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Walkthrough

by miffology

_  _ ____ ___ ____ ____ ___  ____ _    _ ____    ____ ____ _ _  _ ____ ____
|\/| |___  |  |__/ |  | |__] |  | |    | [__     |    |__/ | |\/| |___ [__ 
|  | |___  |  |  \ |__| |    |__| |___ | ___]    |___ |  \ | |  | |___ ___]
                                                                           
**FAQ/Walkthrough by miffology - {miffology [at] hotmail.co.uk}**

===============================================================================
TABLE OF CONTENTS
===============================================================================

*INTRO..........................................[INFAQ]

*SOLUTIONS & ANSWERS
--Inquiry 1 - One Photo Too Many................[IN001]
--Inquiry 2 - The Haunted Theatre...............[IN002]
--Inquiry 3 - Clairvoyant.......................[IN003]
--Inquiry 4 - Granny's Gone.....................[IN004]

*SPOILER-FREE HINT SHEETS.......................[SPOI3]

*MISC INFO......................................[MISCI]
*VERSION/CONTACT................................[VERCO]


===============================================================================
INTRO...................................................................[INFAQ]
===============================================================================

--------------------------
ABOUT THIS WALKTHROUGH/FAQ
--------------------------

This is a FAQ/walkthrough for the Nintendo DS game Metropolis Crimes by Lexis
Numberique, published by Ubisoft.

The "SOLUTIONS & ANSWERS" part of this walkthrough lists all the solutions to
the clues and the answers to the interview questions, so obviously spoilers
are bound!

As the title of the "SPOILER-FREE HINT SHEETS" part suggests, these are a list
of hints which try not to give the solution away. After all, once you solve the
clue it loses its replay value, so might as well make the first time count!

I've listed all of The Informer's hints there, as well as additional hints
from myself for some of clues (especially where the Informer doesn't give a
hint where one would've been nice).

------------
GAME SUMMARY
------------

You play as Detective Red Johnson who lives in the town of Metropolis, where
crime is abundant and the police are corrupt. You follow Detective Red through
four cases, where it's up to him to solve the clues and determine who the
criminal is.

The game play has two major parts to it, searching crime scenes for clues and
suspect interviewing.

Clues are all self-contained puzzles; usually you're given an object or a
scene to examine, then you have to figure out how to solve it using the touch
screen.

Interviews are usually played in two rounds, with 2-4 matches per round. You
pick your match subjects from a list of topics to ask the suspect about. Each
topic usually consists of "choose the right answers" or a mini-game. If you
win the majority of your matches, you win that round. Win both rounds and you
win the interview.


===============================================================================
SOLUTIONS & ANSWERS
===============================================================================
_______________________________________________________________________________


INQUIRY 1 - One Photo Too Many..........................................[IN001]

_______________________________________________________________________________

========
TUTORIAL
========

Marc Howell
"You have to wait for the police to arrive"

Miss Griger
"If you open the door, you ruin his photos"

Choose an item that proves that the assassin is still on the premises:
-Red's mobile phone

****END OF TUTORIAL, GAME AUTOMATICALLY SAVES****


======================
INVESTIGATING - PART 1
======================

-------------------------------------------------------------------------------
CLUE 0 - Insect repellent

This one's pretty self explanatory since it's the tutorial after all.
Just follow the instructions the game gives you.

-------------------------------------------------------------------------------
CLUE 1 - Cash register
Location: Reception, cash register.

Pull down the register's handle three times to get the receipt out, then tear 
the receipt off. You find out there should be $223 in the register.

Rotate the register to its the left side. Zoom in and press the power switch.
Turn the register to the front and press the red button. The register opens and
you have to count the money by moving the notes from one side of the tray to
the next.

The symbols on the money represent its value, so the value of the folded notes 
can be worked out:

Club = 20, Diamond = 10, Spade = 5, Moon =2, Star = 1

Once the money's been counted, Red'll then ask:

"There's no shortage of money in the cash register" - False

Then he'll ask how much money is missing. If you've counted correctly you
should get an answer of $102. Since we know there was $223, but only counted
$102, it's just a case of 223 minus 102 which gives us:

Answer: $121

-------------------------------------------------------------------------------
CLUE 2 - Notebook
Location: Reception, in one of the open drawers.

Remove the clutter off the notebook, then open the notebook. Scribble all over 
the page until the words appear.

-------------------------------------------------------------------------------
CLUE 3 - Footprint
Location: Reception, crate under the window.

Pull out a sheet from the envelope on the right, place it over the footprint.
Scribble over the footprint to get a print of it.

-------------------------------------------------------------------------------
CLUE 4 - Red Light
Location: Dark room, red light bulb.

Unscrew the red light bulb with a right to left motion.
Take the bulb out and put it in the box, get the white light bulb and place it
where the red bulb was. Screw it in with a left to right motion.

-------------------------------------------------------------------------------
CLUE 5 - Scarf
Location: Dark room, on Dick's body.

Turn the scarf around to its back. Zoom in on the label. Switch to use mode
and uncrumple the label.

Q: "Interesting... the weapon belonged to a certain..."
A: "Jemima"

-------------------------------------------------------------------------------
CLUE 7 - Inkstamp
Location: Reception, on the first shelf, right side (only available after
solving the Scarf puzzle).

Pull the stamp pad from the right, slide the lid open with a left to right
motion. Rub the stamp pad. Pull the paper from the left, tap on the paper.

"Miss Griger is Dick's maid" - False
"Miss Griger is Dick's assistant" - True
"Miss Griger's first name is Jemima" - True
"Miss Griger's first name is Brigitte" - False
"I've already seen that name somewhere" - True
"It was on a notebook" - False
"or rather, it was on the murder weapon!" - True
"The murder weapon belonged to Marc Howell" - False
"The murder weapon belonged to miss Griger" - True

-------------------------------------------------------------------------------
CLUE 6 - Newspaper vending machine
Location: Outside, left of window.

Zoom in twice on the coin slot at the top of the vending machine.
Tap the change flap (looks like a bullseye) and get the coin. Rotate the
vending machine to its right side.

Zoom in on the same area at the top. Drag the coin into the slot. Rotate the
vending machine back to the front. Pull the handle.

Pull up the flap at the bottom of the vending machine and get the newspaper.

-------------------------------------------------------------------------------

****END OF INVESTIGATING, GAME AUTOMATICALLY SAVES****


==========
INTERVIEWS
==========

-------------------------------------------------------------------------------
MISS GRIGER
-------------------------------------------------------------------------------

Newspaper
"A politician has been murdered!"

Scarf
-show the ink stamp.

Cash register
-circle the 223 on the receipt.

Crate under the window 
Spot 5 differences:
 1. Red cup thing on the floor.
 2. The window shutters.
 3. One of drawers is open.
 4. Crate under the window.
 5. Receipt paper coming out the cash register.

Compliment
-circle her head.

Attack
-show the notepad.

Psychology
"You don't like wasting your time" - True
"You are a warm and friendly person" - False
"You smile all the time" - False
"You like the colour grey" - True
"Dick's death has really upset you" - False
"You particularly enjoy my company" - False
"You are cold and distant" - True

??????
"You can't wait to get home"

Photofit image
Make it look like Officer Robert. Get the beard first and match everything
else up.

Photograph
In this exact order:
True, true, false, false, true, false, true, false.

Facts
"When I arrived there was a man waiting by the window" - True
"I told him to wait patiently and I went into the shop" - True
"I discovered Dick's body immediately and screamed for help" - False

??????
Q: "You came to open the shop this morning even though you __ the day before"
A: "were fired"
Q: "You waited __ minutes, inside the shop before you alerted anyone to what
    had happened"
A: "10"
Q: "You had been angry with Dick since he..."
A: "fired you"
Q: "It was with your __ that Dick was killed"
A: "scarf"

-------------------------------------------------------------------------------
MARC HOWELL
-------------------------------------------------------------------------------

Newspaper
"A murder has taken place" - True
"An actor has been killed" - False
"It took place in a park" - True
"The victim was a politician" - True
"The man was killed in his sleep" - False

Scarf
"It belongs to miss Griger"

Cash register
"Both"

Crate under the window
"Someone could have stood on it to get easier access to the window" - True
"There were some very nice bottles of wine inside" - False
"I found a footprint on it" - True
"There was no trace of dust on it" - False
"The killer knocked Dick out with this crate" - False
"One of your shoes will help me to decide how important this crate is to the
 investigation" - True

Compliment
Tap him when he's not looking at you, when you get the meter to the right,
you win.

Attack
-circle Howell's right hand (NOT the hand in pocket).

Psychology
"You are cold blooded" - True
"You look tall and strong" - True
"You are fragile and frightened" - False
"You are warm and friendly" - False
"You are afraid of me" - False

??????
"You can't wait for me to declare miss Griger the murderer"

Photofit image
Make it look like Detective Red. You've got a nice reference pic of him on the
top screen.

Photograph
Same as the 'compliment' option. Intimidate the suspect by tapping on him when
he's not looking.

Facts
"When I arrived here, the shop wasn't open yet" - True
"I came to buy a camera" - False
"I waited for a while until I saw Dick's assistant arrive" - True
"I went into the shop with her" - False
"And so it was me who first discovered the body" - False

??????
Q: "You have the __ attitude of a killer"
A: "cold"
Q: "You didn't give me the __ which confirms your alibi straight away"
A: "film"
Q: "Miss Griger saw you __ when she arrived"
A: "near the window"

-------------------------------------------------------------------------------

****END OF INTERVIEWS, GAME AUTOMATICALLY SAVES****


=================
RED'S HQ - PART 1
=================

-------------------------------------------------------------------------------
LOCKER
-------------------------------------------------------------------------------

ITEM 1 - Photo frame

Rotate the frame to its back. Turn all four latches, touch the ripped area on
the cardboard to reveal money.

"Miss Griger wasn't carrying a purse" - False
"That's exactly the amount that was missing from Dick's cash register" - True
"Miss Griger came this morning because she really loved this photo" - False
"She came to steal money from Dick " - True
-select notepad

-------------------------------------------------------------------------------
ITEM 2 - Shoe

Rotate the shoe to its sole, zoom in and scrap the dirt off.

-------------------------------------------------------------------------------
ITEM 3 - Business Card

Turn the card around and scrap the dirt off.

-------------------------------------------------------------------------------
SUPER COMPUTER
-------------------------------------------------------------------------------

ANALYSIS
- Analysis the photo film.

-------------------------------------------------------------------------------
COMPARISON
- Footprint & Shoe
- Dirt sample 1 & Dirt reference 2
- Dirt sample 2 & Dirt reference 2

-------------------------------------------------------------------------------

Exit Red's HQ when done, the game doesn't automatically move on when you're
done.

****END OF RED'S HQ, GAME AUTOMATICALLY SAVES****


=====================
CUTSCENE - WHODUNNIT?
=====================

Officer Robert'll ask Red who he think is the murderer is.
Answer "Marc Howell"

****END OF SCENE, GAME AUTOMATICALLY SAVES****


======================
INVESTIGATING - PART 2
======================

-------------------------------------------------------------------------------
CLUE 8 - Box
Location: Dark room, grey box.

Turn the box around until you see a matchbook. Open it up.

Pick any match. To light the match, flick your stylus in a left to right motion
on the striking surface. Make sure you flick the stylus quickly.

Once the match is lit, move it as near the top of the screen as you can under 
the damp-looking splotch. The number code should start appearing.

You don't have to use all the matches, but if you run out of matches before
the code is revealed, you'll have to start again.

The code is 724, enter that into the padlock. Flick the two latches and open
the lid.

It's possible to open the lock straight away without doing the thing with the
matches though, since the code will always be 724!

-------------------------------------------------------------------------------
CLUE 9 - Window
Location: Outside, the window.

Zoom in, look at the bottom-right of the window for a black splotch. Powder the
spot three times, then blow.

If you're trying for the 'A' score, speed through the explanation box, since
it seems the time is counting even when you're reading it.

-------------------------------------------------------------------------------

Talk to miss Griger to get her notebook.

****END OF INVESTIGATING, GAME AUTOMATICALLY SAVES****


=================
RED'S HQ - PART 2
=================

-------------------------------------------------------------------------------
LOCKER
-------------------------------------------------------------------------------

ITEM 4 - Mobile phone

Close the mobile phone, the answer's on the top screen. Open the phone again,
turn it on and then input the pin code, '0000'. Press the mail key.

Again, like with the matchbook, it's possible to input the code without having
to check for the code.

-------------------------------------------------------------------------------
ITEM 5 - Jemima's notebook

If you've ever played Trace Memory/Another Code you might recognize this
puzzle!

You're suppose to use the reflective surface of the two DS screens to make out
what this picture's suppose to be. Close your DS slightly until you can
superimpose the reflection of the upper screen onto the image on the lower
screen.

You'll need to wait until the timer runs out before you can answer the
questions to complete this part.

Q: "I think I saw a picture, what was it of?"
A: "A tomb"

Q: "I think I saw a word scribbled on the picture, but what did it say?"
A: Write 'DICK'

-------------------------------------------------------------------------------
SUPER COMPUTER
-------------------------------------------------------------------------------

ANALYSIS:
-Fingerprint 3
-Photofilm 2

COMPARISON:
If you haven't checked Fingerprint 3 in Analysis, you can compare Marc Howell's
fingerprint and fingerprint 3. Otherwise nothing to do here.

-------------------------------------------------------------------------------

Once you're done, circle the file to give your final report and complete the
case.


======================
DOSSIER - FINAL REPORT
======================

"7:45am"
- circle the window
- show the photo frame
- show the scarf

"It was a crime of passion" - False
"It was done for revenge" - False
"The killer was getting rid of a troublesome witness" - True
"Nothing was stolen" - False
"The killer stole some money" - False
"The killer wanted to get back some compromising photos" - True
"The killer wanted my holiday photos" - False
"The murder weapon belongs to the killer" - False
"The killer just happened to find the weapon" - True
"The murder weapon belongs to Dick" - False
"The killer forced his way in" - True
"The killer had the keys" - False
"The killer is involved in another murder" - True
"The killer had an accomplice" - False
"Dick was unknown to the killer" - True

Q: "I'll recap... the killer was __ by Dick last night..."
A: "photographed"

Q: "...as the suspect was about to..."
A: "kill someone"

Q: "Fortunately Dick..."
A: "...escaped in time"

Q "Unfortunately the murderer knew where to find him because..."
A: "he found his business card"

-show photo film 1
-show photo film 2
-show notepad
-show footprint
-select Marc Howell

****END OF INQUIRY 1****


_______________________________________________________________________________


INQUIRY 2 - The Haunted Theatre.........................................[IN002]

_______________________________________________________________________________

==================================
INVESTIGATING THE THEATRE - PART 1
==================================

"His story sounds sketchy"
"If it would set your mind at ease"

Enter the theatre entrance.

-------------------------------------------------------------------------------

CLUE 1 - Ladder
Location: Theatre, top-right of screen.

Pull the ladder down, tighten the screws on both sides, tap the ladder.

-------------------------------------------------------------------------------

CLUE 2 - Rope and pulley
Location: Theatre upstairs, the pulleys.

Move the pulley right twice, lower the pulley and fish up the first item which
will be junk. Fish down again on the same spot to pull up the column.

-------------------------------------------------------------------------------

****END OF INVESTIGATING, GAME AUTOMATICALLY SAVES****


======================
CUTSCENE - APPARITION?
======================

Photofit - make the photofit of a young woman.
Enter the theatre entrance.

****END OF SCENE, GAME AUTOMATICALLY SAVES**** 


==================================
INVESTIGATING THE THEATRE - PART 2
==================================

-------------------------------------------------------------------------------
CLUE 3 - Body
Location: Theatre, body.

Turn phone on, press the mail button. Listen to all three messages.

-------------------------------------------------------------------------------
CLUE 4 - Microphone
Location: Theatre, golden microphone on stage.

Zoom in twice on the panel at the bottom of the microphone. Remove the screws
with an anti-clockwise motion, then tap the panel. Rewind the tape with the
rewind button (next to the stop key), press stop, then play.

Q: "Billy is probably ___"
A: "the victim"
Q: Billy made a phone call just before he ___"
A: "died"
Q: "Someone else was here, and this person ___ Billy"
A: "threatened"
Q: "Billy's death is clearly not ___"
A: "an accident"

-------------------------------------------------------------------------------
CLUE 5 - Newspapers
Location: Theatre upstairs, stack of books to the left of screen.

Read through the documents, press the 'X' button when you're done, then you'll
have to answer a quiz relating to the documents.

"The theatre was well loved by its neighbours" - False
"The usherette died from electrocution" - True
"Neighbours have heard strange cries from the theatre since its closure"
 - False
"Neighbours have heard singing coming from the theatre since its closure"
 - True
"There have been 6 deaths in the theatre" - True
"The theatre closed when its audiences stopped coming" - True

-------------------------------------------------------------------------------
CLUE 6 - Window
Location: Theatre upstairs, window on the right.

Pull the latches up, then pull them inwards. Lift the window. Tap the
footprints.

"The window wasn't locked before I touched it" - False
"The latch can easily be moved from outside, without breaking the glass"
 - False 
"The footsteps on the roof lead away from the window" - False
"The footsteps on the roof head toward the window and then go away again"
 - False
"The footsteps on the roof head toward the window but don't go away" - True

-------------------------------------------------------------------------------

------------------------------------
RECAP (After solving all four clues)
------------------------------------

Q: "Billy's death was..."
A: "a murder"
Q: "The only way in, apart from the main door is..."
A: -circle the window
Q: "The window is doing my head in: someone came in through here and closed
    the latch behind them. But the victim's father didn't see anyone coming
    out of the theatre by the main door... which means that..."
A: "the murderer is still on the premises!"

****END OF INVESTIGATING, GAME AUTOMATICALLY SAVES****


====================
CUTSCENE - THE CHASE
====================

"Give chase!"

****END OF SCENE, GAME AUTOMATICALLY SAVES****


==================
ROOFTOP INTERVIEWS
==================

Go right, pick a window. You now have to interview the tenants of all three
windows.

-------------------------------------------------------------------------------
WINDOW 1 - LEON TORREZ
-------------------------------------------------------------------------------

Alibi
Q: "That depends what time the murder happened..."
A: "about an hour ago"

Profession
-circle the cello.

Ghost
-show newspaper cuttings

Theatre
Q: "What you've just said is..."
A: "a contraction in terms!"

Victim
-select the guy in the leather jacket, hands in pockets.

Bluff
Tap him when he's scratching his head.

Recording
Q: "You've got no right to be here! This is my..."
A: "theatre"
Q: "I have the right..."
A: "of life and death"
Q: "over anyone who enters this ___ place"
A: "sacred"

Psychology
"You are a smart and modern young man" - False
"You are conventional and strict" - True
"You sometimes wear a shirt and tie" - True
"Smiling comes naturally to you" - False 

Flat
Spot 4 differences:
 1. Lock on the upper left of screen, near kitchen.
 2. Book on the piano, right of screen.
 3. Lamp on the bookshelf.
 4. Music box on coffee table.

-------------------------------------------------------------------------------
WINDOW 2 - LUIS MITCHELL
-------------------------------------------------------------------------------

Alibi
Q: "If you are lying, you won't be able to..."
A: "tell me the final score"

Profession
Q: "Looking at you, I would say that you look like..."
A: "some kind of hard-up labourer"

Ghost
Tap him when he's rubbing the back of his head.

Theatre
Q: "I think you mean..."
A: "Shakespeare"

Victim
-show Billy's mobile phone

Bluff
"Billy and a friend came to burgle the theatre" - False
"He stole a whole load of valuables" - False
"He was stabbed to death" - False
"He was crushed to death under one of the props" - True
"The murderer then tried to kill me" - True
"He got away through the main door" - False
"I lost him on the rooftops" - True

Recording
"Billy was on his phone just before he died" - True
"The murderer killed him in cold blood, without saying a word" - False
"The murderer spoke to Billy before killing him" - True
"Billy was really happy about the tip-off he had been given about the theatre"
 - False

Psychology
Q: "Well, you seem quite..."
A: "sad"

Flat 
Spot 5 differences:
 1. Stack of pizza boxes, bottom of screen.
 2. Socks on washing line, upper right of screen.
 3. Knocked over bin, near fridge.
 4. Thing dangling from ceiling, top of screen.
 5. Dirty bathtub.

-------------------------------------------------------------------------------
WINDOW 3 - GABRIEL BROWN
-------------------------------------------------------------------------------

Q: "Does anyone know you're here?"
A: "Yes, obviously"

Any other answer will result in Red getting shot and a game over!
---

Alibi
Tap him when he crosses his arms and looks away.

Profession
Q: "Isn't a detective supposed to be able to spot things? What do you think I
    do?"
A: "Hitman"

Ghost
Q: "Do I look like someone who's into ghost stories?"
A: "No, not really"

Theatre
Q: "Do you know which Shakespeare play contains the famous line, "To be or not
    to be"?"
A: "Hamlet"

Victim
"He was always a suit-and-tie type" - False
"He was a burglar" - True
"He worked alone" - False
"His father is a tall, white-haired man" - False
"He was strangled to death with a scarf" - False
"He was wearing a black jacket" - True
"His father worked with him" - True

Bluff
Q: "What's there to stop me?"
A: "The police are at the end of the road, waiting for my report on the
    interview"

Recording
Q: "I'd like to check whether it was your voice on the tape. Could you repeat
    this sentence after me:"
A: "You've got no right to be here - this is my theatre!"

Psychology
"You are the shy and nervous type" - False
"You are the silent, reserved type" - True
"You never wear white" - False
"You take good care of the way you look" - True
"You enjoy a good laugh and a joke" - False

Flat
Spot 1 difference:
 1. Crack on the wall.

-------------------------------------------------------------------------------

****END OF INTERVIEWS, GAME AUTOMATICALLY SAVES****


=====================
CUTSCENE - WHODUNNIT?
=====================

Q: "There can only be one explanation:"
A: "One of them lied to me!"

Q: "Which of them is likely to be the murderer?"
A: "Gabriel Brown"

****END OF SCENE, GAME AUTOMATICALLY SAVES****


=========================
INVESTIGATING LUIS'S FLAT
=========================

-------------------------------------------------------------------------------
CLUE 7 - Telephone
Location: Outside the theatre, left of theatre door.

Pull Red's diary from the right of the screen, turn the page. Note Luis's
number, 2938. Push the diary back off screen.

Pull the receiver. Put coin in slot, dial Luis's number (you can dial Gabriel's
number, but his number will be engaged).

"I'm calling about your mother..."
"I'm her nurse. She's really not doing well"

If you dialled the wrong number and need another coin, put the receiver down
and pick it up again.

-------------------------------------------------------------------------------
CLUE 8 - Bath tub
Location: Luis's flat, bathtub.

Turn on the hot water tap with an anti-clockwise motion. Blow the bubbles away
to reveal a rubber duck. Tap the duck to make it capsize (if it's not doing
anything when you tap it, you need to keep blowing the bubbles).

Tap the duck again to get a close-up view of it. Rotate the duck so you can
see its base. Open the cap in the same direction indicated by the arrows.

-------------------------------------------------------------------------------
CLUE 9 - Medical cabinet
Location: Luis's flat, cabinet above bathtub.

Blow the mirror to mist it up. Note the numbers, 15. Then smash the mirror by
tapping on it, getting you the numbers 89.

Enter 1589 into the lock. Open the cabinet and tap the contents.

As always, you can enter 1589 directly into the lock if you don't want to go
mirror smashing!

-------------------------------------------------------------------------------
CLUE 10 - Luis's jacket
Location: Luis's flat, jacket hanging near the fridge.

Unzip the top pocket, pull out the whiskey and tap it. Unzip the jacket, open
up the jacket on the left side. Zoom in, unzip the inner pocket. Pull out
the poker cards, tap them. Then pull out the paper and tap it.

"Piece of cake - Luis is the murderer!" - False
"Luis knows a guy called Billy - probably the victim" - True
"Luis takes a lot of cough mixture" - False
"Luis carries cheap wine around on him" - False
"Luis is into his whiskey" - True
"Luis is a keen bridge player" - False
"Luis is a keen poker player" - True

-------------------------------------------------------------------------------
CLUE 11 - Document files
Location: Luis's flat, shelf on the right, near the socks.

Scroll through the articles in the file, answer a quiz afterwards.

Q: "At the moment, it seems like Luis is suffering from..."
A: "depression"
Q: "It's probably related to the fact he lost..."
A: "his job"
Q: "Before going on the dole, his job was as..."
A: "a lighting technician"
Q: "Something tells me he did this job in the..."
A: "theatre"
Q: "To top it all, Luis is an alcoholic and is addicted to..."
A: "gambling"
Q: "And finally, Luis seems to be pretty hard up. He's down to his last..."
A: "10 dollars"

-------------------------------------------------------------------------------
CLUE 12 - Answerphone
Location: Luis's flat, under the telephone.

Turn the volume switch up with a clockwise motion. Press play, read the
message, press stop. Repeat 'play, stop' thing two more times to listen to the
next two messages.

-------------------------------------------------------------------------------

****END OF INVESIGATING, GAME AUTOMATICALLY SAVES****


=========================
INVESTIGATING LEON'S FLAT
=========================

-------------------------------------------------------------------------------
CLUE 13 - Telephone
Location: Outside the theatre, left of theatre door.

Pull the receiver, put the coin in.

Pull the tape recorder from the bottom of the screen. Press play. The aim
is to match the tune on the recorder to the tones the phone keypads make.

The number should be 1758.

"I'm looking for a talented musician"
"Yes, and I'd really like to meet you"
"On the other side of town, in the station coffee shop"
"I'll be carrying a violin case"

-------------------------------------------------------------------------------
CLUE 14 - Catalogue
Location: Leon's Flat, on the cello.

Another 'observe and remember, then answer questions afterwards' clue.

"Leon ordered a microphone" - True
"And a guitar" - False
"His order came to $416 in total" - True
"He bought an album" - False
"His order was placed on 20/04" - True
"He bought a tape recorder" - True
"But he didn't need to buy any cassette tapes" - False

-------------------------------------------------------------------------------
CLUE 15 - Paper
Location: Leon's Flat, to the left of the kitchen window.

Move the pan into the sink. Turn on the tap. Put the pan back on the stove and
turn the stove on to high heat. Wait. Peel the paper from the wall to reveal
a safe.

The safe's code is on the blackboard. The fruits correspond to the order you
input the code, so the code's 9135.

-------------------------------------------------------------------------------
CLUE 16 - Cassette
Location: Leon's Flat, to the right, near the reels.

Turn on the lamp. Open the top drawer, then close it. Keep doing this until
all the items on the top screen fall down, to reveal a key. Get the key in the
same manner then use the key to open the bottom drawer to get a cassette.

-------------------------------------------------------------------------------
CLUE 17 - Music box
Location: Leon's Flat, box on the coffee table.

In this clue, you're suppose to listen to the tune on the music box and match
the tune on the recorder. You know you've got the correct notes if the drawer
on the music box starts to open. If you get one note wrong, the drawer closes
and you have to start again from the beginning.

To operate the recorder, hold the stylus over one of the recorder holes and
blow into the DS mic.

There are seven holes, so counting from the left, play the recorder in this
order.

3rd hole, 4th hole, 5th hole, 4th hole, 1st hole, 3rd hole.

-------------------------------------------------------------------------------

****END OF INVESIGATING, GAME AUTOMATICALLY SAVES****


============================
INVESTIGATING GABRIEL'S FLAT
============================

-------------------------------------------------------------------------------
CLUE 18 - Telephone
Location: Outside the theatre, left of theatre door.

Pull receiver, put coin in. Check diary, Gabriel's number is 1753. Dial that
in.

"Don't you recognize my voice?"
"Don't mess with me. You know my name!"
"Yeah. I'm a bit under the weather at the moment"
"Now. Can you come over straight away?"

Go right, enter Gabriel's flat to get stopped by an alarm system.

-------------------------------------------------------------------------------
CLUE 19 - Alarm system
Location: Rooftop, window on the roof.

Touch the fingerprint area to set the alarm off.

Undo the three screws with an anti-clockwise motion. Sever the wires by
tapping them ONLY when their light is green. If you sever the wire when its
light is red.... you lose, and it counts as a failed attempt.

-------------------------------------------------------------------------------
CLUE 20 - Wall
Location: Gabriel's flat, wall to the right.

Tap around the wall to look for a weak spot.
The weak spot's at center right of the wall. Keep tapping until the wall
starts to crack, to reveal a gun.

Gun: Pull the ejector rod out (the pin thing under the gun barrel). Pull the
bullet out of the cylinder by rubbing near the bottom of the cylinder. It
might take you several tries, the game's kinda fussy where you rub.

-------------------------------------------------------------------------------
CLUE 21 - Telephone
Location: Gabriel's flat, telephone.

Pick up the receiver and press the 'R' button.

"This is Gabriel"
"I've got a cold"
"Password? What are you talking about? There's never been a password!"
"Yes, it's done. He's pushing up the daisies"

-------------------------------------------------------------------------------
CLUE 22 - Computer
Location: Gabriel's flat, computer.

Here you have to search around the computer to look for letters that make up
the password. Here's the solution:

O x2 - from the 'tO enter the cOde, press the space bar'
S - on the sticky note
T - under the sticky note when you peel it off
IP - scratch off the white stain
E - missing key
M - discoloured key
R - tap the 'R' key, it has a different sound from the other keys
L - turn off the computer screen

Which gives us the word, 'METROPOLIS'. Press the space bar and enter that into
the computer.

-------------------------------------------------------------------------------

****END OF INVESIGATING, GAME AUTOMATICALLY SAVES****


==================
CUTSCENE - SINGING
==================

Go left, and Red'll hear someone singing.

****END OF SCENE, GAME AUTOMATICALLY SAVES****

-------------------------------------------------------------------------------
INTERVIEW - MARIA LOPEZ
-------------------------------------------------------------------------------

Murder
Q: "Because the official version of events is that the victim's death was..."
A: "an accident"

Singing
Q: "Yes, I do. Your voice reminds me of..."
A: "the song of a wounded bird"

Microphone
Spot 5 differences:
 1. Wooden log, front of stage (not sure what you call them)
 2. Microphone
 3. Damaged floorboards
 4. Chest is full
 5. Extra tuft of grass to the left

Billy
Q: "How did you know that he was wearing a..."
A: "black jacket?!"

Alibi
Q: "I've seen that film myself. If you watched it, you ought to be able to
    tell me..."
A: "what happens at the end"

Theatre
"This place makes you feel like you're a star"

Ghost
-show newspaper cuttings

Leon Torrez
"He is very fat" - False
"He's thin" - True
"He wears glasses" - True
"The last time I saw him, he was wearing a dirty t-shirt" - False
"The last time I saw him, he was wearing a suit and tie" - True
"He's a musician" - True
"He's blond" - False
"He's got dark hair" - True 
"He's a very smiley person" - False

Gabriel Brown
-compose a photofit of Gabriel.

Luis Mitchell
-compose a photofit of Luis.

Profession
Q: "Did your father keep ___ after the theatre closed?"
A: "a spare set of keys"

???
Q: "Really? Where would you take me?"
A: "To the opera"

-------------------------------------------------------------------------------

****END OF INTERVIEW, GAME AUTOMATICALLY SAVES****


=========================
CUTSCENE - KILLER RETURNS
=========================

"Pull out Red's gun and shoot!"

****END OF SCENE, GAME AUTOMATICALLY SAVES****


========
RED'S HQ
========

-------------------------------------------------------------------------------
LOCKER
-------------------------------------------------------------------------------

ITEM 1 - Sheet music

Tap the sheet music to read Leon's lyrical masterpiece, then answer some
questions afterwards.

"Leon is secretly in love" - True
"Leon is a gallant knight" - False
"Leon hides in a cinema to secretly admire a girl" -  False
"Leon hides so he can hear a beautiful woman's singing voice" - True
""This place has become inhabited by strangers." He's probably talking about
 the theatre opening" - True

-------------------------------------------------------------------------------
ITEM 2 - Cassette tape

Open the cassette player by pressing the eject key. Put the tape in. Zoom in,
rewind the tape with an anti-clockwise motion on the left spool. Close the
cassette player lid.

Rotate the cassette player to its right side, turn the switch on. Rotate back
to front, press play.

-------------------------------------------------------------------------------
SUPER COMPUTER
-------------------------------------------------------------------------------

ANALYSIS
-Photofit image
-Tablets
-Newspaper article
-Gabriel's contract

COMPARISON
-Nothing to compare.

-------------------------------------------------------------------------------

Once you're done, circle the file to give your final report.


======================
DOSSIER - FINAL REPORT
======================

-select Leon Torrez

"He has been living next to the theatre for a long time" - False
"He is a friend of Billy's" - False
"He works as a cleaner" - False
"He's a hitman" - True
"He was hired to take out Billy" - False
"He was hired to take out Leon" - False
"He was hired to take out Luis" - True
"He was hired to take out Maria" - False
"He hasn't yet completed his job" - True
"The last person to contact Gabriel was a pizza delivery service" - False
"Gabriel is small and fat" - False
"I have evidence that Gabriel has already been on the mezzanine floor in the
 theatre" - False

"He's a painter" - False
"Leon was delighted about the theatre opening" - False
"He is short and well-built" - False
"I have found evidence that Leon knew Billy" - False
"I have found evidence that Leon knew Maria" - True
"Leon is secretly in love with a woman" - True
"Leon had bought recording equipment before the murder" - True
"Leon was pleased when the theatre closed down" - True

"Luis is happy" - False
"Luis worked in the old theatre" - True
"Luis knew Billy" - True
"Billy was in the theatre that night because of Luis" - True
"Luis is in mortal danger" - True
"Luis was probably planning to commit suicide" - True
"Luis is thin and lanky" - False
"Luis had paid all his gambling debts to Billy" - False
"Billy's death would have made life easier for Luis" - True

Q: "Why was Billy killed? What was the motive?"
A: "to protect Maria"

Q: "The person that killed Billy __ implicated in the previous deaths in the
theatre"
A: "is also"

-circle the big column
-circle the window

Q: "Was the murder premeditated?"
A: "No. The murderer caught Billy on the premises and killed him"

Q: "Why did the murderer twice try to kill me?"
A: "he protects Maria from intruders"

Q: "Let's have a think. The murderer must have been..."
A: "thin"

Q: "Otherwise, he would never have been able to __ the small window of the
    theatre"
A: "get in through"

"The murderer had an accomplice" - False
"The murderer was acting alone" - True
"The murderer had a personal grudge against Billy" - False
"The murderer and the theatre ghost are one and the same" - True
"The murderer was paid to take out Billy" - False
"The murderer loved Maria's voice" - True
"The murderer was a poker fan" - False
"Billy had come to find Maria that night" - False
"Billy was there to loot the theatre" - True
"Maria believes in the theatre ghost" - True
"She thinks the theatre ghost wants to kill her" - False
"She thinks the theatre ghost wants to protect her" - True
"The deaths that caused the theatre to be closed were accidental" - False

-select Billy's mobile phone

****END OF INQUIRY 2****


_______________________________________________________________________________


INQUIRY 3 - Clairvoyant.................................................[IN003]

_______________________________________________________________________________

========================
INTRO - THE STRANGE CALL
========================

Go to the caravan door.

-------------------------------------------------------------------------------
CLUE 1 - Door
Location: Outside the caravan, caravan door.

PART 1 - The gun

Push the welcome mat up.
-circle the trigger area.
Try the door, then tap the oil lamp.

PART 2 - Oil lamp

Turn the valve on right side of the lamp, it'll break. Open the lamp and blow
out the flame. Tap the yellow thing in the lamp to get the caravan key.

-------------------------------------------------------------------------------

****END OF INTRO, GAME AUTOMATICALLY SAVES****


=========
JAIL CELL
=========

"Do me a favour. Get out of here."
-check the prison door

****END OF SCENE, GAME AUTOMATICALLY SAVES****


===========================
INVESTIGATING - THE CARAVAN
===========================

-------------------------------------------------------------------------------
CLUE 2 - Wanted poster
Location: Outside the caravan, pillar on the right

Scribble over Red's face, until he has bushy eyebrows and a beard.

If you've coloured in the eyebrow and beard, but the game doesn't register
you've done it, it's most likely because you've not coloured a part in
completely.

-------------------------------------------------------------------------------

CLUE 3 - Crystal ball
Location: Inside the caravan, crystal ball

Rotate the crystal ball so you can see it from the top. Keep rubbing the ball
until you can lift it up from its stand. Press the button under the crystal
ball, rotate back down, then press the right button three times.

-------------------------------------------------------------------------------

CLUE 4 - Stove
Location: Inside the caravan, stove on the left

-Zoom in twice on the area right at top of the stove, unscrew both screws on
 the chimney hinge. Chimney should swing open, scroll right and get the money.
-Open the top compartment with a right to left motion. Pull out the logs. Get
 the money inside.
-Pull the lever. Money should fall down into the top compartment, get the
 money.
-Open the bottom door from right to left. Pull out the tray. Blow the ashes
 away. Change the angle so you're viewing the stove from the top. Get the
 money from the tray.
-While viewing the stove from the top, open the circle plate on top of the
 stove with an anti-clockwise motion.

-------------------------------------------------------------------------------
CLUE 5 - Mask
Location: Inside the caravan, just above the crystal ball to the right.

You'll automatically be holding a match, light the match by striking it on the
playing cards. Light the candle you-can't-see by moving the match to the upper
left area of the screen.

Move the candle to the right on top of the playing cards to burn the rope.
You'll find a coffin.

Coffin: Pull out the pins, then open the coffin.

-------------------------------------------------------------------------------
CLUE 6 - Diary
Location: Inside the caravan, book near on the skull on the right.

Read the diary, then answer questions afterwards about the diary's contents.

Q: "The victim, Salvatore, always booked appointments with the fortune-teller
    on..."
A: "Tuesdays"

Q: "The diary also contained the phone number of a certain Rosa. Her number
    was:"
A: "9624"

Q: "This month, the fortune-teller's biggest client was:"
A: "Salvatore"

Q: "I also noticed..."
A: "that a page had been torn out"

-------------------------------------------------------------------------------
CLUE 7 - Tarot cards
Location: Inside the caravan, on the book shelf to the left.

I think this one's probably the hardest and most obscure puzzle in the game.
The box gives you a clue to the number you need to put into the mask, and
you're supposed to find the solution by looking at the Tarot cards.

Pull the box with the mask down to get your first clue. To put your answer in,
input the number, then pull the tongue. It'll give you a key if you're correct.
Then just drag the key to the corresponding locks.

-------------
TAROT CLUE #1

Eclipse: The Moon (XVIII, 18) + The Sun (XVIIII, 19) = Eclipse (37)

-------------
TAROT CLUE #2

669: The number of the Devil is '666' so:
     666 + 3 = 669
     So: The Devil (XV, 15) + 3 = 18

If you play the game in French, it had an additional clue where there was a
five-pointed star drawn under the 669.

-------------
TAROT CLUE #3

Great Bear: 
Now this one was a real head scratcher! The Great Bear (Ursa Major) is a star
constellation, and the most well-known part of this constellation is the Big
Dipper.

In several countries, the Big Dipper is often referred to as a wagon, cart or
most importantly in this case, a chariot.

Answer to this puzzle: The Star (XVII, 17) + The Chariot (VII, 7) = 24

-------------
TAROT CLUE #4

20 + 8 = 13: Judgement (XX, 20) + Justice (VIII, 8) = Death (XIII, 13)
             In ye olden days, if a man was judged guilty by the courts and
             sentenced to death, what happened to him? He would've been hung!
             So the answer is: The number of the Hanged Man (XII, 12)

-------------------------------------------------------------------------------

****END OF INVESTIGATING, GAME AUTOMATICALLY SAVES****


-------------------------------------------------------------------------------
INTERVIEW - ANISHKA
-------------------------------------------------------------------------------

Gun
-circle the area at bottom of the caravan door

Money
"I lit your wood-burner because I was feeling a bit cold"

Con trick
-show crystal ball

Appointments diary
"Your client numbers are into double figures" - False
"Salvatore Fitchelli, was a regular client" - True
"Your diary was as good as new" - False
"A page had been torn out of your diary" - True
"One of your clients was a certain Pamela" - False
"One of your clients was a certain Rosa" - True
"Your diary has a black cover" - True
"You diary has a red cover" - False

Voodoo doll
"a little coffin"

Tarot cards
Q: "I can be seen at the beginning of the year, the end of the day - and
    twice during yesterday. Who am I?"
A: "Y"

Vision
"Unlucky. Better luck next time"

Victim
-circle his tie

Fortune-telling
"You are a shy and retiring type" - False
"You have a soft spot for jewellery" - True
"You are self-assured and know what you want" - True
"You're a good actor" - True
"You're so honest that you are unable to tell a lie" - False
"You tend to look on the bright side. Life doesn't scare you" - True
"You like cold, discreet colours" - False
"You have a fiery temperament" - True

-------------------------------------------------------------------------------

"She told me the truth. I believe her"

****END OF INTERVIEW, GAME AUTOMATICALLY SAVES****


===============
TELEPHONE CALLS
===============

-------------------------------------------------------------------------------
CLUE 8 - Booth
Location: Outside the caravan, telephone booth near caravan

PART 1

You can check the number on the diary to the right of the screen.
Lift the receiver, put coin in, dial 9624.

"That's funny. I found your number in her appointments diary"

Check the same phone booth again.

PART 2

This time, the only number Red has noted in his diary is 'KNOX'. Obviously the
letters correspond to the phone key alphabet, so dial in 5669.

Q: "I know, for instance, that you ___ the murder weapon"
A "supplied"

-------------------------------------------------------------------------------

****END OF SCENE, GAME AUTOMATICALLY SAVES****


==============
OFFICER ROBERT
==============

Q: "Well, what I do think is that ___ gave you a tip-off"
A: "Rosa" (though I think it doesn't matter who you pick though)
--
Officer Robert shoots you if select any of the wrong answers after here
though, giving you game over.

Q: "I know that the fortune-teller received a large..."
A: "sum of money"

Q: "In exchange, she was asked to hide ___ near the door of her caravan"
A: "a pistol"

Q: "A guy called __ supplied her with it."
A: "Knox"

Q: "Open your eyes. This whole case is..."
A: "a set-up"

Q: "It means that you will get all the..."
A: "glory!"

"Thank you so much!"

****END OF SCENE, GAME AUTOMATICALLY SAVES****


===========================
INVESTIGATING - ROSA'S FLAT
===========================

Enter the street at the top, Rosa's street then check Rosa's door.

-------------------------------------------------------------------------------
CLUE 9 - Rosa's door

Switch to observe mode, scroll up so you can see the poster. Pull at it from
the top-right corner, it should fall down. Push the poster under the door.

Tap the key hole to push the key out, then pull the poster out.

-------------------------------------------------------------------------------
CLUE 10 - Sticker
Location: Rosa's flat, fridge.

Tap the paper to peel it off. 

Again, if you've ever played Trace Memory/Another Code, this'll be a familiar!
Close your DS, then open it again.

-------------------------------------------------------------------------------
CLUE 11 - Dartboard
Location: Upstairs of Rosa's flat, just above the sofa on the right.

You have to throw the darts and get a score of 90. It seems it's only possible
to hit the dartboard in five places, so position the dart as so to score:

Left of dartboard = 8
Left of bullseye = 9
Bullseye = 50
Right of bullseye = 4
Right of dartboard = 13

The easiest two solutions I think are:

Hit the bullseye, then hit the 8 five times.
OR
Hit the 13 six times, then the 4 three times.

-------------------------------------------------------------------------------
CLUE 12 - Desk
Location: Upstairs of Rosa's flat, desk to the left.

Turn on the lamp. Tap the lamp, waiting for it to finish swinging and the key
should fall out - pick it up. Move the blue box on the left to get to the
suitcase.

Q: "What section was this page torn out from?"
A: "The private detectives section"

-------------------------------------------------------------------------------

------------------------------
AFTER COMPLETING ALL THE CLUES
------------------------------

Q: "What are you doing here?!"
A: "I need to talk to you"

-show page from diary

****END OF INVESTIGATING, GAME AUTOMATICALLY SAVES****


-------------------------------------------------------------------------------
INTERVIEW - ROSA
-------------------------------------------------------------------------------

Anishka
Tap her when she looks away.

Tommy
-show sticker

Dartboard
Q: "It certainly does. The page mentioned..."
A: "the victim's name"
Q: "And the date and time of his ___ with Anishka"
A: "last appointment"

Phonebook
-show page from phonebook 2

Knox
Q: "The name rings a bell, vaguely. Can you spell it?"
A: "Knox"

Victim
Q: "Pfff... Remind me what he was called"
A: "Salvatore Fitchelli"

Alibi
Q: "What time of day did the murder take place?"
A: "In the afternoon"

Flat
Spot 5 differences:
 1. Hat on the table
 2. Briefcase on the armchair
 3. Sock on the sofa
 4. Poster near the dartboard
 5. Shoe on the floor (might be covered by the time bar)

Psychology
"You are full of the joys of life" - False
"You don't like dark colours" - False
"You are distant and suspicious-minded" - True
"You don't often smile" - True
"You have laughing eyes" - False
"You don't often get out in the sun" - True

-------------------------------------------------------------------------------

Q: "Should I believe her statement?"
A: "I think it makes sense"

****END OF INTERVIEW, GAME AUTOMATICALLY SAVES****


Enter the bottom street, Knox's street

-------------------------------------------------------------------------------
INTERVIEW - KNOX
-------------------------------------------------------------------------------

Anishka
"A young girl - barely 20 I would say" - False
"She's tall with ginger hair" - False
"She has black hair" - True
"She wears a hairband" - True
"She wears earrings" - True
"She's an astronomer" - False
"She's a fortune-teller" - True
"She's a very shy type" - False
"She's got a fiery temperament" - True

Gun
-show gun

Knox
Q: "I would have thought you were more likely to be into..."
A: "arms dealing"

Salvatore
"I think the whole thing was a set-up"

Shop
Spot 5 differences:
 1. Phone number at the top of the shop
 2. Poster on the door
 3. Poster on the window
 4. Bullseye under the clock, top right
 5. Poster on the pillar to the left

Alibi
Q: "When was it?"
A: "3:30pm"

Psychology
"You are sensitive and fragile" - False
"You have at least one tattoo" - True
"You have to dress smartly for your job" - False
"You're a touch guy" - True
"I could beat you at arm-wrestling" - False

Facts of the case
"Anishka called me because one of her clients had just been killed" - False
"When I got there, I found out that Anishka had locked her client in the
 caravan" - True
"Apparently he had threatened to kill her" - False
"For his own protection, apparently. She had foreseen that a man would come to
 kill Salvatore" - True
"She was waiting for me, to let Salvatore out" - False
"She was waiting for me, so I could start to investigate the alleged future
 murderer" - True
"I believed her story. But the first thing to do was to let the poor guy out of
 there" - False
"I didn't believe a word of it, so I simply went to let the guy out" - True
"I found a set of keys by the doorstep" - False
"I found a gun by the doorstep" - True
"I picked it up, so as to take Salvatore out" - False
"I picked it up, so as to intimidate Salvatore" - True
"But first of all I checked that it was loaded" - False
"But first of all I checked that it wasn't dangerous" - True
"I opened the door and shot Salvatore down in cold blood" - False
"I opened the door and the gun fired all on its own, taking Salvatore out
 straight away" - True

Intimidation
Tap him when he puts his hands on his waist.

-------------------------------------------------------------------------------

-show gun
Compose a photofit of the 'bespectacled, mustachio-man'

Q: "Should I believe this man's statement?"
A: "Yes. I don't think he's lying"

****END OF INTERVIEW, GAME AUTOMATICALLY SAVES****


=====
RECAP
=====

Q: "Anishka was paid to ___ Salvatore in her caravan"
A: "lock"

Q: "She was also asked to place ___ in clear sight near her door"
A: "a gun"

Q: "This item was supplied by a certain..."
A: "Knox,"

Q: "who is an expert in..."
A: "firearms customisation"

Q: "The person who ordered this item was..."
A: "short with a moustache"

Q: "He was also wearing"
A: "glasses"

****END OF RECAP, GAME AUTOMATICALLY SAVES****


=============================
INVESTIGATING - TOMMY'S PLACE
=============================

Enter door on the right to get to Tommy's place.

-------------------------------------------------------------------------------
CLUE 13 - Fridge
Location: Tommy's place, fridge

Pull the sheet cover off to reveal a microwave. Open the microwave. Open the
fridge by pulling down on the handle. Open the ice box compartment. Move the
ice into the microwave, close the microwave door.

Wait for a text box telling you it's done, then open the microwave.

-------------------------------------------------------------------------------
CLUE 14 - Suitcase
Location: Tommy's place, on the wooden cabinet, middle of screen.

Flip the two latches on the suitcase, open the suitcase. Rip the black straps
off both sides of the bomb. Move the bomb down onto the shelf, be careful not
to touch the wires. Close the suitcase. Put the bomb on top of the suitcase.
Open the suitcase.

Lift the cover off the inside of the suitcase. Peel off one of the bottle
labels.

-------------------------------------------------------------------------------
CLUE 15 - Computer
Location: Tommy's place, computer to the left.

Move the mouse, click the Globe icon. Then 'History', then 'dodgy-forum.com'.
Click 'Password forgotten?' then it should say you've got new mail.
Click the Mail icon, click open. You find out the password is the number of
stickers on the fridge. Wait a moment, then you'll be asked to put in the
password.

Put in '6' as a number.

-------------------------------------------------------------------------------
CLUE 16 - Binoculars
Location: Tommy's place, on the window sill.

Pull off both lens covers. Turn the dial right (about 10 times) until the
image becomes clear.

-------------------------------------------------------------------------------
CLUE 17 - Remote control
Location: Tommy's place, television.

PART 1

Switch to observe mode, change the angle so you can see the back of the
controls. Pull the covers off both remotes. Pull the batteries out of the
remote, they'll automatically move into the other remote.

Rotate back, and press the red button.

PART 2

Pull the gun's hammer, press the red button again.

-------------------------------------------------------------------------------

------------------------------
AFTER COMPLETING ALL THE CLUES
------------------------------

"Slip her some money"

****END OF INVESTIGATING, GAME AUTOMATICALLY SAVES****


-------------------------------------------------------------------------------
INTERVIEW - TOMMY
-------------------------------------------------------------------------------

Fridge
-show moustache and glasses

Remote control
"It remotely controlled the murder weapon!"

Suitcase
Q: "I found __ at your place"
A: "a suitcase"
Q: "It had __ in it"
A: "a bomb"
Q: "Luckily I managed to..."
A: "throw it into the rubbish chute"
Q: "Underneath the false bottom there were some..."
A: "bottles of alcohol"

Binoculars
-circle the window sill

Computer
"Vendetta"

Victim
Q: "But people saw you..."
A: "fighting with him"

Knox
Compose a photofit of Knox.

Anishka
Q: "But she seems to know you quite well. She told me you were..."
A: "a local lowlife, a wheeler-dealer"

Rosa
"She has short hair" - False
"The last time I saw her, she was wearing black" - True
"She's blond" - False
"She's a happy, smiling woman" - False
"She's fairly young" - True
"She was wearing a tie when I saw her" - True
"She's built like a brick outhouse!" - False

-------------------------------------------------------------------------------

Compose a photofit of the 'bespectacled, mustachio-man'
-show moustache and glasses

Q: "Was it Anishka that grassed on me about the fight with Salvatore"
A: "I can't tell you anything about that"

Q: "Should I believe what Tommy told me?"
A: "He's a natural born liar, but I think his story fits together"

****END OF INTERVIEW, GAME AUTOMATICALLY SAVES****


========
RED'S HQ
========

-------------------------------------------------------------------------------
LOCKER
-------------------------------------------------------------------------------

ITEM 1 - Gun

Pull the gun hammer. Zoom in, undo the screw on the gun handle, pull the cover
off. Fidget with the mechanism in the handle until it sets the hammer off.

-------------------------------------------------------------------------------

ITEM 2 - Picture of Rosa

Scribble over Rosa's face to draw the moustache and glasses on her face.

-------------------------------------------------------------------------------

ITEM 3 - Picture of Knox

Scribble over Knox's face to draw the moustache and glasses on his face.

-------------------------------------------------------------------------------

ITEM 4 - Picture of Anishka

Scribble over Anishka's face to draw the moustache and glasses on her face.

-------------------------------------------------------------------------------

ITEM 5 - Picture of Tommy

Scribble over Tommy's face to draw the moustache and glasses on his face.

-------------------------------------------------------------------------------

ITEM 6 - Picture of Salvatore

Scribble over Salvatore's face to draw the moustache and glasses on his face.

-------------------------------------------------------------------------------
SUPER COMPUTER
-------------------------------------------------------------------------------

ANALYSIS
-nothing to analyse that gives you points, but analysing Rosa's picture gives
you pretty important info.

COMPARISON
-Handwritten note & sticker
-Page from phonebook 1 & page from phone book 2

-------------------------------------------------------------------------------

Once you're done, circle the file to give your final report.


======================
DOSSIER - FINAL REPORT
======================

Q: "Anishka locked Salvatore up, claiming it was to..."
A: "protect him from impending death"

Q: "She claimed to have contacted me to..."
A: "find the murderer before he struck"

Q: "Before opening the caravan, I picked up..."
A: "a gun with no trigger"

Q: "I thought I could use it to ___ the man inside the caravan"
A: "protect myself against"

Q: "When the guy saw me, he thought that the fortune-teller's prediction
    was..."
A: "coming true!"

Q: "But I am not really the culprit. The whole thing is actually..."
A: "a set-up!"

-circle the entrance to Tommy's flat
-show remote control

Q: "All the witnesses mentioned a small, mustachioed man with glasses. Have I
    been able to work out his identity?!"
A: "Of course! It was Rosa!"

Q: "Did Anishka have any reason to dislike Salvatore?"
A: "He was always moaning about her predictions"

-show voodoo doll

Q: "Did Knox have any reason to dislike Salvatore?"
A: "I can't think of any reason"

Q: "Did Rosa have any reason to dislike Salvatore?"
A: "No reason whatsoever"

Q: "Did Tommy have any reason to dislike Salvatore?"
A: "He wouldn't do business with him"

"Salvatore knew Anishka" - True
"Salvatore knew Tommy" - True
"The murder weapon had been modified by Rosa" - False
"The murder weapon had been modified by Knox" - True
"The murder weapon had been modified so as to be remotely controlled" - True
"I found the false moustache and glasses in a suitcase" - False
"I found the false moustache and glasses in Tommy's fridge" - True
"Tommy claims to have an alibi for the day of the murder" - True
"He had received a phone call, arranging a meeting with him on the other side
 of town" - False
"He had received an e-mail, arranging a meeting with him on the other side of
 town" - True

Q: "Do I know Rosa's surname?"
A: "Howell"

Q: "I know the name of Rosa's brother. He's called..."
A: "Marc"

"The murderer dreamt up this plan simply to kill Salvatore" - False
"He wanted to get someone else accused of the crime" - True
"I was chosen at random to be the scapegoat" - False
"The murderer dreamt up this plan simply to get me locked up" - True
"Choosing me was no accident" - True
"I was chosen by Anishka!" - False
"I was chosen by Rosa!" - True
"The victim could have been anyone" - True
"Salvatore really was Rosa's husband" - False

Q: "Finally, the murderer acted out of..."
A: "vengeance, on behalf of someone that was dear to them"

Q: "So the person targeted by this plan was in fact..."
A: "Red"

-select Rosa


****END OF INQUIRY 3****


_______________________________________________________________________________


INQUIRY 4 - Granny's Gone...............................................[IN004]

_______________________________________________________________________________

=====
INTRO
=====

Talk to all 4 suspects.

****END OF INTRO, GAME AUTOMATICALLY SAVES****


============================
INVESTIGATING - HALL/KITCHEN
============================

-------------------------------------------------------------------------------
CLUE 1 - Telephone
Location: Hall, on the sideboard.

Pull the wire hanging off the table to fish up the tape player. Pull the wire
again to fish up the tape player's plug. Plug it into the socket.
Press the eject key. Get the cassette tape under the telephone, put it into
the cassette player. Press rewind, then play.

-------------------------------------------------------------------------------
CLUE 2 - Front door
Location: Hall, to the bottom-right of screen.

Move the fishing rod so the hook is over the letterbox. Turn the reel
anti-clockwise until the hook is in the letterbox. Reel the hook back up to
reveal a letter. Do a slicing action on the line to cut it and make the letter
drop down.

Q: "He said he spent the afternoon..."
A: "at home"

Q: "He told me he was..."
A: "doing DIY"

-------------------------------------------------------------------------------
CLUE 3 - Timetable
Location: Kitchen, on the fridge.

Wait for the timer to run out or tap the screen to answer the question.

Q: "But, according to this schedule, she should have been..."
A: "in the cellar"

-------------------------------------------------------------------------------
CLUE 4 - Cup
Location: Kitchen, the kettle.

Knock the cup over, wait for the unfortunate mouse to kick the bucket.
Wipe the spilled contents by rubbing it left and right, you should find the
water left a bluish deposit. Wipe the bluish deposit up.

Push the cup back upright, then move it under the water jug. Pull the jug
handle to refill the cup. Pick the third bottle from the left and pour it into
the cup. Knock the cup over again and wipe up the water. 

-------------------------------------------------------------------------------
CLUE 5 - Coat
Location: Kitchen, left of the fridge.

Open the flap up, pull the purse down to open it. Lift the inner flap and pull
out the card with the green writing on the left.

Q: "This means she must have lied about something - but what?"
A: "About the way she came in the house"

-------------------------------------------------------------------------------

****END OF INVESTIGATING, GAME AUTOMATICALLY SAVES****


-------------------------------------------------------------------------------
INTERVIEW - OFFICER ROBERT
-------------------------------------------------------------------------------

Suspect: Annette
-show answerphone

Suspect: Anita
"Anita is Mrs Lindsay's cleaning girl" - True
"She was working this afternoon" - True
"She claims that she was in the kitchen" - False
"She claims that she witnessed the murder" - False
"She says she didn't see the body, but only the blood" - True
"She confessed to Agatha's murder" - False
"She ran away because she was scared" - True

Inheritance issues
Q: "I heard it from ___ first of all"
A: "Victoria"
Q: "Then it was confirmed by the phone message left by..."
A: "Annette"

Murder weapon
"the edge of the side table"
"the answerphone"
"no longer on the premises"

Your interests
Q: "First of all, you'll have the time to..."
A: "watch the match"
Q: "Secondly, if I find the real culprit, you will get..."
A: "all the credit"

Mysterious contract
-show note

In the same boat
"My truncheon is my best friend" - True
"It's wrong to hit a suspect" - False
"It's important to have evidence before locking someone up" - False
"It doesn't matter who goes down, the important thing is to make sure someone
 does" - True
"Use of a weapon is a last resort" - False
"The mere presence of a suspect on a crime scene is clear evidence of his
 guilt" - True
"A shifty look on a suspect's face is clear evidence to convict him" - True
"A cop should never drink when on the beat" - False
"Football matches should not be watched on the beat" - False
"Blunders are not so bad as long as no one finds out" - True

A quiet chat
"It can never be as good as a real man's gun!"
"A cop can't even have a bit of fun these days..."
"You know what I say? Drinking and driving should be made mandatory!"

Accident?
-circle the blood stain

-------------------------------------------------------------------------------

****END OF INTERVIEW, GAME AUTOMATICALLY SAVES****


==========================
INVESTIGATING - THE CELLAR
==========================

Enter the door on the left to enter the cellar.

-------------------------------------------------------------------------------
CLUE 6 - Washing machine
Location: Cellar, washing machine.

Turn the washing machine to its back, undo and pull off both hoses.

Rotate back to the front, zoom in on the wash dial. Turn the dial back to 0.
Turn the dial again to short colour wash or delicates wash, press the power
button.

Zoom out and wait for... granny to stop spinning. Press the key button near
the bottom of the machine, open the washing machine. Get the note.

-------------------------------------------------------------------------------
CLUE 7 - Bloodstain
Location: Cellar, bloodstain.

Pull out the second-from-bottom tool (sledgehammer) on the right. Powder around
it, then move the sledgehammer.

-------------------------------------------------------------------------------
CLUE 8 - Washing
Location: Cellar, the white t-shirts.

Touch the left stake of washing line and it'll fall down. Pick the
second-from-bottom tool on the right, tap the stake to bash it back in.

Q: "It clearly must have been hung out..."
A: "this afternoon"

Q: "So, which of the four suspects is responsible for this type of chore?"
A: "Anita"

-------------------------------------------------------------------------------
CLUE 9 - Window
Location: Cellar, window.

Smash the potted plants by lifting them up and dropping them (though you can
spare the one on the far left if you want). Blow the dirt away. Move the
handle into the window, pull down and open the window.

-------------------------------------------------------------------------------
CLUE 10 - Handbag
Location: Cellar, on the floor near the cardboard box.

Rotate the angle so you can see the bag from the top. Open the zip, then rotate
the bag upside down.

Shake the bag with a left-right motion in the middle of the bag, between the
bag handles. Catch the item that falls out by tapping it, if you miss it,
you'll fail. On the sixth turn, you should catch a prescription.

Q: "Well, the first thing to note from this prescription is that Mercurion
    is..."
A: "both a poison and a cure"

Q: "Secondly, this prescription tells me that Mercurion is used to treat..."
A: "heart disorders"

Q: "A Mercurion overdose would cause side effects such as..."
A: "headaches"

Q: "A long-term overdose could cause..."
A: "death"

-------------------------------------------------------------------------------

****END OF INVESIGATING, GAME AUTOMATICALLY SAVES****


==========
INTERVIEWS
==========

Go to the hall to start the interview with Anita.

-------------------------------------------------------------------------------
ANITA DOS SANTOS
-------------------------------------------------------------------------------

Your statement
"I'm employed here to do the cleaning" - True
"At the time of the murder I was upstairs" - True
"I was cleaning the bathroom" - False
"All of a sudden, I heard a loud dull noise" - False
"I came downstairs and saw all the blood" - True
"Mrs Lindsay's body was lying at the bottom of the stairs" - False
"I just ran out and headed straight home" - True
"Later in the afternoon, the police came to arrest me and brought me here"
 - True

Sledgehammer
-show sledgehammer

Running away
-show neighbours' statement

Spelling
-show cellar window
-show timetable

Pressure
"...tell her that the police suspect her?" - True
"...tell her that the police suspect Victoria?" - False
"...tell her that she's got nice eyes?" - False
"...tell her that there is evidence against her?" - True
"...tell her that there is evidence that exonerates her?" - False
"...tell her that men's prisons are nasty places?" - False
"...tell her that murder could get her 20 years inside?" - True
"...tell her that the victim's age would be considered aggravating
 circumstances?" - True
"...tell her that juries tend to be kinder on women?" - False

Reassurance
"...that guilty or otherwise, I can help her?" - True
"...that I am a merciless crime-fighter?" - False
"...that if she is guilty, I could plead in her favour?" - True
"...that if she is guilty, I could find some mitigating circumstances for her?"
 - True
"...that if she is guilty, I could find some aggravating circumstances for
 her?" - False
"...that if she helps me, I could do her a favour in return?" - True
"...that she has to help me, without expecting anything in return?" - False
"...that I agree with Officer Robert that all three of them are guilty?"
 - False
"...that I'm tired of this investigation and am prepared to stick anyone in the
 slammer?" - False
"...that she can trust me?" - True

Where were you?
-show timetable

Spit it out!
Tap her when she looks away.

Your profile
"You feel insecure about your unattractive looks" - False
"Your charm is all in your raven black hair" - False
"You've been inconsolable since the death of your employer" - False
"You like wearing the colour red" - True
"You seem aggressive and ruthless" - False
"You're an attractive girl" - True

-------------------------------------------------------------------------------

****END OF INTERVIEW, GAME AUTOMATICALLY SAVES****


Go to the hall to start the interview with Annette.

-------------------------------------------------------------------------------
ANNETTE LINDSAY
-------------------------------------------------------------------------------

Your statement
"I started by introducing myself" - True
"I then told you that I was the victim's sister" - True
"Then I told you that I loved my sister, but that it didn't seem to be mutual"
 - True
"Then I told you about the murder" - True
"I came in through the front door" - True
"I bumped into my niece" - True
"When I looked in her eyes, I knew exactly what she'd just done" - True
"I didn't even need to go down into the cellar to find out" - True
"I then immediately called the police" - True

You and your sister
-show answerphone

You and your niece
-show answerphone

Trust me
Q: "Of the four suspects, you are undoubtedly..."
A: "the most coherent"
Q: "It's obvious that the other three are..."
A: "deeply idiotic"
Q: "I have to say that of the different suspects, the one I think is most dodgy
    is..."
A: "your snake of a niece"
Q: "I immediately realised that your niece was..."
A: "capable of killing her mother"

Getting chummy
"...tell her that I think her niece is a very nice person" - False
"...offer her my condolences on the death of her poor sister" - False
"...talk disdainfully about her sister" - True
"...talk sympathetically about her niece, who is going through a tough time
 right now" - False
"...offer to get the champagne out to celebrate her sister's death" - True
"...bad-mouth and accuse her niece for no reason" - True
"...try to convince her of her niece's innocence" - False

Runaways
-show neighbours' statement

Spit it out!
Tap her when she sticks her nose up at you.

Psychology
"You tend to be fairly strict" - True
"You are extrovert and eccentric" - False
"You are all sweetness and light" - False
"You hate wearing the colour red" - False
"You never get angry" - False
"You speak your mind, with no regard for other people's feelings" - True
"You are a haughty person" - True

Age matters
"more than 70"

-------------------------------------------------------------------------------

****END OF INTERVIEW, GAME AUTOMATICALLY SAVES****


Go to the hall to start the interview with Victoria.

-------------------------------------------------------------------------------
VICTORIA LINDSAY
-------------------------------------------------------------------------------

Your statement
"I come to visit my mother every Monday" - True
"I came in through the back door as usual" - False
"I saw Anita running through the hall and out the front door" - False
"My mother's body wasn't at the foot of the stairs" - True
"I followed the trail of blood to the cellar" - True
"But I couldn't face going down there" - False
"Instead, I went up to my mother's bedroom" - False
"When I heard my aunt coming in, I came back down" - False
"I bumped into her in the hall" - True

Front door
-show coat

Poison
-show cup of tea

Poisoner's arts
-show prescription

Mercurion
"an overdose is taken"
"Mercurion is a cure as well as a poison"
"exceed the stated prescription a little but often"

Inheritance
"The two elderly sisters were fighting over their father's inheritance" - True
"Annette accuses Agatha of stealing her share" - True
"Agatha accuses Annette of stealing her share" - False
"Agatha pocketed the whole of their father's inheritance" - True
"Annette pocketed the whole of their father's inheritance" - False
"When someone dies, the whole family shares their inheritance" - False
"When someone dies, the spouse and children are the only heirs" - True
"So you are Agatha's only heir" - True
"Your aunt won't get a penny of the inheritance" - True
"That's why she wanted to get her hands on her share before Agatha died" - True

'Fess up!
Tap her when she closes her eyes.

Profile
"You love your mother more than anyone else" - False
"You like wearing make-up" - True
"Red is probably one of your favourite colours" - True
"You're over 40" - True
"You are shy and softly-spoken" - False
"You don't mind standing up for yourself" - True

Age matters
"You could be my mother"

-------------------------------------------------------------------------------

****END OF INTERVIEW, GAME AUTOMATICALLY SAVES****


Go to the hall to start the interview with Norman.

-------------------------------------------------------------------------------
NORMAN PARKHOUSE
-------------------------------------------------------------------------------

Where were you?
-show note

The victim's hand
-show contract amendment

In and out
-show neighbours' statement

Neighbours
"A man with a hood" - False
"A tall thin man was seen" - False
"A short, rather plump, man was seen" - True
"The man was carrying a sledgehammer" - False
"He went in through the front door" - True
"He waited for a good half-hour in front of the door" - False
"He came out with his hands covered in blood" - False
"He came out in a hurry... he may even have been running" - True
"He came out with a large dustbin bag on his back" - False

Your statement
Q: "Earlier on you stated that..."
A: "you didn't come to the victim's house"
Q: "But the neighbours said they saw ___ going into the house"
A: "a short, rather plump man"
Q: "Over the course of the afternoon, this individual was the ___ person seen
    going into the house"
A: "first"

Spit it out!
Tap him when he rubs the back of his head.

-------------------------------------------------------------------------------

****END OF INTERVIEW, GAME AUTOMATICALLY SAVES****


==========
LONG RECAP
==========

Q: "What type of object might it have been?"
A: "A blunt object"

Q: "Which object should be discounted?"
A: "The bottle of poison"

"He was the first person to run away from the house" - True
"He lied about his name" - False
"The whole neighbourhood knew he wanted to kill Agatha" - False
"He was planning to visit Agatha this afternoon" - True
"Agatha died with a shred of a tie in her hand" - False
"Agatha died with a photo of Norman in her hand" - False
"Agatha and Norman had business dealings together" - True

-show note
-show contract amendment

"Anita was Agatha's secretary" - False
"Anita was Agatha's maid" - True
"Anita hated her employer" - True
"In her first statement, Anita lied about where she was" - True
"She claimed to be outside" - False
"But everything points to the fact she was in Agatha's bedroom" - False
"It seems fairly clear that when Anita came into the hall, the body wasn't
 there anymore" - True

Q: "It seems fairly clear that just before the murder, Anita was in..."
A: "the cellar"

Q: "Namely..."
A: "the sledgehammer"

Q: "She would have then met Agatha"
A: "at the bottom of the stairs"

Q: "But why would she have run away without cleaning up all that blood?"
A: "Maybe she heard someone coming in"

Q: "Who might she have heard coming in?"
A: "Victoria"

Q: "But there's one question that remains:"
A: "Why did Norman run away before her?"

"The neighbours saw her running away from the house" - False
"Annette hated her sister" - True
"Victoria caught her coming back up from the cellar" - False
"Annette had blood on her hands when the police arrived" - False
"Annette immediately accused her niece" - True
"Annette was on the premises before her niece got there" - False
"Annette didn't even need to go down to the cellar to find out about the
 murder" - True
"Annette had come to see her sister about a contract" - False

"She was the one that called the police" - True
"She and her sister were the best of friends" - False
"She apparently stands to gain nothing from her sister's death" - True
"She was an eye-witness to the murder" - False
"She arrived on the crime scene after the police" - False
"She was not one of the people the neighbours saw running away" - True
"She was the last person to arrive" - True

"She's Agatha's niece" - False
"She's Annette's daughter" - False
"She doesn't get on with her aunt at all" - True
"She tried to blame her aunt for the murder" - False
"She came into the house through the back door" - True
"The neighbours didn't see her coming in or out" - True
"She had a prescription in her bag" - True
"And Norman's contract" - False
"If her mother dies, she gets the inheritance" - True

Q: "To start with, she came in"
A: "through the back door"

Q: "The first thing she did was to put down her"
A: "coat"

Q: "She then took the time to make ___ for her mother"
A: "a cup of tea"

Q: "Why did she do that? Maybe she was caught in the act by"
A: "her mother"

Q: "At the foot of the stairs, Victoria would have grabbed ___ and struck her
    mother"
A: "an answerphone"

Q: "Why..."
A: "...was she poisoning her mother?"

-------------------------------------------------------------------------------

****END OF RECAP, GAME AUTOMATICALLY SAVES****


================================
INVESTIGATING - AGATHA'S BEDROOM
================================

Go up stairs.

-------------------------------------------------------------------------------
CLUE 11 - Camera
Location: Upstairs hallway, camera to the right.

Rotate the camera to its front, remove all three lens covers with a circular
motion. Turn the camera to its side where the two dials are. Turn the top dial
to 'UV'. Leave the bottom dial on UV2.

Turn the camera to its back, press the red button. Take one picture for the
rest of the bottom dial settings: UV3, UV4, UV1.

Q: "That's easy. Those footprints must belong to..."
A: "Victoria"

Q: "These footprints must belong to..."
A: "Annette"

Q: "That can't be right. One single set of footprints can't..."
A: "start from the same place 3 times and go off in the same direction each
    time"

Q: "There should be footsteps going back..."
A: "...to the cellar"

Q: "There's a simple explanation:"
A: "One of the journeys was made while walking backwards"

Q: "In any case, this trail starts from the cellar, so it must belong to:"
A: "Anita"

Q: "By process of elimination, these footprints must belong to..."
A: "Norman"

-------------------------------------------------------------------------------
CLUE 12 - Medical records
Location: Bedroom, red blob near telephone.

Near the bottom left of the screen, there's a book. Pull it out and open it.
You'll see the name 'Morland'. Push the book back down.
To the left there's a piece of paper, pull it out and it lists three numbers.
Lift the receiver and dial the 'H' number, 0625.

When asked the doctor's name, put in 'Morland'. You'll be given Morland's
number, 5663, so dial that in.

"Agatha Lindsay"
"she's passed out"

-------------------------------------------------------------------------------
CLUE 13 - Dustbin
Location: Bedroom, dustbin.

Blow into the DS mic until a text box appears. Peel the label.

Spot 4 differences:
 1. 500 in the title.
 2. 500g
 3. Skull
 4. strongly proportioned

Q: "Interesting! This clearly shows that:"
A: "someone was poisoning Agatha"

Q: "And the poisoner has to be..."
A: "Victoria"

-------------------------------------------------------------------------------
CLUE 14 - Safe
Location: Bedroom, safe near the window.

The top screen contains hints on the safe code, there's one number hidden in
each panel of the window.

Top-left panel - The electricity pole makes a '4'
Top-right panel - The roof tiles make a '5'
Bottom-left panel - The number '8' in the hotel sign.
Bottom-right panel - Blow into the mic, the window mists up to reveal a '3'

So the code's '4583'

-------------------------------------------------------------------------------

****END OF INVESTIGATING, GAME AUTOMATICALLY SAVES****


=========================
INVESTIGATING - STAIRCASE
=========================

-------------------------------------------------------------------------------
CLUE 15 - Staircase
Location: Hall, staircase.

Just scroll up and down the staircase, switch to use mode to tap anything that
looks like a clue.

There should be 6 points of interest: Slipper, hair curler, scratch mark,
scuffed rug, stain mark, dent marks on edge of stair. 

-------------------------------------------------------------------------------
CLUE 16 - Bird cage
Location: Upstairs hallway, white sheet to the left.

Pull the sheet off the cage to reveal a parrot. Pick the box on the
bottom-right of the screen, SquawkaCakes. Tap the box to fill the bowl. Throw a
treat up towards the bird, wait a moment, a text box'll appear.

"Norman"

-------------------------------------------------------------------------------
CLUE 17 - House plant
Location: Bedroom, plant in corner of room.

Tap the blue stain.
-select suspicious bottle

Move the blue bottle over to the healthy house plant.

-------------------------------------------------------------------------------

-----------------------
AFTER SOLVING ALL CLUES
-----------------------

Q: "Come on, own up!"
A: "YOU dragged the corpse to the cellar!"

Q: "I've got to the bottom of this story!"
A: "Agatha knew you were poisoning her - she didn't drink your cups of tea"

Q: "OK, enough of the play-acting! I want the truth!"
A: "What happened at the top of the stairs?"

Q: "I've got to the bottom of this story!"
A: "If Victoria is found guilty, you'll pocket the inheritance"

****END OF INVESTIGATING, GAME AUTOMATICALLY SAVES****


============
FINAL REPORT
============

Q: "Where was the victim's body found?"
A: "In a washing machine"

Q: "Where did the victim die?"
A: "At the bottom of the stairs"

Q: "What was the direct cause of death?"
A: "Falling down the stairs

"Norman - to get his hands on her sizeable bank balance" - False
"Annette - because she is her sister's legitimate heir" - False
"Norman - to finally get his hands on the house" - True
"Anita - because she hated her employer" - True
"Victoria - to inherit the house" - False
"Annette - to inherit the house" - False
"Annette -as revenge for having lost her inheritance" - True
"Anita - to inherit the fortunes of the deceased" - False
"Victoria - to inherit the fortunes of the deceased" - True

"The neighbours saw him running away with a sledgehammer in his hand" - False
"The neighbours say he was the first person to run away" - True
"His footprints indicate that he was making a cup of poisoned tea" - False
"His footprints came from the place the sledgehammer was tidied away" - False
"His footprints came from the stairs" - True
"He lied about being at home all afternoon" - True
"He lied by saying he didn't know the victim" - False

"The neighbours say she was the first person to run away" - False
"The neighbours saw her running away" - True
"Her footprints prove that she pushed the victim down the stairs" - False
"Her footprints prove that she dragged the corpse into the cellar" - True
"Her footprints prove that she killed the victim at the bottom of the stairs"
 - False
"She came up from the cellar carrying a dagger" - False
"She came up from the cellar carrying a poisoned cup of tea" - False
"She came up from the cellar carrying a sledgehammer" - True

"Just before the tragedy, she was making a poisoned cup of tea" - True
"She came into the house carrying a sledgehammer" - False
"The neighbours say she was the first person to run away" - False
"Anita caught her coming up from the cellar, dazed look on her face" - False
"Annette caught her coming up from the cellar, dazed look on her face" - True
"I found her handbag near the cup" - False
"I found her handbag in cellar" - True
"I found her handbag at the bottom of the stairs" - False

Q: "I no longer have any doubt about the cause of Agatha's death"
A: "She fell down the stairs after a heart attack"

Q: "The culprit is..."
A: "no one - it was an accident"

"Annette was poisoning her sister" - False
"Agatha was blackmailing Norman" - False
"Agatha wasn't taking her medicine" - True
"Agatha was blackmailing Victoria" - False
"Anita had just been fired" - False
"Agatha was blackmailing Anita" - False
"Norman and Agatha probably had a heated argument" - True

-select Coco

Q: "Just before her death, the victim pleaded for..."
A: "Norman to help her"

****END OF INQUIRY 4****

********END OF GAME********


_______________________________________________________________________________


SPOILER-FREE HINT SHEETS................................................[SPOI3]

_______________________________________________________________________________

-----------
GENERAL TIP
-----------

Once the puzzle starts, check if you can switch between use/observe mode. If
you can get to observe mode, it usually means you need to look around the
object.

Also, all the puzzles are all self-contained, so you never really need to check
somewhere else first to solve it (well, except the answer for Tommy's
computer).

-------------
CTRL+F JUMPER
-------------

*INQUIRY 1 Hints................................[HINT1]
*INQUIRY 2 Hints................................[HINT2]
*INQUIRY 3 Hints................................[HINT3]
*INQUIRY 4 Hints................................[HINT4]

===============================================================================
INQUIRY 1 Hint Sheet....................................................[HINT1]
===============================================================================

-------------------------------------------------------------------------------
CLUE 1 - Cash register

The Informer's Hint: 
It would be interesting to know if any money has gone missing from this cash
register, don't you think detective... and so you'll have to know how to count
and how to properly work electrical equipment like this.

Additional Hints: 
-You can't unfold the folded money, but there's clues that tell you how much
 it's worth.
-The old-fashioned way of a piece of paper and a pencil never hurts either!
-Also remember that you're trying to figure out how much money is missing.

-------------------------------------------------------------------------------
CLUE 2 - Notebook

The Informer's Hint:
Some marks have come up after doing a rubbing. Have you come across that before
detective? You probably haven't had enough experience.

-------------------------------------------------------------------------------
CLUE 3 - Footprint

The Informer's Hint:
Are you any good at drawing detective? OK, take a sheet and show us how good
you are.

-------------------------------------------------------------------------------
CLUE 4 - Red Light

The Informer's Hint:
It can't be too difficult to change a bulb... I hope I've helped you shed some
light on that detective.

-------------------------------------------------------------------------------
CLUE 5 - Scarf

The Informer's Hint:
Now about this scarf, it's all down to observation... turn, zoom, move and find
the clue! It's as simple as that.

Additional Hints:
Make sure you're used to switching between observe/use mode. When you're in use
mode, you can't move around or rotate the item.

-------------------------------------------------------------------------------
CLUE 6 - Newspaper vending machine

The Informer's Hint:
Don't tell me you've never used a vending machine? Take a coin, insert the
coin, drop the coin into the slot, pull the lever, take the newspaper.
Sometimes your slowness worries me Red.

-------------------------------------------------------------------------------
CLUE 7 - Inkstamp

The Informer's Hint:
Do you need me to teach you how to use an ink stamp? Open the sliding lid of
the ink pad, press the stamp against the ink, then get a piece of paper and
press the stamp on it... it's not exactly rocket science!

-------------------------------------------------------------------------------
CLUE 8 - Box

The Informer's Hint:
Invisible ink can sometimes be detected with a heat source... but watch out...
arson is a crime.

Additional Hints:
If you're having trouble lighting the matches, imitate the motion you would
do if you had a real match.

-------------------------------------------------------------------------------
LOCKER ITEM 4 - Mobile Phone

Additional Hints:
Top screen's your friend.

-------------------------------------------------------------------------------
LOCKER ITEM 5 - Jemima's notebook

The Informer's Hint:
A cunning game of mirrors can superimpose two images... Good luck detective.

Additional Hints:
Ever notice how shiny your DS screen is?

-------------------------------------------------------------------------------

****END OF INQUIRY 1 HINTS****


===============================================================================
INQUIRY 2 Hint Sheet....................................................[HINT2]
===============================================================================

-------------------------------------------------------------------------------
IN THE THEATRE
-------------------------------------------------------------------------------

CLUE 1 - Ladder

The Informer's Hint:
So, Detective. Taking it easy, again? If the ladder doesn't slide out, why
don't you check what's sticking.

-------------------------------------------------------------------------------
CLUE 2 - Rope and pulley

The Informer's Hint:
Have you ever been fishing, Detective? Lower the line, and whenever you hear
anything, reel in the catch!

Additional Hint:
You can 'fish' in the same spot more then once.

-------------------------------------------------------------------------------
CLUE 3 - Body

The Informer's Hint:
Looks like technology isn't your strength. There's a voicemail button. If you
call his voicemail, you might find out some interesting things, don't you
think?

-------------------------------------------------------------------------------
CLUE 4 - Microphone

The Informer's Hint:
Do I have to hold your hand, here? Follow the wire, open up the panel, rewind,
press play.

-------------------------------------------------------------------------------
CLUE 6 - Window

The Informer's Hint:
To open a latch, lift it up and pull.

-------------------------------------------------------------------------------
LUIS'S FLAT
-------------------------------------------------------------------------------

CLUE 7 - Telephone

The Informer's Hint:
Don't you know where you've noted the suspects' numbers? Have a look in your
diary. It must be somewhere in this phone box. Have a good look around.

-------------------------------------------------------------------------------
CLUE 8 - Bath tub

Additional Hints:
-What's the best way to move bubbles?
-Also make sure you search the bath's tenant thoroughly from all angles!

-------------------------------------------------------------------------------
CLUE 9 - Medical Cabinet

The Informer's Hint:
When I was younger, I liked drawing pictures with my finger on a misted-up
mirror. Do you know how to get a mirror misted up? You don't? I'm sure you've
got some damp air in your lungs.

-------------------------------------------------------------------------------
CLUE 10 - Luis's jacket

The Informer's Hint:
It's not too hard. Open the pockets and take out whatever you find...

-------------------------------------------------------------------------------
CLUE 11 - Document files

The Informer's Hint:
Detective methods... observe and remember, always observe and remember.

-------------------------------------------------------------------------------
CLUE 12 - Answerphone

The Informer's Hint:
............................................ Can't you hear? Turn the sound up,
then!

-------------------------------------------------------------------------------
LEON'S FLAT
-------------------------------------------------------------------------------

CLUE 13 - Telephone

The Informer's Hint:
Leon's number was recorded on your tape recorder, which is also in the phone
box. Go back and have another look.

-------------------------------------------------------------------------------
CLUE 15 - Paper

Additional Hints:
Ever used a wallpaper steamer? Also remember that there's no order without
fruit.

-------------------------------------------------------------------------------
CLUE 16 - Cassette

The Informer's Hint:
Sometimes you have to do things by force... by slamming the door... or the
drawer!

-------------------------------------------------------------------------------
CLUE 17 - Music box

The Informer's Hint:
You need to have a musical ear, and know at least a little bit about how a
recorder works.

-------------------------------------------------------------------------------
GABRIEL'S FLAT
-------------------------------------------------------------------------------

CLUE 18 - Telephone

The Informer's Hint:
Don't you know where you've noted the suspects' numbers? Have a look in your
diary. It must be somewhere in this phone box. Have a good look around.

-------------------------------------------------------------------------------
CLUE 19 - Alarm system

Additional Hints:
Yep, you're supposed to set the alarm off the first time round, now find a way
to stop it now that the alarm's already gone off!

-------------------------------------------------------------------------------
CLUE 20 - Wall

Additional Hints:
If you're having trouble removing the bullet, try rubbing at the lower area of
the cylinder - it might take a couple of tries.

------------------------------------------------------------------------------
CLUE 21 - Telephone

The Informer's Hint:
Have a think before you dial just any old number. There's a very easy way to
call the last number dialled - you only need to push one button. But don't
forget to pick up the receiver, to actually make the call.

-------------------------------------------------------------------------------
CLUE 22 - Computer

The Informer's Hint:
The password has ten letters. First step: find out which letters make up the
code. Second step: rearrange the letters into the right order. I'll be kind -
you have the letter "o" twice, then another 8 letters to find.

Additional Hints: 
-Here's some hints for the least obvious letters:
 1. You can find one by using your ears.
 2. Unsticky note.
 3. The monitor on the top screen hides another letter apart from the ones
    the Informer has already given you.
-Once you have your ten letters, and you suck at anagrams like me, try using 
an anagram solver on the 'net. It worked for me! :P

-------------------------------------------------------------------------------
RED'S HQ - LOCKER
-------------------------------------------------------------------------------

LOCKER ITEM 1 - Sheet music

The Informer's Hint:
Pay attention to the beautiful words of the songs... They might teach you
something.

-------------------------------------------------------------------------------

LOCKER ITEM 2 - Cassette tape

The Informer's Hint:
It looks like the Rewind button is broken. You'll need to rewind the tape by
hand.

-------------------------------------------------------------------------------

****END OF INQUIRY 2 HINTS****


===============================================================================
INQUIRY 3 Hint Sheet....................................................[HINT3]
===============================================================================

-------------------------------------------------------------------------------
CARAVAN
-------------------------------------------------------------------------------

CLUE 2 - Wanted posted

The Informer's Hint:
Use your artistic talents. Draw on a beard, glasses... whatever.

-------------------------------------------------------------------------------
CLUE 3 - Crystal ball

The Informer's Hint:
It looks like there is a mechanism connected to the crystal ball. Have you
tried pressing it?

-------------------------------------------------------------------------------
CLUE 4 - Stove

The Informer's Hint:
Have a good search, in every nook and cranny. Make sure you don't miss
anything. Try unscrewing, blowing, taking things apart... from top to bottom.

Additional Hints:
There are five spots on the stove where you'll find money.

-------------------------------------------------------------------------------
CLUE 5 - Mask

The Informer's Hint:
Have you tried pulling out the pins?

-------------------------------------------------------------------------------
CLUE 7 - Tarot cards

The Informer's Hint:
This is a very strange item, but here's what I can tell you about it: 666 is
the number of the devil. The Great Bear is a constellation that looks like a
saucepan or an old-fashioned plough. Finally, one of the riddles is not a
maths problem, in spite of appearances.

Additional Hints:
Eclipse - What do you need to make an eclipse?
669 - The Informer says 666 is the number of the devil, what's different with
      this clue? And how can you apply it to the devil?
Great Bear - This clue is referring specifically to the Big Dipper, which is
             part of the Great Bear constellation. It's sometimes referred to
             as a 'cart/chariot' in some parts of the world.
20 + 8 = 13 - What is the likely outcome of this story the tarot is telling
              you?

-------------------------------------------------------------------------------
CLUE 8 - Booth

The Informer's Hint:
As usual, your numbers are noted in your diary, which you have left somewhere
in the phone box... I know, I know, one of the numbers is unusual... Have you
ever sent a text message, detective?

-------------------------------------------------------------------------------
ROSA'S FLAT
-------------------------------------------------------------------------------

CLUE 9 - Rosa's door

The Informer's Hint:
It's easy to get the key to drop on the other side of the door. However, you'll
need a way to get it then - by sliding a piece of paper under the door, maybe.

-------------------------------------------------------------------------------
CLUE 10 - Sticker

Additional Hints:
You need to stick the sticker onto the top screen without touching your touch
screen, how can you do that?

-------------------------------------------------------------------------------
CLUE 11 - Dartboard

The Informer's Hint:
How do you make a score of 90? All I can tell you is that 10x9 equals 90...

-------------------------------------------------------------------------------
CLUE 12 - Desk

The Informer's Hint:
The key to this drawer must be somewhere round here...
Sometimes shining a light onto a white surface can reveal things...

-------------------------------------------------------------------------------
TOMMY'S PLACE
-------------------------------------------------------------------------------

CLUE 13 - Fridge

The Informer's Hint:
You know that ice melts when it gets near a heat source, don't you?

-------------------------------------------------------------------------------
CLUE 14 - Suitcase

The Informer's Hint:
Watch out! The best thing to do with a bomb is to get it out of the way - and
quick! In the rubbish chute, for instance. You just need to find a way to get
it in there.

-------------------------------------------------------------------------------
CLUE 15 - Computer

The Informer's Hint:
If you forget your password, you can get it sent to your e-mail account...

Additional Hints:
Don't spell out the password out in letters, you're giving Tommy too much
credit.

-------------------------------------------------------------------------------
CLUE 16 - Binoculars

The Informer's Hint:
Don't forget to take off the lens covers...

-------------------------------------------------------------------------------

****END OF INQUIRY 3 HINTS****


===============================================================================
INQUIRY 4 Hint Sheet....................................................[HINT4]
===============================================================================

-------------------------------------------------------------------------------
HALL
-------------------------------------------------------------------------------

CLUE 1 - Telephone

The Informer's Hint:
Tapes and a tape player... it should be obvious what to do. But make sure that
it's all plugged in!

-------------------------------------------------------------------------------
CLUE 2 - Front door

The Informer's Hint:
If your fingers aren't long enough to reach into this letterbox, could there
be another way...?

Additional Hints:
Feel free to vandalise the fishing rod once you've gotten your clue.

-------------------------------------------------------------------------------
KITCHEN
-------------------------------------------------------------------------------

CLUE 3 - Timetable

The Informer's Hint:
Sometimes all it takes is an observant eye. If you don't know where to look,
let me remind you that it's Monday today!

-------------------------------------------------------------------------------
CLUE 4 - Cup

The Informer's Hint:
It would seem quite likely that one of the bottles here contains the poison
that killed this mouse... With good observation skilled and a few simple
actions, we ought to be able to work out which bottle caused this.

-------------------------------------------------------------------------------
CLUE 5 - Coat

The Informer's Hint:
Search, explore, observe... sometimes that's all you need to do to find clues.

-------------------------------------------------------------------------------
CELLAR
-------------------------------------------------------------------------------

CLUE 6 - Washing machine

The Informer's Hint:
The current programme needs to finish in order to open the machine. But if the
programme restarts, the drum will fill with water and the evidence will all be
washed away! If only there were a way to finish the programme without any
water.

Additional Hints:
Yes, you're suppose to spin the body around in the washing machine, morbidly
enough...

-------------------------------------------------------------------------------
CLUE 7 - Bloodstain

The Informer's Hint:
Did you not see a strange shape in the pool of blood... A shape that may well
have been left by a tool... But what type of tool?

-------------------------------------------------------------------------------
CLUE 8 - Washing

The Informer's Hint:
This stake doesn't seem to stay up very well. What kind of tool would you use
to knock it back in?

-------------------------------------------------------------------------------
CLUE 9 - Window

The Informer's Hint:
Apparently, two-thirds of people hide their door keys under the doormat or in a
flower pot... funny, isn't it?

-------------------------------------------------------------------------------
CLUE 10 - Handbag

The Informer's Hint:
You'll need to show a bit of dexterity... Catch the items falling out of the
bag. One of them might well be an important clue.

Additional Hints:
The game's kind of fussy where you shake. Try using the area between the bag
handles as a guide.

-------------------------------------------------------------------------------
UPSTAIRS HALLWAY / BEDROOM
-------------------------------------------------------------------------------

CLUE 11 - Camera

The Informer's Hint:
This camera seems to have different filters and settings that can help capture
specific pieces of information.

Additional Hints:
Don't forget to do the same thing you did with the binoculars in inquiry 3!

-------------------------------------------------------------------------------
CLUE 12 - Medical records

The Informer's Hint:
What about making a quick call to Agatha's doctor? It might be useful to hear
what he has to say.

Additional Hints:
All the information you need is onscreen, you just have to pull it into view
first.

-------------------------------------------------------------------------------
CLUE 13 - Dustbin

The Informer's Hint:
Isn't it easy to peel off a piece of paper when it is damp... rather than dry?

-------------------------------------------------------------------------------
CLUE 14 - Safe

The Informer's Hint:
Agatha might simply have used something in her immediate surroundings to come
up with a code. Have a good look around!

Additional Hints:
There's one number hidden in each panel of the window. Input the numbers you
find in this order: Top-left, top-right, bottom-left, bottom-right.

The bottom-right one's the hardest to find... *obnoxious SIGH*...

-------------------------------------------------------------------------------
CLUE 15 - Staircase

The Informer's Hint:
Every little detail counts. Have a really good look at this scene and try to
find as many clues as possible.

-------------------------------------------------------------------------------
CLUE 16 - Bird cage

The Informer's Hint:
Those creatures are notoriously difficult to please. Have a good read of the
box before giving it the feed.

-------------------------------------------------------------------------------
CLUE 17 - House plant

The Informer's Hint:
Does that ring any bells? A cup that got knocked over... A dead mouse...
poison?

-------------------------------------------------------------------------------

****END OF INQUIRY 4 HINTS****


_______________________________________________________________________________


MISCELLANEOUS INFO......................................................[MISCI]

_______________________________________________________________________________

--What are the game ranks?

A - Living Legend
B - Super Sleuth
C - Professional
D - Amateur Detective
E - Country Cop

--What's with the RANK 0% thing under your player name on the main menu?

As far as I know, it doesn't seem to do anything, and is always stuck at 0%.
My guess is it's a feature that was never implemented/finished. Infact, if you
look at the official site for MC (http://metropoliscrimes.au.ubi.com/), it
has a screenshot for a developing-your-own-photos feature that never made it;
artwork that was never used and some info on Red's backstory that was never
explained in game which might've been a case they didn't have time to put in.

--Any unlockables?

Not that I'm aware of. The only strange thing is, that on your first
playthrough, after stages where the game automatically saves, you're usually
given a menu option of 'Continue, Notebook, Exit'. But on your second
playthrough, you're only given the option of 'Exit', which forces you to return
to the main menu. Dunno why.

--Does getting an 'A' rank on all four cases give you anything?

Getting an 'A' rank overall gets you nothing. You get can an 'A' rank for
Inquiries 1-3, but I think getting an 'A' rank for Inquiry 4 is impossible.

When I tried it, I managed to get an 'A' for everything but the 'bonuses' (it 
gave me a 'B') then it gave me an overall score of B.
Also, on the main menu it says 'Completed: 90%' next to Inquiry 4.

I think it's impossible to complete Inquiry 4 100%, because I'm guessing
the last 10% was meant to be for Red returning to his HQ, which never
happened. I'm presuming the game makers ran out of time and had to quickly
wrap up Inquiry 4 judging from the way it ended.

But feel free to email me and prove me wrong if you've managed to complete
Inquiry 4 100% or get an 'A' rank by legitimate means!


===============================================================================
VERSION/CONTACT.........................................................[VERCO]
===============================================================================
-------
VERSION
-------
5th June 2010 - Version 1.0: Walkthrough completed and submitted to GameFAQs.

-------
CONTACT
-------
If you find any typos, mistakes, wording in the guide that doesn't make sense
or have any information you'd like to contribute to this guide, please feel
free to email me at {miffology [at] hotmail.co.uk}

Make sure you label the subject with something obvious like 'Metropolis Crimes
FAQ' so I don't accidentally lob it into the trash can, thinking it spam...


-------------------------------------------------------------------------------

   This FAQ/Walkthrough is copyright 2010 (c) miffology.
   You may put this guide on your website as long as the guide remains complete
   and unaltered, no profit is being made off it and you don't claim it as your
   own.
                                                           ****END OF GUIDE****
_______________________________________________________________________________