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Special keys:
PgUp - pick up / drop
PgDn - talk
Enter - action
CTRL - run
Alt - bend down
TAB - inventory
You begin in school. Ask twins about your quest. Go out, talk to the guy
sitting in the chair. Go to the pier. On your way pick up the brush from the
alcove under the stairs. At the start of the pier pick up the metal bar from
on top of the bales. Go to the to the lighthouse. Throw metal bar into control
panel. After the light goes down, go and bend down to hide behind the barrels
near the lighthouse. When the watchman enters the lighthouse, run back to his
office. Unlock door and enter. Switch on the light. Open the cash register and
put the brush in the tray. Turn around and take money from the safe. Exit.
Back in school. Ask twin witches about your second quest. Take bag of marbles
from the shelf at the back of the classroom. Go out. Enter the kitchen (door
to the right). Talk to boy. Exchange bag of marbles for potion and get chicken
leg. Pick up marrow bone and empty bottle in alley way. Go to the hungry guy
give him chicken leg when he mentions that he wants food and then fill empty
bottle with wine.
Go back to alley way. Give potion to the guy sitting in chair. Turn the knob
to lower the basket. Take the sausage and handle. Go upstairs and enter the
hut. Search the room and pick up the key. Go out and down. Give marrow bone to
dog and then open door next to the kennel. Enter and walk downstairs. Talk to
guard. Go right along the waterfront. Talk to man fixing the truck. Pick up
the tool when he is looking into the engine space. Use the tool to get the
bell from the wall. Return to the guard. Use bell on guard, use bell on
stairs. Go upstairs and enter the door. Take small safe from the table and put
it onto the spare plate on the scales. Take the jewel from the safe. Go out.
You find yourself in a room. Pick up the chock of wood. Find the handles on
the wall. Pull down left one, block with wood and pull down right one. Take
the key from the shelf. Climb on the crate, look through periscope. Open door
and go outside. Take the lighter from behind the post which is under the hut.
Follow the walkway and find a place to cross the wall by climbing crates. Take
scissors from table. Take candle from the ground next to the wall. Put the
candle under the rope. Light the candle.
Go to man painting the boat and talk to him. Climb the stairs and find the tin
can on the window sill. Go back to the guy painting the boat. Pick up brush.
Take some paint with the brush. Go back up stairs and follow walkway to the
alley way and pick up the atomiser and then go and talk to the Chinese
tattooist. Go downstairs and follow the street. Go to the next pier. Use
painted brush on guard. Go to fisherman. Talk to him, give empty can. Go to
other pier and take stick. Talk to boatman. Go to third pier and talk to
Marcello. Push the killer flea circus with the stick. Turn the handle and play
music. Use spray on Marcello. Take watch. Go to Chinese tattooist. Pull a
screw on the left of his stand Take map. Go to boatman, give a map and a
watch.
by dracon@loom.net.au
PgUp - pick up / drop
PgDn - talk
Enter - action
CTRL - run
Alt - bend down
TAB - inventory
You begin in school. Ask twins about your quest. Go out, talk to the guy
sitting in the chair. Go to the pier. On your way pick up the brush from the
alcove under the stairs. At the start of the pier pick up the metal bar from
on top of the bales. Go to the to the lighthouse. Throw metal bar into control
panel. After the light goes down, go and bend down to hide behind the barrels
near the lighthouse. When the watchman enters the lighthouse, run back to his
office. Unlock door and enter. Switch on the light. Open the cash register and
put the brush in the tray. Turn around and take money from the safe. Exit.
Back in school. Ask twin witches about your second quest. Take bag of marbles
from the shelf at the back of the classroom. Go out. Enter the kitchen (door
to the right). Talk to boy. Exchange bag of marbles for potion and get chicken
leg. Pick up marrow bone and empty bottle in alley way. Go to the hungry guy
give him chicken leg when he mentions that he wants food and then fill empty
bottle with wine.
Go back to alley way. Give potion to the guy sitting in chair. Turn the knob
to lower the basket. Take the sausage and handle. Go upstairs and enter the
hut. Search the room and pick up the key. Go out and down. Give marrow bone to
dog and then open door next to the kennel. Enter and walk downstairs. Talk to
guard. Go right along the waterfront. Talk to man fixing the truck. Pick up
the tool when he is looking into the engine space. Use the tool to get the
bell from the wall. Return to the guard. Use bell on guard, use bell on
stairs. Go upstairs and enter the door. Take small safe from the table and put
it onto the spare plate on the scales. Take the jewel from the safe. Go out.
You find yourself in a room. Pick up the chock of wood. Find the handles on
the wall. Pull down left one, block with wood and pull down right one. Take
the key from the shelf. Climb on the crate, look through periscope. Open door
and go outside. Take the lighter from behind the post which is under the hut.
Follow the walkway and find a place to cross the wall by climbing crates. Take
scissors from table. Take candle from the ground next to the wall. Put the
candle under the rope. Light the candle.
Go to man painting the boat and talk to him. Climb the stairs and find the tin
can on the window sill. Go back to the guy painting the boat. Pick up brush.
Take some paint with the brush. Go back up stairs and follow walkway to the
alley way and pick up the atomiser and then go and talk to the Chinese
tattooist. Go downstairs and follow the street. Go to the next pier. Use
painted brush on guard. Go to fisherman. Talk to him, give empty can. Go to
other pier and take stick. Talk to boatman. Go to third pier and talk to
Marcello. Push the killer flea circus with the stick. Turn the handle and play
music. Use spray on Marcello. Take watch. Go to Chinese tattooist. Pull a
screw on the left of his stand Take map. Go to boatman, give a map and a
watch.
by dracon@loom.net.au