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Odgovor: NiBiRu - Age of Secrets -
08.10.2006, 20:09
France
Hotel Lobby -- Enter the front door of hotel. Speak to the drunken guest at the reception desk. He’s waiting for someone named Daniel so he can make a joint reservation. Left click bell at reception desk. You’re told there are no rooms available. Exit the hotel and left click on the phone booth. You don’t need to make a call. Enter the hotel again and left click on the ash tray to find hotel matches. Right click on the matches in inventory to get the hotel phone number. Exit the hotel and go to the phone booth. Left click on the phone booth and Martin will call and cancel Daniel’s reservation. Enter the hotel again. You will automatically get a reservation. Go up the stairs to your room.
Hotel Room 24 -- Martin has rested. Exit the room and go to the lobby.
Hotel Lobby -- The clerk has looked up your Uncle’s phone number for you. Left click on the desk phone to call him. You uncle wants you to meet him at the house. It’s on an island so you’ll need to hire a boat. Exit the hotel and go forward to the docks.
Docks -- Speak to the fisherman. Martin will ask for use of his boat. He says he has to unload the boat first. Speak to the fisherman again. Speak to him once more and he will ask if Martin has changed his mind. Click on the smiling mask that appears at the bottom of the screen. Martin will help him unload. The fisherman takes Martin to the island.
Main Gate to Mansion -- Left click on the doorbell to gain access. Continue forward to enter the house.
Mansion -- Cut Scene of conversation between Martin and his uncle. You discover that you have one statue, your uncle has one and he now needs you to go to Mexico to get another one. Martin leaves his statue in his uncle’s safe. He must return in the morning to pick them up.
Outside Mansion -- Return to the Pier to meet the boat.
Docks -- Martin arrives at the docks. He’s called by someone and then gets hit on the head.
Warehouse -- Martin is now tied up in the warehouse. His foes are there and are after Project NiBiRu. During the conversation, you find out you are speaking to the author of the journal you found in the secret room. Martin gets hit once more. Only one of them is left – the fake Stasek. He has released gas in the room. He throws a knife at your feet and leaves. Martin has to get out quickly. Left click on the knife to pick it up. Use the knife on the red button next to Martin’s head. The gas is now off, but you still have to get rid of the handcuffs. Use the pin on the handcuffs. Left click on the green ladder and Martin will climb up and out of the building.
Main Gate to Mansion -- The police are in front of the mansion. Martin’s Uncle is dead. The police think it is a suicide. Martin must get in and find out what’s going on. You are allowed through the front gate.
Outside Mansion -- Speak to the detective. He has a suicide note. He wants proof that your uncle didn’t write it. In inventory, right click on the envelope your uncle gave you. You now have a letter and a plane ticket. Use the letter on the detective. You get permission to enter the mansion.
Mansion Front Room -- Left click on the body outline. Left click on the pyramid on the desk to take it. In inventory, right click on the pyramid. There’s a small opening which may be a lock. Go to the bookcase area.
Bookcase Area -- Left click on the photographs on wall. Left click on the poster above the fireplace. It says Tikal on it. Left click on the bust. Martin will move it and a safe will appear on another wall. You will need to find the combination somewhere. Left click on the telephone. Click on the red button to play the message. Listen to 2 messages. One of the voices sounds familiar. Notice how well you can see the number pads. Use them to translate the word Tikal to numbers. You should come out with 84525. Go to the safe and enter 84525. The safe will open and you find out the statues are gone. Click on the hourglass in the bookshelf. There is a little brass key in it. In inventory, use the knife on the hourglass. It will break and you now have the key. Use the key on the pyramid and you will get a map. Right click on the map to view it. Exit the area and leave the mansion.
Outside the Mansion -- Cut scene of conversation with detective again. Head to the main gate and the police officer will speak to you again. Martin will leave automatically.
Docks -- Head to the hotel.
Hotel Lobby -- Enter the hotel and see one of the men who tied you up in the warehouse. You’ll have to find another way to get into the hotel.
Back of Hotel -- Martin will immediately speak to Iris. Right click on the fire escape which is call the emergency staircase in this game. Left click on Iris’s walking stick. Left click on the ladder again and Martin will comment it is too high. Left click on the walking stick again. Iris will tell Martin to keep his hands off. Speak to Iris about the walking stick. She will let you borrow it if you get her a hot dog. Go to the front of the hotel.
Snack Shop -- Speak to the vendor to get a hot dog for 3 francs.
Back of Hotel -- Give Iris the hot dog. She hates mustard. You have to get her another one with ketchup.
Snack Shop -- The vendor does not have ketchup so you will have to get a plain hot dog. Now you need to find some ketchup.
Hotel Lobby -- Martin will not want to go in, but will do it if the plain hot dog is in inventory. Left click on the ketchup bottle to take it. In inventory, combine the ketchup and the hot dog.
Back of Hotel -- Give the hot dog with ketchup to Iris. She will lend Martin the walking stick. Left click on the stick to take it. Use the walking stick on the ladder to pull it down.
2nd Floor Hallway -- Use the stairs to go to the first floor.
1st Floor Hallway -- Try to enter the service door at the end of the hall. It’s lock.
Martin’s room -- Left click on the vase to take it. Exit the room.
1st Floor Hallway -- Speak to the repairman. Left click on the fire sensor above the door to examine it.
Martin’s Room -- Left click on the electrical outlet to remove the plug. Use the vase on the outlet to fry the circuits. Exit the room.
1st Floor Hallway -- Speak to the repairman. Martin will tell him he has no electricity in his room. The repairman will enter Martin’s room. Left click to take the repairman’s keys from the ladder.
Service Room -- Left click on the brooms to take one. Left click on the cabinet to examine. Left click on the diluter to take it. Left click on the rag on the floor to take it. Left click on the fire sensor to examine. Perhaps a smoky diversion will help clear the hotel so you can check on some rooms. Use the rag on the broom in inventory. Use the diluter on the broom. Use the matches on the broom. The coast is now clear and you can check out the rooms upstairs. First you will need a key.
Hotel Lobby -- Left click on the reception desk to get a close up of the keys. Right click on the keys and Martin will tell you it is room 32 he's looking for and take the key.
2nd Floor Hallway -- Use the key on Room 32 (the 2nd one on the left)
Room 32 -- Right click on the bed to examine under it. Left click on the briefcase to open. You will have to enter a numeric code. Left click on each tumbler until you hear a louder click. The correct combination is 371.
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