Nancy Drew: Secret of the Scarlet Hand

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

Nancy Drew: Ghost Dogs of Moon Lake

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

Nancy Drew: The Haunted Carousel

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

Nancy Drew: Danger on Deception Island

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

Nancy Drew: Curse of Blackmoor Manor

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

Nancy Drew: Secret of the Old Clock

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

Nancy Drew: Last Train to Blue Moon Canyon

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

Nancy Drew: Danger by Design

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

Nancy Drew: The Creature of Kapu Cave

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

Gabriel Knight II: The Beast Within

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

Blackwell Convergence

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

Blackwell Unbound

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

The Blackwell Legacy

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

Pleurghburg: Dark Ages

Use the wardrobe. Take the book and pen. Use the computer. Receive the email. Look at the mail from the PDA. Look at the mail from Lucas Mewkuz. Log out. Walk south. Use the door north. Take the soap. Use the door. Walk west. Use the door north. Take the candy bar from the chair. Use the door. Walk south. Use the locker. Use the west door. Use the keyring on the car. Use the door. Use the east door. Use the couch. Walk south. Use the west door. Use the keyring on the car. Go to Lucas’ house. Use the door. Talk to Lucas. 234 Take the DNA scanner from under the kitchen table. Take the red grenade. Use the window. Use the north door. Walk east. Take the anti-lock grenade. Walk west. Use the keyring on the car. Go to Ahatma’s shop. Look at the poster. Take the pickles. Talk to Ahatma. 11 Use the wallet on Ahatma. Wait until you receive the magazine. Wait until you receive the bucket of chocopaint. Walk south. Go to Lucas’ house. Use the door. Give the magazine to Lucas. Use the north door. Use the door. Use the box. Use the north door. Use the keyring on the car. Go to the old man’s apartment. Use the door. Use the wallet and ID on the door. Talk to the old man. 222 Walk west, south. Go to the old morgue. Use the door. Use the papers on the desk. Follow the blood drops north and east. Use the bloody plant. Use the plastic bags on the plant. Follow the blood trail west. Use the closet door. Use the anti-lock grenade on the closet door. Use the closet door. Use the camera on the body. Use the plastic gloves on the knife. Use the bags on the body. Use the DNA scanner on the body. Use the body. Look at the wallet. Use the door. Follow the blood east, south and west. Use the men’s bathroom. Use the DNA scanner on the cloth. Use the cloth. Walk south. Use the door to the south. Use the keyring on the car. Go to Jake’s apartment. Use the door. Use the east door. Use the east door. Use the east door. Use the computer. Search. > JOHN SMITH Log out. Walk south, west, south. Use the west door. Use the keyring on the car. Go to John Smith’s house. Use the door. Walk west. Look at the first story window. Use the vines. Use the first story window. Use the first story window. Look at the blackboard. Use the camera on the blackboard. Use the window. Walk east, south. Go to the Police Detective Agency. Use the door. Use the plant. Use the green elevator call button. Go to the third floor. Go to the third floor. Talk to Harold. Wait until the note is marked as evidence. Wait until the wallet is marked as evidence. Wait until the knife is marked as evidence. Wait until the blood sample is marked as evidence. Wait until the severed hand is marked as evidence. Wait until the photo is marked as evidence. Use the elevator call button. Go to the fourth floor. Go to the fourth floor. Use the third door from the right. Talk to the boss. 1111112 Talk to the boss. 21113 Walk south. Use the elevator call button. Go to the first floor. Go to the first floor. Use the east door. Use the wardrobe. Use the robe. Use the door. Use the green elevator call button. Go to the fourth floor. Go to the fourth floor. Use the third door from the right. Walk south. Use the elevator call button. Go to the first floor. Go to the first floor. Walk south. Use the keyring on the car. Go to John Smith’s house. Walk west. Use the vines. Use the first story window. Use the computer. Scroll the document down. Look at the “Order Logo” file. Scroll the document up. Look at the “Order List” file. Use the “Order List” file. Take the paper. Use the window. Walk east, south. Go to the Police Detective Agency. Use the door. Go to the docks. Use the corpse. Use the water. Walk south, west. Use the television controls. Walk south. Use the west door. Use the keyring on the car. Go to the Police Detective Agency. Use the door. Use the left elevator call button. Go to the fourth floor. Go to the fourth floor. Use the third door from the right. Give the order list to the boss. Walk south. Use the elevator call button. Go to the first floor. Go to the first floor. Use the right elevator call button. Go to the second floor. Go to the second floor. Talk to doctor Emerson. 1 Use the door. Go to the first floor. Go to the first floor. Use the left elevator call button. Go to the fourth floor. Go to the fourth floor. Use the third door from the right. Walk south. Use the elevator call button. Go to the first floor. Go to the first floor. Walk south. Use the keyring on the car. Go to Jake’s apartment. Use the drain. Use the drain. Use the keyring on the car. Go to Lucas’ house. Use the door. Take the magnet. Use the north door. Use the keyring on the car. Go to Ahatma’s shop. Talk to Ahatma. 1 Use the wallet on Ahatma. Walk south. Go to Jake’s apartment. Use the string on the magnet. Use the magnet on a string on the drain. Use the keyring on the car. Go to Joey Miller’s house. Use the diamond ring on the west window. Use the broken window. Use the closet. Use the camera on the body. Use the body. Use the window. Walk south. Go to the Police Detective Agency. Use the door. Use the left elevator call button. Go to the third floor. Go to the third floor. Talk to Harold. Wait until the photo is marked as evidence. Use the elevator call button. Go to the fourth floor. Go to the fourth floor. Use the third door from the right. Talk to the boss. 112 Walk south. Use the elevator call button. Go to the first floor. Go to the first floor. Walk south. Use the keyring on the car. Go to the mayor’s office. Use the center door. Talk to the security guard. 111 Look at the candy box. Use the soap on the choco paint. Use the wrapping unwrapper 5000 on the candy bar. Use the candy bar wrapper on the chocolate soap. Give the soap candy bar to the security guard. Walk east. Use the center door. Use the west door. Use the security desk. Use the key to the mayor’s office on the west door. Take the paper from under the desk. Use the notebook on the paper. Use the door. Walk east. Use the keyring on the eastmost car. Go to the Police Detective Agency. Use the door. Use the left elevator call button. Go to the fourth floor. Go to the fourth floor. Use the third door from the right. Walk south. Use the elevator call button. Go to the first floor. Go to the first floor. Go to the car crash site. Use the car trunk doors. Take the iron pipe. Use the iron pipe on the car trunk doors. Use the camera on the body. Use the body. Use the manhole cover. Use the plastic bags on the manhole cover. Use the keyring on the car. Go to the Police Detective Agency. Use the door. Use the left elevator call button. Go to the third floor. Go to the third floor. Talk to Harold. Wait until the sample is marked as evidence. Wait until the photo is marked as evidence. Use the elevator call button. Go to the fourth floor. Go to the fourth floor. Use the third door from the right. Use the east door. Walk to the southeast corner of the hall. Wait until the bullets come through the door. Use the clip on the glock. Use the glock on the east door. Look at the window. Use the window. Take the brick. Use the brick on the far side of the roof. Use the glock on Zack Reed. Use the body. Look at the phonebook. Use the left elevator call button. Go to the fourth floor. Go to the fourth floor. Use the third door from the right. Walk south. Use the elevator call button. Go to the first floor. Go to the first floor. Walk south. Use the keyring on the car. Go to Jake’s apartment. Use the door. Use the east door. Use the telephone. > 555-674321 Use the telephone. > 555-234041 Use the telephone. > 555-805620 Use the telephone. > 555-727033 Use the telephone. > 555-102450 Use the telephone. > 555-352093 Use the telephone. > 555-250776 Use the east door. Use the east door. Use the computer. Search. > GEORGE ANDERSON Log out. Walk south, west, south. Use the west door. Use the keyring on the car. Go to George Anderson’s shop. Walk north. Look at the garbage bin. Use the plastic gloves on the garbage bin. Use the door. Talk to the man. 222 Use the door. Walk west. Use the keyring on the car. Go to Ahatma’s shop. Give the coupon to Ahatma. Walk south. Go to George Anderson’s shop. Walk north. Use the door. Give the cheap red wine to the man. Use the door. Walk west. Use the keyring on the car. Go to the Police Detective Agency. Use the door. Use the left elevator call button. Go to the fourth floor. Go to the fourth floor. Use the third door from the right. Walk south. Use the elevator call button. Go to the first floor. Go to the first floor. Walk south. Use the keyring on the car. Go to Jake’s apartment. Use the door. Use the east door. Use the east door. Use the east door. Use the computer. Receive the email. Look at the mail from Samuel Jones. Log out. Walk south, west, south. Use the west door. Use the keyring on the car. Go to the docks. Talk to the man. Use the iron pipe on the bread. Use the keyring on the car. Go to George Anderson’s shop. Walk north. Use the door. Give the bread to the man. Use the door. Walk west. Use the keyring on the car. Go to the mayor’s office. Use the keyring on the eastmost car. Go to the Police Detective Agency. Use the door. Use the left elevator call button. Go to the fourth floor. Go to the fourth floor. Use the third door from the right. Walk south. Use the elevator call button. Go to the first floor. Go to the first floor. Walk south. Use the keyring on the car. Go to Jake’s apartment. Walk to the dark doorway. Wait for the boy to arrive. Talk to the boy. Take the whistle. Use the keyring on the car. Go to the Redstone park. Walk north. As soon as the panther attacks, use the whistle. Walk west, west, north. Look at the triangular rock. Use the triangular rock. Use the triangular rock. Use the door. Walk south, west. Use the television controls. Walk south. Use the west door. Use the keyring on the car. Go to the Police Detective Agency. Use the door. Use the left elevator call button. Go to the fourth floor. Go to the fourth floor. Use the third door from the right. Walk south. Use the elevator call button. Go to the first floor. Go to the first floor. Walk south. Use the keyring on the car. Go to the crime scene. Use the garbage can. Use the body. Use the camera on the body. Use the plastic bags on the body. Take the cardboard pipe. Take the wallet from the garbage heap. Use the wallet. Look at the card. Walk south. Go to the Police Detective Agency. Use the door. Use the right elevator call button. Go to the second floor. Go to the second floor. Talk to doctor Emerson. 11 Use the door. Go to the first floor. Go to the first floor. Use the left elevator call button. Go to the third floor. Go to the third floor. Talk to Harold. Wait until the photo is marked as evidence. Wait until the blood sample is marked as evidence. Use the elevator call button. Go to the fourth floor. Go to the fourth floor. Use the third door from the right. 1 Walk south. Use the elevator call button. Go to the first floor. Go to the first floor. Use the right elevator call button. Go to the third floor. Go to the third floor. Talk to Jennifer Parker. 221 Walk north. Look at the body. Look at the blood-covered wall near the acid. Use the door. Use the jar of pickles on the sewage. Use the jar on the acid. Use the jar of acid on the door. Use the pipe over the missing pathway. Use the second valve from the right, just left of Parker. Use the pipe over the missing pathway. Use the bloodsoaked robe. Use the pipe over the missing pathway. Use the rusty key on the door. Use the lower drawer. Use the lower drawer. Use the tape recorder. Use the pen on the tape. Use the tape on the tape recorder. Use the tape recorder on the north door. Take the mop. Use the mop on the north door. Use the left elevator call button. Go to the fourth floor. Go to the fourth floor. Use the third door from the right. Use the plastic bags on the blood. Take the cloth. Use the cloth on Parker. Use the left elevator call button. Go to the third floor. Go to the third floor. Talk to Harold. Wait until the cloth is marked as evidence. Wait until the blood sample is marked as evidence. Use the elevator call button. Go to the fourth floor. Go to the fourth floor. Use the third door from the right. Walk south. Use the elevator call button. Go to the first floor. Go to the first floor. Walk south. Use the keyring on the car. Go to Redstone park. Walk north, east, north. Use the drag marks. Use the camera on the old man’s body. Use the camera on the young man’s body. Use the camera on the woman’s body. Use the camera on the body on the rock. Use the plastic bags on the severed head. Use the stick in the bushes. Use the plastic gloves on the axe. Take the old man’s glasses. Talk to Parker. 11111111 Walk west. Use the left elevator call button. Go to the third floor. Go to the third floor. Talk to Harold. Wait until the first photo is marked as evidence. Wait until the second photo is marked as evidence. Wait until the third photo is marked as evidence. Wait until the fourth photo is marked as evidence. Wait until the severed head is marked as evidence. Wait until the axe is marked as evidence. Use the elevator call button. Go to the fourth floor. Go to the fourth floor. Use the third door from the right. Use the elevator call button. Go to the first floor. Go to the first floor. Walk south. Use the keyring on the car. Go to Jake’s apartment. Use the door. Use the east door. Use the door. Walk east. Use the window. Use the glock on the order member. Use the left elevator call button. Go to the fourth floor. Go to the fourth floor. Use the third door from the right. Walk south. Use the elevator call button. Go to the first floor. Go to the first floor. Walk south. Use the keyring on the car. Go to Jake’s apartment. Use the door. Use the east box. Use the west door. Use the keyring on the car. Go to the mayor’s office. Walk north. As soon as the panther attacks, use the whistle. Walk west, west, north. Use the triangular rock. Use the door. Kill the order member. Use the keyring on the car. Go to Redstone park. Walk north. As soon as the panther attacks, use the whistle. Walk east, north, west, west. Take the twig from the log. Walk east, east, south, east. Use the twig on the hole. Use the lenses on the cardboard pipe. Use the spyglass on the twig. Look around the mansion until Jake returns home. Use the computer. Search. > MICHAEL DAVIDSON Log out. Walk south, west, south. Use the east door. Use the keyring on the car. Go to the Police Detective Agency. Use the door. Use the left elevator call button. Go to the fourth floor. Go to the fourth floor. Use the third door from the right. Walk south. Use the elevator call button. Go to the first floor. Go to the first floor. Walk south. Use the keyring on the car. Go to Redstone park. Walk north, east, east. Use the spyglass on the twig. Walk west, west, south. Use the keyring on the car. Go to the Police Detective Agency. Use the door. Use the left elevator call button. Go to the fourth floor. Go to the fourth floor. Use the third door from the right. Walk west. Look at the dark window. Use the dark window. Use the east door. Use the east door. Use the east door. Use the middle door. Use the cabinet. Use the cabinet. Walk south, upstairs. Take the handkerchief. Use the chloroform on the handkerchief. Walk downstairs. Use the west door. Walk south. Talk to the order member. Use the chloroformed handkerchief on the order member. Use the order member. Use the toolbox. Walk west. Use the dark window. Use the west door. Use the chloroformed handkerchief on the order member. Use the wardrobe. Use the west door. Take the matchbox. Use the door. Use the east door. Use the north door. Use the Liquorama card on the north door. Use the north door. Use the pipe on the crates. Use the order member’s keyring on the green box. Walk south. Use the east door. Use the east door. Use the order member’s keyring on the east door. Use George Anderson. Talk to George Anderson. 111 Walk south. Use the west door. Use the west door. Use the steel key on the steel door. Use the plastic bags on the open poison vat. Use the screwdriver on the fusebox. Use the circuit breaker. Walk upstairs. Talk to the west door.

Murders in Space

The manual contains information about Scientifics Space Programs. [+] During the docking, press F1. Manually dock the space plane to the Orbital station Pegasus. Talk to Andrew Connoly. 11 Go to the control module. Talk to Ronald Higgins. 11 Talk to Jeremy Mahrubi. 1 Go to Lab module 2. Talk to Dieter Schmidt. 1234B Go to Lab module 1. Inspect the CLISS biological module. A Switch from auto to program by flipping the third and fourth of the blue toggle switches. Set the wake time by clicking the third of the square buttons. > 01 Press the lower blue accept button. Leave the CLISS system by pressing the central blue button. Talk to Tania Boronova. 1 Go to home module 2. Talk to Akira Kamakura. 123 Wait until the hour ends. Go to the stock module. Talk to Phillipe Amiot. 134 Go to the control module. Talk to Ronald Higgins. 2345 Talk to Jeremy Mahrubi. 2B Inspect the locker. A Note the plastic card. Go to home module 2. Talk to Akira Kamakura. B1 Wait until the hour ends. Go to Lab module 1. Talk to Phillipe Amiot. 24B Note the carefully folded note. Go to the control module. Talk to Ronald Higgins. 123 Wait until the hour ends. Go to Lab module 2. Talk to Dieter Schmidt. 134A Inspect the CLISS biological module. A Switch from internal to external by flipping the first two blue toggle switches. Diagnose Dieter Schmidt by pressing the first square button. Press the data transfer button by pressing the second square button. Leave the CLISS system by pressing the central blue button. Use the terminal. Access COPS. > CONTROL > SYSTEM Send the data on Schmidt to Bitburg. Exit the terminal. Talk to Dieter Schmidt. B Go to home module 1. Talk to Jeremy Mahrubi. 1 Go to the control module. Talk to Phillipe Amiot. 12 Inspect the electric board. Open the electric board. Touch the electric board. Talk to Phillipe Amiot. 11234 Wait until the hour ends. Go to Lab module 1. Talk to Ronald Higgins. 23 Talk to Tania Boronova. 13 Use the manual to find out Tania Boronova’s letter box code from the hint. Go to the control module. Talk to Dieter Schmidt. 1 3 Talk to Akira Kamakura. 1 Go to the space plane. Talk to Andrew Connoly. 12 Wait until the hour ends. Go to Lab module 1. Talk to Tania Boronova. 1234 Talk to Ronald Higgins. 21 Go to home module 2. Talk to Akira Kamakura. 234 Wait until the hour ends. Go to home module 2. Talk to Akira Kamakura. 2 Use the terminal. Access COPS. > KAMAKURA > TSUNAMI Read the messages. Exit the terminal. Talk to Akira Kamakura. 1 Wait until the hour ends. Go to Lab module 1. Talk to Tania Boronova. 123A123 Go to home module 1. Inspect the second locker from the left. A Go to the control module. Talk to Ronald Higgins. 234 Go to the stock module. Talk to Phillipe Amiot. 11A Wait until the hour ends. Go to home module 1. Inspect the second locker from the left. AB Access COPS. > HIGGINS > CLARA Read the messages. Exit COPS. Access COPS. > CONTROL > SYSTEM Read the antidote message. Exit the terminal. [+] Go to Lab module 2. Inspect the manipulating arm. A Turn the machine on. Enter the code up, down, left, right. Make the antidote for Schmidt (354). Leave the manipulating arm. Go to home module 2. Talk to Dieter Schmidt. 1 Talk to Dieter Schmidt. 12AB Talk to Dieter Schmidt. A11DEB Go to the control module. Talk to Tania Boronova. 12 Talk to Ronald Higgins. 12 Talk to Jeremy Mahrubi. 123 Talk to Phillipe Amiot. 13 Wait until the hour ends. Go to Lab module 1. Talk to Jeremy Mahrubi.br; 1 Go to the E.V.A. module. Inspect the right space suit. A Fly to the frozen antenna as indicated by the echo location. Press the spacebar to use the laser to repair the frozen antenna. Press F1 to switch echos. Fly to the container. Press F3 to take the container. Go back to the space station. Press R to activate the automatic reentry. Go to home module 2. Talk to Dieter Schmidt. 1 Talk to Dieter Schmidt. 1A Wait until the hour ends. Go to the EVA module. Talk to Jeremy Mahrubi. 12 Go to home module 1. Inspect the left air vent. Open the air vent. Talk to Phillipe Amiot. 2 Talk to Phillipe Amiot. 2 Use the terminal. Access COPS. > AMIOT Use the plastic card (in game box) on the note (in game logbook). Align the crosses. Amiot’s code is in the box. Enter Amiot’s code. [+] Read the messages. Exit the terminal. Go to the stock module. Inspect the safe. Enter the decimal value for the hexadecimal number C0FFEE (12648430). Go to home module 1. Talk to Phillipe Amiot. 21A Inspect the CLISS biological module. A Diagnose Phillipe Amiot. Note the ARDM/2 code. Press the data transfer button. Leave the CLISS system. [+] Go to Lab module 2. Inspect the manipulating arm. A Turn the machine on. Enter the code up, down, left, right. Make the antidote for Amiot (34). Leave the manipulating arm. Talk to Andrew Connoly. 123 Go to Lab module 1. Talk to Phillipe Amiot. A1AB Go to home module 2. Talk to Akira Kamakura. C1 Talk to Akira Kamakura. 12 Wait until the hour ends. Go to home module 1. Talk to Ronald Higgins. 2 Talk to Ronald Higgins. 1A Inspect the CLISS biological module. A Diagnose Ronald Higgins. Note the ARDM/2 code. Press the data transfer button. Leave the CLISS system. Go to Lab module 2. Inspect the manipulating arm. A Turn the machine on. Enter the code up, down, left, right. Make the antidote for Higgins (356). Leave the manipulating arm. Talk to Andrew Connoly. 12 Go to Lab module 1. Talk to Ronald Higgins. A1B Talk to Ornella Alvisi. 123 Wait until the hour ends. Go to home module 1. Talk to Tania Boronova. 12A Inspect the CLISS biological module. A Diagnose Tania Boronova. Note the ARDM/2 code. Press the data transfer button. Leave the CLISS system. [+] Go to Lab module 2. Inspect the manipulating arm. A Turn the machine on. Enter the code up, down, left, right. Make the antidote for Boronova (134). Leave the manipulating arm. Go to Lab module 1. Talk to Tania Boronova. A1B Talk to Ornella Alvisi. 1 Wait until the hour ends. Go to Lab module 2. Talk to Andrew Connoly. 12 Access COPS. > CONNOLY > ALBIREO Read the messages. Exit the terminal. Talk to Andrew Connoly. 1 Go to home module 1. Talk to Ornella Alvisi. 1 Access COPS. > ALVISI > 985596 Read the messages. Exit the terminal. Talk to Ornella Alvisi. 2 Wait until the hour ends. Go to the space plane. Talk to Jeremy Mahrubi. 1A Use the terminal. Access COPS. > BORONOVA Enter the code from the logbook using the hint Tania Boronova gave earlier. [+] Read the message. Exit the terminal. Go to home module 1. Talk to Tania Boronova. A7A Talk to Tania Boronova. 12A345B Go to home module 1. Inspect the left locker. AB Talk to Ornella Alvisi. 222 Wait until the hour ends. Go to Lab module 2. Talk to Andrew Connoly. BB123 Talk to Jeremy Mahrubi. 23 Wait until the hour ends. Go to home module 1. Talk to Ronald Higgins. 2 Talk to Ronald Higgins. 223112 Go to the space plane. Talk to Akira Kamakura. 3456 Inspect the fuses. AB Go to the stock module. Talk to Jeremy Mahrubi. 12 Wait until the hour ends. Go to Lab module 2. Talk to Andrew Connoly. 12 Use the telescope. A Turn the power on. Press the Scan button. Press the Scan button when the picture shows a flare. Press the second button on the bottom row. Press the left RGB button three times. Press the third button on the bottom row. Press the right RGB button three times. Press the Copy button Turn the power off. Go to the control module. Inspect the trapdoor. AB Go to Lab module 2. Talk to Andrew Connoly. C Access COPS. > SCHMIDT Enter Dieter Schmidt’s birthdate (from the log book) as code. [+] Read the messages. Exit the terminal. Talk to Dieter Schmidt. 321 Go to the stock module. Talk to Jeremy Mahrubi. 1 Go to home module 1. Talk to Ronald Higgins. 2 Talk to Ronald Higgins. 1 Wait until the hour ends. Go to home module 2. Talk to Dieter Schmidt. 34567 Wait until the hour ends. Go to home module 1. Talk to Ornella Alvisi. 2345 Go to the stock module. Inspect the right airlock control. Open the airlock control. Note the cut wire. Go to the space plane. Talk to Akira Kamakura. 34523 Go to home module 2. Talk to Andrew Connoly. A1 Talk to Jeremy Mahrubi. 12 Wait until the hour ends. Go to home module 1. Talk to Ornella Alvisi. 1 Talk to Ronald Higgins. 1 Talk to Ornella Alvisi. 2 Talk to Ronald Higgins. 23 Talk to Ornella Alvisi. 3 Go to home module 2. Talk to Jeremy Mahrubi. 1AB Talk to Jeremy Mahrubi. D12345678B Go to the control module. Talk to Phillipe Amiot. 3456 Wait until the hour ends. > YES > A5AS/300605 > TOILET > 07:00 > BLUE > LASER > PHOTO > 14:59 > CAMBRIDGE > KAMAKURA > 02:00 > 00:00 > 10:00 > 04:00 > 07:00 > 09:00 > WESTMACOTT > CALIFORNIA > 98-55-96 > 16544 > MUTATAN > CONTROL MODULE > SCHMIDT > BOTTLES > ARDM/2 > G > MICKEY > 00:43 > SUBLIMATION > OF

Mel Odius goes Six String Searchin’

Walk east, north, west. > OPEN SMALL CAN > GET EMPTY-BOTTLE > X S > LOOK AT FOUNTAIN > GET CHANGE > FILL EMPTY-BOTTLE > X S Walk east. > OPEN GROCERY > LOOK NEWSPAPER > WALK OUTSIDE Walk east. > LOOK MACHINE > GET CASH > X S Walk east. > USE CASH Walk west, west, south, east. > OPEN SNOBBERY > WALK TO BATHROOM > GET PAPERTOWEL > OPEN STALL > USE PAPERTOWEL > X S > WALK TO HALL > DIAL 555-0666 > X S Walk east. > OPEN RESTAURANT > WINK AT HELGA > TALK TO MAN > GIVE BURGER > X S > WALK OUTSIDE > OPEN MOTEL > GET PAPERCLIP > WALK OUTSIDE Walk west, west, west. > TALK WILLIE > GIVE FULL-BOTTLE > X S > LOOK BUZZER > PRESS HOWIE > IT’S MEL > WHERE DID > WALK OUTSIDE Walk east, north. > OPEN MUSIC > LOOK FLYER > ASK FOR FLYER > GIVE CARD > WALK OUTSIDE Walk south. > OPEN DOOR > USE FLYER > WALK TO BAR > USE HANDCUFFS > COULD I > X S > WALK TO ROOM > WALK OUTSIDE Walk east. > OPEN SNOBBERY > OPEN DOOR > WALK TO BAR > LOOK SIGN > USE SNOBBADGE > WALK TO ROOM > GIVE DART > TO WOMAN > WOULD YOU > X S > WALK HALL > X S Walk west, west. > LOOK BUZZER > PRESS AL > RACHEL SENT ME > GIVE WHISKEY > X S Walk east, east. > OPEN BELCHERS > USE ID > TALK WOMAN > GIVE CIGARETTE > X S > TALK BARTENDER > GOT ANY > X S > WALK OUTSIDE Walk west, north, west. > USE KEY > OPEN DOOR > LOOK CASTLE > OPEN DOOR > GET BEER > WALK OUTSIDE Walk east, south, west. > TALK WILLIE > GIVE BEER > X S Walk east, north, west. > OPEN DOOR > WALK TO SHACK > USE VIOLIN-BOW > GET WIRECUTTERS > WALK OUTSIDE > WALK OUTSIDE Walk east, east, east, east. > USE WIRECUTTERS > USE PAPERCLIP > USE MATCHES > GET GUITAR

Mean Streets

Information sheet[+] Wait for the fax. Call Vanessa. > CARL LINKSY > MTC CORP > LAW AND ORDER Fly to the San Francisco Police Department at NC 4680. Question Steve Clements. > CARL LINSKY > BASH DAGOT Leave Steve Clements. Fly to professor Carl Linsky’s home at NC 4660. Walk to the cabinet near the door. Look at the fax. Look at the message. Walk to the bar. Look at the bar. Open the bar door. Open the shoe box. Look at the papers. Get the papers. Get the whiskey. Walk to the coffee table. Look at the coffee table. Look at the chess set. Look at the note. Walk to the painting. Look at the cabinet. Open the cabinet door. Get the cabinet key. Open the book. Get the combination. Get the book. Move the painting. Open the safe. Get the money. Walk to the desk. Look at the chair. Get the desk key. Look at the desk. Open the drawer. Get the digital tape. Look at the grade sheet. Turn the digital tape player on. Look at the trash can. Look at the lease. Look at the note. Look at the display case. Leave the room. Pawn the book. Pawn the tape. Pawn the whiskey. Fly to John Richards’ office at NC 4670. Question John Richards. > CARL LINSKY Leave John Richards. Fly to Bash Dagot’s house at NC 4657. Defeat the enemies. > CARL LINSKY Threaten Bash Dagot. > BLAZE WIENER Threaten Bash Dagot. Leave Bash Dagot. Fly to the leased warehouse at NC 4675. Defeat the enemies. Walk to the crates east of the door. Get the step ladder. Look at the crates. Get the 3-in-1 oil. Get the key. Look at the storage shelf. Look at the tape. Walk to the machine in the southeast corner. Look at the crates. Get the ammunition. Walk to the file cabinet. Look at the desk. Open the drawer. Get the watch. Look at the check ledger. Open the cabinet door. Open the band aid can. Get the passcard. Look at the calendar. Look at the file cabinet. Open the file drawer. Look at the list. Walk to the safe. Open the safe. Look at the insurance policy. Look at the boxes. Open the box. Get the lamp. Walk to the computer. Look at the newspaper. Look at the desk. Look at the fax machine. Look at the fax message. Look at the computer. > BISHOP Leave the warehouse. Pawn the lamp. Pawn the watch. Pawn the ladder. Pawn the key. Pawn the key. Pawn the key. Call Vanessa. > FRANK SCHIMMING > ROBERT KNOTT > SANDRA LARSEN > CAL DAVIS > MAURICE GRIBBLE > DAVID POPE Call Lee. > J. SAINT GIDEON > 500 > SONNY FLETCHER > 1000 Fly to J. Saint Gideon’s house at NC 3891. > CARL LINSKY > MTC CORP Leave J. Saint Gideon. Fly to Sonny Fletcher’s house at NC 5170. > CARL LINSKY Bribe Sonny Fletcher with $500. > WANDA PECK Bribe Sonny Fletcher with $300. Leave Sonny Fletcher. Fly to Wanda Peck’s location at NC 4621. > MTC CORP > OVERLORD > LARRY HAMMOND Leave Wanda Peck. Call Lee. > RON MEAT > 800 Fly to Ron Meat’s location at NC 4525. > LAW AND ORDER > LARRY HAMMOND Threaten Ron Meat. Leave Ron Meat. Fly to Larry Hammond’s location at NC 4935. > OVERLORD > MTC CORP > ED BRADLEY Leave Larry Hammond. Call Vanessa. > JEROME MILBOURNE Call Lee. > ARNOLD DWEEB > 500 > TOM GRIFFITH > 800 Fly to Arnold Dweeb’s location at NC 4610. > MTC CORP Bribe Arnold Dweeb with $3000. Leave Arnold Dweeb. Fly to Delores Lightbody’s house at NC 4920. > SYLVIA LINSKY > PETER DULL > SANDRA LARSEN > JOHN KLAUS Leave Delores Lightbody. Fly to John Klaus’ hideout at NC 7012. > CARL LINSKY > NEXUS > PASSCARD > PASSWORD > SAM JONES Leave John Klaus. Fly to Della Lang’s house at NC 2111. > MTC CORP > TOM GRIFFITH > RON MORGAN Leave Della Lang. Fly to Ron Morgan’s cabin at NC 1998. Walk to the TV. Look at the TV. Open the panel. Get the key. Walk to the fireplace. Look at the moose head. Open the moose head. Get the cash. Look at the fireplace. Look at the wadded paper. Move the side chair. Get the screwdriver. Walk to the couch. Look at the couch. Move the couch cushion. Get the change. Get the handcuff key. Look at the end table. Look at the ashtray. Get the key. Walk to the desk. Look at the desk. Open the drawer. Look at the mortgage book. Walk to the rug. Move the rug. Move the floorboards. Open the compartment. Get the jewels. Look at the deed. Get the ammunition. Leave the room. Pawn the jewels. Pawn the screwdriver. Fly to Ron Morgan’s beach house at NC 6470. Walk to the table. Look at the console. Turn switch 3 off. Turn switch 2 off. Walk to the desk. Look at the bookcase. Open the chess book. Look at the memo. Move the lamp. Get the fish food. Walk to the fish tank. Look at the fish tank. Get the passcard. Move the base of the tank. Get the key. Look at the base of the tank. Open the door. Get the book. Walk to the desk. Look at the desk. Open the drawer. Get the watch. Look at the computer. > STALEMATE Walk to the fridge. Look at the fridge. Get the video tape. Open the fridge. Taste the juice. Get the key. Walk to the table. Look at the console. Open the safe. Get the money. Leave the room. Pawn the watch. Pawn the tape. Pawn the book. Pawn the fish food. Pawn the key. Pawn the key. Pawn the key. Pawn the key. Pawn the key. Call Lee. > BIG JIM SLADE > 200 > GREG CALL > 500 > BOSWORTH CLARK > 800 Fly to Peter Dull’s office at NC 4674. > CARL LINSKY > SYLVIA LINSKY > BOSWORTH CLARK Leave Peter Dull. Fly to Bosworth Clark’s laboratory at NC 9932. Walk to the table. Look at the match book. Move the broken glass. Get the key. Walk to the blue console. Get the blueprints. Walk to the sink. Look at the cabinet. Get the gloves. Get the cup. Move the sandwich. Get the key. Walk to the dead body. Move at the dead scientist. Open the wallet. Get the money. Get the wallet. Move the calendar. Open the compartment. Get the stocks. Look at the panel. Open the drawer. Look at the data. Get the data. Walk to the cabinet in the far west. Open the door. Get the transmitter. Open the canister. Get the stocks. Leave the room. Pawn the stocks. Pawn the stocks. Pawn the blueprints. Pawn the cup. Pawn the wallet. Pawn the key. Pawn the key. Fly to the Big Surf Hotel at NC 5162. Fly to the San Francisco Police Department at NC 4680. > GREG CALL > BIG JIM SLADE Leave Steve Clements. Fly to Greg Call’s house at NC 4753. Defeat the enemies. Fly to Greg Call’s laboratory at NC 8911. Walk to the cabinet west of the door. Open the cabinet. Get the diamonds. Get the pole. Walk to the chamber in the south of the room. Look at the chamber. Get the key. Walk to the vine in the southeast corner. Open the flat file. Look at the map. Get the map. Move the vine. Look at the shelf. Get the passcard. Walk to the computer. Move the fax. Get the key. Look at the desk. Open the desk drawer. Get the money. Get the ammunition. Open the circuit box. Turn switch 2 off. Look at the computer. > KNIGHT Leave the room. Pawn the diamonds. Pawn the gloves. Pawn the map. Pawn the oil. Pawn the key. Pawn the key. Fly to the Santa Barbara Police Department at NC 3614. > AARON STERNWOOD Bribe Smiley Monroe with $200. Leave Smiley Monroe. Fly to the Cal Davis’ house at NC 3720. Walk to the rat cages. Move the rat cages. Open the circuit box. Turn the switch off. Open the rat cages. Get the screwdriver. Get the key. Walk to the east table. Look at the book. Get the book. Walk to the west table. Turn on the table lamp. Get the key. Get the micro chip tray. Walk to the desk. Open the wall cabinet. Get the galium arsenide. Walk to the workbench. Look at the workbench. Look at the drawer. Look at the memo. Get the chemicals. Get the test tube. Look at the cage. Get the box. Walk to the file cabinet. Look at the file cabinet. Open the file drawer. Look at the invoice. Leave Cal Davis’ house. Pawn the galium arsenide. Pawn the chemicals. Pawn the test tube. Pawn the book. Pawn the tray. Pawn the pole. Pawn the box. Pawn the key. Pawn the key. Fly to the Aaron Sternwood’s location at NC 0439. > CAL DAVIS Leave Aaron Sternwood. Fly to Carl Linsky’s house at NC 4660. Walk to the display case. Look at the display case. Open the display case. Get the statue. Walk to the bar. Look at the bar. Open the bar door. Move the shoe box. Turn the switch off. Leave the room. Pawn the statue. Pawn the screwdriver. Fly to Sam Jones’ location at NC 0021. Defeat the enemies. > PASSCARD Threaten Sam Jones. > PASSWORD Threaten Sam Jones. Leave Sam Jones. Call Vanessa. > LOLA LOVETOY Fly to Lola Lovetoy’s club at NC 4603. > OVERLORD Bribe Lola with $200. > FRANK SCHIMMING Bribe Lola with $500. Leave Lola Lovetoy. Fly to Tom Griffith’s apartment at NC 4605. Defeat the enemies. Walk to the dresser. Look at the dresser. Open the matches. Get the key. Open the drawer. Get the lingerie. Move the mirror. Turn the button on. Walk to the northeast cabinet. Move the cabinet. Open the satchel. Get the money. Get the satchel. Open the panel. Turn the button off. Walk to the suitcase. Open the suitcase. Get the ammo. Look at the shirts. Look at the note. Move the suitcase. Get the key. Get the book. Get the mood globe. Walk to the bed. Move the art. Turn the switch off. Move the cushion. Get the liquor. Walk to the southeast desk. Look at the desk. Open the binder. Look at the hit list. Get the list. Walk to the dresser. Open the jewelry box. Get the bracelet. Leave the room. Pawn the mood globe. Pawn the bracelet. Pawn the lingerie. Pawn the liquor. Pawn the list. Pawn the satchel. Pawn the book. Fly to the air bus station at NC 5194. Fly to Robert Knott’s house at NC 0132. Defeat the enemies. > MTC CORP > CARL LINSKY > LAW AND ORDER Fly around until you receive the fax. Fly to Big Jim Slade’s location at NC 4921. Defeat the enemies. Question Big Jim Slade until he dies. Fly to the Law and Order office at NC 5037. Defeat the enemies. Walk to the work station to the southwest. Move the answering machine. Get the key. Look at the work station. Look at the cabinet. Open the cabinet door. Look at the memo. Look at the control panel. Turn off the switch. Walk to the closet in the northeast. Open the closet. Move the shelf. Turn off the button. Look at the shelf. Get the hat. Get the coat. Get the shoes. Move the picture. Open the safe. Get the cash. Get the passcard. Look at the firearms cabinet. Open the drawer. Get the ammunition. Walk to the table. Look at the table. Open the toolbox. Look at the plans. Get the hammer. Get the drill. Move the tool box. Get the key. Walk to the book case. Look at the book case. Get the book. Walk to the desk. Look at the desk. Open the drawer. Open the petty cash box. Get the cash. Leave the room. Pawn the coat. Pawn the drill. Pawn the shoes. Pawn the hat. Pawn the book. Pawn the hammer. Pawn the key. Pawn the key. Pawn the key. Pawn the key. Call Lee. > BAZIL MALLORY > 200 Fly to Sonny Fletcher’s house at NC 5170. > BAZIL MALLORY Bribe Sonny Fletcher with $700. Leave Sonny Fletcher. Fly to Bazil Mallory’s location at NC 2713. Defeat the enemies. > MTC CORP Threaten Bazil Mallory. Leave Bazil Mallory. Fly to Alcatraz at NC 4550. Walk to the boxes. Move the boxes. Get the key. Walk to the table. Look at the notes. Walk to the northeast corner. Open the panel. Open the box. Get the gas mask. Walk to the control panel in the southeast corner. Look at the control panel. Turn the switch on. Walk through the door when the robot enters. Defeat the enemies. When the system asks for the BLACK password: > ROOK When the system asks for the BLUE password: > BISHOP When the system asks for the GRAY password: > KING When the system asks for the GREEN password: > PAWN When the system asks for the ORANGE password: > CHECKMATE When the system asks for the PURPLE password: > KNIGHT When the system asks for the RED password: > STALEMATE When the system asks for the YELLOW password: > QUEEN

Martian Memorandum

Get the mail. Get the gun. Get the comlink from the chair. Get the lockpick kit from the bookcase. Get the ammo from the bookcase. Get the camera from the file cabinet. Get the lens from the desk. Use the camera on the tripod. Travel to Terraform. Talk to the secretary. 1 Goto the office. Talk to Marshall. Goto the exit. Move the switch. Goto the washroom. Move the towel. Get the earring. Goto the exit. Talk to the secretary. Offer the earring. 1 Travel to Alexis’ home. Look at the paper. Get the paper. Move the bed. Open the box. Look inside the box. Travel to Mac Malden. 22112 Travel to Jocques Sparrow. Offer the cash. 31111 Ask Jocques Sparrow about Chantal Vargas. Travel to Tex’s office. Use the film on the camera. Move the switch by the window. Look at the camera. Move to the far right, to the bottom. Shoot a photo when the girl buys drugs. Leave the camera. Get the photos. Travel to Chantal Vargas. Offer the photos. Ask Chantal Vargas about Alexis Alexander. Ask Chantal Vargas about Rick Logan. Travel to Jocques Sparrow. Ask Jocques Sparrow about Rick Logan. Ask Jocques Sparrow about Galactic Pictures. Travel to the Plaza Hotel. Goto the gift shop. Get the rose. Use the cash on the lady. Goto the exit. Goto the restaurant. Offer the rose. 1213121 Ask Rhonda about Galactic Pictures. Ask Rhonda about Guy Callabero. Travel to Guy Callabero. Ask Guy Callabero about Rick Logan. Ask Guy Callabero about Angelo Andretti. Travel to Mac Malden. Offer the Andretti film. Ask Mac Malden about Johnny Fedora. Travel to Johnny Fedora. Walk to the far east, avoiding the dog and the red ooze. Open the door to the shed. Get the ladder. Open the compartment hole. Get the boots. Walk to the far west. Use the ladder on the box car. Goto the ladder. Goto the hole in the roof of the box car. Get the knife. Open the drawers. Get the cat food. Open the door. Goto the door. Goto the ladder. Use the cat food on the cat. Goto the ladder. Walk to the shack. Open the door in the shack. Move the lever. Goto the box car door. Move the dresser. Open the tear. Open the wall safe. Get the stuff. Travel to the murder scene. Talk to the police man. Get the keys. Move the bucket. Get the dagger. Use the dagger on the police man. Travel to Terraform. Goto the office. Move the painting. Use the keys on the safe. Look at the receipts. Goto the exit. Travel to Rick Logan. Walk east until a log falls from the sky. Walk west to avoid the log. Get the log. Walk east to the quicksand. [+] Goto the southern stone. Goto the stone directly east. Goto the stone directly north. Goto the stone directly east. Goto the stone directly northeast. Goto the stone directly east. Goto the stone directly east. Goto the stone directly southwest. Goto the stone directly south. Goto the stone directly east. Goto the stone directly southeast. Walk east until you reach the pit. Use the log on the pit. Walk to the far east. Goto the hut. Open the cabinet. Quickly use the gun on the snake. Look at the message. Walk to the far east. Get the shovel. Move the screen. Look at the dead man. Get the key from the dead man’s neck. Use the key on the chest. Look at the stuff. Goto the doorway. Walk to the mound just east of the pit. Use the shovel on the mound. Open the box. Look inside the box. Walk west to the quicksand. Goto the southern stone. Goto the stone directly northwest. Goto the stone directly west. Goto the stone directly north. Goto the stone directly northeast. Goto the stone directly west. Goto the stone directly west. Goto the stone directly southwest. Goto the stone directly west. Goto the stone directly south. Goto the stone directly west. Walk to the far west. Travel to the smugglers base. Get the stone. Use the stone on the jug. Walk past the fence while the guard is distracted. Goto the doorway. Walk to the front of the large crate in the southwest corner. Wait until the smuggler leaves. Walk to the table in the southeast corner. Get the food. Get the remote. Use the remote control on the buttons on the large crate in the southwest corner. Goto the crate. Travel to the aerobics academy. Talk to the instructor. Ask Jane Mansfield about Rick Logan. Ask Jane Mansfield about the oracle stone. Ask Jane Mansfield about Alexis Alexander. Open the purse in the counter. Travel to Jane Mansfield’s home. Open the closet. Look at the bag. Move the control box. Look at the screen. Move the pillow. Look at the letter. Get the letter. Travel to the aerobics academy. Talk to the instructor. Ask Jane Mansfield about Alexis Alexander. Ask Jane Mansfield about Bradley Ericson. Travel to Bradley Ericson. Ask Bradley Ericson about Alexis Alexander. Ask Bradley Ericson about Dick Castro. Travel to Lowell Percival. Travel to the power plant. Move the west button. Goto the west door. Get the card key in the coat. Move the switch. Goto the door. Use the door card key on the machine. Goto the east door. Get the monkey wrench. Walk to the trap door. Use the monkey wrench on the magnet at the right time. Walk far east. Look at the crate. Open the top door. Goto the top door. Goto the west door. Travel to Dr. Lawrence Barkley. Get the box. Ask Lawrence Barkley about Marshall Alexander. Travel to the casino. Goto the alley. Move the board. Look at the writing. Walk south. Open the door. Goto the door. Get the card. Open the restroom. Goto the restroom. Use the allen wrench on the screen. Open the far right door. Get the blue prints. Goto the doorway. Walk far east. Open the office. Goto the office. 112 Get the card. Move the light over the painting. Goto the hidden passage. Use the hoverboard. Avoid the lasers while going far east. Walk to the scanner. Use the safe card key on the scanner. Use the facial kit on the scanner. Get the cash. Get the markers. Take the memorandum. Use the hoverboard. Avoid the lasers while going far west. Walk west. Open the ductwork. Goto the ductwork. Find your way through the maze. Goto the door. Open the front door. Goto the front door. Travel to Lowell Percival. Ask Lowell Percival about Alexis Alexander. Ask Lowell Percival about Dick Castro. Ask Lowell Percival about Rocky Bullwinkel. Travel to the casino. Wait until the man leaves the casino and enters the alley. Goto the alley. Walk behind the pipe to the west. Wait until the man disappears into the secret passage. Walk to the doorway. Goto the doorway. Ask Larry Hammond about Deacon Hawke. Ask Larry Hammond about Nathan Bloodworth. Leave Larry Hammond. Walk south. Travel to Michelle Bloodworth. Ask Michelle Bloodworth about Nathan Bloodworth. Ask Michelle Bloodworth about the oracle stone. Travel to the remote outpost. Talk to the miner. Open the door. Get the rebreather. Get the tools. Open the box. Get the card. Walk to the jet pack. Get the jet pack. Walk to the fire. Use the jet pack on the fire. Travel to the temple. The gate should be open. Goto the doorway. Walk to the right mirror. Move the right mirror. Walk to the left mirror. Move the left mirror. Move the extinguisher. Talk to the priestess. Ask Deacon Hawke about Alexis Alexander. Ask Deacon Hawke about Cooper Bradbury. Ask Deacon Hawke about Thomas Dangerfield. Ask Deacon Hawke about Deacon Hawke. Goto the doorway. Travel to the colonists camp. Get the HCl2. Walk far east. Move the scrap metal. Get the tuning fork. Travel to Bradley Ericson. Ask Bradley Ericson about Cooper Bradbury. Travel to Cooper Bradbury. Ask Cooper Bradbury about Thomas Dangerfield. Travel to the cave. Walk far east. Use the interlock key on the hole in the door. Goto the door. Talk to the daughter. Ask Alexis Alexander about Thomas Dangerfield. Ask Alexis Alexander about the oracle stone. Get the rod holding the clothes. Use the rod on the cement. Use the HCl2 on the metal plate. Move the button. Get the bolt. Talk to the daughter. 11 Talk to the daughter. 121 Get the bra. Use the bra on the control panel. Walk to the oracle stone. Use the tuning fork on the chamber. Get the stone. Goto the tube car.

Maniac Mansion

In the game you need at least one character with a special skill. Of the optional characters, only Jeff does not have a special skill. The extra character(s) you choose determine the endings. Select the third kid. Walk west, to the mailbox. Continue the game, but as the doorbell sounds, select the third kid. Pick up the package. Open the package. In the meanwhile, select Dave. Walk west. Pull the western bushes. Pull the door mat. Pick up the key. Use the key in the front door. Walk north. Open the northwestern door. Walk inside. Pick up the flashlight. Pick up the chainsaw. Walk west. Open the eastern door. Walk east. Open the eastern door. Walk east. Turn on the lamp. Open the loose panel. Pick up the cassette tape. Walk west, west. Push the eastern gargoyle head. Select the second kid. Walk west, inside, through the northeastern door. Turn on the light switch. Pick up the silver key. Open the fuse box. Walk upstairs. Give the key to Dave. Walk east. Select Dave. Walk through the northwestern door. Open the refrigerator. Pick up the Pepsi can. Open the eastern door. Walk east. Open the eastern door. Walk east. Pick up the glass jar. Pick up the fruit drinks. Pick up the canned goods. Pick up the tentacle chow. Pick up the bottle of developer. Use the silver key on the door. Walk north. Use the glass jar on the swimming pool. Open the gate. Walk west, west, west, west, upstairs. Open the eastern door. Open the western door. Walk west. Pick up the bowl of wax fruit. Pick up the paint remover. Walk north, east. Turn on the television. Note the address. Walk west. Open the steel security door. Walk north. Open the northwestern door. Walk northwest. Turn on the desk lamp. Open the desk. Pick up the manuscript. Walk north, upstairs, to Green Tentacle. Give the bowl of wax fruit to Green Tentacle. Give the fruit drinks to Green Tentacle. Walk upstairs. Open the far northwestern door. Walk far northwest. Pick up the dime. Read the wanted poster. Note the phone number. Walk to the ladder. Pick up the record. Pick up the yellow key. Walk to the hatch, east. Open the far northeastern door. Walk through the far northeastern door. Use the Hunk-O-Matic twice. Open the eastern door. Walk east. Open the shower curtain. Pick up the sponge. Walk north, west. Open the eastern door. Walk east. Use the paint remover on the paint blotch. Open the eastern door. Walk west, west, east, through the steel security door. Walk south, west. Open the grating. Enter the grating. Use the sponge on the puddle of developer. Select the second kid. Walk west, northwest, east, east, north, to the ladder. Select Dave. Open the water valve. Select the second kid. Walk down the ladder. Pick up the glowing key. Pick up the radio. Walk up the ladder. Select Dave. Close the water valve. Walk to the grate, north, northwest, east, east, north, north. Open the door. Pick up the water faucet handle. Use the yellow key on the trunk. Pick up the tools. Walk north, west, west, west, west, upstairs, east. Use the cassette tape on the tape recorder. Use the record on the Victrola. Turn on the recorder. Turn on the Victrola. Wait until the vase cracks. Turn off the recorder. Turn off the Victrola. Pick up the cassette tape. Walk west, south, east. Open the cabinet. Use the cassette tape on the cassette player. Turn on the cassette player. Wait until the chandelier falls. Pick up the old rusty key. Turn off the cassette player. Pick up the cassette tape. By now you should have the package and stamps. Walk west, west. Select the third kid. Give the package to Dave. Give the stamps to Dave. Select Dave. Walk inside, upstairs, north, upstairs. Open the door. Walk north. Turn on the red light. Use the sponge with developer on the developer tray. Walk east, upstairs, far northeast. Select the third kid. Use the doorbell. Walk to the west end of the screen. Select Dave. Wait until Ed is away from his room. Walk west. Open the northwestern door. Walk northwest. Pick up the hamster. Pick up the cardkey. Open the piggy bank. Pick up the dime. Pick up the dime. Pick up the dime. Walk north, far northeast, east. Use the water faucet handle on the water faucet. Turn on the water faucet. Turn off the water faucet. Note the phone number. Walk north, west, east. Use the jar of water on the pot for the plant. Use the can of Pepsi on the pot for the plant. Walk to the hatch. Use a dime on the coin slot. Push the right button. Use a dime on the coin slot. Push the right button. Select the second kid. Walk west, west, west, west. Open the front door. Walk upstairs. Open the steel security door. Walk north, upstairs, upstairs, far northwest. Select Dave. Walk to the hatch, west. Open the northeastern door. Walk northeast. Give the hamster to Weird Ed. Give the package to Weird Ed. Select the third kid. Pick up the undeveloped film. Select Dave. Walk north. Open the northwestern door. Walk northwest. Let Dave be caught by Edna. Select the second kid. Walk east, northwest. Pick up the key. Walk to the ladder. Turn on the light. Open the painting. Read the scrawled number. Walk to the side. Select the third kid. Walk inside, upstairs, north, upstairs. Walk upstairs, east, to the hatch. Use the really powerful telescope. Note the safe combination. Select the second kid. Open the safe. Enter the safe number. Pick up the sealed envelope. Walk to the hatch. Let the second kid be caught by Edna. Give the sealed envelope to Dave. Give the radio to Dave. Give the small key to Dave. Give the glowing key to Dave. Select Dave. Open the radio. Use the batteries on the flashlight. Push the loose brick right underneath the left barred window. Use the old rusty key on the door. Select the second kid. Walk north, to the fuse box. Select Dave. Walk north, north, northwest. Turn on the faucet. Use the glass jar on the faucet. Turn off the faucet. Open the microwave oven. Use the jar of water on the microwave oven. Use the sealed envelope on the microwave oven. Close the microwave oven. Turn on the microwave oven. Wait a few moments Turn off the microwave oven. Open the microwave oven. Pick up the envelope. Open the envelope. Walk west, upstairs, north, upstairs. Walk upstairs, east, east. Turn on the flashlight. Walk to the wires. Select the second kid. Turn off the circuit breakers. Select Dave. Fix the wires with the tools. Select the second kid. Turn on the circuit breakers. Select Dave. Turn on the light. Turn off the flashlight. Walk to the hatch. Use the envelope on the typewriter. Use the stamps on the envelope. At this time, Dr. Ed should have played Meteor Mess. Walk west, west, east. Open the northeastern door. Walk northeast. Use the quarter on the Meteor Mess game. Note DFE’s high score. Use the small key on the coin box. Pick up the quarter. Walk north, through the steel security door, south. Select the second kid. Walk north. Push the eastern gargoyle head. Select Dave. Walk through the doorway northeast. Use the old rusty key on the door. Walk west. Use the glowing key on the bottom padlock. Use the glowing key on the top padlock. Open the outer door. Open the inner door. Use DFE’s high score. Walk northeast, upstairs. Select the third kid. Walk to the hatch, west, west, east. Walk through the steel security door, south. Give the undeveloped film to Dave. Select Dave. Give the cassette tape to Syd. Select Syd. Walk upstairs, east. Use the cassette tape on the cassette recorder. Turn on the cassette recorder. Use the piano. Turn off the cassette recorder. Pick up the cassette tape. Walk west, north, upstairs, upstairs. Walk far northwest, to the ladder. Give the cassette tape to Green Tentacle. Pick up the demo tape. Walk to the hatch, east, west, east. Walk to the steel security door, south. Give the demo tape to Dave. Select Dave. Use the demo tape on the stamped envelope. Walk west. Open the mailbox. Use the tape in stamped envelope on the mailbox. Close the mailbox. Pull the flag. Select Syd. Wait until the doorbell sounds. Select Dave. Open the mailbox. Pick up the contract. Walk inside, upstairs, north, upstairs, upstairs. Walk far northwest, to the ladder. Give the contract to Green Tentacle. Walk to the hatch, east. Open the northwestern door. Walk northwest. Let Dave be caught. Walk northwest. Open the door. Walk east. Open the locker. Pick up the radiation suit. Open the eastern door. Walk east. Turn off the switch. Pick up the meteor. Open the eastern door. Walk east. Use the meteor on the trunk. Close the trunk. Use the yellow key on the weird edsel. Select Dave. Give the undeveloped film to Michael. Walk upstairs, north, upstairs, upstairs. Select Michael. Walk upstairs, north, upstairs, north. Close the door. Use the undeveloped film on the tray of developer. Open the door. Walk east, upstairs. Give the prints to Dave. Select Dave. Walk northeast. Give the prints to Weird Ed. Walk north. Open the northwestern door. Walk northwest. Let Dave be caught. Walk northwest. Open the door. Walk east. Open the locker. Pick up the radiation suit. Open the eastern door. Walk east. Turn off the switch. Pick up the meteor. Open the eastern door. Walk east. Use the meteor on the trunk. Close the trunk. Use the yellow key on the weird edsel. Select Dave. Give the manuscript to Wendy. Select Wendy. Walk upstairs, north, upstairs, upstairs, east. Use the manuscript on the typewriter. Walk west, west, east. Walk through the steel security door, south. Give the manuscript to Dave. Select Dave. Use the manuscript on the stamped envelope. Walk west. Open the mailbox. Use the manuscript in stamped envelope on the mailbox. Close the mailbox. Pull the flag. Select Wendy. Push the eastern gargoyle head. Wait until the doorbell sounds. Select Dave. Open the mailbox. Pick up the contract. Walk east, though the northeastern door. Use the old rusty key on the door. Walk west, northwest. Give the contract to Purple Tentacle. Open the door. Walk east. Open the locker. Pick up the radiation suit. Open the eastern door. Walk east. Turn off the switch. Give the contract to the meteor. Select Bernard. Push the eastern gargoyle head. Select Dave. Walk through the door northeast. Use the old rusty key on the door. Walk west. Use the old rusty key on the door. Select Bernard. Walk east. Open the radio. Pick up the radio tube. Walk west, upstairs, north, upstairs, upstairs, far northwest. Use the radio tube on the tube socket. Read the wanted poster. Turn on the radio. Use the radio. Turn off the radio. Select Dave. Wait until the Meteor Police arrests the meteor. Pick up the badge. Walk northwest. Give the badge to Purple Tentacle. Open the door. Walk east. Open the locker. Pick up the radiation suit. Open the eastern door. Walk east. Turn off the switch. Select Dave. Give the cassette tape to Razor. Select Razor. Walk upstairs, east. Use the cassette tape on the cassette recorder. Turn on the cassette recorder. Use the piano. Turn off the cassette recorder. Pick up the cassette tape. Walk west, north, upstairs, upstairs. Walk far northwest, to the ladder. Give the cassette tape to Green Tentacle. Pick up the demo tape. Walk to the hatch, east, west, east. Walk to the steel security door, south. Give the demo tape to Dave. Select Dave. Use the demo tape on the stamped envelope. Walk west. Open the mailbox. Use the tape in stamped envelope on the mailbox. Close the mailbox. Pull the flag. Select Razor. Wait until the doorbell sounds. Select Dave. Open the mailbox. Pick up the contract. Walk inside, upstairs, north, upstairs, upstairs. Walk far northwest, to the ladder. Give the contract to Green Tentacle. Walk to the hatch, east. Open the northwestern door. Walk northwest. Let Dave be caught. Walk northwest. Open the door. Walk east. Open the locker. Pick up the radiation suit. Open the eastern door. Walk east. Turn off the switch. Pick up the meteor. Open the eastern door. Walk east. Use the meteor on the trunk. Close the trunk. Use the yellow key on the weird edsel.

Laura Bow 2: The Dagger of Amon Ra

Use the desk. Move the lower right corner of the blotter. Take the key. Use the key on the drawer. Take the press pass. Look at the press pass. Exit the desk. Talk to Rube. Question Rube about the burglary. Question Rube about the speakeasy. Use the trash can. Take the baseball. Walk south. Look at the left side of the street until there is no traffic. Look at the right side of the street until there is no traffic. Walk southeast. Push the vagrant. Open the door. Open the back door. Talk to sergeant O’Flaherty. Walk south. Use the newspaper. Open the newspaper. Take the coupon. Look at the left side of the street until there is no traffic. Look at the right side of the street until there is no traffic. Walk southeast. Give the coupon to the street vendor. Take the sandwich. Look at the left side of the street until there is no traffic. Look at the right side of the street until there is no traffic. Walk southeast. Open the door. Give the sandwich to sergeant O’Flaherty. Question sergeant O’Flaherty about Ziggy. Question sergeant O’Flaherty about the speakeasy. Walk south. Use the taxi sign. Use the press pass on the taxi driver. Go to the 12th street docks. Wait until you arrive. Question Dorian about Archibald Carrington. Question Dorian about Leyendecker Museum. Use the taxi sign. Use the press pass on the taxi driver. Go to Lo Fat’s Laundry. Talk to the boys. Give the baseball to Biff. Open the door to Lo Fat’s. Question Lo Fat about the Leyendecker Museum. Walk south. Look at the left side of the street until there is no traffic. Look at the right side of the street until there is no traffic. Walk southeast. Open the side door. Say you know the secret word. Say Charleston. Talk to the nervous man with shifty eyes. Say Crodfoller sent you. Question Ziggy about Egyptology. Walk south. Use the taxi sign. Say you don’t mind the filth. Move the small pile of garbage. Take the yellow claim ticket. Exit the taxi. Look at the left side of the street until there is no traffic. Look at the right side of the street until there is no traffic. Walk south. Open the door to Lo Fat’s. Give the claim ticket to Lo Fat. Walk south. Look at the left side of the street until there is no traffic. Look at the right side of the street until there is no traffic. Walk southeast. Open the side door. Say you know the secret word. Say Charleston. Open the back door. Answer either way. Talk to the woman. Use the outfit on Laura Bow. Walk south, south. Walk to the museum. Give the press pass to Wolf Heimlich. Open the door. Question Yvette Delacroix about Detective Ryan O’Riley. Question Yvette Delacroix about Countess W-C. Question Rameses Najeer about Dr. Pippin Carter. Question Rameses Najeer about Egyptology. Talk to Dr. Pippin Carter. Question Dr. Pippin Carter about Detective Ryan O’Riley. Question Ziggy about Countess W-C. Walk east. Question the Countess about Dr. Archibald Carrington. Walk west. Walk behind the group to overhear the conversation. Walk behind the group to overhear the conversation. Walk west. Walk behind the group to overhear the conversation. Walk behind the group to overhear the conversation. Walk east. Walk behind the group to overhear the conversation. Walk behind the group to overhear the conversation. Walk east. Walk behind the group to overhear the conversation. Walk behind the group to overhear the conversation. Walk behind the group to overhear the conversation. Walk west. Walk behind the group to overhear the conversation. Walk west. Walk behind the group to overhear the conversation. Walk behind the group to overhear the conversation. Walk behind the group to overhear the conversation. Walk east. Walk behind the group to overhear the conversation. Walk east. Open the door. Use the magnifying glass on the row of daggers behind the counter. Note the Pittsburg label. Leave the dagger. Use the magnifying glass leftmost dagger. Note the absence of a Pittsburg label. Leave the dagger. Walk west. Take a glass. Walk east, northwest, north, east, north. Look at the bone. Take the bone. Walk north, west, north, north, west. Take the ankh. Use the magnifying glass on the ankh. Use the magnifying glass on the blood on the floor. Use the magnifying glass on the footstep. Use the magnifying glass on the Rosetta Stone. Note the letters. Look at the Rosetta Stone. Open the rightmost coffin. Open the jacket. Take the notebook. Use the magnifying glass on the dagger. Use the magnifying glass on the jacket. Exit the coffin. Walk northwest, north, west, south. Use the glass on the office door. Walk south. Take the cloth. Use the magnifying glass on the Rosetta Stone. Note the letters. Look at the bottle. Take the snake oil. Walk south. Note the statue head. Walk northeast, northwest. Use the statue head such that it is detached from the rest of the statue. Walk northeast, to the stairs until the lightbulb blows. Walk northwest. Open the door. Use the trashcan. Take the carbon paper. Use the carbon paper on the lamp. Look at the lamp. Use the lamp. Open the door. Wait until you hear sounds from the office. Use the glass on the door. Look at the fireplace. Take the charcoal. Use the charcoal on Pippin’s notepad. Look at Pippin’s notepad. Look at the notepad on the desk. Look at the notepad. Look at the purple book. Open the phone list. Look at the phone list. Note B. Sayff’s phone number is KL-0527. Push the painting over the fireplace. Use the safe. Dial the numbers from B. Sayff’s phone number (0527). Open the safe. Look at the safe. Use the magnifying glass on the diary. Open the door. Look at the lamp. Look at the bulb. Take the bulb. Walk south, northwest, north, east, west, north, north. Wait until 10:15. Walk south, south. Open the central armour. Walk east. Use the magnifying glass on the tuxedo. Use the magnifying glass on the right hand. Use the magnifying glass on the wire. Use the magnifying glass on the wire end. Exit the crime scene. Walk east, west, south, northeast. Use the bulb on the fitting. Walk downstairs. Open the north door. Look at the right side of the left bookcase, third shelf from the bottom. Take the book that is reversed. Open the book. Take the garter. Look at the garter. Use the magnifying glass on the garter. Walk south. Open the east door. Open the far door. Walk south, south, northwest. Use the glass on the door. Walk west, north, east, west, south. Look at the blueish head. Use the magnifying glass on the head. Exit the crime scene. Walk south, east, east, west, south. Open the door. Open the door. Look at the clock. Use the magnifying glass on the blood letters. Use the magnifying glass on the blood letters. Use the magnifying glass on the right hand. Look at the notepad. Exit the crime scene. Take the red book on the middle shelf. Open the Crime and Punishment book. Take the police file. Look at the police file. Open the door. Use the magnifying glass on the paper cutter. Use the paper cutter. Walk south, northeast, downstairs. Use the glass on the north door. Use the glass on the north door. Open the east door. Open the east door. Make sure Ernie is not here. Look at the snake lasso. Take the snake lasso. Open the toolbox. Look at the toolbox. Take the wire cutters. Use the magnifying glass on the wire cutters. Wait until the intercom crackles. Look at the index on the desk. Open the index. Look at the index. Note vat 13 holds warthogs. Push the wall button. Open the door. Use vat 13. Walk south, south, northwest, northwest. Use a painting. Note the glint on the large painting on the east wall. Use the magnifying glass on the glint. Use the magnifying glass on the glint. Use the wire cutters on the skeleton key. Exit the painting. Walk north, east, west. Use the tapestry. Talk to the Countess. Walk east. Look at the body. Use the wire cutters on the wire. Walk east, west, south, northeast, downstairs. Use the bone on the glass case. Take the lantern. Look at the lantern. Use the magnifying glass on the lantern. Open the north door. Use the bone on the mouse trap. Take the cheese. Walk south. Open the east door. Open the far door. Take the snake oil. Open the cold storage locker. Look at the cold storage locker. Take the meat. Use the skeleton key on the trunk. Use the meat on the trunk. Look at the trunk. Use the magnifying glass on the skeleton. Open the gold watch. Look at the inscription. Take the gold watch. Open the door. Use the glass on the east door. Open the far door. Use the lantern. Walk north, east, south, south. Use the tapestry. Overhear the conversation. Walk east, east. Use the magnifying glass on the shirt. Use the magnifying glass on the hairs. Take the hairs. Exit the crime scene. Walk west. Open the door. Use the glass on the door. Walk northeast, downstairs. Open the east door. Walk south. Use the glass on the north door. Walk south, northwest. Open the door. Use the magnifying glass on the red hairs. Use the magnifying glass on the red hairs. Use the magnifying glass on the piece of fabric. Use the magnifying glass on the piece of fabric. Use the magnifying glass on the shoe. Take the shoe. Walk south, northeast, downstairs. Use the glass on the north door. Walk south, northwest, northwest. Use the magnifying glass on the sculpture. Use the bone on the sculpture. Look at Yvette. Use the magnifying glass on the glasses. Use the magnifying glass on the glasses. Take the glasses. Use the magnifying glass on the red hairs. Use the magnifying glass on the red hairs. Take the red hairs. Use the magnifying glass on the sheet. Exit the crime scene. Walk north, east, west. Take the boot. Use the magnifying glass on the blood. Use the magnifying glass on the boot. Walk east, east, west, south, south. Use the snake oil on the snake. Use the snake oil on the snake. Use the snake oil on the snake. Use the snake lasso on the snake. Use the cage. Look at the snake. Look at the snake. Look at the body. Look at the grapes. Look at the grapes. Take the grapes. Use the magnifying glass on the body. Take the smelling salts. Use the magnifying glass on the left ankle. Use the magnifying glass on the corba fang. Use the magnifying glass on a hand. Exit the crime scene. Walk south. Walk east. Close the east doors. Use the wire on the doors. Walk west. Close the doors. Use the board. Walk north. Use the chair. Open the transom. Walk north, west. Open the left coffin. Walk east, south, west. Use the hanging crate. Use the dagger on the rope. Use the east crate. Open the door. Pull the lever. Walk south. Close the door. Take the mummy. Use the mummy on the door. Use the snake lasso on the coffin headdress west of the door. Use the coffin west of the door. Walk into the coffin. Answer WOMB. Answer TOMB. Move the coal. Use the smelling salts on the face. Give the boot to Steve before he stands up. Use the stone. Use the lantern. Use the passage. Use the snake oil on the snakes. Walk up. Use the cheese on the left door. Walk to the right door. Push the button.
QuestionPersonMotive
Who murdered Dr. Pippin Carter?Detective Hanrahen O’RileyCover another crime
Who murdered Lawrence ‘Ziggy’ Ziegfeld?Detective Hanrahen O’RileyCover another crime
Who murdered Ernie Leach?Detective Hanrahen O’RileyCover another crime
Who murdered Yvette Delacroix?Detective Hanrahen O’RileyJealousy
Who murdered Countess Lavinia Waldorf-Carlton?Detective Hanrahen O’RileyCover another crime
Who was the skeleton found in the steamer trunk?Dr. Archibald Carrington III
Who murdered Dr. Archibald Carrington?Watney Little
Who impersonated Dr. Archibald Carrington?Watney Little
Who murdered Watney Little?Detective Hanrahen O’RileyCover another crime
Who actually stole the Dagger of Amon Ra from the Ancient Egypt exhibit?Watney Little
Who manipulated Watney Little into stealing the Dagger of Amon Ra?Detective Hanrahen O’Riley
Who was the woman involved in stealing paintings from the Old Masters Gallery?Countess Lavinia Waldorf-Carlton
Who was the man involved in stealing paintings from the Old Masters Gallery?Watney Little
Who was the middleman who provided forged paintings for the Countess and sold the real ones for her?Lawrence ‘Ziggy’ Ziegfeld
Who is the High Priest of the Amon Ra Sun Worshippers?Rameses Najeer
Which museum employee runs a ‘fencing’ operation as a sideline business?Ernie Leach

Laura Bow: The Colonel’s Bequest

Walk east. > TALK TO ETHEL > ASK ABOUT RUDY > TALK TO ETHEL Walk west, west, north. Wait until Lillian uses the perfume. > LOOK AT LILLIAN > LOOK AT LILLIAN > SMELL Wait until Lillian leaves. Walk south, west. > LOOK AT CIGAR Walk west. > LOOK AT BAG Walk east, east, to the west closet. > MOVE CLOSET Walk onto the podium and face north. > LOOK THOUGH HOLE Walk east, to the east closet. > MOVE CLOSET Walk onto the podium and face north. > LOOK THOUGH HOLE Walk west, south, downstairs, south. Walk south, west, west, inside, to the table. > TAKE OILCAN Walk to the carriage. > LOOK IN CARRIAGE Walk south, north, north, inside. Walk south of the pulpit onto a loose floorboard. > OPEN FLOORBOARD > OPEN FLOORBOARD WITH CROWBAR Walk to the niche. > LOOK IN NICHE > TAKE BIBLE Walk south, east, up the ladder. > LOOK AT BELL > OIL BELL Walk east, northeast, south, east, east, to the icebox. > OPEN ICEBOX Walk to the dog. > PET DOG Walk west, west, west, west, to the desk. > LOOK AT CASE > LOOK AT DERRINGER Walk to the northwest cabinet. > LOOK IN CABINET > LOOK AT DAGGER Walk east, east, to the clock. > MOVE CLOCK Walk onto the podium and face south. > LOOK THOUGH HOLE Walk east, to the mirror. > MOVE MIRROR Walk onto the podium and face south. > LOOK THOUGH HOLE Walk west, south, east. > LOOK AT CLARENCE > LOOK AT CIGAR > LOOK AT BAR > LOOK AT DECANTER Walk west, to the suit of armor. > OIL VISOR > OPEN VISOR Walk upstairs, west. Walk east. > TAKE HANDKERCHIEF Walk west, to the window. > LOOK OUTSIDE > SMELL CIGAR Walk east, downstairs, south. Walk west, to Gertie. > SEARCH BODY Walk inside. > TELL ABOUT GERTIE Walk west, west, inside, east, east, to the mirror. > MOVE MIRROR Walk onto the podium and face north. > LOOK THOUGH HOLE Walk west, south, south, east, northeast, to the dog. > THROW BONE Walk to the doghouse. > LOOK IN DOGHOUSE Walk inside, to Lillian. > ASK ABOUT JEEVES Walk west, west, west. > ASK ABOUT HENRI Walk east, east, east, east, to the cellar. > OPEN CELLAR If the cellar is locked, walk around the screen until the butler enters it. Walk to the nightstand. > LOOK AT NIGHTSTAND > TAKE CRACKERS Walk upstairs, southwest, inside. > GIVE CRACKER TO PARROT Walk west, upstairs, north, west, to the fireplace. > LOOK IN CANNON > TAKE KEY Walk west. > LOOK BAG Walk east, east, south, east. Walk west, downstairs, north, to the clock. > MOVE CLOCK Walk onto the podium and face south. > LOOK THOUGH HOLE Walk east, south, upstairs, north, to the left closet. > MOVE CLOSET Walk onto the podium and face north. > LOOK THOUGH HOLE Walk east, west, west. > LOOK AT BAG Walk east, east, south, downstairs, north, west, to the poker. > TAKE POKER > LOOK AT FEATHER Walk west, west, west, north, west, inside. If Wilbur is not here, walk south, south, west, inside. Walk to Wilbur. > SEARCH BODY > EXAMINE POKER WITH MONOCLE > EXAMINE HANDKERCHIEF WITH MONOCLE If Wilbur was in the barn, walk south, east. Else walk south, south. Walk to the door. > OPEN DOOR Walk south, east, southeast, east, east. Walk northeast, northeast, to the door. > KNOCK > GIVE NECKLACE Walk to the chair. > SIT > TALK TO CELIE > TALK TO CELIE > TALK TO CELIE > TALK TO CELIE > TALK TO CELIE > TALK TO CELIE > STAND Walk to the carrot. > ASK FOR CARROT > TAKE CARROT Walk south, west, northwest, west, west, west. Walk south, west, inside, to the horse. > GIVE CARROT TO BLAZE > OPEN GATE Walk to the lantern. > TAKE LANTERN Walk to the gate. > CLOSE GATE Walk south, northeast, east, east, inside. > LOOK AT CIGARETTE Walk east, east, to the parrot. > GIVE CRACKER TO PARROT Walk west, upstairs, north. Search the four secret rooms for the cane. > TAKE CANE Walk to the right closet. > MOVE CLOSET Walk onto the podium and face south. > LOOK THOUGH HOLE Walk west, west. If the elevator is not here, walk east, south, downstairs, north, west. Walk into the elevator. > PUSH UP > PUT KEY IN CONTROLS > PUSH UP Walk to the newspapers. > TAKE NEWSPAPER Walk southwest, to the trunk. > LOOK IN TRUNK > LOOK AT BOOTS > LOOK AT HEEL Walk east, to the door. > UNLOCK DOOR > OPEN DOOR Walk east. Walk to the decanter. > LOOK DECANTER > EXAMINE DECANTER WITH MONOCLE Walk downstairs, north. Search the four secret rooms for the cigar. > TAKE CIGAR > SMELL Walk south, downstairs, east, to the parrot. > GIVE CRACKER TO PARROT Walk west, west, to the feathers. > LOOK AT FLOOR > TAKE RECORD > EXAMINE RECORD WITH MONOCLE Walk east, east, east, south, east. If Gloria is not here, walk east. Walk to Gloria. > SEARCH BODY Walk west. If Gloria was at the gazebo, walk west. Walk east, west until Rudy and Clarence fight. Walk west, north, west, north, to the right of the bell cord. > RING BELL WITH CANE > LOOK AT BELL > TAKE CRANK Wait until Ethel passes by. Walk east, northeast, south, east. Arrive when Jeeves and Fifi are there. Walk west, west, to the open magazine. > READ MAGAZINE Walk west. > TALK TO LILLIAN Walk east, east, south, upstairs, upstairs, east. Wait until Fifi uses the perfume. > LOOK AT FIFI > LOOK AT FIFI > SMELL Walk downstairs, downstairs, south. Walk south, west, south, west, west, to the rolling pin. > TAKE ROLLING PIN > EXAMINE FOOTPRINT WITH MONOCLE > EXAMINE ROLLING PIN WITH MONOCLE Walk east, north, inside. If Ethel is not here: Walk south, north, north, east, east, east, north. Walk to Ethel. > SEARCH BODY If Ethel was at the rose garden, walk south, south. Else walk south, east, east, north, north, north. Search the four secret rooms. > SMELL Walk east. Walk west, south, east, to the parrot. > GIVE CRACKER TO PARROT > LOOK AT CIGAR Walk west, upstairs, north, to the left closet. > MOVE CLOSET Walk onto the podium and face north. > LOOK THOUGH HOLE Walk east, west. Repeat until the Colonel is away. > LOOK AT WHEELCHAIR Walk east, south, upstairs, east, to the bodies. > SEARCH BODIES > LOOK AT GLASS Walk to the decanter. > LOOK AT DECANTER > EXAMINE DECANTER WITH MONOCLE Walk downstairs, north, north, to the basket. > LOOK IN BASKET > TAKE BOTTLE > EXAMINE BOTTLE WITH MONOCLE Walk south, south, east. Walk west, downstairs, east, to the glass. > LOOK AT GLASS > EXAMINE GLASS WITH MONOCLE Walk to the parrot. > GIVE CRACKER TO PARROT Walk west, north, west, west, to the northwest cabinet. > LOOK IN CABINET > LOOK AT DAGGER Walk west, northeast, east, east, to the door. > KNOCK Walk south, west, inside, west, west. Walk south, upstairs, north, to the right closet. > MOVE CLOSET Walk onto the podium and face north. > LOOK THOUGH HOLE Walk west, east, to Lillian’s suitcase. > OPEN SUITCASE > TAKE DIARY > READ DIARY > EXAMINE DIARY WITH MONOCLE Walk west. Search the four secret rooms for a dusty bootprint. > LOOK AT FLOOR Walk south, east, west, north, north. If Clarence is not here, walk south, west, west. Walk to Clarence. > SEARCH BODY > LOOK AT DAGGER If Clarence was in the bathroom, walk south. Else walk east, east. Walk south, east, to the desk. > READ NOTEBOOK Walk west, downstairs, north, west, west. > LOOK AT CASE > LOOK AT DERRINGER Walk east, east, east, east, east, east, into the garden. Walk to the water nymph. > PUT HANDLE IN SHAFT > TURN HANDLE Walk to the statue. > PUSH STATUE > LIGHT LANTERN Walk to the passage, west, west. Walk to the chute. Walk to the plate. > PUT CRANK IN PLATE > TURN CRANK Walk west, west, to the end. Go to the grave reading RUBY. > OPEN VAULT WITH CROWBAR Walk to the open vault. > LOOK IN VAULT > TAKE POUCH > OPEN POUCH Walk to the tomb, east, east, east, east, east. Walk south, west, west, west, west, to the door. > OPEN DOOR > LOOK AT BOARD Walk south, north, west, inside, to the pulpit. > TALK TO CELIE > TALK TO CELIE > PRAY Walk south, east, east, inside, east. Walk east, south, east, to the parrot. > GIVE CRACKER TO PARROT Walk west, upstairs, north, east. Walk west, south, downstairs, east, to the parrot. > GIVE CRACKER TO PARROT Walk west, north, north, east, southeast, into the garden. Walk to the body. > SEARCH BODY Walk to the gun. > TAKE GUN Walk to the bullet. > TAKE BULLET > LOAD GUN Walk south, south, west, west, north, to the door. > READ NOTE Walk north, upstairs, north, west. > LOOK AT BAG Walk east, south, upstairs, to the door. > UNLOCK DOOR > OPEN DOOR Walk north. > SHOOT RUDY

Hugo 2: Whodunit?

Walk to the third door upstairs. > OPEN DOOR Walk north, to the yellow book. > TAKE BOOK Walk to the eastern door. > LOOK THROUGH KEYHOLE Walk to the yellow book. > TAKE BOOK > TALK BIRD Walk to the desk. > OPEN DESK > TAKE MATCHES Walk to the phone. > CALL POLICE Walk to the hole in the wall. > ENTER DUMB WAITER Walk to the cupboards. > OPEN CUPBOARD > TAKE GARLIC Walk north, east. Evade the fly traps and walk to the magnifying glass. > TAKE MAGNIFIER Walk east, east. Walk over the bridge without hitting the side. Walk east. Note whether the lamp is out or on. Walk west. > TAKE CATNIP > DROP MATCHES Walk west, west, into the shed. > EAT GARLIC Walk to the buttons. > PUSH GREEN > PUSH BLUE Walk west, east, north. Find your way through the maze. [+] Walk north, east, east, north, north. Walk west, west, south, west, north. Walk north, to the gun. > TAKE GUN Walk north, west, north, north, east, south, east, south. Walk east, east, east, south, west, west, west, to the bottle. > TAKE BOTTLE Walk east, east, east, north, north, north, east. Walk south, to the bell. > TAKE BELL Walk north, west, west, west, south, south, west, north. Walk west, north, west, west, south, south, east, south. Walk south, south, east, north, east, east, south, south. Walk west, west, south, south, east, to the matches. > TAKE MATCHES Walk east, east, east. Wait until you are bitten. Walk northeast. > LOOK BOTTLE > DRINK SERUM Walk to the sticks. > TAKE STICK > THROW STICK Walk to the doghouse. > LOOK IN DOGHOUSE > TAKE DYNAMITE Walk west, southeast, into the phonebooth. Walk west along the street. > LOOK WALL Note the phone number. Walk east, into the phonebooth. > DIAL > 1-800-333-HUGO > SHOOT ROBOT Walk to the man. Wait until he speaks to you. Walk into the phonebooth, west through the garden. Walk west, south, to the well. > CLIMB ROPE Walk to the rubble. > DROP DYNAMITE > LIGHT DYNAMITE Walk to the rope. > CLIMB ROPE Wait until the dynamite detonates. > CLIMB ROPE Walk east, west, to the lamp. > TAKE LAMP Walk east, north. Walk over the chasm just north of the rocks in the foreground. Walk to the banana. > TAKE BANANA Walk west, east, east. > RUB LAMP Walk to the genie. > TALK GENIE > GIVE BANANA Walk up the ladder, to the mouse hole. > LOOK HOLE Walk to the safe. > OPEN SAFE WITH SCREWDRIVER Wait until you take the will. > READ WILL Walk west, through the most northern open door, east. > RUB CATNIP ON BELL > GIVE BELL TO CAT Walk west, to the cupboard. Wait until the maid leaves. > OPEN CUPBOARD Walk east, to the bell. > TAKE BELL Walk west, west. Wait until the cook explains herself. Walk east, south, northwest, to the northeastern door. > OPEN DOOR > TALK HARRY Walk south, to the northwestern door. > OPEN DOOR Walk to the letter. Wait until Aunt Hester offers you a drink. > YES > READ LETTER Walk south, south and follow the police officer. Wait until he asks you who the murderer is. > NOBODY Walk to the paper. > TAKE PAPER > TAKE PENCIL > READ PAPER > HERRING Walk to the door. > PUSH PAPER UNDER DOOR > PUSH PENCIL IN KEYHOLE

Hugo 1: Hugo’s House of Horrors

Walk to the pumpkin. > TAKE PUMPKIN > LOOK PUMPKIN > OPEN PUMPKIN > TAKE KEY Walk to the door. > UNLOCK DOOR > OPEN DOOR Walk north. Walk to the candle. > TAKE CANDLE Walk to the hole under the stairs. > LOOK HOLE > TAKE WHISTLE > TAKE PENKNIFE Walk east upstairs. Walk into the chamber. Walk behind the glass to the table. > LOOK TABLE > TAKE BUNG Walk into the chamber. > TELL IGOR TO PRESS BLUE > TELL IGOR TO PRESS BLUE > TELL IGOR TO PRESS BLUE Walk west, to the left door upstairs. > OPEN DOOR Walk through the left door upstairs. Walk to the closet. > OPEN CLOSET Walk to the mask. > TAKE MASK Walk south, to the right door opstairs. > OPEN DOOR Walk through the right door upstairs. Walk to the mirror. > LOOK MIRROR > WEAR MASK Walk south, east downstairs. Wait until the butler approaches you and asks a question. > YES Walk northwest. > TAKE OFF MASK Walk north, to the door. > OPEN DOOR > 333 Walk inside the shed. > LOOK > TAKE OILCAN Walk south, west. > THROW CHOP Walk to the rug. > MOVE RUG > OPEN TRAP DOOR > POUR OIL ON BOLTS > UNDO BOLT > OPEN TRAP DOOR Walk between the two rocks in the middle. > BLOW WHISTLE Walk north. Cause the mummy to get stuck behind the rocks. Walk to the gold. > TAKE GOLD Walk north, to the boat. > ENTER BOAT > PLUG HOLE WITH BUNG > ENTER BOAT > CUT ROPE > PUSH Wait until the boat reaches the man. > TALK MAN > BILBO > NARNIA > BRAM STOKER > C > MAN > BULLET > YES > GET OUT Walk east, to the man. > GIVE GOLD TO MAN Walk north.

Gabriel Knight: Sins of the Fathers

Take the newspaper. Take the tweezers. Take the magnifying glass. Open the cash register. Take the gift certificate. Take the book from the top left shelf. Take the book from the top right shelf. Question Grace. Ask about messages. Ask about more messages. Ask about more messages. Ask about more messages. Leave Grace. Open the front door. Go to the Greater New Orleans Area Map. Go to Grandmother Knight’s house. Question grandmother. Ask about the Knight family. Ask about Margaret Templeton Knight Ask about Philip Knight. Ask about Harrison Knight. Leave grandmother. Walk to the attic. Take the sketchbook. Read the sketchbook. Leave the sketchbook. Use the clock. Push the hands until it read 3 o’clock. Push the ring until the dragon is on top. Use the key. Take the picture. Take the letter. Read the letter. Leave the clock. Walk downstairs. Question grandmother. Ask about Heinz Ritter. Leave grandmother. Open the front door. Go to the French Quarter, to the Police Station. Talk to the desk officer. Question the desk officer. Ask about Detective Mosely. Ask about the photographs. Leave the officer. Wait until you get the photographs. Open the envelope. Open the front door. Go to Jackson Square. Walk west, north, to the mime. Lead the mime east, south. Lead the mime to the police officer. Use the motorcycle. Walk south. Go to the Greater New Orleans Area Map. Go to the Crime Scene. Use the sketchbook on the markings. Use the magnifying glass on the matted grass. Use the tweezers on the scale. Take clay. Walk south. Go to the French Quarter, to the Police Station. Question the desk officer. Ask about Detective Mosely. Leave the officer. Open the swinging door. Open the office door. Question Mosely. Ask about the pattern around the bodies. Ask about the other six patterns. Leave Mosely. Open the door. Talk to the female officer. 2 Wait until you get the file. Use the file on the basket. Open the office door. Question Mosely. Ask about photographs. 12 Take the file. Use the file on the copying machine. Use the file on the basket. Open the office door. Open the office door. Open the swinging door. Open the front door. Go to the Dixieland Drug Store. Look at the sign. Question the man. Ask about the Voodoo murders. Leave the man. Open the front door. Go to St. George’s Book Shop. Question Grace. Request Research. 11 Leave Grace. Wait until you get the address to Malia Gedde. Take the newspaper. Open the front door. Go to the Police Station. Question the desk officer. Ask about Detective Mosely. Leave the officer. Open the swinging door. Use the thermostat. Turn the heat to 90 degrees. Open the office door. Question Mosely. Ask for coffee. Take the badge while Mosely is away. Open the office door. Open te swinging door. Open the front door. Go to the Greater New Orleans Area Map. Go to Gedde Estate. Use the knocker. 12 Use the badge on the butler. Question Malia. Talk about every item. Walk south. Go to the French Quarter, to Jackson Square. Walk west. Give the gift certificate to the hotdog salesman. Give the Lucky Dog to the dancing boy. Walk north, east. Walk west, east until the artist loses a drawing. Walk west, south. Talk to the boy. 1 Wait until you get the drawing. Walk east. Give the drawing to the artist. Give the photocopies to the artist. Give the sketch to the artist. Walk south, south, to the Historical Voodoo Museum. Question the man. Ask about Voodoo. Ask about Historical Voodoo. Ask about Historical Voodoo. Ask about Historical Voodoo. Ask about Historical Voodoo. Ask about Historical Voodoo. Ask about Current Voodoo. Ask about Current Voodoo. Ask about Marie Laveau. Ask about Marie Laveau. Ask about Marie Laveau. Ask about Marie Laveau. Ask about Marie Laveau. Ask about Marie Laveau. Ask about Marie Laveau. Leave the man. Walk west, to St. Louis Cemetery #1. Question the gardener. Ask about Marie Laveau. Ask about other marked tombs. Leave the gardener. Use the sketchbook on the markings. Take the brick. Walk west, to the Moonbeam Residence. Question Magentia. Ask about St. John’s Eve. Ask about snakes. Ask about Grimwald. 4 Take the snakeskin while Magentia dances. Give the sketch to Magentia. Use the magnifying glass on the snakeskin. Walk outside, to the Dixieland Drug Store. Question the salesman. Ask about animal masks. Ask about Willy Jr. Leave the salesman. Open the door. Go to St. George’s Book Shop. Question Grace. Request Research. 11 Leave Grace. Wait until you get the page. Wait until Bruno arrives. 311 Take the newspaper. Question Grace. Ask about messages. Ask about more messages. Ask for Ritter’s phone number. Leave Grace. Wait until you get the phone number. Open the curtain. Take the gel. Take the flashlight. Use the phone. Dial 555-1280. Use the phone. Dial 555-6170. 22 Use the phone. Dial 49-09-324-3333. Open the curtain. Open the front door. Go to Jackson Square. Walk north. Talk to the artist. Walk west, to the gypsy. Walk to the gypsy when she dances. Take the veil. Use the magnifying glass on the veil. Look at the scale. Leave the magnifying glass. Use the tweezers on the veil. Use the magnifying glass on new scale. Give the veil to the gypsy. Walk north. Open the eastern door. Take the priest shirt. Take the priest collar. Walk south, west. Go to the Dixieland Drug Store. Give the money to the salesman. Wait until you get the lagniappe. Open the door. Go to St. George’s Book Shop. Question Grace. Request Research. 11 Leave Grace. Open the front door. Go to the Police Station. Open the swinging door. Open the office door. Open the door. Open the swinging door. Open the front door. Go to the Greater New Orleans Area Map. Go to the Tulane University. Open the back door. Give the drawing to the professor. Give the voodoo murder photograph to the professor. Question the professor. Ask about Carbit sans Cor’. Leave the professor. Walk north. Open the western door. Go to grandmother Knight’s house. Question grandmother. Ask about Wolfgang Ritter. Leave grandmother. Open the door. Go to the French Quarter, to Jackson Square. Walk west, north. Talk to the gypsy. Walk south, south. Go to St. Louis cemetery #1. Walk east, east. Wait until Malia appears. Walk west, west, west. Go to the Cazaunoux Residence. Use the priest clothes on Gabriel. Use the gel on Gabriel. Use the knocker. 1 Question Mme. Cazaunoux. Ask about Carbit sans Cor’. 2 Ask about human sacrifice. Ask about real voodoo queens. Ask about the voodoo hounfour. Wait until you get the bracelet. Use the clay on the bracelet. Walk west, south. Go to the Napoleon house. Question the bartender. Ask about voodoo. Ask about the bar patrons. Ask about the bar patrons. Ask about Sam and voodoo. Leave the bartender. Give the Master Gamblin’ Oil to Sam. 12 Wait until Sam wins. Give the clay mold to Sam. Open the door. Wait until you get the research. Take the newspaper. Open the front door. Go to the Napoleon House. Open the door. Go to the Jackson Square overlook. Use the leftmost binoculars. Wait until Crash leaves. Walk south. Go to the St. Louis Cathedral. Give the bracelet to Crash. Question Crash. Ask about the drummer. Ask about the voodoo hounfour. Look at Crash. Open the shirt. Use the sketchbook on the tattoo. Walk west. Wait until you get the package. Read the diary. Leave the diary. Read the letter. Take the newspaper. Open the front door. Go to the Historical Voodoo Museum. Use the switch. Go to St. George’s Book Shop. Use the magnifying glass on the ashtray. Use the tweezers on the ashtray. Use the magnifying glass on the crime scene scale. Use the magnifying glass on the Voodoo Museum scale. Question Grace. Request Research. 11 Leave Grace. Open the front door. Go to St. Louis Cemetery #1. Use the sketchbook on the markings. Use the new set of markings on the translated set. Wait until the man leaves. Use the brick on the markings. Write DJ CONCLAVE TONIGHT BRING SEKEY MADOULE. Walk west. Go to the Greater New Orleans Area Map. Go to the Tulane University. Open the back door. Take the notes. Walk north. Open the western door. Go to the French Quarter, to the Police Station. Open the swinging door. Open the office door. Question Mosely. Ask to reopen the case. Leave Mosely. Give the newspaper clipping to Mosely. Give the two scales to Mosely. Give the notes to Mosely. Give the drawing to Mosely. Open the front door. Wait until you get the book. Take the letter. Open the envelope. Read the letter. Take the newspaper. Give the tattoo sketch to Grace. 22 Open the curtain. Open the front door. Go to Jackson Square. Walk west. Talk to the vendor. 22233 Walk east, north. Use the Rada drum book on the drummer. Select call conclave, swamp and tonight. Walk north, west. Go to the Police Station. Wait until the desk officer leaves or falls asleep. Open the swinging door. Use the key on the office door. Open the desk drawer. Take the tracking device from the open drawer. Open the door. Open the front door. Go to the Historical Voodoo Museum. Use a tracking unit on the sekey madoule. Walk west. Go to the Greater New Orleans Area Map. Go to Bayou St. John. Use the tracking device on Gabriel. Walk to the site of the conclave. Use the mask on Gabriel. 32 Use the phone. Dial 49-09-324-3333. Ask about Tetelo. Ask about the talisman. Ask about the talisman. Ask about the talisman. Ask about Tetelo’s remains. Ask about the African homelands. Open the curtain. Take the newspaper. Open the front door. Go to St. Louis cemetery #1. Walk east, east. Use the button. Use the flashlight on the room. Open the middle drawer. Open the middle drawer. Take the wallet. Open the wallet. Leave the drawer. Use the button. Walk west, west, west. Go to St. George’s Book Shop. Open the curtain. Use the phone. Dial 585-1130. 21 Use the phone. Dial 49-09-324-3333. Open the curtain. Open the front door. Go to the Greater New Orleans Area Map. Go to the New Orleans International Airport. Take the dagger. Walk upstairs. Take the scroll. Take the scissors. Take the bowl. Look at the inscription over the ornate door. Open the east door. Walk east. Look at the panels. Walk south. Question Gerde. Ask about the portal poem. Ask about the chapel panels. Ask about the initiation ceremony. Leave Gerde. Walk east. Look at each of the six panels. Walk south. Take the salt. Walk upstairs. Open the window. Use the snow. Use the scissors on Gabriel. Open the east door. Walk east. Use the bowl on the altar. Use the salt on the bowl. Use the knife on Gabriel. Use the altar. Use the scroll on Gabriel. Take the key. Use the key on the west door. Look at the bottom shelves in the middle bookcase. Take the book on the bottom shelves in the middle bookcase. Look at the top shelves in the right bookcase. Take the book on the top shelves in the right bookcase. Look at the top shelves in the west wall bookcase. Take the book on the top shelves in the west wall bookcase. Look at the top shelves in the left bookcase. Take the book on the top shelves in the left bookcase. Look at the bottom shelves in the right bookcase. Take the book on the bottom shelves in the right bookcase. Walk east. Open the east door. Give the Archeology book to Gerde. 1 Walk to the building. Take the tile. Walk north, north. Take both tiles. Walk north. Take the tile. Take the rod. Walk north. Take the tile. Use the ten snake tile on the sunken area. Walk north, north, north. Take both tiles. Walk north. Use the two snake tile on the sunken area. Walk north. Take the tile. Use the three snake tile on the sunken area. Walk north. Take the tile. Use the four snake tile on the sunken area. Walk north. Take the tile. Use the five snake tile on the sunken area. Walk north. Use the six snake tile on the sunken area. Walk north, north. Use the eight snake tile on the sunken area. Walk north. Use the nine snake tile on the sunken area. Walk north, north. Use the eleven snake tile on the sunken area. Walk north, north. Use the tile on the sunken area. Walk north, north. Use the rod on the tile. Walk north, north, north. Use the vine. Use the rod on the tile. Walk east. Look at the markings. Look at the lid. Take an iron bar. Take the other iron bar. Use the bars. Walk west. Use the dagger on the zombie. Wait until you get the talisman. Go to the French Quarter, to St. George’s Book Shop. Take the newspaper. Take the note. Question Mosely. Make a plan. Leave Mosely. Wait until Mosely takes the tracking device. Open the curtain. Open the front door. Go to the St. Louis Cathedral. Open the northern curtain. Use the rod on the knothole. Use the rod on the bench. Use the tracking unit on the bench. Walk south. Use the eastern panel. Walk north. Use the panel. Take the wolf mask. Take the boar mask. Take a robe. Take a robe. Walk east, south, south, south. Use the panel. Take the book. Use the panel. Walk north, east, east. Use the drums. Send “Summon Brother Eagle”. Walk northeast, west, north. Use the panel. Take the pass. Use the panel. Walk south. Use the pass on the panel. Take the money. Use the panel. Walk south, south. Use the pass on the panel. Use the panel. Walk south, south, south. Use the pass on the panel. Use the talisman on Grace. Give the boar costume to Mosely. Use the wolf costume on Gabriel. Use the talisman on Tetelo. Use the talisman on Mosely. Take the idol. Take Malia.

Enclosure

Land the helicopter on the landing pad. Walk into the shower. > SHOWER Walk to the clothes. > WEAR CLOTHES Walk to the computer. > LOOK AT COMPUTER Walk south, north, north, north, east, east, east. Walk to the east-most chair, between Owen and Lisa. > SIT DOWN > TALK TO OWEN > TALK TO OWEN > TALK TO LISA > TALK TO LISA > STAND Walk east, south. Walk to the shelves. > LOOK AT SHELVES > TAKE MATCHES Walk south, south, west, west, south. > TALK TO FRANK Walk west, west, west, to the smear. > LOOK AT SMEAR > LOOK AT WINDOW Walk north, north, southeast. Walk to Ben Green. > TALK TO BEN > TALK TO BEN > TALK TO BEN > TALK TO BEN Walk south, north, north, east, east, east, east. Walk to Sarah. > TALK TO SARAH > TALK TO SARAH > TALK TO SARAH > TALK TO SARAH > TALK TO SARAH > TALK TO SARAH > TALK TO SARAH Walk south, south, south, south. Walk to the fishing rod. > TAKE FISHING ROD Walk to the ladder. > CLIMB LADDER > TALK TO LEE > TALK TO LEE > TALK TO LEE > CLIMB LADDER Walk east, west, west, west, west, north, northeast. Walk south, southeast. Walk to the incense burners. > TAKE ASHES Walk south, north, north, north, east, to the coat. > WEAR COAT Walk to the door. > OPEN DOOR Walk west, west, to the pickaxe. > TAKE PICKAXE Walk west, to the hole in the ice. > FISH > FISH > FISH Walk east, east, east, to the door. > OPEN DOOR Walk to the coat rack. > HANG COAT Walk east, east. Walk to Watson. > GIVE FISH TO WATSON Walk west, south. > TALK TO LISA > TALK TO LISA > TALK TO LISA Walk north, west, to the coat. > WEAR COAT Walk to the door. > OPEN DOOR Walk west, west, west, to the hole in the ice. > FISH > FISH > FISH Walk east, east, east, to the door. > OPEN DOOR Walk to the coat rack. > HANG COAT Walk east, east, east. Walk to the blood. > TAKE BLOOD Walk south, south. Walk to the cat. > GIVE FISH TO CAT > TAKE TOY Walk south, west, west, west, west, northeast. > USE TOY Walk to the suitcase. > OPEN SUITCASE Walk south, southeast, east, north, north, to Lisa. > GIVE PHOTOGRAPH TO LISA Walk north, east. Walk to Frank. > TALK TO FRANK > TALK TO FRANK Walk west, south, south, southeast. Walk into the shower. > SHOWER Walk to the clothes. > WEAR CLOTHES Walk south, north, north, north, east, to the coat. > WEAR COAT Walk to the door. > OPEN DOOR Walk to Sarah. > TALK TO SARAH > TALK TO SARAH > TALK TO SARAH Walk to the door. > OPEN DOOR Walk to the coat rack. > HANG COAT Walk east, south, south, southeast. Walk to William. > TALK TO WILLIAM Walk west, south, east, east, south. Walk to the ladder. > CLIMB LADDER > TALK TO LEE > CLIMB LADDER Walk east, south. > CLIMB LADDER Walk east, west, west, to Charles. > TALK TO CHARLES > TALK TO CHARLES > TALK TO CHARLES > TALK TO CHARLES > USE WATERCOOLER Walk north, northeast. Walk to Sarah. > TALK TO SARAH > TALK TO SARAH > TALK TO SARAH > READ COUPLET Walk west, southeast. Walk to the containment suit. > WEAR SUIT Walk east, to the keycard. Wait until you leave the room. Walk east, to the keycard. > TAKE KEYCARD Walk west. > REMOVE SUIT Walk west, south, east, east, south. Walk to the slot. > PUT KEYCARD IN SLOT > OPEN DOOR Walk to the box in the southeast corner. > LOOK IN BOX > TAKE DYNAMITE Walk west, east, west, west, north, north, north, west, to the coat. > WEAR COAT Walk to the door. > OPEN DOOR Walk west, west, west, to the rock. > PUT DYNAMITE IN HOLE > LIGHT DYNAMITE Walk west, to the flowers. > TAKE FLOWER Walk east, east, east, east, to the door. > OPEN DOOR Walk to the coat rack. > HANG COAT Walk west, south, south, southeast. Walk to Ben. > GIVE FLOWER TO BEN Walk to the tree in the northwest corner. > TAKE FRUIT Walk south, south, south, southeast, east, to Charles. > TALK TO CHARLES Walk west. > LOOK AT OIL Walk west, north, north, southeast. > RUB FRUIT ON BODY Walk to the glasses. > TAKE GLASSES > LOOK AT OIL Walk south, north, northeast. Walk to the telescope. > USE GLASS ON TELESCOPE > LOOK IN TELESCOPE Locate the sparkle. Focus on the sparkle until you get a message. Leave the telescope. Walk south, north, east, east, south, south, northeast. Walk to Owen. > TALK TO OWEN > TALK TO OWEN > TALK TO OWEN Walk west, north, north, east, south. Walk to the mirrors. > MOVE MIRROR Choose to take the key. Walk south, east, south, south, south, south. Walk to the slot. > OPEN DOOR Walk to Frank. > TALK TO FRANK > TALK TO FRANK > TALK TO FRANK > TALK TO FRANK Ride the scooters until you crash. > TALK TO FRANK Walk east, to the ice wall. > USE PICKAXE ON ICE Find the correct spot. Walk into the cave, to the frozen woman. > LOOK AT MEN > READ BOOK Walk to the eastern scooter. > SEARCH SCOOTER Walk west, west, to Frank. > GIVE CARBURETTOR TO FRANK Walk west, east, west, west, south. Walk to the screen. > READ SCREEN Walk west, north, northeast. Walk to Charles’ body. > LOOK AT BODY > TAKE SCALPEL Walk west, to the door panel. > OPEN PANEL > CUT WIRES WITH SCALPEL Walk north, north, east, south. Walk to Lisa. > TALK TO LISA > TALK TO LISA > TALK TO LISA Walk south, east. Walk to the crowbar in the southeast corner. > TAKE CROWBAR Walk west, west, south, south, south, east, east, south. Walk to the slot. > OPEN DOOR Walk west, east, west, west, west, to the grate. > OPEN SHAFT WITH CROWBAR > ENTER SHAFT Hide to the east of the tube you left from. Wait until William and Owen leave the area. Walk west. Wait until the dish provides cover. Walk to the black grate. Wait until the dish provides cover. Walk behind the structure to the southwest. Walk west. > USE CROWBAR ON PIPE

Deja Vu II: Lost in Las Vegas

Add the trenchcoat to your inventory. Add the pants to your inventory. Operate the trenchcoat on yourself. Operate the pants on yourself. Open the door. Walk north. Add the cigar ring to your inventory. Add the train schedule to your inventory. Open the west door. Walk west. Open the north doors. Walk north, west. Open the pants. Add the contents of your pants key to your inventory. Open the wallet. Examine the faded newsclipping. Operate a ten dollar bill on the cashier. Add the chips to your inventory. Walk west. Examine the dealer’s nametag. Keep walking west until the dealer’s name is Rudy Kowalski. Operate the faded newspaper clipping on the dealer. Keep playing blackjack by moving the chips to the game until the dealer is changed. Stand by hitting the table. Hit by hitting yourself. Add the chips to your inventory. Walk east until you meet the cashier. Operate all the chips on the cashier. Add all the money to your wallet. Walk east. Open the south doors. Walk south, east. Open one of the north doors. Walk north, southeast. Examine the departures sign. Repeat until the train to Chicago is boarding. Note the track for the train to Chicago. Walk west, to the correct track, into the train. Operate a $20 bill on the conductor. Examine the train until you arrive in Chicago. Walk south. Operate the quarter on the blind man. Add a newspaper to you inventory. Open the south door. Walk south. Operate the driver’s license on the driver. Walk west. Open the door. Walk northeast. Operate the apartment key on the north door. Remove the apartment key from your inventory. Open the north door. Walk north. Add the flashlight to your inventory. Open the drawer. Add the penknife to your inventory. Open the overcoat. Add the bill to your wallet. Walk north, south, west. Operate the recent newspaper clipping on the driver. Walk west, to the alley, to the fire escape. Operate the boards. Go to the window. Open the telephone. Add the unusual key to your inventory. Walk north, southeast, southwest. Open the penknife. Operate the penknife on the door. Open the door. Operate the flashlight. Walk northeast. Open the door. Walk northeast. Open the northwest door. Walk northwest. Operate the bottle in the wine rack. Walk west. Open the west door. Walk west. Operate the unusual key on the right slot machine. Remove the unusual key from your inventory. Open the right slot machine. Add the contents of the slot machine to your inventory. Walk northeast, northeast, east, south, south, south, north. Remove the flashlight from your inventory. Go to the taxi. Operate the business card on the driver. Walk west. Operate the penknife on the southwest door. Open the southwest door. Walk southwest. Open the wardrobe. Add the copper’s uniform to your inventory. Open the vacuum. Operate the penknife on the vacuum cleaner bag. Open the envelope. Add the letter to your inventory. Examine the letter. Walk south, southeast. Operate the pants on yourself. Operate the uniform on yourself. Operate the newspaper on the driver. Walk west. Open the door. Walk north. Open the gate. Open the north door. Walk north. Open drawer number 5. Add the toe tag to your inventory. Close drawer number 5. Walk south. Operate the toe tag on the clerk. Open the box. Open the black wallet. Add the baggage-claim ticket to your inventory. Add the bill to your wallet. Walk south, south. Remove the copper’s uniform from your inventory. Operate the pants on yourself. Operate the train schedule on the driver. Walk west, north. Examine the departures sign. Repeat until the train to Las Vegas is boarding. Note the track for the train to Las Vegas. Walk to the correct track, into the train. Operate a $20 bill on the conductor. Examine the train until you arrive in Las Vegas. Walk south, southeast. Operate the claim ticket on the attendant. Open the suitcase. Open the dirty clothes. Add the photo to your inventory. Open the envelope. Add Bondwell’s letter to your inventory. Examine Bondwell’s letter. Walk west, south, west, north, northeast. Operate the elevator button. Walk west. Operate the elevator button for the third floor. Walk east. Open the dumpster. Go to the dumpster. Close the dumpster lid. Examine the dumpster until you reach the laundry room. Operate the ropes on the crate. Walk southeast. Open the west door. Go downstairs, to the dumpster. Examine the dumpster until the goons leave. Walk north, southeast. Open the counter. Open the east door. Walk east. Open the desk. Add the brass key to your inventory. Open the box. Add the small magnet to your inventory. Walk southwest, southwest, southeast, east, east, north, northeast. Operate the elevator button. Walk west. Operate the small magnet on the panel. Walk east. Open the west door. Walk west. Open the desk ornament. Add the dart to your inventory. Walk south. Open the south door. Walk south. Add the small magnet to your inventory. Operate the elevator button for the lobby. Walk east, north, south. Walk west, west, west. Operate the brass key on the chute. Remove the brass key from your inventory. Open the chute. Walk northwest, southeast, east. Operate the dart on the dartboard. Walk north. Open the desk. Add Bondwell’s letter to your inventory. Move the cigar ring in the desk. Walk south, southwest. Open the southwest door. Walk southwest, east, east, east, north, northeast. Operate the elevator button. Walk west. Operate the small magnet on the panel. Walk east. Open the east door. Walk east. Open the desk. Move Bondwell’s letter into the desk. Move McMurphy’s letter into the desk. Move Siegel’s diary into the desk. Walk northwest. Open the south doors. Walk south. Operate the elevator button for the lobby. Walk east, north, south, east, north. Go to any track. Examine the room until the train arrives. Walk into the train. Operate money on the conductor until he offers you change. Examine the train until the train leaves.

Deja Vu: A Nightmare Comes True

Open the trench coat. Add the coins to your inventory. Examine the handkerchief. Open the wallet. Add the contents of the wallet to your inventory. Move the trenchcoat. Add the holster to your inventory. Open the door. Walk north. Examine the mirror. Open the door. Walk northeast. Open the door. Walk northeast, upstairs. Open the door. Walk north. Open the desk. Open the envelope. Examine the bill. Operate the key on the door. Remove the key from your inventory. Open the door. Walk west. Open the body. Add the unmarked key to your inventory. Open the desk. Add the front door key to your inventory. Add the pencil to your inventory. Open the window. Walk north, north. Open the window. Walk west. Open the wastebasket. Add the syringe to your inventory. Operate the button. Walk northwest. Operate the third button from the top. Walk north. Operate a coin on the right slot machine. Operate a coin on the right slot machine. Add the coins to your inventory. Operate the wheel of fortune. Walk northeast. Open the door. Walk east. Open the south door. Walk south. Operate the front door key on the front door. Remove the front door key from your inventory. Open the front door. Note: on the streets, you may be attacked by a mugger. You can hit him 4 times before he catches on to that trick. Walk northeast. Operate the unmarked key on the car door. Remove the unmarked key from your inventory. Open the car door. Go to the car. Open the glove compartment. Examine the car registration. Add the street map to your inventory. Walk east, west, west, west. Go to the taxi. Speak to the driver. > 1212 WEST END Put three coins in the coin slot. Walk east. Open the door. Walk north. Operate the penthouse access card on the slot. Walk north. Operate the penthouse access card on the slot. Walk north. Examine the photograph on the mantlepiece. Walk south. Operate the penthouse access card on the slot. Walk north, south, west. Speak to the driver. > 520 S. KEDZIE Put three coins in the coin slot. Walk east. Operate the pistol on the door. Open the door. Walk northwest. Examine the slip of paper. Open the table. Add the diary to your inventory. Add the unmarked key to your inventory. Walk south, west. Speak to the driver. > 934 WEST SHERMAN Put three coins in the coin slot. Walk east. Open the door. Walk north, northeast. Operate the unmarked key on the door. Open the door. Walk north. Operate the pistol on the file cabinet. Examine the “Joey Siegel” file. Examine the “Bisodiumitis” file. Examine the “Diethanol Trimene” file. Examine the “Sodium Pentathol” file. Add the Sodium Pentathol to your inventory. Add the Bisodiumitis to your inventory. Use the Bisodiumitis on the syringe. Operate the syringe on yourself. Examine the street map. Remove the street map from your inventory. Remove the Bisodiumitis from your inventory. Use the Sodium Pentathol on the syringe. Remove the Sodium Pentathol from your inventory. Walk south, south, northwest. Operate the pistol on the shadow in the glass. Operate the unmarked key on the door. Remove the key from your inventory. Open the door. Walk north. Open the file cabinet. Examine the letter. Walk south, south, south, west. Speak with the driver. > 1060 SOUTH PEORIA STREET Put three coins in the coin slot. Walk east, east, east, east. Walk through the bar door, upstairs, north, west. Open the safe. > 33-24-36 Open the cardboard box. Add the key to your inventory. Walk south, south, south, northeast, to the back of the car. Operate the key on the lock. Remove the key from your inventory. Move the gag. Operate the syringe on the woman. Remove the syringe from your inventory. Walk south, west, west, west. Speak with the driver. > 626 AUBURN ROAD Put three coins in the coin slot. Walk east, north. Operate the knocker. Hit the butler. Walk northwest. Open the west door. Open the north door. Walk west. Open the nightstand. Add the notepad to your inventory. Operate the pencil on the notepad. Examine the notepad. Open the door. Walk northeast. Add the briefcase to your inventory. Open the nightstand. Open the envelope. Examine the letter. Add the letter to your inventory. Walk south, southeast, south, west. Speak with the driver. > 1060 SOUTH PEORIA STREET Put three coins in the coin slot. Walk east, east, east, east, to the alley. Open the manhole. Go to the manhole, south, south. Put the pistol into the whirlpool. Walk northeast, north, north, north, east. If you meet the hooker, hit her. Walk east. Open the door.

Cubert Badbone, P.I.

Go to Cubert’s office. Talk to Benji. 114 Take the stuff in Benji’s drawer. Walk north. Go to Baked Potato’s Bar and Disco. Use the Poopsie card on Baked Potato. Walk west. Go to the Horniverous Devil restaurant. Use the Give a Penny/Take a Penny basket. Use the can of Poopsie on the pepper shaker. Walk south. Go to the HumanCoaster. Give the three pennies to the dancing elephant saleswoman. Look at the dancing elephant. Use the battery on the strobe light. Walk south. Go to the docks. Give the spiked can of Poopsie to the director. Use the strobe light with battery on the makeup shack window. Use Cutesie Sparklebums. Walk north, west. Go to the HumanCoaster. Use the human mask on Cubert. Walk south, south. Go to the docks. Take the heart-shaped box of chocolates. Walk west. Go to Horniverous Devil restaurant. Talk to the Horniverous Devil employee. 1113 Give the heart-shaped box of chocolates to the Horniverous Devil employee. Walk north. Take the gas mask. Walk south, south. Go to the docks. Use the gas mask on Cubert. Walk to the ladder. Take the safety scissors. Walk to the ladder, west. Go to Baked Potato’s Bar and Disco. Use the pair of safety scissors on the Cutesie poster. Walk west. Go to the HumanCoaster. Use the human mask on Cubert. Give the autograph of Cutesie Sparklebums to the human in the kilt. 3 Talk to the human in the kilt. 3 Use the key on the door. Walk to the great void of nothingness. Use the Poopsie card on the partially masticated piece of gum. Talk to Dominique 34 Give the human mask to Dominique. Walk east. Use the paper bag on the box of prunes. Walk west, upstairs. Take the empty coffee mug. Walk south, west. Use the empty coffee mug on the Juice-O-Matic. Use the bag of prunes on the Juice-O-Matic. Walk east, upstairs. Give the mug full of prune juice to the Viking security guard. Walk south. Use the frilly stockings on the Meat-O-Matic entrance tube. Take the remote control. Use the remote control on the big scary door. Use the number on the keypad. Walk west. Talk to the blind, psychic pianist.

Cruise for a Corpse

Take the piece of paper. Unfold the piece of paper. Read the piece of paper. Use the map. Go to the upper deck. Speak with Suzanne. Speak about You – Suzanne. Thank Suzanne for her help. Use the map. Go to the bar. Show the piece of paper to the barman. Read the prayer book. Take the letter. Read the letter. Walk east. Speak with Tom. Speak about You – Tom. Speak about Suzanne – Suzanne. Thank Tom for his help. Use the map. Go to Father Fabiani/Dick Schmock’s cabin. Pull the west suitcase. Open the west suitcase. Close the west suitcase. Push the west suitcase. Use the map. Go to the dining room. Speak about You – Fabiani. Thank Father Fabiani for his help. Use the map. Go to the main deck, port side bow. Open the near door. Speak about You – Julio. Speak about Suzanne – Suzanne. Speak about Suzanne – Suzanne/Fabiani’s friendship. Thank Julio for his help. Use the map. Go to the dining room. Speak with Father Fabiani. Speak about Suzanne – Suzanne’s invitation. Speak about Suzanne – Niklos/Suzanne’s relationship. Thank Father Fabiani for his help. Use the map. Go to the smoking lounge. Take the paper. Read the paper. Walk west. Speak with Suzanne. Speak about Fabiani – Bishop’s letter. Thank Suzanne for her help. Use the map. Go to Tom and Rose Logan’s cabin. Speak about Fabiani – Fabiani’s suitcase. Speak about Fabiani – Fabiani’s vice. Thank Tom for his help. Walk south. Open the near door. Take the key. Use the map. Go to Niklos Karaboudjan’s office. Insert the key in the lock. Open the jewelcase. Examine the clasp. Take the Thank-you note. Use the map. Go to the dining room. Open the west drawer. Examine the west drawer. Take the engagement invitations. Use the map. Go to main deck, port side bow. Walk south. Use the map. Go to the laundry room. Search the leftmost laundry basket. Open the necklace. Examine the necklace. Use the map. Go to the main deck, port side bow. Knock on the far door. Open the far door. Speak about Various – Thank-you note. Speak about Various – The necklace. Thank Father Fabiani for his help. Use the map. Go to Raoul Dusentier/Julio Esperanza’s cabin. Speak with Julio. Speak about Agnes – Agnes. Thank Julio for his help. Use the map. Go to the rear hall. Speak with Dick. Speak about You – Dick. Speak about Fabiani – Bell tower restoration. Thank Dick for his help. Use the map. Go to Daphne Karaboudjan/Suzanne Plum’s cabin. Open the west wardrobe. Search the cosmetic case. Take the prescription. Use the map. Go to the bar. Take the bottle of whisky. Take the glass. Use the map. Go to the upper deck. Speak to Suzanne. Serve Suzanne a drink. Speak about Various – Prescription. Thank Suzanne for her help. Use the map. Go to the smoking lounge. Speak with Tom. Speak about Agnes – Agnes’ illness. Speak about Agnes – Accomodation at Niklos’. Speak about Agnes – Agnes’ Death. Thank Tom for his help. Use the map. Go to the main deck, port side bow. Knock on the far door. Open the far door. Speak about Agnes – Agnes’ will. Speak about Agnes – Agnes’ son. Thank Father Fabiani for his help. Walk south. Look through the porthole. Walk south. Open the near door. Open the east wardrobe. Search the pile of laundry. Walk north. Open the far door. Open the right wardrobe door in the west wardrobe. Take the pocket watch. Walk north. Speak with Julio. Speak about Various – Pocket watch. Thank Julio for his help. Walk south. Open the near door. Speak about You – Rebecca. Thank Rebecca for her help. Walk upstairs. Speak with Rose. Speak about You – Rose. Thank Rose for her help. Walk east downstairs, south. Open the near door. Speak about You – Daphne. Speak about Rose – Rose. Thank Daphne for her help. Use the map. Go to the bar. Speak with Suzanne. Speak about Rose – Rose. Thank Suzanne for her help. Use the map. Go to the dining room. Speak with Father Fabiani. Speak about Rose – Rose’s grief. Speak about Rose – Raphael Lambert. Thank Father Fabiani for his help. Use the map. Go to the main deck, port side bow. Speak with Julio. Speak about Various – Niklos’ death. Speak about Rebecca – Daphne / Rebecca’s relationship. Thank Julio for his help. Use the map. Go to Niklos Karaboudjan’s office. Speak about Rebecca – Rebecca’s personality. Speak about Daphne – Daphne’s mother. Speak about Mercedes – Mercedes. Speak about Mercedes – Mercedes’ death. Speak about Fabiani – Poker game. Speak about Fabiani – Niklos/Fabiani’s dispute. Thank Hector for his help. Use the map. Go to the upper deck. Search the basket. Speak about Various – Advertisement for guns. Thank Rose for her help. Use the map. Go to Tom and Rose Logan’s cabin. Open the wardrobe door. Search the sheets. Close the wardrobe door. Read the letter. Use the map. Go to the laundry room. Search the pot. Use the map. Go to the upper deck. Fling the east lifebelt. Wait until Raoul is told Suzanne’s suspicions. Walk south. Open the near door. Open the music box. Examine the music box. Insert the small key. Block the ballerina. Turn the key. Take the letter. Read the sheet of paper. Use the map. Go to the bar. Take Daphne’s purse. Use the map. Go to Daphne Karaboudjan/Suzanne Plum’s cabin. Speak about Agnes – Agnes’ will. Thank Daphne for her help. Walk south, west. Walk south, east. Walk north, south, south, west. Walk north, east. Wait until the four theories are revealed. Use the map. Go to the bar. Talk to Suzanne. Talk about Rebecca – Rebecca / Tom’s relationship. Thank Suzanne for her help. Use the map. Go to the rear hall. Speak with Dick. Speak about Rebecca – Tom / Rebecca’s affair. Speak about Rebecca – Tom and Rebecca’s plot. Thank Dick for his help. Walk west upstairs. Open the far door. Use the map. Go to Raoul Dusentier/Julio Esperanza’s cabin. Take Hector’s note. Use the map. Go to the butler’s cabin. Use the map. Go to the lower middle alleyway. Walk north. Take the can-opener. Open the hatch in the floor. Make sure the service hatch is closed. Take the crowbar. Use the crowbar on the case described as nothing suspicious. Take the tin. Use the can-opener on the tin. Use the crowbar on the plank just south of the elevator. Take the reel of film. Use the map. Go to the engine room. Take the screwdriver. Use the map. Go to the smoking lounge. Pull the film projector. Examine the film projector. Use the screwdriver on the screw. Put the reel of film on the film projector. Operate the switch. Use the screwdriver on the screw. Operate the switch. Leave. Use the map. Go to the rear hall. Use the map. Go to Daphne Karaboudjan/Suzanne Plum’s cabin. Examine Suzanne’s body. Walk north, south. Open the far door. Take the soap from the sink. Use the map. Go to Captain Simon Vanmuller’s cabin. Take the multi-colored book. Examine the book. Open the book. Examine the inscriptions. Use the map. Go to Niklos Karaboudjan’s office. Examine the book in the bookcase. Spell INCAL with the books. Throw the soap through the east door opening. Walk east. Examine the puppet. Search the Mafioso. Take the puppet. Use the map. Go to the smoking lounge. Show the puppet to Daphne. Point out Dick Schmock as the killer.

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.

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.

Ben Jordan, Paranormal Investigator Case #5: Land of the Rising Dead

Use the bathroom door. Get the robe. Use the newspaper. Walk south. Use the door. Go to the police department. Question the desk sergeant. Ask the desk sergeant for inspector Yoshi. Say goodbye. Give Percy’s card to the desk sergeant. Use the door. Use the east door. Question inspector Yoshi. Ask inspector Yoshi about the ghost murders. Ask inspector Yoshi about the case status. Say goodbye. Walk west. Use the west door. Question the attendant. Ask the attendant about evidence retrieval. Say goodbye. Question the lab technician. Ask the lab technician about the crime lab. Say goodbye. Walk south. Take the note that was signed by inspector Yoshi. Use Yoshi’s note on the E.R. form. Use the west door. Give the signed form to the attendant. Use the notepad on the names list. Walk south, west, east. Go to the hotel. Give the victim names to Simon Booth. Use the door. Go to Shinobi. Use the doors. Question Mr. Shinobi. Ask Mr. Shinobi about the ghost murders. Ask Mr. Shinobi about zombies. Ask Mr. Shinobi about the cult. Ask Mr. Shinobi about the murder victims. Say goodbye. Walk west. Use the call button. Go to Yamamoto. Question the desk clerk. Ask the desk clerk about Yamamoto Inc. Ask the desk clerk about Mr. Yamamoto. Say goodbye. Use the sliding doors. Go to the hotel. Use the bathroom door. Use the newspaper. Walk south. Get the crime scene kit. Use the door. Go to Shinobi. Use the crime scene kit. Use the fingerprint set on the sword. Question inspector Yoshi. Ask inspector Yoshi about the crime scene. Ask inspector Yoshi about Mr. Shinobi. Ask inspector Yoshi about zombies. Say goodbye. Walk west. Use the call button. Go to Yamamoto. Question the desk clerk. Ask the desk clerk about Mr. Yamamoto. Say goodbye. Use the call button. Question Mr. Yamamoto. Tell Mr. Yamamoto about Shinobi’s murder. Say goodbye. Use the call button. Use the sliding doors. Go to the hotel. Question the teenager. Ask the teenager about himself. Ask the teenager what’s wrong. Ask the teenager about the mysterious deaths. Ask the teenager about the purification. Say goodbye. Walk west, west. Look at the stone lamp. Use the door. Ask the woman about the mysterious deaths. Ask the woman about her husband. Ask the woman about the purification ritual. Ask the woman about the priest. Ask the woman what the priest looks like. Say goodbye. Walk west. Get the basket. Use the flower basket. Use the basket on the robe. Walk south. Use the priest outfit on Ben Jordan. Use the west door. Use the syringe on the dead man. Use the doorway. Use the bathroom door. Use the newspaper. Walk south. Use the door. Go to the police department. Use the door. Use the east door. Question inspector Yoshi. Ask inspector Yoshi about the case status. Ask inspector Yoshi about Asuka. Tell inspector Yoshi about zombies. Say goodbye. Walk west. Use the west door. Give the fingerprint to the lab technician. Give the blood sample to the lab technician. Walk south, west, east. Go to Yamamoto. Use the call button. Question Mr. Yamamoto. Ask Mr. Yamamoto about the ghost murders. Ask Mr. Yamamoto about relaxation. Say goodbye. Use the call button. Use the sliding door. Go to the sushi bar. Question the sushi chef. Ask the sushi chef about Yamamoto. Ask the sushi chef about the sushi bar. Ask the sushi chef about the menu. Ask the sushi chef for fugu. Question the sushi chef. Ask the sushi chef about the menu. Ask the sushi chef for today’s special. Walk west. Go to Asuka. Walk west, west. Use the priest outfit on Ben Jordan. Use the fingerprint set on a sword. Walk west, southeast, east, east. Go to the police department. Use the door. Use the west door. Give the fingerprint to the lab technician. Walk south. Use the east door. Give the evidence report to inspector Yoshi. Walk west, west, east. Go to the hotel. Use the bathroom door. Use the newspaper. Walk south. Use the door. Go to the TV studio. Question the desk clerk. Ask the desk clerk about Yamamoto. Ask about the TV show. Answer ankylosing spondylitis. Answer Harry Haller. Answer a daughter. Answer Ehrich Weiss. Answer cats. Answer Venus. Answer Tiddlywinks. Answer the human brain. Wait until you receive your prizes. Go to the sushi bar. Question the sushi chef. Ask the sushi chef about the menu. Ask the sushi chef for fugu. Use the curtain. Use the door to the men’s bathroom. Use the trash can. Use the trash can. Look at the vent. Use the hook on the chain. Use the hook-chain on the fugu remnants. Use the vent. Walk south, west, west. Go to the police department. Use the door. Use the west door. Give the fugu to the lab technician. Walk south. Use the east door. Question inspector Yoshi. Ask inspector Yoshi about Yamamoto’s disappearance. Tell inspector Yoshi about the lab findings. Walk west, west, east. Go to the hotel. Use the camera on the zombie. Walk west. Go to the hotel. Give the photographs to Simon Booth. Use the door. Go to the police department. Use the door. Use the east door. Walk west. Question the desk sergeant. Ask the desk sergeant about inspector Yoshi. Use the door. Use the spare key on the east door. Look at inspector Yoshi. Walk west. Go to the hotel. Question Simon Booth. Tell Simon Booth about Yoshi’s death. Either ask Simon to come along or go to Yamamoto’s alone. If you decide to go alone, skip the next section. Use the vent Question Simon Booth. Ask Simon Booth about the vent. Use the hatch. Use the hatch. Use the hatch. Use the door. Question Simon Booth. Ask Simon Booth about the keypad. Say goodbye. Walk south. Use the west door. Look at the computer. Use the computer. Use the door. Walk south. Give the metal door to Simon Booth. Give the wire to Simon Booth. Use the DoorSucker 2000 on the vent. Use the manhole. Walk north, upstairs, south. Look at the painting. Note the number of sumo wrestlers in the picture. Use the door to the west. Look at the painting. Note the number of people eating. Use the filing cabinets. Use the door. Use the east door. Look at the fish tank. Note the number of fugu in the fish tank. Use the door. Walk south. Use the keypad. > 3115 Use the DoorSucker 2000 on the vent.

Ben Jordan, Paranormal Investigator Case #4: Horror at Number 50

Act humble. Walk upstairs, upstairs. Use the east door. Use the door. Question Simon Booth. Ask Simon Booth about the door. Say goodbye. Walk south, downstairs. Use the west door. Use the west door. Use the box. Use the door. Use the doors. Walk downstairs. Use the door to your room. Use the nightstand. Use the door. Use the door to Otto Schneider’s room. Question Otto Schneider. Ask Otto Schneider for a lockpick. Say goodbye. Use the cellphone. Dial 020 7428 4800. Ask Mr Miggs about Number 50. Ask Mr Miggs about the locked door. Say goodbye. Use the east door. Walk downstairs. Get the book from the harlequin romance novels. Use the scissors on the fake book. Walk upstairs, upstairs. Use the east door. Use the door. Give the key to Simon Booth. Use the door. Walk upstairs. Use the east door. Use the door. Walk south, downstairs, downstairs. Use the door to Alice Wilkins’ room. Question Alice Wilkins. Ask Alice Wilkins about herself. Ask Alice Wilkins about Madame Tilly’s nightmare. Ask Alice Wilkins about the locked door. Use the door. Use the door to Simon Booth. Use the bathroom door. Use the door to Otto Schneider’s room. Question Otto Schneider. Ask Otto Schneider about Madame Tilly’s nightmare. Tell Otto Schneider about the meeting. Say goodbye. Use the door. Use the door to Alice Wilkins’ room. Question Alice Wilkins. Tell Alice Wilkins about the meeting. Say goodbye. Use the door. Walk downstairs. Use the rug. Use the cellphone. Dial 020 7428 4800. Ask Mr Miggs about the trapdoor. Say goodbye. Review your notebook. Use the cellphone. Dial 020 4469 0976. Ask Percival Quentin Jones to do some research. Ask Percival Quentin Jones about the house history. Say goodbye. Walk upstairs, upstairs. Use the west door. Hang out with Simon and Alice. Use the door. Walk upstairs. Use the west door. Question Madame Tilly. Ask Madame Tilly about herself. Ask Madame Tilly about the sight. Ask Madame Tilly about the other investigators. Ask Madame Tilly about Alice Wilkins. Ask Madame Tilly about Simon Booth. Ask Madame Tilly about Otto Schneider. Say goodbye. Use the doors. Walk downstairs. Use the door to Simon Booth’s room. Question Simon Booth. Ask Simon Booth about last night. Say goodbye. Use the bathroom door. Use the cabinet. Use the door. Walk south. Use the door to Alice Wilkins’ room. Question Alice Wilkins. Ask Alice Wilkins about the seance. Ask Alice Wilkins about last night. Use the bathroom door. Use the toilet. Use the toilet top. Use the toilet cleaner on the water. Use the mechanism. Get the key. Exit. Use the door. Use the cellphone. Dial 020 4469 0976. Ask Percival Quentin Jones for the personal items. Ask Percival Quentin Jones for the ring. Say goodbye. Walk downstairs. Use the scissors on Ben Jordan. Use the silver key on the trapdoor. Use the open trapdoor. Use the cabinet. Use the matches on the candle. Use the ladder. Walk upstairs, upstairs. Use the west door. Give the jar of blood to Madame Tilly. Give the lit candle to Madame Tilly. Give the ring to Madame Tilly. Give the ring to Madame Tilly. Use the door. Use the door. Use the door to Otto Scheinder’s room. Question Otto Schneider. Ask Otto Schneider about research. Say goodbye. Use the door. Use the door to Alice Wilkins’ room. Question Alice Wilkins. Ask Alice Wilkins about Simon. Say goodbye. Use the door. Walk upstairs. Use the east door. Use the door. Question Simon Booth. Ask if he’s okay. Suggest exploration. Walk to the east side of the room. Walk to the west side of the room. Walk to the east side of the room. Use the door. Save your game. Use one of the three identical doors. If you don’t end up in the hallway, restore your game. Repeat until you reach the hallway. Use the door to your room. Use the window. Use the windowsill. Use the drain pipe. Use the window. Use the door. Walk upstairs. Use the east door. Use the door. Use the pipe on the padlock. Walk south, downstairs, downstairs. Use the door to Otto Schneider’s room. Question Alice Wilkins. Ask Alice Wilkins about ghost expulsion. Ask Alice Wilkins about Simon. Tell Alice Wilkins about the top floor room. Use the rope. Use the pipe on Madame Tilly.

Ben Jordan, Paranormal Investigator Case #3: The Sorceress of Smailholm

Talk to the innkeeper. Ask the innkeeper about the murders. Ask the innkeeper about the witches. Say goodbye. Talk to the nervous man. Ask the nervous man about the murders. Ask the nervous man about the witches. Say goodbye. Talk to the constable. Ask the constable about the prisoner. Ask the constable about himself. Ask the constable about the other investigator. Say goodbye. Use the far right door on the top floor. Use the bed. Walk east. Use the front door. Use the door to the jail. Talk to the prisoner. Ask the prisoner about herself. Ask the prisoner about the murders. Ask the prisoner about the witches. Ask the prisoner for her side of the story. Say goodbye. Use the door. Walk east. Use the door to the McBee house. Look at the painting. Talk to the McBees. Ask the McBees about the murders. Ask the McBees about the daughters. Ask the McBees about the witches. Ask the McBees about the old lady. Ask the McBees about the painting. Say goodbye. Use the door. Walk west, west, north, east. Walk east, east, west, west. Use the door. Tell the woman you saw her at the river. Talk to Wilma. Ask Wilma about the murders. Ask Wilma about the spell. Say goodbye. Walk south, west, north, east. Use the door to the jail. Talk to the prisoner. Ask the prisoner for a personal item. Say goodbye. Use the door. Walk east. Use the door to the McBee house. Walk east. Get the teddy bear. Walk west, west, west, north, east. Use the door. Give the locket to Wilma. Give the teddy bear to Wilma. Walk east. Use the front door. Walk west, north, east. Use the door. Walk south. Use the flowerbed. Walk west. Look at the markings. Leave. Walk west. Use the crowbar on the door. Use the door. Use the crowbar on the lighter floorboard. Use the hole. Look at the Old Diary. Look at the Witch Code translation. Use the information in the PI handbook and the translation to decode the message on the tree: WW dead Mary will die innocently BJ where we want Walk east, east, north, east. Use the door to the jail. Talk to the prisoner. Tell the prisoner about the diary. Say goodbye. Use the door. Walk west, north, east, east, north. Walk west, west, north, east. Use the door to the jail. Talk to the prisoner. Tell the prisoner about constable McGee. Ask the prisoner about escape. Say goodbye. Use the door. Walk west. Use the crowbar on constable McGee before he shoots. Use constable McGee. Walk east. Use the door to the jail. Use the keyring on the cell door. Walk east. Use the front door. Tell the truth. Accuse the McBees. Say nobody killed them. Use the front door. Walk west, north, east, east. Look at the markings. Use the information in the PI handbook and the translation to decode the message. Leave. Walk west, west, north, east. Use the door to the inn. Use the far left door on the top floor. Tell about the Witch Code. > ELIMINATE PQJ Get the shovel. Walk south. Use the front door. Walk east, east. Use the shovel on the McBee childrens’ grave. Use the coffin. Ask about Zortherus. Say goodbye. Get the stick. Use the tranquilizer gun on Zortherus. Use the stick on Zortherus.

Ben Jordan, Paranormal Investigator Case #2: The Lost Galleon of the Salton Sea

Talk to Annie. Ask Annie about her husband. Ask Annie about the Lost Galleon. Say goodbye. Get the silver bowl. Use the door. Walk northwest. Use the crate. Walk east. Use the door to the medicine man building. Get the mortar and pestle. Talk to the medicine man. Ask the medicine man about the items for sale. Say goodbye. Walk south. Use the door to the supermarket. Get the corn. Use the door. Use the door to the Drunken Scorpion. Get the matches. Talk to the bartender. Ask the bartender about the Lost Galleon. Ask the bartender about the George. Order a beer. Say goodbye. Talk to the old man. Ask the old man about the Lost Galleon. Ask the old man about moonshine. Say goodbye. Walk west. Use the door to the coffee shop. Talk to the employee. Order a coffee. Say goodbye. Use the tray of sugar packets. Use the door. Use the door to the abandoned house. Use the dynamite on the safe. Use the matches on the stick of dynamite. Use the safe. Use the yeast on the silver bowl. Use the packet of sugar on the silver bowl. Use the corn on the mortar and pestle. Use the cornmeal on the silver bowl. Use the dowsing stick on the lower receptacle. Use the matches on the furnace. Use the beer bottle on the top receptacle. Use the glob of malt on the silver bowl. Use the silver bowl on the top receptacle. Walk west. Use the door to the Drunken Scorpion. Walk west. Use the door to Annie’s house. Use the door to the medicine man building. Talk to the medicine man. Ask the medicine man about the Salton sea. Say goodbye. Walk south. Use the door to the coffee shop. Look at the banner over the door. Talk to the employee. Ask the employee about the banner. Order Jitter Juice. Say goodbye. Use the door. Use the door to the Drunken Scorpion. Talk to the boy. Ask the boy about the knife. Challenge the boy. Walk west, northwest. Use the knife on the cactus. Walk east. Use the door to the abandoned house. Use the cactus on the top receptacle. Walk west. Use the door to the medicine man building. Give the cactus extract to the medicine man. Walk south. Use the door to Annie’s house. Get the flower. Walk west. Talk to the man. Ask the man about the Lost Galleon. Ask the man about the map. Ask the man about the desert. Say goodbye. Use the metal box. Use the medical tape on the wetsuit. Walk west. Talk to the woman. Ask the woman about the Lost Galleon. Ask the woman about the balloon. Ask the woman about the oxygen tank. Say goodbye. Walk west. Use the door. Get the large snowglobe. Ask the shopkeeper about the shop. Ask the shopkeeper about the souvenirs. Say goodbye. Use the door. Walk south. Use the knife on the snowglobe. Give the valve to the woman. Use the makeshift helmet on the repaired wetsuit. Use the oxygen tank on the diving suit. Walk east. Use the pen on the moonshine recipe. Use the flower on the man. Look at the map. Walk northeast. Use the diving suit on the water. Use the anti-venom kit on George. Talk to George. Ask George about the Galleon. Say that’s all. Use the moonshine on the lock. Use the match on the moonshine. Walk through the right door. Get a bottle of wine. Walk north, through the left door. Use the black pearls. Talk to George. Ask George about the ghost. Ask George about the spirit box. Ask George for a distraction. While the ghost is distracted, get a black pearl. Use the black pearl on the mortar and pestle. Use the black pearl pieces on the bottle of wine. Use the black pearls. Use the spirit box on the ghost.

Ben Jordan, Paranormal Investigator Case #1: In Search of the Skunk-Ape, Deluxe Edition

Use the dead ranger. Get the hair. Look away. Question the old ranger. Ask the old ranger about the Skunk-Ape. Ask the old ranger what a Skunk-Ape is. Ask the old ranger about the sightings. Ask the old ranger about the animals. Ask the old ranger about the park. Ask the old ranger about a plan. Ask the old ranger about Ranger Rick. Say goodbye. Use the map. Go to the ranger station. Use the door. Use the drawers. Question Ranger Rick. Ask Ranger Rick about Ranger Rick. Ask Ranger Rick about the plan. Ask Ranger Rick about the nature amulet. Say goodbye. Use the map. Go to the visitor center. Question the strange man. Ask the strange man about himself. Ask the strange man about the protests. Say goodbye. Use the door. Question the receptionist. Ask the receptionist about the visitor’s center. Ask the receptionist about the animatronic Miccosukee. Say goodbye. Use the door to the toilet. Get the toilet paper. Use the toilet paper on the toilet.. Use the toilet. Walk south. Look at the mug. Use the diuretic on the mug. Use the display case. Use the door outside. Get the sign. Use the map. Go to the forest. Use the picket sign on the tree. Use the hair on the sap. Use the sappy hair on the shark tooth. Use the map. Go to the visitor center. Use the door. Walk east. Look at the coin slot. Use the notepad on the coin slot. Use the amulet on the shaman. Use the coin return. Use the quarter on the coin slot. Use the map. Go to the ranger station. Use the door. Give the blessed amulet to Ranger Rick. Wait until you get the compass. Use the backpack. Walk west. Use the decongestant on Ben Jordan. Smell. Follow the smell. Repeat until you reach the Skunk-Ape. Walk into the mound. Use the nest. Use the arrowhead on the compass. Use the spark on the stick. Use the lit stick on the hole. Walk into the mound, south. Look at the smoke. Walk north. Use the door. Walk west. Use the table.

Ben Jordan, Paranormal Investigator Case #1: In Search of the Skunk-Ape



Use the drawers.
Use the refrigerator.
Talk to the ranger.
Ask about the Skunk-Ape.
Ask what a Skunk-Ape is.
Ask about the murders.
Ask about the sightings.
Ask about a plan.
Ask about Ranger Rick.
Say goodbye.
Walk west.
Talk to the ranger.
Ask the ranger about himself.
Ask Ranger Rick about the plan.
Ask Ranger Rick about the amulet.
Say goodbye.
Walk west.
Take the right photograph.
Use the computer.
Use the photograph on the slot.
Use the brochure on the slot.
Wait until you get the photo.
Give the altered photograph to the bearded man.
Use the display case.
Walk north.
Use the liverwurst sandwich on the bush.
Walk south, north.
Get the hair.
Use the hair on the shark tooth.
Walk south, east.
Give the amulet to the ranger.
Talk to the ranger.
Ask Ranger Rick about the Skunk-Ape.
Say goodbye.
Walk west.
Get the stick.
Walk west.
Use the stick on the ground behind the hole.
Use the compass on the rock wall.
Use the lit stick on the hole.
Walk west.
Use the couch.
Use the remote control on the television.
Use the compass on the television.

Ballyhoo

> SOUTH > HELP MIDGET > SOUTH > TAKE POLE > NORTH > NORTH > NORTH > UP > EAST Repeat until you reach the platform. > TAKE BALLOON > WEST Repeat until you reach the platform. > DOWN > DOWN > TAKE POLE > SOUTH > SOUTH > WEST > TAKE MASK > SOUTH > WEST > HIDE BEHIND PRESIDENT > WAIT > WAIT > EAST > NORTH > EAST > NORTH > NORTHEAST > SEARCH GARBAGE > TAKE TICKET > SOUTHWEST > SOUTH > PRESS BLUE DOT > PUT TICKET IN SLOT > EAST > SOUTH > SOUTHEAST > LOOK IN CAGE > TAKE KEY WITH POLE > UNLOCK CAGE WITH KEY > OPEN CAGE > ENTER CAGE > TAKE ALL > TAKE MEAT > EXIT > NORTHWEST > NORTH > EAST > EAST > NORTH > NORTHEAST > TAKE STOOL > SOUTHWEST > SOUTH > WEST > WEST > WEST > WEST > SOUTH > OPEN BALLOON > INHALE HELIUM > TALK TO GUARD > SOUTH > UNLOCK COMPARTMENT WITH KEY > OPEN COMPARTMENT > TAKE BULLWHIP > WEST > WEAR MASK > KNOCK ON DOOR > SOUTH > SEARCH ASH TRAY > CLOSE DOOR > TAKE SCRAP Wait until you’re thrown out. > CRAWL UNDER WALL > TOUCH WOOD WITH POLE > TAKE TRAP > DROP TRAP > EAST > WEST > EAST > WEST Note that a mouse is on the trap. > CATCH MOUSE WITH BUCKET > TAKE MOUSE > EAST > NORTH > EAST > PUT TICKET IN SLOT > EAST > SOUTH > SHOW MOUSE TO ELEPHANT > SHOW MOUSE TO ELEPHANT > WAIT > NORTH > WEST > NORTH > NORTH > UNLOCK CAGE WITH KEY > OPEN CAGE > ENTER CAGE > WHIP SMOOTH LION > WHIP SMOOTH LION > WHIP SMOOTH LION > OPEN GRATE > THROW MEAT IN PASSAGE > EXIT > ENTER CAGE > CLOSE GRATE > LOOK UNDER LION STAND > EAST > SOUTH > SOUTH > SOUTH > WEST > GIVE CIGARETTE CASE TO GUARD > NORTH > EAST > PUT TICKET IN SLOT > EAST > EAST > SOUTH > GIVE CASE TO JENNY > GIVE CASE TO JENNY > UP > TAKE ALL > UP > NORTH > NORTH > SHOW TICKET TO RIMSHAW > RIMSHAW, HYPNOTIZE ME > STAND UP > EAST > UP > EAST > DOWN > EAST > UP > EAST> DOWN > SOUTH > STAND IN LINE > WAIT > WAIT > LEAVE LONG LINE > STAND IN SHORT LINE > WAIT > WAIT > LEAVE LONG LINE > YES > STAND IN LONG LINE > PEEL BANANA > DROP BANANA > NORTH > TALK TO HAWKER > UP > STAND > SOUTH > WEST > DROP STOOL AND BULLWHIP > CRAWL UNDER TENT > SEARCH GARBAGE > TAKE BAR > SOUTH > EAST > EAST > NORTH > NORTHEAST > GIVE BAR TO TINA > TALK TO TINA > SHAKE HANDS > NORTHWEST > TAKE RADIO > SOUTH > WEST > WEST > SOUTH > SOUTHEAST > DROP ALL BUT HEADPHONES AND RADIO > UP > UP > TURN RADIO TO 1170 > REWIND TAPE Wait until the tape halts. > RECORD Wait until the tape reaches 248. > DOWN > DOWN > TURN OFF RADIO > REWIND TAPE > TAKE ALL > NORTHWEST > UNLOCK CAGE WITH KEY > OPEN CAGE > ENTER CAGE > SEARCH STRAW > PLAY TAPE > OPEN TRAP DOOR > TAKE RED RIBBON > EXIT > CLOSE CAGE > SOUTHWEST > DROP ALL > UP > TURN CRANK > LOOK IN WAGON > KNOCK ON DOOR > ENTER WAGON > LOCK DOOR > SEARCH DESK > TAKE SPREADSHEET > MOVE DESK > UP > READ SPREADSHEET > DOWN > TAKE ALL > WEST > HARRY, WHO IS EDDIE SMALDONE? > EAST > NORTHEAST > SOUTHEAST > SLIDE TICKET UNDER FRONT > EAST > TAKE TICKET > OPEN SECRET PANEL Play the blackjack game. > OPEN SECRET PANEL > WEST > NORTHWEST > SOUTHWEST Comrade Thumb should be here. > WAIT > NORTHEAST > SOUTHEAST > SLIDE TICKET UNDER FRONT > EAST > LOOK UNDER TABLE > TAKE SUITCASE > WAIT > WEST > DROP ALL > UP > UP > EAST > WAIT > WAIT > TAKE SHAFT > PULL SHAFT > DOWN > DOWN > TAKE ALL > NORTHWEST > NORTH > WEST > FILL BUCKET WITH WATER > SOUTH > NORTHEAST > NORTH > POUR WATER OVER DETECTIVE > ASK DETECTIVE ABOUT RANSOM > DROP KEY AND BUCKET > TAKE RANSOM NOTE AND TRADE CARD > WEST > WEST > SOUTH > WEST > SOUTH > EAST > TALK TO EDDIE > SHOW SPREADSHEET TO EDDIE > SHOW RANSOM NOTE TO EDDIE > SHOW TRADE CARD TO EDDIE > SHOW RIBBON TO EDDIE > SHOW SCRAP TO EDDIE > LOOK IN DRESS-SUIT > WEAR VEIL > WEAR DRESS-SUIT > WEAR SHAWL-JACKET > KNOCK ON DOOR > EAST > CLOSE DOOR > TAKE CROWBAR > MOVE MOOSE HEAD > OPEN DOOR > WEST > WEST > OPEN DOOR WITH CROWBAR > SOUTH > TAKE COMRADE THUMB > NORTH > EAST > EAST > PUT COMRADE THUMB IN HOLE > WAIT > TAKE GIRL > WEST > NORTH > EAST > NORTHEAST > NORTH > WEST > NORTH > NORTH > CLAP HANDS > ROUSTABOUT, TAKE NET > TAKE OFF VEIL > TAKE OFF SHAWL-JACKET > TAKE OFF DRESS-SUIT > DROP ALL > WEST > TAKE STAND > EAST > DROP STAND > TAKE RADIO > CLIMB ON STAND > UP > TURN ON RADIO > DROP RADIO > DOWN > TAKE POLE > CLIMB ON STAND > UP > UP > TAKE RADIO > EAST > EAST > EAST > WEST Repeat until you reach the platform. > DROP RADIO AND POLE > DOWN > SOUTH > SOUTH > SOUTH > EAST > CALL WPDL > WEST > NORTH > NORTH > NORTH > CLIMB STAND > UP > TAKE RADIO AND POLE > EAST > EAST > EAST > EAST > EAST > WAIT > WAIT > WAIT

Blackstar

Use the cabinet. Use the table. Use the answering machine. Use the notebook. Call Cam Grisel. Leave the notebook. Leave the table. Walk to the door, southwest. Use the garbage can. Use the map. Go to the local cemetery. Use the can’o’death on the spider web. Use the shovel. Use the map. Go to the police headquarters. Use the heavy duty rubber glove on the plant. Use the generic key on the door. Enter through the door. Use your tool on the padlocked locker. Walk east. Use the map. Go to your apartment. Walk to the east doorway, to the west door. Use the table. Use the notebook. Call Cam Grisel. Leave the notebook. Leave the table. Walk to the door, southwest. Use the map. Go to the police headquarters. Talk to Cam Grisel. Ask about the floppy disk. Leave Cam Grisel. Use the map. Go to your apartment. Walk to the east doorway, to the west door. Use the table. Use the notebook. Call Prey. Leave the notebook. Leave the table. Walk to the door, southwest. Use the map. Go to the Lone Wolf Bar. Walk to the door. Talk to Dark Wolf. Ask about your mother. Ask about the tribe. Ask about weapons. Leave Dark Wolf. Walk southwest. Use the map. Go to the subway entrance. Use the sturdy crowbar on the thug. Go to Stauker Park. Talk to Prey. Ask about electronics. Leave Prey. Give the hundred bucks to Prey. Go to the island shack. Use the undergrowth. Use the map. Go to the computer store. Use the electronic alarm disabler on the door. Use the bag of heavy stones on the display case. Use the map. Go to your apartment. Walk to the east doorway, to the west door. Use the stolen laptop computer on the socket. Use the mysterious floppy disk on the laptop. Use the cabinet. Use the plant. Take the laptop. Use the table. Use the answering machine. Use the notebook. Call Cam Grisel. Call Prey. Leave the notebook. Leave the table. Walk to the door, southwest. Use the map. Go to the police headquarters. Walk to the door. Use the bulletin board. Use the dark blue note. Talk to the officer. Ask about the locker room. Leave the officer. Walk east. Use the map. Go to the den of adult entertainment. Walk to the door. Give the doobs’a’plenty to the bouncer. Walk to the door. Give the stolen laptop computer to Prey. Use the map. Go to Stauker Park. Talk to the man. Give the hundred dollars to the man. Use the map. Go to the computer store. Walk to the door. Give the floppy of filth to the shopkeeper. Walk north. Use the map. Go to your apartment. Walk to the west door. Talk to the shopkeeper. Ask about equipment. Leave the shopkeeper. Give the reel-to-reel tape to the shopkeeper. Use the map. Go to the den of adult entertainment. Walk to the door, north. Talk to Robyn Ask about Safe Harbor. Leave Robyn. Walk south, southeast. Use the map. Go to your apartment. Walk to the east door, to the east door. Use the tool on the east door. Take the mirror. Walk west, southwest. Use the map. Go to the den of adult entertainment. Walk to the door, north. Give the antique vanity mirror to Robyn. Use the map. Go to the island shack. Walk to the small opening between the bushes. Walk to the western teepee. Talk to Sacred Bear. Ask about your mother. Ask about your father. Leave Sacred Bear. Walk east, east. Use the map. Go to your apartment. Walk to the east doorway, to the west door. Use the light switch. Use the high-powered binoculars on the window. Use the light switch. Walk to the door, to the east door. Talk to Jisel. Ask about Safe Harbor. Leave Jisel. Walk west, west. Use the map. Go to Safe Harbor, Inc. Walk to the door. Talk to the man. Ask about Safe Harbor. Use the map. Go to your apartment. Walk to the east door, east, to the roof door. Take the hacksaw. Walk to the door, west. Use the tool on the east door. Walk southwest. Use the map. Go to the lone wolf bar. Walk to the door. Take the carton of smokes. Walk southwest. Use the map. Go to Safe Harbor, Inc. Walk west. Use the strong hacksaw on the east bars. Walk upstairs, upstairs, west. Use the ‘melons’ in the picture. Use the bottom drawer. Walk southwest, south, southwest. Use the strange wand on the hole in the plate. Walk to the opening. Take the necklace. Walk southeast, south. Use the map. Go to the island shack. Walk to the small opening between the bushes. Walk to the western teepee. Give the old indian necklace to Sacred Bear. Walk east, east. Use the map. Go to your apartment. Walk to the east doorway, to the west door. Use the table. Use the notebook. Call Prey. Leave the notebook. Leave the table. Walk to the door, southwest. Use the map. Go to the subway entrance. Talk to Prey. Ask about his friend. Leave Prey. Give the carton of smokes to Prey. Go to the island shack. Walk north. Use the magnetic entrance card on the statue. Talk to the Vet. Ask about animals. Ask about rabies. Walk south. Use the map. Go to Safe Harbor, Inc. Walk west. Use the east bars. Walk upstairs, upstairs, east. Use the needle full of virus on Blaze Stalker.

Nick Bounty: The Goat in the Grey Fedora

Pick up the spy kit. Take the ruler. Walk north. Go to the law office. Eat the pretzels. Talk to the secretary. 4211 Show the photo to the secretary. Walk into the office. Take the tape. Copy your face with the copy machine. Use the C4 on the safe. Walk west, east. Go to Chinatown. Walk to the far shop. Buy the abstract blob. Buy the black light bulb. Show the goat statue photo to the old china man. Walk east, to the pawn shop. Show the goat statue photo to the stuffy englishman. Talk to the stuffy englishman. 3 Use the abstract blob on the mailing list index card. Give the mailing list card to the stuffy englishman. 3 Talk to the stuffy englishman. Walk east, to the news stand. Buy the Modern Sculptor. 24 Use Nick Bounty’s photo on the ruler. Use the tape on the stick puppet. Use the stick puppet on the stick puppet lady. Look at the magazine. Walk east, east. Go to Mr. Trosser’s mansion. Walk west. Turn off the right lamp. Unscrew the right light bulb. Use the black light bulb on the right lamp. Turn on the right lamp. Turn off the left lamp. Inspect the goat statues. Walk east, north. Go to Chinatown. Walk to the restaurant. 1 Talk to Sam. 3 Eat the peanuts. Walk east. Kick the corndog. Use the rope cutters on the ropes. Use the match on the ropes. Use the scoop tractor. Open the big crate. Pick up the bomb. Wait until the giant kraken arrives. Use the bomb on the giant kraken. Walk through the hole. Go to Kitty’s house. Walk inside, west. Examine the broken goat. Eat the candy dish. Read the left diploma. Walk outside, west. Go to the law office. Walk into the office. Use the key on the safe. Walk west, east. Go to Chinatown. Walk to the far shop. Talk to the old china man. Walk east, east. Go to Kitty’s house. Use the stick puppet. Use the stick puppet. Use the stick puppet.

Nick Bounty: A Case of the Crabs

Get the crab. Get the knife. Look at the box. Get the library card. Get the fingerprinting book. Look at the book. Use the knife on the book. Look at the leaflet. Look at Arthur’s hand. Look at the leaflet. Walk north. Go to the Shint Barnacle Shipping Dock. Use the knife on the crates. Look at the crab in the crates. Get the crab. Get the crate of sea sponges. Use the crab on the crate of squid. Use the sea sponge on the squid ink. Use the crab on the bucket. 34 Walk west. Go to Nick Bounty’s office. Look at the leaflet. Use the inkpad on Arthur’s hand. Look at the leaflet. Use the library card on Arthur’s inky hand. Look at the leaflet. Walk north. Go to the Blue Crab Cafe. Use the knife on the Lonely Guy flyer. Use the small photo on the card with the fingerprint. Walk to the Blue Crab Cafe. Use the fake ID card on membership ID card scanner. 34 Walk east. Get the cheese. Walk east. Walk west. Go to the Blue Crab Cafe. Walk to the alley. Move the empty crate. Get the business card. Look at the business card. Use the crab on the fusebox. Get the wires. Walk north. Get the victrola. Walk east, west, east. Go to Jim’s Shack O’Crabs. Talk to Jim. Use the cheese on the toy crab. Use the trap on the rat. Talk to Jim. 124 Use the business card on Jim. Walk west. Go to the Boss. Get the trash can full of can halves. Use the wires on the can halves. Use the listening device on the window. Use the listening device on the victrola. Use the spy equipment on the window. Walk inside. Use the crab on the boss.

Border Zone: A Game of Intrigue

Note what your contact should say. Look up the translated code sentence in the phrasebook. > OPEN BRIEFCASE > OPEN TOILET KIT > TAKE ALL FROM TOILET KIT > REMOVE CARNATION > PUT CARNATION IN TOILET KIT > EAST > SOUTH > WEST > TAKE PAPER TOWEL > TURN ON WATER > WET PAPER TOWEL > TURN OFF WATER > EAST > NORTH > WEST > CLEAN BLOOD WITH PAPER TOWEL > PUT PAPER TOWEL IN TOILET KIT > TAKE TOILET KIT > EAST > SOUTH > WEST > PUT PAPER TOWEL IN TOILET > FLUSH TOILET > EAST > NORTH > WEST > TAKE CAMERA > DROP DOCUMENT > PHOTOGRAPH DOCUMENT > OPEN WINDOW > TAKE DOCUMENT > TEAR DOCUMENT > THROW SHREDS OUT WINDOW > REWIND FILM > DROP CAMERA Wait until the man arrives. > NO > TAKE CAMERA > OPEN CAMERA > TAKE COLOR FILM > TAKE OLD FILM > PUT OLD FILM IN CAMERA > CLOSE CAMERA > DROP ALL ON FRONT-FACING SEAT Wait for the border check. > OPEN BRIEFCASE > TAKE ALL > PUT ALL IN BRIEFCASE > CLOSE BRIEFCASE > TAKE ALL > EAST > SOUTH > SOUTH > WEAR CARNATION Wait for the contact to arrive and say the code sentence. > SAY “POPKA IZIM” > DROP COLOR FILM > WAIT > LOOK AT LEFT ARM > TEAR CLOTHES > TIE SCRAP AROUND LEFT ARM > EAST > EAST > NORTH > NORTH > NORTH > NORTHEAST > NORTHEAST Wait until the occupant goes outside. > OPEN DOOR > WEST > TAKE ALL > OIL HINGES > CLOSE DOOR > WEAR PARKA > REMOVE SHOES > WEAR KNEE-BOOTS > TAKE SHOES > PUT ALL IN KNAPSACK Wait until you hear the pack of dogs. > OPEN DOOR > EAST > EAST > EAST > EAST > ENTER SWAMP > SOUTHWEST > SOUTHWEST > SOUTH > SOUTHWEST If the car is to the west, wait one turn. > WEST > NORTH > EAST > NORTH > NORTH > NORTH > NORTH > NORTHWEST > WEST > NORTHWEST > OPEN DOOR > ENTER SHED > LOOK AT TOOLS > TAKE ALL > REMOVE KNEE-BOOTS > WEAR WORK SHOES > LEAVE SHED > NORTH > NORTH > WATCH SEARCHLIGHTS Wait for the right time to cross. > NORTH > WATCH GUARDS > EAST > WEAR GLOVES > LOOK AT GUARDS Repeat until the guards are at least 40 feet away. > CUT FENCE WITH BOLT CUTTERS > OPEN FENCE > NORTH > LOOK AT GUARDS Repeat until the guards are at least 30 feet away and walking away. > NORTH > OPEN PEN > PUSH BUTTON > PUSH BUTTON > PUSH BUTTON > PUSH BUTTON > REPLACE CAP > PUT PEN ON NORTHWEST POST > UP > GET ON BRACE Wait for the guards are walking away and at least 60 yards away. > KNOCK ON DOOR > PUSH GUARD > GET OFF BRACE > EAST > CLOSE DOOR If everything was timed correctly, the guard tower, with you in it, falls and lands across the border. > SOUTHEAST > LOOK AT BUILDINGS Note which windows are open. > NORTHWEST > SOUTH > WEST > LOOK AT DIRECTORY Note which of the open windows is the empty room. The room is either B (north), D (middle) of F (south). > EAST > SOUTH > SOUTH > SOUTH > WEST > SOUTH > SOUTH Note the password. > OPEN SIDE DOOR > WEST > NORTH > EAST > EAST > NORTH Wait for Topaz to see you. > NORTH > WEST > PUSH CART > WEST > TAKE CAN > PUT CAN UNDER LADDER > STAND ON CAN > CLIMB LADDER > UP Repeat until you are at the right floor. > NORTH > NORTH Repeat until you are at the right door. > DROP BUSINESS CARD > KNOCK ON EASTERN DOOR Say the password using the sentence SAY “password”. Note the sniper opend the door for you to enter. > STAND BEHIND DOOR Wait for Topaz to enter. > ATTACK TOPAZ

Anticipating Murder

Get the package. Give the package to the man. Use the gear lever. Walk west. Talk to the nurse. 111 Get the medical chart. Get the pen. Use the medical chart. Use the pen on the release form. Give the forged release form to the nurse. Use the wallet. Look at the driver’s license. Walk northwest. Go to the apartment. Use the mat. Walk northeast, north. Get the photo from the table. Look at the photo. Walk northwest. Use the toilet. Use the toilet. Use the plastic bag. Walk south, northeast, northeast. Get the cellphone. Use the cellphone. Use the cellphone. Walk west. Use the yellow pages. Walk west, west. Talk to the woman. Give the cash to the woman. Walk northeast. Use the yellow pages. Walk west, southwest. Go to Rob’s office. Talk to Robert. 111 Look at the bottle behind the desk. Walk west. Go to Bailey’s pub. Talk to the door. Walk inside. Talk to Bailey. 111 Get the sherry. Walk northwest. Go to Rob’s office. Give the bottle of sherry to Robert. Walk west. Go to Rob’s office. Talk to Robert. Walk west. Go to the apartment. Give the cash to the woman. Look at the letter. Walk inside. Use the yellow pages. Walk west, southwest. Go to the photo studio. Talk to the man. 111 Walk northwest. Go to the apartment. Talk to the woman. Use the package. Walk inside. Use the DVD on the television. Walk west, southwest. Go to the photo studio. Talk to Brett. 111 Walk northwest. Go to the motel. Walk south. Go to the motel. Use the cart. Use the cart. Walk west. Use the laptop. Use the laptop. Use the laptop. Walk northeast, south. Go to the photo studio. Talk to Brett. Walk northwest. Go to Rob’s office. Talk to Robert. Walk west. Go to the hospital. Talk to the nurse. Walk northwest. Go to Bailey’s pub. Walk northeast. Use the photo of Jessica on Bailey. 1 Walk west. Go to the motel. Walk west. Use the laptop. Use the laptop. Walk northeast, south. Go to Rob’s office. Talk to Robert. Walk west. Go to the motel. Walk west. Use the laptop. Use the laptop. 1111 Talk to Lauren. 1111111 Use Lauren. Use the hair pin on the locked box. Use the hand saw on the ladder. Use the switch board. Use John. Use John. Use John’s cellphone. Use John’s cellphone. Use John’s cellphone. Use the cellphone battery on the cellphone. Use the cellphone.

The Alpine Encounter

> NORTH > NORTH > WEST > REGISTER Fill out the form. > EAST > EAST > BUY NEWSPAPER > READ NEWSPAPER > EAST > SOUTH > UP > NORTH > EAST > NORTH > NORTH > UNLOCK DOOR > EAST > SOUTH > LOOK IN HANDBAG > READ NOTE > WEST > SOUTH > WEST > SOUTH > DOWN > NORTH > WEST > WEST > WEST > WEST > SOUTH > WEST > NORTH > WAIT Stop waiting when the blonde woman enters around 10:00 am. > LISTEN > NORTH > NORTH > NORTH > LISTEN > LOOK RENEE > LOOK BACKPACK > TAKE VASE > CALL INSPECTOR

7 Days a Skeptic

Open the door. Open the north door. Use the panel. 16 Walk south. Use the elevator. Go to the communal deck. Open the east door. Use the desk. Open the door. Use the elevator. Go to the engine deck. Walk east, east. Take the wrench set. Open the door. Use the elevator. Open the east door. Talk to Adam. 1114 Use the dispenser. Choose a continental breakfast. Use the breakfast on the counter. Use the wrenches on the hatch. Use the shaft. Walk west. Use the butter on the object. Take the object. Use the shaft. Walk east. Use the machete on Adam. Open the door. Use the elevator. Go to the ops deck. Open the north door. Walk south. Use the elevator. Go to the residence deck. Open the east door. Talk to Adam. 54 Open the door. Use the elevator. Go to the engine deck. Walk east, east. Use the airlock pass on the airlock. Use the left switch. Open the closet. Use the EVA suit. Use the right switch. Walk east. Use the clip on the horizontal safety rail. Walk to the steps. Use the horizontal safety rail. Use the clip on the vertical safety rail. Use the steps up. Open the door. Use the elevator. Go to the engine deck. Walk east, east. Use the airlock pass on the airlock. Use the left switch. Open the closet. Use the EVA suit. Use the right switch. Walk east. Use the clip on the horizontal safety rail. Walk to the steps. Use the horizontal safety rail. Use the clip on the vertical safety rail. Use the steps up. Use the steps. Use the steps down. Walk to the keyring. Use the safety rail. Use the clip on the keyring. Use the clip on the safety rail. Walk to the steps. Use the steps. Use the vertical safety rail. Use the clip on the horizontal safety rail. Walk to the door. Use the horizontal safety rail. Walk through the door. Use the right switch. Open the closet. Use the uniform. Use the left switch. Walk west, west, west. Use the elevator. Go to the ops deck. Open the north door. Use the captain’s keycard on the panel. Take the book. Open the door. Give the codedoor to Angela. Open the door. Use the elevator. Go to the residence deck. Open the east door. Use the dispenser. Use the wrenches on the dispenser. Open the door. Use the elevator. Go to the communal deck. Open the northeast door. Give the hand to William. Walk south. Use the elevator. Go to the residence deck. Use the east door. Use the UV ray emitter on the dispenser. Use the shaft. Use the UV ray emitter on the wall. Walk east. Open the door. Use the elevator. Go to the communal deck. Use the UV ray emitter on the vent. Use the wrenches on the panel. Take the towel rail. Talk to Angela. 44 Quickly take the stungun, before Barry reaches you. Quickly use the stungun on Barry. Open the door. Walk east, to the shadow behind the tube. Wait until Barry arrives, and turns to face the reactor core. Use the towel rail on Barry. Walk west. Use the elevator. Go to the residence deck. Use the middle panel. Open the east door. Use the shaft. Talk to Adam. Walk east. Open the door. Use the elevator. Go to the ops deck. Open the north door. Open the door. Use the captain’s keycard on the panel. Use the console. > HELP > EMAIL > DATE Note the birthday of the captain is 28-07-2330. > CAPTAIN > 280730 > 2 > EXIT Open the door. Walk south. Use the elevator. Go to the residence deck. Open the middle door. Open the door. Use the elevator. Go to the ops deck. Open the north door. Open the east door. Quickly use the east lever. Use the chair. Use the chair. Use the chair. Wait until William leaves the scalpel on the trolley. Take the scalpel. Use the scalpel on the chair. Wait until William is standing next to the trolley. Use the scalpel on William. Take the stungun. Whenever the welder appears, use the stungun on the welder. Open the door. Use the elevator. Go to the ops deck. Open the north door. Use the captain’s keycard on the panel. Use the console. > CAPTAIN > 280730 > 1 > EXIT Open the door. Walk south. Use the elevator. Go to the engine deck. Walk east, east. Use the airlock pass on the airlock. Use the left switch. Open the closet. Use the EVA suit. Wait until the left door opens and the welder enters. Use the right switch. Use the steps up. Lure the welder onto the lowered radio masts. Continue until the welder is pierced. Use the steps. Use the steps down. Use the idol on the exhaust. Use the steps. Use the vertical safety rail. Use the clip on the horizontal safety rail. Walk to the door. Use the horizontal safety rail. Walk through the door. Use the right switch. Open the closet. Use the uniform. Use the left switch. Walk west.

5 Days a Stranger

Use the window. Use the door. Walk downstairs. Take the newspaper. Look at the newspaper. Use the telephone. Use the double doors. Use the east door. Use the north door. Use the television. Take the cord. Use the east door. Use the door. Use the west door. Use the west door. Walk upstairs. Talk to Simone. Walk downstairs. Use the west door. Use the west door. Use the north door. Take the twig. Use the tree. Talk to the tree. Use the west door. Use the east door. Use the east door. Use the east door. Talk to Jim. 222 Talk to Philip. 222 Look at the article. Talk to Simone. 2222 Use the west door. Use the west door. Use the west door. Use the north door. Look at the water. Look at the pipeline. Walk east. Talk to Philip. 4441 Walk west. Use the west door. Use the east door. Use the east door. Walk upstairs. Use the door with the broken lock. Look at the blue books on the bottom shelf. Take the blue book on the bottom shelf. Take the yellow books on the second shelf. Look at the Family History book. Look at the plan. Use the door. Walk downstairs. Use the west door. Use the west door. Use the north door. Walk east. Give the plan to Philip. Walk west. Use the metal detector on the pipeline. Use the dirt. Use the panel. Walk west. Use the ladder. Use the west door. Use the west door. Use the west door. Use the north door. Use the car. Use the lockpicks on the north door. Use the north door. Take the saw. Take the pickaxe. Use the door. Use the west door. Use the east door. Use the east door. Walk upstairs. Use the lockpicks on the east door in the north wall. Use the east door in the north wall. Use the wardrobe. Take the book. Use the window. Use the window. Look at the tree. Use the west window. Use the door. Use the door with the broken lock. Talk to Jim. 33 Use the door. Walk downstairs. Use the west door. Use the west door. Use the north door. Wait until Jim arrives. Use the saw on the tree. Use the west door. Use the east door. Use the east door. Walk upstairs. Use the east door in the north wall. Use the window. Use the grolly on the loose tile. Use the east window. Take the teddy. Use the nightstand. Look at the green diary. Look at the red diary. Look at the article. Use the door. Use the door with the broken lock. Take the black books at the right side of the second shelf. Look at the book on White Magic. Use the cord on the stick. Use the cord and stick on the teddy. Use the door. Walk downstairs. Use the west door. Use the west door. Use the second cabinet from the left. Use the bear and stick on the salt. Use the east door. Use the east door. Walk upstairs. Use the third door from the left. Use the salty bear and stick on the bed. Look at the salty bear and stick. Use the door. Walk downstairs. Use the west door. Look at the salty bear and stick. Use the west door. Look at the salty bear and stick. Use the pickaxe on the wall. Use the hole. Look at the salty bear and stick. Follow the directions of the salty bear. Repeat until you reach the area. Use the area. Walk upstairs. Use the east door. Use the east door. Use the east door. Use the north door. Use the east door. Use the idol. Use the door. Talk to the window. Talk to the window. 5232 Take the tie. Use the lockpick on the door. Use the door. Use the west door. Use the east door. Use the east door. Walk upstairs. Use the east door. Wait until the killer steps on the rug. Use the rug. 211 Use the third door from the left. Talk to Jim. 21 Use the door. Use the door with the broken lock. Take the black books at the right side of the second shelf. Look at the book of Black Magic. Use the door. Walk downstairs. Use the east door. Take the scissors. Use the scissors on the apron. Use the strip on the machete. Use the machete and strip on the welding mask. Use the west door. Use the west door. Use the west door. Use the mask and machete on the salt. Use the hole. Use the salty mask and machete on the chains. Walk upstairs. Look at the salty mask and machete. Use the east door. Use the east door. Walk upstairs. Look at the salty mask and machete. Use the east door. Follow the directions of the salty mask. Repeat until you reach the tiles. Use the scissors on the salty mask and machete. Use the machete on the tiles. Take the body. Use the door. Walk downstairs. Use the east door. Use the north door. Use the east door. Use the remains on the floor. Use the welding mask on the body. Use the west door. Use the west door. Talk to Simone. 4 Use the west door. Walk upstairs. Use the third door from the left. Talk to Jim. 3 Use the door. Walk downstairs. Use the east door. Use the north door. Use the east door. Take the rifle. Give the rifle to Simone. Give the teddy to Jim. Use the book of Black Magic on Trilby.