Death Gate

Talk to Xar. 214511115551111116 Take the glowlamp. Walk west, west. Use magic on the marker. Cast Rune Transfer on the marker. Transfer the marker onto the stone. Use the steering stone. Walk northeast, northeast. 532224514 Take the white shirt. Take the elbow pipe. Take the marmalade. Take the bread slice. Walk east. 13662111236 Look at the parchment Limbeck is holding. Put the marmalade on the bread slice. Put the marmalade on the bread slice. Put the marmalade on the bread slice. Give the bread slice to Limbeck. Take the parchment. Walk north, northwest. Talk to the old dwarf. 4332223 Note you receive the old dwarf’s elbow pipe. Take the elbow pipe. Walk southeast, north. Use magic on the gauge. Cast Heat on the gauge. Walk north, downstairs. Talk to the Duke. 3224 Note you receive the Duke’s ring. Walk upstairs, upstairs. Take the wine jug. Walk downstairs, south, south, south, west, southwest, southwest. Use the steering wheel. Go to King Stephen’s Castle. Walk northeast, north. Give the ring to the guards. 33 Walk west. Take the shear. Lift the bar with the shear. Open the shutter. Enter the window. Look at the books. Read the book. Take the candle holder. Use magic on the tapestry. Cast Create Reality Pocket on the tapestry. Enter the tapestry. Talk to the wizard. 44 Give the jug of wine to the wizard. Talk to the wizard. 233 Note you learn two additional spell. Walk south, east, south, southwest. Use the steering wheel. Go to Drevlin. Walk northeast, northeast, east. Take the cork. Put the white shirt in the ink jug. Use magic on the black shirt. Cast Create Shroud of Darkness on the black shirt. Walk north, north. Use magic on the gauge. Cast Heat on the gauge. Walk north, upstairs. Put the black shirt on the figurines. Walk downstairs, west. Note the elves reach human-controlled space. Open the box. Take the zinger. Activate the zinger. 43333 Walk north. Look at the doll. 1 Walk west. Use magic on the street rat. Cast Swap on the street rat. 13 Take the net. Use magic on the doll. Cast Identify on the doll. Walk northwest. Take the prybar. Talk to the street rat. 44522222 Walk southeast, east, south, downstairs, west. Break the lock with the prybar. Open the strongbox. Take the T pipe. Walk east, upstairs, north, east. Talk to the bartender. 5245313334 Walk west, west, northwest. Talk to the street rat. Wait until the street rat returns. 1122 Walk southeast, east, southeast. Put the lockpick in the lock. Push the lockpick. Jiggle the lockpick. Turn the lockpick. Note the sound sequence which opens all doors. Note the door opens. Take the poetry book. Read the poetry book. Note the times in each of the poem’s verses. Look at the clock. Move the hand to winetime. Move the hand to toiltime. Move the hand to darktime. Note the secret compartment opens. Take the journal. Read the journal. Use magic on the portrait. Cast Create Reality Pocket on the portrait. Enter the portrait. 1513325 Note you receive the amulet. Walk west, northwest, east. Give the amulet to Hugh. Note you receive the healing salve. Push the table. Get on the table. Look at the floating continent. Note the continent’s name. Read the paper. Note the word corresponding to the continent’s name in the window. Walk southeast. Note each colour hand starts with a different letter. Push the right sequence of hands corresponding to the continent word. Put the lockpick in the lock. Shake the lockpick. Pull the lockpick. Tilt the lockpick. Note the door opens. Walk northeast. Use magic on the statue. Cast Motion on the statue. Take the necklace. Walk southwest, north. Put the necklace on the pedestal. Take the crystal globe. Take the book of Pryan. Take the handbook. Take the necklace. Walk south, south. Walk south, south. Give the candle holder to Limbeck. Walk north, northwest. Fix the pipe with the long pipe. Bridge the gap using the five pieces of pipe. Put the cork in the fixed pipes. Turn the valve. Talk to the old dwarf. 211133 Give the parchment to the old dwarf. Walk southeast, east. Read the handbook. Open the compartment. Put the iron ore in the compartment. Walk east. Put the crystal globe on the statue. Take the Air Seal Piece. Walk west, west, south, west, southwest, southwest. Use the steering stone. Walk east, east. Give the Air Seal Piece to Xan. 2211111124 Note which Sartan has which nickname. Walk west, west. Use magic on the book of Pryan. Cast Rune Transfer on the book of Pryan. Transfer the Pryan onto the stone. Use the steering stone. Walk north, west, west. Take the shell. Walk east, east, south. Use the steering wheel. Go to the Tree City. Walk northeast, northeast, west. 13 Give the doll to the elf child. 34 Walk east. Take the clothes line. Walk east. Give the clothes line to the elf prince. 12231233326321 Walk southeast. Look at the white disk. Talk to the children. Wait until the hive is lit. Wait until an ember drops from the fire. Take the ember with the shell. Wait until Zifnab appears. Use magic on the white disk. Cast Transportation on the white disk. 22414543113477 Take the black disk. Tie the clothes line to the branch. Walk downstairs. Take the yellow flowers. Take the blue flowers. Swing on the clothes line. Walk east. Throw the black disk into the Maw. Walk southeast. Use magic on the white disk. Cast Transportation on the white disk. Throw the marmalade at the spider. Put the shell with ember on the hive. Crush the yellow flowers. Push the corpse. Take the arrow. Take the toadstools. Cut the pod with the gold staff with the shear. Use magic on the black disk. Cast Transportation on the black disk. Give the gold staff to the elf prince. Give the blue flowers to the elf prince. Give the poetry book to the elf prince. Talk to the human princess. 5631 Walk northwest, west, southwest, southwest. Use the steering wheel. Go to the Citadel. Walk north. Take the pink plant. Walk west, north, north. Give the book of Pryan to the human princess. 1 Cut the vines with the shear. 31511111113312 Walk south, west. Take the nut. Put the crushed yellow petals in the nut. Give the nut to the animal. Take the nut meat. Give the herbs to the human princess. Give the nut meat to the human princess. Give the pink plant to the human princess. Give the toadstools to the human princess. Note the human princess is cured of her cough. Walk east, north. 1321 Walk north. Talk to the human princess. 31 Walk north, north, north. Talk to the elf prince. 3 Note you receive the crystal fragment. Walk south, south, south, south. Pull the branch. Put the crystal fragment in the stump Walk south. Wait until the dwarf arrives. Note the Citadel is opened. 1 Take the Fire Seal Piece. Walk north, east, south. Use the steering stone. Walk east, east. Give the Fire Seal Piece to Xar. 2223 Walk west, west. Use magic on the crystal fragment. Cast Rune Transfer on the crystal fragment. Transfer the fragment onto the stone. Use the steering stone. Walk northeast, northeast. Talk to the dead worker. 5 Note you receive the bucket. Walk north. Take the rocks. Put the rocks in the pail. Walk south, east, north. Talk to the dead butler. 368 Walk upstairs. Take the tea set. Walk downstairs. Give the tea set to the dead butler. Talk to the dead butler. 118 Note the time tea is served. Walk south, east. Climb the rope. Turn the crank. Turn the time dial. Turn the time dial. Put the pail with rocks on the hook. Wait. Note the clock strikes four times. Pull the release lever. Climb the rope. Walk west, north, east. Take the book. Read the book. Note you learn two additional spells. Walk west, upstairs. Take the children’s book. Talk to the dead nanny. 4 Walk downstairs, south, west, north. Read the children’s book. Close the book at the “Get That Snake” rhyme. Give the children’s book to the dead nanny. Walk south. Talk to the dead worker. 4 Walk north. Note the dead worker grabs the snake. Walk south, southwest, southwest. Use the steering wheel. Go to Kleitus’ Palace. Walk northeast, northeast. 3223 Note you learn an additional spell. Talk to Edmund. 2211111144466636 Use magic on the dog. Cast Hunger on the dog. Give the steak to the dog. Use magic on the dog. Cast Possession on the dog. Take the key ring. Give the key ring to Haplo. Walk north, upstairs. Look at the tablecloth. Take the second bottle from the left. Walk downstairs, south. Give the bottle to Haplo. Touch Haplo. Take the key ring. Unlock the manacles with the key ring. Give the key ring to Edmund. Take the clear bottle. Drink from the clear bottle. Give the clear bottle to Edmund. Take the vise. Talk to Edmund. 1 Walk north, west, southwest. Note you reach the Secret Cave. Walk northeast, east. Talk to the gamblers. 2223 Use magic on the dog. Cast Possession on the dog. Note the secret tunnel. Touch Haplo. Talk to Balthazar. 611 Note you learn an additional spell. Walk east. Take the spell book. Read the spell book. Take the robe. Walk west. 1334444344-5456666 Walk west, southwest. Use the steering wheel. Go to Telestia. Walk northeast, northeast, east, east. Climb the rope. Tighten the vise. Put the vise in the scepter. Loosen the vise. Take the headpiece. Climb the rope. Walk west, west, north, north. Move all the arrows once. Move the four arrows in the middle of each outer line once. Make all the arrows point down. Wear the robe. Talk to the dead dwarf. 15 Note the dead dwarf joins you. Walk south, south, southwest, southwest. Use the steering wheel. Go to Kleitus’ Palace. Walk northeast, east. Open the door. Take the cloth. Open the door. Show the cloth to the dog. Follow the dog until you reach the Colossus. Use magic on the rune. Cast Unravel Illusion on the rune. Put the headpiece in the hole. Take the Stone Seal Piece. Walk south, west, southwest. Use the steering stone. Walk east, east. Give the Stone Seal Piece to Xar. 223 Walk west, west. Use magic on the pendant. Cast Rune Transfer on the pendant. Transfer the pendant onto the stone. Use the steering stone. Walk northeast, west. Note one of the rune bones is the last rune in the Possession spell. Use magic on the rune bone. Cast Rune Transfer on the rune bone. Transfer the rune onto the spell. Use magic on the dog. Cast Possession on the dog. Walk west. 512551125 Note you learn an additional spell. Use magic on the rug. Cast Create Reality Pocket on the rug. Push the globe. Take the rug. Walk east, east, southwest. Put the rug on Samah’s ship. Enter the rug. Push the globe. Walk east. Use magic on the pendant. Cast Rune Transfer on pendant. Transfer the pendant onto the globe. Walk northeast. Put the water in the clear bottle. Use magic on the clear bottle. Cast Null Water on the clear bottle. Drink from the clear bottle. Walk north. Take the scales. Walk south, west. Put the scales on the rock pile. Take the stone. Walk east, southwest. Use the globe. Walk east, east. Take the history book. Walk northwest, north. Throw the zinger at the choke vines. Use magic on the choke vines. Cast Cold on the choke vines. Take the zinger. Walk north, northeast, southwest, south. Use magic on the choke vines. Cast Heat on the choke vines. Use magic on the choke vines. Cast Cold on the choke vines. Walk north, northeast. Take the skull. Walk east. Take the bone. Look at the cave painting. Walk west, northwest. Put the skull on the zinger. Put the robe on the zinger. Activate the zinger. Apply the salve to the tracker. Take the cord. Talk to the tracker. 51 Walk north. Put the cord on the bone. Shoot the arrow at the chaodin. Drink from the clear bottle. Walk north. Crush the stone. Talk to Zifnab. 55 Walk north. Use magic on Haplo. Cast the mirror image of Self Immolation on Haplo. Search the ashy remains. Walk north, north. Put the shear on the shear. Cut the tentacle with the shears. Cut the tentacle with the shears. Cut the tentacle with the shears. Walk north. Put the Water Seal Piece in the water spire. Use magic on Xar. Cast Resurrection on Xar. Talk to Xar. Put the Stone Seal Piece in the stone spire. Read the history book. Search the starting rune for Orseph, the Sartan that Xar nicknamed the “Devil of the heart”. Put the Air Seal Piece in the air spire. Move the focus. Move the focus to the correct starting rune. Put the Nexus Seal Piece in the focus.

The City of Lost Children

Talk to the witches. Open the door. Talk to the vagrant. Go out of the fence, over the bridge and down the stairs. Go to the niche under the stairs. Take the brush from the dark corner. Go through the alley to the pier. Walk on the packages to the metal bar. Take the metal bar. Walk off the packages. Go down the pier to the lighthouse. Use the metal bar on the control panel. Go to the coils at the other side of the lighthouse. Bend down behind the coils before the watchman arrives. Stay hidden until the watchman arrives. Go down the pier and turn left before entering the alley. Walk around the building to the door. Open the door. Use the light switch. Open the cash register. Drop the brush in the cash register drawer. Open the cupboard. Talk to the witches. Take the bag of marbles from the bookcase. Open the door. Open the door directly to the right. Use the bag of marbles on the bottle. Open the door. Give the potion to the vagrant. Use the crank. Take the sausage from the basket. Take the door handle from the basket. Go up the stairs. Use the door handle on the door. Use the light switch. Take the courtyard key from under the bed. Open the door. Give the sausage to the dog. Use the courtyard key on the door next to the dog. Open the door. Go down the stairs, turn left. Go along the narrow street until you reach a courtyard. Talk to the man fixing the car. Take the pincers left of the man when he bends into the car. Use the pincers on the bell. Take the bell. Go back through the narrow street and continue to the guard. Use the bell on the metal stairs. Go up the stairs. Open the door. Take the small safe. Use the small safe on the scales near the large safe. Take the jewels from the large safe. Open the door. Pick up the piece of wood behind the crates and the cardboard box. Go to the right. Use the left lever. Use the piece of wood on the left lever. Use the right lever. Take the key from the shelf. Use the key on the door. Open the door. Go up the stairs. Take the lighter from behind the pillar. Go over the bridge and follow the path to the fence. Walk onto the crates and over the fence. Take the candle from the darkest corner. Take the scissors from the table. Use the candle on the rope. Use the lighter on the candle. Follow the road and go straight ahead to the man coating the boat. Talk to the man. Go up the stairs and to the corner of the catwalk. Take the tin from the window sill. Follow the catwalk until the end. Take the atomizer from behind the barrel in the back. Go back along the catwalk, downstairs. Take the paintbrush. Use the paintbrush on the paint bucket. Go through the street, turn left and continue straight ahead. Use the coated paintbrush on the guard. Continue onto the pier and to the fisherman. Talk to the fisherman. Repeat until he tells what he is fishing for. Give the tin to the fisherman. Go back to the docks. Go down the stairs to the lower pier with the light. Take the stick at the end of the pier. Talk to the boatman. Go up the stairs, to the far end of the docks. Talk to the man. Use the stick on the glass of fleas. Use the music box. Use the atomizer on the man. Take the compass-watch from the man. Go back, away from the docks, to the man coating the boat. Go upstairs and follow the catwalk to the Chinese salesman. Use the plank over the entrance. Take the map. Go back along the catwalk, downstairs, to the docks. Go down the stairs to the lower pier with the light. Give the map to the boatman. Give the compass-watch to the boatman.

The Black Cauldron

Walk to the door. Use the door. Walk to the fire. Take the gruel. Walk to the cupboard. Open the cupboard. Take the knapsack. Take the apple. Take the bread. Take the flask. Walk to the man. Talk to the man. Walk east, east, to the shed door. Open the shed door. Take the corn. Walk to the pen door. Open the pen door. Walk to the pig. Use the corn on the pig. Walk west, to the door. Open the door. Wait until the pig shows a vision. From now until the pig has been saved, evade the Horned King’s minions. Walk east, to the water. Use the water flask on the water. Whenever your throat is dry, drink the water. Walk east, south, to the water right of the bridge. Use the bridge. Take the wallet. Whenever you’re hungry, eat from the wallet. Walk south, west, west, behind the middle bush, to the door. Open the door. Wait until the pig is taken away. Walk to the cupboard. Open the cupboard. Take the cookies. Walk south, south, south. Walk around until you encounter a creature on this map. Give the cookies to Gurgi. Walk south, to the hole in the tree. Use the hole. Take the lute. Use the lute. Walk north, east, east, to the rock at the southeast. Use the magic word. Walk east to the fairy cave. Talk to the fairy king. Give the lute to the fairy king. Talk to the fairy king. Use the flying dust. Fly up. Use the magic word. Walk west, west, west, north, north. Walk to the sign. Read the sign. Take the dagger. Walk north, west. Find your way north starting from the bottom right of the screen. Walk to the mountain wall. Walk to the tree. Use the rope until it catches. Walk to the rope. Use the rope. Climb up the rope. Walk against the wall. Climb to the upper level and leave the mountain. Walk north. Cross the wall to the north. Walk west. Walk east, west until a wagon appears. Walk to the wagon. Use the wagon. Wait until the guard leaves. Use the wagon. Walk north, north, north. Wait until the guard captures you. Walk to the bench. Take the cup. Walk to the door. Use the cup on the door. Wait until the floor opens. Walk into the hole. Walk west, west, north, to the hole in the wall. Use the wall. Push the four blocks from the door. Walk north to the burial tomb, to the body. Take the sword. Wait until the bauble finds a way out. Walk south, south, east, to the gargoyle. Use the gargoyle. Walk to the ladder. Climb up. Walk north. Use the magic sword on the guard. If the guard stands up, repeat. Walk to the keys. Take the keys. Walk to the door. Use the keys on the door. Walk north, to the man. Free the man. Walk south, west, up, east, to the door. Open the door. Take your possessions. Walk south, south. Walk to the chain. Use the magic sword on the drawbridge chain. Walk west over the drawbridge. Walk southeast, south. Use the same path as the direction you threw the rope you used. Walk south, south, to the rope. Use the rope. Climb down. Walk south, east, south, south, south. Use the flying dust. Fly west to the island. Wait until the dust wears off. Walk to the door. Open the door. Walk to the chest. Open the chest. Wait until the witches appear. Talk to the witches. Give the magic sword to the witches. Wait until the cauldron is taken away. Walk east. Use the flying dust. Fly to the eastern shore. Wait until the spell wears out. Walk north, north, north, west, north, to the rope. Use the rope. Climb up. Climb to the upper level and leave. Walk north, north over the wall, west, into the castle. Walk north, east just before the northern barrel. Walk south, east. Use the magic mirror on the Horned King. Wait until the witches offer you the magic sword. Take the magic sword from the witches.

Batman Returns

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

Bureau 13

Search the newsstand. Use the quarter on the newsstand. Open the newsstand. Pick up the paper. Walk east, inside. Pick up the superglue. Push the ash tray. Push the ash tray. Make Thief pickpocket the sergeant. Use the superglue on the fire extinguisher. Push the ash tray. Walk northwest. Open the eastern desk drawer. Pick up the keys. Close the eastern desk drawer. Open the fuse box. Pick up the fuse. Push the circuit breaker. Close the fuse box. Walk north. Use the sheriff’s keys on the evidence locker door. Open the evidence locker door. Walk northeast. Pick up the camera. Pick up the police report. Pick up the evidence. Make Hacker look at the bomb fragments. Walk south, south, west, west, west. Open the door. Walk inside. Pick up the dry ice. Walk south, south. Open the door. Walk northwest. Wait until the attendent leaves. Open the door. Throw the dry ice to the locker room. Wait until the attendent leaves. Walk west. Open the window. Walk to the window. Pick up the waster basket. Pick up the aluminum foil. Search the open locker. Open the fuse box. Pick up the bad fuse. Make Hacker tinker on the bad fuse. Use the electronic fuse on the fuse box. Close the fuse box. Open the locker. Pick up the jacket. Search the jacket. Walk west, south, northwest. Wait until the attendent leaves. Walk west. Close the window. Walk southeast. Close the door. Walk south. Close the door. Walk east, east, east. Search the wall. Make Thief open the lock on the door. Use the brick on the door. Walk inside. Pick up the wire cutters. Open the filing cabinet. Pick up the file. Pick up the cassette tapes Search the desk. Use Answering Machine Tape 5 on the answering machine. Pick up Answering Machine Tape 5. Make Thief pick the cash register. Walk northwest, northeast, east. Open the dumpster. Search the dumpster. Walk west. Make Witch cast Divination on the security buzzer. Open the security buzzer.
If Witch is not part of the mission: show the AI computer box to the security guard. Walk inside.
Pick up the note. Look at the secretary’s note. Open the copier. Pick up the memo. Look at the office memo. Open the door to the security office. Walk northeast. Pick up the video tapes. Walk southeast. Open the door to Mr. Simpson’s office. Walk northwest. Open the smoke detector. Pick up the battery. Pick up the remote control. Open the painting. Push the control button. Use the battery on the remote. Use video tape 3 on the VCR. Use the remote control on the VCR. Pick up video tape 3. Pick up the VCR tape from the safe. Use video tape 4 on the VCR. Use the remote control on the VCR. Walk northeast, southeast, southwest, south, east. Open the door. Walk inside. Give JPs van key to the night manager. Pick up the items. Walk south. Close the door. Walk southwest. Use the magnetic scan card on the RV. Enter the RV. Leave the RV. Look at JPs battle journal. Walk south, west, west, west, west, north. Walk south, east, east, east, south, into the RV. Engage autodrive. Go to the clearing in the woods. Walk east, north. Pick up the tree limb. Walk south. Use the tree limb on the road. Wait until the truck arrives. Enter the truck. Open the door. Walk inside. Pick up the wood saw. Open the fuse box. Push the button. Close the fuse box. Walk south. Close the door. Walk to the scaffolding. Use the level 4 AI badge on the western door. Walk west. Push the elevator access control. > 2112 Walk to the elevator to the sub basement. Look at the trip wire. Use the wire cutters on the trip wire. Open the door. Walk north. Pick up the ledger. Look at the ledger. Walk southwest. Close the door. Walk southeast, east. Close the western door. Walk south, west, west, west, into the RV. Access the RV database. > HOUSTON > STERLING > SAWBUCK > CARVER > COTTON Engage the autodrive. Go to the suburbs. Walk west, west, southwest. Open the trunk. Pick up the items in the car. Close the trunk. Walk west. Use the crowbar on the book return box. Open the book return box. Pick up the book. Close the book return box. Look at the book on botany. Walk west. Let Thief pick the lock. Open the window. Go in through the window. Pick up the assignment list. Look at the assignment list. Walk south. Close the window. Walk south. Use the crowbar on the door. Open the door. Walk north. Push the computer. > DEMON CONTAINMENT Leave the computer. Walk to the basement. Search the second bookcase from the left. Walk upstairs, southwest. Close the door Walk southeast, southeast. Use the crowbar on the front door. Open the front door. Walk inside. Push the answering machine. Walk into the garage. Open the second cabinet from the left. Pick up the book. Look at Jane’s book of bombs. Close the second cabinet from the left. Walk south. Close the front door. Walk east. Use the crowbar on the front door. Open the front door. Walk inside. Pick up the vampire hunter’s kit. Look at the vampire hunter’s kit. Walk southeast. Close the door. Search the trash. Open the door. Walk northwest, northwest. Close the front door. Walk southeast. Search Dennis Sterling. Use the wire cutters on the RV. Walk east. Look at the door. Use the crowbar on the front door. Open the front door. Walk inside. Pick up the book. Look at the book of magic. Walk north. Close the front door. Walk west, west, west, southwest, west. Walk west, west, west, west, west, west. Walk to the bouncer. 1 Open the door. Walk inside. Open the door. Walk northeast. Open the door. Walk north. Search the coffin. Look at the note to the band. Walk south. Close the door. Walk south. Close the door. Walk south. Close the door. Walk west. Search the poster. Open the poster. Walk inside. 111 Pick up the depressants. Pick up the stimulants. Walk northwest. Close the poster. Walk east, east. Open the bus. Search Edward Houston. Close the bus. Walk east, east, downstairs. Walk to Clyde Carver. Walk to Clyde Carver. Walk to Clyde Carver. Walk to Clyde Carver. Walk to Clyde Carver. Walk to Clyde Carver. Walk to Clyde Carver. Walk east. Search Clyde Carver. Walk northwest, northwest, west. Open the door. Walk inside. Pick up the amulet. 3 Pick up the drug. Pick up the powder. Pick up the potion. Pick up the charm. Give the amulet to Myra. Walk south. Close the door. Follow the cat southeast, southeast, south, southeast. Follow the cat southeast, southeast, southeast. Wait until the cat leaves. Walk into the RV. Engage autodrive. Go to the cemetery. Follow the cat west, east, north. Open the door. Walk inside. Attack Veronica Cotton. If the team only consist out of Priest, search Veronica Cotton. Walk south. Close the door. Walk south, southeast. Use the camera on the defaced tombstone. Use the shovel on the grave of Spike Clemmins. Open the coffin. Walk south. Open the door. Walk inside. Talk to Father Dominic. 11 Open the door. Walk east. Open the eastern door. Walk east. Pick up the crucifix. Search the floor. Open the floor. Close the floor. Walk west. Close the eastern door. Use the finger bone on the blood. Walk west. Close the door. Give the photo of the tombstone to Father Dominic. Walk south. Close the door. Walk west. Use the wood saw on the dogwood tree. Use the wood saw on the dogwood tree limb. Use the finger bone on the dogwood disc. Walk south, west. Use the crucifix on Stellerex. Walk west. Open the mausoleum. Enter the mausoleum. Walk south, east, east, north, west. Walk east, southeast, into the RV. Go to the clearing in the woods. Walk southeast, southeast, east, to the scaffolding. Use the level 6 AI badge on the eastern door. Walk east. Wait until the guard leaves. Use the depressants on the coffee cup. Walk south, east. Search the guard. Use the level 7 AI badge on the door. Walk north, east. Make Witch cast Divination on the northern door. Walk south. Use the stimulants on the programmer. Talk to the programmer. Walk east. Open the door. Pick up the EMP device. Walk north, southwest. Use the level 7 AI badge on the door. Push the bust. Walk northeast. Use the EMP device on the floor. Walk south. Push the bust. Walk northwest, southeast. Open the door. Use the EMP device on the pedestal. Walk north, south, north. Search the yellow wall. Walk to the yellow wall. Talk to Ted Simpson. Walk to the chair. Use the EMP device on the virus. Push the mainframe.

An American Tail: Fievel Goes West

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

Ace Ventura

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