U U N N DDD EEEE RRR CCC OOO V V EEEE RRR U U NN N D D E R R C C O O V V E R R U U N N N D D E R R C O O V V E R R :: U U N N N D D EE R R C O O V V EE R R U U N NN D D E R R C O O V V E R R UUUU N N D D E R R C C O O V V E R R :: UUUU N N DDD EEEE R R CCC OOO V EEEE R R DDD U U A L MM MM OOO TTTT IIII V V EEEE SSSSS DDDD U U AAA L MMM MMM OOOOO TTTT IIII V V EEEE SSSSSSS D D U U A A L M MM MM M OO OO TT II V V E SSS D D U U A A L M MMM M OO OO TT II V V EEE SSSSSS D D U U AAAAA L M M M OO OO TT II V V EEE SSSSS D D U U A A L M M OO OO TT II V V E SSS DDDD UUUU A A L M M OOOOO TT IIII V V EEEE SSSSSSS DDD UUUU A A LLL M M OOO TT IIII V EEEE SSSSS This is my first FAQ so please go easy on me. I am only writing it because through the message boards I have noticed that a large amount of people are having quite a bit of trouble with this game (myself included). I intend to keep this walkthrough as spoiler-free as possible so I will omit any dialogue and story I can. So, without further ado, let's begin. TABLE OF CONTENTS I. CHARACTERS II. BACKGROUND STORY III. CONTROLS IV. WALKTHROUGH V. CREDITS ------------------------------------------------------------------------------- I. CHARACTERS John Russell - Lead character of the game. He is a professor researching physics. He has been employed since 1937 and is a slightly naive. He is German, has a prior history of working in universities, and is a hard worker. Audrey Cordell - She is a secretary to Sir Williams. She has been employed since 1935 and is down-to-earth. She comes from a big family, is reliable and hopeful, and is quite nosy. Sir Williams - John's boss. He is well connected and was knighted for his personal service to King George V in 1918. He has worked at the company since 1934. Col. Travers - An MI6 agent who is investigating John Russell for his alleged crimes. Professor Bartholomew - A professor researching propulsion. He has been employed since 1934 and is an imaginative thinker. His son died in WW1. He is handicapped by a stiff leg, which is the result of a war wound. Professor Cutter - A professor researching explosives. He has been employed since 1935 and is a good problem solver. He lost his little finger on his right hand. He has bad hearing and is prone to drinking. Dr. Oswald - Professor researching aerodynamics. She has worked since 1936 and is ruthless. She strives for perfection in her work. Guard McFee - This woman (though I could've sworn this was a guy) has a mug only a mother could love. She has worked security since 1934. She is very reliable, displays military-like behavior, and is efficient and devoted to her job. Innkeeper - This guy isn't much of a looker either. He runs the Inn. ------------------------------------------------------------------------------- II. BACKGROUND STORY As Professor John Russell, you have been framed for leaking research intelligence to the Germans. Everyone seems to suspect you and so it falls into your hands to clear your name with the help of your friend and coworker Audrey. ------------------------------------------------------------------------------- III. CONTROLS D-Pad Up: Inventory D-Pad Down: Hotspots D-Pad Left/Right: Scroll left/right L-Button (or B-Button): Map R-Button (or X-Button): Switch characters Start: Menu Tap the touchscreen to go to a location or bring up the context menu Tap the touchscreen twice to quickly exit locations To unequip any item, simply tap on its picture in the bottom-left corner ------------------------------------------------------------------------------- IV. WALKTHROUGH *****For the purpose of this walkthrough I will tell you when to switch characters. Many times in the game actions and dialogues can only be triggered when a certain character is active. For that reason only use the characters I tell you to. If I don't say to switch, then don't, and you should have no problems.***** When you first gain control or John you can press D-Pad down to bring up the hotspots in his office. From there you can view or use the action icon on any of the objects you like. The hotspots are critical to finding items so be sure to use them. First things first, tap the BOOKCASE hotspot and the use icon to take a RUBBER HOSE (you'll need this later). Second, go to the desk and touch the CUP hotspot, and tap the use icon to get the BIRD SHOT. We'll need this later as well. Now we need to open the cupboard to get the progress report, but it is locked. So have John use the action icon on the DUSTBIN by the desk and he will find the WIRE. Open the inventory (using D-Pad Up) and tap on the WIRE to select it, then press the red arrow in the bottom-right corner of the screen to exit the inventory menu. Next tap the CUPBOARD so that John can pick the lock. The best way to solve these lock-picking puzzles is to simply guess by bending the wire in one spot to move the first pin up or down until you have it lined up. If the red line is too high, bend the wire so it is slightly lower and vice-versa. After you have the first pin lined up, move further along on the wire and bend accordingly for the second pin, etc. After you have picked the lock, click on the REPORT and click the use icon to take it. Now that you have the REPORT in your inventory, scroll to the right of the office, click the DOOR hotspot and tap the use icon to exit. Click on the exit and on the next screen tap on TO THE HEADQUARTERS. On this screen tap on ENTRANCE. Here click on the STAIRS to exit. Finally, click on AUDREY'S OFFICE to enter. Before you do anything in this office, immediately click on the SECRETARY hotspot and click the use icon. John will find a map which is incredibly useful for saving time getting place to place. From now on, anytime I tell you to go somewhere you can open the map and click on the location to go there instantly. :-) Now click on SIR WILLIAM'S OFFICE to enter. You will immediately begin a dialogue. John will then exit and begin a dialogue with Audrey. Audrey suggests we listen to their conversation. Once you regain control, switch to AUDREY and exit the office. Enter the LADIES' ROOM. From inside the room you can almost hear the conversation between Col. Travers and Sir Williams. Forget about it for now and just click SHELF and the use icon to obtain the KEY. Exit the room and give the KEY to John by opening your inventory, selecting the KEY, and then selecting John. Now switch to John, enter the MEN'S ROOM. Use the KEY on the CUPBOARD in the room, and you will receive the BROOM. Now exit the room and give the BROOM to AUDREY. Tell that woman to get in the kitchen and start sweeping like she's supposed to. (Just kidding, sorry to anyone I offended, I couldn't resist :-]) Now switch to AUDREY and enter the LADIES' ROOM. Once inside, select the BROOM and then click on the AIR VENT. Now you can hear the conversation going on in the other room. After the conversation is over, exit the room and speak with John. In the dialogue select "I overheard Sir Williams conversation!". Now select "See you." and exit into AUDREY'S OFFICE. We need to find a way to distract Sir Williams and Col. Travers so John can go see what is in the guest room. In the office touch BIRD CAGE and select the use icon. Albert would work as a great distraction, unfortunately it becomes clear that we need to find some food for him. Open the map and go to PROF. BARTHOLOMEW'S LAB. Now enter the door that says PROPULSION LAB. Now speak with PROF. BARTHOLOMEW. In the dialogue, select "Albert doesn't come out of his cage...". After that chatter, you can ask "About Dr. Oswald..." if you like but it's not necessary. Select "Good bye, professor." to end the dialogue. Prof. Bartholomew suggests we speak to Dr. Oswald, so now open the map and click on THE OFFICES. Enter the OFFICES door then enter DR. OSWALD'S OFFICE. Speak to DR. OSWALD. In the dialogue, select "Do you know where to find seeds?", then choose "Thank you for your time." She suggests speaking to the guard McFee, so open the map and select THE GATE HOUSE. Once there, speak to MCFEE. In the dialogue, choose "Do you have seeds?". After they talk, select "Thank you." to end the dialogue. Now scroll right and choose the HERB GARDEN hotspot and select the use icon. You now have the seeds. Now head back to Audrey's office. Once there, select the SEEDS and tap the BIRD CAGE. Now step closer to Albert and he will fly to the top of the bookshelf. Now switch to John and tap on the EMPTY BIRD CAGE and choose the look icon. Then switch back to Audrey and tap the SIR WILLIAM'S OFFICE hotspot and select the enter icon. Audrey will open the door. Now select the BROOM and tap on the ALBERT hotspot (he is on top of the bookcase to the right of the room). Albert will fly into Sir William's office. Now it's time to take a look around the guest room. You will automatically be switched to John. Exit the office and go down the stairs. Once there tap the GUEST ROOM and select the use icon to discover it's locked. You know how to pick it. Select the WIRE and tap the door and pick the lock the same way as before. Now enter the GUEST ROOM. Once inside, tap the BEDSIDE TABLE hotspot and the use icon to get the FUNNEL. Now tap the SUITCASE hotspot and the use icon. John comments that it has a code lock. You are then supposed to listen for when a bolt has unlocked. Unfortunately its impossible with no equipment. So, we get to make a stethoscope. Remember the RUBBER HOSE we found? Select the RUBBER HOSE and while still in the inventory, drag it and drop it on top of the FUNNEL. Now you have an IMPROVISED STETHOSCOPE. Much more usefull than a lame hose and funnel. Now equip the IMPROVISED STETHOSCOPE and select the SUITCASE to try again. TURN THE VOLUME UP TO HEAR THE BOLT UNLOCK. Now this part can be tricky if you don't know what you're doing, so let me explain it to you. When you turn the knob you will first hear a light click, and if you continue to turn it in the same direction you will hear a loud click. The way to unlock the suitcase is to turn the knob (first going clockwise) until you hear the light click, then start turning counter- clockwise until you hear a light click again. Everytime you hear a light click you switch directions and after five light clicks in a row it will open. If however, you hear a loud click, that means you went too far and you will have to start over. Once open, John will automatically read the documents. Once he is done talking to himself, it's time to go find Audrey and tell her what we found. As soon as you enter Audrey's office a dialogue will begin. Audrey suggests we talk to the rest of the professors. Go speak to Prof. Bartholomew again. In the dialogue, select "Did you notice something strange lately?". Apparently he did, but he wont tell us unless we do some chores for him. Greedy son-of-a... Select "Ok, I'll help you." Now select "Thank you and good bye." It's time for us to get the oil. Click on the LADDER and the use icon and John will climb up. The oil is on the left and there are crates on the right. We need some sort of container (like the shell casings from the crate) to hold the oil. Unfortunately the crate is shut. So go back down to Prof. Bartholomew. Scroll all the way to the right and select the DESK hotspot, then the use icon. John will pick up the SCREWDRIVER. Now we can break open the crates. Go back up the LADDER, and use the SCREWDRIVER on the CRATES. Unselect the SCREWDRIVER and select the CRATES hotspot and tap the use icon to receive the SHELL CASING. Now use the SHELL CASING on the OIL DRUM. It now becomes the SHELL CASING WITH OIL. (A genius name really...) Now go talk to Prof. Bartholomew. In the dialogue, select "I got the oil.". Barty (that's his new nickname from me) tells us he now needs us to get him a wrench. Select "Thank you and good bye." and now we get to find us a wrench. If you speak to Barty again he'll tell you Profs. Oswald or Cutter would likely have a wrench. So we're off to see Dr. Oswald. In the dialogue with Oswald, select "Do you have a wrench?". Oswald will tell you that Barty never returns things and that she needs him to sign a receipt saying he took it. Select "No problem there, I'll sign it right now." Oswald says it must be signed by Barty, so we're off to get a signed receipt. Head back to Prof Bartholomew's. In the dialogue, select "About the wrench...". Barty says he refuses to sign a receipt so it's up to us to find another one. Well now what? Rather than waste our time searching for another wrench, we're gonna have Audrey get it instead. Switch characters to Audrey and head over to John's area. Now switch back to John, and have him speak with Audrey (you must be John speaking to Audrey, not the other way around or the option won't appear in the dialogue). Now in the dialogue, select "I need a wrench...", and John will explain his plight to Audrey. Now select "Bye.", switch characters to Audrey, and head over to talk to Dr. Oswald. While talking to Oswald, select "Do you have a wrench?". Audrey will lie that she needs it for Albert's cage and thus will get the WRENCH for herself. Now head back to John and give the WRENCH to him. Switch back to John and then talk to Barty. In the dialogue, select "I got a wrench!" and then when Barty offers to tell you a story, select "Ok...". He will tell you about some MI6 agents he noticed at the pub/inn. Now we know where we need to head so head to THE GATE HOUSE. When John tries to leave by clicking on TO THE OUTSIDE, MCFEE will explain that he can't leave because Sir Williams and Col. Travers have given him an order to keep an eye on him. Those curs! This looks like a job for Audrey. Switch to her and send her to where you can't go. AAhhh she knows not the freedom she enjoys... On the next screen select the door and enter. When you enter, take a step forward and you will automatically be taken to a dialogue with the INNKEEPER. He'll tell you about the government fellows in the corner. Go talk to the AGENTS to view a short dialogue. Go back to the INNKEEPER and select "I'd like to buy some beer for those gentlemen over there...". He responds by asking for the money and since you're broke, you stuck. Next select "About those agents..." and he'll tell you you're nosy. Now exit the dialogue, tap the Notice hotspot and select the view icon. It mentions winning darts to get free drinks. Ah, we now know how to get liquored up. :-) Talk to the INNKEEPER again and in the dialogue select "This dart contest...". He'll tell you about the contest and tell you not to hit customers. (Okay wiseguy...) Exit the dialogue now, select the DARTBOARD and tap the use icon to play. I won't even bother explaining how to play, since it's pretty straightforward. It's a game of some skill and a lot of luck since the controls are kind of wonky. Anyway just keep playing until you get the best score. (My first winning score was 11 :-) Now go talk to the INNKEEPER again and select "I won the dart game...". He reluctantly gives you the prize (what a jerk) so now you receive the BEERS. Now use the BEERS on the AGENTS and they will thank you and start to get a little tipsy. (From 1 beer?! Freakin' lightweights...) Now we get to try to listen to them. Unfortunately they still stop talking everytime we come too close. So exit the Inn. Now tap the TO SIDE hotspot and exit. On this screen there is a BARRELS hotspot. If you tap the use icon on it, you will find out that the agents can be heard better by standing on top of them. Unfortunately, Audrey is too much of a lady to stand on them, so we're gonna have to find a way to get John over here. Before we go talk to him though, click the PATHWAY hotspot and exit. On this screen there is a REED hotspot on the bottom-right corner. Tap the use icon to get the REED, and then head back to the Gate House to speak with John. Once here, give the REED to John, and then switch characters to him. Now it's time to talk to McFee. In the dialogue with McFee, select the "Can't you let me go outside?" option. McFee will explain that he/she wants whisky, and will "look the other way" in exchange. Exit the dialogue and now we need to find some whisky. Speak with Audrey now and in the dialogue select the "Has anyone a special brand of whisky?" option. She tells you Prof. Cutter has some. So now we know where to go next. Head to Cutter's Lab. Outside the lab, all attempts to get in are foiled. It's too loud for Prof. Cutter to hear you if you knock, and the door is locked. Touch the WINDOW hotspot and tapt the look icon. John will notice Prof. Cutter and the whisky bottle in the lab. Tapping the use icon on the WINDOW will just yield a message from John saying that it's too loud for Cutter to hear you. So how do we get Cutter's attention? Open the item inventory screen and combine the REED and the BIRD SHOT in order to get the BLOWPIPE. Now select the BLOWPIPE and use it on the WINDOW hotspot. This opens another little minigame in which we use the blowpipe to get Cutter's attention. It's straightforward and basic so I won't bother explaining it. Cutter takes his time opening the door (Damn old man... I've got things to do!) A dialogue begins immediately and Prof. Cutter refuses your request for his whisky. So what do we do now? We do what any desperate, low-life, lousy, scum-of-the-earth, gutless, spineless, no-good, rotten, dirty, person would do: we steal. John surmises that we must distract Cutter first (Genius... no wonder he's a professor...). We are automatically booted from Cutter's lab, so now just switch characters to Audrey and bring her to Cutter's lab. Now switch back to John and speak with Audrey. In the dialogue, select "I can't get the whisky bottle from Cutter...". Audrey decides to 'entangle' Cutter in a meaningful conversation. Switch to Audrey and enter the EXPLOSIVE'S LAB. Speak to Cutter, and select the "This is a very interesting lab..." option. Cutter tells you to call him with any questions touch the EXPLOSIVE CHAMBER hotspot and you will automatically begin a dialogue with him. You will also automatically be switched to John. So enter the lab and touch the WHISKY hotspot and the use icon. Now you have the WHISKY. Now let's go to the Gate House. Talk to MCFEE and in the dialogue choose the "I got some fine whisky here..." option. Now head to the Inn. Go to the side of the inn and click the BARRELS hotspot and touch the use icon. John will say he needs Audrey. So switch to Audrey and bring her over. Switch back to John and now climb the BARRELS. John will overhear the agents. John is their main suspect. WHAT A SHOCK! :-O As John climbs off of the barrels, he will make a noise and the agents will come out to check it out. Quickly choose the PATHWAY hotspot and exit. The agent will see that no one is outside and will leave. Audrey and John decide to sneak into Sir William's office to look for files but decide it's best to do so when it gets dark. After the dialogue it will automatically become night. Now it's time to sneak into the office. If you go straight up to his office the conventional way, an agent will tell you no one is allowed on the second floor. Exit and talk to Audrey and in the dialogue select "This agent won't let anyone on the upper floor." John decides his turn to form a distraction. Head up the stairs on the right hotspot and the agent will say the same thing. John will head back down and comment that he was too close to the office for Audrey to sneak past. Head back up the stairs but make sure you go up on the LEFT stairs hotspot. The agent will walk over and talk to John and you will automatically be switched to Audrey. Head up the RIGHT stairs hotspot now and enter Audrey's office. Then enter SIR WILLIAM'S OFFICE. Meanwhile, John enters into a philoshical discussion with the agent about whether or not he is truly free; the agent is not impressed. Now in the room, press the CARD INDEX BOX hotspot and tap the use icon. After checking out the cards, Audrey comments on Barty's stiff leg. Exit the room and go all the way back down the stairs. John will finish his distracting, join you, and a dialogue will automatically begin. John and Audrey decide that Barty couldn't have climbed the ladder to his loft due to his stiff leg. They decide to check it out. So head to Barty's lab. Go up to the loft and check out the OILY FOOTPRINT hotspot. Touch the look icon and JOhn will comment that maybe Barty was up there. Touch the use icon and he will say that you need a copy of it. Go back down and switch to Audrey. Have Audrey give the WIPING CLOTH to John. Now switch back to John and head back up the ladder. Use the WIPING CLOTH on the OILY FOOTPRINT hotspot. Follow the instructions and simply wipe the screen back and forth to obtain the FOOTPRINT. Now John comments that we need to find out who is wearing boots in the facility. Head back down the ladder now and speak with Audrey. In the dialogue box, choose the "I got a footprint..." option. The two surmise that we need to check the footprint against one of Barty's footprints and if it matches, then we have found our spy. So let's see what we can do. Head over to the offices and go to Barty's office. Once inside, select the FOOTPRINT and use it on the OLD BOOTS hotspot. After examining the evidence, John realizes that Barty is not the culprit. Head back to Barty's lab now to speak with Audrey. In the dialogue, choose the "The footprint doesn't belong to Bartholomew..." option. Audrey suggests we go to her office to check the staff picture. So we get to head back to the Headquarters. Make sure to bring both characters to the headquarters. Distract the guard in exactly the same way as before. (If you don't remember how I detailed how to do it 4 paragraphs up) Once Audrey is in her office, choose the STAFF PICTURE hotspot and select the use icon. Audrey notes that only Barty and McFee are wearing boots... Hmmm... Exit the office and head back down the stairs. John will come join you and a dialogue will begin automatically. Audrey suggests we check on McFee so it's off to the guardhouse we go. When we get to the guardhouse, notice that there is a hotspot in the bottom right corner that is called FOOTPRINT. So use the FOOTPRINT item on the FOOTPRINT hotspot. Whaddya know!? Now it's time to check the guardhouse. Using either character, trying to open the DOOR will yield a message saying "It's locked..." And how do we open locked doors in this game? Yep, lets use the WIRE again. Now enter. Checking the hotspots here, you will see a PARCEL hotspot in the middle of the room. Well hows about we stick our nose where it dont belong and look at someone else's mail... Select the use icon. Doing so will yield the LENSES item. Now exit the house. Talk to Audrey now and in the dialogue choose "So we found telescope lenses..." Audrey suggests we check out the tower now, so we are going to need a way to get into the tower window while Audrey distracts McFee. If you have John inspect the WALL hotspot on the left, he will comment that he needs a rope or something in order to climb the wall. So let's get one. Now you probably didn't notice, but there is a ROPE hotspot in the guest room (which is located in the headquarters). So head to the guest room and select the use icon on the ROPE hotspot. Now head back to the gate house. Using the ROPE item on the WALL hotspot here will yield John's studious observation that he needs a hook or an anchor to climb up. So let's continue this scavenger hunt by finding one.Now here is where many people on the message boards (and I'm sure many of you reading this) got lost. The game is a lot of fun in many ways, but it is absolutely TERRIBLE at giving hints for these types of things. From John's musing that he needs a hook, we are expected to know that we have to make one. I'll just tell you what you need since the "ingredients" for said hook are borderline ridiculous. We only need two things: Head to the aerodynamics lab and in there is a METAL SAW hotspot. Select the use icon, and its now yours. God John is such a thief... Now go into John's office and use the METAL SAW on the COAT TREE hotspot. Doing so gives you the TOP OF COAT TREE item. Now in the item menu, drag the ROPE over the TOP OF COAT TREE in order to make the IMPROVISED GRAPPLING HOOK. Now let's head back to the gate house to test this bad boy out. Use the IMPROVISED GRAPLING HOOK item on the WALL hotspot and John will realize that it needs to be soundproff. So in the item menu, drag the FOOTPRINT over the IMPROVISED GRAPPLING HOOK to make the SILENCED GRAPPLING HOOK (i know... that was sooo obvious also....) Now attempting to use the new SILENCED GRAPPLING HOOK on the WALL hotspot will yield a message from John that he can't use it while McFee is watching. So switch to Audrey and have her talk to McFee. It will automatically switch you to John, so use the SILENCED GRAPPLING HOOK on the WALL. Once John is up (he climbs pretty well for a professor) Audrey and McFee will finish talking. Now we need to distract McFee again. Notice that Albert is sitting on the right side of the screen. Choose the ALBERT hotspot and the use icon. Now ALBERT has been added to your inventory. Then select ALBERT and choose the WINDOW hotspot. Albert will draw McFee's attention and John will move close to the window but ahhhh... of course... not quite the whole way. We need to distract McFee again. Head to Prof. Cutter's Lab now. Once there, speak with Cutter and you will automatically speak about his stolen whisky. Cutter goes to speak with McFee which distracts her. Now John is finally inside. :-) Inside choose the PINBOARD hotspot and the look icon. John will start reading the notes. Now choose the OLD SHELLCASING hotspot and the look icon. Cutter and McFee will go their separate ways now and OH cRAP!!! She catches John snooping. You know it kind of serves him right. Since we've been playing this game all he's done is broken in to places and stolen things. It was bound to happen... Anyway, McFee kicks John out and a dialogue between John and Audrey begins. They decide to check out Oswald's office now. When you enter Dr. Oswald's office you will find her on the floor. John and Audrey then notice a bomb. Dun dun duuuunnnnn!!!!! Luckily the bomb is inactive. Speak to Audrey and select the "What'll we do now?" option. Audrey suggests there is something in the room we have to find. Exit the dialogue and notice there is a SERVICE ELEVATOR hotspot to the right. Select it and then choose the use icon. John notices that there is a secret compartment in there, but his hands are too big. Switch to Audrey and do the same with her. She gets an electric shock. She suggests that we look downstairs and disable the power. Switch to John and head out of the office and down the stairs. Once downstairs, use the WIRE on the FUSE BOX hotspot. Why? Because this is locked too... Once the lock is opened, choose the LEVER hotspot and press the use icon. In order for anything to happen, Audrey must be still standing next to the SERVICE ELEVATOR. Once you pull the lever the power will go out, noise will be heard, and a scene will play once the lights are on. John suggests Audrey put the bomb down the elevator shaft. So switch to Audrey, select the BOMB CASE hotspot and the use icon. The lid is bolted shut however, and so we need to find a way to get the cover off. Well we could use the screwdriver, but John has it. So switch to John, and call the elevator by selecting the BUTTON hotspot and the use icon. Then use the SCREWDRIVER item and select the SERVICE ELEVATOR hotspot. Now switch to Audrey and select the BUTTON hotspot and the use icon. Now select the SERVICE ELEVATOR hotspot and the use icon. Now use the SCREWDRIVER on the BOMB CASE hotspot. Now select the BOMB hotspot and the use icon. Then use the SERVICE ELEVATOR to send the BOMB to John the same way that we gave Audrey the screwdriver. Switch to John and have him take the BOMB. John automatically puts the BOMB on the floor so he can begin defusing it. Now select the BOMB hotspot and the use icon to begin defusing it. The directions should tell you enough of how to do this part. As far as I know, the code is generated randomly, so unfortunately I can't give it to you here since everyone's is different. The only thing that might need to be explained is that on the top screen there are four small circles with colors. These correspond to the four slots that you can put the wires into. If the top-left corner is green, then the first slot has the correct color. If it is yellow, then that color belongs in another slot. If it is red, then that color isn't used at all. The same color-coding goes for the rest of the circles. The top-right circle is the second slot. The bottom-left is the third, and finally the bottom-right is the fourth (and final) slot. This puzzle is sort of a memory-like puzzle and it really shouldn't take too much time. After John has defused the bomb he will begin talking to Audrey again. After their little banter, switch to Audrey and have her press the BUTTON hotspot and the use icon in order to call the elevator up. Then switch back to John and select the LEVER hotspot and the use icon. She finds a diary. Apparently Oswald was innocent. Once the dialogue is finished we now have two new objectives. The first is to get Audrey out of the room. Second, we are supposed to go speak with Pro. Cutter. If you go to Oswald's office and try the use icon, John will comment that it is jammed. So let's find a way to pry it open. Head over to Cutter's office and inside you will notice a METAL ROD hotspot. Yep you guessed it, tap it and select the use icon to steal (sorry, "borrow") this item also, then head back to Oswald's office. Now select the METAL ROD and use it on the DR. OSWALD'S OFFICE hotspot. It will open a little. Use it again and it will open a little more. One more time now and it'll open. Now that you two are reunited (awww how sweet...). Switch to John and send him to the aerodynamics lab. You will noticed the BROKEN LADDER hotspot in the middle. If you touch the look icon, John will realize that while the old diary is up the broken ladder, he can't climb it. Touch the WIND TUNNEL hotspot and the enter icon. Inside here, touch the WIND TUNNEL hotspot and the look icon and John notes that it might be a way to get up to the diary. TOuch the CONSOLE hotspot and the use icon and John comments that there is no power. So exit to the lab and touch the CABLE hotspot and then press the use icon. You receive the CABLE item. Then use the CABLE on the MAINTENANCE HATCH hotspot. Send John to the propulsion lab. Then send Audrey over to meet John and have her give him the SCREWDRIVER. Then using John, have him use the SCREWDRIVER on the POWER PANEL hotspot. Now click the POWER PANEL hotspot and the use button and John will turn the power on. Now send both John and Audrey over to the wind tunnel. Using John, select the CONSOLE hotspot and press the use icon. Another mini game :-) Pretty self explanatory but very difficult to control. After some frustrating attempts, you should be able to get it. (Just remember that you are moving the fan with the stylus, NOT Audrey) A dialogue will open up immediately once you complete the mini game. John will start to leave but will be stopped by Agent Miller. Go back and speak with Audrey and select the "We can't investigate freely..." option. We need to find a way to evade him. Switch to Audrey and exit the wind tunnel. Then choose Albert from the inventory and select the FRAMEWORK hotspot (how you are supposed to think of this, I have no idea...) This will distract Agent Miller. Now have both John and Audrey leave. Head over to the gate house and you will notice Cutter passed out. Apparently he won't wake up just by touching him. John suggests some kind of refreshment. Send John to the Inn using the map. Then go around to the side where we listened to the agents. Finally, send him down the Pathway where we hid from the agents. Here there is a creek. Select the SHELL CASING item in your inventory and use it on the CREEK hotspot. Now it becomes the SHELL CASING WITH WATER! Go figure... Head back to the gate house now. Use the SHELL CASING WITH WATER on the CUTTER hotspot. And whaddya know? That woke the drunk up. A dialogue automatically begins. Cutter notices that there is someone morsing at the top of the headquarters. So let's head there now shall we? Send both John and Audrey there. You'll notice if you try to distract the agent the same way, he will simply ask John to "Please leave now." to which John replies "Fine, ok." Why has John lost his spine now? I have no idea, but that means we need to find a new way to sneak past the agent. Send Audrey up the stairs now and a dialogue will begin automatically. It seems Agent McAllistair isn't feeling so well. So speak to him again and Audrey suggests that she thinks there are painkillers in the mens room. The agent takes the bait and goes to check. (How does Audrey know what's in the men's room? I have no idea either...) While the agent is in the bathroom, use the BROOM item on the MEN'S ROOM hotspot and the agent will be locked in for a while. Now switch to John and have him head into the office. Once inside select the HALBERD hotspot and the use icon. John will receive the HALBERD item. Now head back into Audrey's Office. If you inspect the BOOKCASE hotspot on the right with the use icon, John notices that it can swivel out, but it needs to be pryed. So use the METAL ROD item on the BOOKCASE hotspot to open it. Voila! We're in. Now enter the SECRET DOOR hotspot. When John enters the screen, he will notice a black, shadowy figure run past. Creepy... Click on the ALLEN WRENCH hotspot and the use icon to get the ALLEN WRENCH item. Clicking on the MORSE APPARATUS hotspot and the use icon brings up another minigame. First we have to transcribe the message. The light will shine and if it is a long light (about a second or so) you draw a line in the box at the top of the screen. If it is a short light (about a half a second) then you draw a dot in the box. Next we have to translate the message by using the guide in the bottom screen. Just match the highlighted portion of the part we transcribed in part one (which is located on the top screen) with the corresponding letter on the bottom screen. When you figure out which letter it should be, simply tap that letter and it will be filled in. Finally, we have to send the message. The instructions for this one are to send a message back that says "OK". So simply touch the switch on the left to turn the light on, and let it go to turn it off. Hold it for about one second to make a dash, and just touch it to make a dot. WARNING!!! SPOILERS AHEAD!!! IF YOU DON'T WANT TO KNOW THE ANSWER TO THE PUZZLES IN THIS PART, SCROLL DOWN UNTIL YOU REACH THE ASTERISK (*****) BREAK UNDER THIS SECTION TO MOVE ON. For those of you who are having trouble with this, here is the answer for part one. If I write L, that means you should draw a long line. If I write D, that means draw a dot. I will space them in sets of five so that it is easier to read. So, here is the order you should write it in: LLLLD LLLDD LDLLD LLDDD LLLDL LDDDD DLLLD DLDDD DDLDD LDDL Once again, for those who are having difficulty with this part, here is the answer for what the message should say in part two: OK MEET AT PUMP HOUSE EXIT The answer for this last part (which is really basic, so I don't think anyone will need this, but here it is anyway) is given here. I follow the same instructions as I did earlier, so an L means to hold the switch for about a second, and a D means to just touch it and let it go quickly. Here it is: LLL LDL That's it :-) ****************************************************************************** Now that we've decoded the message John mentions that the pump house should be on the map. So, let's head there now. When we get here, you will notice (if you inspect them) that the door is blocked by some wooden planks (as seen through the window). Down at the bottom-left of the screen is a GRATE hotspot. Using the METAL ROD on it will open it allowing John to enter. Do so. Once inside, tap the WOODEN PLANKS hotspot and the use icon and John will receive the WOODEN PLANKS item. There is a MANHOLE hotspot but it needs some sort of tool to be used. So let's try the ALLEN WRENCH tool the spy left behind. Use the ALLEN WRENCH on the MANHOLE hotspot. John notices that there are three cylindrical containers that were used to send documents through the sewer. Now select the SHAFT hotspot and the enter icon. In here, if you touch the WHEEL hotspot you will notice that the METAL GATE lifts. But as soon as John lets go of it, the gate drops again. So he realizes that we need the help of Audrey. So bring her over. Now that Audrey's here as well, switch back to John. Before you have John open the METAL GATE, have him give the WOODEN PLANKS to Audrey. She'll need them. Now, touch the WHEEL hotspot and the use icon to open the METAL GATE. It automatically switches you to Audrey's character, and if you just dillydaddle for a little while, John will let go of the gate because he couldn't hold it any longer. So using Audrey select the WOODEN PLANKS item and use them on the METAL GATE hotspot. Audrey will wedge them in place and now we can both move on. Now click on the Exit hotspot and the enter icon. If you have Audrey do it, John gets impatient and says "Let me go first!" :-) What a noble man... There are two men talking and they sort of take John hostage. It will then switch you to Audrey, and she will say she needs to find help. So let's find some. Well there aren't too many options left for help... Oswald is dead... Cutter is a drunken maniac... McFee is in no help either... But if we head to the Inn and go inside, there is Col. Travers, in all his day-saving glory. Have Audrey speak to him. Alright after a scene with a nice twist, we get to play another mini game. The controls are explained and pretty easy so I won't bother telling you how to do this one. Just have fun with it. That's it everyone. The game's over. Sit back and watch the ending. I won't spoil it here, you'll just have to watch it to find out what happens. By the way, after all this time, who knew that John had such a mean left hook? Huh... ------------------------------------------------------------------------------- V. CREDITS Thanks to Sproing Interactive Media for developing a great game. It kind of reminds me of Broken Sword on the GBA :-). Check that game out if you haven't yet and you liked this one. Also thanks to DefectGenepool and kmflash from the GameFAQS forums for help with what to do next in the game. Also thank you to Amoy from potataochick.wordpress.com for a helpful hint guide (that had to be translated) but worked all the same. :-) This FAQ is only permitted to be posted on the following websites: GameFAQS.com Cheatcc.com NeoSeeker.com If you found this walkthrough on another website and would like to report it or would like to ask to host this walkthrough on another site please contact me via email and ask at [email protected] Any comments, questions, complaints or all of the above should be directed to that email as well. Thanks for reading my FAQ.