Ekahau 5 5 Serial Killers (2024)

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.

Ekahau Site Survey 5.5 serial numbers, cracks and keygens are presented here. No registration is needed. Just download and enjoy. Ekahau Site Survey is a Shareware. 5 Myths about Serial Killers and Why They Persist [Excerpt] A criminologist contrasts the stories surrounding serial homicide with real data to help explain society.

Ekahau 5 5 Serial Killers (1)

1– 1– 2– 2– 3– 1– 1– 1– 1 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.

Ekahau 5 5 Serial Killers (2)

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. 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. 3– 1– 1– 2 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. 2– 2– 1– 2– 1– 2– 1– 3 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. 1– 1– 2– 1– 2– 2– 1– 2 Put the contract on the desk. 1– 1 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. 2– 1– 1– 1– 1– 2 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. 1– 1– 1– 3 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. 2– 1– 2– 1– 1– 1– 2– 2– 3 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.

2– 2– 3 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. 1– 1– 1– 4 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. 1– 1– 1 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. 1– 2– 3 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. 2– 1 Use the phone to call nurse Bluefoot (555-4000). 1– 1– 2– 3– 1– 1– 1 Use the phone to call Keep It Real Restoration (555-6766).

2– 1– 1– 1– 1– 1– 1– 2– 1 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. 1– 1– 1– 1– 1– 1– 2– 2– 1– 2 Leave the hospital. Go to the Beech Hill Museum. Walk through Joanna’s office door. Talk to Joanna.

1– 3 Walk through the door. Leave the museum.

Go to Taylor Sinclair’s Office. Talk to Sinclair. 2– 2– 1– 1– 1– 3 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. 2– 1– 1– 1– 1– 1– 2– 1– 4 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. 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. 4– 1– 2– 1– 2– 6– 2– 2– 1– 6 Leave the consulate. Go to the Colonial Hotel. Use the phone to call Franklin Rose. 1– 1– 2– 1 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. 2– 2– 2– 2– 1– 2– 1– 7 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). 2– 1– 1– 2– 2– 1 Use the phone to call Prudence Rutherford (1-785-555-7279).

1– 1– 1– 2– 1– 2– 1– 1– 2– 1– 1– 2 Use the phone to call Henry Daddle (1-605-555-3195). 2– Use the phone to call Penelope Daddle (1-605-555-3197). 1– 1– 2– 2– 1– 1– 1– 2– 2– 1– 2– 1– 2– 1– 1– 1 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.

2– 1– 2– 5 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. 1– 1– 2– 1– 3– 1 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.

2– 1 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.

1– 3 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. Name Description XBalanque Jaguar god Kukulcan Wind god Yum Cimil God of death Ekahau God of travellers Ixchel Moon goddess Balac War god Tlaloc Rain god Ahau Kin Sun god Yum Kaax Corn 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. 1– 1– 1– 1 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. 1– 1– 2 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. Take the book.

Take the pin. Approach the hole. Put the pin in the hole. Posted in Tagged. Walk around until the phone rings. Answer the phone. 2– 2– 1– 1– 2 Approach the cabinet over the couch.

Open the cabinet. Move the Iggy statue. Close the cabinet. Leave the house. Talk towards the dock. 3– 1– 1– 2– 1– 2– 1– 2– 1 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 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. 1– 2– 1– 2– 1– 1– 1– 1 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.

2– 1– 2– 2– 1– 1– 1– 1 Take the cassette player. 1– 4– 2– 2– 2– 1– 2 Leave the store.

Pull the rope. Go to the Moon Lake State Park Ranger Station.

Talk to Jeff Akers. 1– 1– 2– 2– 2– 1– 1 Take the test vial.

2– 1– 2– 4– 1– 1 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.

1– 1 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 basem*nt.

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. 4– 2– 1– 1– 6 Leave the store. Pull the rope.

Go to the Moon Lake State Park Ranger Station. Talk to Jeff Akers. 3– 2– 1– 2– 1– 2– 1– 4 Leave the station. Pull the rope. Go to Sally McDonald’s home.

Walk to the basem*nt 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.

1– 5 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. 1– 1– 1 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.

1– 2– 1– 2– 1– 2– 2– 1– 2 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.

2– 1 Take the pin. 3 Leave the station. Pull the rope. Go to Sally McDonald’s home. Walk to the basem*nt.

Approach the safe. Use the pin on the hole. Push the round button between the dial and the hole. Push the button. Push the button. Push the button.

Push the button. 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. 1– 2– 2– 2– 1– 2– 3 Leave the house.

Walk to the boat. Pull the rope. Go to the Moon Lake State Park Ranger Station. Talk to Jeff Akers. 1– 1 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. 2– 2– 2 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.

2– 4 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.

Pull the lever. Leave the passage. Walk to the boat.

Pull the rope. Go to Em’s Emporium. Talk to Emily Griffen.

7– 1 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. 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. 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.

Posted in Tagged. Leave the room. Walk through the door in the whale’s mouth. Talk to Harlan. 1– 2– 1– 2– 1– 1– 2– 2– 2 Take the fun card.

2– 3 Leave the security office. Walk to the building. 1– 1 Enter the building. 1– 1– 2– 2– 2– 2– 2 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. Talk to Ingrid.

2– 1– 2– 2– 1– 1– 3– 1 Take the macro resistor. Take the handbook. 3– 4– 4 Leave the building. Go to Elliott. Open the door. Leave the building. Walk to the machine on top of the cabinet.

1– 1– 1– 1– 1– 1 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. 2– 1 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. 1– 1 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. 2– 1– 1– 2– 1 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.

1– 1– 3– 6 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. 4– 4 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. Enter the building. 2– 2– 2– 2– 1– 1– 1– 2 Leave the building.

Go to Elliott. Walk into the building. Talk to Elliott. 2– 2– 2– 2 Leave the building. Go to the Captain’s Quarters Hotel. Pick up the courtesy telephone.

1– 1 Wait until room service arrives. Open the door. Take the Fundae. Eat the Fundae.

Take the spoon. Leave the hotel. Enter the building. 2 Open Miles. Put the spoon in Miles. 1– 2 Take the message.

2– 2 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. Leave the laptop.

Look at the note. >GLORY Leave the building. Enter the building. 2– 1– 1– 2 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. 1– 2– 2– 1 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 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. Enter the building. 2 Play the tune A-E-D-E-F-E-A-E. 1– 1– 1– 1 Leave the building. Go to the haunted house.

Use the cellphone. 1– 2– 1– 2 Call Anton Sukov. 1– 2– 2 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.

Read the appointment book. Take the video. Close the locker. Approach the VCR.

Put the video in the VCR. Approach the locker. Open the locker.

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 advertisem*nt near the mouse. Approach the workbench.

Read the note. Leave the building.

Go to Harlan. Enter the building.

Talk to Harlan. 5– 5– 2– 5 Leave the building. Go to Elliott. Use the telephone. 1– 1– 2 Walk to the door. 1 Enter the building. Talk to Elliott.

2– 2– 2 Leave the building. Walk around until Harlan calls you.

Go to Harlan. Enter the building. Talk to Harlan. 1– 1 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. 5– 5 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. Posted in Tagged.

2– 2 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.

1– 1– 1– 1– 2 Walk upstairs. Examine the GPS device. Examine the note.

Talk to Katie. 2– 2 Walk to the docks.

Take the helmet. Use the bike. Go to the Hot Kettle Cafe. Talk to the man at the bar. 1– 1– 1– 1– 1– 1– 1– 2– 1– 1 Take the paper. 1– 2 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. 1– 1– 2– 2– 3 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. 2– 1– 1– 4 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. Talk to Holt. 2– 2 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. Acer Aspire 5733z Webcam Driver Download. 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. 3– 1– 3 Walk down into the boat. Use the cellphone. Call Casey Porterfield. 1– 1 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. 1– 2– 2– 1– 2– 2– 1– 1 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. Note the waypoint to the far north.

Leave the GPS. Turn to the right. Go forward until you reach the buoy (buoy 12). Go forward until you reach the warning buoy.

Go forward until you enter the cave. Go through the left part. Take the bottle. Take the message.

Leave the cave. Create a new waypoint at N48 42.517 by W123 08.615. Go forward until you reach the buoy (buoy 15). Go forward until you reach the warning buoy. Go forward twice. 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. Go forward until you reach rock. 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. 1– 1 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. 1– 1 Talk to Jenna. 4– 1– 1 Take the clam bucket.

4 Leave the building. Take the helmet. Use the bike. Go to Whale World.

Enter the building. Talk to Andy. 3– 1– 3– 1 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.

3– 1– 3– 1– 3 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. Go forward until you reach a warning buoy. 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.

Go forward until you reach rock. Go forward until you reach Katie’s boat. Use the cellphone. Call Casey Porterfield. 1– 1– 1– 1– 2 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. 1– 1– 1 Talk to Jenna. 4– 4 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.

3– 4 Leave the building. Take the helmet. Use the bike.

Go to Katie’s boat. Walk to Katie. Talk to Katie. 1– 1– 1 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.

Walk until you note the next cairn. Climb up the boxes. Open the trapdoor. Return to the cairn and turn left. Walk until you note the next cairn. Walk until you note the next cairn.

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. Walk until you go through the long tunnel again. Turn left at the cairn. Walk until you find the second cairn.

Climb up the ladder. Pull the lever. Enter the cafe. Talk to Jenna.

4– 1– 1– 1– 1 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. Approach the lock. Set the lock to code 3475. 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. Make sure it makes no sound when you pick it up. Climb up the ladder.

Open the door. 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. 2– 1– 1 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. Go forward twice. Note the two red buoys, including 1 isophase buoy. Note the two red buoys. Go forward once.

Go forward until you reach rock. Go forward until you reach Katie’s boat. Take the helmet.

Use the bike. Go to the Hot Kettle Cafe. 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. Go forward once. Go forward once. Open the floater.

Take the transmitter. 2– 2 Leave the floater.

Go forward until you reach rock. Go forward until you reach rock. 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.

Walk through the long tunnel. Turn left at the next cairn. Approach the strange anvil-looking rock. 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. 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.

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. 1– 1 Turn around.

Go forward until you reach rock. 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. 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 until you reach the buoy (buoy 12). Go forward until you reach the warning buoy. 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). Go forward until you reach the warning buoy.

Go forward until you reach rock. 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. 1– 2– 1– 2 Talk to Jenna. Leave the building.

Take the helmet. Use the bike. Go to Whale World. Enter the building. Talk to Andy. 2– 2– 2– 1 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. 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. Posted in Tagged. 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. 1– 1– 1– 2 Leave the conservatory. Walk across the hall through the door into the library. Talk to Nigel Mookerjee.

1– 1– 1– 3– 2– 2– 5 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. 2– 1– 2 Leave Linda’s room. Walk to Nancy’s room. You will be called by Mrs. 2– 1– 3 Turn around and go through the first door on the left, into Jane’s room. Talk to Jane. 2– 1– 1– 2 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). 1– 1 Walk into Linda’s room.

Talk to Linda. 1 Leave Linda’s room.

Walk into Nancy’s room. Use the telephone.

Call the cook. 3– 1 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. 1– 1– 2– 2– 2 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. 1– 2 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. 1– 1– 1 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. 1– 1 Leave the birdcage.

Walk to the conservatory. 4– 4– 5 Leave the conservatory. Walk to the birdcage. Remove the drape. Talk to Loulou. 1– 1– 1– 1– 1 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. 1– 1 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. 2– 2 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. 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. 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. 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. 5– 6 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.

1– 2– 2 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. 2– 1 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.

7– 7 Leave the conservatory. Approach the lower side of the machine.

Use the crank on the hole. 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. 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.

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. Walk to the trophy.

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. Touch the ghost. Walk through the door to the left. Touch the ghost.

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.

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. 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. 1– 1 Approach the wind puzzle. Move Aeolus to the trap.

Posted in Tagged. Enter the Lilac Inn.

1– 2– 2– 1– 2 Walk upstairs, into Emily’s room at the end of the hallway. Talk to Emily. 1– 1– 2– 1– 2 Wait until you hear the explosion.

2– 2 Wait until you return to Emily. 1– 2– 2– 1– 1– 3 Leave the Inn. Approach the coin telephone. Pick up the receiver. Use the 5 cents slot. 1– 2– 2– 2– 2– 2– 2 Return to the car. Enter the car.

Drive to the Main Street Bank. 2– 2– 1– 2– 1– 1– 1– 1– 1– 2– 1– 2– 2– 3 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. 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. 2– 2– 1– 1– 2– 1– 1 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. 3– 5 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.

2– 3– 1– 3 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.

1– 3– 3– 3– 2– 1– 2 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? 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? 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. 4– 4 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. 3– 2– 1– 1– 3 Leave the bank. Drive to the Lilac Inn. Enter the Lilac Inn.

Talk to Jane. 1– 1– 2– 4– 1– 4 Walk to Emily’s room. Examine the sewing machine.

Walk to Jane. Talk to Jane. 4– 2 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. 2– 1– 2– 4 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. 1– 1 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. 1– 1 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. 3– 1 Examine the paper. Examine the photo. Follow Jane until Nancy suggests to head her off at the state line.

Drive to the state line. Posted in Tagged.

1– 2– 1 Talk to the Hardy boys. 2– 1– 1– 3 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. 1– 1– 1– 1– 3 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.

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. 1– 1– 2 Walk to the next carriage, Jake’s carriage.

Examine anything in the room. 1– 1– 1– 1– 1– 1– 1 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. 1– 1– 1– 3 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.

2– 1 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. Examine the amethyst. Talk to Tino. 1– 3– 3 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. 3– 3 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. 1– 1 Walk to Jake’s carriage. Talk to Tino.

2– 2– 3– 1– 1– 1– 3 Walk to Camille’s carriage. Talk to John. 5– 1– 6 Walk to Jake’s carriage. Examine the packing material near the bookcase.

Leave the packing material. Talk to Tino. 3– 2– 3 Walk to the caboose.

Talk to Lori. 2– 1– 3 Walk to Jake’s carriage.

Talk to Tino. 2– 1– 3 Walk to the caboose. Talk to Lori. 3– 1– 2– 2 Walk to Jake’s carriage.

Talk to Tino. 3– 2– 1– 1 Walk to the dining room. Talk to Charleena.

1– 4– 2– 4 Walk to the caboose. Approach the dance floor.

Use the shoes. Follow the directions on the dance step paper. Take the tourmaline.

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: [+] • Chantilly Hildegardwith the necklace • Awful Ursula, with the red hair • Sickly Sara, with one blue and one green eye • Edna the Terrible, who talks when you pick her up • Teddy Eberhardt, with his kilt • Sadie Crawford, with two left feet • Hagar Anderson, wearing suspenders • Thomasina O’Neill, who is missing hair • Yawning Alice, who is sleepy • Naughty Tina, who is cracked • 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. 2– 2 Talk to Charleena.

4– 2– 1– 4 Talk to the Hardy boys. 2 Walk to the museum. 1– 1– 1– 2– 1– 1 Approach the trunk. Talk to the museum owner. 1– 1– 2 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. 2– 1 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. 2– 1 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. 1– 1– 1– 1 Enter the kitchen. Take the wax paper. Approach the machine. Sort the taffees.

Talk to the owner. 1– 1 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. 1– 2 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. 3– 1 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.

2– 1 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. Walk ahead to the crossroads. 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. 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. Posted in Tagged. During the game, the day may end at some points. When it does, return to the metro and continue. 1– 1 Get the metro pass.

1– 2 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. 2– 2 Walk through the door to Minette’s studio. Walk to Minette. 1– 1 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. Walk through the door, outside.

Go to Rue du Bac. Talk to Dieter von Schwesterkrank. 2– 2– 2 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. 1– 1– 3 Walk outside.

Go to Hotel de Ville. 2– 2– 2– 2 Take the menu.

2– 4 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. 1– 1– 1– 4 Get the envelope. 4 Walk outside. Go to Abbesses.

Approach your desk. Answer the phone. 1– 1– 1 Leave your desk. Talk to Heather. 4– 4 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. 1– 2– 5– 1– 1 Walk outside. Go to Hotel de Ville. 4– 1– 3 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. 1– 1– 1– 1 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.

1– 1 Get the chocolate box. Walk around the studio. Seven of the co*ckroaches can be caught by clicking on them. Note that the co*ckroaches are location-specific, and it matters whether you’re walking clockwise or anti-clockwise. Walk around the studio anti-clockwise. When the co*ckroach near the dummy appears, follow it.

Get the letter. Notice Lynn Manrique’s phone number. Get the co*ckroach. Walk around the studio anti-clockwise. When the co*ckroach on the desk appears, examine the desk. Examine the paper.

Get the co*ckroach. 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. 6– 1– 1 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 the Zippy long distance line. Call Lynn Manrique.

1– 1– 1– – 4 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. 3– 2– 1 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.

5– 1– 1 Try the letters in this sequence ZU MY LOVE JING. Get the paper. 2– 5 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. 1– 3 Turn the card over.

1– 1 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. Follow the path. Climb the ladder. Walk out of the park. Go to Place Monge. Approach the phone.

Use the phone. 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. Go forward, forward, right, to the pipe, into the pipe, right, forward.

Get the bottle of Mouton Fouette. Turn left and go forward until you reach the starting point and surface. 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. 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. 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. 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.

Posted in Tagged. Walk into the building. Walk to the man. 1– 1– 1– 1– 1– 1– 1– 1 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.

1– 1 Get the keys. 2 Walk outside. 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.

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.

Go to the Hilihili research facility. Approach the intercom. Push the button.

1– 1– 1– 1– 1– 1– 1– 1 Walk downstairs and turn right. Approach the horticulture. Examine the note. Open the pod. Get all the brown seeds with a white dot. Repeat until you have 12 seeds. Walk upstairs.

1– 1– 4 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. 1– 1 Get the box. 1– 1– 1 Walk outside, through the fence and onto the pier.

Examine the fishing pole. Use the pole. Use the bait to bait the hook. 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. 1– 1– 1– 1– 1 Walk outside, in the direction of the beach until you hear the car leave. Walk into the building.

Approach the calendar. Examine the note. Leave the calendar. Approach the back door. Use the key on the back door.

Open the drawer. Get the map from the drawer.

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. Talk to Quigley Kim.

1– 1– 1 Walk down the path to the car. Go to camp Quigley. Walk into the tent. Turn around and turn right. Get the clipboard. Walk to the car.

Go to 3 finger rock. Follow the path all the way down to the tree with the backpack.

Talk to Quigley Kim. 1– 1 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. 1– 1 Talk to Pua, halfway between the building and the pier. 1– 1– 2– 7 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. 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. Go to camp Quigley. Walk into the tent.

Approach the microscope. Use the microscope. Go to the Hilihili research facility. Approach the intercom. Push the button. 3– 1 Walk downstairs and turn right.

Approach the screen to the right. Use the key on the lock. Select the second (cyan) canister.

Push the button twice. Select the third (blue) canister. Push the button. Walk upstairs. 3– 4 Walk outside.

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. [+] trap color vegetation code frass weight number of seeds detritus predominance red 10 99 12 405 blue 08 108 8 505 purple 04 119 9 105 green 11 44 3 505 orange 11 37 5 305 yellow 06 150 9 105 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. Go to 3 finger rock. Walk to Quigley’s tree.

Talk to Quigley. Talk to Quigley. 1– 2 Walk to 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. 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. Go to 3 finger rock. Walk down the path to Quigley’s tree. Talk to Quigley.

Open the backpack. Get the canopy samples. Walk to 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. Go to 3 finger rock. Walk down the path to Quigley’s tree.

Talk to Quigley. 1 Open the backpack. Get the ring. Walk to 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.

1– 1– 4 Call Johnny Kuto. Walk towards Pua until Kuto calls. 1– 1 Talk to Pua. 7– 1– 2 Walk into the building. Talk to the man. 1– 1– 1– 3– 1– 3 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. 3– 3 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. 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. Posted in Tagged.

Walk south, south. Take the hunting horn. Walk north, north. Take the ripped petticoat. Take the stick. Use the ripped petticoat on the stick.

Walk into the building to the east. Use the flag on the scorpion. Use the altar. Move the loose droplet tile. Put the yellow gem in the top hand. Put the blue gem in the bottom hand.

Put the red gem on the sun pedestal. Take the turquoise piece. Exit the altar.

Walk west, northeast. Open the door. Talk to the kangaroo rat. Talk to the kangaroo rat. Walk northwest.

Take the basket. Look at the basket. Open the basket. Take the corn kernel. Take the leftmost clay pot. Take the leftmost clay pot.

Take the left clay pot. Take the clay pot. Walk northwest.

Use the corn kernel on the damp sand. Use the drawing.

Exit the drawing. Take the gourd seed. Use the hunting horn on the jackalope hole.

Use the hunting horn on the jackalope hole. Take the glasses. Open the door. Give the glasses to the kangaroo rat. Give the gourd seed to the kangaroo rat. Leave the kangaroo rat. Use the necklace on the statue to the far left.

Put all three beads on the third column. Exit the necklace. Use the statue head. Use the statue wristlet. Climb down the stairs.

Use the bowl. Use the bowl. Use the turquoise bead on the bowl. Use the bowl. Take the right turquoise piece. Use the turquoise piece on the turquoise piece. Climb up the stairs.

Use the stick on the prickly pear. Take the prickly pear. Use the slot on the portal to the far left. Use the puzzle on the slot. Walk through the portal. Take the toy rat. Take the shield.

Look at the shield. Take the shield spike. Walk northeast. Walk northwest, northeast.

Use the toy rat on the cook. Take the bowl on the bottom shelf. Use the machine. Walk up the stairs, to the mud pool. Walk northwest, west, downstairs. Use the bowl on the green pool. Take the lantern.

Use the chasm. Use the sulfur. Walk to the southeast side of the chasm. Jump to the southern island in the chasm. Jump to the northwest side of the chasm. Take the sulfur.

Walk southeast. Jump to the southern island in the chasm. Jump to the southeast side of the chasm. Walk upstairs. Use the wet sulfur on the fire. Take the tongs. Use the tongs on the mold.

Use the tongs with mold on the bucket. Use the tongs on the tool rack.

Use the bellows. Use the lantern on the fire. Walk upstairs, southeast, to the bridge. Note a troll appears to guard the bridge.

Use the cart. Use the shield on the axis. Use the shield spike on the shield. Ride the cart.

Walk northeast. Talk to the Crystal Dragon.

Give the lantern with spark to the Crystal Dragon. Walk west, northwest, west. Talk to the left troll. Give the big gem to the jeweler.

Walk upstairs, southeast, northeast. Use the hammer and chisel on the dragon tail. Walk west, northwest. Give the bowl with green water to Mathilda. Give the baked beetles to Mathilda. Give the silver spoon to Mathilda. Give the dragon scale to Mathilda.

Put the wide table underneath the painting. Put the high stool on the wide table.

Put the low stool on the high stool. Take the dragon toad. Walk west into the cave next to the throne.

Give the dragon toad to Mathilda. Walk southeast. Use the toy rat on Malicia. Walk southeast. Use the enchanted rope on the elevator.

Use the rope. Use the prickly pear on the giant lizard. Walk southeast, south. Take the salt crystals. Walk north, into the portal, northwest, west. Talk to the stag. Talk to Athis.

Talk to Athis. Walk west, north. Jump to the southwest rock. Jump to the rock in the middle of the quicksand.

Jump to the northeast rock. Use the basket on the spider. Talk to the bird. Walk northwest.

Open the small door. Use the golden comb on the Arch-Duke.

Walk into the China Shop. Talk to the proprietor. Talk to Fernando.

Talk to Fernando. Use the cage cover on the far right. Open the cage. Talk to the China bird.

Walk into the China Shop. Give the China bird to Fernando. Use the mask on Valanice. Open the door to the Arch-Duke’s. Open the curtain. Walk downstairs, upstairs, upstairs.

Open the door. Open the door. Use the third mirror from the left.

Open the drawer. Take the magic statuette. Walk east, downstairs, left upstairs, south, east. Walk to the bird cage. Take the wooden nickel from the nest. Use the salt crystals on Valanice.

Walk into the Faux Shop. Talk to the proprietor. Give the wooden nickel to the proprietor. Walk south, west, east, south. Jump to the rock in the middle of the quicksand. Jump to the southwest rock. Jump to the south shore.

Walk south, east, east. Walk south, southeast. Open the door to the curiosity shop. Give the book to the kangaroo rat. Walk into the portal, northwest, west, west, north.

Jump to the southwest rock. Jump to the rock in the middle of the quicksand. Jump to the northeast rock.

Walk northwest, west. Use the crook on the cheese. Use the shovel. Talk to the gravedigger. Talk to the gravedigger. Talk to the gravedigger. Walk southeast.

Walk west, east until you see the elevator. Use the elevator.

Take the backbone from the floor. Take the foot-in-a-bag from the coffin. Use the elevator. Open the gate. Open the door.

Give the backbone to Dr Cadaver. Walk west, east.

Use the weird pet on the brats. Use the weird pet on the elevator. Give the gravedigger’s rat to the gravedigger. Walk southeast. Use the hammer and chisel on the coffin. Take the shovel. Walk west, south, south.

Use the boneyard. Use the gravedigger’s horn on Rosella. Use the hole. Use the lock.

Push the skull. Push the bat. Push the spider. Give the dragon toad to the Troll King. Use the hammer and chisel on the Troll King. Take the black cloak.

Use the black cloak on Rosella. Open the door. Talk to Dr Cadaver. Walk west, east. Talk to the brats. Use the defoilant on the leaf creature. Walk to the venus fly traps.

Give the foot-in-a-bag to the venus fly traps. Take the flower at the base of the venus fly traps while they are distracted. Walk around the house.

Use the vine. Use the hole. Use the shovel on the hole. If the dog is barking, walk north, east, west, around the house. Use the hole. Use the defoilant on the dog’s nose. Use the lower drawer of the dresser.

Use the open drawer. Use the open drawer.

Use the open drawer. Use the open drawer. Use the clothes.

Take the woolen stocking. Climb down the floorboard.

Use the cloak. Walk north, east. Use the silver pellet on the woolen stocking. Walk to the middle of the woods.

Use the sling on the werebear. Jump to the southwest rock. Jump to the rock in the middle of the quicksand. Jump to the northeast rock.

Walk northwest. Open the small door. Open the door to the Arch-Duke’s.

Open the curtain. Walk downstairs, upstairs, upstairs.

Open the door. Open the door. Use the base of the statue.

Use the woolen stocking on the plaque. Use the statue plaque. Exit the statue plaque. Use the hammer and chisel on the golden grapes. Use the golden grape on the statue.

Use the magic wand on the Troll King as scarab. Note the color of the real Troll King’s eyes. Use the hole. Walk northwest.

Note that the real Troll King and the fake Troll King have different eye colors. Walk into the Faux Shop. Give the mask to the proprietor. Give the magic statuette to the merchant. Use the rubber chicken on the branch.

Use the moon on the rubber chicken. Take the feather. Walk west, east, east, east. Use the feather on Feldspar’s nose. Walk west, west, south.

Jump to the rock in the middle of the quicksand. Jump to the southwest rock. Jump to the south shore.

Walk south, east, east. Walk south, southeast. Take the jackalope fur from the cactus. Use the jackalope fur on the were-beast salve. Walk into the portal, northwest. Use the flowers.

Use the clay pot on the flowers. Use the nectar in the pot on the statue.

Use the were-beast salve with fur on Valanice. Walk northwest. Walk south, northwest until the elevator appears. Use the elevator. Use the mummy. Take the femur bone. Use the elevator.

Walk north, west. Give the femur bone to the dog. Talk to the dog. Talk to the dog.

Use the plaque on the crypt. Give the horseman’s medal to the woman. Walk south, north, east, east. Take the lit firecracker. Walk west, west. Use the lit firecracker on the lock.

Walk into the crypt. Use the tomb. Use the tomb. Walk west, east, west. Wait for the headless horseman to arrive.

Give the horseman’s head to the headless horseman. Note the notes in the music. Use the first string.

Use the fifth string. Use the sixth string. Use the fourth string. Use the sphere. Talk to the women.

Talk to the Fates. Walk south, east, upstairs. Use the ambrosia.

Use the tree. Use the tree. Take the ambrosia. Use the tree.

Walk south, south, west. Use the southwest rainbow.

Walk northwest, west. Open the door. Talk to Dr Cadaver. Use the coffin. Use the horseman’s fife on Valanice. Walk east, north. Use the first string.

Use the fifth string. Use the sixth string. Use the fourth string. Use the sphere. Talk to the Fates. Walk south, west.

Use the southeast rainbow. Walk across the bridge. Use the ambrosia on the horn of plenty. Take the fruit.

Walk across the bridge, west. Use the pomegranate on Ceres.

Talk to Ceres. Use the horseman’s fife on Valanice. Use the southwest rainbow. Walk around the house. Use the hole. Use the ambrosia on the dog. Use the lamp.

Climb down the floorboards. Use the horseman’s fife on Valanice.

Use the northwest rainbow. Walk north, north, into the building. Use the crystal shaft on the beam of light.

Use the horseman’s fife on Valanice. Walk east, north.

Use the first string. Use the fifth string. Use the sixth string. Use the fourth string. Use the sphere.

Talk to the Fates. Walk south, east, up. Use the cave. Use the dream catcher on the creature. Walk northeast. Talk to the dreamweaver. Talk to the dreamweaver.

Give the dream catcher to the dreamweaver. Use the tapestry of dreams on Valanice. Use the dream catcher on the nightmare.

Walk south, northeast. Use the crystal shaft with sunlight on Maab. Walk up, behind the cave. Wait for the wind horse to arrive.

Use the magic bridle on the wind horse. Look at the magic wand. Use the switch at the bottom of the wand. Use the magic wand on the green-eyed troll king. Use the shovel on the volcano wall. Walk northwest.

Use the left eye lever. Use the right eye lever. Use the nose lever. Use the mysterious device on the outlet. Wait until the mysterious device pulsates. Take the mysterious device.

Use the fragrant flower on the Troll King. Use the mysterious device on Malicia. Use the extra life on Edgar.

Posted in Tagged. Wait until the humanoid robot walks past Roger. Take the humanoid robot. Take the identification card from the bike. Walk around the streets, looking for the photo booth. Use the buckazoid on the photo booth.

Walk around the streets, looking for a man in a trench coat. Talk to the man in the trench coat.

Talk to the man in the trench coat. Wait until Roger receives the datacorder.

Return to the screen where Roger started out. Walk north, into the Orion’s Belt bar. Kick the back door. Kick the back door.

Kick the back door. Kick the back door. Walk upstairs, onto the elevator. Wait for the waitron to clean a table. Take the buckazoid from the waitron’s tray. Put the photos on the security ID. Show the security ID to the nitro suckers.

Take the hookah hoses. Take the nitro tank. Attach the nitro tank to the conduit in the back. Use the mess of hookah hoses. Walk onto the elevator.

Talk to the bartender. 1 Show the security ID to the bartender. 4 Open the third valve from the left. Use the pipe under the third valve from the left. Open the refrigeration unit. Take the ice cube tray.

Close the refrigeration unit. Use the hookah hoses on the far left conduit. Use the hookah hoses on the bent pipe. Walk onto the elevator.

Use the nitro tank. Walk onto the elevator. Kick the back door. Take the pipe. Use the pipe on the frozen endodroid.

Use the whisk broom and dust pan on the ice cubes. Use the filled dust pan on the ice cube tray.

Walk upstairs. Wait until the bartender finishes mixing the Special. Talk to the bartender. 4 Open the refrigeration unit.

Use the ice cube tray on the refrigeration unit. Take the ice cube tray. Close the refrigeration unit. Talk to the endodroid hunter. Walk to the arcade. Talk to the black creature.

Accept the challenge. Lose the game of Stooge Fighter 3.

Reject the challenge. Walk into the arcade and east until Elmo appears. Talk to Elmo. Walk east, to the bar. Give the buckazoids to Pa Conshohocken. Give the Coldsorian bottle to Elmo.

Wait until Roger receives the cheat sheet. Wait until Roger receives the fish. Look at the cheat sheet. Walk north, to the arcade. Note the code on the cheat sheet.

Talk to Djurkwhad. Accept the challenge. Enter the cheat code. Win the game of Stooge Fighter 3. Walk south, west. Talk to the manager.

Talk to the manager. Give the buckazoids to the manager. Use the elevator button. Use the keycard on the leftmost lock. Take the keyring.

Take the nail. Use the nail on Roger. Use the Pelvis carpet.

Use the Pelvis carpet. Take the Pelvis carpet.

Use the Pelvis carpet on the floor. Use the Pelvis carpet. Touch Singent. Search Singent. Take the moddie from the dehumidifier.

Take the datacorder from the desk. Search the CD ROM collection.

Search the CD ROM collection. Search the CD ROM collection.

Search the CD ROM collection. Search the CD ROM collection.

Search the CD ROM collection. Search the CD ROM collection.

Search the CD ROM collection. Use the computer. Put the CD ROM in the drive. Push the eject button.

Take the CD ROM. Exit the computer. Use the key ring on the key pad.

Search the box nearest to Nigel. Use the churlish moddie.

Use the churlish label on the burlesque moddie. Give the moddie to Nigel. Take the belt. Use the belt. Take the grooming assistant. Take the damping field actuator.

Exit the belt. Use the damping field actuator.

Walk outside. Use the datacorder. Push the open/close button.

Note the Homing Beacon puzzle in the Popular Janitronics issue that is part of the manual. Use the manual to change the datacorder into a homing beacon. [+] From top to bottom, the circuit boards should read RF, TT, PS, FC, and SE.

From top to bottom, the chips should read SPN, DEN, FER, REP, and DIM. From top to bottom, the IRK channels should be 9, 7, 1, 5, and 3. Push the open/close button.

Push the power button. Use the personal grooming assistant.

Use the DNA sequencer. Talk to Jebba. Use the DNA sequencer. Use the hair on the DNA sequencer. Push the scan button. Push the imprint datacart button. Take the datacart.

Use the datacart on the ComPost. Use the ComPost. Use intraship transport to go to the Transporter. Use the controls. Select Quarters.

Use the toilet. Open the medicine cabinet.

Take the piston. Use the piston on the elevator door.

Look at the eulogy. Use the HoloDeck controls. Turn the controls on.

Enter program 5551212. Use the ComPost. Use intraship transport to go to Roger’s quarters. Use the ComPost. Use intraship transport to go to the bridge. Talk to Commander Kielbasa.

Use the ComPost. Use intraship transport to go to 8-rear. Talk to Sidney. Talk to Sidney.

Take Sidney’s right arm. Talk to Sidney. Use the ComPost. Use intraship transport to go to the shuttle bay entrance. Take the food.

Use the Yoda’s ears on the Bobbit-Kabobs. Use the food combination on the Rack of Orat. Use the food combination on the pastries.

Use the food combination on the tuberous growth. Use the food combination on the melon. Use the food combination on the spaghetti.

Put the food double on the bench. Wait until the food cart returns to Roger’s cell. Enter the food cart. Use the ComPost. Use intraship transport to go to the sickbay. Open the cabinet.

Use the ComPost. Use intraship transport to go to the shuttle bay entrance. Use the bottle of Morphin on the doughnut.

Put the doughnut on the stack. Wait until Magnum Opus eats the doughnut. Wait until Roger receives the key. Use Sidney’s arm on the buttons. Use the hatch of Chesbro’s shuttle. Take the recall notice from the back of the captain’s chair. Use the captain’s chair.

Push the power button. Push the ICD button. Note the periodic table in the Popular Janitronics issue that is part of the manual. Correct the intermix corresponding to the confirmation code LaSAgNe. [+] Set Fuel Tank 1 to Lanthanum (La).

Set Fuel Tank 2 to Sulfur (S). Set Fuel Tank 3 to Silver (Ag). Set Catalyst to Neon (Ne). Push the Initiation button. Use Sidney’s eye on the retinal scanner.

Wait until the scan is approved. Push the manual override button under Roger’s hand. Open the glove box. Take the duct tape. Take Elmo’s Gluzall. Take the hand pump. Pull the trunk handle.

Pull the hood handle. Exit the co*ckpit. Open the east door.

Take the helmet. Take the suit.

Use the suit on Roger. Use the helmet on Roger. Use the west door. Take the fish.

Take the jumper cables. Take the sign.

Use the sign on the shuttle. Look at the recall notice. Connect the red and blue cables as mentioned in the recall note. Use the hatch. Open the middle cabinet. Use the datacorder.

Push the open/close button. Take the small Divalium crystal. Push the open/close button.

Exit the datacorder. Use Elmo’s Gluzall on the small Divalium crystal. Use Elmo’s Gluzall on the Divalium crystal in the cabinet. Use the small Divalium crystal on the Divalium crystal. Close the cabinet. Use the captain’s chair.

Push the Initiation button. Exit the co*ckpit. Open the west door. Use the controls. Select Lab A. Talk to doctor Beleauxs. Use the box of hi-tek stuff.

Take the Callahan moddie. Use the elevator call button. Use the controls. Select docking bay. Use the captain’s chair. Push the PTS button.

Push the PTS button over the screen. Take the photo. Use the photo.

Use the first positive photo on the backlight screen. Push the PTS button over the screen. Take the photo. Use the photo. Use the second negative photo on the backlight screen. Push the Initiation button. Select Polysorbate LX.

Talk to Manuel. 1 Walk west, downstairs. Give the Callahan moddie to Fester. Use the transport signaler. Use the captain’s chair. Push the Initiation button.

1 Open the west door. Use the controls. Select Lab A. Use the computer. Push the power button. Select Cyberfunctions.

Use the cyberspace jack on the socket. Follow the highway to the office.

Take the screwdriver. Take the plank. Use the office door.

Take the number. Use the bell. Use the files. Use the screwdriver on the number changer. Use the bell. Walk to the middle aisle. Open the seventh cabinet from the right on the bottom row.

Open the sixth cabinet from the right on the fourth row. Open the fifth cabinet from the right on the third row. Walk to the fifth cabinet from the right on the third row. Open the fourth cabinet from the right on the second row.

Take the Rancid, Nigel file. Use the Rancid, Nigel file. Walk west, to the west aisle. Open the fourth cabinet from the left on the fourth row. Take the Beleaux, Dr. Use the Beleaux, Dr.

Walk west, to the east aisle. Open the second cabinet from the left on the fourth row. Take the Santiago, Stellar file. Use the Santiago, Stellar file. Open the fifth cabinet from the left on the bottom row.

Open the sixth cabinet from the left on the fourth row. Walk to the sixth cabinet from the left on the fourth row. Open the seventh cabinet from the left on the third row. Take the Sharpei file. Use the Sharpei file.

Walk west, to the middle aisle. Open the first cabinet from the left with an O on the bottom row. Open the second cabinet from the left with an O on the fourth row. Open the first cabinet from the left with an P on the third row. Open the second cabinet from the left with an P on the second row.

Open the second cabinet from the left with an P on the top row. Take the Project: Immortality file. Use the Project: Immortality file. Walk west, west.

Use the Sharpei file on the printer. Use the Rancid, Nigel file on the printer. Use the Beleaux, Dr. File on the printer. Use the Santiago, Stellar file on the printer. Use the Project: Immortality file on the printer.

Walk west, west, to the tunnel. Use the plank on the bridge. Take the printouts. Give the printouts to Dr. Wait until the plan is explained. Exit the co*ckpit.

Open the east door. Take the helmet. Take the suit. Use the suit on Roger.

Open the west door. Take the alveoli from the shuttle. Take the capillaries from the shuttle. Use the duct tape on the capillaries.

Walk down the ulcer. Take the feather. Take the celery string. Take the staple. Take the candy. Use the candy on the acid pool.

Use the staple on the celery string. Use the grappling hook on the stomach entrance. Use the string. Climb up the string.

Use the capsule. Use the feather on the esophagus. Walk down, west, south, east, northwest. Use the capillaries on the pump. Use the pump on the bile. Take the gallstones.

Use the alveoli on the narrow passage. Blow in the alveoli. Use the helmet on the pancreatic secretion.

Walk west, west, west, north, north. Use the helmet on the capsule. Take the pills. Walk west, south, south. Use the pill on the tapeworm. Use the tapeworm. Take the fingernail.

Take the paperclip. Take the filling. Use the tapeworm. Walk north, north, north. Climb through the ulcer. Use the filling on the tank near the blinking light.

Open the hatch. Use the captain’s chair. Use the disc on the slot.

Push the Initiation button. Exit the co*ckpit. Open the east door. Take the helmet. Take the suit.

Use the suit on Roger. Open the west door. Use the fingernail on the meninges. Jump over the gap. Walk to the west edge of the gap. Walk to the west edge of the gap. Walk to the west edge of the gap.

Walk to the north end of the brain. Use the gallstones on the left nanite. Use the gallstones on the right nanite. Use the gallstones on the left nanite. Use the elevator. Go down to the second sign on the right. Use the paperclip on the cough control center.

Go all the way down. Use the debris.

Use the paperclip on the sparkling nerves. Give the fish to Sharpei. Posted in Tagged,,. Get the cushion. Get the loose wire.

Get the book. Look at the book. Get the pencil from the chair. Use the cupboard. Get the toaster. Get the knife. Use the knife on Dusty.

Use the knife on the fishing line. Use the pencil tip on the door. Use the button near the toilet.

Get the suction cup hook. Get the toothbrush. Get the cord. Push the button. Use the marmelade on the sink. Leave the toilet.

Use the east door button. Use the toothbrush on the mouse trap. Get the cheese. Get the seasoning.

Get the acid. Use the acid on the seasoning. Use the ground pencil tip on the acidic seasoning. Use the gunpowder on the remote control box. Use the cord on the gunpowder. Use the cord.

Get the remote control. Use the cheese on the jar. Use the jar on the mouse restaurant. Use the east door button.

Use the mouse in the jar on the lasso. Walk west, east. Get the pole. Get the battery. Get the round piece of glass. Use the battery on the freezer. Use the battery on the remote.

Use the cushion on the china vase. Use the lasso on the screwdriver. Talk to Dusty. Use the screwdriver on the screw. Get the battery. Use the battery on the remote.

Use the screwdriver on the suction cup hook. Use the suction cup on the pencil. Use the nylon wire on the rubber pole. Use the arrow on the bow. Use the bow and arrow on the master card.

Get the master card. Use the buttons next to the door. Use the buttons next to the door. Get the paper. Use the buttons next to the door. Look at the television. Use the screwdriver on the lid.

Use the wire on the toaster. Use the toaster on the socket. Leave the television. Use the master card on the toaster.

Use the code paper on the remote. Use the remote control on the toaster. Use the card on the buttons near the door.

Get the bicycle steering wheel. Get the camera. Get the nail. Use the screen.

Walk east, to the building. Get the magnet. Walk northeast. Get the correction fluid.

Walk northeast, to the police-bot. Get the bag of bird feed. Use the camera on the piece of art. Talk to the make-up artist. Get the sheet. Walk west, west, southwest, to the square. Use the jar on the fountain.

Use the bird feed on the fountain. Use the acid on the empty can.

Use the ring on the can of acid. Use the can on the fountain. Use the correction fluid on the ring. Walk west, to the building, northeast, northeast.

Give the ring to the police-bot. Walk west, west, southwest, to the teletransporter platform. Use the screen. Go to Trimm Moon.

Walk east, to the signs. Use the blue button. Get the elastic band.

Talk to the man. Use the gray button. Walk east, to the crevice. Use the nail on the suction cup arrow. Use the elastic band on the arrow. Use the arrow on the bow. Use the bow and arrow on the fruit.

Walk west, to the signs. Use the blue button. Give the fruit to the man. Push the red button. Use the sugar on the cone. Use the jar of water on the cone.

Use the red button. Use the jar on the spigot. Use the gray button. Use the purple button. Get the ashes. Get the peanuts. Use the piece of plastic on the puzzle.

Use the scissors on the photo. Use the scissors on the sheet. Use the button. Walk east, to the crevice, south. Use the button. Get the soap. Use the metal hook on the mechanism.

Use the super rope on the lasso. Use the super lasso on the hook. Use the end of the rope. Use the set of buttons. Get the Werth ticket. Get the catalizer. Get the green substance.

Use the green substance on the flywheel. Use the glass on the flywheel. Leave the mechanism. Use the left button. Get the rock. Use the catalizer on the peanuts.

Use the swollen peanuts on the cavity in the three rocks. Use the rock on the peanuts. Use the book on the rock. Use the rock. Use the can on the peanut oil. Walk west, north, west, to the teletransporter.

Use the screen. Walk east, to the huts. Talk to the ghost. Use the perfume on the ghost. Use the ashes on the cologne.

Use the perfume on the ghost costume. Push the button to the right door. Use the ghost disguise on the dressing screen. Talk to the ghost. Use the dressing screen. Use the bicycle steering wheel on the magnet.

Use the metal detector on the antenna shadow. Use Gonald’s key on Gonald’s box. Use the coordinate sheet on the remote control.

Walk southwest, to the garden. Use the magnifying glass on the card. Look at the card. Leave the card. Walk east, to the sphere. Use the screen.

Walk east, to the square. Look at the plant. Use the knife on the plant.

Use the plant on the jar of rum. Walk west, to the building, northeast.

Give the medicine to the man. Walk northeast, north. Give the soap to the make-up artist. Use the idol cutout on the piece of art.

Walk east, west, west, southwest, to the teletransporter. Use the screen. Walk east, to the pyramid, east. Talk to the man.

Use the cog on the machine. Use the chip on the machine. Use the can of peanut oil on the machine. Use the remote control on the machine. Use the machine.

Walk east, to the garbage heap. Get the battery. Use the battery on the liquid. Get the broken pneumatic. Use the pneumatic on the can of gulav. Get the gulav.

Walk east, to the building, east. Use the gulav on the ventilation shaft.

Use the lid on the ventilation shaft. Use the metal detector on the key. Use the key on the front door. Talk to the bird. Talk to the bird. Talk to the bird.

Get the sponge from the table. Get the turkey baster. Use the turkey baster on the pot. Walk west, upstairs, east. Get an ammo case. Walk west, downstairs, west, east. Use the sponge on the dripping pipe.

Get the bullet. Use the baster with pourridge on the ammo case. Use the bullet on the ammo case. Walk west, inside, upstairs. Use the wet sponge on the book of stamps. Use the stamp on the ammo case.

Use the rigged ammo case on the bag. Get the card.

Use the access card on the slot. Posted in Tagged. 1– 1 Use the shovel on the southern cross. Walk south, west. Use the cross on the card in the man’s mouth. Open the door. 1 Talk to the man in the corner.

1– 1– 1– 1– 7 Take the comb. Walk south, south. Open the door to Lacklustre Video. Look at the p*rn video selection.

Repeat until you find the ‘Bare Bitch Project’. Talk to the clerk. 3 Give the card to the clerk. 2– 1– 3 Look at the ‘Bare Bitch Project’ video.

Open the front door. Use the cross on the blue dress.

Walk north, north, east, east. Use the thorn bush. Use the comb on the clothes line. Use the comb and clothes line on the overhanging root.

Take the tar. Walk west, west, west, south. Open the door to the wig store. Talk to the clerk. 1– 1– 2– 4 Use the tar on the bucket. Use the pile of wig cleaner. Open the door to the wig store.

Talk to the clerk. 3– 3 Walk south, east. Open the door. Use the thorn on the blow-up doll. Give the ‘Bare Bitch Project’ video to the shifty man. Use the key on the door with the note. Take the ‘Shawshank Penetration’ video.

Use the black wig on the sink. Open the door. Open the door to the street. Take the blow-up doll. Use the blue dress on the blow-up doll.

Use the mophead on the doll. Walk north, west. Open the door. Use the ‘Shawshank Penetration’ video on the television set. Give the flower to Lionel Cretin. Use the doll on Rudolph Cretin.

1– 1– 1– 1– Use the shovel on the correct spot. Take the ball.

Take the grass. Take the dust cloth. Use the ball on the cross. Use the dust cloth on the cross and ball. Use the grass on the cross, ball and dust cloth. Use the ghostly image on the lamp.

1– 1 Use the Golden Golf Club on the priest. Posted in Tagged. Use the classroom door. Wait for the anti-cheat bot to look away. Look at the orange student’s answers. Look at your screen. Select the answer the orange student entered.

Repeat this process until the test is over. Use the closet door. Take the Scrub-O-Matic. Take the cones.

Walk south, east, onto the circle. Place the cones on the crest. Drop the Scrub-O-Matic on the crest. Use the machine. Use the machine. Clean the crest.

Walk west, west, south. Look at the bulletin board. Use the captain’s chair. Order Flo to hail Starcon. Order Droole to lay in a course. Enter the coordinates of Gangularis. [+] 71552 Order Droole to switch to regular speed.

Wait until you reach Gangularis. Order Droole to switch to regular speed. Order Droole to activate the RRS. Exit the captain’s chair.

Use the toolbox. Take the anti-acid tablets.

Take the holepunch. Take the torch. Take the fuse. Exit the toolbox. Use the trash compartment controls.

Use the captain’s chair. Order Droole to lay in a course. Enter the coordinates of Peeyu.

[+] 92767 Order Droole to switch to lite speed. Wait until you reach Peeyu. Order Droole to switch to regular speed. Order Droole to activate the RRS. Order Droole to lay in a course. Enter the coordinates of Kiz Urazgubi.

[+] 20011 Order Droole to switch to lite speed. Wait until you’re attacked. Exit the captain’s chair. Use the door to the left. Walk onto the blue platform. Order the blue platform.

Walk west, east, onto the dead branch. Take the branch.

Walk west, in the left cave, in the left cave. Walk across the chasm. Use the rock over the cave entrance.

Use the branch on the rock. Walk across the chasm. Walk into the cave, into the right cave. Walk east, into the log, out the other side of the log. Use the branch on the bananas. Wait until the cluster of bananas swings close.

Take a banana. Walk into the log, out the other side of the log.

Walk west, in the right cave. Walk west, east. Walk into the log. Use the banana on the W-D40. Walk to the left. Take the android head. Walk west, in the right cave.

Use the door. Use the left door. Walk to the left of the transporter. Note that Spike jumps at you. Open the habitube. Put Spike in the habitube. Put the tablets in the habitube with Spike.

Walk onto the blue platform. Order the platform. Use the device on yourself. Step on the elevator. Open the panel in the back.

Use the upper latch. Use the lower latch. Turn the top left and bottom right turn handles into the correct positions. Open the top left panel. Open the bottom right panel. Turn the top right and bottom left turn handles into the correct positions. Open the top right panel.

Open the bottom left panel. Take the cloaking device. Step on the elevator.

Use the door. Use the captain’s chair. Order Flo to give a status report. Order Droole to lay in a course. Enter the coordinates of the Space Bar.

[+] 69869 Order Droole to switch to lite speed. Wait until you reach the Space Bar. Order Droole to switch to regular speed. Order Droole to enter standard orbit. Use the left door.

Open the habitube. Walk onto the blue platform. Order the platform.

Walk to Flo and Droole. Gain a flawless victory over Quirk in his challenge.

Walk to Flo and Droole. Use the package of space monkeys in your drink. Use the control panel. Find the cell where Cliffy is held.

Use Spike on the cell bars. Wait until you’re back at the Eureka. Order Droole to lay in a course. Enter the coordinates of Klorox II.

[+] 90210 Order Droole to switch to lite speed. Wait until you reach Klorox II. Order Droole to switch to regular speed. Order Droole to enter standard orbit. Order Flo to hail the planet. Order Flo to hail Starcon. Order Flo to hail a ship.

Push the orange button. Order W-D40 to scan the planet. Exit the captain’s chair. Walk north, west. Use Spike on the habitube.

Walk onto the platform. Order the platform. Walk to the ravaged building. Walk to the computer. Move your head to either side. Whenever the attacker moves his head, move your head to the other side. Take the piece of paper.

Look at the paper. Note the code. Use the computer. Enter the code in the computer. Read through the log entries. Exit the computer. Walk west, southwest.

Look at the canister. Note the coordinates for Genetix. Use the communicator on yourself. Walk north, north. Use the captain’s chair. Order Droole to lay in a course. Enter the coordinates of Thrakus.

[+] 53284 Order Droole to switch to lite speed. Wait until you reach Thrakus. Order Droole to switch to regular speed. Order Droole to enter standard orbit. Use the orange button. Order W-D40 to scan the planet. Order Flu to hail the planet.

Exit the captain’s chair. Push the red button.

Walk onto the elevator. Take the air mask from the wall closet. Take an air canister from the wall closet. Use the panel in front of the elevator door. Open the elevator door. Enter the elevator. Stand on the platform.

Use the oxygen mask on yourself. Walk west, into the plant. Look in the pod.

Take the coat. Use the button. Leave the pod. Walk west, to the large plant. Use the coat on Beatrice. Use the communicator on yourself.

Wait for a vine to drop. Grab the vine. Push the red button. Open the cryo chamber. Pick up Beatrice. Place Beatrice in the chamber.

Look at the chamber. Look at the controls. Set the timer for 10 seconds of cryofreezing. Start the machine. Walk north, north.

Use the captain’s chair. Order Droole to raise the shields. Wait until the Goliath attacks.

Order Droole to take evasive methods. 1 Exit the captain’s chair. Push the red button. Walk onto the elevator. Use the panel. Rotate the pod.

Use the EVA pod. Use the left hand to fly to a position where you can grab Cliffy. A target in range message will appear. Extend the claw using the right hand.

Open the claw with the thumb of the right hand. Close the claw to grab Cliffy. Fly back to Eureka. Use the panel. Open the elevator door.

Walk into the elevator, north. Use the captain’s chair. Order Droole to set course for Genetix.

Enter the coordinates from the canister (41666). Order Droole to switch to lite speed.

Wait until you reach Genetix. Order Droole to switch to regular speed. Order Droole to enter standard orbit. Order Flu to hail the planet. Push the orange button. Order W-D40 to scan the planet. Exit the captain’s chair.

Walk north, west, onto the platform. Order the platform. Fly west, to the slot in the rock. Walk into each beam to determine which beams operate the lock. Walk northwest.

Fly to the computer. Walk across the Restart button. Walk across the Accounting button. Walk across the main menu button. Walk across the Projects button.

Walk across the Next button until the log of stardate 3242.06 comes up. Walk across the main menu button. Walk across the Systems button. Walk to dome 3.

Walk across the Security button. Walk across the Camera 3 button. Fly away, to the lock.

Fly east, over the pond near the communicator. Cause a frog to land on the communicator. Land on the communicator. Fly away, west.

Talk to Cliffy. Fly northeast. Land on the Roger-fly.

Wait until you get your body back. Use the holepunch on the business card.

Punch holes where the beams did not cause the lock to open. Use the card on the lock. Walk into the dark. Push to the black button.

Take the liquid nitrogen. Walk upstairs, east. 1– 3 Look at the cryo chamber.

Look at the controls. Set the machine for 10 seconds defrosting. Open the machine. Pick up Beatrice Use the transporter platform. Talk to W-D40.

Walk north, north. Use the captain’s chair. Push the orange button. Order W-D40 to scan for ships. Order Droole to lay in a course.

Enter the coordinates of Gingivitis. [+] 81100 Order Droole to switch to lite speed. Wait until you reach Gingivitis. Order Droole to switch to regular speed. Push the green button. Order Cliffy to cloak the ship. Exit the chair.

Walk north, west. Find the part of the ship that is described as the area with the least pukoids. Push the red button. Walk onto the elevator. Use the panel. Rotate the pod. Use the EVA pod.

Choose the part of the ship with the least pukoids. Use the button to the right of the hatch. Use the torch on the hull.

Wait until you open the hull. Wait until you enter the ship.

Wait until a pukoid guard enters and leaves. Walk to the console. Use the console. Use the distributer cap on the warp engine. Leave the console. Wait until a pukoid guard enters and leaves.

Walk to the door. Use the floor panel. Crawl north, east, north, north.

Climb up the ladder. Open the highest hatch. Crawl south, west, north, north, east, north, north. Climb up the ladder. Open the highest hatch. Crawl south, west, north, west, north, west, north, north.

Climb up the ladder. Open the lower hatch. Crawl south, south, west, south, east, south.

Note you reach the shield deativation switch. Use the switch. Use the shields switch. Wait for the doors to close. Order Cliffy. 1 Walk north, north.

Use the captain’s chair. Order Droole to fire. Order Droole to activate the RRS. Order Flo to abandon the ship. Use the captain’s chair.

Press the red button. Activate the self-destruct.

Exit the captain’s chair. Walk north, west.

Open the cryo chamber. Walk onto the platform.

Order the platform. Use the service tunnel in the far back. Take the fuse indicated by a red circle. Put the spare fuse in the empty spot.

Exit the service tunnel. Walk to the door. Jump through the door opening.

Open the habitube. Walk onto the platform. Order the platform. Posted in Tagged,. 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. 1– 3 Ask about Allen Reiken’s obituary. Ask about Allen Reiken. Close the interview.

1– 2– 2– 1– 3 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. 2– 2– 2– 4 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. 2– 2 Use the door. Go to the gothic bridge. Switch to Joey. Talk to the ghost. 1– 3– 4 Switch to Rosa.

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.

Go to the gothic bridge. Switch to Joey. Talk to Frank Lyons. 3 Ask about the Minetta. Close the interview.

4 Switch to Rosa. Go to Minetta Tavern. Talk to the bartender. Ask about the Joe Gould Fund. Close the interview. Note that it started raining. Go to Cubestar Films.

Talk to Monique Stahlman. 2– 3 Ask about Frank Lyons: heart attack. Close the interview. 4 Switch to Joey. 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. 4– 3– 4– 1– 3 Talk to Frank Lyons.

1– 1 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. 4– 4– 5– 6 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.

3– 3 Ask about the Joe Gould Fund. Ask about Joseph Mitchell. Close the interview. Go to Meltzer Foundation.

3– 1 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. 1– 2– 3 Talk to Claude. 2 Talk to Claude. 2 Talk to Claude.

2 Use the fire exit. 3– 4 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. 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. 3– 2 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. 1– 4 Use the door. Use the elevator. Go to Park Gallery.

Talk to Josie Park. 1– 2– 3 Walk to the stairs. Go to Meltzer Foundation.

2 Ask about Lazarus Technology. Ask about Monique Stahlman. Close the interview. 3– 3– 3– 2 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. 4– 4– 2– 2– 5– 5 Take the paperclip.

Close the essays. Use the paperclip on the left door. Open the center oven. Use the center oven. 2– 4– 5 Use the door. Talk to Joseph Mitchell. 5– 5– 6 Use the left door.

Give the cigarette pack to Joe Gould. Talk to Joe Gould. 5– 6 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.

Posted in Tagged. 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.

1– 3– 1 Switch to Lauren. Take the camera. Take the dictophone. Look at the dictation machine. 1– 1– 1– 1– 1– 1– 1– 1– 1– 1– 1– 1– 1– 2 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. 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. 2– 3 Go to 53rd and Lex.

Look at Mavis’s envelope. 2 Switch to Joey. Float through the gate.

Talk to the ghost. 1– 2– 2– 3 Use the gate. 2– 3– 4– 1– 3– 4– 2– 4– 6– 4– 5 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. 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 2– 3– 3– 4 Use the door. Go to The New Yorker. 2– 3– 2 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.

5– 3– 3 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. 1– 4 Use the saxophone. 1 Switch to Lauren. 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. 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. Go to Johnny Ivory’s. Talk to the piano player.

3– 4 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. 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. 4– 4 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. 1– 1 Use the dictation machine on Cecil Sharpe before the song ends. 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.

1– 3– 1– 3– 5– 3 Switch to Lauren. Use the door. Go to the New Yorker. 2– 2– 3– 6– 8 Switch to Joey. Talk to Lauren. 3– 3– 3 Switch to Lauren.

Use the door. 2– 5– 5– 5 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. Posted in Tagged. 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. 2– 2– 3– 5– 5– 7 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.

3– 3– 3– 3 Use Rosangela’s door. Use the telephone. Look at the letter. Exit the letter.

Use the door. Free Download For Myanmar Typing Tutor. Use the elevator. Go to Bellevue psychiatric hospital. Talk to the guard.

1– 3– 3– 1– 2– 3– 2– 2– 3– 3 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. 3– 3– 3– 3– 3– 3 Leave Kelly. Use the RA’s door.

1– 1 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. Go to Rosa’s apartment. Use Rosangela’s door. Use the computer. 1 Use the door. Use Nishanthi’s door. Talk to Nishanthi.

1– 2— 5– 5– 5 Use the door. Use Rosangela’s door.

1– 1– 4– 2– 3– 3– 3– 2– 2 1– 2– 1– 1– 1– 4– 1– 1– 3– 3– 4– 5 Talk to Joey. 3– 4– 6 Use the door. Use the elevator. Go to the Brittany hall dorm. Use JoAnn and Kelly’s door. Talk to Kelly. 3– 4 Ask about the girls in the photo.

Stop questioning Kelly. 5 Look at the bulletin board. Look at the left photograph. 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. Use the RA’s door. Ask about Adrian. Leave Adrian. Combine the name Adrian with the name Alexander Davenport. Go to Washington square park. Use the dog walk entrance.

2 Ask about Alli. Ask about Susan. 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. 2– 2– 3– 1– 2 Mention Alex Davenport. 1– 2– 2 Ask about Deacon and Ouija.

Ask about Susan. Ask about Alli. Talk to guard. 3 – 1 Leave Susan. Use the elevator. Go to Rosa’s apartment.

Use Nishanthi’s door. Talk to Nishanthi. 1– 2– 2 Use the pills on the dog biscuit. Talk to the dog. 3– 3 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. 1– 1– 1– 1– 1– 1– 2– 2– 2– 2– 2– 3– 3– 3– 3– 3– 3– 3– 3– 4 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. 3– 2– 1– 1– 1– 3– 5– 3 Talk to the demon. 2– 3 Talk to the Deacon.

2– 4 Combine the fact of the Deacon’s sins with the fact of the Deacon’s flask. Talk to the Deacon. 4– 3 Get the cobblestone. Use the Deacon’s flask. 3– 2– 3 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. Posted in Tagged.

O Sexual arousal or sexual gratification through unusual fantasies and/or behaviors o Money & Werla's definition: an erotosexual condition involving an obsessive dependence on an unusual stimulus, physical or fantasy, in order to achieve or maintain sexual arousal/org*sm o Behaviors intended to fulfill fantasies of intimate connections by persons bereft of self-esteem and social acceptance o Term paraphilia comes from the Greek para, beyond, amiss, or altered, and philia, love most men who enageg in paraphilia often exhibit three or four different forms, some of them simultaneously. * Attack Paraphilia sexual involvment with minors usually via manipulation and grooming o Having a sexual preference for children under the age of 12. True pedophiles develop emotional attachments to children, spend time grooming their victims, and as often attest, would never harm a child. Pedophiles prefer not to have sexual relations with the adults.

They see themselves in sharp contrast to child molesters, who are not looking for relationships with children but rather opportunities to sexually exploited them and/or do physical harm. Child molesters are more likely To have high number of victims and target a variety of age groups under 18. They often married, have children, and prefer the company of adults. O Pedophiles usually seek Relationships with children. They prefer their company and are socially, emotionally, and sexually attracted to them. Many do not think of themselves as predators but as people with different sexual orientation over which they have no choice because they were born that way.

O Many of them, due to their pervasive of denial and chronic fantasies, believe that the childrencan and do give their consent or sexual contact with adults o True pedophile seldom mary, are not sexually attracted to other adults, and in their own twisted perspective do not harm children because I care about them. When they do mary it is often to gain access to the spouses children.

They invest time into grooming their young victims and their families, winning their trust and support. Contact with certain victims can last several years. Pedophiles are often drawn to careers that afford them access to children, becoming teachers, priest, pastors, coaches, and youth group leaders. O Child molesters also drawn to children but differ behaviorally, cognitively, and emotionally from typical pedophile o Child molesters often marry, have sexual relationships with their spouse, and produce offspring. Sometimes they will molest their own children and sometimes they will cross over and molest other children.

They do not usually seek out relationships with children nor do they appear as often to be drawn to professions that give them access to children. Instead they are opportunistic, are not in denial about their actions, and understand that they sexually exploiting children. O Rather than groom victims,child molesters are opportunistic and will molest children in private and in public places, even when I was unsuspecting parents are close. O Sexual arousal and gratification through self-stimulation o Most common form involves masturbation to p*rnography, fantasies, or imagesother forms of autoeroticism invlude eroti and aqua-erotic asphyxiation. Erotic asphyxiation or'scarfing' involves the use of devices or material such as scarves, ropes, and plastic bags to cut off ones oxygen supply to the brain in order to enhance sexual gratification.

Often the person cross-dresses, uses p*rnography, and masturbat*s to his fantasies while slowly hanging himself. The same elements generally applied to the aqua-erotic asphyxiation, except that the paraphilic uses partial drowning to indice increased sexual excitation. More inclined than other solo male offenders to seek out strangers for victims. Generally the women are prostitutes, hitchhiker, or students primary motive is control is sexually sad*stic murder involving sexual arousal and gratification as part of the killing strangulation/asphyxiation is the preferred method of killing, followed by shooting, then slashingm stabbing, or killing with an axe prone to carry out bizarre sexual acts most commonly included necrophilia and trophy collection usually low self esteem and worthlessness.

Ekahau 5 5 Serial Killers (2024)

FAQs

Who are the top 5 worst serial killers? ›

7 of History's Most Notorious Serial Killers
  • Jack the Ripper. We call him “Jack the Ripper,” but we don't really know who the person behind one of the older and most notorious murder sprees was. ...
  • Jeffrey Dahmer. ...
  • Harold Shipman. ...
  • John Wayne Gacy. ...
  • H.H. Holmes. ...
  • Pedro Lopez. ...
  • Ted Bundy.
Aug 2, 2024

What interferes with WiFi 5GHz? ›

Here are some devices that interfere with 5 GHz radios:
  • Cordless phones.
  • Radar.
  • Perimeter sensors.
  • Digital satellite.
Sep 20, 2023

What is the show about the top 5 serial killers? ›

Ted Bundy, John Wayne Gacy, Dennis Rader ("BTK"), Jeffrey Dahmer and Gary Ridgway ("The Green River Killer"). "The Five" were responsible for murder sprees around the U.S. during a 40-year time period.

What interferes with Wi-Fi? ›

To help you understand the most common causes of WiFi interference, The Wifi Specialist has compiled a list of the top 10 culprits. These include building materials, cordless phones, access points, WiFi channels, wireless networks, wireless routers, baby monitors, home networks, Bluetooth devices, and microwave ovens.

Who is America's worst serial killer ever? ›

Samuel Little
Known forBeing the most prolific serial killer in United States history by number of confirmed victims
Conviction(s)Murder (x8)
Criminal penaltyFour life sentences without the possibility of parole
Details
11 more rows

Does 5GHz penetrate walls? ›

Yes, 5GHz Wi-Fi can go through walls, but its range and ability to penetrate walls are generally less effective compared to 2.4GHz Wi-Fi.

Can a neighbor mess with your Wi-Fi? ›

If your neighbors have a Wi-Fi router on the same channel within range of your router or Wi-Fi gateway, it can cause interference. If there are nearby routers using the same Wi-Fi channel, you can avoid interference by changing your Wi-Fi channel.

Is 5GHz faster than 2.4 GHz Wi-Fi? ›

2.4 GHz vs. 5 GHz: Which frequency should you choose? A 2.4 GHz connection travels farther at lower speeds, while 5 GHz frequencies provide faster speeds at shorter range. Your choice of 2.4 GHz or 5 GHz will depend on where and how you use your WiFi connection most.

Are there any recent serial killers? ›

Apart from the Gilgo Beach case, casual readers may be hard-pressed to name many contemporary serial killers. Anthony Robinson of Washington, D.C., is charged in the 2021 deaths of two women whose bodies were recovered in Harrisonburg, Va., and is suspected in three other cases.

What series is based on a true serial killer? ›

The Secret Life: Jeffrey Dahmer

Based on the life of notorious serial killer Jeffrey Dahmer, who murdered 17 men and ate many of them before he was caught in 1991.

What is the number one place for serial killers? ›

The United States stands out globally for its notably high number of serial killers, accounting for 66.2% of 5,454 known cases. Therefore, it produces three times the perpetrators, when weighed against its population, than any other country.

Who was the meanest serial killer? ›

Donald Henry Gaskins
DiedSeptember 6, 1991 (aged 58) Broad River Correctional Institution, Columbia, South Carolina, U.S.
Cause of deathExecution by electrocution
Other namesThe Meanest Man
Conviction(s)Murder (10 counts) Robbery Assault
11 more rows

Who killed the most humans in history? ›

The most such killing was done by the Soviet Union (near 62,000,000 people), the communist government of China is second (near 35,000,000), followed by Nazi Germany (almost 21,000,000), and Nationalist China (some 10,000,000).

Who is the 7 year old killer? ›

In 2007, India earned a world record for having the Youngest Serial Killer. It was never a record to be proud of. Unlike other serial killers, Amarjeet Sada was only seven years old when he committed three brutal murders.

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