tarpaulin. Use the carillon on the old man. Take the spectacles. Use the spectacles on the gutter. Talk to Doug. 1 Take the stone. Use the five icicles on the church wall. Climb up the tower. Use the stone on the bell. Use the tarpaulin on the bat. Look through the binoculars by using the binoculars on Dino. Talk to Doug. 1 Climb down. Walk north. Take the bottle. Take the bones. Use the lantern on the bottle. Give the whiskey to the gravedigger. 1 Walk north, to the wood, to the villa, south, east, east. Look at the lion. Take the lion’s tooth. Walk west, west, south. Look at the hole. Take the seeds. Walk west, west, into the caravan. Give the tooth to Zelda. Give the bones to Zelda. Give the seeds to Zelda. Talk to Dino. 1 Give the bat to Zelda. Walk east, to the wood, to the villa, south, east, east. 1 Open the window. Open the cushion. Take the ostrich feathers. Take the perfume. Open the door. Look at the ceiling. Go through the trapdoor. Take the chloroform. Take the record. Take the magpie. Use the perfume on the chloroform. Climb down. Use the bottle on the guard. Walk east, down the stairs, into the room. Take the fruit. Take the vase. Take the bust. Take a piece of the broken bust. Walk east, into the study. Take the book. Read the book by using the book on Donna. Take the diary. Read the diary by using the diary on Donna. Look at the pendulum. Take the filings. Use the filings on the record. Look at the skeleton. Look at the eye of the skeleton. Take the key. Open the cabinet by using the key on the glass. Take the jar. Use the feather on the ashtray. Use the fruit on the ashtray. Use the bat wings on the ashtray. Take the fountain pen. Use the pen on the ashtray. Use the pen on the magpie. Walk west, up the stairs, into Donna’s bedroom. Throw the vase from the window by using the vase on the window. Go through the ceiling. Use the chalk on the floor. Use the magpie on the symbol. Use the record on the record player. Climb down. Walk east, into Virago’s bedroom. Try to take the keys. Talk to the magpie. Walk west, down the stairs. Open the door by using the keys on the front door.

Gobliiins

Hit the archway. Pick up the horn. Use the horn on the door. Enchant the stick. Pick up the pickaxe. Leave. Enchant the second apple from the left. Enchant the rightmost apple. Hit the left big apple from the right. Hit the right big apple. Pick up the left big apple. Use the big apple on the bridge. Pick up the right big apple. Use the big apple on the bridge. Pick up the pickaxe. Use the pickaxe on the glint. Pick up the diamond. Leave. Use the diamond on the door. Leave. Pick up the left pot. Use the pot on the right plant. Enchant the left plant. Climb up the left plant. Hit the big book. Pick up the diamond. Give the diamond to the sorceror. Leave. Enchant the root. Hit the statue eye. Pick up the mask. Move the techician onto the tongue. Enchant the object on top of the coffin. Move the magician onto the tongue. Hit the statue eye. Wait for the monster to return to the coffin. Hit the statue eye. Pick up the mushroom. Leave. Climb up the strand of web. Hit the right small webbing. Pick up the pistol. Use the pistol on the large spider. Use the pistol on the stairs. Pick up the pillow. Drop the pillow on the small platform. Enchant the spider. Pick up the spider potion. Leave. Enchant the bag. Pick up the bag. Use the seeds on the field. Hit the scarecrow once the birds arrive. Enchant the right cloud. Pick up the plant. Use the seeds on the wizard. Enchant the skeleton. Enchant the bone. Pick up the flute. Use the flute on the snake. Climb the snake. Move the magicianonto the left side of the southmost plank. Hit the pile of rocks. Move the technician to the left side of the southmost plank. Hit the pile of rocks. Leave. Pick up the meat. Use the meat. Leave. Use the meat on the lower left hole. Enchant the branch. Pick up the windsock. Move the magician to the end of the enlarged branch. Pull the enlarged branch. Enchant the cork. Move the technician to the end of the enlarged branch. Pull the enlarged branch. Pick up the cork. Use the cork on the top left hole. Pick up the windsock. Hit the lower right hole. Use the windsock on the top right hole. Leave. Use the bird on the dog. Enchant the dog. Hit the left door. Leave. Pick up the feather. Use the feather on the skeleton foot. Pick up the cup and ball. Use the cup and ball on the skeleton hand. Pick up the key. Use the key on the cage. Enchant the feather. Pick up the flyswatter. Use the flyswatter on the insect. Enchant the insect. Pick up the dart. Use the dart on the picture. Pick up the doll. Pick up the yellow elixer. Leave. Enchant the root. Pick up the bird call. Use the bird call on the eggs. Pick up the elixir. Move the technician to the left side of the gate. Wait for the egg to hatch. Hit the walking egg. Enchant the broken egg. Enchant the horn. Use the elixer. While the technician is invisible, move the technician east. Pick up the carrot. Use the carrot on the hole. Move the warrior to the gate. Enchant the rat. While the wizard is distracted, move the warrior east. Leave. Enchant the flat rock. Pick up the stick. Use the stick on the small hole. Pick up the watering can. Use the watering can on the leftmost bush. Use the watering can on the third bush from the right. Enchant the left carrot. Enchant the right carrot. Hit the left carrot. Pick up the key. Use the key on the keyhole. Leave. Hit the cannonball stack. Hit the cannon. Pick up the cannonball. Use the cannonball on the cannon. Hit the cannon. Pick up the matches. Use the matches on the cannon. Pick up the carrot. Use the carrot on the cannon. Hit the cannon. Pick up the matches. Use the matches on the cannon. Use the matches on the fireplace. Hit the cannonball stack. Hit the cannon. Pick up the cannonball. Use the cannonball on the cannon. Hit the cannon. Pick up the matches. Use the matches on the cannon. Enchant the carrot. Pick up the ear trumpet. Use the ear trumpet on Shadwin. Pick up the mallet. Use the mallet on the gong. Pick up the pendulum. Leave. Pick up the stone. Drop the stone on the mark. Enchant the stone. Enchant the flat stone. Enchant the small palm. Hit the pickaxe. Pick up the pickaxe. Use the pickaxe on the ground. Use the pickaxe on the hole. Use the pickaxe on the hole. Use the pickaxe on the hole. Leave. Hit the wood pile. Pick up the log. Use the log on the trap. Drop the log near the warrior. Enchant the log. Enchant the bag. Pick up the seeds. Use the seeds near the warrior. Pick up the deodorant. Use the deodorant on the foot. Pick up the foot. Drop the foot on the ledge opposite of the dragon. Wait until the foot is roast. Pick up the roast. Use the roast on the bridge. Pick up the dagger. Drop the dagger on the ledge opposite of the dragon. Wait until the dagger is enflamed. Pick up the dagger. Leave. Use the dagger on the circle. Move the technician to the statue’s left hand to drop the doll. Move the technician to the circle. Pick up the key. Use the key on the statue’s head. Move the technician to the statue’s left hand. Move the magician to the statue’s left hand. Move the warrior to the statue’s left hand. Hit the bananas. Pick up the banana. Use the banana on the wolf. Pick up the soap. Use the soap on the wolf. Pick up the false nose. Use the false nose on the wolf. Pick up the brown book. Enchant the left portcullis. Leave. Enchant the shield engraving. Hit the lever. Enchant the cork. Use witchcraft on the ear. Drop Witchcraft near the ear. Pick up the item in the left tower. Pick up the bowl. Drop the bowl near the giant’s right eye. Pick up witchcraft. Use witchcraft on the ear. Pick up the bowl of tears. Use the tears on the creature. Pick up the catapult. Leave. Use catapult on bananas. Hit the lever. Move the technician to the fish. Move the magician to the fish. Move the warrior to the fish. Use the catapult on the wizard. Enchant the flat stone. Enchant the bat. Use the catapult on the rope. Pick up the rope. Use the rope on the top hook. Climb the rope. Hit the turtle head. Pick up the catapult. Use the catapult on the spider web. Pick up the empty bag. Drop the empty bag on the ground floor below the spider. Enchant the spider. Pick up the full bag before the spiders escape. Use the full bag on the cauldron.

Goblins 3

Use the toolbox. Use the toolbox. Pick up the golf club. Use the coin on the screw. Pick up the hook. Use the hook on the loop. Use the knotted rope. Use the golf club on the parrot. Use the plunger on Chump. Switch to Chump. Use the weight. Switch to Blount. Pick up the umbrella while Chump holds the weight. Walk to the hand. Switch to Chump. Use the spring board. Switch to Blount. Pick up the tooth. Use the barrel. Use the umbrella on the hole. Use the tooth on the rope. Pick up the umbrella. Use the umbrella on the left hot air. Use the crevice. Talk to Hercules. Use the golf club on Hercules. Talk to Gromelon. Use the golf club on Gromelon. Pick up the toasted bread. Talk to Mac. Use the coin on Mac. Use the golf club on Mac. Pick up the coin. Use the toasted bread on the helmet. Use the golf club on the toasted bread. Take the crumbs. Use the springy stone. Use the crumbs on Banzai. Use the golf club on Banzai. Pick up the shield. Pick up the hand. Use the hand on Kendo. Use the golf club on Kendo. Pick up the hand. Use the shield on the branch. Use the rock. Use the pepper on Zembla. Pick up the wooden club. Switch to Chump. Talk to Django. Switch to Blount. Use the tongue. Use the wooden club on the ladder. Switch to Chump. Talk to Punky. Switch to Blount. Use the stone. Pick up the matches. Use the matches on the top right rough area. Pick up the ladle. Pick up the scythe. Use the scythe on each of the three wisp’s dens. Use the scythe on the tube. Pick up the spectacles. Pick up the tube of water. Use the ladle on the blood. Use the spectacles on the skull. Use the skull. Use the skull. Pick up the spectacles. Use the matches on the wooden leg. Use the water on the fire. Pick up the yellow wisp. Use the blood on the bottle. Pick up the blood. Use the blood on the pedestal. Use the yellow wisp on the bowl. Use the yellow button. Pick up the mirror. Use the blue wisp on the bowl. Use the green hand. Use the mirror on the green hand. Use the cork on the blood. Pick up the blood. Use the red wisp on the bowl. Use the ladle on the yellow wisp. Use the spectacles on the ghost. Use the ladle on the blue wisp. Use the scythe on the red vampire. Use the yellow wisp on the bowl. Use the blue wisp on the bowl. Pick up the dolmen. Pick up the sculpted stone. Use the dolmen on the thorns. Talk to the knight. Walk to the lever. Switch to Chump. Use the meat. Switch to Blount. Talk to the king. Use the princess’ roof. Talk to the knight Brayar. Pick up the hay stack. Use the millstone on the basin. Use the sponge on the fire. Pick up the pitchfork. Use the pitchfork on the meat. Use the memorum on the basin. Use the coin on the ear. Use the pitchfork on the nostril. Walk to the inn. Pick up the spoon. Use the spoon on the rock. Use the crack. Pick up the sugar cube. Use the cup. Switch to Chump. Walk to the spoon. Switch to Blount. Use the sugar cube on the spoon. Pick up the sugar cube. Switch to Chump. Use the paprika. Switch to Blount. Use the meat on the paprika. Switch to Chump. Walk to the hand. Switch to Blount. Use the sugar cube on the customer. Pick up the leash. Use the stone on Korin. Use the sword handle. Use the little animal. Pick up the stick. Use the powder keg. Use the stick on the helmet. Pick up the helmet. Use the stick on the flint. Pick up the flint. Use the flint on the pan flute. Use the flint on the bark. Use the helmet on the glue. Switch to Ooya. Use the rock. Switch to Wynnona. Use the bamboo. Use the small pipes. Use the powder on the small pipe. Use the fuse on the small pipe. Use the flint on the stone. Use the dynamite on the rock. Use the small pipes. Use the powder on the small pipe. Use the fuse on the small pipe. Use the flint on the stone. Use the dynamite on the brick. Use the small pipes. Use the powder on the small pipe. Use the fuse on the small pipe. Use the flint on the stone. Use the dynamite on the ledge. Use the small pipes. Use the powder on the small pipe. Use the fuse on the small pipe. Use the glue on the dynamite. Use the flint on the stone. Use the dynamite on the door. Use the small pipes. Use the powder on the small pipe. Use the fuse on the small pipe. Use the glue on the dynamite. Use the flint on the stone. Use the dynamite on the wall. Use the small pipes. Use the flint on the small pipe. Pick up the Andes flute. Use the flute on the Inca. Switch to Ooya. Use the condor. Enchant the bamboo. Switch to Wynnona. Pick up the bamboo. Use the big pipe on the hollow. Use the powder on the big pipe. Use the fuse on the big pipe. Use the glue on the dynamite. Use the flint on the stone. Use the dynamite on the grate. Switch to Ooya. Enchant the skull. Switch to Wynnona. Pick up the hairs. Pick up the bamboo. Use the big pipe on the hollow. Use the powder on the big pipe. Use the fuse on the big pipe. Use the glue on the dynamite. Use the flint on the stone. Use the dynamite on the window. Talk to Fourbalus. Walk to the country. Use the spiced meat on the pitchfork. Pick up the coin. Walk to the inn. Use the plunger on the cage. Use the leash on the plunger. Use the leash. Talk to Othello. Use the coin on Othello. Use the key on the door. Use the dragon on the den. Talk to the captain. Use the note on the captain. Take the letter. Pick up the key. Use the leash. Use the key on Othello. Walk to town. Talk to the nanny. Use the umbrella on the hole. Talk to the nanny. Use the hot water bottle on the egg. Walk to the store. Use the coin on the shop keeper. Use the letter on the shop keeper. Pick up the egg. Pick up the key. Use the key on the moon lamp. Use the cupboard. Use the cornice. Use the opening. Use the hammer on the shop keeper. Pick up the coin. Pick up the piece of spaghetti. Use the sofa. Use the spring. Use the hammer on the gidouille trophy. Pick up the gidouille horn. Use the pot. Walk to town. Use the doorbell. Use the doorbell. Walk to the lab. Pick up the boa-boa egg. Use the boa-boa egg on the water bottle. Switch to the left hand. Use the faucet. Use the faucet. Switch to the right hand. Pick up the water. Use the water on the kettle. Pick up the spaghetti. Use the spaghetti on the cold water. Pick up the gidouille horn. Use the horn on the ashtray. Pick up the lighter. Use the lighter on the heater. Use the lighter on the horn. Pick up the burned horn. Use the burned horn on the mixer. Pick up the cooked spaghetti. Use the cooked spaghetti on the mixer. Pick up the broken egg shell. Use the egg shell on the mortar. Pick up the pestle. Use the pestle on the egg shell. Pick up the crushed egg shell. Pick up the crushed egg shell. Use the shell on the mixer. Switch to the left hand. Use the on-off switch. Switch to the right hand. Pick up the growth elixer. Use the growthixir on the baby boa-boa. Use the burned horn on the mixer. Pick up the cooked spaghetti. Use the spaghetti on the mixer. Pick up the crushed egg shell. Use the shell on the mixer. Switch to the left hand. Use the on-off switch. Switch to the right hand. Pick up the growth elixer. Use the growthixir on the bottles. Walk to town. Use the growthixir on the baby boucassier. Use the growthixir on the bud. Use the growthixir on the plant. Switch to Fulbert. Use the floriane plant. Use the floriane plant. Switch to Blount. Pick up the floriane. Pick up the love letter. Use the love letter on the mirror. Use the love letter on the mirror. Use the lever. Use the weight. Switch to Fulbert. Use the lever. Use the plant. Walk to the gap between the roofs. Switch to Blount. Pick up the shoe sole. Switch to Fulbert. Walk to the chimney. Walk to the store. Switch to Wolfy. Use the night stand. Switch to Fulbert. Use the soap. Use the button. Switch to Wolfy. Pick up the soap. Use the hammer on the trap. Pick up the crocomouth bone. Use the hammer on the cabinet. Use the hole. Walk to town, to the lab. Pick up the crocomouth bone. Use the bone on the mortar. Pick up the pestle. Use the pestle on the bone. Pick up the crushed bone. Pick up the crushed bone. Use the crushed bone on the mixer. Switch to the left hand. Use the faucet. Use the faucet. Switch to the right hand. Pick up the water. Use the water on the kettle. Pick up the shoe sole. Use the shoe sole on the kettle. Pick up the floriane flower. Use the flower on the still. Switch to the left hand. Use the faucet. Use the faucet. Switch to the right hand. Pick up the water. Use the water on the kettle. Pick up the lighter. Use the lighter on the heater. Use the lighter on the burner. Pick up the floriane extract. Use the extract on the mixer. Pick up the boiled sole. Use the boiled sole on the mixer. Switch to the left hand. Use the on-off switch. Switch to the right hand. Pick up the speed elixer. Use the speedixir on the bottles. Walk to town. Switch to Fulbert. Walk to the bell. Switch to Blount. Walk to the bell. Use the speedixir on Blount. Use the decoy on the bell. Switch to Fulbert. Walk to the bell. Switch to Blount. Talk to the boucassier. Pick up the feather. Walk to the lab. Pick up the boucassier feather. Use the feather on the ashtray. Pick up the memorum. Use the memorum on the still. Pick up the lighter. Use the lighter on the feather. Use the lighter on the burner. Pick up the feather ash. Use the feather ash on the mixer. Pick up the tears of joy. Use the tears on the mixer. Switch to the left hand. Use the faucet. Use the faucet. Switch to the right hand. Pick up the water. Use the water on the bowl. Pick up the soap. Use the soap on the water. Pick up the coin. Use the coin on the fan. Pick up the key. Use the key on the water. Use the key on the fan. Switch to the left hand. Use the on-off switch. Switch to the right hand. Pick up the elixer to grow wings. Use the wingixir on the bottles. Use the club on the fishing line. Pick up the knife. Talk to Ooya. Use the pump. Switch to Ooya. Use the balloon. Enchant the tuft of hair. Switch to Blount. Use the pump. Switch to Ooya. Use the balloon. Enchant the rock. Walk to Foliander. Use the fishing pole on the scope. Switch to Ooya. Use the shovel. Switch to Blount. Use the bottom catapult control. Use the telescope. Switch to Ooya. Enchant the piece of cheese. Switch to Blount. Use the bottom catapult control. Use the bottom catapult control. Use the top catapult control. Use the bottom catapult control. Use the bottom catapult control. Use the telescope. Use the bottom catapult control. Use the shovel. Switch to Ooya. Use the bottom catapult control. Use Colossus’ ship paintings. Switch to Blount. Use the fishing pole on the worm. Walk to the clouds. Use the fishing pole on the hole. Use the fishing pole on the cloud. Pick up the sand bags. Use the sand bag on the basket. Use the knife on the ballast. Use the knife on the ballast. Use the pump. Switch to Ooya. Use the balloon. Switch to Blount. Use the knife on the cloud while Ooya is hanging from the balloon. Switch to Ooya. Walk to the inactive geyser. Switch to Blount. Use the bottom geyser. Switch to Ooya. Walk to the basket. Pick up the sand bags. Use the sand bag on the basket. Pick up the sand bags. Use the sand bag on the basket. Use the field-glass on the speck. Switch to Ooya. Enchant Bizoo. Switch to Blount. Pick up Bizoo. Walk to Foliander. Use the sawfish on the column. Enchant Blount in the cage. Use Bizoo on Colossus. Use the loose tooth. Pick up the toothpick. Use the eye. Use the toothpick on the eye. Use Colossus’ left eye. Use Colossus’ right ear. Use the nose hair. Use the grain of sand. Pick up the toothpick. Walk to the lower scar. Use the toothpick on Junior Flea. Use the toothpick on Chubby Flea. Use the toothpick on Meme Flea. Use the toothpick on Gege Flea. Use the toothpick on Mama Flea. Use the toothpick on Papa Flea. Use the nose hair. Use the tear. Use the grain of sand. Go to the catapult. Pick up the grain of sand. Use the sand on the machine. Switch to Ooya. Enchant Colossus’ ship paintings. Switch to Blount’s shadow. Pick up the gear. Use the knife on the talking robot. Use the gear on the talking robot. Pick up the piece of pollen. Use the piece of pollen on Colossus. Use the nose. Walk to the nose. Pick up the piece of pollen. Use the toothpick on the nostril. Use the piece of pollen on Colossus’ left ear. Use the shirt collar. Talk to Queen Xina. Use the hammer on the bodyguard. Pick up the gun. Talk to Queen Xina. Pick up the magic wand while Mrs. Pythie covers her eyes. Switch to Fulbert. Walk to the plate. Switch to Wolfy. Use the veggies. Use the chandelier. Pick up the fennel. Walk to the door. Switch to Fulbert. Use the candlestick. Walk to the door. Use the colonnade. Switch to Wolfy. Walk to the point the spectacles fell. Switch to Fulbert. Use the collonade. Walk to the door. Walk to the flagstone. Switch to Wolfy. Walk to the door. Pick up the spectacles. Use the spectacles on the onion. Pick up the candle. Use the candle on the middle candle holder. Use the magic wand on the candle. Pick up the candle. Use the candle on the left candle holder. Use the magic wand on the candle. Pick up the candle. Use the candle on the right candle holder. Use the magic wand on the candle. Walk to the mouth of the fountain. Use the hand on King Bodd. Use the magic wand on the middle candle holder. Use the magic wand on the right candle holder. Use the magic wand on the left candle holder. Pick up the dish. Use the fennel on Rock Steady. Use the onion on Iron Head. Pick up the axe. Use the gun on Tibo. Use the magic wand on the buffoon. Switch to Fulbert. Use the spear. Switch to Blount. Use the chandelier. Talk to the buterfly in the cage. Walk to the buffoon. Switch to Fulbert. Use the roach motel. Switch to Blount. Use the dish on the buffoon while King Bodd holds the slipper. Pick up Xina’s slipper. Use the coin on the mouth of the fountain. Use the slipper on Xina. Talk to queen Xina. Switch to Fulbert. Walk to the plate. Switch to Wolfy. Use the veggies. Use the chandelier. Use the axe on the pot. Walk to the fireplace. Switch to Fulbert. Use the candlestick. Switch to Wolfy. Pick up the axe. Pick up King Bodd’s skull. Use the mouth of the fountain. Use the skull on King Bodd. Talk to King Bodd. Walk outside. Walk to the big book room. Use the geometry book. Use the geometry book. Use the geometry book. Pick up the arrows. Use the arrows on the hole in the tree. Switch to Fulbert. Use the pile of dust. Switch to Wolfy. Use the pile of dust. Use the sculpture book. Pick up the number one. Pick up the number two. Pick up the number three. Pick up the number four. Pick up the number five. Pick up the number six. Pick up the number seven. Use the drawing book. Walk to the spider. Switch to Fulbert. Use the moonlight scenery. Switch to Wolfy. Pick up the horse. Pick up the number nine. Use the compass on the sheet. Pick up the number eight. Use the one on the ink bottle. Use the two on the ink bottle. Use the three on the ink bottle. Use the four on the ink bottle. Use the five on the ink bottle. Use the six on the ink bottle. Use the seven on the ink bottle. Use the eight on the ink bottle. Use the nine on the ink bottle. Pick up the brush. Use the brush on the ink bottle. Use the right corner of the book. Use the ink on the page. Use the tower. Use the horse on the knight. Use the right corner of the book. Use the ink on the house. Use the ink on the house. Pick up the mandolin. Use the ink on the wagon. Use the coin on the wagon. Pick up the coin. Pick up the marble blocks. Use the axe on the ruler. Pick up the wooden blocks. Walk to the chess board. Pick up the compass. Use the compass on the marble. Pick up the chalk. Use the chalk on the wood. Pick up the hammer. Switch to the left hand. Use the wood chisel. Switch to the right hand. Use the hammer on the wood chisel. Pick up the hammer. Switch to the left hand. Use the chisel. Switch to the right hand. Use the hammer on the chisel. Pick up the rough piece. Use the rough piece on the paint. Pick up the rough wolf piece. Use the rough wolf piece on the paint. Pick up the ink brush. Use the ink on the lover piece. Use the ink on the killer piece. Pick up the lover. Pick up the killer. Pick up the balls. Switch to the left hand. Use the balls. Use the chessboard. Switch to the right hand. Pick up the coin. Use the coin on the piggy bank. Pick up the large mandolin. Switch to the left hand. Use the strings. Switch to the right hand. Pick up Othello. Use Othello on the blue square next to the chaperon. Move the bowman north. Move the bowman east. Move the bowman east. Move the bowman west. Move the bowman north. Move the Killer north. Move the Killer northwest. Move the Killer northwest. Move the Killer northwest. Move the knight west-southwest. Move the knight north-northwest. Move the bowman east. Move the bowman west. Move the bowman south. Move the bowman south. Move the Killer east. Move the Killer northeast. Move the Lover west. Move the Lover west. Move the Lover west. Pick up the small mandolin. Use the mandolin on the Lover. Move the Lover southwest. Pick up the chicken egg. Use the egg on the time mirror. Use the baby chick on the fat mirror. Use the fat chick on the passage. Switch to Reflection. Pick up the fat chick. Use the big hole. Use the thin mirror. Use the thin mirror. Use the passage. Switch to Blount. Pick up the thin chick. Use the thin chick on the small hole. Use the thin chick on the fat mirror. Use the baby chick on the time mirror. Use the chicken on the fat mirror. Walk to the brain. Use the growthixir on the bud. Use Fulbert on the plant. Switch to Wolfy. Use the lever. Use the lever. Use the window of memory. Switch to Blount. Use the button. Use the button. Use the button. Switch to Wolfy. Use Colossus. Switch to Blount. Pick up the grain of sand. Use the rail cart. Switch to Wolfy. Use the rail cart. Use the lake. Switch to Blount. Use the sand grain on the lake. Switch to Wolfy. Use the red stone. Use the rail cart. Use the red stone. Use the lever. Use the rail cart. Use the wedged decoy. Walk to the well, to the door. Use the lever. Use the lever. Switch to Blount. Use the sand grain on the lake. Use the red stone. Use the rail cart. Switch to Wolfy. Use the lever. Switch to Blount. Use the red stone. Use the rail cart. Pick up the dragon decoy. Walk to the well, to the door. Use the decoy on the window. Use the growthixir on the dragon. Walk to the door. Use the decoy on the puddle. Pick up the key. Walk to the door. Use the decoy on the fence. Use the box key on the small box. Use the small box. Use the dragon. Use the fat chicken on the grain. Pick up the folly grain. Walk to the mirrors. Use the folly grain on the old demon. Switch to Reflection. Pick up the ugliness extract. Switch to Blount. Use the ointment on the mirror of beauty. Switch to Reflection. When Blount is handsome, use the mirror of ugliness. Talk to the positive side. Take the string. Use the axe on the fence. Use the hammer on the wall. Use the right bell. Use the left bell. Use the chain. Take the sacred score. Use the sacred score on the spring. Use the spring of bitterness. Use the right bell. Use the left bell. Use the basin. Use the yellow score on the left stand. Use the red score on the right stand. Use the hammer on the cloud. Use the coin on the halo. Use the string on the notes. Use the right bell. Use the left bell.

Gobliins 2: The Prince Buffoon

Walk to the bottle. Switch to Winkle. Pick up the sausage. Switch to Fingus. While the old men are laughing, pick up the bottle. Switch to Winkle. Walk east, to the fountain. Switch to Fingus. Use the fountain. Switch to Winkle. Use the bottle on the jet of water. Use the bottle on the toad. Pick up the stone. Switch to Fingus. Use the stone on the mechanism. Use the rung. Switch to Winkle. While Fingus holds the rung, walk to the rung. Switch to Fingus. Use the door. Talk to the wizard. Use the window. Switch to Winkle. Use the chimney. Walk inside. Talk to Tazaar. Switch to Winkle. Use the tail. Switch to Fingus. While Winkle stands on the tail, use the head. Use the matches on the kettle. Use the bottle on the kettle. Wait for the water to boil. Use the kettle. Pick up the spring key. Use the spring key on the cuckoo-clock. Use the cuckoo-clock. Switch to Winkle. Use the stone on the big key. Pick up the big key. Walk southeast. Use the big key on the cellar. Pick up the wine. Walk southwest. Use the bottle on the flowers. Pick up the flowers. Give the flower to the notable. Switch to Winkle. Stand on the raised plate. Switch to Fingus. Use the switch. Switch to Winkle. Pick up the sausage. Walk northwest. Switch to Winkle. Use the chicken. Switch to Fingus. Use the sausage on the head. Pick up the egg. Use the sausage on the pot hole. Switch to Winkle. While the dog is out, walk past the dog. Use the hole. Switch to Fingus. Use the burrow. Use the matches on the woodpile. Use the egg on the fire. Talk to the giant. Give the sausage to the giant. Give the wine to the giant. Walk northwest. Switch to Fingus. Enter the tower. Pick up the bomb. Switch to Winkle. While Fingus holds it, use the matches on the bomb. Enter the tower. Switch to Fingus. Pick up the bomb. Switch to Winkle. While Fingus holds it, use the matches on the bomb. Switch to Fingus. Enter the tower. Switch to Winkle. Pick up the bomb. Switch to Fingus. While Winkle holds it, use the matches on the bomb. Use the carpet. Walk southwest. Use the stone on the ball. Switch to Winkle. Walk to the house where the boy is. Switch to Fingus. Enter the upper right house. Give the ball to the player. Switch to Winkle. While the ball is on the basket, use the basket. Switch to Fingus. Talk to the mayor. Use the clockmaker’s door. Talk to Tom. Walk west. Talk to Kael. Switch to Winkle. Use the bottle on the nymph. Stand on the higher rock. Switch to Fingus. Give the bottle to Kael. Walk on Kael’s hand. Use the branch. Walk on the higher rock. Switch to Winkle. Use the branch. Switch to Fingus. Use the flower on the stone. Use the stone. Walk on the protruding rock. Switch to Winkle. Use the stone. Switch to Fingus. Use the bee. Give the honey to the nymph. Pick up the mushroom. Switch to Winkle. Use the door. Give the mushroom to Vivalzart. Walk inside. Switch to Winkle. Use the mushroom on the machine. Switch to Fingus. Use the machine. Walk onto the raised plate. Switch to Winkle. Use the jar. Use the switch. Give the worm to the vulture. Switch to Fingus. Use the meat on the piranha. Walk onto the trash can. Switch to Winkle. Pick up the bone. Give the bone to Vivalzart. Switch to Fingus. Pick up the kindness elixir. Pick up the clothes peg. Use the bottle on the container. Switch to Winkle. Use the bottle on the container. Switch to Winkle. Use the headlight. Switch to Fingus. Use the spring. Switch to Winkle. When the pump appears over the drum, use the headlight. Use the drumstick on the stocking cap. Switch to Fingus. Use the hole. Switch to Winkle. Use the pump on the saxophonist. Switch to Fingus. Use the net on the mosquito. Switch to Winkle. Use the mosquito on the headlight. Switch to Fingus. Use the net on the note. Switch to Winkle. Use the hole. Switch to Fingus. Use the pump on the saxophonist. Switch to Winkle. Use the net on the note. Switch to Fingus. Walk onto the spring. Switch to Winkle. Use the spring. Use the clothes pin on the tube. Use the hole. Switch to Fingus. Use the door. Talk to the guitarist. Switch to Winkle. Use the net on the note. Use the melody on the lower left house. Use the clockmaker’s door. Talk to Tom. Walk southeast. Use the hourglass on the trench. Walk to the opening. Switch to Winkle. Walk to the opening. Pick up the mayonnaise. Walk over the roof ledge. Use the mayonnaise where Fingus landed. Walk over the roof ledge. Switch to Winkle. While Gromelon is occupied, pick up the sword. Talk to Rustik. Switch to Fingus. Pick up the chewing gum. Use the chewing gum on the cupboard. Pick up the mayonnaise. Walk southwest. Pick up the stool. Give the imprint to the blacksmith. Give the sword to the blacksmith. Switch to Winkle. Use the mayonnaise on Focus. Switch to Fingus. Use the stool on the meat. Switch to Winkle. Use the stool on Oto. Switch to Fingus. Use the lance. Use the bellows. Talk to the blacksmith. Pick up the anvil. Walk southeast. Use the meat on Amidal. Use the key on the cupboard. Use the cupboard. Switch to Winkle. Use the cupboard. Walk southeast. Switch to Winkle. Use the tunnel. Use the hatchet. Switch to Fingus. Use the switch while Winkle holds the hatchet. Use the tunnel. Switch to Winkle. While the monster speaks, enter the monster. Switch to Fingus. While the Schwarzy is occupied, use the stool on the hoist. Switch to Winkle. Use the false teeth on Schwarzy. Use the anvil on Schwarzy. Use diving suit 2 on the well. Switch to Fingus. Use diving suit 1 on the well. Switch to Winkle. Walk to the door. Walk to the top of the mast. Switch to Fingus. Use the lantern. Switch to Winkle. Pick up the lamp fish. Use the lamp fish on ???. Walk east. Use the stool on the seahorse. Use the hole. Switch to Winkle. Pick up the shell. Switch to Fingus. Catch the shell Winkle throws. Use the seahorse. Switch to Winkle. Use the hole. Switch to Fingus. Use the cavity. Switch to Winkle. Pick up the shell. Pick up the shell. Switch to Fingus. Use the glove on the blob. Pick up the bottle. Switch to Winkle. Use the seahorse. Pick up the bottle. Give the pearl to the mermaid. Switch to Fingus. Use the blob. Give the parchment to the octopus. Walk west. Stand on the clam shell. Switch to Winkle. Use the lantern. Use the rudder. Use the starfish on the chest. Switch to Fingus. While the chest is open, use the statue. Use the sword on the skull. Pick up the diamond. Walk east. Use the seahorse. Give the diamond to the mermaid. Pick up the stool. Walk upstairs. Use the swordfish. Pick up the salt. Use the cover. Switch to Winkle. Use the salt on the man. Use the pots. Walk to the western rope. Switch to Fingus. Use the eastern rope. Switch to Winkle. While Fingus holds the rope, use the western rope. Switch to Fingus. Talk to Colibrius. Use the file on the chain. Pick up the thumbtacks. Walk west. Pick up the pepper. Walk east. Walk to the cook. Switch to Winkle. Use the pepper on the meatballs. Walk to the base of the top left stairs. Wait for the cook to be lifted. Switch to Fingus. Use the thumbtack on the case. Switch to Winkle. Use the kind elixir on the meatball. Walk west. Switch to Winkle. Use the stool on the cornice. Switch to Fingus. Use the hands. Use the switch. Switch to Winkle. Use the door. Switch to Fingus. Walk to the ear, to the tongue. Switch to Winkle. Walk to the ear. Switch to Fingus. While Winkle is in the ear, use the tongue. Winkle will take the crown. Walk to the ear. Switch to Winkle. While Fingus is in the ear, use the tongue. Switch to Fingus. Walk to the ear. Switch to Winkle. Use the orifice. Switch to Fingus. While Winkle uses the orifice, use the glove on the hole. Use the cockroach on the hole. Use the kind elixir on the cockroach. Switch to Winkle. Walk to the ear. Use the switch. Switch to Fingus. Use the door. Switch to Winkle. Walk to the ear. Switch to Fingus. Walk to the ear. Switch to Winkle. While Fingus is in the ear, use the tongue. Switch to Fingus. Walk to the ear. Use the glove on the hole. Switch to Winkle. Walk to the ear. Use the switch. Switch to Fingus. Use the door. Walk to the ear. Switch to Winkle. Walk to the ear. Walk west. Use the stone. Use the helmet. Talk to the helmet. Use the crown on the helmet. Pick up the feathers. Use the feather on the can of paint. Use the cockroach on the hole. Use the brush on the cockroach. Use the kind elixir on the cockroach. Use the pepper on the cockroach. Walk east. Pick up prince Buffoon, a prisoner. Walk west. Walk to the spot below the machine. Switch to Buffoon. Use the machine. Switch to Winkle. Walk to the spot below the machine. Switch to Buffoon. Use the machine. Use the handle. Switch to Winkle. While Fingus uses the handle, use the point. Switch to Fingus. Use the handle. Switch to Winkle. While Fingus uses the handle, use the point. Pick up the match. Use the match on the eye. Switch to Buffoon. Use the eye. Switch to Fingus. Pick up the bookmark. Pick up the glass splinter. Use the bookmark on the candle. Use the glass splinter on the ray. Pick up the wax. Use the wax on the seal. Use the imprint on the keyhole. Pick up the seed. Use the seed on the village. Use the plant. Switch to Winkle. Use the plant. Switch to Buffoon. Use the plant. Switch to Winkle. Use the hole. Pick up the bean. Use the stone. Use the bean on the mole. Switch to Fingus. While the mole fights, pick up the cap. Switch to Winkle. Use the match on the apples. Switch to Fingus. Use the cap on the apple. Switch to Winkle. Use the apple on the hole. Pick up the mushroom. Switch to Fingus. Pick up the mushroom. Use the skittles. Switch to Winkle. While the ball bounces, use the right star. Use the ball on the lid. Switch to Fingus. Use the lower flag. Use the skittles. Switch to Winkle. While the ball bounces, use the right star. Use the ball on the lid. Walk to the lower side of the catapult. Switch to Fingus. Use the lower flag. Switch to Winkle. Use the feeler. Use the bubble. Switch to Fingus. Use the lower flag. Switch to Winkle. Pick up the safety pin. Switch to Fingus. Use the skittles. Switch to Winkle. While the ball bounces, use the right star. Use the ball on the lid. Walk to the lower side of the catapult. Switch to Fingus. Use the lower flag. Walk to the end of the rainbow. Switch to Winkle. Use the upper flag. Use the switch. Switch to Fingus. While Buffoon is in the ring, use the feeler. Switch to Winkle. Use the safety pin on the bubble. Switch to Buffoon. Walk to the lower part of the catapult. Switch to Fingus. Use the switch. Switch to Winkle. While the key is visible, use the catapult. Walk north. Use the stone. Switch to Winkle. While Fingus holds the stone, use the stone. Use the stone. Switch to Fingus. While Winkle holds the stone, use the stone. Walk to the lion. Switch to Winkle. Use the stone. Switch to Fingus. Use the head. Use the stone. Switch to Winkle. While Fingus holds the stone, use the stone. Walk to the lion. Switch to Fingus. Use the stone. Walk to the lion. Switch to Winkle. Use the hole. Use the head. Switch to Fingus. Use !!!. Switch to Winkle. When the platform is low enough, walk on it. Use the rock. Switch to Fingus. Walk over Winkle to the cage. Use the file on the cage. Pick up the key. Walk east. Use the key on the door. Walk east. Use the fountain water on Buffoon. Pick up the pencil. Switch to Winkle. Use the pencil on the blackboard. Use the pencil on the blackboard. Use the pencil on the blackboard. Pick up the sponge. Switch to Fingus. Use the pencil on the portrait. Switch to Winkle. While the boomerang is in the air, use the armchair. Use the mug on Tazaar. Switch to Fingus. Use the boomerang on the toothpick. Take the toothpick. Switch to Winkle. Use the toothpick on the skeleton. Use the sponge on the puddle. Use the pipe. Switch to Fingus. Use the wet sponge on the smoke. Use the door. Switch to Winkle. Use the door. Walk onto the eye at the bottom right. Switch to Winkle. Use !!!. Use the boomerang on the teeth. Switch to Fingus. Pick up the mouse. Use the mouse on the mud. Use the crocodile. Switch to Winkle. Use the boomerang on the teeth. Use the !!!. Use the sponge on the rock. Switch to Buffoon. Walk onto the eye. Switch to Winkle. Use !!!. Switch to Fingus. While the rock is wet, use the pencil on the rock. Switch to Winkle. Use the handle.

Full Throttle

Hit the rightmost garbage bin lid. Walk east. Use the bike. Use the door. Kick the door. Talk to the bartender. 3 Use your fists on the bartender. Walk south. Use the keys on the bike. Defeat the Rottwheeler. 231114 Look at the photograph. Take the gas can. Take the hose. Walk east. 11121 Walk west, west, to the trailer park. Knock on the door. Talk to the door. Kick the door. Open the cabinet. Take the lockpick. Open the refrigerator. Take the meat. Walk to the elevator. Take the torch. Walk west, to the tower. Use the lockpick on the lock. Take the lock. Walk north. Use the ladder. Hide behind the canisters in the back. Wait until the police arrives. Open the gas cap. Use the hose on the gas cap. Use the gas can on the hose. Suck the gas through the hose. Walk west, to the junkjard. Use the lock on the rolling door. Use the chain. Walk east to the junkyard. Use the meat on the car below the magnet. Walk west, to the crane. Push the button. Lower the magnet. Lower the magnet. Lower the magnet. Raise the magnet. Raise the magnet. Raise the magnet. Walk west. Take the parts pile. Walk to the tower, north. Use the ladder. Take the debris. Walk west. Use the bike. Ride north. Walk around the back of the bar. Look at Miranda. Walk east, into the bar. Talk to Emmet. 33233 Give the fake ID to Emmet. Walk into the house. Push the pillow. Take the tire iron. Use the tire iron on the lock. Use the tire iron on the tire. Push the semitrailer. Take the fertilizer. Use the bike. Ride north. Take the exit to the Mink farm. Ride all the way to the gorge. Ride west. Take the exit to Mine Road. Meet up with father Torque. 2222 Meet up with the woman wielding the chainsaw. Beat the woman with the fertilizer. Meet up with the Rottwheeler wielding the board. Beat the board-wielding Rottwheeler with the chainsaw. Meet up with the Cavefish. Hit the Cavefish with the board when he raises his head. Meet up with the biker wielding the Beat the biker with the chainsaw. Meet up with the biker with the booster. Hit the biker with the chain. Wear the Cavefish goggles. Take the exit to the cave. Drive east, southwest. Push the ramp. Use the ramp. Use the bike. Drive east. Use the ramp. Look at the sign. Look at the large plaque. Use the bike. Drive west. Stop near the crashed hovercar. Use the tire iron on the hovercraft. Use the hover unit on the bike. Use the bike. Drive south, all the way to the gorge, east. Walk downstairs, to the gift shop. Use the joystick. Move the RC car until it dies. Look at the shirt. While the salesman is occupied, take the bunny. Walk south. Use the bike. Drive north. Use the bunny on the minefield. Wait until the bunny blows up. Take the battery. Walk south, to the gift shop. Use the battery on the RC car. Drive the car east, through the derbis exit. Take the box. Walk south. Use the bike. Ride north. Use the box on the minefield. Take as many bunnies as possible. Use a bunny on the minefield. Wait until the bunny explodes. Walk as far into the minefield as possible. Repeat until Ben reaches the other side. 432 Drive over the western ramp. Push the bronze car in front of the eastern ramp. Drive over the eastern ramp. Walk to the wall near the exit. Wait for the stadium to catch fire. Wait for the Boom brothers to ram the bronze car. Jump on the Boom brothers’ car. Wait until the car passes the fire. Run into the fire. 111114 Look at the parts. Open the three lids. Note the six digit code. Leave the parts. Walk north, to the back of the factory. Wait for the meters to stop. Kick on the the correct small stone in the wall. Walk south. Use the floor safe. Enter the six digit code 154492. Push the button. Walk east. Use the card on the card reader. Use the motor control. Use the light control. Use the light control. Walk through the middle door. Use the photographs on the easel. Use the grill. Use the panel. Take the cane while Ripburger pushes the panel down. Use the cane on the fan. Use the eastmost fuel line. Use the tire iron on the eastmost fuel line. Use the ladder. Use the ladder. Push the green button. Select take-off. Select post take-off. Select gear. Select raise gear. Enter the cabin. Press the small round button. Select main menu. Select defense menu. Select machine guns. Select control. Select system off. Climb to the plane. Use the bike.

Chewy: ESC from F5

Take the notebook. Take the monocle. Use the notebook. Use the monocle on the open book. Take the slime. Take the pillow. Wait until the sensors appear. Use the slime on the eye sensor. Use the pillow on the food hose. Use the card slot. Take the spinach. Take the cable. Walk west. Use the cable on the grating. Walk east, east. Use the ID-card on the card slot. Push the left button. Push the middle button. Use the spinach on the probe with Chewy. Wait until Chewy reaches the other end of the grating. Use the ID-card on the card slot. Push the button. Use the card slot. Walk north. Take the steel cable. Take the sign. Use the sign on the Boca Bola vending machine. Use the ID-card on the middle card slot. Walk to the open door, north, to the open door, north. Use the Boca Bola vending machine. Use the cup dispenser. Walk to the open door. Take the bucket. Use the steel cable on the hook. Use the bell. Use the bell. Take the plot-dog. Use the bell. Open the wooden door. Walk east. Push the button. Take the pliers. Use the bucket of plaster on the Nemoyan. Talk to the Nemoyan. 31444 Use the nose pliers on the loose stone. Use the nose pliers on the bucket of red hot coals. Walk down the secret passageway. Use the nose pliers on the grating. Take the paint bucket. Walk east. Use the plot-dog on the crack in the wall. Walk east. Use the dee paint bucket on the wall. Use the crate. Wait until the Bork arrives. Take the Bork. Walk east. Use the ID-card on the scanner card slot. Use the flat Bork on the scanner. 34 Use the scanner card slot. Use the ID-card on the eastern card slot. Walk to the open door. Take the good luck charm. Use the good luck charm on the right transformer tube. Wait until the Bork arrives. Use the transformer terminal. Walk north, to the northern open door. Talk to the garbage Bork. Walk to the conveyor belt. Use the glider. Use the glider. Take the translator. Leave the glider. Use the scrap metal. Use the slime. Use the translator on the hermit. Talk to the hermit. 11222 Use the hot coals on the old camp fire. Use the glider. Use the Fluxo-Flex on the Fluxo-Flex-Case. Use the start button. Use the eastern grating. Walk to the opening. Use the middle lever. Take the rope. Use the top lever. Use the middle lever. Use the bottom lever. Walk through the newly opened passage to the southeastern grating. Use the southeastern grating. Use the Surimy on the Bork. Walk to the passage, to the southern grating. Use the southern grating. Use the rope on the railing. Use the rope. Walk to the scanner, to the open door. Take the cybercrown. Use the left cyber lever. Use the left cyber lever. Use the middle cyber lever. Use the right cyber lever. Use the right cyber lever. Use the right cyber lever. Leave cyberspace. Take the cartridge. Use the western button. Use the cartridge on the cartridge slot. Use the cartridge slot. Walk downstairs. Use the empty cup on the fluid. Use the full cup on the lever. Use the lever. Use the rope. Walk to the opening. Walk northwest. Use the space glider. Use the cartridge on the cartridge slot. Use the start button. Walk west. Take the funnel. Take the fishing pole. Take the hose. Walk upstairs. Take the milk. Walk east, around the house. Use the hose on the pump. Take the hose. Use the hose on the cellar window. Walk west, inside, south. Take the coffee. Look at the drawer. Use the drawer with the knife inside. Use the refrigerator. Take the turkey leg. Shut the ice-box. Use the coffee on the kitchen appliance. Use the sour milk on the kitchen appliance. Walk east, to the cellar, east. Use the hose. Use the empty milk bottle on the hose. Use the glider. Take the translator. Leave the glider. Walk west, upstairs, upstairs, east. Give the turkey leg to the tomcat. Take the bone. Take the ghetto blaster. Walk north, downstairs, east, around the house. Use the knife on the car seat. Use the spring. Take the pumpkins. Use the knife on the pumpkin. Use the bone on the angel. Use the fishing pole and bone on the glass. Walk to the glass. Use the translator on the rooster. 22 Give the dentures to the rooster. Take the chicken feed. Use the chicken feed on the seesaw. Walk west, inside, south. Use the eggs on the kitchen appliance. Use the pumpkin meat on the kitchen appliance. Take the mug. Walk east, north. Use the funnel on Howard. Walk east, west. Take the remote control. Use the remote control on the TV player. Use the translator on the TV player. Use the remote control on the TV player. Use the remote control on the TV player. Use the remote control on the TV player. Use the remote control on the TV player. Use the remote control on the TV player. Use the cassette player on the TV player. Walk west, east. Use the pumpkin mask on Chewy. Walk north, to the store. Talk to Miss Hoggendobber. Talk to Holly. 1 Use the vending machine. Talk to Holly. 1113 Walk south. Take the coin. Walk west, inside, north. Use the paper on the typewriter. Use the cyber-crown on the typewriter. Take the F5-manuscript. Walk east, west. Give the manuscript to Howard. 34 Take the Surimy. Walk east. Use the Surimy on the car wreck. Walk inside, upstairs, upstairs. Use the trap door. Take the plant. Use the pumpkin seeds on the flower pot. Use the water-filled milk bottle on the flower pot. Use the Surimy on the flower pot. Use the trap door. Walk downstairs, downstairs, east. Use the pumpkin mask on Chewy. Walk north. Look at the poster. Talk to the salesman. Use Howard on the salesman. Use the pumpkin mask on Chewy. Walk north. Use Howard on the policeman. Use the telephone box. Use Howard on the mayor. Use the Ghost Hunter’s voice on Mr. Pumpkin. Give the bottle of pumpking liquor with PG-Lady to the mayor. Walk to the store. Talk to Holly. Talk to Molly. Walk south, to the train station. Use Howard on the employee. Use the mail bag. Use the postage stamps on the letter. Use the stamped letter on the mail bag. Walk north, west. Use the mail box. Use the pumpkin mask on Chewy. Walk north, to the train station. Give the money to the paperboy. Look at the magazine. Page through it. Look at the want ads. Look at the poster. Leave the poster. Walk to the dark alley, to the east side. Note the two equations and the lone number. Use the combination lock. Turn to 762. Go back to the alley. Walk south. Use the signet ring on the taxi sign. Go to the publishing house. Use the switch. Use the switch. Use the switch. Talk to the salesman. Use the taxi. Go to the hotel. Give the Spark-Bodgers poster to the boy. Walk into the hotel. Use the ash tray. Walk west. Use the cigar on the boy. Walk into the costume shop. Talk to the costume rental man. Take the calling card. Look at the calling card. Walk west, into the hotel. Use the chewing gum on the water pipe. Walk upstairs. Use the hotel key on the third door from the left. Use the hotel key on the fifth door from the left. Use the hotel key on the fifth door from the left. Take the bottle of liquor. Take the captain’s hat. Walk west. Use the hot dog on the re-con cockroach. Walk north. Use the hotel key on the second door from the left. Walk west. Take the exterminator’s tools. Use the exterminator’s equipment on the cockroach army. Look at the window. Walk north, east, west. Use the taxi sign. Go to the publishing house. Use the window washer platform. Use the exterminator’s equipment on the secretary. Walk inside. Use the taxi. Go to the harbor. Take the chewing tabacco. Talk to the sailor. 23 Use the tabacco on the liquor bottle. Give the liquor bottle to the sailor. Use the taxi sign. Go to the TV studio. Use the magazine on the porter. Use the taxi. Go to the hotel. Walk into the costume shop. Give the order form to the costume rental man. Walk west. Use the taxi sign. Go to the publishing house. Use the lolita langusta costume on the telephone booth. 12 Use the to the printers spot. Use the manuscript on the to the printers spot. Use the telephone. Use the taxi. Go to the TV studio. Use the invitation on the porter. Walk north. Take the ashtray. Walk north, west. Talk to Nichelle. 223 Give the wrist watch to Nichelle. Talk to the effects man. Give the plaster mask to the effects man. Use the ashtray on the stage. Use the handbag. Walk north. Use the small device on Laura Letter. Use the device. Use the crate. Use the door. Walk into the travel agency. Take the parrot. Take the artifact. Take the records. Take the glass. Open the bureau. Use the open bureau. Use the records on the grammaphone. Use the nose pliers on the artifact. Walk west. Give the artifact to the trader. Walk into the bar. Use the parrot on the diva. Give the gift certificate to the barkeeper. Use the piranha on the bloody mary. Give the surprise bloody mary to the diva. Talk to the parrot. 314 Give the gala costume to Nichelle. Give the small Choco-Clint to Indigo Brown. Walk east, west, to the bridge, west, west. Use the bushes. Take the machete. Walk north. Use the left vine. Use the right vine. Use Howard on the right vine. Use Nichelle on the right vine. Walk west. Use the machete on the rubber plant. Use the rubber plant. Walk north. Give the medium Choco-Clint to the big chief. Take the cork screw. Walk east. Use the cork screw on the left dugout. Use the rubber tree plant on the right dugout. Walk west. Talk to the big chief. Walk west. Use the videotape on the home entertainment center. 2 Walk northwest. Go to the film set. Talk to Nichelle. Give the home entertainmenter center to the director. Walk inside. Take the sleeping pills. Take the gift certificate. Walk east. Give the food certificate to Jim. Use the tranquilizer on the jungle-burger. Walk south. Go to the hermit’s hut. Use the kill burger on the piranhas. Walk to the hut. Look at the diary. Walk south. Go to the temple. Walk to the men. Walk east. Go to the film set. Talk to the director. Use the ladder. Use the button. Use the ladder. Take the right Clint-statue. Take the Clint-statue. Walk north, inside. Use the large Choco-Clint on the pedestal. Walk east. Use a stone statue of Clint on the left marking. Use the stone statue of Clint on the right marking. Use the middle marking. Use the ladder. Use the button. Walk north. Use the Borx-glider. Use the navigational computer. Take the radio set. Open the cabinet. Take the blaster. Use the transporter module. Walk south. Shoot the Bork-blaster. Shoot the Bork-blaster. Shoot the Bork-blaster. Shoot the Bork-blaster. Shoot until Howard opens the door. Walk east. Take the hub caps. Use the Bork-blaster on the control unit. Use the Surimy on the wreck. Walk east, east. Use the Surimy on the harbor-bar. 24 Give the bottle of pumpkin liquor with PG-Lady to the ghost. Take the wheels. Walk north. Use the wheels on the mine wagon. Use the mine wagon. Use the chewy merchandise on the door. Use the toilet flush. Take the slime. Use the large Choco-Clint on the document scanner. Use the switch. Use the button. Walk north, to the red door. Use the slime on the probe. Use the start button.

Beneath a Steel Sky

To access security services, some versions of this game require codes from the game manual. [+] Use the rung. Use the metal bar on the door. Use the door. Walk west, downstairs, east. Look at the junk in the middle. Use the circuit board on the robot shell. Use the transporter. Talk to Joey. 2 Use the lift. Walk east. Open the cupboard door. Take the spanner. Wait until the man returns. Talk to the man. 31313222222 Walk west. Talk to Joey. 2 Wait until the lift goes down. Use the hole. Look at the lock. Wait until Joey arrives. Talk to Joey. 2 Use the corpse. Walk east, east, northeast. Talk to the woman. 1112 Walk east. Use the spanner on the cogs. 2 Use the spanner jammed in cogs. Walk west. Use the spanner on the robot. Talk to Joey. 1 Walk east, to the doorway behind the sensors. Talk to Joey. 2 Use the window. Leave the window. Wait until Joey arrives. Talk to Joey. 2 Talk to Joey. 2 Wait until Joey arrives. Walk to the doorway. Use the gangway. Take the putty from the floor. Walk east. 2 Walk west, west. Look at the cable. Use the cable. Walk to the lift. Wait until Joey arrives. Talk to Joey. 1 Wait until Joey breaks the cable. Walk west, west, west. Use the spanner on the right button. Use the spanner on the left button. Wait until Joey arrives. Talk to Joey. 1 Use the left button while Joey pushes the right button. Use the switch. Take the light bulb. Use the putty on the light socket. Use the switch. Use the eastern switch in the cabinet. Walk east, east, east. Use the ID card on the slot. Wait until Joey arrives. Walk to the lift. Take the cable. Walk west, northeast. Use the ID card on the western slot. Walk northwest. Use the pillow. Take the magazine. Walk east, south, east, east, northeast. Talk to the man. 111213 Give the magazine to the man. Take the ticket. Walk west, southwest, west. Wait until Lamb arrives. Give the ticket to Lamb. Walk east. Use the ID card on the slot. Wait until Joey arrives. Walk to the lift. Walk northeast. Wait until Lamb arrives. Talk to Lamb. 4 Walk east. Talk to Anita. 123322 Give the ID card to Anita. Talk to Anita. 224 Walk west, west, west. Use the ID card on the terminal. Type 4 – Security services. Enter the correct code from the manual. Type 2 – Special operations. Type 1 – File adjustment. Type 1 – Authorise D-LINC. Exit the terminal. Wait until Lamb tries to go down the elevator. Talk to Lamb. 42 Use the ID card on the slot. Wait until Joey arrives. Walk to the lift. Walk west, west, west. Use the projector. 2 Wait until Joey arrives. Talk to Joey. 13 Walk west. Talk to Burke. Talk to Burke. 1 Talk to Burke. 1 Talk to Burke. Talk to Burke. 23 Walk east, east, southeast, northeast. Use the ID card on the eastern slot. Walk northeast. Take the video cassette. Walk west, south, east, east, east. Talk to the man. 12 Wait until Joey arrives. Talk to the man. 21 Talk to Joey. 2 Take the anchor. Use the anchor on the cable. Walk west, west. Use the ID card on the slot. Wait until Joey arrives. Walk to the lift. Walk west, west, northeast, upstairs, east. Use the grappling hook on the sign. Walk east. Use the ID card on the interface slot. Use the interface. Take the ball. Walk east. Use open on the carpet bag. Take the magnifying glass. Use decrypt on the first document. Use decrypt on the second document. Take the birthday surprise. Use decompress on the compressed data. Walk east. Use the green password on the password hole Use the red password on the empty password hole. Take the green password. Use the green password on the northwestern password hole. Take the red password. Use the red password on the northeastern password hole. Take the green password. Use the green password on the eastern password hole. Walk north. Take the bust. Take the book. Use decrypt on the third document. Use disconnect. Use the ID card on the terminal. Type 4 – Security services. Enter the correct code from the manual. Type 1 – View documents. Type 1 – Briefing.doc. Type 9 – Next page. Type 0 – View documents. Type 2 – Report.doc. Type 0 – View documents. Type 0 – Security services. Type 2 – Special operations. Type 2 – Special status request. Exit the terminal. Use the ID card on the elevator slot Walk west, east. Use the ID card on the slot. Wait until Joey arrives. Walk to the lift. Walk west. Use the ID card on the slot. Walk to the lift. Walk west. Talk to the doorman. 133 Walk southeast. Look at the door. Use the ID card on the lock. Walk southeast. Take the secateurs. Walk west, northeast. Wait until Mrs Piermont appears. Talk to Mrs Piermont. 31 Talk to the gardener. 22 Talk to the boy. 223 Talk to the gardener. 2 Use the button. 21111 Use the video cassette on the VCR. Look at the dog bowl. Take the dog biscuits. Walk to the elevator. Walk northwest. Wait until Mrs Piermont arrives. Use the dog biscuits on the plank. Use the rope. Walk northeast, north. Use the middle locker. Look at the body. Walk west, west. Use the ID card on the slot. Walk to the lift, east. Use the ID card on the slot. Walk to the lift, northeast, east, east. Use the middle locker. Use the overalls. Walk east. Use the control panel. Type 2 – Open reactor door. Exit the terminal. Walk north. Take the LINC card. Walk west. Use the control panel. Type 2 – Close door. Exit the terminal. Walk west. Use the coat. Walk west, west, west, west, northeast. Use the ID card on the slot. Use the LINC card on the interface slot. Use the interface. Walk east. Use blind on the eyeball. Walk north, north. Use playback on the well. Use disconnect. Use the ID card on the elevator slot. Walk west, east. Use the ID card on the slot. Walk to the lift, west. Use the ID card on the slot. Walk to the lift, east. Talk to the gardener. 2 Talk to the gardener. 2 Walk northwest, west, west. 111112122 Walk to the club. 3 Walk to the club. Use the jukebox. 1 Wait until one of the men changes the tune. Take the glass. Walk west, northeast. Use the ID card on the slot. Walk to the lift, west, west, west. Give the glass to Burke. Walk east, east, southeast. Use the ID card on the slot. Walk to the lift, west, to the club. Use the metal plate. Use the metal bar on the packing case. Use the wooden lid. Use the box. Use the box. Use the metal bar on the grill. Use the secateurs on the grill. Use the narrow passage. Walk east, northeast, east. Use the light bulb on the socket. Walk east, east. Run to the hole. Use the metal bar on the plaster. Use the metal bar on the brickwork. Use the metal bar on the swelling. Take the brick. Use the brick on the crowbar stuck in vein. Take the crowbar stuck in vein. Wait until the robot arrives. Walk east, north. Use the control unit. Type 2 – Reduce temperature. Use the metal bar in the ceiling. Walk west. Use the grill. Leave the grill. Walk east, northeast. Use the circuit board on the slot. 2 Wait until Joey returns. Talk to Joey. 1 Talk to Joey. 432 Wait until Joey returns. Walk northwest. Walk northeast, northeast. Use the ID card on the terminal. Type 2 – Access to restricted Area. Type 1 – Open door. Exit the terminal. Walk west. Use the robot. Use the corpse. Walk northeast. Use the red LINC card on the slot. Use the interface. Use blind on the eyeball. Walk east. Use blind on the eyeball. Walk north, north, east. While the eye is blinded, take the tuning fork. Walk west, west. Use divine wrath on the crusader. Walk east. Use oscillator on the crystal. Take the helix. Use disconnect. Walk west, southeast. Use the red LINC card on the console. Take the tongs. Use the tongs on the eastern huge tank. Use the tongs on the western huge tank. Walk east. Open the middle cabinet. Use the circuit board on the middle cabinet. Use the middle console. Type 2 – Download character data. Type 0 – Main menu. Type 3 – Startup program. 133 Walk east. Wait until Ken arrives. Talk to Ken. 3 Use the hand panel while Ken uses the other hand panel. Walk east, east. Use the cable on the pipe support. Use the rungs. Use the tongs on the orifice. Use the cable. Talk to Ken. 2

Batman Returns

Use the vault. Use the utility belt computer. Add a gauntlet. Add a rope. Add a batarang. Add a bolo batarang. Add a sonic batarang. Add a lockpick. Add a scanner. Add a knockout gas. Leave the computer. Leave the vault. Go to the garage. Use the navigation computer. Go to Gotham Plaza. Go to the street. Use the knockout gas to subdue the acrobat. Use the sonic batarang to subdue the firebreather. Choose to interrogate the firebreather. Ask for an explanation. Use the bolo batarang to subdue the clown. Choose to interrogate the clown. Ask about the leader. Use the sonic batarang to subdue the acrobat. Go to the batmobile. Use the navigation computer. Go to the Batcave. Use the main computer. Use the evidence computer. Enter the frozen fish. View the frozen fish. Extrapolate from the frozen fish. Exit the computer. Leave the main computer. Go to Wayne Manor. Go to the garage. Use the navigation computer. Go to the fish market. Use the navigation computer. Go to the old Gotham Zoo. Go to the ground. Use the fence. Take the videotape. Go to the batmobile. Use the navigation computer. Go to the Batcave. Use the main computer. Look at the news broadcast. Note the news item about Oswald Cobblepot. Use the evidence computer. Enter the videotape. View the videotape from the Zoo. Exit the computer. Leave the main computer. Go to Wayne Manor. Go to the garage. Use the navigation computer. Go to Shreck’s office. Use the lockpick. Use the globe. Use the lockpick. Select the note. Use the scanner. Go to the batmobile. Use the navigation computer. Go to the Batcave. Use the main computer. Use the evidence computer. Enter the scan. View the note from Shreck’s office. Extrapolate from the note from Shreck’s office. Extrapolate from the videotape from the Zoo. Exit the computer. Leave the main computer. Go to Wayne Manor. Go to the garage. Use the navigation computer. Go to the fish market. Use the navigation computer. Go to Shreck’s office. Use the lockpick. Use the desk. Select the memo. Use the scanner. Go to the batmobile. Use the navigation computer. Go to the Batcave. Use the main computer. Use the evidence computer. Enter the scan. View the security memo from Shreck. Extrapolate from the security memo from Shreck. Exit the computer. Leave the main computer. Go to the garage. Use the navigation computer. Go to Selina Kyle’s. Use the garbage can. Take the photocopy of the memo. Go to the batmobile. Use the navigation computer. Go to the Batcave. Use the main computer. Use the evidence computer. Enter the photocopy of the memo. View the photocopy of the power memo. Extrapolate from the photocopy of the power memo. Exit the computer. Look at the news broadcast. Note the news item about the mayor recall. Leave the main computer. Go to Wayne Manor. Go to the garage. Look at the news broadcast. Note the Penguin’s message. Use the navigation computer. Go to the mayor’s office. Use the desk. Take the remodeling plans. Go to the batmobile. Use the navigation computer. Go to Shreck’s office. Use the lockpick. Use the globe. Use the lockpick. Select the memo. Use the scanner. Go to the batmobile. Use the navigation computer. Go to the Batcave. Use the main computer. Use the evidence computer. Enter the evidence. View the remodeling plans. Extrapolate from the remodeling plans. Exit the computer. Look at the news broadcast. Note the news item about the mayor recall. Leave the main computer. Go to Wayne Manor. Go to the garage. Look at the news broadcast. Note the Penguin’s message. Use the navigation computer. Go to the Penguin’s Headquarters. Use the sonic batarang to subdue the acrobat. Use the ventilation duct. Use the desk. Take the videotape. Go to the batmobile. Use the navigation computer. Go to Selina Kyle’s. Use the kitchen counter. Take the computer disk. Take the newspaper clipping. Go to the batmobile. Use the navigation computer. Go to the Batcave. Use the main computer. Use the evidence computer. Enter the evidence. Exit the computer. Leave the main computer. Go to Wayne Manor. Go to the garage. Use the navigation computer. Go to Shreck’s office. Use the lockpick. Use the desk. Select the industrial blueprints. Use the scanner. Go to the batmobile. Use the navigation computer. Go to Selina Kyle’s. Use the garbage can. Take both newspaper clippings. Go to the batmobile. Use the navigation computer. Go to the Batcave. Use the main computer. Use the evidence computer. Enter the evidence. View the power plant plans. View the news clipping of the Ice Princess. Extrapolate from the power plant plans. Extrapolate from the news clipping of the Ice Princess. Exit the computer. Leave the main computer. Go to Wayne Manor. Go to the garage. Use the navigation computer. Go to Shreck’s office. Go to the batmobile. Use the navigation computer. Go to the Batcave. Wait until you arrive. Go to the garage. Wait until 12:00. Use the navigation computer. Go to the Penguin’s Headquarters. Use the ventilation duct. Use the desk. Take the streetmap. Go to the batskiboat. Use the navigation computer. Go to the Batcave. Use the main computer. Use the evidence computer. Enter the evidence. Exit the computer. Leave the main computer. Go to Wayne Manor. Go to the video computer. Transmit the video recorded in the batmobile. Offer the evidence to commissioner Gordon. Go to the vault. Use the utility belt computer. Remove the lockpick. Add a knockout gas. Add a sonic batarang. Leave the computer. Leave the vault. Go to the garage. Use the navigation computer. Go to downtown. Use the beam. Go to the street. Use the knockout gas to subdue the acrobat. Go to the batskiboat. Use the navigation computer. Go to the old Gotham Zoo. Use a sonic batarang to subdue the strong man. Use the sonic batarang to subdue the firebreather. Use the bolo batarang to subdue the clown. Switch to fierce mode. Wait until the Penguin flies off. Use the batarang to defeat the Penguin.

Bargon Attack

Take the umbrella. Take the unknown object. Use the rusty key on the lock in the trunk. Search the inside of the trunk. Search the inside of the trunk. Take the button from the frockcoat. Take the advertising. Use the button on the piggy bank. Walk down the escalator. Open the saddle on Patrick’s Bike. Search the saddle. Search the saddle Search the saddle. Use the door. Take the one-franc coin. Examine the manhole. Use the screwdriver on the grate. Take the thingummie. Use the coin on the telescope. Look at the Pompidou Centre. Look at the poster. Note the program. Use the key micro on the lock in the door. Walk east. Take the cylinder for pumping the tires. Take the key for Nono’s scooter. Take the unknown object from the building site. Use the drill on the badge. Use Nono’s key on Nono’s scooter. Use the compressed air on Nono’s scooter. Enter the bar. Talk to Mr Havajarr. Enter the back room. Take the billiard cues. Use the card-table cloth. Use the card-table cloth. Use the card-table cloth. Take the unknown object. Use the small key on the lock in the trophy case. Take the cup in the topleft corner of the trophy case. Take the unknown object. Use the twisted key on the lock in the private door. Use the switch in the private room. Use the switch on the wall. Take the second leaflet. Use the second leaflet on yourself. Note the text. Walk west. Give the 200 francs from the wallet to Mr Havajarr. Leave the bar. Enter the bakery. Use the stick of liquorice. Give the coins in the wallet to the baker’s wife. Leave the bakery. Use the first leaflet on the chink under the garage door. Use the second leaflet on the chink under the garage door. Use the liquorice on the lock in the garage. Use the spanner on the back wall. Examine the machine. Use the badge on the imprint next to the ON button. Open the wall closet. Take the spanner from the wall closet. Use the 8 wrench on the hollow wrench. Examine the machine. Push the OFF button. Take the remote control. Use the remote control on the trunk. Take the hood. Use the remote control on the trunk. Use the remote control on the back door. Use the remote control on the table. Enter the car. Close the door. Carefully walk to the skeleton. Take the bracelet. Use the shoot program of the arm unit on the guard. Use the shoot program of the arm unit on the guard. Take the item. Walk to the west cave. Use the mutate program of the arm unit on the sand. Walk to the sea. Use the coin on the credit. Destroy the small crabs. Use the mutate program of the arm unit on the left lion’s mouth. Use the mutate program of the arm unit on the right lion’s mouth. Use the mutate program of the arm unit on the right lion’s paw. Use the shoot program of the arm unit on the right lion’s paw. Take the gloves. Walk east. Take the Story of Renart. Open the book. Take the disk. Walk east. Use the translate program of the arm unit on the red graffiti. Recall the text of the second leaflet. Use the mutate program of the arm unit on the first grotesque. Use the mutate program of the arm unit on the third grotesque. Use the mutate program of the arm unit on the sixth grotesque. Walk to the secret passage. Use the red graffiti. Walk to the secret passage. Use the left ring. Use the shoot program of the arm unit on the left skull. Take the phial. Use the right ring. Walk east. Use the harp. Use the mutate program of the arm unit on one of the points on the panel. Complete the picture according to the program in Pompidou Centre. Push the first button. Push the second button. Walk west. Wait until the boulder stops moving further. Use the right ring. Use the right ring when the boulder begins to hop again. Use the right ring. Use the phial on the fountain. Walk east, north. Use the phial on the plant. Use the chest. While the statue has it’s eyes open, walk onto the tiles. Walk onto the far right tile, which turns the arm-band black. Use the mutate program of the arm unit on the arm-band. Walk onto the near right tile, which turns the arm-band white. Use the mutate program of the arm unit on the arm-band. Walk onto the central right tile, which turns the arm-band red. Use the mutate program of the arm unit on the arm-band. Take the disk from the chest. Use the east door. While the statue has it’s eyes open, walk onto the tiles. Walk onto the central left tile, which turns the arm-band yellow. Use the mutate program of the arm unit on the arm-band. Walk onto the near left tile, which turns the arm-band blue. Use the mutate program of the arm unit on the arm-band. Walk east. Use the sapphire eye in the statue. Take the token. Use the mutate program of the arm unit on the security flywheel. Use the code panel. Push the top left button. Push the button in the center. Push the bottom right button. Use the translation program of the arm unit on the graffiti. Use the code panel. Push the middle button in the top row. Push the middle button in the middle row. Push the middle button in the bottom row. Push the green button. Use the token on the imprint near the graffiti. Use the hood on yourself. Use the shoot program of the arm unit on the unknown species. Take the flower. Use the door at the top of the stairs. Use the flower on the light. Walk around until the Bargonian appears. Use the shoot program of the arm unit on the Bargonian. Use the keyboard. Use the mutate program of the arm unit on the right milestone. Walk across the tiles to the door. Open the door. Use the airlock. Walk to the front of the screen. Use the shoot program of the arm unit on the nearest Guard. Use the shoot program of the arm unit on the nearest Guard. Use the shoot program of the arm unit on the nearest Guard. Use the shoot program of the arm unit on the nearest Guard. Walk east. Use the translation program of the arm unit on stela. Walk around until you disappear in the ground. Wait until you resurface. Wait until the creature takes you away. Walk to the milestone such that you can just see your reflection. Use the mutate program of the arm unit on the milestone. Walk east. Walk onto the right footbridge. Use the mutate program of the arm unit on the right flagstone. Push the right button. Walk onto the bottom footbridge. Use the mutate program of the arm unit on the bottom flagstone. Use the shoot program of the arm unit on the seat. Use the seat. Use the shoot program of the arm unit on the Bargonian. Use the Bargonian elevator. Walk into the elevator. Push the button under the disk drives. Use the save program on disk unit 3. Use the Bargonian elevator. Walk into the elevator. Walk east.

The Adventures of Willy Beamish

13 Open the desk. Take the wood. Take the white crayon. Exit the desk. Wait until the teacher goes to sleep. Walk east, northeast. 1 Look at Willy. Use the white crayon on the wood. Give the white hall pass to coach Beltz. 2 Give the Gamebuddy to Spider. Exit the school building. Take the letter. Walk inside. 1 Walk north. Talk to Sheila. 12 Walk east, upstairs, north. Open the cabinet. Use the Germ-Away. 2 Use the bandaid. Exit the cabinet. Walk east, west. Use the answering machine. Use the answering machine. Walk upstairs, northeast. Take the diary. 1 Walk north, southeast. Use the Nintari. Walk northeast, west, east. Wait for dinner time. Walk north. 1 Give the letter to Gordon. 1 Walk west. Talk to Gordon. 2 Walk inside, east, upstairs, southwest. Help Brianna. Walk north. Take the conditioner. Give the conditioner to Tiffany. 1 Walk north. Use Horny on Tiffany. Take the key. Walk southeast. Use the Nintari key on the Nintari. Use the Nintari until Sheila calls for you. Take the jar of flies. Use the bed. 222 Use the answering machine. Use the answering machine. Use the answering machine. Walk south, southwest. Go to the tree fort. Take the comic. Talk to Perry. 1 Give the diary to Perry. 12 Leave the tree fort. 21 Take the “No Smoking” sign. Put the “No Smoking” sign in the garbage can. Wait until Spider arrives. 1 Give the comic to Spider. Talk to Dana. Leave the tree fort. Talk to Dana. Talk to the vendor. Give the money to the vendor. Use Horny on the track. Push Horny. Use the Slam Dunk cola on Horny. Use the jar of flies on Horny. Walk southeast. Go to East Frumpton, to Olde Town. Walk to the fountain. Examine the fountain closely. Take a ferry token. Leave the fountain. Go to the OK T-Shirt Kiosk. Talk to the kiosk vendor. 2 Give the photo to the kiosk vendor. Walk to the lottery machine. Examine the lottery machine closely. Use the button. Take the ticket. Walk west, northwest. Go to Willy’s neighborhood, to the Beamish Home. Walk inside, upstairs, southeast. Use the Nintari until Sheila calls for you. Walk north, west. Walk north, northwest. Run south, upstairs, southwest. Take the mouse. Run southeast, north. Open the cabinet. Run southeast, west, east. Use the hairspray on Willy. Spray at the bat. Take the vacuum cleaner. Use the mouse on the table. Vacuum the bat. Walk west. 1 Walk east. Talk to Brianna. 121 Walk east, south, south. Go to the tree fort. Give the T-shirt to Dana. Take the ants. Walk west. Go to East Frumpton, to Olde Town. Walk to West Frumpton. Give the token to Gus. Go to Toothsweet. Use the window. Walk south. Go to the Golden Bowl Tavern. Try to enter the tavern. Repeat until the gang arrives. Use the smoke bomb on the gang. Use the wrench on the fire hydrant. Run south. Go to Toothsweet. Talk to the tourists. 1 Walk inside, upstairs, southeast. Use the bed. Walk west. 1 Walk north. 1 Walk east, south, southwest. Go to the tree fort. Talk to Dana. Walk west. Go to East Frumpton, to Olde Town. Go to West Frumpton, to the Plumber’s Union. Enter the window. Walk to the desk. Use the plunger on Louis. Take the pass. Run east, west. Go to Toothsweet. Give the entry blank to the judge. Use the jar of flies on the table. Wait until the contest begins. Win the contest. Walk inside. Use the Nintari key on the dogtags chain. Use the chain and key on the guard. Choose ‘Hoopa Coiler Agamemnon’. Walk north, to the harbor, to the jetski. Look at the jetski. Take the recorder. Ride the jetskit to East Frumpton, to Humpford Mansion. Walk inside. Talk to the parrot. 1212 Walk east. Take the chalice. Take the table cloth. Take the chalice. Walk west. Use the table cloth on the armor’s feet. Pull the armor. Take the blueprints. Take the helmet. Walk east, east. Use the chalice on the cook. Walk behind the counter. Use the sauce pan on the floor. Push the cauldron. Walk to the exit. Use the rail. Use the helmet on the cook. Push the right button. Run north. Go to the West Frumpton Leave the jetski. Go to the Plumber’s Union. Walk to the phone booth. Use the tape recorder on the shelf. Use the receiver on the tape recorder. Push the record button. Dial 432-7446. Push the record button. Dial 342-3403. Push the play button. Walk west, to the Golden Bowl Tavern, inside. Give the lottery ticket to Burt. Take the nudie calendar. Walk south, to the Frumpton Sludgeworks. Give the nudie calendar to the plumbers. Walk to the entrance. Use the security card on the security room. Walk inside, to the central plateau. Remove the lid. Push the switch. Push the brown button. Push the purple button. Push the green button. Push the purple button. Push the stick to the left. Walk southeast. Use the panel. Push the switch. Spell AIR. Wait until the guard arrive. Push the enter button. Spell TRAM. Push the enter button. Duck. Wait until Stanley throws his hat. Duck. Take the hat. Aim the hat at Stanley. Jump to the piston. Walk to the carriage. Look at the blueprints. Ride forward, right, left, forward, left. Use the yoyo on Leona. Wait until Leona starts laughing. Aim the yoyo at Leona. Use the flush handle.

The Adventures of Fatman: Toxic Revenge

Open the west cabinet beneath the Fat computer. Take the Swiss army knife from the west cabinet. Open the bottom drawer. Take the wallet from the bottom drawer. Open the wallet. Take the ATM card from the wallet. Use the ATM card. Look at the ATM card. Open the east cabinet. Take the test tube from the east cabinet. Take the duct tape. Walk south. Open the hatch. Talk to the Fat computer. Go to the ACNE labs. Talk to the police officer. Talk to the police officer. 2235 Walk west. Talk to the Fat computer. Go to the Bank of Shadowlands. Use the ATM machine. Use the ATM card on the ATM machine. Enter the code 7883. Withdraw the money. Walk west. Talk to the Fat computer. Go to Doughnut World. Talk to the clerk. 111111111 Walk east. Talk to the Fat computer. Go to the Quik E Mart. Open the dumpster lid. Look at the garbage in the dumpster. Take the VHS tape from the garbage in the dumpster. Use the quarter on the paper machine. Look at the paper. Use the paper. Look at the third wanted ad in the first column. Exit the paper. Walk west. Talk to the Fat computer. Go to La Fattoria. Open the door. Talk to Bruno. 2 Open the Swiss army knife. Use the knife on the cheese. Wait until the bell sounds. Talk to Bruno. Open the door. Walk east. Talk to the Fat computer. Go to 542 West Boulevard, Apartment C. Use the buzzer. Push the button c. Use the knife. Use the corkscrew. Use the screwdriver on the buzzer. Use the screwdriver. Use the scissors on the broken wires. Use the stripped wires. Use the duct tape on the repaired wires. Use the buzzer cover on the buzzer. Look at the pizza. Exit the buzzer. Walk east. Talk to the Fat computer. Go back to the Fatcave. Use the pizza on the Fatmobile. Open the hatch. Talk to the Fat computer. Go to 542 West Boulevard, Apartment C. Use the buzzer. Push the button c. Walk east. Talk to the Fat computer. Go to La Fattoria. Open the door. Open the door. Walk east. Talk to the Fat computer. Go to the Quick E Mart. Open the door. Take the doughnuts. Look at the pink drugs bottle. Take the pink drugs bottle. Use the super-doze-off on the doughnut. Take the comic books. Read the comic. Take the comic books. Read the comic. Take the comic books. Read the Stud! Monthly. Walk southwest, west. Talk to the Fat computer. Go to the ACNE Labs. Give the iced doughnut to the police officer. Take the wires. Walk west. Talk to the Fat computer. Go back to the Fatcave. Walk east. Use the scissors. Use the knife. Use the corkscrew. Use the screwdriver on the video camera. Use the screwdriver on the VHS tape. Use the video reel on the VHS tape. Use the VHS tape on the VCR. Give the cheese to the hamster. Take the hamster. Walk south. Open the hatch. Talk to the Fat computer. Go to Wrent a Wreck. Open the door. Talk to Robin. Talk to Robin. Talk to Robin. Use the hamster on Robin. Take the ink pen. Look at the ink pen. Use the computer. > ROBIN > AUCH-74 Print the document. Take the printout. Look at the printout. Use the cartridge part of the printer. Use the screwdriver. Use the scissors on the ink pen. Use the scissors. Use the knife. Use the corkscrew on the printer cartridge. Use the ink pen on the printer cartridge. Use the duct tape on the printer cartridge. Use the printer cartridge on the printer. Use the paper on the printer. Use the computer. > ROBIN > AUCH-74 Print the document. Take the printout. Look at the printout. Open the door. Walk east. Talk to the Fat computer. Go to 7835 South Water Street. Use the button. Use the bell. Use the button. Use the panel. Push the button two. Use the door 203. Use the door 203. Use the door 203. Walk south. Use the panel. Push the button one. Talk to the attendant. Use the button. Use the panel. Push the button three. Use the door 302. Walk south. Use the panel. Push the button one. Walk west, west. Talk to the Fat computer. Go back to the Fatcave. Walk east. Use the printout on the Fat computer. Walk south. Open the hatch. Talk to the Fat computer. Go to the Burrito Barn. Open the door to the Burrito Barn. Give the coupon to the cowboy. Use the MEGA burrito on the hot sauce. Use the MEGA burrito. Walk west. Use the printout on the bouncer. Use the door to the boarded house. Take the poster. Walk west. Talk to the Fat computer. Go to Big’n’Tall. Talk to the bum. 12 Take the glue from the box of glue. Talk to Billy Bob. 23 Give the MEGA burrito to Billy Bob. Walk inside the shop. Take the credit application. Use the ink pen on the credit application. Give the credit application to Pete. Take the black t-shirt. Take the pants. Take the sock. Take the shoe. Take the studded belt. Take the hat. Walk south, east. Talk to the Fat computer. Go to La Fattoria. Use the corkscrew. Use the screwdriver. Use the scissors on the poster. Use the glue on the skull logo. Use the skull logo on the outfit. Use the outfit on the phone booth. Walk east. Talk to the Fat computer. Go to the Burrito Barn. Use the door to the boarded house. Talk to Merv. 212 Talk to Merv. 321 Walk northeast. Open the door. Look at the towel rack. Look at the drain. Look at the drain. Open the door. Walk west. Talk to the bartender. 54 Open the closed door. Take the cleaner. Walk northeast. Open the door. Use the cleaner on the drain. Take the game tokens from the drain. Take the towels. Open the door. Walk west, east until the PONG machine is unoccupied. Use the game tokens on the PONG machine. Lose the game. Walk west. Talk to Merv. 24 Walk northeast. Use the PONG machine. Use the game tokens on the PONG machine. Win 9 rounds of PONG. Use Merv. Walk west. Open the door. Walk west. Talk to the Fat computer. Go to La Fattoria. Use the Fat suit on the phone booth. Walk east. Talk to the Fat computer. Go to 1217 Lucas Lane. Take the bump in the carpet. Use the key on the door. Open the door. Take the bottle. Walk upstairs. Look at the phone. Use the phone. Look at the phone. Open the top drawer. Take the flashlight. Walk downstairs. Open the door. Walk east. Talk to the Fat computer. Go to the Mary Kate Cosmetics offices. Look at the green goo. Walk east. Talk to the Fat computer. Go to La Fattoria. Use the outfit on the phone booth. Walk east. Talk to the Fat computer. Go to the Burrito Barn. Open the door to the boarded house. Talk to the bartender. 54 Open the closed door. Take the eyedropper. Walk northeast. Take the darts. Walk west. Open the door. Walk west. Talk to the Fat computer. Go to La Fattoria. Use the Fat suit on the phone booth. Walk east. Talk to the Fat computer. Go to the Mary Kate Cosmetics offices. Use the eyedropper on the green goo. Use the eyedropper on the test tube. Walk east. Talk to the Fat computer. Go back to the Fatcave. Walk east. Use the toxic sample on the Fat computer. Use the eyedropper on the chlorine. Use the eyedropper on the toxic sample. Talk to the Fat computer. Walk south. Open the hatch. Talk to the Fat computer. Go to the water tower. Use the bomb. Use the scissors on the yellow wire. Use the scissors on the orange wire. Use the scissors on the brown wire. Use the scissors on the green wire. Use the scissors on the blue wire. Take dynamite from the bomb. Take the bomb timer from the bomb. Use the chlorine on the darts. Use the flashlight. Use the darts on the tube. Walk west. Take the rock. Use the rock on the street light. Use the blow darts on the mutants. Use the bomb timer on the dynamite. Use the duct tape on the dynamite. Use the bomb on the steel doors. Walk north. Use the elevator. Use the panel. Push the button three.

An American Tail: Fievel Goes West

Talk to the rat. 11 Take the broccoli. Wait until the guard goes to sleep. Walk north, west. Talk to the card player. 1 Give the nickels. Continue playing until you win. Walk east, east, to the station, to the drain. Take the key. 11 Give the broccoli. Walk west, west, west. Talk to the mouse. 12 Walk north. Talk to the mice. 231 Continue playing until you win. Give the deck of cards. Walk south, west, northeast. Talk to Tony. Talk to Gussie. 2 Walk east, east, east, north. Go to the gate. Use the skeleton key. Go to the gate. Walk east. 1 Give the dice, the skull and the key. Complete the puzzle. Walk east. Continue playing until you win. Walk north, to the mine. Take the marbles. Walk west, north, east, east. Take the badge. If you encounter the scorpion, go south. Walk north, north, east, south, east. Walk northeast, northwest. Talk to Tanya. 21 Walk west, west, northwest. Talk to the dog. 1121211 Give the badge. Walk south, southeast. Talk to Tiger. 12 Give the perfume. Walk west, northwest. Talk to Wylie. Shoot as many birds, targets and tumbleweed as possible. Defeat the gang of cats. Complete the puzzle.

Apprentice

Take the scroll. Walk downstairs. Take the coffee bean grinder. Look at the coffee bean grinder. Use the coffee bean grinder on the dish towel. Use the right cupboard. Take the ???. Use the Master’s door. While the Master is in his room, walk to the dark corner. Wait until the Master is in the kitchen. Walk upstairs. Use the laundry chute. Take the broom. Walk outside, to the cliff. Talk to the snake. 211 Take the book. Take the picnic blanket. Walk to the hill. Talk to the highwaywoman. 355555 Use the gate. Use the plant ID book on the plant. Use the broom on the left sheep. Take the oregano. Use the coffee bean grinder on the oregano leaves. Use the broom on the right sheep. Use the gate. Use the sandwich book on the sandwich. Walk to the barn. Take the stool. Take the milk pail. Use the stool on the saddle. Use the broom on the saddle. Walk outside. Use the picnic blanket on the horse. Use the saddle on the horse. Look at the scroll. Use the milk pail on the saddle. Take the saddle. Walk to the tower. Walk upstairs.

Apprentice II: The Knight’s Move

Use the nightstand. Take the coppers. Take the picture besides the scroll. Take the scroll. Walk downstairs. Walk down the path. Go to the fishery. Talk to the lady pirate. 21313334524 Take the gear. Take the pinchers. Walk into the doorway. Take the cask. Look at the potion. Talk to the fisherman. 311114 Walk outside, to the main map. Go to the camp. Go to the village. Talk to the highwaywoman. 1222 Use the quill pen on the desk. Talk to Navy Joe. 44 Talk to Navy Joe. 11 Each time, guess the pocket of first number plus 2. Take the lantern at the far west of the screen. Talk to the bird. 4 Use the pinchers on the cage. Take the clay. Walk into the bakery. Open the center stove. Use the gear on the center vent. Take the molasses. Take the bellows. Take the butter. Walk west, to the main map. Go to the races. Talk to the ticket master. 331113 Talk to the old man. 2222 Walk to the stable. Use the butter on the bucket. Use the bucket. 24 Take the bucket part. Look at the awning. Look at the peg. Take the peg. Walk south, to the main map. Go to the village. Leave and return until the guard appears. Take the quill pen. Leave and return until the guard disappears. Talk to the highwaywoman. 44245 Talk to Lloyd. 1 Talk to the guard. 45 Walk inside the bakery. Open the west stove. Use the bucket part on the west vent. Walk west. Use the ladder. Use the east stovepipe. Use the ladder. Walk inside the bakery. Take the gear. Walk west, to the main map. Go to the races. Walk to the stable. Use the postcard on the centaurs. Walk south, to the main map. Go to the tent. Talk to Foolkiller. 31 Walk to the main map. Go to the tent. Take the armor. Walk to the main map. Go to the camp. Use the uniform. Take the t-shirt. Use the pinchers on the stocks. Go to the village. Use the charcoal on the lantern. Give the autograph to Navy Joe. Give the t-shirt to the guard. Use the gate. Look at the shrub. Take the shrub. Talk to Lorenzo. 13122222111222 Use the cup on the fishbowl. Walk south, to the main map. Go to the tower. Talk to Master. 66 Walk down the path. Go to the fishery. Walk into the doorway. Talk to the fisherman. 4334 Use the lemon on the cask. Use the rum on the cask of lemon seawater. Use the molasses on the lemon rum seawater. Give the grog to the fisherman. Take the potion. Walk outside. Use the armor part on the diving rig. Use the pinchers on the diving rig. Use the gear on the diving rig. Use the butter on the lever. Talk to Jezelle. 44 Use the diving suit. Use the potion. 123 Use the quill pen on the book wyrm. Use the charcoal-filled lantern on the book wyrm. Use the shelf of books. Use the valve. 2321 Take the curse book. Use the bucket to leave the well. Go to the races. Walk to the stable. Give the picture to Seacookie. Walk south. Give the coppers to the ticket master. Use the turnstile. Walk south. Go to the tower. Give the silvers to Master. Take the rose. Walk north. Go to the fishery. Give the rose to Jezelle. Walk into the doorway. Talk to the fisherman. 3 Take the cutlasses. Walk east. Give the cutlass to Jezelle. Walk to the main map. Go to the tower. Enter the tower. Use the clay on the cauldron. Use the glowing lantern on the cauldron. Use the cup of water on the cauldron. Use the bellows on the cauldron. Use the golem scroll on the cauldron. Walk downstairs.

Ace Ventura

Use the rope on the protruding rock. Use the key on Ace’s apartment. Use the answering machine. Wait until somebody knocks on the door. Open the apartment door. Use the portable computer. Use the hatch. Evade the obstacles and reach the other side. Walk east. Talk to Jacques. 1 Talk to Jacques. 1 Use Armand the octopus. Talk to Jacques. 12 Walk east. Take the fork. Use the fork on the door to Jacques’ quarters. Take the blue conch shell. Take the loose papers. Take the loose papers. Use the old book. Turn the page until you reach the short/long code. Note the code. Leave the book. Use the bed. Use the oyster. Use the bed. Take the pearl. Use the sail fish. Use the blue conch shell on the indention in the wall. Use the secret door. Use the secret door. Use the secret door. Use the closet. Take some kind of uniform. Use some kind of wall chart. Use the island. Take the quill. Use the quill on 50 longitude. Use the quill on the space for longitude. Take the quill. Use the quill on 50 latitude. Use the quill on the space for latitude. Take the piece of paper. Leave the wall chart. Walk west. Open the cabinet. Take the key. Take the wad of cash. Walk south. Open the hatch cover. Use the control platform. Use the key on the keyhole. Use the lever. Use the baby whale until Ace pushes the button. Walk upstairs, upstairs. Use the Master of Disguise on Ace. Use the navigation table. Correct the puzzle. Use the loose paper on the chart. Use the coordinates on the chart. Use the overlay for the map. Use the quill. Use the sonar station. Use the whale release button. Keep the whale in view until it reaches Volcania. Leave the station. Use the way out. Use the platform. Use the button. Use the button to signal the code from the book. Use the way out. Jump from whale to whale to the other side. Use the key on Ace’s apartment. Use the answering machine. Take the note. Use the cover. Open the lower right cabinet. Open the lower right cabinet. Take the TV cable. Use the TV cable on the fusebox. Wait until somebody knocks on the door. Open the apartment door. Take the eel tank. Open the bathroom door. Use the stool Use the tub faucets. Use the gloves on Ace. Take the electric eel. Use the water. Walk east. Take the TV cable. Open the bathroom door. Use the TV cable on the bathtub. Walk east. Use the answering machine. Use the portable computer. Talk to the eskimo. Talk to the eskimo. 1 Examine the Elder’s igloo. Talk to the Village Elder. Talk to Oosik. 2 Talk to Oosik. 112 Construct a woman totem pole. [+] Take the yellow snow. Talk to Oosik, the Elder’s daughter. Use the Artic Avenger. Use the Artic Avenger. Turn left, straight, right, left, right. Use the left lump of snow. Use the middle lump of snow. Take the animal bone. Take the frozen twinkies. Walk west. Turn right, left, left, right. Use the frozen twinkies on the storage. Take the screwdriver. Use the storage. Leave the storage. Walk west. Turn left, straight, straight, left. Talk to some people. Use the Master of Disguise on Ace. Talk to the cold-war soldier. Talk to the cold-war soldier. Use the gas can. Use the large tarp. Use the monster snowmobile. Turn right, right. Use the cabin door. Use the hatchet. Enter the cabin door. Take the piece of paper from the trash. Use the small, tacky rug. Use the light switch while Ace holds the rug. Walk west. Jump past the flamethrowers. Use the lever. Walk north, up the ladder, west. Give the animal bone to the unfriendly dog. Use the fuse box. Use the button. Use the computer. > PRESS > S > E > C > M > M > E > M > X Open the metal cabinet. Use the cans. Take the crowbar. Use the crowbar on the fusebox. Use the fuse box. Push the red button. Push the blue button. Use the lever. Use the fuse box. Push the red button. Push the green button. Use the lever. Use the huskies. Walk east, down the ladder, through the double doors. Open the gate. Use the lever. Open the gate. Walk through the door near the camera. Use the metal barrels. Use the hot tub. Use the crowbar on the metal barrels. Take the shipping label. Use the hot tub. Walk north, south, east. Talk to the bouncer. Walk east. Use the first Master of Disguise of Ace. Use the key on Ace’s apartment. Use the portable computer. Use the cosmetics button. Drag the Sea Spray icon to the Xotica logo. Use the treasures button. Drag the Necklace of Tethys icon to the Xotica logo. Use the leisure button. Drag the Eagle Eye Binoculars icon to the Xotica logo. Drag the Pearl Handled Pool Cue icon to the Xotica logo. > JACQUES > NEMO Use the order form button. > ORDER > ORDER Use the special offer button. Use the place order button. Use the place order button. Use the place order button. Wait until somebody knocks on the door. Open the apartment door. 1 Use the projection screen. Wait until somebody knocks on the door. Open the apartment door. Take the access card. Use the window’s latch. Walk to the right, south, east. Wait until Fatteus Lardus talks to Ace. Open the window. Walk west. Use the western vine. Climb all the way up. Use the paper on the dish. Use the paper on the dish. Climb all the way down. climb down the eastern vine. Open the western window. Walk north, downstairs west. Use the knight in shining armor. Walk into the bookcase. Use the panel. Use the panel. Connect the data out to the data in. [+] Start with the third data out node. Connect northeast, east, southeast, southeast, southwest. Connect southwest, southeast, east, northeast, northeast. Connect northwest, northeast, northwest, northwest, northeast. Connect northeast, southeast, east, southeast, southwest. Connect southwest, southeast, northeast, east. Leave to the terminal. Use the access card on the entry panel. Examine the mirror on the surgical tray. Walk south, east. Use the costume. 1 Use the sandbag over Ace and Vanella while Ace talks. Use the rather large cannon while Vanella is on the floor. Use the lever. Jump to one of the pillars. Jump down to pillar. Taunt Fatteus Lardus by pressing enter. Continue until the pillars are destroyed.

The 3 Skulls of the Toltecs

Talk to friar Bacon. AD Move Buck. Talk to friar Bacon. A Pick up the pickaxe. Pick up the pickaxe. Use the picket on friar Bacon. Pick up the cassock. Use the donkey. Go to the path. Talk to the soldier. BBA Go south. Talk to friar Bacon. BAAAAAB Use the donkey. Go to the canyon. Go to the door, to the ladder. Move the sign. Go to the ladder. Pick up the sign. Look at the wooden bucket. Go east, to the town. Talk to the layabout. ABBC Talk to the barman. ABCDCCC Look at the bottle. Go upstairs. Open the right door. AABDDD Look at the key hole. Go downstairs. Walk west. Talk to the young lady. ACEBD Talk to the old lady. BA Open the box. Look at the box. Open the door east of the box. Go to the door east of the box. Talk to the shopkeeper. BB Pick up the coffee. Pick up the cigars. Pick up the biscuits. Pick up the sugar. Pick up the carrots. Go to the open door. Open the door east of the bank. Go to the door east of the bank. Talk to Pettyboom. BBBBC Pick up the coffee pot. Go west. Use the coffee pot on the water tank. Use the coffee on the coffee pot. Use the trolley. Use the screw on the trolley. Use the trolley. Go to the Indian village. Pick up the knife. Go to the rip. Pick up the bottles. Pick up the candle. Go to the rip. Use the trolley. Go to the forest. Open the door. Go to the door. Pick up the fishing rod. Talk to Tom. AAABBBBBD Go north. Pick up the fabric. Pick up the fabric. Use the knife on the gum. Use the fishing rod on the river. Go west. Go to Fort Apache. Go to the door. Use the horn. Pick up the flag. Open the trap door. Look at the trap door. Use the fishing rod on the trap door. Look at the window. Talk to the colonel. B Look at the window. Give the flag to the colonel. Look at the map. Go to the Indian village. Talk to the western Apache. DG Give the chewing gum to the western Apache. A Use the peace pipe on the tabacco light. Go to the northern tent. Look at the basket. Pick up the matches. Go east, to the western tent. Look at the cauldron. Go south. Use the trolley. Go to the cemetery. Pick up the rope. Talk to the parrot. E Give the cookies to the parrot. While the parrot eats, pick up the parrot. Use the pick on the picket. Use the pick on the plot near the wooden cross. Use the barley seeds on the furrows. Use the magic cloud. Pick up the barley. Walk east. Go to the waterfall. Climb up the waterfall. Use the rope on the rock. Go to the bars. Look at the map. Go to Fort Apache. Go to the door, to the door east of the window. Pick up the sponge. Pick up the uniform. Move the barrel. Use the sponge on the alarm. Go north. Open the door to the Chinese laundry. Go to the door to the Chinese laundry. Pick up the bowl. Give the uniform to the Wun Hung Lo. Go west, to the door to the Chinese laundry. Talk to Wun Hung Lo. D Look at the french uniform. Go west. Open the second door from the left. Go to the second door from the left. Open the cupboard. Pick up the tabasco. Use the coffee pot on the hotplate. Use the logs on the oven. Use the matches on the oven. Pick up the coffee maker. Look at the map. Go to the monastery. Use the coffee pot on the mexican. AABDD Look at the map. Go to Big Town. Give the carrots to the donkey. While the donkey eats, pick up the hat. Go to the town. Give the balloon to the old lady. Open the door east of the saloon. Go to the door east of the saloon. Open the east door. Go to the east door. Look at the ticket. Talk to the parish priest. C Use the candle on the candelabra. Use the matches on the candle. Use the parrot on the confession booth. Talk to the parish priest. A Go to the east door. Pick up the ticket. Open the trunk. Look at the trunk. Go west, north. Open the door to the bank. Go to the door to the bank. Use the cassock. AABA Talk to the cashier. CABA Talk to the cashier. DBBA Talk to the cashier. EA Use the dynamite on the handle. Use the matches on the dynamite on the safe. Go north, to the door to the church. Go to the belfry, to the balcony. Open the right drawer. Look at the right drawer. Walk east. Use the magic cloud. Go downstairs. Pick up the bucket. Walk west. Use the water tank on the barrel. Use the sugar on the barrel. Use the barley on the barrel. Use the P sign on the barrel. Go to the stable. Talk to the well. CCD Use the bucket on the well. Use the handle. Use the handle. Look at the skull and stephoscope. Look at the map. Go to the forest. Pick up the skull. Use the bottle on the barrel. Look at the map. Go to Fort Apache. Go to the door. Open the door on the far right. Go to the door on the far right. Pick up the medal named the Star of Free Mexico. Talk to the ladies. AADD Talk to the sergeant. ABBBBBC Give the whisky to the sergeant. Go west, to the door on the far right. Talk to the ladies. F Pick up the medal named the Free Star of Mexico. Look at the medal and cork screw. Use the cork screw on the tabasco. Go west. Talk to the warden. CACC Go to the second door on the left. Use the rice on the bowl. Use the tabasco on the bowl. Go north. Use the triangle. Look at the map. Go to the canyon. Go to the cave over the eastern bushes. Pick up the cards. Go north. Give the hat to Lardbelly. Give the gun belt to Lardbelly. Give the medallion to Lardbelly. Talk to Lardbelly. BBAAACAB Give the balloon to Lardbelly. DBF Look at the map. Go to Big Town. Go to the town, to the saloon, upstairs. Open the right door. Go to the right door. Pick up the right pillow. Pick up the left pillow. Use the knife on the first pillow. Use the knife on the second pillow. Look at the manual. Go east, downstairs. Talk to the sheriff. BB Use the chair. Agree with the cards as they are dealt. C Use the aces on the fake money. Pick up the stone at Fillmore’s feet. Use the stone on Pettyboom. Pick up the dart. Use the dart on the ring. Go to town, to town. Open the eastern door. Go in the eastern door. Move the levers. Repeat until the door blows shut as the telegraph operator enters. Open the eastern door. Go in the eastern door. Pick up the book. Look at the morse code book. Look at the teleprinter. Use the equipment. Go north. Look at the map. Go to Fort Apache. Walk to the door, to the door east of the window. Use the first key on the lock. Go to the door. Walk south, north. Use the second key on the door east of the horse. Go to the door east of the horse. Talk to Bull. A Give the stethoscope to Bull. Walk west. Talk to the soldiers. A Go to the door east of the window, west. Look at the map. Go to Big Town. Go to the saloon. Talk to Anselmo. AA Talk to Anselmo. A Give the french uniform to Leconte. Look at the map. Go to the canyon. Go to the cave over the eastern bushes. Use the fabric. Go to the tower. BBCBBBB Look at the cannon. Open the northern door. Open the western door. Go to the western door. Use the wheel. Pick up the ball. Go north. Open the second door from the right. Go to the second door from the right. Open all four drawers. Use the hose on the tap. Go to the window. Use the hose on the bottom right window. Go to the bottom right window. Use the matches on the books near the soldiers. Go to the western window, east, southwest. Use the rope on the cannon. Move the cannon. Use the ball on the cannon. Move the cannon. Use the rope on the cannon. Go to the eastern door. Pick up the book at the bottom of the stairway. Look at the book. Go to the stairway. Use the key on the door. Move the carpet at the east end of the room. Look at the painting. Move the sun at the west end of the room. Go east.