After the introduction (it doesn’t matter what you say to the boss) you’re in the library. Take the KEY from the hook on the side of the bookcase and use it on the cabinet with the rolling doors to open it and take some NEWSPAPERS out.
Walk to the left to leave this part of the library and pick up the empty BOX that’s next to the bookcase. Next to the window you’ll find a wall cabinet that’s locked. Use the same key you used for the newspaper cabinet with this door to unlock the fuse box. Open the box and look at the fuse. Now you know what it does, take the FUSE from the fuse box.
Walk back to your desk on the right side of the library. In your inventory put the papers in the box and put the box next to the book cabinet next to your desk. Walk into the office of your boss on the right and try to take the lighter from his desk. He won’t let you.
Tell him you wanted to light his cigar (Ich wolle…) and that he didn’t understand your intentions (Nein Chefchen…). He’s confused so tell him you’ve always loved the smell of his cigars (Oh.. die liebte…). When he tells you that he can’t smoke because of the full ashtray, tell him you can empty it for him (Nun, vielleicht…). Tell him you’ll take the ashtray (Ja, gut…).
Take the ASHTRAY from the desk and walk to the left. Go to to the entrance of the library on the left and use the ashtray with the bin to empty it. Walk to the right twice back to the office of your boss. Talk to him and he’ll ask you if you understand that he’s the boss. Tell him you want to talk about that some time (Daruber mussen…). He’ll then ask for the ashtray and a light. You’ll light his cigar but keep the LIGHTER.
Switch to the spider (spacebar) and push the key that’s on top of the cabinet on the right. The KEY will drop and you can pick it up. Leave the office on the left and walk to the entrance of the library.
Switch to the spider again and look in the bin. There’s a piece of aluminium foil. Take it to push it out of the bin so you can pick up the ALUMINIUM FOIL. In your inventory use the fuse with the foil and insert the fuse back into the fuse box.
Walk to the library room on the right and use the lighter with the fire detector above the box. The alarm will go off and the boss will run out of the building. Walk to the office on the right and use the key on the cabinet on the right to unlock it, then open the drawer to have a look at who borrowed the book. Looking at the bottom entry on the sheet gives you more information on where to find the book: the professor at the lighthouse.
The boss will enter again and when you talk to him, he’ll tell you about the fuse box. Whatever you tell him, the boss is getting angrier. Tell him you don’t even know what a fusebox is (Aber was denken…). Confirm to the boss that you’re too dumb to know what happened (Ja, ganz bestimmt…) The boss will tell you to get back to work and die dumb. Tell him you don’t want to die yet (Ich will aber…). You’ll then tell him you want to get some coffee and cake. When the boss wants to know the reason, tell him about the tough day he must have had (Ich dachte nur…). It doesn’t matter which coffee you suggest, the boss will send you on your way and you shouldn’t return without the coffee.
Walk to the entrance on the left and use the doors to get outside. The taxi is already waiting. The driver will tell you about the meter. Question him (Wie bitte?…) and then ask him to go to the lighthouse (Ah, bringen sie mich…). The conversation en-route doesn’t really matter, the price at the end is more shocking. Tell him to put it on the bill (Fein… Setzen…) and confirm with (Genau Fitz…). You can now leave the taxi.
Walk to the house on the right behind the billboard and use the doorbell to notice it doesn’t work. Then someone else shows up and asks if you’re the professor. Tell her you’re just the librarian (Nein, nein, ich bin nur…) She’ll introduce herself as Melanie, a reporter. After the conversation, walk down the road to the right of the house to reach the beach. Take the BARREL from the beach and return to the house on top of the cliff. Use the doorbell again. It’s still broken. Use the barrel with the junction box above the door and use the barrel again to have a look inside the junction box.
Take the green wire that’s combined with the purple one and tie it to the orange one at the top. Use the doorbell again to have the door answered this time. But when you tell him you’re from the library (Ah, Ich komme…) he’ll shut the door. Ring the doorbell again and try again with another excuse but the door will be closed again. Talk to the reporter and she’ll give it a try. She’s able to get the key to the lighthouse.
Follow the reporter to the left and enter the lighthouse. After the light comes on, open the wardrobe on the right and take the POLE from it. Use the pole with the hook on the ceiling on the left to drop a ladder that leads to the floor above. It’ll knock you out, giving the reporter the chance to get upstairs first and raid the chest. Once you’re upstairs, take the LETTER from the chest and in your inventory look at the letter to see where the professor has gone. He also tells you to take the money, the book and the map. Note the hole in the middle of the letter. On the ceiling, next to the whale is a key. Out of reach but when you use the pole you used earlier to pull the ladder down, you can take the KEY from the ceiling.
Walk to the right and talk to Melanie. After telling her she could have worried a bit more about him, ask her if she’s found something interesting (Hast Du…). She’ll tell you she didn’t except for the letter and the map that’s mentioned in there. Examine the wall on the right with the cracks in it and talk to Melanie again. Aks her what to do next (Was sollen…) and tell her about the cracks (Hast du diese…)
Tell her you think it looks like a plan (Ich finde..) and ask her to take a picture of it (Magst Du…) and when she hesitates, tell her it might be important (Vielleicht ist…). Eventually she’ll give you the PHOTO. Have a look at it. Notice not only the cracks make a path but also the space behind the wardrobe. Use the wardrobe to push it aside and reveal the opening behind it. Follow Melanie to the top of the lighthouse.
Use the key you pulled from the ceiling to unlock the door and go inside. Notice the little hatch and the metal frame to put something in. Use the letter from the professor on the frame so the light can shine through the hole in the letter. But how to start the light? Maybe the caretaker can help here.
Go down the stairs and walk to the right, then down the ladder. Leave the lighthouse north and outside walk to the house on the right behind the billboard. Use the doorbell to call the caretaker and tell him it’s you again (Ich bin’s..) and then ask him how to start the lighthouse (Wie kriegt man…) He’ll tell you about the gas, the gas mesh in the chest that’s locked with a padlock and only he has the combination. You can’t have because the caretaker is the only one responsible for the gas and the mesh. Agree with him it’s dangerous (Ja, das ist…) He’ll tell you about the call on the radio he receives when to operate the lighthouse.
Tell him the radio must be tuned to the right frequency to receive the storm information (Und? Da muss..). He’ll tell you the lighthouse will always operate at the same frequency: 55,25. Tell him that’s good to know (55,25? …) and leave the caretaker. Walk to the left and talk to McGrawick. Tell him everything is allright (Ja, ja…) and then ask him to use his radio (Durfte ich…)
Tell him you want to send a birthday wish to your gran (Ich wolle nur meine omi…) and when he asks how old she’ll be, tell him you don’t know (Hab ich …) and bribe him with £40 and to put it on the bill (Setzen Sie…). He’ll let you use the radio.
Use the taxi to go inside and use the radio. Press the green button to start it and turn the dial to the right until it reaches the first line to the right of 55. You’ll get a message from the office straight away. Ask him whether it’s O’Malloway or Over (Over?…) and who Over is (Wer zum…). He’ll explain and you’ll tell him it’s called differently. (Ach so…). Convince him (Doch, doch..) and when he’s still confused, tell him you can say whatever you want ( … und ich darf sagen …) Explain again it’s (Roger-Biep-Over).
When he wants to know who’s calling, tell him it’s the weather station at Edinburgh. When he questions that, tell him it’s Carlisle (Edinburgh?…) Then tell him you’ve got a message for him. (Macht nichts…). Tell him there’s a storm coming (Es ist ein …) He doesn’t believe you so tell him you have the forecast (Heee…) and then tell him it’s his responsibility (Von Ihnen…). He still doesn’t believe it’s the weather station so tell him (Aber O’Malloway…) that he can make history (Tja, O’Malloway…). Reluctantly he’ll agree to light the lighthouse. End the conversation (Gut, Mann…)
Leave the radio and use the door to leave the taxi. Outside you’ll see O’Malloway who expected you to be in the lighthouse. Tell him you wanted some fresh air (Nein, nein…). He’ll tell you he wants to get into the lighthouse but that you have the key. (Ach ja… ). When he wants to go inside, ask him what he wants to do (Klar doch…) He’ll tell you about the storm coming. Stay ignorant (Ein Taifun?…)
Tell him you can do him a favour (Ich konnte Ihr…) but he doesn’t believe you’re able to. Tell him you’ve operated a lighthouse for years (Bin selbst…) Impress him even more with more knowledge (Ich weiss auch…) He’ll give you a NOTE with the combination to the chest with the mesh.
Open the door to the lighthouse and go inside. Climb the ladder on the left and use the note on the lock on the chest under the bookshelf. Open the chest and take the MESH from it. To supply the lighthouse with gas, try to turn the wheel to open the valve. It’s stuck. Take the LAMP from the wall and use the lamp on the wheel to let the lamp oil dissolve the rust. Now you’ve got gas upstairs.
Walk to the right and go up the stairs to the top of the lighthouse. Go inside and put the mesh in the socket in the center. Use the lighter to light the fire and the beam through the letter will indicate where to find the book. But Melanie is already one step ahead.
Tell McGrawick that everything is alright (Jaja…) and that you want to go to the harbour (Auf geht’s…) When he wants to know how you’re going to pay, tell him (Reichlich..) and when he wants to see money now, tell him you’ll pay him later (Spater..) because there are more important things to do (… Leben oder Tod.)
During the journey to the harbour Fitz gives you some valuable information on the girl and how to get to Iceland. Enter the pub on the right and find that there’s not much to do. Go through the opening in the back to reach the stage. Use the door on the left to go backstage and you’re welcomed by the magician. Talk to him and ask him what he wants (Iiich…). He tells you he’s looking for the assistant he asked for so go along with the story (Klar, das….). But first he needs some props you need to arrange. Ask him about the fees (Moment..) He can’t pay you but can give you some of his props.
Talk about the magic rope (Ein ZAUBERSEIL) and agree to take it after the show (Fein..). Agree to help him (Nagut..) He needs a black rabbit and another magic rope. Use the door to leave and walk to the left to return to the pub. Leave the pub on the left and outside you’ll find the crowd in anticipation for the show. That doesn’t vote well.
Walk to the pier on the left where the fish landed and talk to the yellow monster. Apologise for the remarks on his speech (Jaja..) and when you mention that you’re looking for a ferry across he refers you to the captain who should be in the pub. Leave the yellow monster (Dafur…) and look at the trash. You’ll find the FISH in there so take it and walk to the left to the storage unit. Here you’ll find a cat trying to get to the rabbit. Give the fish to the cat to distract him and take the RABBIT from its cage.
Return to the pier on the right and to the pub again on the right. Enter the pub and talk to the captain. Tell him you’ve heard about his trip to Iceland (Ich hab…) Ask him what it will cost (Was kostet…) He’ll tell you about the last cabin so tell him you can work along the way (Wie war….) but you’ll have to prove that you have nautical skills. Tell him about your swimming (Meine…) and agree with his rules (J-ja…) and (Ah…) and (Jawoll..) The captain will give you a piece of rope from which you have to remove the knots. But no matter what you try, you’ll fail.
The captain will tell you to come back when you’ve studied the knots. Ask him if you can have the rope to practice (Ah…) and he’ll give you the ROPE. Go through the opening in the back to go to the stage and use the door to go backstage. Talk to Zimpano and tell him you’ve got both items. The show can begin (Jau…)
After the introduction, Zimpano will tell you what to do. Behind the screen, take the blind (Rollo), the cigar and the yellow powder. Under the powder you’ll find a paper. Take the PAPER and in your inventory read the paper. It will tell you the tricks you need to perform. In your inventory, use the yellow powder with the blind. Use the lighter to light the cigar and then return to the stage. No matter what spell you utter, Zimpano will disappear, you’ll pick up a NOTE and you’ll end up behind the screen for the next trick.
In your inventory, read the note. Seems like you’re on your own now. Trick number two is with the rope. Take the MAGIC ROPE from the table and in your inventory use the magic rope with the rope from the captain. Return to the stage. Trick number three is the water jug. Take the JUG, the PITCHER and the SPONGE. In your inventory put the sponge in the jug and return to the stage. Also success with this trick.
Behind the screen again, trick four is the disappearing rabbit. Take the TOP HAT and the FLOUR from the table and return to the stage. After this succes, you have to perform one more trick: the revolver. Take the REVOLVER and the BULLETS from the table and in your inventory put the bullets in the revolver. Return to the stage and perform your final trick.
Back behind the screen again take the PLANT from the pot to find a screwdriver in there. Take the SCREWDRIVER as well and return to the stage. Walk to the left to leave the theatre and return to the pub. Talk to the captain again to show him how you can undo the knots in the rope. If the captain wants to know if it’s a trick ask him if he wants to chicken out (Soll das…) but he won’t. He wants you to clean the ship first.
Leave the pub on the left and walk to the pier on the left. Still that yellow monster blocking your way. Go to the storage unit on the left and use the screwdriver on the box with the label in the middle, just to the right of the forklift. Inside you’ll find some toy mice and when you use them with the cat, the cat will be frightened to death and you can take the FISH back.
Walk to the pier on the right and use the fish of the walking path in front of the yellow monster. Walk to the harbour on the right and then return to the pier to also see the yellow monster return, but this time slipping on the fish, clearing your way. Use the ship to start cleaning it.
Once clean, walk to the right to the harbour and enter the pub, then talk to the captain. When he asks weather you’ve cleaned the ship tell him you did (Jawoll…). Don’t argue with him (Jawoll…) but leave the pub and find yourself in the machine room on the ship. And the yellow monster is back as well, demanding you to clean the deck. Again, don’t argue (Jaja…) but go to the deck that needs cleaning.
You can hear a conversation on the left but when you try to get closer, you’ll be called back by the yellow monster. Use the deck to clean it and work your way closer to the left bit by bit until you can overhear the conversation. So now you know about the professor and the map that was taken from him. Then you’re called back to your duties and need to peel potatoes.
The yellow monster drinks bad rum and while peeling the potatoes, you’ll find a note from Melanie who has a cabin below the captain. Tell the yellow monster that he just can’t stand the rum (Pah…), and he’ll tell you about the special brew that’s much stronger than the captain’s rum and the properties it has in combination with sugar or salt. Be surprised (Tatsachlich…) and then tell him it’s hard to believe (Kaum…) but you’ll continue to peel the potatoes.
The captain will ask for breakfast and demands to bring Melanie some as well. When the yellow monster asks if you’ve already finished yet, ask him if he wants to bring the breakfast to the captain (Willst du…). Now it’s a matter of finding the right words to persuade the yellow monster. (Ich bringe es dem Madchen…), (Bei allen…), (Egal was….), (Was ist nun…), (Bleib kuhl…), (Ja, ja doch…) and you can bring breakfast to Melanie.
Tell her you had to convince the chinese (Entschuldige…) and when she asks if you know what’s going on tell her about the conversation (Allerdings…) and (Sowas..). Then ask Melanie whether she’s really a reporter (Ich wurde gern…) and then catch her (Zuletst…). Then bombard her with questions she can’t answer: (Und warum fahrst…), (Dan zahlst…), (Und wo war..), (Warum hast du…), (Darum…) and then she’ll tell you the truth. (Aha..) and (Du bist selber…) When she asks you if you know what it means, tell her you don’t (Ah.. nein..). She’ll tell you about the mission (Volkommen…) (Also sozusagen…) When she asks if you know what it means that the professor discovered a city with 12 large ruby’s tell her you don’t (Nein) and (Aha!…)
The yellow monster will show and bring you to the captain. Once put in the engine room, tell the yellow monster you’re a famous hero (Ich bin…), but you’re still locked in. Take the LADDER from the wall and use it on the rail above the door. Use the screwdriver with the levers on the machine to sabotage them and when the yellow monster enters the room, he’s struck by the ladder and knocked out.
Use the door under the bridge to enter the kitchen. Behind the box with potatoes you can find a BOTTLE with the yellow monster’s special concoction. On the worktop on the left you can find a SUGAR BOWL. Take it and in your inventory add the sugar to the bottle. Leave the kitchen and enter the door above it: the bridge.
Talk to the Russian behind the wheel (Allerdings…) and tell him about the yellow monster’s diarrhoea (Ah….). Then tell him he couldn’t take much (Vertragt…) and he told you otherwise (Er behauptet…) and when the Russian tells you he can take more ask him to prove it (Dann beweis..). When he wants to know how, tell him you’ll bring him a glass of the liquid (Ich bring…). The Russian will think you’re trying to get him drunk to take over the ship but when you tell him he won’t get drunk from one glass of rum (Das heist…) he’ll accept the challenge.
Talk to the Russian again (Major…) and soon he’ll leave the wheel. Next to the door is a can of WHALE OIL. Take it and leave the bridge. Use the door above the life buoy to enter the captain’s hut and talk to him. When he asks what you’re doing here, tell him about the others (Matrose…). He’ll give you the KEY to the storage room to make him his lunch.
Leave the hut and go to the kitchen on the ground floor. Use the key with the cupboard to open it and take a READY MEAL out. Use the ready meal with the microwave to the right of the cupboard to heat the meal and once it’s ready you’ll take it out again. In your inventory use the can of whale oil with the heated ready meal. Leave the kitchen and go back to the captain’s hut above the life buoy. Talk to the captain and tell him his lunch is ready (Aye sir,…)
When he has eaten, it doesn’t matter what you say, the captain demands that you get the Russian. Once outside again, enter the hut next to the captain’s and use your screwdriver on the screws in the wall on the left. This will drop the sharks teeth in the captain’s hut. Leave this one and enter the captain’s hut again. Here you can see that Melanie has taken care of the rest.
When Melanie asks if you can navigate the ship, tell her you can always use the life raft (Ich glaub…). Melanie leaves the hut, but before you do, take the MAP from the table and then leave the room to reach Iceland.
Melanie suggests you find a guide to take you to the volcano so walk to the right and talk to the man standing there. He doesn’t have time to talk to you. Walk north to the house in the back and use the brown door on the right to ask the occupant for help. Doesn’t really matter what you say, but ask him what the man looks like (Wie sieht…) and you’ll recognise the man from the harbour (Ach… dan..). Tell the man you’ve tried to talk to the activist (Ich hab..) and you’ll get a YELLOW BUTTON as if you’re from the same organisation.
Walk north to leave the street and return to the harbour. Talk to the man again, this time he’ll talk. Tell him you need a guide (Ich suche…). Tell him you’re looking for a certain volcano (Wir wollen..) When he tells you there are a lot of them, tell him about the map (Ich hab’…) and then the man wants to see your companion.
Walk to the right and talk to Melanie. She’ll follow you to the guide but there the story takes a different turn. It doesn’t matter what you’ll say, Melanie is kidnapped and you’ll stay behind with the guide. You suggest to follow the crew but the guide will tell you about the lack of a map, dogs, a sleigh and a harness for the dogs.
Walk to the right to return to the harbour and find Melanie’s HANDBAG on top of the bollard. In your inventory open the handbag to find 300 DOLLARS and a CAMERA inside. Walk to the right to return to the activist. In your inventory, use the screwdriver with the camera to take the FILM out and put the film in the container on the left to have it developed. Use a 100 dollar bill with the machine to realise it only accepts coins.
Walk north and enter the shop on the left. Talk to the shopkeeper and tell him what you’re after (doesn’t matter what you say). After the conversation you can take the SLED and the HARNESS for 100 dollar each. Give the last 100 dollar bill to the shopkeeper to get a COIN in return. Leave the shop and walk north back to the activist. Use the coin with the machine on the left to have film developed. A PHOTO will pop out of the machine. In your inventory look at the photo to see it’s a copy of the map! Apart from the dogs you’re ready to go.
Talk to the activist and tell him you’ve got everything except the dogs. He’ll suggests you’ll pull the sled and he’ll do the steering. And thus you’ll travel to a weather station. Go inside and pick up the NOTE from under the table. Read the note in your inventory to see it’s from the professor. He left a frequency to contact him by radio. Try to use the radio on the right to notice it doesn’t work. Leave the station and outside look at the generator. Doesn’t work either.
Walk to the right to find the crashed plane. Next to the motor on the right is a fuel line. Use the sponge from your inventory with the fuel line to soak up the FUEL and walk back to the left. At the bottom of the generator is a tank. Use the sponge with the tank to fill it with fuel. Repeat this two more times to fill the generator and then pull the cord above the tank to start the generator.
Enter the station again and use the radio to switch it on and then pick up the microphone to talk to the professor. To get through the conversation quickest: (Professor, …), (Hier spricht…), (Sie Schulden…), (Wie?..), (Ich eile…) but that will be the end of the conversation. Leave the station and talk to the activist again to continue your journey to the crevasse the professor spoke of.
Talk to the activist and he won’t follow you any longer so you’re on your own. Use the crevasse at the front to jump down (the one on the right is too deep). Walk to the right to leave the cave but find a large monster. However, repeat this twice more to realise it’s just a cardboard deterrent and reach Melanie and her kidnappers.
Talk to Melanie and she’ll suggest you save the professor first. Walk to the right behind the cage and inside the volcano use the door to enter the black city. Talk to the lady on the bike who will tell you about the letter she needs to deliver. She’ll tell you about the difficulty to deliver the letter and who it needs to go to. Offer her to help (Tja…) You can give her all reasons to do so, she’s not convinced you can. But when you want to agree with her (Sie haben…) and (Nein, das…) she’ll eventually give you the LETTER.
She’ll warn you not to open the letter. Once she’s left, leave the room on the left and outside walk south to the lake. Next to the duck you’ll find a steam cloud. Use the letter on the cloud of steam and then in your inventory read the letter. With this new information, you need to seal the envelope again. Leave the lake on the left and walk into the forest on the right. The big tree in the middle has some sap on it. Use the letter with the sap and it’ll be sealed again.
Talk to the creature standing there and introduce yourself. But the creature wants to be left alone. Tell him you didn’t come here for nothing (Nein, …) . But the creature doesn’t want to talk so tell him he has to. (Du bist..) When the creature still refuses (Falsch!…) he finally gives in and asks what you want. Ask him why he’s so grumpy (Warum…) and he’ll tell you about the music. Agree that you’ll stop the music and he’ll help you to prevent the disaster.
Walk to the left to leave the forest and return to the city and go inside. Use the button on the left to open the doors and enter the party hall. Talk to the professor and ask him everything. When you ask him how they are going to fly home, he’ll tell you about the spaceship, the 12 rubies and how they are going to escape. Talk to the chef and tell him about the letter. Talk to him about everything else to learn about Fritz and the spaceship. After the conversation, walk to the left to leave the room.
Leave the hall on the left and outside walk up the road to the chapel on the right. Half way you’ll find floating stones. Use something of metal (screwdriver or key) on the floating stones to notice they are magnetic. Walk further to the right to find Wilhelm guarding the drawbridge. Talk to him and ask him if you can open the bridge. Eventually he agrees but wants a bottle of beer for it.
Leave the room and walk to the left down the path. Enter the black city again and use the button on the wall to open the doors to the professor and the chef. But now there’s a lady behind the bar. Talk to her until she gives you a bottle of BEER. Leave the room on the left and leave the city on the left. Walk up the walkway on the right and further to the right to enter the chapel. Talk to Wilhelm to give him the beer and he’ll raise the bridge.
Leave the room and walk to the left down the path to the entrance of the city. You can now walk to the chapel on the lower left and visit the DJ residing there. He thinks it’s Kurt so play along and tell him Kurt sent you. The DJ will be very terrified and will do anything you want if you keep threatening him. When you finish with (Niemals…) he’ll faint. Take the CASSETTE from the floor and leave the room on the left.
Outside, walk to the path leading to the chapel on the right. Use the cassette on the floating stones, which are magnetic, to erase the tape. Walk down the path to the left and return to the chapel on the lower left. Talk to the DJ to return his tape. Leave on the left and go to the forest on the right. Talk to the creature and tell him that the music will stop at 12 o’clock.
Back at the gang with Kurt, they think they can still launch the spaceship but by using classical music instead of rock. But then the volcano will erupt and you’ll all die so you request an hour to come up with a solution. Kurt agrees.
Talk to Kurt to ask the professor, the chef and Kurt a question. Ask the professor for a trick to free the ship from the ice. Aks Kurt about the triggering of the eruption, the plug that holds the lava and the heating of the rubies. When you’ve asked all questions, leave them for now and leave the room on the left. Leave the hall on the left and visit the lake. Look at the geyser and mini geyser on the left and the ice in the back.
Leave on the left and enter the city again. Use the door to enter the city and push the button to return to Kurt and the rest. Walk to the right to see the space ship and look at the plug underneath. Talk to Kurt and when he asks if you found a solution tell him you have (Allerdings…). Then tell them you’ve noticed two things (Mir ist dir…) and (Nein, …). Tell them about the volcano and the geysers (Der Vulkan…) and (Von Ihrer…) followed by (Nein, nein…) and (Nun, ich dachte…). (Dan ist der ..) You’ve saved the island!