Nancy Drew: Secret of the Scarlet Hand

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

Nancy Drew: Ghost Dogs of Moon Lake

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

Nancy Drew: The Haunted Carousel

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

Nancy Drew: Danger on Deception Island

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

Nancy Drew: Curse of Blackmoor Manor

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

Nancy Drew: Secret of the Old Clock

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

Nancy Drew: Last Train to Blue Moon Canyon

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

Nancy Drew: Danger by Design

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

Nancy Drew: The Creature of Kapu Cave

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

Waxworks

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

Mission Critical

Go forward, right. Use the computer terminal. 1131114 Open the emergency stores cabinet. Take the hull patch kit. Open the kit box. Read the Captain’s note. Go left, forward, right. Open the door. Use code A3X5. Go forward. Take the crew manifest. Read the crew manifest. Read through the entire book. Go left. Open the door. Go forward. Open the door. Go forward, to the viewscreen. Use the viewscreen controls. Go left, forward. Open the door. Go forward, right, forward, forward. Go forward, forward, left, forward, right. Open the right door. Use code B29X. Spray the gel-foam spray on the hull puncture. Put the molecular glue on the patch. Plug the hull puncture with the patch. Use the computer terminal. 12 Go left. Open the door. Go forward, forward, right. Go forward, forward, right, forward. Push the elevator call button. Go forward. Put the plastic card in the slot. Use the elevator controls. Go to Deck 5. Go forward, forward, right. Go forward, forward, left. Open the door. Go forward. Open the storage cabinet. Take the Geiger counter. Take the scanner. Go left. Open the door. Go forward, right, forward, forward. Go left, forward. Push the elevator call button. Go forward. Use the elevator controls. Go to the Reactor Spaces. Go forward, down. Turn on the Geiger counter. Go left forward, down, right forward, down. Go down, left forward, down, right forward. Go down, right, forward, right. Use the computer terminal. 111133 Go left, forward, left. Open the door. Go forward, to the ladder. Open the equipment storage cabinet. Take the cutting torch. Go up, to corridor 2, forward. Open the manual valve. Go left, forward, forward, down. Go left, to the computer terminal. Use the engineering console. Divert the coolant fluid from one of the intact tanks through the reactor, heat exchange, and coolant grid back to the tank. Wait until heat levels return to normal. Go left, forward. Open the door. Go forward, right, forward, left. Use the computer terminal. 11 Go right, forward, left, forward. Push the elevator call button. Go forward. Use the elevator controls. Go to Deck 3. Go forward, forward, left, forward. Open the left door. Use code F111. Go forward. Take the necklace. Take the source code. Use the computer terminal. Program the computer terminal with the source code. Go left. Open the door. Go forward, forward, right, forward. Push the elevator call button. Go forward. Use the elevator controls. Go to Deck 5. Go forward, forward, left, forward. Ignite the cutting torch. Clear the wreckage with the cutting torch. Put out the cutting torch. Go forward. Open the door. Enter 3141. Go forward, forward. Open the panel. Read the Post-It. Press the right-most switch. Use the console. 12223131611122233 Go left, forward. Open the door. Go forward, forward, right, forward. Push the elevator call button. Go forward. Use the elevator controls. Go to Deck 2. Go forward, forward, left, forward, left. Open the door. Go forward. Open the box of EC2010 spares. Open the box of EC2001 spares. Read the note from the spares box. Go left. Open the door. Go forward, right, forward, right, forward. Push the elevator call button. Go forward. Use the elevator controls. Go to Deck 3. Go forward, forward, right, forward. Open the door. Go forward. Pull the power and data cables. Remove the VR system CPU. Open the VR system CPU. Go left. Open the door. Go forward, forward, left, forward. Push the elevator call button. Go forward. Use the elevator controls. Go to Deck 6. Go forward, forward, forward, forward, left. Open the door. Go forward. Take the multitool. Disassemble the cutting torch with the multitool. Go left. Open the door. Go forward. Open the door. Go forward. Open the suit locker. Take the vacuum suit. Take the vacuum suit helmet. Attach the oxygen tank to the vacuum suit. Put on the vacuum suit. Put on the vacuum suit helmet. Go to the controls. Use the controls. Depressurize the shuttle bay. Depressurize the control room. Open the shuttle bay door. Open the control room door. Leave the controls. Go right, forward, forward, forward, forward. Go forward, forward, right, forward, right. Go forward, right, forward, left, down. Go forward. left, forward, right, forward. Go left, left. Open the access panel. Remove the defective EC2001 module. Remove the defective EC2010 module. Put the EC2001 module in the left system bus. Put the EC2010 module in the right system bus. Close the access panel. Go forward, forward, down, right, forward. Go left, forward, left, forward, left, down. Go forward, forward, forward, forward. Go right, forward. Use the controls Close the control room door. Pressurize the control room. Leave the controls. Go left, forward. Open the door. Go forward, left, forward, left. Use the computer terminal. 16123 Go right, forward, forward. Push the elevator call button. Go forward. Use the elevator controls. Go to Deck 3. Go forward, forward, left, forward. Go left, forward, right. Open the right door. Use code L6EC. Go forward. Open the desk drawer. Look in the desk drawer. Read Falcon’s note. Go left. Open the door. Go forward, forward, right. Go forward, right, forward. Push the elevator call button. Go forward. Use the elevator controls. Go to Deck 2. Go forward, forward, left, forward, right. Open the door. Go forward. Use the TCS controls. Choose to Establish Relay Link. Establish a link to TRB010. Establish a link to TRB291. Establish a link to TRB695. Establish a link to TRB333. Establish a link to TRB905. Establish a link to TRB408. Establish a link to TRB729. Establish a link to TRB577. Establish a link to TRB084. Establish a link to TRB366. Establish a link to TRB801. Establish a link to the Erebus Colony. Go to the main menu. Choose to Transmit Over Link. 31111113111131111111111111111111 Go left. Open the door. Go forward, right, forward. Go right, forward, left. Open the right door. Use code IH31. Go forward. Take the ship model. Disassemble the ship model with the multitool. Open the envelope. Read the letter. Go left. Open the door. Go forward, forward, left, forward. Go forward, forward, forward, left. Open the door. Go forward, to the display case. Put the key in the keyhole. Take the ship model. Disassemble the ship model with the multitool. Read the metal cylinder. Open the antimatter bomb. Press the big button. Leave the controls. Go right, forward. Open the door. Go forward, right, forward. Go forward, left, forward. Push the elevator call button. Go forward. Use the elevator controls. Go to Deck 2. Go forward, forward, left, forward, forward. Open the right door. Use code DC22. Go forward. Turn on the device. Look in the device. Switch to Code Name: Miracle Dark. Put the device on the eyepiece. Open the safe. Take the folder. Take the ampule. Take the hypo. Take the cable. Take the headset. Close the safe. Go left. Open the door. Go forward, forward, forward. Go right, forward. Push the elevator call button. Go forward. Use the elevator controls. Go to the Bridge. Go forward, forward, right, forward. Open the door. Go forward, right forward. Use the tactical console. Go right, forward. Open the door. Go forward, forward, left, forward. Push the elevator call button. Go forward. Use the elevator controls. Go to the Weapons Bays. Go forward, forward, forward. Open the door. Go forward, forward, forward. Use the weapons control system. Use Select until a drone is ready for programming. Select Program. Enter 180. Press Load. Press Activate. Use Select until a drone is ready for programming. Select Program. Enter 180. Press Load. Press Activate. Use Select until a drone is ready for programming. Select Program. Enter 180. Press Load. Press Activate. Exit the controls. Go left, forward, forward. Open the door. Go forward, forward, forward. Push the elevator call button. Go forward. Use the elevator controls. Go to the Bridge. Go forward, forward, right, forward. Open the door. Go forward, right forward. Use the ampule on the hypo. Use the hypo. Attach the cable to the headset. Put on the headset. Attach the headset to the tactical console. Use the tactical console. Complete the eight training missions. Exit the tactical console. Go right, forward. Open the door. Go forward, forward, left, forward. Push the elevator call button. Go forward. Use the elevator controls. Go to Deck Two. Go forward, forward, left, forward, right. Open the door. Go forward. Use the TCS controls. Choose to Establish Relay Link. Establish a link to TRB010. Establish a link to the USS Jericho. Go to the main menu. Choose to Transmit Over Link. > JACOB’S LADDER Choose flightplan bravo. Exit the controls. Go left. Open the door. Go forward, left, forward, right, forward. Push the elevator call button. Go forward. Use the elevator controls. Go to Deck Six. Go forward, forward, forward, forward, right. Open the door. Go forward, to the controls. Use the controls. Activate the homing beacon. Cancel the homing beacon. Close the shuttle bay door. Pressurize the shuttle bay. Open the control room door. Leave the controls. Go right, forward, forward. Go forward, right, forward, forward. Open the door. Go forward. Open the storage cabinet. Take the oxygen tank. Take the oxygen tank. Close the storage cabinet. Go left. Open the door. Go forward, forward, forward, left. Go forward, forward, forward, right. Go forward, left, forward. Open the door. Go forward, left, forward, forward, forward. Push the elevator call button. Go forward. Use the elevator controls. Go to the Bridge. Go forward, forward, right, forward. Open the door. Go forward, right forward. Attach the headset to the tactical console. Use the tactical console. Destroy the ships and their drones. Wait until a new threat appears. Use the tactical console. Destroy the ship and its drones. Go right, forward. Open the door. Go forward, forward, left, forward. Push the elevator call button. Go forward. Use the elevator controls. Go to Deck Six. Go forward, forward, forward, forward, right. Open the door. Go forward, to the controls. Attach an oxygen tank to the vacuum suit. Remove the headset. Put on the vacuum suit helmet. Use the controls. Depressurize the shuttle bay. Open the shuttle bay door. Leave the controls. Go right, forward, forward, forward. Go right, forward, forward. Open the door. Go forward. Open the door. Go forward. Use the flight controls. Go left, forward. Open the door. Go forward. Open the left storage cabinet. Take the wire spool. Take the gas cartridge. Open the right storage cabinet. Take the probe launcher. Take the seismic probe. Go forward. Take the metal fragments. Go forward, right forward. Go forward, forward, forward. Attach the oxygen tank to the cutting torch. Attach the acetylene tank to the cutting torch. Ignite the cutting torch. Melt the ice formation with the cutting torch. Put out the cutting torch. Put the antimatter bomb in the hole. Open the antimatter bomb. Set the timer for five minutes. Press the big button. Leave the bomb. Go down, left, forward, forward, forward. Wait until the bomb explodes. Go right, right forward, forward, forward. Go forward, forward. Attach the wire spool to the seismic probe. Put the gas cartridge in the probe launcher. Put the seismic probe in the probe launcher. Shoot the probe launcher at the bridge. Traverse the wire. Go left, forward, forward, forward. Go forward, right forward, down. Take the blue crystal rod. Take the yellow crystal rod. Go up, left, forward, forward, right forward. Go forward, right forward, down. Put the blue crystal rod in the square slot. Take the blue prism. Go up, left, forward, forward. Go right forward, left, right forward. Go forward, right forward, down. Put the yellow crystal rod in the square slot. Take the yellow prism. Go up, left, forward, forward, right forward. Go forward, right forward, down. Put the blue prism in the top square slot. Put the yellow pyramid in the triangular slot. Ignite the cutting torch. Melt the blue prism with the cutting torch. Melt the yellow prism with the cutting torch. Put out the cutting torch. Go up, left, forward, forward. Go forward, forward, forward. Go forward, right forward, down. Take the octagonal ochre block. Go up, left, forward, forward. Go forward, forward, forward. Go forward, right forward, down. Put the octagonal ochre block in the basin. Put the metal fragments in the basin. Ignite the cutting torch. Cut the shredded metal with the cutting torch. Put out the cutting torch. Open the mangled door with the rebar. Go forward. Take the pile of disks. Pull the power switch. Pull the induction override switch. Put the wire spool on the induction override switch. Go forward, forward, left. Put the disk on the rail. Sit on the disk. Go right, forward, to the tank. Open the hatch. Go in, left. Push the switch. Go left. Use the screen with the crosshair. Go up, down the tank, left, to the hole, forward. Follow the robot to the passageways. Go left forward. Take the goblet. Drink from the goblet. Take the key. Open the door with the key. Go forward. Talk to the life form. 1111122124 Talk to a jiffy. 111111111112 Traverse forward until the jiffies are gathered. Talk to a jiffy. 111333 Traverse backward until before the door appeared. Talk to a jiffy. 1112 Traverse forward. Talk to a jiffy. 111 Traverse backward. Talk to a jiffy. 2113 Traverse forward. Talk to the life form. 31131112121121122 333131151111 Take the remote control. Use the remote control. Set the remote to 0911. 11111111 Defeat the Dharma and all of her drones.

Lost in Time

Look at the stool. Look at the stool. Use the pliers on the nail. Turn left. Look at the barrels. Take the lamp. Turn left. Use the lamp on the barrels. Take the sponge. Use the sponge on the bucket. Take the wet sponge. Use the lamp on the opening. Look at the cask. Look at the cask. Take the flask. Turn left. Look at the pump. Use the oil on the pump. Use the handle. Turn left. Look at the chain. Take the corkscrew. Walk to the hold. Use the wet sponge on the poster. Use the corkscrew on the knot. Use the hole. Turn right. Use the knife on the post. Turn left, left. Use the pliers on the right-most set of wooden pins. Turn right. Walk forwards, forwards. Turn left. Look at the middle container. Take the towel. Turn right. Walk forwards. Turn left. Use the towel on the ring. Turn right. Look at the cache. Take the soap. Turn right. Look at the cannonball. Take the broken oar. Turn right. Walk forwards, forwards. Turn right. Use the soap on the rusted cannon. Turn left. Walk forwards. Turn left. Use the soap shavings on the sliding door. Use the handle. Look at the tractor. Take the battery. Use the toolbox. Use the toolbox. Take the basket. Give the apple to the stallion. Look at the gate. Take the note. Look at the gate. Use the small pipe on the battery. Use the acid on the lock. Walk to the back yard, the abandoned lighthouse, to the north side. Take the bottle. Use the vinegar on the empty battery. Use the dart on the cork. Take the barrel. Walk to the east side, to the back yard. Walk to the garden, to the entrance of the manor. Take the portrait. Take the handle. Take the logs. Look at the keyhole. Use the dart on the keyhole. Use the wire from the portrait on the handle. Use the coil on the battery. Use the electromagnet on the space under the door. Take the oar. Look at the box. Take the copper wire. Take the box. Look at the fuse. Use the foil from the cigarette box on the fuse. Look at the fireplace. Take the roasting spit. Walk to the garden, to the back yard, to the strange building. Use the portrait on the hole. Use the portrait. Use the plaque. Enter the difference of the two years. Use the cross. Use the elevator. Push the button. Look at the bottles. Use the barrel on the ground. Use the cork in the cider on the container on the beams. Walk to the back yard, to the lighthouse, to the north side. Use the roasting spit on the window. Take the hose. Walk to the east side. Use the hose on the handle. Walk to the back yard, to the vault. Use the end of the hose on the railing. Use the controls. Push the button. Walk to the back yard, to the lighthouse. Take the wooden shoe. Walk to the second floor. Open the drawer. Open the drawer. Use the oar on the cupboard. Use the field glass. Find the shipwreck and examine it. Examine the bow of the shipwreck. Note the combination. Walk to the lamp. Look at the curtains. Look at the curtains. Use the razor on the curtains. Walk to the second floor, to the first floor. Use the rusted key from the wooden shoe on the keyhole. Walk to the first floor. Take the pieces of glass. Walk to the basement. Open the canal. Use the acid solution on the algea. Use the glass shard on the algea. Use the roasting spit on the mechanism. Use the rust remover on the mechanism. Use the mechanism. Look at the boat. Use the wooden shoe on the seawater. Use the rag on the leak. Walk to the first floor, to the back yard, to the vault. Use the portrait. Use the elevator. Push the button. Use the trunk. Enter the combination from the shipwreck. Push the button. Go to the back yard, to the garden, to the well. Look at the well. Use the leaky hose on the faucet. Use the fiberglass on the torn hose. Use the resin on the fiberglass. Take the end of the hose. Use the end of the hose on the well. Open the faucet. Take the cork. Use the razor on the repaired hose. Walk to the garden, to the back yard. Walk to the lighthouse, to the basement. Look at the boat. Use the cork on the leak. Use the oar on the boat. Walk to the cabin. Use the cabinet. Use the cabinet. Use the basket. Use the basket. Use the basket. Use the chair. Use the chair. Use the chair. Use the nail on the bracket. Walk to the beach. Use the nouc mam on the bread. Use the wet bread on the roof. Look at the buoy. Use the razor on the rope. Use the chandelier. Use the rope on the anchor. Use the hook on the cliff. Walk to the back yard, to the lighthouse, to the basement. Take all the things you left behind. Walk to the first floor, to the back yard. Walk to the garden, to the manor. Take the fire extinguisher. Take the rod. Look at the fireplace. Use the rod on the hearth. Look at the metal disk. Look at another metal disk. Look at the contact. Use the logs on the hearth. Use the handkerchief on the hearth. Use the kerosene on the hearth. Use the club on the ship in the bottle. Use the matches on the matchbox in the cigarette box. Use the burning match on the hearth. Look at the flagstone. Use the barrel on the flagstone. Use the club on the barrel. Use the candle on the hole. Open the trunk. Use the wooden shoe on the sandbox. Use the sand on the barrel. Walk to the opening. Look at the mast. Take the pliers. Use the floats on the floor. Look at the box. Use the copper wire on the wire. Use the pliers on the wire. Use the glass pipe on the puddle. Look at the box. Use the water on the lock. Use the fire extinguisher on the lock. Use the club on the frozen lock. Walk to the hold. Turn left. Look at the box. Use the small hook on the lock. Open the box. Take the clothing. Open the box. Look in the box. Take the ribbon. Turn left. Walk to the upper decks. Turn right, right. Walk forwards. Turn right. Walk to the closet. Use the oar on the wooden pin. Use the ribbon on the wooden pin. Use the pliers on the nail. Use the twisted nail on the stick. Use the boat hook on the halyard. Pull the halyard. Look at the end. Use the corkscrew on the notch. Take the halyard. Use the halyard on the corkscrew. Walk back. Turn left. Walk forwards. Turn right. Look at the porthole. Pull the thin rope. Use the bucket. Use the bucket. Use the bucket. Turn right. Walk forwards. Turn left. Walk to the closet. Look at the end. Take the corkscrew. Walk back. Turn right. Walk forwards. Turn left. Use the handle. Walk to the balcony. Look at the stern. Take the flag. Turn right, right. Walk to the room. Look at the rug. Move the corner. Take the brass key. Walk back. Turn left. Look at the desk. Look at the armchair. Look at the armchair. Take the silver key. Look at the drawer. Use the brass key on the lock. Take the desk blotter. Open the drawer. Look at the drawer. Take the dagger. Walk back. Turn right. Walk to the chamber. Turn right. Look at the dish. Take the banana slices. Turn left. Look at the dresser. Use the left handle. Take the flask. Look at the dresser. Use the right handle. Take the bowl. Use the dagger on the rug. Open the trapdoor. Turn right. Enter the cellar. Look at the post. Use the corkscrew on the opening. Take the master key. Walk back. Turn left. Walk forwards. Turn right. Use the master key on the lock. Look at the shelf. Take the flask. Walk back. Turn left. Walk forwards. Turn left. Use the master key on the lock. Look at the secretary. Open the drawer. Take the ring. Look at the corner. Open the curtains. Take the golden cage. Walk back. Turn right. Walk forwards, to the lower decks, to the hold. Turn left. Open the box. Look at the box. Use the dagger on the spring. Take the beauty powder. Open the box. Look at the box. Use the dagger on the spring. Take the handkerchief. Turn left. Walk to the upper decks. Turn left. Use the handle. Walk forwards, forwards, forwards. Turn left. Walk to the cellar. Use the beauty powder on the post. Walk to the captain’s cabin. Walk back. Walk to the room. Use the polish on the handkerchief. Use the handkerchief on the sink. Use the desk blotter on the sink. Note the safe combination. Look at the cabinet. Use the seal on the notch. Look at the low table. Take the record. Look at the bar. Look at the counter. Take the phonograph. Walk to the door, to the cellar, to the captain’s cabin, back. Turn left. Use the golden cage on the piece of furniture. Use the banana slices on the golden cage. Turn right, right. Use the salt flask on the bowl. Use the bowl on the spot under Galipo. Use the acidic solution on the ammonia salts. Turn left, left. Use the flag on the cage. Turn right, right. Use the record on the phonograph. Use the phonograph on the music table. Look at the phonograph. Use the handle. Use the start button. Look at the cabinet. Use the silver key on the lock. Open the jewelry box. Look at the box. Take the iron key. Turn left, left. Look at the painting. Use the fire from the cannon. Look at the safe. Enter the combination from the blotter. Take the small box. Take the covered cage. Use the small box. Turn right. Move the top. Look at the secret opening. Take the key. Move the top. Move the middle. Use the small key on the lock. Take the revolver. Turn right. Walk to the chamber, to the cellar. Turn right. Walk forwards, forwards, forwards, to the lower decks. Walk forwards, forwards, forwards. Turn left. Use the towel on the ring. Turn right. Use the covered cage on the mechanism. Take the cage. Turn left, left. Look at the trapdoor. Use the iron key on the lock. Look at the floor. Look at the crevice. Look at the shiny object. Use the corkscrew on the necklace. Use the necklace on the revolver. Use the revolver on Yoruba’s shackles. Look at the locked box. Take the cotton bale. Use the cotton on the mast. Look at the mast. Use the pliers on the door. Use the boat hook on the top shelf. Use the wet sponge on the rum. Use the label on Melkior. Walk east. Talk to the child. Use the corkscrew on the coconut. Take the opened coconut. Use the glass pipe on the opened coconut. Use the coconut milk on the manicou. Use the flag from the parrot cage on the manicou. Use the word Madjumbe on the passage. Use the parrot on the passage. Open the door. Use the flat key on the golden cage. Use the gold coins on the slot. Open the door. Take the old book before Delia finds her glasses. Wait until Delia leaves. Take the mirror. Use the mirror on the spider. Take the piece of clothing. Wait until Delia finishes. Open the door. Use the holocom on the table. Open the window. Use the holocom. Use the potion on the left glass. Take the holocom. Take Makandal’s glass. Walk to Delia’s cabin. Open the door. Walk to Makandal’s cabin. Open the door. Walk to Delia’s cabin, to the property, to Serapion’s house. Talk to Serapion. Use the inverter potion on the bequiet potion. Give the speakable potion to Serapion. Walk to Serapion’s house. Talk to Serapion. Use the inverter potion on the salt. Give the sugar to the dog. Walk to the kitchen. Look at the crib. Take the bag. Use the flower on the embers. Use the vanilla on the embers. Use the bag on the embers. Use the bag on the stool. Take the bag. Use the bag on the embers. Use the flower on Jarlath.

Leather Goddesses of Phobos 2

If Barth, skip this section.
If Zeke: Talk to Lydia. Leave Lydia. Walk right, forward, forward, left, forward, forward, left, to the house, forward. Talk to Jim. Ask about the Germanium-based lifeform. Ask about the radioactive isotopes. Ask about the sulfurized liquid rubber. Leave Jim. Go to the right door. Flip the switch. Go back, back, to the left door, back, back. Face the street with the bar sign. Go forward, forward, to the first aid post, forward. Go to the cabinet. Take the sulfur. Go back, to the door, forward, forward. If Lydia: leave Zeke. Go left, to the car, to the hood. Take the hose. Go back, into the car. Take the transmitter. Go back, back, back, left, forward. Go left, forward, forward, to the boat. Go back, to the hole, to the door. Open the locker. Take the uniform. Use the uniform. Go forward, to the HQ door. Open the drawer. Take the key. Go forward, left, left, to the R1 door. Read the messages on each of the screens. Note the numbers. Go to the stairs, left. Go forward, forward, right, forward, to the bar, forward. Take the bottle. Go back, back, left, to the diner. Take the bowl. Use the hose on the bowl. Use the bourbon on the bowl. Use the sulfur on the bowl. Go back, forward, left, forward, forward, forward. Use the key on the desk. Take the envelope. Read the purple letter. Note the name on the paper. Go through the door, back, back. Go forward, forward, forward. Choose the name on the letter. Take the manilla envelope. Go forward, back, forward, right. Go forward, left, forward. Use the uniform. Go forward, left, to the L1 room. Use the manilla envelope. Find the code in the manual. [+] Add the number as indicated on one of the screens you looked at. Go to the lock. Enter the code. Take the radioactive isotopes. Go back, through the right door, left. Go forward, forward, right. If Lydia: Go forward, to the bar, forward. Talk to Zeke. Ask about the Germanium-based lifeform. Leave Zeke. If Zeke: Go to the diner, back. Talk to Lydia. Ask about the meteor. Leave Lydia. Go back, back, forward, forward, left, to Dealer Dan. Give the radioactive isotopes to Barth. Give the sulfurized liquid rubber to Barth. Use the transmitter. Type in the three-digit code from the screens. Skip the next part. Go left, forward, back, forward. Take the cone. Go back, forward, forward, forward. Go forward, right, forward, left. Take the soap. Use the ray gun on the lower right corner of the back wall. Go forward, back, left, forward, right, forward. Turn around. Use the ray gun on the sign. Go forward, to the diner. Take the grapes. Go forward, forward, forward, forward, forward. Open the trash can. Take the bottle. Push the button. Take the coin. Go forward, right, forward, right, to the house, forward. Take the iron. Give the ray gun to the boy. Take the iron. Go to the left door, back, back, to the bar, forward, forward. Take the purple ball. Use the purple ball on one of the holes. Take the black 8-ball. Go forward, back, back, left, left. Go forward, left, to the grocery. Give the coin to the shopkeeper. Take the pumpkin. Go forward, right, to Dealer Dan. Talk to Lydia. Give the handshake. Ask for the radioactive isotopes. Leave Lydia. Talk to Zeke. Ask for the sulfurized liquid rubber. Tell about the Leather Goddesses of Phobos. Wait until the mob disperses. Go back, left, left, forward, forward. Go forward, left, forward, left, forward. If Barth: Go back. Else: Talk to Barth. Ask about the ship. Put the grapes in the top left hole. Put the black 8-ball in in the top left hole. Put the soap in in the top left hole. Put the bottle in the top hole. Put the sign in the left hole. Put the cone in the left hole. Put the iron in the left hole. Put the pumpkin in the hole. Go forward. Go to the doors, to the left doors, forward. Use the machine. Talk to the council leader. Greet the council leader. Wait until the Council decides. Go back, back, to the right doors, to the spaceship. Go to the building, forward, to the left door. Use the invisibility belt. Go to the left door. Hold the green disc. Wait until the Leather Goddesses mention the entire invasion. Go forward, through the middle door. Use the shackles. Go to the door, to the right door, to the right door. Go back, to the rockets, into the flagship, to the door. Wait until the flagship reaches Earth. Go forward, to the stairs, back, left, left. Go forward, to the KCAR station. Use the green disc on the record player. Flip the switch. Talk to anyone.

The Journeyman Project Turbo

Go left, forward. Take the transport card. Go left, forward, left, forward, right. Open the door. Go forward, forward, left, forward. Open the door. Go forward, right, forward, left. Push the elevator button. Wait until the elevator arrives. Go forward, left, left. Push the button for floor 1. Go forward, right, forward, left, forward, left. Use the transporter. Go forward. Put the transport card in the slot. Choose the Temporal Security Annex. Go forward, forward, forward. Enter the security code. [+] Go forward, forward, left, forward, forward, left. Open the door. Go forward, forward, left. Use the left monitor. Enter the security code. [+] Select Background. Select return. Select Theory. Select return. Select Procedure. Select return. Select return. Go left, forward. Open the door. Go forward, right, forward, forward. Go forward, forward, right. Open the door. Go forward, left, forward, right, forward. Go back, right, forward, left, forward. Open the upper cabinet. Take the Journeyman key. Open the lower cabinet. Take the Pegasus biochip. Take the Mapping biochip. Walk right, right, forward. Open the door. Go forward, forward, right, forward, left. Go forward, forward, forward, left. Push the down button. Go forward. Go forward, forward, forward, forward. Select the only option on the left monitor. Push the Activate button. Go left, left, forward, forward, forward, forward. Go right, forward, forward, left, forward, forward, forward. Open the Journeyman cabinet. Use the Journeyman key on the lock. Take the historical log. Push the Journeyman recall button. Push the jump button. Note you resolved the prehistoric mission. Push the exit button. Go forward, forward. Open the door. Go forward. Go forward, right, forward, forward, forward Go right, forward, forward, forward, forward, forward. Go left, forward. Open the door. Go forward, forward, left. Open the right drive. Put the historical log in the right drive. Enter the security code. [+] Select return. Go left, forward. Open the door. Go forward, forward, right, forward, forward. Go forward, forward, forward, left. Go forward, forward, forward, left. Push the button. Go forward. Go forward, forward, forward, forward. Select 2185 – Morimoto Colony, Mars. Push the Activate button. Go left, left. Go forward, forward, forward, forward, forward, forward. Go forward, forward, forward, forward, forward, forward. Go forward, forward, forward, forward, forward, forward. Go left, forward, forward, forward, forward, right. Open the door. Go forward, forward, left, forward, left. Take the maintenance key. Take the wire cutters. Go right, right. Pull the lever. Go left, forward, right, forward. Open the door. Go forward, left, right, forward. Take the oxygen mask. Go back, left, forward. Open the door. Go forward. Choose to return to the last position. Choose to lower the diagnostic screen. Use the maintenance key on the lock. Choose to run diagnostics. Choose to analyze the object. Choose to attempt a circuit link to the detonator. Solve the three levels of the mastermind game. Take the access card bomb. Choose to retract the platform. Go left, left. Open the door. Go forward, forward. Open the airlock. Use the oxygen mask. Push Pressurize. Push Spin. Use the Mapping biochip. Go left, left, forward, forward, left. Go forward, forward, right. Go forward, forward, forward, forward, right Go forward, left. Go forward, forward, forward, forward, left. Go forward, forward, forward, forward, forward, forward. Go forward, forward, right Go forward, forward, forward, left Go forward, forward, left. Go forward, forward, right. Go forward, forward, right Go forward, forward, forward, forward, right. Go forward, forward, forward, left. Go forward, forward, forward, right Go forward, forward, forward. Go forward when the airlock comes into view. Go forward. Open the airlock. Go forward. Push Pressurize. Push Spin. Remove the oxygen mask. Go left, left. Open the door. Go forward, forward, forward, forward, forward, left. Go forward, forward, forward, forward, forward, forward. Go forward, forward, forward, forward, forward, forward. Go forward, forward, forward, left. Open the door. Go forward. Select the graviton cannon. Reduce the enemy ship’s energy below 50 percent. Select to energy damping beam. Reduce the enemy ship’s energy below 10 percent. Select the tractor beam. Activate the tractor beam when the enemy ship is locked. Use the close range transporter. Open the door. Open the robot head. Take the bottom left biochip. Take the middle right biochip. Note you resolved the Mars Colony time rip. Select 2310 – World Science Center, Alist. Push the Activate button. Choose to remove the small projectile. Go left, left. Put the tranquilizer dart in the compound analyzer. Wait until the analysis is complete. Activate the screen. Go back, left. Activate the screen. Select Yes. Select Yes. Combine the middle left molecule with the base molecule. Combine the top right molecule with the base molecule. Combine the lower right molecule with the base molecule. Combine the top left molecule with the base molecule. Combine the lower left molecule with the base molecule. Combine the middle right molecule with the base molecule. Combine the lower left molecule with the base molecule. Combine the top left molecule with the base molecule. Combine the middle right molecule with the base molecule. Combine the top right molecule with the base molecule. Combine the lower right molecule with the base molecule. Combine the middle left molecule with the base molecule. Combine the top right molecule with the base molecule. Combine the lower left molecule with the base molecule. Combine the middle left molecule with the base molecule. Combine the middle right molecule with the base molecule. Combine the lower right molecule with the base molecule. Combine the top left molecule with the base molecule. Go left, left. Take the antidote. Use the Trace biochip. Choose to extrapolate. Go right, forward. Open the door. Go forward, left. Go forward, forward, forward, forward, forward, right. Go forward, forward, forward, forward, left. Go forward, forward, forward, forward, forward, left. Open the door. Go forward. Use the wire cutters on the lock. Choose to test the Arbon anti-fire system. Open the robot head. Take the top left biochip. Take the bottom right biochip. Take the middle right biochip. Take the stun gun. Note you resolved the World Science Center time rip. Select 2112 – Norad VI, South East Pacific Rim. Push the Activate button. Use the oxygen mask. Open the door. Go forward. Use the Shield biochip. Go left, forward, forward, forward, forward. Open the door. Go forward, forward. Use the panel. Decrease the pressure until they are equal. Go forward, forward, forward, forward. Open the door. Go forward, left. Open the door. Go forward, forward. Open the door. Go forward, forward, forward, forward, forward. Go left, forward. Use the Retinal biochip. Open the door. Wait until the retinal scan is made. Go forward, forward. Use the panels. Use the right panel. Override at the silo in Honolulu, Hawaii. Override at the silo in Dublin, Ireland. Override at the silo in Adis Adeba, Ethiopia. Override at the silo in San Antonio, Texas. Override at the silo in Bangkok, Thailand. Override at the silo in Bonn, Germany. Override at the silo in Seoul, Korea. Override at the silo in Reykjavik, Iceland. Override at the silo in Svortalsk, Siberia. Override at the silo in Madrid, Spain. Go left, left, forward. Open the door. Go forward, forward, right. Go forward, forward, forward, forward. Open the door. Go forward, forward. Open the door. Go forward, forward, right. Activate the right panel. Push Programmed. Push Activate. Open the robot head. Take the middle right chip. Note you resolved the Norad VI time rip. Note you resolved all time rips. Use the Optical Memory biochip. Activate Ares Objective. Activate Mercury Objective. Activate Poseidon Objective. Push Exit. Go forward, forward. Open the door. Go forward. Go forward, right, forward, forward, forward, forward. Go right, forward, forward, forward, left. Go forward, forward. Open the door. Go forward, forward, forward, forward. Use the transporter. Go forward. Put the transport card in the slot. Choose the Caldoria Height Apartments. Go right, forward, right, forward, left. Push the elevator button. Go forward, left, left. Push the button for roof access. Go forward, right, forward, left. Put the Access Card bomb in the card slot. Use the stun gun on Dr. Sinclair.

Crime Time

Open the backpack. Walk east, north, north, north, south, east. Open the kitchen door. Walk north. Show Alex the greenback. Walk south. Close the kitchen door. Use the coins on the jukebox. Walk northeast. Take the security key. Walk southwest, west, south. Use the security key on the west door. Walk west. Take toolkit. Take flashlight. Walk east, north, west. Use the toolkit on the shower. Examine the guestbook. Examine the poster. Walk north, north, west. Take general key. Walk east, north, north. Use the general key on the door west. Walk west. Examine the phone. Walk east, south, east, southeast. Activate the shower. Walk east, south. Use chessboard on Mr. Krachov. Take the chessmagazin. Walk north, south. Show chessmagazin to Mr. Krachov. Walk north. Use the general key on the door southeast. Walk southeast. Examine the nightstand. Walk northwest, north, east, southeast. Walk northwest. Use the general key on the door east. Walk east. Take the sheets. Use the cassette on the recorder. Activate the recorder. Use the recorder on the bed. Walk west. Use the general key on the door north. Walk north. Take scissors Use the scissors on the sheets. Walk south, west, north, north, north, south, east. Take the recorder. Activate the recorder. Open the recorder. Walk southeast. Use toolkit on shower. Use the general key on the door east. Walk east. Examine nightstand. Use the headphone on the walkman. Use the cassette on the walkman. Activate the walkman. Use the walkman on the phone. Walk west. Examine the carpet. Open the trapdoor. Activate the flashlight. Use the rope on the trapdoor. Take the antenna cable. Activate the rope. Close the trapdoor. Walk east. Take the walkman. Walk west, north, north, east. Show Mr. Fuji the bottle of wine. Walk west, north, north, south, south. Use the general key on the door east. Walk east. Take the manual. Walk west, north. Use the combination on the lock. Walk west. Examine the dead body. Use the lighter on the piece of paper. Take the gun. Use the ammunition on the gun. Walk east, east. Use the general key on the door east. Walk east. Use the manual on the building kit. Use the toolkit on the phone. Use the sender on the phone. Walk west. Activate the walkman. Open the walkman. Use the cassette on the recorder. Use the headphone on the recorder. Activate the recorder. Use the receiver on the recorder. Walk east.

Callahan’s Crosstime Saloon

Look at the chalkboard. > CROSBY, STILLS, NASH AND YOUNG > FLEETWOOD MAC > SUPERTRAMP > AEROSMITH > GRATEFUL DEAD > ROLLING STONES > LED ZEPPELIN > RIGHTEOUS BROTHERS > PARTRIDGE FAMILY > THE DOORS Talk to Josie. 1111131111111112 Walk through the door. Push the office door. Talk to the secretary. 1231111111 Open the air vent over the Faxon workers. Take the bamboo pole from the potted plant. Open the air vent over the Faxon workers with the bamboo pole. Talk to Sigmund Kiscolon. 11111 Read the yellow post it near the coffee pot. Take the coffee pot. Pour the coffee pot on the potted plant. Put the coffee pot on the burner. Turn on the burner switches. Look at the coffee pot until the secretary moves to the burner. Take the tickets from the bulletin board. Take the application. Fill out the application with the pencil. Enter the Human Resource Department door. Enter the elevator. Look at the fake id sign. Talk to the shopkeeper. 12111 Talk to the limousine driver. 1332211 Take the pipe wrench. Take the naval jelly. Look at the handle near the hatch. Put the naval jelly on the handle nuts. Turn the handle nuts with the pipe wrench. Wait until Guzman informs you that you are his prisoners. Push the call button. 31 Push the call button. 3 Put the naval jelly on Guzman’s hand. Open the glove box. Take the blue box. Open the medicine kit. Walk out the plane. Put the morphine on the pushpin. Put the pushpin in the bamboo pole. Aim the blowgun at Alaniz. Take the map. Look at the map. Enter the jungle. Take the thicket. Reel in the parachute pack. Take the walkie talkie. Walk to the airstrip. Note the number on the jeep. Tune the walkie talkie. Flip the bottom switch. Set the top dial to C. Set the bottom dial to 5. Push the top button. Search the jeep. Enter the plane. Open the crate to the right of the knapsack with the tire iron. Take the coax cable. Walk out the plane, into the jungle, to the mountains. Look up the temple path. Move the vines. Approach the pedestal. Solve the Japanese puzzle. Enter the temple doorway. Put the gold stones in the eye sockets. Walk to the altar room. Remove the cauldron. Leave the altar room. Push the jeep jack under the tree. Operate the jeep jack with the tire iron. Take the branches. Walk to the grove. Attach the coax cable to the cauldron. Put the cauldron in the stone well. Wait until the cauldron is pulled up again. Take the cacao pods. Walk to the temple, to the altar room. Read the brochure. Put the cacao beans in the cauldron. Empty the cauldron. Put the cauldron under the tripod. Put the branches in the firepit under the tripod. Light the branches with the matches. Take the bellows. Repair the bellows with the gauze. Use the bellows on the fire. Leave the altar room. Use the nutcracker on the roasted beans. Put the nibs on the marble slabs. Take the golden stones. Put the gold stones in the eye sockets. Take the ground nibs. Put the sugar cane in the cauldron. Walk to the altar room. Put the cauldron under the tripod. Pour the cauldron in the medicine kit. Empty the medicine kit. Leave the altar room. Leave the temple. Give the chocolate bar to Sigmund Kiscolon. Talk to Mike Callahan. 112111211111 Walk through the door. Drive the truck. Push the ramp. Look at the bumper sticker. Look at the license plate. Open the window with the telephone behind it. Open the window with the telephone behind it. Open the window with the telephone behind it. Take the antenna. Snag the telephone with the antenna. Use the telephone. Dial KL5-0931. 21111 Wait until the driver receives the call. Pull the bolts on the steamer trunk. Open the steamer trunk. Get in the steamer trunk. Take the spirit slates. Take the headless box. Open the box. Take the palming coins. Thumb through the book of magic. Enter the trap. 1111311 Enter Casimir’s bar. Talk to the bouncer. 41 Talk to the bouncer. 52 Enter the trap. 4 Talk to the Gypsy woman. 11111113 Leave the Gypsy woman. Enter the Wereworth’s building. Buy the body tattoos. Leave the building. Enter Starbucharest’s. Take the wolfbane plant. Take the chalk. Leave the building. Write on the spirit slates with the chalk. Choose to write “Help! I Have No Head!”. Sit on the ground next to the barrel. Wear the headless box. Open the headless box. Remove the headless box. Enter the Wereworth’s building. Buy the body tattoos. Choose the pentacle. Wear the pentagram tattoo. Leave the building. Enter the trap. 3 Talk to the Gypsy woman. 7 Leave the Gypsy woman. Enter Casimir’s bar. Look at the jukebox. Take the jukebox. Play the jukebox. Talk to Pyotr. 123412341 Talk to Pyotr. 211 Put the jukebox in the dumbwaiter. Put the jukebox on the jukebox stand. Play the jukebox. Play song B-17. Enter Starbucharest’s. Talk to the quiet woman. 11111111111 Leave the building. Approach the Gypsy’s wagon. Talk to the Gypsy woman. 11 Leave the Gypsy woman. Enter the Wereworth’s building. Buy the wax lips. Leave the building. Enter Starbucharest’s. Look at the second bin. Buy the second bin. Dip the wax lips in the molten java. Wear the wax lips. Kiss Sasha. Leave the building. Approach the Gypsy’s wagon. Give the wax lips to the Gypsy woman. Look at the ledger. Leave the Gypsy woman. Enter the trap. 3 Take the hairbrush. Leave the building. 1 Enter Casimir’s bar. Brush the werewolf with the hairbrush. Talk to Casimir. 31 Talk to the fugato with the bottle. 31 Read the chalkboard. Talk to the fugato. 4 > BELA LUGOSI > LON CHANEY JUNIOR > BORIS KARLOFF > CHRISTOPHER LEE > CHARLES LAUGHTON > ELSA LANCASTER > PETER CUSHING > PETER LORRE > VINCENT PRICE > FAY WRAY Leave the building. Enter the trap. 3 Sit on the couch. Unlock the drawer with the key. Take the vial of tears. Lock the drawer with the key. Leave the building. 1 Enter the Wereworth’s building. Look at the teas. Buy the teas. Open the box of tea. Open the teabag. Leave the building. Approach the Gypsy’s wagon. Give the mako root to the Gypsy woman. 1 Give the vial of tears to the Gypsy woman. 11 Give the tanna leaves to the Gypsy woman. 1 Leave the Gypsy woman. Enter the trap. 3 Drink from the anticursulant. Offer blood to Sasha. Take the steak bone. Give the steak bone to Sasha. Talk to Squish. 11 Talk to Squish. 2313211 Leave the building. Use the keyring. Get on the platform. Take the air freshener. Take the sushi tray. Open the storage cabinet. Put the EVA gloves in the somethingorother. Open the storage locker. Take the EVA helmet. Take the EVA suit. Search the EVA suit. Push the leftmost red button to take off. Push the red button with the “U” symbol until the satellite shows up. Push the red button with the up arrow until the button with the asterisk lights up red. Push the button with the asterisk. Push the leftmost red button to dock. Open the hatch. Go through the hatch, to the corridor. Wear the EVA suit. Wear the EVA helmet. Wear the first set EVA gloves. Wear the second set EVA gloves. Go through the corridor. Put the EVA suit on the conveyor belt. Push the left button over the converyor belt. Open the hatch. Go through the hatch. Turn around to the opened hatch. Push off the left bumper. Open the hatch. Talk to the robot. Wear the EVA suit. Wear the first set EVA gloves. Wear the second set EVA gloves. Apply the emergency putty tube to me. Wear the fake palm leaf. Wear the air freshener. Open the contact lens case. Wear the contact lenses. Talk to Noah. 21 Talk to the robot. Go through the hatch. Push the lower red button of the set of three buttons. Push each button with a blue square on it. Turn to the control panel with the monitor. Push the top button. Push the bottom button. Go through the hatch. Turn around to the opened hatch. Push off the left bumper. Push off the left bumper. Open the hatch. Go through the hatch. Open the top compartment. Open the left compartment. Open the bottom compartment. Get the weapon or tool. Get the weapon-like object. Get the boots. Open the hatch. Go through the hatch. Turn around to the opened hatch. Push off the right bumper. Open the hatch. Go through the hatch. Give the weapon or tool to Noah. Open the hatch. Go through the hatch. Turn around to the opened hatch. Push off the right bumper. Open the hatch. Go through the hatch. Push the button with the three circles. Push the button with the “t” symbol. Open the hatch. Go through the hatch. Turn around to the opened hatch. Push off the left bumper. Open the hatch. Go through the hatch. Shoot the weapon-like object at the bulkhead. Push the asterisk button. Go through the hatch. Turn around to the opened hatch. Push off the left bumper. Open the hatch. Push the red button with the two triangles. Push the leftmost green button. Note the shields are now on. Push the red button with the “U” symbol until Callahan’s shows up. Push the red button with the up arrow until it is no longer red. Push the asterisk button. Talk to Al Phee. 111111 Talk to Al Phee. 114111 Talk to Mike Callahan. 11 Give the morphine to Mike Callahan. Talk to Mike Callahan. 2 Search Al Phee. Look at the recipe. Climb the ladder. Turn on the time sled. Sit on the time sled. Set the code to 1001511000. Note the location changes to Shady Hood. Pull the lever. Talk to Ratzass. 12121113111 Enter the Underworld Center. Talk to the receptionist. 13212344 Take the rubber band. Take the sponsorship cards. Read the list on the bulletin board. Push the lobby door. Take the glasses from the statue. Take the glass cutter. Take the marker. Give the glass cutter to the glazier. Give the marker to the glazier. Take the tinting. Enter the tattoo parlor. Talk to Hervé. 2115 Buy a tattoo design. 2 Take the tattoo needle. Leave the tattoo parlor. Harass the Maitre D’. Talk to the punk. 121111116 Pick the freezer padlock with the tattoo needle. Open the freezer padlock. Talk to the ice cream man. Give the bludgsicle to the punk. Throw the stink bomb at the restaurant. Harass Perry Yais. Talk to the old lady. 1511 Take the utility knife. Cut the tinting with the utility knife. Apply the tinting to the glasses. Wear the glasses. Wear the rubber band. Enter the Underworld Center. Give the sponsorship card to the receptionist. Push the lobby door. Talk to Perry Yais. 32114 Talk to Perry Yais. 14411 Enter the Underworld Center. Open the fridge. Shake the left kidney in the fridge. Open the fridge. If the left kidney made a rattling sound, take the left kidney. Otherwise, take the right kidney. Push the lobby door. Give the kidney to Ratzass. Enter the Underworld Center. Press the keypad. Slide the right blackboard. Hypnotize Cecil with Al Phee’s beanie. Slide the right blackboard. Look at the right blackboard. Access the Biochamber control panel. Push the second button. Push the first button. Push the third button. Push the fourth button. Talk to Dr. Dupliscidus. 41111112 Give the old photo to Dr. Dupliscidus. Talk to Joe. 112114152111 Leave the building. Drive the truck. Take the knapsack. Open the knapsack. Talk to Joe. 211111 Walk to the guardhouse. Look at the phone. Note the extension number. Flip the first toggle switch. Flip the second toggle switch. Flip the third toggle switch. Flip the fourth toggle switch. Unscrew the screws with the pocket knife. Remove the control panel. Switch the red strip with the green strip. Rotate the red strip. Rotate the middle strip. Rotate the green strip. Replace the control panel. Put the screws on the control panel. Leave the building. Cut the fence with the wire cutters. Walk through the hole in the fence. Take the tarp. Turn the winch. Attach the tarp to the clamps. Turn the winch. Use the suction cups on the entrance. Open the vent with the tire iron. Climb into the vent. Wear the goggles. Crawl ahead until you reach the intersection. Blow the whistle. Crawl in the direction the dog bark came from. Repeat until you find Ralph. Whenever you encounter a fan, turn off the fan. Whenever you encounter a vent, look at the vent. Leave the vent. Wear the goggles. Crawl forward to the three fans. Turn off all three fans. Turn around until you return to Ralph’s cell automatically. Remove the grille. Descend with the grappling hook. Take the cap. Search the uniform. Unlock the desk with the key. Open the desk. Note the first item on the password list. Note that GHOTI can be pronounced as FISH. Wear the uniform. Open the wallet. Jigger the lock with the license. Open the door. Sniff the doors until you find Tina. Walk to the scaffolding. Leave the scaffolding. Dial the phone.br; > GMOUGN > MOAN Take the bottle. Pour the bottle in the crystal shotglass. Leave the building. Climb the steps. Look at the purely unopened door. Look at the unequivocally shut door. Look at the unconditionally closed door. Look at the entirely unopened door. Look at the completely closed door. Look at the absolutely unopened door. Look at the perfectly shut door. Look at the utterly closed door. Knock on the “Mime” door. Knock on the “Other” door. Knock on the “Says” door. Knock on the “Toothpick” door. Knock on the “Thieve” door. Knock on the “Airy” door. Knock on the “Best” door. Knock on the “Won” door. Note that this sounds out “My mother says to pick the very best one”. This sentence can eventually be heard from Pyotr. Walk through the door. Look around until Parabolus leaves. Give the whistle to board member #1. Give the chocolate bar to board member #1. Walk back to the boardroom. Take the notepad. Rub the pencil on the notepad. Walk out of the room, through the open door. Open the briefcase. Use the computer. Choose Schott. 1121122214 Use the computer. Choose Glinda. 112111111211234224 Walk outside, to the end of the hall. Address board member #1. 1 Address board member #1. 5

Chamber of The Sci-Mutant Priestess

At the beginning of the game, you receive an item. For each ordeal, you need an item. To get another item, you can give a skull to the protozorq near the trader. You can also trade with other aspirants. You can also throw the dagger and search the body of aspirants. Make sure you have the rope. Wait until the hook appears. Lasso the rope on the hook. Wait until the granite monster appears. Jump on the granite monster. Take the rope. Wait until you reach the other side. Make sure you have the lantern. Grab hold of the left rope. Take the left rope. Push the lever. Take the top rope. Inspect the hollow. Walk east. Make sure you have the dagger. Use zone 3. Use zone 2. Make sure the doors are closed. Walk northwest. Climb on the step. Put the dagger in the slot over the knight’s shoulder. Take the dagger. Walk west. Stick your hand in the deep cavity. Walk south, north. Make sure you have the fly and at least one other item to trade. Pray to the statue. Walk north. Crawl on the web. Give the fly to the mistress. Refuse. Give the fly to the blue one. Walk east. Put the red spider in the opened mouth. Pass through the trap-door. Make sure you have the goblet. Walk west. Inspect the fountain. Press the eye of the fountain. Fill the goblet. Walk northeast. Open the left serpent. Empty the goblet in the left serpent. Take the die. Throw the die. Note the number. Open the right serpent. Put the die in the right serpent. Walk north. Lift the far left hand. Lift the far right hand. Press the serpent head. Remember the symbol that is uncovered. Walk east. Inspect every cube. Lift the cube with the symbol the serpent head uncovered. Walk south. Make sure you have the dagger and completed the five ordeals. Go to the trader. Give the skull to the protozorq. Give the skull to the protozorq. Give the skull to the protozorq. Give the skull to the protozorq. Give the skull to the protozorq. Make your way to the ring exit. Wait until the guard is alone. Throw the dagger at the guard. Search the cadaver. Take the zapstik. Walk west, west. Pull the bolt. Pass the bars. Use the extreme violence sci-power on the Deilos. Dive into the water. Use the zone scan sci-power. Go to the passage. Walk north, northwest, north. Accept. Tell the truth. Use the zone scan sci-power. Lift the stone slab. Take the bean. Take the flask. Take the dagger. Take the zapstik. Give the bean to eat to the mummy. Give the flask to drink to the mummy. Walk northwest, north, to the trap-door, south. Attack the priestess. Put the egg in the opened mouth. Inspect the lectern. Use the sci shift sci-power on the statuette. Walk north, east, east. Attack the priestess. Use the brainwarp sci power on Saura. Give the flask to drink to Saura. Take the sacrificial blade. Take the mask. Walk west, west. Put the statue of Saura in the niche. Put the monkey in the tunnel. Walk north. Wait until the star-covered door opens. Walk north. Wait until the God zorq arrives. Use the extreme violence sci-power on the God zorq. Use the brainwarp sci-power of Harssk. Use the sci shift sci-power on the trapdoor. Wait until Harssk releases Sci Fi. Throw the sacrifical blade to Harssk.

Heart of China

Walk south. Go to town. Take the paper. Walk to the southern door. Walk west. Talk to Ho. 311112123 Use the paper on Lucky. Use the paper airplane on Chi. Walk south, to the north door. Talk to Wu. Switch to Chi. Talk to Wu. Switch to Lucky. Talk to Wu. Walk south, to the rickshaw. Go to the dock. Switch to Chi. Give the prune to the sea-gull. Switch to Lucky. Take the bird poop. Walk south. Go to town. Walk to the northern door. Talk to Wu. Use the bird poop on the bowl. Take Wu’s herbs. Give Wu’s herbs to Chi. Take the passport. 1 Put the passport on the counter. 1 Take the map. Walk south, to the rickshaw. Go to the airport. Walk to the airplane. 2 Take the rope. Take the hook. Use the hook on the rope. Take the crowbar. Fly. Select the landing spot with which Chi approves. Choose to use either the peasant entrance or the sewer way. Walk east. Give the rope to Chi. Switch to Chi. Wait until the peasant arrives. Talk to the peasant. 111 Take the clothes. Use the gappling hook on the cow. Walk to the fortress. Use the farmer’s clothes on Chi. Walk to the gate. Use the ninja veil on Chi. Walk to the door, north. Walk south, south, northwest. Use the grappling hook on the wall. Walk south, west. Walk east, to the fortress, west. Wait until the guard leaves. Use the crowbar on the grate. Use the lighter on the torch. Walk north. Use the lighter on the torch. Walk north. Use the lighter on the torch. Take the beam. Walk north. Use the lighter on the torch. Walk north. Use the beam on the hole. Walk southeast, east. Wait until the guard leaves. Walk south, west. Take the key. Walk south, to the door. Wait until the guard leaves. Walk west. Take the rice wine. Use the candelabra. Walk west. Use the rice wine on the bowl. Walk upstairs. Take the knife. Open the door. Walk northeast. Use the pistol on Lucky. To use the pistol, hold the right mouse button, aim and press the left mouse button to fire. Shoot the snake. Take Kate. Walk north. Take the curtain rope. Use the curtain rope on the balcony. Walk north, to the tank.
Either: Use the key on the keyhole. Use the key. Push the button.
Or: Use the knife on the keyhole. Use the loose wires.
Drive the tank to the airplane. Fly. Examine Lucky’s heart. 213 Walk west. Take the tarp. Take the blanket. Walk east. Use the tarp on Kate. Use the blanket on Kate. Give Wu’s herbs to Kate. To use the Shaolin healing touch, hold the right mouse button, aim and press the left mouse button to activate. Use the Shaolin healing touch on Kate. Talk to Ama. 3111 Walk south, to the Walallamallajah Lama’s house. Open the door. 3 Talk to the Walallamallajah Lama. 11 Walk south, south, to the telegraphist. Talk to Nalini. Walk west, to Ama’s house. 33 Walk south, west. Talk to Kubla. 1 Take the cigar box. Switch to Chi. Give the chopsticks to Lucky. Give the coins to Lucky. Switch to Lucky. Use the chopsticks on the cigar box. Use the coins on toy #1. Use toy #2 on Kubla. Take the siphon hose. Walk south, to the Walallamallajah Lama’s house. Open the door. Talk to the Walallamallajah Lama. Walk south, south, to the tavern. Talk to Sardar. 23 Give the gun to Sardar. Examine Lucky’s heart. Walk east. Talk to the mechanic. Walk south, north, east, inside. Talk to Hoji. 233 Walk south. Walk to the shop. Give the locket to Kasim. 3212 Buy the hack saw. 1 Take the hack saw. Walk south, south. Talk to Mohmar. 1 Play the game until you have at least 200 sheckels. Walk south. Use the cart. 1 Take the flower. Talk to Acayib. 22 Take the camel. Walk north, west. Talk to the ticket agent. 1 Give the US dollars to the ticket agent. Take the train ticket. Walk south, north, west. Talk to Almira. 1 Give the flower to Almira. 11 Walk south. Walk south, north, west, to the train.
Either: Play as Lucky. 3232
Or: Play as Kate. 133
Defeat Tong.

Circuit’s Edge

Bank code4D424C
Seipolt110NPR56 X
Hassan The Shiite483FJL62
Mahmoud017JBL60
Black Widows292KVM48 XXX
Lt. Okking396ACE58
Abdulaye742DST67 X
BusinessLocationCommcode
AAA Secured Loans1011 STREET555GFX67
Abu Salah’s Rug Shop715 STREET014LBT52
Ad-Dur House576 S. Alley505QNK52
Big Al’s Old Chicago516 STREET653GNE65
The Blue Parrot214 STREET441GOE61
Bougainvillea Apartments402 S. 1st Street441GOH63
Budayeen Hotel963 STREET670TRX60
Cafe de la Fee Blanche277 N. 9th Street772XGW62
Cafe Solace202 S. 12th Street772XGF68
Chiriga’s821 STREET745KBZ69
Cold Tea323 S. 11th Street718WGG67
Crazy Abdul’s666 S. Alley747SRG68
Data Security Systems356 N. 3rd Street876TGF69
Double Wisdom Acupuncture1467 STREET817UEX57
Electroniques422 S. 5th Street981VMK60
Elegant Rooms224 S. Alley981ZTG52
The Eyes of Texas474 N. 1st Street441GRR65
Five Pillars Apartments384 N. 12th Street441GSB51
Franco’s Tattoo Parlor1286 S. Alley476MHH50
Frenchy’s Nightclub956 STREET041GVA69
Friendly’s Pawn Shop1522 STREET045XGW51
The Gambling Den426 S. 5th Street441GTT68
Gray House Apartments462 N. 8th Street441GTK61
Han Lon’s House of Holograms215 N. 6th St270GYH59
Hassan’s Tourist Paradise725 STREET275LTG65
Heavenly Fragrances417 S. 9th Street217OXG51
Hologames and More167 S. 13th Street218HZT61
Hotel del Palazzo29356 Boulevard il Jameel996HDP48
Houri’s325 N. 16th Street217KBL52
House of Snakes929 STREET217LXG62
Iku Iku Bath House230 S. 14th Street377GVD62
Jewels of Morocco368 N. 1st Street419XEL51
Jo-Mama’s521 N. 3rd Street415ZTF69
Kiyoshi’s111 S. 14th Street551HLA69
Laila’s Mod Shop424 S. 3rd Street675ETN62
Leather Goddesses208 S. 1st Street617MAX52
Madame Mimi’s Tarot Den1156 STREET474HMG51
Maq-Allah’s Newstand818 STREET773NTE57
Martyrs of Democracy282 N. 13th Street774MRK62
Medical Clinic271 STREET710BVT52
The Medinah Apartments176 S. 16th Street441GZX55
Meloul’s127 STREET718HNE65
Morgue 57 STREET715ZNX52
Muhammad’s Glass529 N. 12th Street774TFF60
Mustafa’s Pawn Shop258 S. 1st Street775MTY69
Neural Warez1421 Street817KTE57
New Orleans soul and Fast Food Franchise532 STREET869UFU56
Police Station7799 Walid al-Akbar Street911COP58
The Red Light Lounge422 N. 7th Street441GEX52
The Sahara Apartments577 S. 7th Street441GFT57
Sahtayn’s369 S. 3rd Street374MTR55
Salah ad-Din Apartments400 S. 13th Street378TAG60
The Scarlet Orchid461 N. 10th Street441GFV64
The Sea-Ray Hotel124 STREET441GFX65
Sensory Deprivation234 N. 4th Street310LHK62
Shimaal Mosque21006 Boulevard il Jameel243DGE47
Shoukri’s Adult Video Holos34 S. 12th St507EMG55
The Silver Palm509 STREET441GFB58
The Smoke Shop516 N. 11th Street441GFF67
Tab, Caps Pills1221 STREET478LSG67
Transpex Games333 S. 4th STREET447GLI60
Vast Food277 N. 2nd Street675MGS61
When you are attacked, kill the assailant. Get the kiam and a stiletto or switchblade. Leave anything else. Chip in Bio-scanner. Wait until the phone rings. Talk. Note the commcode for Saied. Exit your apartment. Go to Cafe de la Fee Blanche. Talk to Gargotier. Talk about… > FUAD End the conversation. Exit the cafe. Go to Chiriga’s. Talk to Fuad. Talk about… > PACKAGE End the conversation. Use the belt phone. > 131AEP69 Exit. Go to Frenchy’s Nightclub. Talk to Saied. Give the cologne package to Saied. Chip in Chronos 2000. Drop the wrist watch. Wait until the belt phone rings. Talk. Exit. Go to Bougainvillea Apartments. Look. Look. Get the video holodisk. Exit the room. Go to the eastern gate. Talk to Bill. Go to Friedlander Bey’s. Exit the cab. Talk to Papa. Exit. Talk to Bill. Go to the police station. Exit. Talk to Hajjar. Talk about… > KENJI > MORGUE Exit. Talk to Bill. Go to the Budayeen. Exit. Go to the morgue. Talk to the attendant. Talk about… > KENJI Show the morgue pass. See the effects. Get the black wallet. Get the video holodisk. Look at the black wallet. Look at Mustafa’s tag. Drop the morgue pass. Exit. Go to Mustafa’s Pawn Shop. Walk north, east. Talk to the madame. Talk about… > MUSTAFA End the conversation. Exit. Walk north, east. Enter your bank code. [+] Withdraw all kiam from your account. Drop the banking disk. Go to Friendly’s Pawn Shop. Talk to Friendly. Give Mustafa’s tag. Give 20 kiam. Look at the half of a ring. Buy an answering machine. Use the answering machine. Exit. Go to Laila’s Mod Shop. Talk to Laila. Talk about… > ORIENTAL > JAPANESE Buy Kung Fu Master. Chip in Kung Fu Master. Exit. Go to Jewels of Morocco. Talk to the jeweler. Talk about > JAPANESE CHIP Exit. Go to Franco’s Tattoo Parlor. Talk to Franco. Ask about… > SERPENTS Exit. Go to Five Pillars Apartments. Sleep until 18:00. Exit. Go to any cafe. Buy food until you are full. Exit. Go to AAA Secured Loans. Talk to Guido. Talk about… > MANNY Look at the matchbook. Exit. Go to the Silver Palm. Talk to Heidi. Talk about… > MANNY Drop the matchbook. Exit. Go to the Eyes of Texas. Talk to the shopkeeper. Talk about… > MANNY Exit. Go to the Gambling Den. Talk to Karim. Talk about… > MANNY Exit. Go to the Red Light Lounge. Talk to Fanya. Talk about… > MANNY Exit. Go to the ad-Dur House. Look. Talk to the landlord. Talk about… > MANNY Give 100 kiam. Look. Get the crumpled note. Look at the crumpled note. Drop the cumpled note. Exit. By now, you should have a stiletto or switchblade. Go to the warehouse at the south end of 1st street. Look. Use the stilletto or switchblade. Look at the second half of a ring. Drop the second half of a ring. Drop the half of a ring. Exit. Go to the eastern gate. Talk to Bill. Go to the Shimaal mosque. Exit. Wait until 1:00. Exit. Talk to Bill. Go to Friedlander Bey’s. Exit. Talk to Papa. Exit. Talk to Bill. Go to the Budayeen. Exit. Go to Franco’s Tattoo Parlor. Talk to the street dealer. Buy the detective badge. Exit. Go to Electroniques. Talk to Sampson. Talk about… > MARCO Exit. Go to Shoukri’s Adult Video Holos. Answer Yes. Answer Yes. Exit. Go to Laila’s Mod Shop. Talk to Laila. Buy Super Spy. Buy Rad Hacker. Buy The Phantom. Buy Alpine Jack. Exit. Go to the eastern gate. Talk to Bill. Go to the police station. Exit. Use the computer. > KENJI CARTER > TAMARA CARTER > MARCO HERRERA > ALEJANDRO HERRERA Exit. Talk to Bill. Go to the Budayeen. Exit. Go to Electroniques. Talk to Sampson Buy the data-link terminal. Exit. Go to Friendly’s Pawn Shop. Talk to Friendly. Buy the uplink cables. Chip out Kung Fu Master. Chip in Rad Hacker. Use the data-link terminal. > 054AJR86 > GRAVITY > ALEJANDRO HERRERA > Exit. Chip out Rad Hacker. Chip in Kung Fu Master. Go to the Medinah Apartments. Look. Chip out Kung Fu Master. Chip in Super Spy. Use the chip skill of Super Spy in the chip rack. Look. Drop the uplink cables. Drop the data-link terminal. Get the star sapphire. Chip out Super Spy. Chip in Kung Fu Master. Exit. Go to Jewels of Morocco. Talk to the jeweler. Give the star sapphire. Chip in Japan-easy. Use the answering machine. Drop the answering machine. Drop the answering chip. Exit. Go to Five Pillars Apartments. Sleep one hour. Talk. Exit. Go to Hassan’s Tourist Paradise. Talk to Mahmoud. Talk about… > HASSAN Look at the ransom note. Exit. Go to Heavenly Fragrances. Talk to the shopkeeper. Show the ransom note. Drop the ransom note. Exit. Go to the Scarlet Orchid. Talk to the shopkeeper. Talk about… > TIGER ORCHIDS Exit. Go to the eastern gate. Talk to Bill. Go to the ad-Dur docks. Exit. Look. Chip out Japan-easy. Chip in Alpine Jack. Use the chip skill of Alpine Jack in the chip rack. Chip out Kung Fu Master. Chip in The Phantom. Use the chip skill of The Phantom in the chip rack. Look. Exit. Chip out The Phantom. Chip in Kung Fu Master. Talk to Bill. Go to the Budayeen. Go to Heavenly Fragrances. Talk to the shopkeeper. Give the orchid package. Exit. Go to Five Pillars Apartments. Sleep one hour. Talk. Use the belt phone. > 774TFF60 Sleep until 18:00. Exit. Go to Muhammad’s Glass. Talk to Muhammed. Talk about… > ODD WOMAN Give 150 kiam. Exit. Go to any cafe. Buy food until you are full. Exit. Go to Madame Mimi’s Tarot Den. Talk to Madame Mimi. Give the crystal ball. Talk about… > COLOGNE Exit. Go to the western gate. Look. Defeat the assailant. Exit. Go to Electroniques. Talk to Sampson. Buy the radio direction finder. Buy the wire. Exit. Go to the Smoke Shop. Talk to the shopkeeper. Show the Cuban tobacco. Exit. Go to Maq-Allah’s Newstand. Talk to Maq’Allah. Talk about… > TERRORIST Look. Exit. Go to the morgue. Get the morgue pass. Talk to the attendant. Show the morgue pass. Talk about… > TERRORIST Get Demolitionist. Chip out Kung Fu Master. Chip in Demolitionist. Use the chip skill of Demolitionist in the chip rack. Drop the morgue pass. Exit. Go to Crazy Abdul’s. Talk to Crazy Abdul. Talk about… > DETONATOR Give 100 kiam. Use the chip skill of Demolitionist in the chip rack. Exit. Go to Friendly’s Pawn Shop. Talk to Friendly. Buy the countdown timer. Use the chip skill of Demolitionist in the chip rack. Exit. Use the radio direction finder. Follow the directions to the locked warehouse. Use the plastic explosives. Chip out Demolitionist. Chip in Kung Fu Master. Enter the warehouse. Kill the Killer. Get only the kiam. Look. Exit. Go to Hassan’s Tourist Paradise. Talk to Mahmoud. Exit. Go to the Medical Clinic. Talk to the nurse. Talk about… > TAMARA Use the video holoviewer. Exit. Go to Jewels of Morocco. Talk to the jeweler. Talk about… > EMERALD EARRING Exit. Go to Chiriga’s. Talk to the street dealer. Talk about… > EMERALD EARRING Give 50 kiam. Exit. Agree to give her your commcode. Find Kandy in one of the nightclubs. Talk to Kandy. Talk about… > EMERALD EARRING Exit. Find Lily in one of the nightclubs. Talk to Lily. Talk about… > EMERALD EARRING Exit. Go to the House of Snakes. Talk to the shopkeeper. Buy the green snake. Exit. Find Lily in one of the nightclubs. Talk to Lily. Give the green snake. Exit. Go to the Medical Clinic. Talk to the nurse. Give the emerald earrings. Exit. Find Arissa in one of the nightclubs. Talk to Arissa. Talk about… > TAMARA Exit. Wait until the phone rings. Talk. Go to Gray House Apartments. Look. Exit. Go to the warehouse at the south end of 1st street. Look. Kill Abu Salah. Get the notebook. Exit. Go to Abu Salah’s Rug Shop. Look. Get the black key. Exit. Go to the warehouse at the south end of 1st street. Use the black key. Exit. Go to the eastern gate. Talk to Bill. Go to Friedlander Bey’s. Exit. Talk to Papa.

The Journeyman Project II: Buried in Time

Go forward, left. Examine the Agent 5 figure. Use the Agent 5 figure. Leave the figure. Go left, forward, forward, right, down. Go forward, right, forward, forward, left, down. Use the console. Push the Sat-All button. Choose Agent 5 Breaks House Arrest. Choose Prosecution. Select the word Jumpsuit. Return to the main menu. Choose Symbiotry Technology Discussions. Note the number for the Translate biochip. Choose Appeal for Denial. Return to the main menu. Choose Louvre Auction Raises 138.5 Billion. Note the number for Cheese Girl. Choose Financial Difficulties. Choose High Bidder. Return to the main menu. Leave the machine. Go forward, left, forward, forward, left, forward. Go right, forward, forward, forward, left, forward. Choose Power. Choose Menu. Choose ShopNet. Enter the code 625-94-978. Choose Transmit. Choose Accept Purchase. Choose Menu. Choose ShopNet. Enter the code 689-22-378. Choose Transmit. Choose Accept Purchase. Choose Menu. Choose Post Box. Choose Cheese Girl. Choose Replicate. Get the Cheese Girl. Go up. Choose Power. Choose Menu. Choose Post Box. Choose Translate BioChip. Choose Replicate. Get the biochip. Access the Files biochip. Choose Jumpsuit Overview. Move down to the last page. Choose Return. Choose Agent Dossiers. Choose Research Unit. Choose Agent 3. Choose Profile. Access the Jump Menu of the Jump biochip. Choose Farnstein Lab. Choose Mission Briefing. Choose Return. Choose Jump. Use the cheese girl on the side of the viewscreen. Go left, down, forward, forward, forward, forward, forward. Open the door. Go forward, left, left. Get the metal bar. Go left, left, forward, left, up, forward. Examine the screen. Select the circular blue room. Select the room again. Leave the screen. Go right, up, forward. Open the docking bay door. Go forward, right, forward, right, forward. Go left, forward, right, right, right, forward. Go right, right, forward, left, forward. Go right, forward. Open the scanning room door. Go forward, forward. Choose yes, yes. Go right, right, up. Examine the keypad. Enter the code 32770. Pull the handle. Use the AI Nexus. Cause the red and green dots to switch places.[+] Note you now receive Arthur. Use the Recall option of the Jump biochip. Go forward, forward, forward, forward. Go left, forward, left, forward. Choose Power. Choose Menu. Choose ShopNet. Enter the code 625-94-978. Choose Transmit. Choose Accept Purchase. Choose Menu. Choose Post Box. Choose Cheese Girl. Choose Replicate. Get the Cheese Girl. Access the Jump Menu of the Jump biochip. Choose Farnstein Lab. Choose Jump. Use the cheese girl on the side of the screen. Go left, down, forward, forward, forward, forward, forward. Open the door. Go forward, forward, left, up, forward. Examine the screen. Select the lower left orange room (Biomass). Select the room again. Leave the screen. Go right, up, forward. Go right, right, forward, forward. Open the Habitat Wing door. Go forward, forward, forward, forward, forward, forward, forward. Open the Atmosphere Mining door. Go forward. Push the green button. Go left, left, down. Open the door. Go forward. Push the top button. Go right. Examine the console. Choose Run Mining Cycle. Go down, left. Examine the console. Choose Run O2 Extraction. Leave the console. Go right, right. Examine the machine. Use the filler hose. Leave the machine. Go right, right, right. Push the top button. Go left, left, forward. Push the green button. Go down, right. Get the water canister. Go right. Open the door. Go forward, forward, right, down. Open the Biomass door. Go forward, forward, forward, left, down. Examine the console. Turn the dial until it reads 11 kHz. Push the green button. Note there is a positive response. Leave the console. Go up. Use the sphere. Go left, forward, down, forward. Open the door. Go left, forward. Open the door Atmosphere Mining door. Go forward. Push the green button. Go right, right, down. Open the door. Go forward. Push the bottom button. Go right, right, right. Examine the machine. Use the water canister on the blue node. Turn the yellow dial. Get the water canister. Leave the machine. Access the Jump Menu of the Jump biochip. Choose Chateau Gaillard. Choose Mission Briefing. Choose Return. Choose Jump. Go forward, down. Get the bloody arrow. Go up, right, right. Go forward, forward, forward, forward, down, forward. Go up, left, forward, right. Open the door. Go forward, right, forward, forward. Go left, forward, right, down. Get the grappling hook. Go up, right, forward, right, forward, forward. Go right, forward, forward, forward, forward, left. Wait until the boulder hits. Go forward, right, down, forward. Note you reached the ground floor. Go right, forward. Open the door. Go forward, right, down. Get the hammer. Access the Jump Menu of the Jump biochip. Choose Da Vinci Sudio. Choose Mission Briefing. Choose Return. Choose Jump. Go left, left, down. Get the key. Go up. Open the door. Go forward. Note you register the jumpsuit in the other tower. Go right, right. Open the door. Go forward, left, forward, right, forward. Go down, left, left. Use the Locate function of the Evidence biochip. Record the footprint. Use the Review function of the Evidence biochip. Review the footprint. Go up, forward, forward, left, forward, left, forward. Activate the Translate biochip. Move the left lever to the bottom (unlock) position. Move the right lever to the up (up) position. Go down. Turn the wheel. Go up, left, left, forward, right, forward. Go right, right, forward, down, right. Move the turnstile. Go up, right. Open the door. Go forward, forward, right, forward, forward, right, down. Get the coil of rope. Go up, right, forward, forward, right, forward. Open the door. Go forward, forward, left, forward, left. Go forward, forward, forward, right. Get the wheel assembly. Examine the paper. Activate the translate biochip. Leave the paper. Go down, left. Get the pegs. Go up, left, left, forward, forward, forward, forward. Go left, forward, right, forward, right. Get the drive assembly. Go right, forward, left, forward, right. Go forward, forward, forward, forward, left, down. Use the drive assembly on the rig. Use the wheel assembly on the rig. Use the pegs on the rig. Use the hammer on the pegs. Get the siege cycle. Go up, left, forward, forward, left, forward, forward, down. Examine the paper. Leave the paper. Go up, left, forward, right, forward, left, forward. Open the door. Go forward, right, forward, left, forward. Go right, right, forward, forward, left. Go forward, left, forward, right, right, down. Move the wheel. Go up, left, forward. Move the horizontal control to the right nine times. Move the vertical control down twice. Pull the lever. Go left, forward, left. Use the siege cycle on the ropes. Go forward, forward. Note you reach the tower. Go forward, forward, left, down. Use the balcony key on the lock. Go up. Open the door. Go forward, down, right. Use the Locate function of the Evidence biochip. Record the lens filter. Get the lens filter. Examine the lens filter using the magnifying glass button. Use the lens filter. Go up, forward, down, right. Examine the left book. Leave the book. Go right, up, forward, right, forward, forward, left. Open the cabinet. Get the heart. Access the Jump Menu of the Jump biochip. Choose Chichen Itza. Choose Mission Briefing. Choose Return. Choose Jump. Go right, forward, left, forward, up. Activate the translate biochip. Go right, right, right, right while reading the inscriptions. Go down. Examine the dials. Turn the left dial until it reads 8. Turn the right dial until it reads Water. Leave the dials. Go left, down. Get the bowl. Go up, left, forward, down. Put the ceramic bowl on the statue. Go down. Get the skull. Go up, forward, down. Get the copper medallion. Go up, forward, forward, forward, forward. Go right, forward. Examine the niche. Put the bloody arrow in the niche. Go forward, right, down. Get the skull. Go up. Open the jaws. Put the skull in the jaws. Go left, left. Open the jaws. Put the skull in the jaws. Open the jaws. Get the skull. Qickly go right, forward, forward, left. Open the jaws. Put the skull in the jaws. Go right, forward, left. Get the skull. Go left, forward, left. Open the jaws. Put the skull in the jaws. Go right, right. Open the jaws. Get the skull. Go left, forward, forward, right. Open the jaws. Put the skull in the jaws. Go right, forward, forward, right. Open the jaws. Get the skull. Go left, left. Open the jaws. Put the skull in the jaws. Go right, forward, forward, forward, down. Get the obsidian block. Go up, left, left. Go forward, forward, forward, forward, forward. Open the door. Go forward, forward, forward, forward. Examine the niche. Use the water canister on the niche. Go forward, forward, forward, forward, forward. Go right, right, forward, right, right. Carefully time your movement across the moving platforms to the other side. Go forward, forward, down. Get the limestone block. Access the Jump Menu of the Jump biochip. Choose Chateau Gaillard. Choose Jump. Go left, left, forward, forward, forward, down. Go forward, up, left, forward, right. Open the door. Go forward, forward, forward, forward, forward, left. Wait until the boulder hits. Go forward, right, down, forward, right, forward. Open the door. Go forward, left, forward, right, forward. Go right, forward, down. Open the stone. Put the copper medallion in the smelting pan. Use the bellows. Use the smelting pan. Get the copper key. Go up, left, left, forward, left. Go forward, left, forward, right. Open the door. Go forward, forward, forward, right. Go forward, left, forward, right. Go forward, down, left. Use the Locate function of the Evidence biochip. Record the footprint. Use the Review function of the Evidence biochip. Review both footprints. Go right, forward, up. Use the grappling hook on the window. Go forward. Activate the cloak biochip. Wait until the guards leave. Deactivate the cloak biochip. Go forward, right, forward, down. Move the lid. Leave the lid. Go up, right, right, forward, forward. Use the tapestry. Go right, right, forward, left, forward, forward. Go left, down, forward, up, left, forward. Open the door. Go forward, right, forward, forward, right, down. Get the burned letter. Use the burned letter. Activate the translate biochip. Go up, right, forward, forward, forward. Go right, forward, forward, down. Note the chateau’s diagram. Go up, right, right, forward, left, forward. Open the door. Go forward, forward, left, down, forward. Go up, left, forward. Open the door. Go forward, left, forward, left, down. Use the copper key on the lock. Go forward, down, right. Open the coffer. Get the gold coins. Go up, right, right, forward, down, right. Use the Locate function of the Evidence biochip. Record the sword case. Access the Jump Menu of the Jump biochip. Choose Chichen Itza. Choose Jump. Go right, forward, left, forward. Examine the dials. Activate the translate biochip. Turn the left dial until it reads 8. Turn the right dial until it reads Water. Leave the dials. Go left, down. Get the bowl. Go up, left, forward, down. Put the ceramic bowl on the statue. Go forward, forward, forward, forward, forward. Go forward, left, forward. Examine the niche. Put the gold coins in the niche. Go forward, forward, forward, down, right. Use the coil of rope on the anchor. Go forward, forward, forward, down. Get the jade block. Go up, left, left, forward, forward. Go up, right, forward, forward, forward. Open the door. Go forward, forward, left, forward, down. Use the Locate function of the Evidence biochip. Record the glass fragments. Go up. Examine the niche. Put the limestone block in the niche. Put the obsidian block in the niche. Put the jade block in the niche. Go forward, forward, forward, forward, down. Use the Locate function of the Evidence biochip. Record the blood. Put the heart in the blood. Use the puzzle box. Activate the translate biochip. Rotate the disks until it reads “The Breath of Itzamna”. Open the puzzle box. Get the environ cartridge. Activate the Recall function of the Jump biochip. Go right, right, forward, right, down. Go forward, right, forward, forward, left, down. Use the console. Put the environ cartridge in the slot. > GRAVBALL Go right, right, forward, forward, down. Get the generator core. Go up, right, right, forward, down. Examine the console. Push the eject button. Get the burned-out core. Put the generator core in the slot. Go up, right, right, forward, forward, right, forward. Use the plasma tools machine. Use the arrow keys to select the Transport Code. Push the Run Program button. Note the transport code. Go right. Examine the note. Leave the note. Examine the screen. Select the Symbiotry Technology Discussions. Select the Appeal for Denial. Select the word Krynn. Note the data on the Krynn matches the post-it note. Note the transport prefix for the Krynn. Leave the screen. Go right, forward, left, forward, right, right. Use the transporter. Touch the screen. > 657255190235 > 272 Walk forward. Go forward, forward, left, forward, right, forward, right. Activate the cloak biochip. Wait until the Krynn leave. Deactivate the cloak biochip. Push the ring button. Push the ring button. Go forward, right, forward, left. Examine the right pod. Use the pod. Use the explosive charge on the pod. Get the sword. Leave the pod. Go right, forward, left. Open the pod. Use the sword on the pod. Get the interactive sculpture. Go right, forward, left. Examine the left pod. Open the pod. Use the sword on the pod. Get the codex. Leave the pod. Examine the right pod. Open the pod. Use the sword on the pod. Get the puzzle box. Leave the pod. Go right, forward, left. Open the pod. Use the sword on the pod. Get the environ cartridge. Go right, right, forward. Push the ring button. Push the ring button. Use the sword on the ring button. Go left, forward, left, forward. Drop the burned-out core. Go forward. Push the button. Go right, forward, left, left. Push the button.

Azrael’s Tear

Head east. Take the page. Exit through the door to the east. Open the door. Turn the winch wheel. Look up. Note the pipe is connected to the southern outlet. Turn the winch wheel twice more. The pipe is now connected to the eastern outlet. Exit through the door to the southeast. Walk to the rails. Scan each of the granite blocks to the south and southwest. Note the presence of a key. Walk up the ramp on the south side of the room. Take the tongs. Use the third lever from the left. Use the right-most lever. Use the bottom lever. Use the right-most lever. Note the grab now holds the granite block with the key. Use the third lever from the left. Use the left-most lever. Use the left-most lever. Use the bottom lever. Walk to the panel near the north exit. Use the right lever. Head northwest. Take the block key. Head west to the chasm. Walk around the edge until Lurka speaks to you. 334255 Pull the bolt in the rail. Exit through the fissure to the south. Walk through the broken window. Examine the stone plaque to the east. Exit through the fissure to the north. Exit through the door to the south. Examine the panel. Use the right lever. Turn the bottom right wheel. Use the right lever. The piping now matches the plaque in the baptistry. Walk around the well until the ghost speaks. 44444444 Use the tongs on the well key. Exit through the door to the north. Exit through the door to the north. Exit through the door to the southwest. Exit through the door to the south. Push the mirror. Walk to the door to the east until you fall. Shoot Lincoln. Take the bag near Lincoln. Head east and north. Take the tapestry piece. Head northwest and follow the corner towards the east. Take the elephant gun. Use the well key on the chest. Take the amulet. Head southeast to the place you found the tapestry piece. Head southeast and south to the trap door. Pull the rope. Head up the ramp. Exit to the west. Walk to the northern pillar. Pull the lever. Push the button on the south side of the northern pillar. Exit to the north. Use the block key on the plaque. Take the shield. Scan the plaque. Exit through the door to the south. Exit to the south. Walk through the door. Look at the machinery near the north exit. Press the top button. Rotate the middle ring. Press the top button. Press the top button. Rotate the center rings. Press the top button. Press the top button. Press the top button. Press the top button. Exit through the door to the north. Push the button on north side of the south pillar. Exit to the south. Take the page. Exit through the door to the east. Walk through the broken window. Take the prism from the bath to the east. Walk up the ramp at the west side of the room. Use the tapestry piece of the eastern panel. Push the second tapestry panel from the east. Scan the second tapestry panel from the east. Push the second tapestry panel from the east. Take the western tapestry piece from the floor. Use the tapestry piece on the second panel from the west. Take the tapestry piece from the floor. Use the tapestry piece on western panel. Walk down the ramp. Use the prism on the stone bible on the font. Walk onto the pressure sensitive plate. Look at the prism. Take the shield from the compartment to the west. Walk through the broken window. Exit to the west. Use either one of the shields I on the aperture. Exit through the door to the south. Take the page at your feet. Take the page. Exit to the south. Head through the door. Pull the curtain on the confession booth to the east. Look at the keyhole. Take the note from the organ. Exit through the door to the west. Walk around the portcullis until Philip speaks to you. 222 Exit through the door to the west. Take the page. Climb down the ladder. 22 Use the elephant gun. Shoot Tallum. Climb up the northern ladder. Take the key from the table. Take the book of Visions. Look at the listening device. Open the parchment holder. Take the page from the parchment holder. Take the page from the floor. Open the doors to the north. Examine the spying device. Move the mirror. Examine the spying device. Move the mirror. Move the mirror. Examine the spying device. Climb down the ladder. Exit through the northern passage to the east. Take the broken quill. Exit to the west. Exit through the southern passage to the east. Walk around Edgar until he speaks to you. 212225433 Open Edgar’s seat. Take the mouldy cornmeal. Open Philip’s seat. Take Philip’s key. Open Guy’s seat. Take the note. Open Mallik’s seat. Take the pagan object. Open Tallum’s seat. Take the inkwell. Exit to the west. Climb up the southern ladder. Exit to the east. Use Philip’s key on the gate. Take the page from the floor. Take the page from the bookcase. Exit to the north. Exit downstairs. Use the library key on the door. Climb up. Exit through the fissure to the south. Examine the stone plaque. Exit through the fissure to the north. Pull the lever on the west rock wall. Exit through the fissure to the west. Walk around the interior room until the Raptor speaks to you. 11222211 Unbolt and open the door. Take the page from the box. Exit to the west. Exit through the door to the southwest. Unbolt and open the door. Exit through the door to the southeast. Exit through the door to the south. Examine the panel. Use the right lever. Turn the bottom right wheel. Turn the top right wheel. Turn the top right wheel. Turn the top right wheel. Use the right lever. Use the left lever. Turn the top left wheel. Use the left lever. The piping now matches the plaque at the docks. Exit through the door to the north. Enter the cart. Use the right lever. Use the middle lever. Wait until the cart stops. Use the right lever. Take the page near the hanged man. Walk around near the hanged man until he speaks to you. 4222222 Take the manifest from the top deck. Exit downstairs to the ship hold. Take the lever from the barrel. Take the aqua fortis. Exit upstairs to the ship deck. Examine the levers. Use the right lever. Use the right lever. Use the left lever. Use the right lever. Use the right lever. Enter the cart. Use the right lever. Use the left lever. Use the aqua fortis on the middle lever. Use the middle lever. Wait until the cart stops. Use the right lever. 1 Walk up the ramp on the south side of the room. Use the second lever from the left. Use the right-most lever. Use the bottom lever. Use the right-most lever. Use the left-most lever. Use the bottom lever. Walk to the panel near the north exit. Use the right lever. Shoot Edgar. Exit through the door to the north. Exit through the door to the northeast. Exit through the door to the southeast. Exit through the fissure to the east. Climb down the northern ladder. Open the door. Wait until the room is flooded. Wait until the monster arrives. Turn the hot water valve. Climb up. Exit through the fissure to the south. Enter the boat. Take the hose. If you failed disposing of the monster: Either: use the inkwell on the water. Or: use the amulet on the water. Or: use the hose on the transom in the boat. Turn the lever. Exit through the door to the east. Enter the inner room. 132222222222222222222222222221 Take the book. Note the recipes in the book. Take the decoction of moon. Take the earth’s blood. Take the red salt. Take the flask. Try taking the ring of keys. Use the flask on the flask stand. Use the decoction of moon on the alembic. Use the earth’s blood on the alembic. Use the aqua fortis on the alembic. Take the flask. Use the flask on the ring of keys. Take the ring of keys. Use the aqua fortis on the shield. Take the shield. Use the ring of keys on the locked door. Exit through the door to the west. Head west until Edgar speaks to you. 121 Wait until Lurka appears. 2231011101312 Wait until Jack appears. 411 Exit through the door to the east. Exit to the east. Walk around Jack until he speaks to you. 1 Exit to the west. Exit through the middle passage to the west. Take the plaque. Take the pianola roll. Take the wax. Exit to the east. Exit through the northern passage to the west. Exit to the west. Exit through the door to the west. Unbolt and open the door. Walk around Tallum until he speaks to you. 332221 Exit through the door to the west. Exit through the door to the west. Climb down the ladder. Head to the southern passage. Use the ship lever on the slot. Use the lever. Take the shield. Climb up the southern ladder. Exit through the door to the east. Exit through the door to the east. Use the pianola roll on the hole in the organ. Look at the keyhole in the confession booth. Exit through the door to the north. Exit to the north. Use either one of the shields II on the aperture. Exit through the door to the south. Exit to the south. Exit into the altar. Head northwest. Scan the floor near the chasm. Move along the north side of the corridor to the pin. Take the pin. Climb up the ladder. Take the flour. Use the pin on the slot. Pull the pin. Climb down the ladder. Push the millstone to the northwest. Exit to the northwest. Enter the goods lift. Turn the handle in the goods lift. Turn the handle in the goods lift. Exit to the southwest. Head to the door. 1211 Exit to the northeast. Enter the goods lift. Turn the handle in the goods lift. Exit through the passage to the northeast. Unbolt and open the door. Exit to the southwest. Exit through the doors to the northwest. Walk around the man until he speaks to you. 22222222222222222221 Take the book. Exit though the door to the east. Unbolt and open the door. Enter the dumb waiter. Pull the left rope. Open the oven. Pull the lever. Open the tray. Look at the plaque. Use either wax or flour on the feathered crown motif. Use either wax or flour on the spear motif. Use either wax or flour on the lion motif. Close the tray. Open the tray. Take the Tobias crest wafer. Take the Tallum crest wafer. Take the Malik crest wafer. Exit through the door to the east. Exit to the far east (refer to the in-game map). Follow the path to the toothless plant. Walk over the toothless plant. Open the mechanical plant. Take the papers. Take the hilt. Exit to the northwest. Exit to the north. Pull the lever in the inner chamber. While the pendulum swings, run to the next lever. Pull the second lever. While the pendulum swings, run into the passage to the right. Pull the lever. Head northwest into the next passage. Avoid the pendulum while running to the opposite side. Take the shoulder. Run into the alcove to the northwest. Pull the lever. While the pendulum swings, run northwest. Exit through the door to the northwest. Take the page from the inner tower. Exit through the high passage to the south. Exit through the door to the southeast. Enter the goods lift. Turn the handle in the goods lift. Turn the handle in the goods lift. Turn the handle in the goods lift. Exit to the southwest. Use the Tobias crest wafer on the door. Use the Tallum crest wafer on the door. Use the Malik crest wafer on the door. Push the relief. Take the key. Exit to the northeast. Enter the goods lift. Turn the handle in the goods lift. Exit through the doors to the northwest. Exit though the door to the east. Open the carcass. Take the shield. Exit through the door to the west. Exit though the door to the northeast. Head up the stairs outside the tower. Use shield III on the shield slot. Take the shield. Open the hidden door. Exit to the south. Use shield III on the aperture. Exit through the door to the west. Use the ornate key on the key hole. Open the doors in the northwest model. Open the door on top of the west model. Open the door in the southwest model. Push the east model. Take the note from the east model. Turn the stone shield recess. Exit through the door to the northwest. Exit through the eastern passage to the south. Exit to the east. Exit through the door to the northeast. Exit through the door to the northwest. Unbolt and open the door. Exit into the center organ building. Pull the brass hook. Open the medallion. Take the key. Open the bottom of the medallion. Take the brooch. Take the page. Exit through the door to the north. Take the brass lever from the fallen organ pipes. Exit into the center organ building. Exit downstairs to the east. Use the lever to stop the water wheel at the right time. Cross the water over the waterwheel. Use the brooch on the barrier. Exit to the south. Open the bottom hatch in the door. Wait until the has concentrations have dropped. Take the ring from the mummy. Exit to the north. Exit to the west. Use the brass lever on the lever. Use the brass lever. Exit downstairs to the east. Use the lever. Exit to the west. Exit through the door to the north. Pull the altar. Exit downstairs to the east. Exit through the door to the east. Walk around the saurus. Open the portcullis. Use the lever. Take the page. Take the shield. 42122222222222222222221 Exit to the southwest. Approach the head. Approach Philip. 322 Follow Philip. Enter the tube. Remove the four patches of fungus to the west. Exit to the north. Stand between the table and the lever cabinet. Use the right lever. Use the middle lever. Use the left lever. Push the southwest bookcase. Take the book. Take the notes. Exit to the north. Turn the stone shield recess. Use shield IV on the recess in the chamber. Take the shield. Exit to the east. Stand on the raised plate. Use shield IV on the aperture. Take the note. Take the knife. Exit through the middle of the floor. Take the grail. Examine the picture on the place the grail was. Go one square east. Go one square east. Go one square northwest. Go south until you reach the top of the next square. Go one square southwest. Go one square east. Go one square east. Go one square southwest. Go one square northwest. Go through the door. Exit through the door to the north. Exit to the east. Exit through the door to the southeast. Use the medallion key on the gate. Take the bible. Exit through the door to the southwest. Use the ring on the standing sarcophagus. Use the hilt on the standing sarcophagus. Use the shoulder on the standing sarcophagus. Use the knife on the standing sarcophagus. Take both pages. Exit through the door to the north. Exit through the door to the west. Exit through the door to the north. Exit through the door to the east. Follow Philip. Use the Grail on the lock. Exit through the door.

Alien Virus

Open the cockpit. Take the toolbox. Use the button. Go to the hangar. Open the battery box of the robot. Use the wire stripper on the broken cables. Use the tape on the broken cables. Open the eastern door. Take the battery. Take the cloth. Take the cartridge. Use the cloth on the bottle. Take the cloth. Open the door. Use the cable on the battery. Use the recharge block on the energy tap. Use the recharge block on the battery box. Open the western door. Chat with the robot. 4 Open the door. Take the lamp. Open the western door. Open the drawer left from the middle. Take the memory card. Open the door. Open the northern door. Go to the corridor. Go to the hangar. Chat with the robot. 4 Give the memory card. 4 Open the western door. Open the door. Use the memory card on the eastern key read. Use the memory card on the northern key read. Open the eastern door. Take the jar. Use the cloth on the jar. Take the neon. Use the neon on the lamp. Go to the cross. Open the northern door. Go to the decompression room. Open the door. Open the eastern door. Take the brush. Go to the hall. Open the western door. Open the door. Open the cupboard. Take the socket wrench. Take both containers. Open the box. Take the dynamite. Go to the hall. Go to the hall. Open the northern door. Use the socket wrench on the western door. Examine the scanner. Go to the room. Chat with Quenivis Karde. Use the jar full of water on Quenivis Karde. Chat with Quenivis Karde. 41113 Open the door. Go to the northern room. Examine the key read. Use the keycard on the key read. Open the door. Use the socket wrench on the glass. Take the fireaxe. Take the flare. Open the door. Open the drawer. Use the keycard on the eastern key read. Open the door. Use the dynamite on the safe. Go to the room. Use the hand reader. Go to the room. Use the button. Open the door. Open the door. Take the right firebox. Take the firebox. Open the first firebox. Use the fireaxe on the second firebox. Go to the room. Use the button at the right size of the desk. Use the key to the control room on the western key read. Chat with the human interface. 222 Give the cartridge. 2 Go to the room. Use the hand reader. Use the key to the control room on the western key read. Open the door. Use the scanner. Open the door. Open the western door. Look at the eastern locker. Use the socket wrench on the eastern cupboard. Take the dried food. Use the resizer gun on one of the suits. Go to the room. Open the eastern door. Take the paint. Use the resizer gun on the crate. Open the vent. Go to the tunnel. Examine the map printout. Go to the tunnel. Open the northern door. Open the door. Open the eastern door. Open the door. Open the door. Open the northern door. Open the door. Open the door. Open the door. Go to the room. Go to the room. 11151211112111 Use the lamp. Take the three cards. Go to the room. Examine the corpse. Use the three coloured cards on the eastern key read. Open the eastern door. Take the metal piece. Go to the northern room. Go to the room. Open the robot paunch. Go to the room. Go to the cell. Go to the southern room. Use the three coloured cards on the western key read. Open the western door. Take the locator beacon. Take the straight jacket. Go to the room. Use the glue on the hand. Use the hand on the eastern scanner. Use the western scanner. Open the northern door. Go to the hall. Open the eastern door. Use the security card on the western scanner. Open the western door. Take the grease. Chat with Randell Carillon. Give the dried food. 6 Use the socket. Use the charge block on the solar accelerator. Go to the hall. Open the northern door. Use the wire stripper on the cable. Use the charge block on the energy tap. Take the food pack. Go to the hall. Go to the hall. Open the western door. Use the northern scanner. Open the northern door. Take the chain. Open the cupboard. Take the oxygen tank. Take the neon. Use the neon on the lamp. Use the middle button. Open the hatch. Go to the shaft. Open the door. Use the metal piece with the foam. Open the door. Go to the shaft. Open the door. Take the acid. Go to the shaft. Go down the shaft. Open the door. Open the western door. Use all four levers. Go to the tunnel. Open the western door. Open the door. Open the door. Open the door. Open the door. Open the door. Take the grease. Go to the tunnel. Go to the tunnel. Open the door. Open the door. Open the door. Open the door. Open the northern door. Use the chain on the handle. Use the resizer gun on the grease. Use the grease on the floor. Open the door. Use the lamp. Open the door. Open the door. Open the northern door. Use the acid with the lift’s brake. Go to the shaft. Use the spindle. Use the metal piece on the spindle. Use the straight jacket on the shard. Use the straight jacket. Use the eastern scanner. Open the eastern door. Use the socket wrench on the panel. Use the fireaxe on the weight. Use the western scanner. Open the western door. Open the eastern door. Take the infra-red bulb. Use the infra-red bulb with the torch. Take the bonsai. Take the key. Open the northern door. Take the replica. Chat with the terminal. Use the scanner. Chat with the terminal. 43114 Use the tape on the broken cables. Use the window controls. Examine the figure. Go to the room. Open the western door. Open the door. Go to the space near Cara. Examine Cara. Use the fireaxe on Cara’s belt. Go to the space. Open the door. Go to the room. Chat with Cara. 11111 Give the oxygen tank. 5111111111111111 Open the eastern door. Take the plastic. Use the button. Open the northern door. Open the eastern door. Take the chain. Take the machinery. Go to the hangar. Open the western door. Take the synt liquor. Open the cupboard. Take the card. Go to the hangar. Use the card from the cupboard on the control device. Use the control device. Use the resizer gun on the hook. Go to the room. Use the fireaxe on the arm. Use the machinery on the arm. Use the chain on the arm. Use the chain with the bulky machinery. Use the switch. Open the door. Go to the western room. Chat with Shorts. 11 Give synt liquor. Go to the northern room. Open the door. Chat with the captain. 11111111111111111111111111 Go to the room. Go to the room. Go to the southern room. Go to the eastern room. Go to the northern room. Use the fireaxe on the foam. Use the scanner. Open the door. Use the flat key on the lock. Use the lever. Take the southern crystal. Take the northern crystal. Use the intact crystal on the northern socket. Use the broken crystal on the southern socket. Use the lever. Use the glue on the plastic. Use the plastic on the tube. Use the torch on the plastic. Go to the room. Go to the room. Go to the southern room Go to the southern room. Go to the room. Go to the hall. Open the eastern door. Open the northern door. Chat with the terminal. 41121223334 Give destruct key. 13 Go to the room. Open the western door. Open the door. Go up. Go to the hangar. Go to the cockpit.

The 7th Guest

The game consists of puzzles scattered across different rooms. Solving puzzles opens up larger portions of the house. NOTE: Some rooms open only after you have seen a certain cutscene. If you have trouble entering some rooms, revisit locations to progress.
Basement Basement Basement Knox' room Julia Heine's room Martine Burden's room Game room Hamilton Temple's room Brian Dutton's room Bathroom Chapel Laboratory Nursery Dollhouse Attic Kitchen Dining room Entrance Library Music room Art room Mausoleum Cellar Cellar Entrance Divide the cake into six pieces, each containing two skulls, two graves, and one piece with only frosting. [+] Arrange the cans in the pantry to form a proper sentence. [+] Move the grates so that a circular opening appears. [+] Find your way through the maze. A map of the maze can be found inside the house. [+] Close all the coffin lids. The starting position is random, so there is no solution that works in every case. Place seven spiders on the points of the star. [+] Spell out a sentence using the letters on the planet. [+] Spell out a sentence on the bedspread. Each letter you select must be 3 or 5 tiles away from the last one. All tiles are used. [+] Switch the positions of the white and black bishops without any one of them ever threatening another. [+] Connect the heart to the exit of the maze. [+] Place 8 queens on the chessboard. [+] Uncover all the cards by only moving horizontally or vertically. [+] Swap the positions of the black and white knights. [+] Flip all the coins by only moving horizontally or vertically. [+] Move across the tiles so that all three color blocks drop as you step onto the exit tile. [+] Win the game by having more bacteria of your color. Repeat each sequence of notes on the piano. Reconstruct Stauf’s face on the painting. Reconstruct the picture. You may have to start over the puzzle when it is not solvable. [+] The doll house is accessible through the nursery. Spell out three words. [+] To open the door, remove all knives but one. You remove a knife by jumping over it with another knife. [+] On the building puzzle, You can set each type of window to a certain direction. Once set, once a window is lit up, it will light up the window in the same direction as windows of the same type. [+]

The 11th Hour

The game consists of puzzles scattered across different rooms and treasure hunt riddles provided by the GameBook. Solving puzzles and riddles opens up larger portions of the house.
Basement Basement Basement Kitchen Music room Library Dining room Foyer Bathroom Edward Knox' room Julia Heine's room Game room Hamilton Temple's room Martine Burden's room Brian Dutton's room Doll room Attic Chapel Gallery Laboratory Room at the top Nursery
1. Winter coat worn for a mixer? [+]
2. Rolling rock, bottle cap. [+]
3. Artsy, excited lecher. [+]
4. A heart attack could put you in the ground. [+]
5. BattleGround. [+]
6. Bars deter cuckoo bird. [+]
7. Modern art flourishes under the sun. [+]
8. SkedAddled. [+]
9. Part of the body examined in the doctor’s office. [+]
10. Libation for an affectionate puppy called Sounder. [+]
11. Animal sullied street. [+]
12. Jfcr vx qctf,
Zay rm umy kcytd.
E dcgf dcurb keyd kdetd ym wmauy,
Zay dcgf um tjmytd.
E dcgf um iflb cur xfy E jau
Eq kf kfjf jficyfr
Xma’r zf ydf bmu mq vx bmu. [+]
13. Zu gotdy od mpy nrmy stpimf.
Zu drvpmf zrsmd
Aogy jrt iq
Pt
Viy jrt yp yjr htpimf. [+]
14. Fruit loop on stove. [+]
15. Dreams about of arming the rebels.
What of nocturnal horses’ schedules? [+]
16. A distant, ancient Castle Keep
This famous Prince a place to sleep
To sleep, perchance to dream
Of an upset teagarden indochine. [+]
17. A man-horse on the fly Sounds like A wounded bull’s eye. [+]
18. Put an olive in a stein, mix it up,
and get the equivalent of a fool’s London subway. [+]
19. A vital, instrumental part. [+]
20. 2233642-736846874 [+]
21. Light piece from a great orchestra. [+]
22. Cheesy gadget that sounds larger. [+]
23. 500 = 100 = 0 [+]
24. Blend a TEAPOT SHOT and the pearlies won’t rot. [+]
25. Slyness holding shipment in choppe? [+]
26. Poor drainage could still produce a flower. [+]
27. Sounds like it got higher from wine. [+]
28. What kind of jewelry is angrier? [+]
29. You might hear a well-mannered red Cockney with a 60’s hairstyle. [+]
30. Instrument is sharp, but is missing its head. [+]
31. A defective truck with a crane makes for a ball-busting ballet. [+]
32. Look at key missing first imprinted label. [+]
33. Disabled cutting edge. [+]
34. Unreasonable reason. [+]
35. Paper used in unusual theses. [+]
36. Adroit holding a sharp instrument. [+]
37. A desserted Anthropod. [+]
38. 663 264625 46 2 6455466 [+]
39. Drink left at sea. [+]
40. Snake, baby, trap. [+]
41. A letter from Greece is quite a number in Rome. [+]
42. This eight letter word has kst in the middle, in the beginning, and at the end. [+]
Exchange the positions of the black and white knights, so that the white knights are on the tiles with the white knigth symbol, and the black knights are on the tiles with the black knight symbol. [+] Arrange the books by color, so that the four green books and the four red books are grouped separately. Each action moves two adjacent books to the two empty spots. You can only make 4 moves. [+] Separate the buttons into two groups of the same value. Only certain combinations work, which possibly have something to do with symmetry. [+] Lead the mouse to the rightmost entrance by placing maze pieces. Prevent the AI from moving the mouse to the leftmost entrance. There is no set solution to this puzzle, and it relies heavily on luck. You and the AI take turns selecting pieces on the painting. Each time a piece is selected, the piece and all adjacent pieces are blocked. Make sure you are the last one to select a piece. [+] Select all the billiard balls in order. Whenever you select one of the balls, your next choice is restricted, depending on the ball you just selected. [+] Exchange the positions of the brown and the white spiders. You have a limited number of moves. [+] Reconstruct the sliding tile mirror puzzle. Note that the puzzle is not always solvable. [+] Build a path that connects all three sides of the triangle before the AI does. [+] Use the train set to rearrange the word FAUST into STAUF. [+] Move the plates to make 5 stacks of 2 plates on each of the points of the pentagram. Each plate may only be moved once, and each plate must pass over exactly 2 other plates. [+] Make a path from the red square with the arrow to the square with the black arrow. Each number can be set to one of 8 directions once, and only one number can be set to each direction. That is, once you set number 4 to east, whenever you land on a square with 4 pips, you will move east. [+] Spell out words from the piramids. Subsequent letters must be adjacent, but all outside letters are considered adjacent. [+] Rotate and swap the gems until adjacent quadrants have the same colour. [+] Win the game by having more cells of your color. Move the piano piece off the board to the right. [+] Play connect 4 against the AI. Exchange the black and white bishops without them ever threatening one another. [+] Connect 5 of your own pieces, or capture 5 pieces of the AI. Whenever 2 pieces are blocked on both sides by a piece of the opponent, the pieces are captured and removed from the board.