You have to deliver that pizza.
Look at the window near the balcony to see it’s open (1/1). Use your bike to put it against the railing (2/3) and use the bike again to climb onto the balcony. Upstairs you’ll find a NOTE on the clock. It’s from the owner. He wants you to search him and deliver the pizza (1/4). Use the door on the right to enter the house.
Next to the entrance is a cue stand. Take a snooker CUE from the stand (1/5) and use the trophy cabinet to take a TROPHY out (1/6). Next to the fireplace is an IRON bar you can use (1/7). Look at the blue cup on the mantelpiece for some extra points (3/10).
Use the stairs on the south and use the coat to find a KEY (1/11). Use the door on the right twice to reach the kitchen. Push the table aside to be able to reach the trapdoor (1/12) and use the trapdoor to enter the basement. On the table there are PLAYING CARDS. Pick them up (1/13) and look at the safe on the right. There’s a NOTE on it (1/14). Read the note in your inventory to get some clues. Use the stairs on the left to return to the kitchen and open the fridge. You’ll take a piece of MEAT out (1/15).
Use the door on the right twice to enter the back yard. On the right is a graveyard. Look at the stones, especially the one on the far right (1/16). Look at the window above the nest (1/17) to see an alternative way to reach the nest. Walk back to the left four times and in the hall use the stairs to go back down to the living room. Use the door on the right to find a living soul in the house: it’s your colleague Bess. She has no time to talk, she has to deliver a pizza so tell her you understand.
Use the door in the middle to enter the bathroom and pickup the PLUNGER (1/18). Open the cupboard under the sink to get a roll of DUCT TAPE (1/19). Use the door on the south to leave the bathroom and in the hall use the door on the the right. Pick up the UMBRELLA (1/20) and leave the room again. The door on the right is locked so use the key from your inventory to unlock it (1/21) and use the door to enter the bedroom.
Use the cupboard to find a LOCK CUTTER (1/22). Use the window on the right to look outside and see that you’re above the nest you saw earlier. In your inventory use the piece of iron with the snooker cue (1/23) and secure them with the duct tape (1/24). Use the combination on the nest to hang outside the window and grab the NOTE and EGG from the nest (3/27). It saves you walking down the stairs as well.
Use the lock cutter on the door of the shed and take the SHOVEL out (2/29). Use the shovel on the grave on the right and you’re captured by a beam. You must say the magic word so speak ‘WEB’ and you’ll be teleported (4/33). The butler will welcome you and tell you what to do.
Take a PLATE from the table (1/34) and use the door on the right to enter the kitchen. Use the cupboards under the worktop to find PEPPER (1/35). Use the next door on the right and you’re in the sleeping quarters. Next to each bunk bed is a chest. Open the chest on the left to find a BOOK (1/36). Read the harpoon manual in your inventory to learn about this weapon (1/37). Use the chest on the right to find a YELLOW WIRE (1/38). Use the door on the right to enter the shower rooms.
Take the towels from the rail to take the rail of. You can use it as a CROWBAR (1/39). Go to the left three times and use the hatch to go to level 1. Use the hatch again to reach level 2. Use the door on the left and use the wires to get a loose RED WIRE (1/40). Go to the right twice to enter the arcade hall. When you use the arcade machine on the right, you’ll find TWO COINS (1/41). On the far right is a vending machine. Insert the coins to take a SNACK out (2/43).
Go to the left twice and down the ladder twice to reach the fourth floor. Walk to the right and use the sacks to get some OLD FOOD (1/44). Walk further to the right and talk to the crew member on the left. Greet him and ask for his diving gear. You can have it if you bring him some fish (1/45). Talk to the guard standing next to him. He’s guarding the submarine. Ask him if you can use the sub and he;ll tell you that you need a form from administration at level 3.
Talk to the guard on the other end, guarding the prisoner. Ask if he can let the prisoner go and if you can bribe him. You can with illegal food: he’ll give you the RECIPE (1/46). Look at the recipe to see the ingredients. Talk to the prisoner and he’ll give you loads of money if you can get him out of jail (1/47).
Walk to the left twice and up the ladder to level 3. There’s quite a queue in administration. Talk to the scientist on the left and ask what he’s doing and how the tanks work. This gives you some insight in technical details. Talk to the crew member in yellow and learn about the problem with the power in section C. Talk to the crew member on the right and learn that he just got fired. He has his resign form and is about to make a complaint. Look at the blue cup on the desk for extra points (3/50).
Walk further to the right to enter the sickbay. On the shelf above the bed is a tray with HEALTHY FOOD. Pick it up (1/51) and look at the lamp on the right. It’s very hot. Talk to the doctor and ask about the lamp (1/52). It’s a special one. Use the yellow wire on the lamp to weld it to the red one you had and now it’s an ORANGE WIRE (1/54).
Go further to the right. Use the faucet on the right end of the tanks to close the pipe (1/55). Then hit the tanks with the shovel to make a hole and let some of the fluid out (2/57). Walk further to the right to find the egg-hatching department. They are breeding amphibians. When the guard is not watching, use your own egg with the AMPHIBIAN EGG in the wall (2/59). Walk to the left three times and climb the ladder to level 2.
Walk to the right and talk to the crew member of the council. Ask about Roy and you’ll learn about his allergy for old things (1/60). Walk to the left and climb the ladder to level 1. Go to the left and give the snack you bought earlier to the mechanic to send him on an early break (1/61). Use his toolbox to take the WRENCH out (1/62). Walk to the right and use the wrench on the panel between vents A and B (1/63) and insert the orange wire to restore the power (1/64).
Walk further to the right and get some SLIME from the ceiling (1/65). Return to the left and use the ladder to go to level 3. Talk to the scientist on the left and tell him one of the tanks is cracked. He’ll rush off to repair them (1/66). Talk to the crew member in yellow and tell him the power in section C is restored. He can also leave (1/67). In your inventory combine the old food with the healthy food (1/68) and give it to the crew member left. He’ll pass out. As you grab the TERMINATION FORM from his hands (1/69), you’re the next in line.
The secretary will ask you some questions and eventually give you the ADMISSION FORM the should be signed by the council (1/70). Use the ladder to climb to level 2 and go to the right. Give the admission form to the crew member of the council and he’ll approve the form (1/71). You can now take the submarine.
Go to the left and use the hatch under the ladder until you reach level 4. Go to the right twice and give the admission form to the guard next to the submarine (1/72). Use the submarine to dive into the dark sea. Move the submarine all the way to the left to find a starfish sucked on a pole. When it’s in your lightbeam, take the STARFISH from the pole (2/74).
Go to the right and down a bit with the sub and you’ll find a little green fish swimming around. Use the harpoon to catch the FISH (1/75). Go one screen down and find a second fish swimming around. Also harpoon this FISH (1/76). Dive further down and on the left you’ll find an oyster. Use the crowbar on the oyster to get the PEARL out (1/77). Just a bit to the right, below the oyster you can find loose rocks. Use the rocks to move them and a path will be revealed (1/78).
Also at the bottom, but on the right side, there’s an excavation ongoing. The guard won’t let you near the site. Talk to the man to learn you need an admission to enter the site. You can get one from the captain.Use the path to realize you need the diving gear. Take the submarine up two screens to return to the station. Give a fish to the crew member on the left and you can take his SCUBA GEAR (1/79).
Go to the left three times to reach the captains hut. Talk to the captain and he’ll ask you to bring something from the shipwreck first: square and wrapped. Walk to the right three times and use the submarine again. Under water on the right is a mermaid. Talk to her, tell her how beautiful she is and give her the pearl (1/80). She’ll tell you how the pass the big squid at the wreck.
Go all the way to the left and another screen down. In the bottom left corner is the wreck. Talk to the squid and tell what the mermaid said. You can enter the wreck. Use the scuba gear on the hole in the wreckage to find a bar of CHOCOLATE (1/81). Surface the submarine again and walk three times to the left. Give the chocolate to the captain and he’ll give you the ADMISSION FORM (1/82). Talk to the captain again and he’ll tell you about the problems with the periscope.
Go to the right and climb the ladder to level 0. Then use the scuba gear on the ladder to go outside. On the left of the ship is an octopus attached to the periscope. Use the crowbar on the creature to pry it off (2/84). Use the hatch to get inside again and go to the right to enter the kitchen. Give the termination form to the chef and he’ll leave (2/86). Time to cook. Put the slime in the pot (1/87). Add the starfish (1/88), the egg (1/89) and the pepper (1/90). Put the brew on the plate (1/91).
Go to the left and use the hatch under the stairs until you reach level 4. Go to the right twice and give the plate with food to the guard next to the prisoner. The prisoner is free to go and he’ll give you LOTS OF MONEY (3/94). Use the submarine and dive all the way down to the rocks next to the oyster. Use the scuba gear on the path you revealed.
You’ll find a chest and when you open it, it will be empty except for a NOTE. It tells you to fill the chest (1/95). Put lots of money from your inventory inside the chest and you’ll get a BLUE GEM as reward (2/97). Swim to the upper right to climb into the submarine again and go to the lower right where the excavation is. Give the admission form to the guard and you can enter the site (1/98). Just to the right of the guard are the stone FEET. Take them and you’ll be teleported back to the mansion (2/100).
The words on the note have changed. Walk to the left three times and talk to the suit of armor standing on the left. Tell him the word ‘JOUST’ and you’ll be teleported again.
The medieval village:
You get another assignment (3/103). Use the doorway to enter the house and talk to the chief. Ask him about the hands and he’ll tell you he can give you one if you stop the goblin from attacking the village (1/104). Go to the right and look in the cupboard. There’s a CLOTH (1/105). Go to the left and south to leave the house. On the right of the house is a chopping block with an axe on it. Take the AXE from the block (1/106).
Talk to the merchant and try to buy an apple. You don’t have the right currency at the moment but he’s willing to trade for gold. Give him the trophy and you can get the APPLE (1/107). Use the path on the right to walk further into town. On the edge of the well is a BUCKET and ROPE you can take (2/109). Use the doorway left of the lady to enter the inn.
Talk to the barman and order an ALE (1/110). Talk to the shady character on the left and find out about his problem. Give him your ale (1/111). Talk to him again and ask who he works for. There’s no reply. Talk to the barman to order another ALE . Give it again to the shady character (1/112) and talk to him so you can learn about the amulet (1/113). But he won’t reveal where it’s hidden. Order another ALE from the barman and give it to the shady character (1/114). Talk to him again to learn how the guild works (1/115).
Ask the barman for another ALE. Talk to the local and learn about his lack of jobs and telekinesis (1/116). Talk to the adventurer on the right to find out where he’s been. He’ll give you a PICK AXE. Ask about the herbs and the music (2/118). Look on the shelf above the bar at the blue cup for extra points (3/121). Use the stairs on the right to enter the bedroom.
Use the pillow on the bed to find a diary under it. Reading it you find out about the unicorn’s hair string and harp (1/122). Use the cupboard on the right to find the broken HARP (1/123). Use the stairs to go down and exit the inn. Use the doorway to the right of the girls and take the HAMMER from the shelf (1/124). Talk to the blacksmith and learn how he makes weapons. Also find out about his problem: he needs to apologize to his wife.
Leave the blacksmith on the south and use the path on the right. Walk past the tent and pick up the FLOWER (1/125). Then use the path further to the right. A hooded man will warn you for danger. On the far right is a sign. Look at it and take the SIGN out of the ground (1/126). Use the path on the right again and use the door to enter the wizard’s tower. On the desk on the right is a PEN and PAPER. Pick it up (1/127) and look at all the books about dragons (1/128), unicorns (1/129) and centaurs (1/130).
Use the ladder and talk to the wizard. He’ll give you a SPELL BOOK with three spells (1/131). Read the book in your inventory. The book contains THREE SCROLLS (1/132). Look at each scroll to see what you need for the spells. Quite a list. Use the ladder to climb down and leave the tower on the left. Walk the path to the left and go south. On the left is a rock next to the tree and against the rock is a STICK. Pick it up (1/133) and use the stick in the campfire to create an ember (1/134). In your inventory use the ember on the cloth to create an emblem on the cloth (1/135).
Use the path to the left and use the sleeping scroll on the rock to draw the energy of heaviness (2/137). Talk to the fairy and ask for some water from the waterfall. You can have some if you give her the amulet that was stolen (1/138). Use the path to the left to reach the entrance of a large cave. Next to the entrance are MUSHROOMS for you to take (1/139). Use the body in the opening to find a REMOTE CONTROL (1/140). Use the pick axe on the rock in front of the body to get a piece of rock from the cave. It contains METAL (1/141).
Use the path on the left to return to the waterfall and use the axe on the WEED around the tree (2/143). Then the squirrel drops his acorn. Pick up the ACORN (1/144) and the squirrel will follow you. Use the path to the right and the path to the south. Use the large entrance to find the unicorn. Give your apple to the unicorn and she’ll talk to you (1/145). Talk to the unicorn again and ask about the unreachable flower.Use the acorn on the flower and the squirrel will show you the path. You’ll follow the same route to get the NECTAR from the flower (2/147).
Use the unicorn to get a strand of UNICORN HAIR (1/148). In your inventory use the unicorn hair with the broken harp (1/149). Go all the way to the left until you reach the pig. Use the harp on the pig to break the spell and save Stan.. again (3/152). Walk to the ground on the left and put your sign in the ground (1/153). Use the hammer on the sign to secure it (1/154) and then tie the rope to the sign (1/155). Then use the sign to climb down and get the RARE FRUIT from below (1/156).
Walk to the right and use the path on the right. Use the entrance left of the lady standing outside to enter the inn. Use the mind scroll on the local to gain his telekinesis power (1/157). Give the harp to the adventurer and you’ll get some HERBS in return (1/158).
Walk to the south to leave the inn and use the sleeping scroll on the sleeping peasant on the bench on the left (2/160). Take the pen and paper from your inventory and use the peasant as inspiration for a LOVE POEM (2/162). Add the flower to the poem to create a nice gift for a girl (1/163). Give the gift to the girl outside the inn but she won’t accept it. She wants a real man.
Use the door to the right of the girl to enter the blacksmith. Go to the room on the right to find the blacksmith’s wife. Give her the gift (2/165). Go back to the blacksmith on the left and give him the piece of metal. He’ll make you a SWORD (1/166). Go south to exit the blacksmith’s and use the path to the right.
Go over to the guard in front of the tent. In your inventory use the herb on the sleeping scroll (2/168) to create a SLEEPING SPELL and use the sleeping spell on the guard (1/170). Enter the tent. Against the side of the tent is the guard’s ARMOUR (1/171). Pick it up and use the sword the blacksmith made on the sleeping goblin warrior to kill him (2/173). Leave the tent and take the path on the left twice to return to the village. Use the doorway to entyer the chief’s house and talk to the man. Tell him you’ve killed the goblin warrior. He’ll give you the STONE HAND (2/175).
Leave the house on the south and use the path on the right. In the tree is a hole. Put the cloth with emblem in it (1/176). Now you need to hide until someone collects the cloth. Use the back of the inn to hide behind the building. A ninja will pick up the cloth and run off. Follow him to the path on the right twice and see how he’s hiding it in the nest (2/178).
Walk over to the tree and use the umbrella on the lever to get the AMULET out of the nest (2/180). Use the path to the south, the to the left to go to the fairy at the waterfall. Give her the amulet (1/181) and you can have some water if you give her a container. Give her the bucket and she’ll fill it with WATER (1/182).
In your inventory, use the ale with the enchant scroll (1/183). Add the fruit (1/184), the water (1/185) and the mushrooms (1/186) and the ENCHANT SPELL is ready. Use the enchant spell on the armour and you have an ENCHANTED ARMOUR (1/87). Again in your inventory use the remote control on the mind scroll (1/188). Add the nectar (1/189) and the root (1/190) and the MIND CONTROL is also ready for use. You’re now ready to face the dragon.
Walk to the left to reach the cave. Use your enchanted armour on the path to the right to slay the dragon (2/292). Now you can take the RED GEM from the pedestal on the right (3/195). Exit the cave on the left and use the path on the left again to return to the waterfall. Walk to the right and use the mind control spell on the goblin (2/197).
Playing as the goblin:
Use the path to the right to reach the castle and use the door on the right to get to the ladder. Again use the door to the right to enter the dining room and take a PLATE from the table (1/198). Go further to the right to enter the kitchen. Talk to the chef and ask for the job of assistant chef. He asks you to catch the mouse in the dungeon (1/199). Walk further to the right to enter the kitchen. Take the SAUSAGES from the wall (1/200) and use the cupboard on the right to get the SPICES (1/201).
Walk outside to the right and use the trash bag to find an OLD CHEESE (1/202). Go to the left three times and climb the ladder. Go to the right and meet another goblin. Talk to the goblin and tell him he’s the weakling. Ask him how many times he’s been challenged and then challenge him to go one round. Since you have the perfect armour, you’ll win automatically and get a KEY to the chest in return to keep quiet about the loss of the goblin (2/204). Walk to the right and use the key on the chest next to the bunks on the right. Inside you’ll find a WOODEN BOX (2/206). Look at the box to find the KNIFE inside (1/207).
Go to the left twice to return to the ladder and then down twice to reach the dungeon. Go all the way to the right and talk to the man in prison. He can give you a poison if you can give him the key. Look at the jailer in the middle. He’s asleep and has the key on him. Use your knife on the jailer to obtain the KEY (1/208). Give the key to the prisoner on the right and receive the POISON (1/209).
Two cells to the left is a mouse hole. In your inventory use the spices with the old cheese to make it smell better (1/210). Then put the cheese in the box to create a mouse trap (1/211). Put the box with cheese in front of the mouse hole to catch the mouse (1/212). Climb the ladder and go to the right to return to the kitchen. Give the mouse to the chef (1/213) and you’re the assistant to finish the stew.
Put the sausages in the cauldron (1/214) and add some poison to the cauldron (1/215). Then use the plate with the cauldron to get some of the STEW (1/216) and it’s ready to serve. Go to the left twice and climb the ladder twice. Then step to the right to reach the secretary. Talk to him and tell him you came to serve food. Walk to the right to meet the leader. Give him the stew and he’ll die (1/217).
Walk to the right and you’ll find the BRONZE FIST (1/218). Take the PILLOW from the bed (1/219) and wrap the pillow around the bronze fist to protect it (1/220). Use the exit on the right to climb onto the balcony and drop the pillow on the trashcan (3/223). Go to the left four times to return to the ladder and then go down twice. Walk to the right three times to get to the trashcan and pick up the FIST (1/224). Now you need to get back to Piet.
Walk to the left five times and use the lifeless body of Piet to return home.
Playing as Piet:
You’ve received a new note with a new word on it. Walk to the left and use the stairs. The go to the right and use the blue door on the right. Use the axe on the cupboard to create a hole and discover a small room behind the door (1/225). Use the exit, followed by the ladder. Go three times to the left to find a large bookcase in the study. In your inventory look at the safe note again: you need to count the yellow, red and black books on the top shelf of the right bookcase. There are 2 yellows, 1 red and 1 black book.
Go to the right twice and take a SPRING from the sofa (1/226). Use the boards on the floor left of the boxes to jump through the floor and land in the room below (1/227). There’s a dead body. Use the body to find a MAGNIFYING GLASS (1/228). Leave the room on the south. Go left to the lounge then use the stairs south to go down and to the right twice to enter the kitchen.
On the worktop is a KNIFE. Pick it up (1/229) and go to the right twice more. Outside use the knife on the comfy chair to discover a tiny NOTE (230). Look at the note in your inventory to discover the text is too small. Use the magnifying glass with the note to read 459 (1/231).According to the safe note you needed to add both numbers so 221 plus 459 makes 680.
Walk to the left twice to get to the kitchen and use the trapdoor to go downstairs. Use the safe on the right and when asked for the combination enter ‘680’ (2/233). Use the safe again to get the MONEY out and find the speaker underneath (1/234). Talk to the safe and say ‘secure’ to be teleported to London (1/235).
Talk to the guy in coat and ask for a newspaper. Give him the money and you’ll get the NEWSPAPER (1/236). Look at the paper in your inventory to learn about the murder of the sculptor and the marble head (1/237). Talk to the guy in coat again and ask how to get to Moore Street. He’ll point you to the phone booth to call a taxi. Use the phone booth and soon the taxi arrives (1/238).
Talk to the cab and tell him to go to Moore Street. Use the dumpster to find a PLANK (1/239). On the fence on the left side, just above the horizontal bar is a very small strange object. Use it to find a piece of CLOTHING (1/240). Use the door on the left to enter the restaurant. Talk to the owner and ask about the murder. He’ll tell you about the car (1/241).
Show the piece of clothing to the owner and he’ll refer you to the drapery shop in Lamb Street (1/242). Talk to the customer at the table and ask him about the car. He only spoke to someone who was involved in the situation (1/243). Leave the restaurant and use the door on the right to enter the jewelry shop.
On the left on the floor is a shiny object. Pick it up to see it’s a HAIRPIN (1/244). Talk to the shopkeeper and ask about the murder. He can only tell you the body was taken to Scotland Yard (1/245). Leave the shop and tell the taxi to go to Lamb Street. There’s Bess again. Use the umbrella on her to shelter her. She’ll leave soon after.
Use the dumpster to find an old FISH (1/246). Enter the bakery through the door on the right. Give money to the baker to buy a loaf of BREAD (1/247). Talk to the baker and learn about the girl next door. Show the piece of clothing to the baker and he’ll tell you about his neighbor (1/248).
Leave the bakery and use the door on the left to enter the clothes shop. Talk to the girl and ask about the baker. Show the piece of clothing to the girl and she’ll request you to leave (1/249). Talk to the girl and ask her why she’s so nervous. Then you’ll hear a sound from the other room.
Leave the shop and use the fish on the vent on the right side of the building (1/250). When the girl leaves the shop, use the hairpin on the door to unlock it (1/251) and enter the shop again. Use the door behind the counter to find the prisoner in the other room. Use your knife on him to remove the TAPE and the ROPE. He’ll tell you about the LICENSE NUMBER of the car and what happened (2/253).
Use the knife on the boxes in the corner to get a FISHING NET (1/254). Use the stairs to leave the room and leave the shop. Tell the taxi to drive to Scotland Yard. Outside is a police officer on patrol. Talk to the beggar in front of the building and ask him to distract the officer. He’ll help you if you can get him something to eat. Give him the bread (1/256) and he’ll distract to officer so you can hit the officer with the plank (3/259). You’ll take his FLASHLIGHT and his UNIFORM and give your money to the beggar.
Use the door to enter the building. Use the stairs on the left to go to the top level and look at the paper on the desk. It has a number of phone numbers on it. The last one isn’t a phone number though (1/260). Use the safe behind the desk and enter 33456 as combination. Take the GUN from the safe (3/263).
On the counter are some forms. Whenever the man on duty behind the counter looks to the right take your chance to grab a FORM (1/264). Use the uniform on the door on the right to change into uniform and enter the morgue (1/265). Look at the body to discover a tattoo on the hand (1/266). Use the magnifying glass on the body to read the word ‘RAIN’.
Use the door on the left to leave the morgue and use the stairs on the left to go to the ground floor. In your inventory use the number plate with the form to send in an urgent request (1/267). Give the request to the officer behind the counter and learn about the scrapyard (2/269). Go south to leave Scotland Yard and tell the taxi to go to the London Scrapyard.
On the floor is a CROWBAR (1/270). Pick it up and throw the meat to the street on the right to get rid of the dog (1/271). Use the car inside to search it and find a CARD with the name Wilson Street on it (1/272). Tell the taxi to drive to Wilson Street.
Talk to the bouncer and when asked for the password, tell him it’s ‘RAIN’. You may enter (1/273). Use the door behind the bouncer to enter the casino. On the table is a blue cup. Look at it for extra points (3/276). Use the deck of playing cards with the players at the table on the right to play a game and to learn about the secret meeting in the park (1/277). Leave the casino and tell the taxi to go to the park (1/278).
You just see how someone gets away. Better follow him so tell the taxi driver to follow him and you’ll end in front of the casino again (1/279). The bouncer tells you he went into the man hole. Use the drain to follow him into the sewer. When you get downstairs, use your gun to shoot the man (1/280). Search him to find a small KEY (1/281).
In the sewer on the right is a shiny object. Use the fishing net on it to get the GREEN GEM out of the muck (2/283). Use the crowbar on the door behind the body to unlock it (1/284) and use the door to enter the room. It’s very dark so use the flashlight on the desk to see something (1/285). Use the small key on the drawer and have a look at the documents to learn about Huhn Manor (2/287). Leave the room and climb the ladder to return to the street.
Tell the taxi to go to Huhn Manor. Climb the plant growing on the left side of the building and see what’s happening inside. You’ll learn about the statue and the assassination (2/289). Enter the building through the front door and go to the left. Use the phone on the desk to call to police (2/291). Leave the room and use the door on the right. Use the strange vase on the table (1/292). It looks like nothing has happened but the door upstairs is now unlocked.
Go left and use the stairs to go to the first floor. Go to the room on the right and take the STONE HEAD from the cabinet . You’ll return home automatically.
The note has changed again and this time the word is ‘SAND’ (1/293). Use the stairs to leave the basement and twice left to return to the hall. Use the stairs again to reach the lounge. Walk to the right and use the blue door on the right. Use the closet to go into the secret room and use the ladder to go to the second floor. Walk to the right twice to find a ghost.
Just above you is a rope but you can’t reach it. Talk to the ghost and ask him to open the door to the ceiling (1/294). Use the ladder to climb into the attic and use the door on the left to go outside. Walk over the ledge to the left. Take the metal ROOSTER from the roof (1/295).
Walk back to the right and use the window to climb inside again. Use the ladder to go downstairs and go to the left three times to find the room with the dragon painting. Use the rooster in the strange slot just above the painting (1/296). The painting comes to life. Talk to the painting and you’ll be asked to speak the word so say ‘SAND’ and you’ll be teleported to Egypt (1/297).
You now must look for the stone eye and the colored stones. Next to you are rocks. Take a ROCK (1/298) and throw it at the vulture on the left (1/299). Use the skeleton to take the SKULL (1/300). Use the rock again on the palm tree to get a COCONUT out (1/301). Around the door are symbols carved. Three are green. Use the panel next to the door and select the same symbols to unlock the door: top row right, second row left and third row middle symbol.
Leave the panel and the door will open (2/303). Use the door to enter the tomb. Use the lift on the left and take the exit on the left. Push the blue switch to activate (1/304). Go back to the lift, one level down and again the exit on the left. This time you’ll find a red switch next to engravings on the wall. Take a good look at the engravings. Use it to activate as well (1/305). Go to the right to return to the lift, go one floor up and exit on the lower right.
There’s a crusher and to get to the door on the right, but as soon as you pass the loose brick on the floor, the crusher is activated. You need to time your passing. Once on the other side, push the button. The crusher will stop but a snake will drop from the ceiling (1/306). Push the button again to start the crusher and crush the snake (1/307). Pick up the dead SNAKE and go to the right.
Press the green switch (1/308) and talk to the archeologist. Tell him about the engravings and take him there (1/309). The archeologist will tell you about the blue mark and the mirror. Go to the right, one level up and to the right again at the bottom. Walk to the right, the crusher is deactivated and pick up the WHIP (1/310). Go left twice to return to the elevator and descend one level. Leave on the lower left to find a yellow switch. But you can’t flip it because the wire next to it is broken.
Use the spring from your inventory on the wire (1/311) and secure it with the tape you took from the prisoner (1/312). Use the yellow switch to activate it (1/313). Go right to go back to the elevator and take the exit on the upper right. Flip the yellow switch to turn on the power of the vending machine (1/314). Use the coin from your inventory on the vending machine to create an opening on the right (1/315).
Use the opening to go through and crawl all the way to the right to get the YELLOW GEM (2/317). Return to the left and leave the room on the left. In the elevator take the exit on the lower right. Look at the blue mark to realize that the mirror must be in this room as well. Use the hatch on the right to take the MIRROR out (2/319).
Go down the stairs twice to find three skeletons and an old jug. Pick up the JUG (1/320) and climb both stairs again. Go left to the elevator and up one level. Then exit the tomb on the upper right. Walk up the stairs on the right and you’re outside again. Use the old jug on the WATER on the left (1/321). Use the front door and the lift on the left to enter the tomb again.
Go down one level and exit on the lower right. Go down the stairs twice and you’re back at the skeletons. The one in the middle is missing his head. Use the skull from your inventory and another opening is revealed (1/322). Go to the right twice to reach a lava pit.
Use the stairs on the left edge of the pit to climb to the rim. Use the whip from your inventory on the hook in the ceiling to swing across the pit (1/323). To the right of the sarcophagus and left of the hole is a PIN on the ground. Pick it up (1/324) and count all the red dots together on the sarcophagus. You should get to 17 (5+5+3+3+1). Use the pin you found on the holes on the right and when asked what hole to put it in, answer ’17’. A ladder drops down (2/326).
Climb the ladder to reach another hallway. In the middle is a stone floor. Hit the floor with the crowbar (2/328). Use the steps on the left to go downstairs and find Bess attached to a pole. Left of her is a native. Use the native to find a piece of PAPER with instructions on it (1/329). When you look at the paper in your inventory you can see what’s needed. Use Bess to get her free from the pole.
Use the stairs on the right to find a stone slab. Pry the slab with the crowbar to gain access under the stone (1/330). Use the stone slab to find the treasure underneath. On the right side of the pile is a blue cup that give extra points when you look at it (3/333). Leave the treasure room on the left to find a large root. That must be from the instructions.
So, in your inventory use the coconut with the jug of water (1/334). Use the snake on the jug to take the venom (1/335). Then use the jug with venomous coconut water on the root and the root will die (1/336). Go to the right, climb the vine left of the treasure and use the exit on the left. The giant plant is now dead. Go further left and down the stairs. Go to the right and finally find the stone eye. But it’s protected by a laser beam.
Give the mirror to Bess so she can reflect the beam and you can take the STONE EYE. As soon as you grab the stone, you’re teleported back to the mansion.
The note has changed again. You should place all found objects where they belong (2/338). Walk to the left and find four sockets. Place each gem from your inventory on the sockets (1+1+1+1/342) . A door will appear. Use the door and find a TICKET (2/344). Drop the fish back in the water and a dolphin will eat it (3/346). Go to the right to enter the house again.
Go to the right twice and down the ladder. To the right through the opening and south to leave the room. In the hall to the left and then down the stairs. Go to the right twice to enter the kitchen and use the trapdoor to go to the basement. Left to the wine cellar and there’s part of a stone figure. Use the hand, fist, foot, head and eye on the figure to complete the statue (1+1+1+1+1/351)
A tunnel to the left is revealed. Enter the tunnel and on the left side, use the plunger on the ceiling (2/353). Use the rope on the plunger to climb down (2/355). Walk to the right to deliver your pizza.
Game source: A copy of the game was found here on the internet.