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Subject: Martin Mystere walkthrough
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<HTML><HEAD><TITLE>Martin Mystere walkthrough</TITLE>
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<BODY>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dcenter><B><FONT =

face=3D"Book Antiqua" size=3D5>Martin Mystere: Operation Dorian =
Gray</FONT></B></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dcenter><B><FONT =

face=3D"Book Antiqua" size=3D4>by Artematica =
Entertainment</FONT></B></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dcenter><FONT=20
face=3D"Book Antiqua" size=3D4>Walkthrough by =
MaGtRo&nbsp;&nbsp;&nbsp;&nbsp; July=20
2005</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" =
align=3Dcenter>&nbsp;</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>Gameplay</B>:&nbsp;&nbsp;&nbsp; The main menu =
has the new=20
game, load game, options and exit. The options menu has dialogue =
subtitles,=20
extra&nbsp;and back to main menu. The extra option has artworks and =
sequences.=20
When artworks and sequences-cutscenes are selected, they are activated =
to be=20
reviewed at leisure.&nbsp; </FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">During gameplay, press F1 to get the in game menu: =
back,=20
save, load and exit. To save the game, left click on a space in the save =
menu=20
screen and then press save. There are only 8 saved game spaces. You can=20
overwrite the saved games by clicking on the picture to be overwritten =
and then=20
press save. To load a game, click on a picture and then click load. =
Click on=20
exit to go back to the main menu.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">The game control is point and click. Moving the =
cursor over=20
the screen labels active objects, character and area. Left click =
identifies the=20
object. Right click of the mouse allows the selection of an action on =
that=20
highlighted area and a following left mouse click does the selected=20
action.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">To open the inventory, click on the 'i' at bottom =
left of=20
the screen or I of the keyboard. Do the I click again to remove the =
inventory=20
bar. There are 2 arrows on either side of the inventory bar to see all =
items.=20
Items can be combined by clicking on one item and then the other item to =
combine=20
with when the appropriate cursor is seen. Items from inventory =
can&nbsp;be=20
clicked on highlighted items or character on the screen. Right click to =
return=20
the item in inventory.&nbsp;The cell phone can be used by selecting it =
from=20
inventory - a close view is seen, use the up-down arrow to find a name, =
click on=20
a name on the phone list and then press the green button.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">Left click skips the intro and also speeds up the =
dialogue=20
Double click on an exit icon to skip the 'exit to' scene. The CD has to =
be on=20
the CD drive to check the software protection and gameplay.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">Note: Left click items in an area and then right =
click to=20
see if there's anything important to take.</FONT></P>
<HR width=3D"50%" color=3D#000000>

<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>&nbsp;</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dcenter><B><FONT =

face=3D"Book Antiqua" size=3D4>Act 1</FONT></B></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">Martin wakes up from a nightmare. The phone is =
ringing.=20
Place cursor over the cell phone on the table. Right click to select the =
action=20
(hand cursor) and then left click to do that action - pick the <U>home=20
telephone</U> up.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">Travis calls and informs Martin that Professor =
Eulemberg was=20
killed. He wants Martin to meet him at the Professor's Villa at 4 Purple =
Rose=20
St. Martin's car is under repair. He needs the mechanic's number. Look =
at the=20
note taped on the closet. Diana, Martin's wife has taken the keys to the =

wardrobe.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">Exit the room. Across is Java's room and beside =
the bedroom=20
is the bathroom. </FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>Wardrobe key and mechanic's phone =
number:</B></FONT></P>
<BLOCKQUOTE>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
  face=3D"Book Antiqua"><B>Living room</B> - Go downstairs and see Java, =
the=20
  prehistoric assistant of Martin. Talk to Java. He might want something =
in=20
  return for the wardrobe key. Hmm...Look around. Check the door left of =
Java=20
  and learn that the basement is flooded. Go left of screen. Look at the =
table=20
  between 2 doors and see the base of the cordless phone and various =
papers=20
  beside it. Take the <U>New York map</U>. Look close at the map in =
inventory=20
  and see 3 places that are accessible - the professor's villa, Martin's =
home=20
  and Barney's bookshop.</FONT></P>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
  face=3D"Book Antiqua"><B>Kitchen</B> -&nbsp;Enter the room on the =
left. It is=20
  the kitchen. Look around. Look close at the notes on the fridge door. =
Take the=20
  white paper on the right. It is <U>Diana's notes</U> and has part of =
the=20
  mechanic's number. Look close at it in inventory.</FONT></P>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
  face=3D"Book Antiqua"><B>Study</B> - Exit the kitchen and enter the =
room left of=20
  the armchair. Look around. Look-click at the green troglodyte head at =
the=20
  miscellaneous book case left of the door. Martin will mention that =
Java is=20
  hypnotized by this head. Take the head <U>paperweight</U>. Look and =
right=20
  click the magazine rack under the computer table. Take the <U>pen</U>. =
Take=20
  the <U>part of the mechanic's number</U> left of the computer. It is =
the other=20
  half of the torn mechanic's number. In inventory, right and then left =
click=20
  the part of mechanic's number and then click on Diana's notes to get =
the=20
  <U>mechanic's number</U>. Look close at the number and see that the =
paper is=20
  now pasted together. Left click the mechanic's number and =
automatically,=20
  Martin will call the mechanic. </FONT></P>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
  face=3D"Book Antiqua"><B>Foyer</B> - When the doorbell rings, go to =
bottom left=20
  of the screen. Go to the foyer and pick up the <U>car keys</U> off the =

  floor.</FONT></P>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
  face=3D"Book Antiqua"><B>Living room</B> - Give the head paperweight =
to Java and=20
  the <U>wardrobe key</U> will now be in inventory.</FONT></P>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
  face=3D"Book Antiqua"><B>Bedroom</B> - Use the wardrobe key on the =
keyhole of=20
  the wardrobe door with a piece of paper taped on it. Right click the =
key on=20
  the keyhole to give Martin some privacy. Now, he's dressed. Look close =
at the=20
  <U>block notes</U> in inventory and see notes to do - look for mobile =
phone,=20
  get car and find the villa. You already have the map for the villa and =
the car=20
  keys. Now, where is the cell phone?</FONT></P></BLOCKQUOTE>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>Cell Phone search:</B></FONT></P>
<BLOCKQUOTE>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
  face=3D"Book Antiqua"><B>Living room</B> - Use the home telephone and =
select=20
  Martin. The ringing is coming from the sofa. Click on sofa and take =
the=20
  <U>mobile</U> phone. Right click the cordless base on the table beside =
the=20
  door to the kitchen to place the home telephone on the=20
base.</FONT></P></BLOCKQUOTE>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">Exit the house via the foyer door. Note that =
Martin's house=20
is mislabeled as neighbor's house. Click on the red sports car. Inside =
the car,=20
click on the ticket. Look close at the <U>calling card</U> stained in =
ink in=20
inventory and note that it is from D. Dog, a friend from London. Exit =
the inside=20
of the car screen. Right click the car and the map will appear. Select =
the=20
Professor's villa.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">Look at block notes and see that act 1 'to do' is =
now=20
crossed out.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>&nbsp;</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dcenter><B><FONT =

face=3D"Book Antiqua" size=3D4>Act 2</FONT></B></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>Villa:&nbsp;&nbsp;&nbsp; </B>Jenna Hate, a =
journalist=20
interviews Martin. Select any-all dialogue and Malcom will intervene. =
Enter the=20
villa.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>Foyer</B> - Travis talks to Martin about =
possible motive=20
for the murder. Talk to Travis and learn about research and clues. A new =

location Donovan S. C. museum appears in the map. Answer the cell phone =
when it=20
rings. A serviceman asks to see if anybody is at home for basement flood =

repair.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">Go to lower right of screen and talk to the =
forensic man.=20
Learn about Eleanor and the text in the professor's computer.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>Library</B> - Enter the double glass doors at =
back of the=20
area. Go to bottom of screen and look around. Look at the desk by the =
globe. See=20
an insert screen of the desk. Check everything. Take the <U>paper =
knife</U>=20
under the envelopes. Talk to the policeman and he won't let you in the =
study.=20
Exit the library.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>Second floor</B> - Once outside the library, =
click on the=20
second floor exit cursor to go there automatically. Enter the door left =
of the=20
glass windows.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>Housekeeper's room</B> - Look around. Check the =
package=20
behind the chest. It is marked Urgent for the Professor. The locked =
chest is too=20
heavy to move. Look at the blanket draped over the bed. Right click the =
blanket=20
to note something is under the bed. See a box. Take the <U>key</U> and =
use it on=20
the chest. The key breaks. Need something sharp, eh. Use the paper knife =
on=20
chest keyhole. Now the paper knife breaks. See the mess Martin made of =
the=20
contents of the chest. Look at the painting-package now opened - <I>Here =

behooves us use a little art, Purgatorio 10:10.</I></FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">Exit the room and click on the door guarded by the =

policeman. Talk to the policeman. He won't let you in unless you have an =
ID. Go=20
back home by clicking on Martin's home in the map.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>Get an ID:</B></FONT></P>
<BLOCKQUOTE>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
  face=3D"Book Antiqua"><B>Martin's home:&nbsp;&nbsp;&nbsp; </B>Enter =
the house=20
  and see if you can have a coherent talk with Java in the living room.=20
  </FONT></P>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
  face=3D"Book Antiqua"><B>Basement</B> - Enter the basement through the =
door left=20
  of the bookcase. Look around. Take <U>latex glove</U> from the GloveUp =
box on=20
  the left shelf. Look at the purple can on top of the washer. Look at =
the=20
  washing machine door - dirt has jammed the window. Uhm...</FONT></P>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
  face=3D"Book Antiqua"><B>Kitchen</B> - Go to the kitchen. Take grease =
remover -=20
  a <U>powerful substance</U> from the detergents on the shelf under the =

  table.</FONT></P>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
  face=3D"Book Antiqua"><B>Basement</B> - Use the powerful substance on =
the=20
  washing machine door. Right click to open the washer door. Look at the =
damp=20
  clothes inside and note Martin's documents in trouser. Right click to =
take the=20
  documents - NYPD <U>ID</U>.</FONT></P></BLOCKQUOTE>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>Villa:</B></FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">Right click map and go back to the villa. Go =
upstairs to the=20
room guarded by the policeman. Talk to the policeman and Martin will =
show him=20
the ID. Enter the professor's bedroom.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>Professor's bedroom</B> - Look around. Look at =
the=20
handkerchief clasped by the professor's hand - it is embroidered and has =
a name=20
Alexander Uben. Use the gloves in inventory. Look at the top of the =
dresser left=20
of the window and Martin will comment on the picture of Uben and =
Eulemberg with=20
a jungle backdrop. Take the <U>Uben picture</U>. Look close at the =
picture and=20
get an <U>envelope</U>. Look at all the pictures. Go to the side table =
left of=20
the bed and read professor's notes about fear especially the last page. =
Click on=20
the right page to turn the page. Check the desk drawers left of the side =
table.=20
There's police seal on the drawer. We can't open it now. Look on the =
desk top=20
and note a label for a suitcase - A695 American Airlines. Use the map to =
go=20
home.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>Open the envelope:</B></FONT></P>
<BLOCKQUOTE>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
  face=3D"Book Antiqua"><B>Martin's home, Kitchen</B> - Take the teapot =
from the=20
  pullout table and click it on the cooker-stove using the single gear =
icon.=20
  Then take the envelope taken from the Uben picture and use it on the =
now=20
  steaming teapot using the single gear icon. Look at the note taken =
from the=20
  open envelope - 555-6279287, CN 459-478-320-S, Plaza Da Nat 328, =
Mexico,=20
  Vallar (Veracruz). Right click the code-address in inventory and =
automatically=20
  dial that number. An answer is heard that the delivery will now be =
done. A new=20
  location is added to the map - airport. Click on airport. See a =
cutscene of=20
  Diana, Java and Martin in discussion and subsequent the flight to=20
  Mexico.</FONT></P></BLOCKQUOTE>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>&nbsp;</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dcenter><B><FONT =

face=3D"Book Antiqua" size=3D4>Act 3</FONT></B></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>Mexico</B>:</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>Plaza Da Nat:</B>&nbsp;&nbsp;&nbsp; Try the =
door behind=20
the truck-van. Then talk to the Rosalita, lady at the veranda on the =
second=20
floor of the house. Learn about Professor Alexander Uben, his problems =
and help=20
from Professor Eulemberg. Talk to the sleeping man - Pedro Rama sitting =
on a=20
chair at right. He is thinking of a solution for a music problem. Click =
on the=20
mule and Martin is worried that it might kick him.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>Solution to Pedro's problem and getting in at =
Prof.=20
Uben's house:</B></FONT></P>
<BLOCKQUOTE>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
  face=3D"Book Antiqua">Go to the cupboard gate left of the truck-van. =
See that it=20
  is chained. Click the hook right of the gate to open the cupboard. =
Look at the=20
  insert screen of the cupboard content. Take the <U>Tango and Salsa Mix =

  sleeves</U> from the albums at third from top shelf. Check and take =
the=20
  <U>wooden box with the lid nailed down</U> at bottom shelf.</FONT></P>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
  face=3D"Book Antiqua">Give the Tango and Salsa Mix sleeves to Pedro as =
a=20
  solution to his problem. Uh Oh! There's no record inside. </FONT></P>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
  face=3D"Book Antiqua">Look at the wooden box inventory and it is noted =
that it=20
  must be full of records. How do we open it? Click the wooden box on =
the mule.=20
  Then right click to touch the mule. See, he kicked and opened the =
wooden box.=20
  </FONT></P>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
  face=3D"Book Antiqua">Take the only unscratched record from the box. =
In=20
  inventory combine the vinyl record and the Tango and Salsa Mix sleeve =
to make=20
  a <U>complete album of Tango and Salsa Mix</U>. Give the complete =
album to=20
  Pedro. Pedro gives the <U>key to the Professor Alexander's=20
home</U>.</FONT></P></BLOCKQUOTE>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>Find the archeological dig site:</B></FONT></P>
<BLOCKQUOTE>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
  face=3D"Book Antiqua"><B>Prof. Alexander Uben's =
house:</B>&nbsp;&nbsp;&nbsp; Use=20
  the key on the door. Look around Professor Alexander's home. Look at =
the=20
  framed handkerchief. It is similar to what Prof. Eulemberg was holding =
in his=20
  hand when he was shot. Look at the photo portrait of Prof. Andrew =
Robertson=20
  that disappeared in Chile. </FONT></P>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
  face=3D"Book Antiqua">Click on desk or move to bottom of screen to get =
to=20
  another part of the room. Click on lemur and see it is sitting on =
something.=20
  Check the bookcase and at the middle third shelf from top there is a =
map=20
  between the books. Take the <U>map</U>. Look close at the map in =
inventory and=20
  marks on it are noted. </FONT></P></BLOCKQUOTE>
<DIV align=3Dcenter>
<CENTER>
<TABLE style=3D"BORDER-COLLAPSE: collapse" borderColor=3D#111111 =
cellSpacing=3D1=20
width=3D"70%" border=3D0>
  <TBODY>
  <TR>
    <TD align=3Dmiddle width=3D"50%"><FONT face=3D"Book Antiqua"><IMG =
height=3D235=20
      =
src=3D"http://www.gameboomers.com/wtcheats/pcMm/MartinMystere/mapbookcase=
.jpg"=20
      width=3D177 border=3D0></FONT></TD>
    <TD align=3Dmiddle width=3D"50%"><FONT face=3D"Book Antiqua"><IMG =
height=3D223=20
      =
src=3D"http://www.gameboomers.com/wtcheats/pcMm/MartinMystere/bin.jpg"=20
      width=3D160 =
border=3D0></FONT></TD></TR></TBODY></TABLE></CENTER></DIV>
<BLOCKQUOTE>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
  face=3D"Book Antiqua">Click the bin that has roll of maps beside the =
desk and=20
  note the shiny papers. Take the shiny papers and look at it in =
inventory. The=20
  <U>piece of paper has a route marked</U> on it. Those 2 look similar. =
Combine=20
  the map and the piece of paper in inventory to make a <U>complete dig =
map</U>.=20
  </FONT></P></BLOCKQUOTE>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">Go to the other side of the room by the stove. =
Take the=20
yellow <U>strange plug</U> hanging above the stove. </FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>Use the van-truck:</B></FONT></P>
<BLOCKQUOTE>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
  face=3D"Book Antiqua">Exit the house and go to the truck-van. Click on =
the tube=20
  right of the running board of the truck-van and get a close up of the =
van.=20
  </FONT></P></BLOCKQUOTE>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dcenter><FONT=20
face=3D"Book Antiqua"><IMG height=3D152=20
src=3D"http://www.gameboomers.com/wtcheats/pcMm/MartinMystere/tube.jpg" =
width=3D335=20
border=3D0></FONT></P>
<BLOCKQUOTE>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
  face=3D"Book Antiqua">Note the valve and tank. The valve is too tight =
to turn.=20
  Click the strange plug on the valve to connect it to the valve. Click =
the=20
  valve with the plug and it will turn to open it. Exit the close up of =
the van.=20
  Now, click on van to use it. Java and Martin goes for a=20
ride.</FONT></P></BLOCKQUOTE>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>Aztec archeological site:</B></FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">Martin and Java are now in front of an Aztec =
temple. Exit=20
left and Martin calls for Prof. Alexander Uben. Listen to the talk =
between Uben=20
and Martin. Martin needs proof to convince the professor who he is - not =

Inspector Labacos. The ID in inventory does not work. Exit at bottom of =
screen=20
and then exit right in front of the temple. See Martin and Java fly back =
to New=20
York.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>&nbsp;</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dcenter><B><FONT =

face=3D"Book Antiqua" size=3D4>Act 4</FONT></B></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">After relating the trip to Diana, check the block =
note in=20
inventory and see the next plan to work on.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>Learn about a secret door:</B></FONT></P>
<BLOCKQUOTE>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
  face=3D"Book Antiqua"><B>Villa:&nbsp;&nbsp;&nbsp; </B>Go to the villa =
and talk=20
  to Travis inside. The professor's room was ransacked last =
night.</FONT></P>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
  face=3D"Book Antiqua">Enter the double doors of the library behind =
Martin. Enter=20
  the study on the left that was previously guarded.</FONT></P>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
  face=3D"Book Antiqua"><B>Study</B> - Look around. Look at the =
telephone on the=20
  desk close to the biscuits. Some keys are worn out and there are =
scratches.=20
  Take the <U>telephone</U>. Look at the telephone in inventory and see =
that 1 3=20
  4 keys-buttons are worn out. Check the laptop and it can not be =
switched on -=20
  the battery must have run out. Check the box right of the lap top and =
take the=20
  Professor's <U>magnetic pass card</U> for the Museum - Donovan Culture =
and=20
  Science. Look at the pass card in inventory.</FONT></P>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
  face=3D"Book Antiqua">Look at the large painting of Caron on the wall =
- <I>Now=20
  let us descend in to the blind world.&nbsp; Inferno 4, 13</I>. Look up =
at the=20
  ceiling's fresco representing paradise - <I>Our charity doth never =
shut the=20
  doors. Paradiso 3, 43.</I> Look at the painting (labeled telephone) on =
the=20
  floor-rug: It depicts Hell. Martin makes comments about the afterlife =
depicted=20
  in the Study - Life after death. Hmm... Dante Alighieri's Divine=20
  Comedy</FONT></P>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
  face=3D"Book Antiqua">Look at the central bookcase (middle shelf) =
right of the=20
  painting. Martin noted that there is an antique edition of Dante =
Alighieri's=20
  Divine Comedy. After seeing the ceiling fresco and the floor painting, =
Martin=20
  will ask about a connection between the book and the painting. Martin =
pulls=20
  out the gold book and sees a telephone jack. </FONT></P>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dcenter><FONT=20
  face=3D"Book Antiqua"><IMG height=3D243=20
  =
src=3D"http://www.gameboomers.com/wtcheats/pcMm/MartinMystere/dantebook.j=
pg"=20
  width=3D235 border=3D0></FONT></P>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
  face=3D"Book Antiqua">Use the telephone on the phone socket. At the =
dial close=20
  up, press (after trial and error on the 3 worn out dials) 4 1 3 and =
see a=20
  metal door behind the Caron painting. The secret passage is a secret =
door with=20
  a hole. The hole is on a gold disk at the center of the door. We can =
come back=20
  here later. </FONT></P>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
  face=3D"Book Antiqua">Exit the library and go up to the professor's=20
  bedroom.</FONT></P></BLOCKQUOTE>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>Learn about Erika:</B></FONT></P>
<BLOCKQUOTE>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
  face=3D"Book Antiqua"><B>Professor's bedroom</B> - See that the room =
was=20
  ransacked. Note the slash on the mattress. Pick up the block notes on =
the rug=20
  left of the bed. Look at the block notes-<U>piece of paper</U> in =
inventory.=20
  There are some marks on it. Combine the pencil and the piece of paper =
in=20
  inventory and see -&nbsp;Erika Wallas, Donovan Culture &amp; Science =
Museum=20
  2nd Floor, Sector C. Look at the open drawer at the desk by the =
window. Take=20
  the <U>letter</U> and look at it in inventory. It is an unfinished =
letter to=20
  Erika Wallas of the Museum. Read the letter. </FONT></P>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
  face=3D"Book Antiqua"><B>Museum</B> - Use the map to go to the Donovan =
S.C.=20
  Museum. See that the main door is closed. Go to the metal door left of =
the=20
  steps. The door closes electronically. Look at the switchboard right =
of the=20
  metal door. Use the magnetic pass on the switchboard. Enter the =
museum. Look=20
  around. Use the elevator and be at the first floor Display room. Use =
the=20
  elevator on the left to go up one more floor to the second floor. =
</FONT></P>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
  face=3D"Book Antiqua"><B>Erika</B> - Go to the wooden door right of =
the room.=20
  Enter the door. Talk to Erika Wallas. Note the words the professor =
said to=20
  Erika during an MIT dinner. Learn about the necklace-antique amulet =
given by=20
  Prof. Eulemberg and the quarrel between Uben and Eulemberg. Look at =
the Purple=20
  Rose poster and take note of Eulemberg's inscription. Exit at bottom =
of screen=20
  and see the great library-archives and a photocopier. Look at the =
photocopier=20
  and Martin says good for making forgeries - is that a clue? Now where =
to go=20
  next? Select Barney's bookshop in the map.</FONT></P></BLOCKQUOTE>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>Get a purple rose for a =
medallion:</B></FONT></P>
<BLOCKQUOTE>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
  face=3D"Book Antiqua"><B>Barney's Shop</B> - Look around at the items =
for sale.=20
  Talk to Barney and he talks about ticket to the Blue Rose. A new =
destination=20
  is added to the map. Barney wants a loaned book back, a short stories =
book.=20
  </FONT></P>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
  face=3D"Book Antiqua"><B>Martin's home</B> - Go to the study and take =
book right=20
  of the globe at foreground of the screen. This must be Barney's old =
dog-eared=20
  book. Return to Barney's bookshop.</FONT></P>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
  face=3D"Book Antiqua"><B>Barney's shop</B> - Give the old book to =
Barney and he=20
  gives a <U>Blue Rose free ticket</U>. Go to Blue Rose.</FONT></P>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
  face=3D"Book Antiqua"><B>Blue Rose</B> - Try to enter and talk to the =
bouncer.=20
  You need a ticket to get in. Give the ticket to the bouncer. Barney =
gave you a=20
  woman's ticket and is not allowed in. Look at the Blue Rose poster =
left of the=20
  door. There's blue rose stamp - sample entry for men and women at the =
bottom=20
  of the poster. Take a <U>sample entry pass</U>. Go back to the museum =
and the=20
  library at Erika's office. </FONT></P>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
  face=3D"Book Antiqua"><B>Museum</B> - Enter through the side metal =
door. Use the=20
  elevator, take the other elevator on the left and enter Erika's office =
at=20
  right of the room. In inventory, combine the Blue Rose ticket and the =
blue=20
  stamp from the poster to make a <U>false Blue Rose ticket</U>. Use the =
false=20
  Blue Rose ticket on the photocopier to get a <U>perfect reproduction =
of Blue=20
  Rose ticket</U>.</FONT></P>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
  face=3D"Book Antiqua"><B>Blue Rose</B> - Go to Blue Rose and talk to =
the=20
  bouncer. Inside the club, Martin talks to Jenna Hate. Look around and =
talk to=20
  Jody the bartender. Look at blue rose on the table and Martin will say =
it=20
  looks purple in this light. Try to take a blue rose from the table. Uh =
Oh,=20
  Jody stops you. Talk to Angie, the dancer and ask her to distract =
Jody. Take=20
  the <U>blue rose</U> from the table.</FONT></P></BLOCKQUOTE>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>&nbsp;</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dcenter><B><FONT =

face=3D"Book Antiqua" size=3D4>Act 5</FONT></B></P>
<BLOCKQUOTE>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
  face=3D"Book Antiqua"><B>Martin's home</B> - Go downstairs and try to =
talk to=20
  Diana. Go down the basement via the door behind the couch. Take the =
purple=20
  spray from top of washer. In inventory, combine the purple spray and =
the fake=20
  blue rose to make <U>purple rose</U>. <BR><B>Museum</B> - Go to Erika =
at her=20
  office at the second floor library. In inventory, combine the purple =
rose and=20
  the unfinished letter of Professor Eulemberg to Erica to get a =
<U>bunch of=20
  roses and a letter</U>. Give the roses-letter to Erica. Erica gives =
the=20
  <U>medallion</U> to Martin. Look at the medallion in inventory. So we =
have to=20
  go to Mexico to talk to Professor Alexander Uben - he can explain =
about the=20
  medallion.</FONT></P></BLOCKQUOTE>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>Mexico</B> - Go left and then up the stairs of =
the=20
temple. Meet the professor and learn about their project - fear of =
death, Aztec=20
ritual called Aidou, columns and their writing. These findings lead to 3 =

precious boxes, Boat and eternal life. Uben gives one of the 3 precious =
boxes to=20
Martin - <U>sealed casket</U>. It is the parcel that was sent by dialing =
the=20
number on the code from the sealed envelope. He wants Martin to find a =
way to=20
open the door.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>Open the inner door of the =
temple:</B></FONT></P>
<BLOCKQUOTE>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
  face=3D"Book Antiqua">Look at the hieroglyphic writing on the wall. =
Note that=20
  each line of the hieroglyphs has glyphs that are highlighted by =
different=20
  color: from top to bottom - purple, green, red, blue and yellow. Exit =
and look=20
  close at the left column on the foreground. The active cursor here is =
on the=20
  left side of the column. Arrange the column rings to be similar to the =

  different colored glyphs on the wall.</FONT></P>
  <DIV align=3Dcenter>
  <CENTER>
  <TABLE style=3D"BORDER-COLLAPSE: collapse" borderColor=3D#111111 =
cellSpacing=3D1=20
  width=3D"90%" border=3D0>
    <TBODY>
    <TR>
      <TD align=3Dmiddle width=3D"50%"><FONT face=3D"Book Antiqua"><IMG =
height=3D127=20
        =
src=3D"http://www.gameboomers.com/wtcheats/pcMm/MartinMystere/glyphs.jpg"=
=20
        width=3D307 border=3D0></FONT></TD>
      <TD align=3Dmiddle width=3D"50%"><FONT face=3D"Book Antiqua"><IMG =
height=3D175=20
        =
src=3D"http://www.gameboomers.com/wtcheats/pcMm/MartinMystere/column.jpg"=
=20
        width=3D187 =
border=3D0></FONT></TD></TR></TBODY></TABLE></CENTER></DIV>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
  face=3D"Book Antiqua">The inner door opens but the entrance to the =
temple=20
  closed. They are trapped.</FONT></P></BLOCKQUOTE>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>A soul calls for help:</B></FONT></P>
<BLOCKQUOTE>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
  face=3D"Book Antiqua">Martin and the professor entered the chamber the =
writings=20
  have spoken about - the boat room. Look around especially the column =
on the=20
  left of the faces or middle of the screen - Earth, War, Eternal life =
and a=20
  journey.</FONT></P>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
  face=3D"Book Antiqua">There several stones here: the pointed stone on =
the right=20
  steps, small stone right of the entrance, the deformed stone on the =
left steps=20
  and a round stone at&nbsp; mouth of the face left of the entrance. =
Pick up the=20
  <U>round stone</U>.</FONT></P>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dcenter><FONT=20
  face=3D"Book Antiqua"><IMG height=3D180=20
  =
src=3D"http://www.gameboomers.com/wtcheats/pcMm/MartinMystere/roundstone.=
jpg"=20
  width=3D144 border=3D0></FONT></P>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
  face=3D"Book Antiqua">Look at the boats by the water. Only one is not =
broken,=20
  destroyed or damage. Place the correct stone - the round stone picked =
up from=20
  the mouth of the face left of the entrance, on the boat.</FONT></P>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
  face=3D"Book Antiqua">Martin will separate his soul to fly away. The =
professor=20
  guides him to get his soul to fly away. </FONT></P>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
  face=3D"Book Antiqua">Martin's soul-ghost is now in his bedroom. Talk =
to a=20
  sleeping Diana.</FONT></P></BLOCKQUOTE>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>&nbsp;</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dcenter><B><FONT =

face=3D"Book Antiqua" size=3D4>Act 6</FONT></B></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>Is it a dream?</B></FONT></P>
<BLOCKQUOTE>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
  face=3D"Book Antiqua">Diana is not sure about dream-nightmare and =
wants to look=20
  for the paper Martin wrote the address on. In inventory is her =
???journal,=20
  lipstick and mirror.</FONT></P>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
  face=3D"Book Antiqua">Go to the window at right of the screen and open =
it. Look=20
  down at the blue dust on the carpet. But it was just a =
dream.</FONT></P>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
  face=3D"Book Antiqua">Go down to the kitchen and look at the white =
board right=20
  of the refrigerator and find the address in =
Mexico.</FONT></P></BLOCKQUOTE>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">Diana and Java travels to Vallar. </FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>Get the archeological map:</B></FONT></P>
<BLOCKQUOTE>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
  face=3D"Book Antiqua"><B>Prof. Alexander Uben's house</B> - Move the =
cursor to=20
  the lemur and see that she is sitting on the map of the dig. Go to the =
kitchen=20
  side of the room and take the <U>jar of nuts</U> from the lower shelf. =
Place=20
  the peanuts on the armchair. Take the <U>map of the digs</U>. =
</FONT></P>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
  face=3D"Book Antiqua">Hear the bus outside. Go outside and =
automatically ride=20
  the bus.</FONT></P></BLOCKQUOTE>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>Archeological site</B> - Go left to the =
campsite and=20
check the turf covered dig site. Take the <U>machete</U>. Climb up the =
stairs of=20
the temple. Diana talks to Martin. </FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>Open the door to the temple:</B></FONT></P>
<BLOCKQUOTE>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
  face=3D"Book Antiqua">Diana needs to look for the emergency exit. =
There's a=20
  column on each side of the entrance that has a low and high hole. =
</FONT></P>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
  face=3D"Book Antiqua">Go to the left side of the entrance. See a =
structure=20
  covered in vegetation. Use machete on structure covered in vegetation =
to=20
  uncover an Aztec rock head. Look at it and note that it is separate =
and=20
  sitting on a platform that is level to the ground. </FONT></P>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
  face=3D"Book Antiqua">Go back to right side of entrance where Java is =
standing.=20
  Use machete on climbing plants at right side of the alligator rock =
head and=20
  expose a platform. </FONT></P>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
  face=3D"Book Antiqua">Look at rock head on the floor. Talk to Java. =
Java places=20
  the head on platform. Not enough weight to lower the platform. Talk to =
Java=20
  again to sit on the stand. </FONT></P>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
  face=3D"Book Antiqua">After Martin talks about his predicament with =
eagle sized=20
  vampire bats, look at the columns. They now have buttons.</FONT></P>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
  face=3D"Book Antiqua">Press the buttons in correct order. If the wrong =
order of=20
  buttons is pressed, they all pop out again. </FONT></P>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
  face=3D"Book Antiqua">The correct order is: top button at column by =
Java, bottom=20
  button at column at other side, bottom button at column by Java and =
top button=20
  on column at other side. The door is lifting.</FONT></P></BLOCKQUOTE>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">Martin and the professor come out. Decisions and =
work are=20
needed to be made. Martin leaves the stone with the professor. When Java =
leaves=20
with Martin and Diana, the entrance to the temple is sealed again. =
</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>&nbsp;</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dcenter><B><FONT =

face=3D"Book Antiqua" size=3D4>Act 7</FONT></B></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>3 precious boxes:</B></FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">After the talk between Martin and Diana, enter the =
study=20
left of the living room. Look at the parcel on the floor. Open the =
parcel and=20
see the second box labeled <U>parcel</U>.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>Villa</B> - Go to the library at bottom screen =
from the=20
foyer. Go to the red sofa and take the third <U>parcel</U>.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>Open the precious boxes: </B></FONT></P>
<BLOCKQUOTE>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
  face=3D"Book Antiqua">Use the medallion on the sealed casket and it =
opens. There=20
  is a <U>big cylindrical stone</U> with rings and golden symbol; it is=20
  emanating a strange kind of heat.</FONT></P>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
  face=3D"Book Antiqua">Use the medallion on the parcel from Martin's =
study and it=20
  opens. There's a <U>small cylindrical stone</U> with rings and golden =
symbol;=20
  it is very bright.</FONT></P>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
  face=3D"Book Antiqua">Use the medallion on the parcel from Professor =
Eulemberg's=20
  library and it opens. The seal states - A trusted person has the key. =
The code=20
  is in the box behind the cover. Professor Eulemberg.</FONT></P>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
  face=3D"Book Antiqua">The clue and very imaginative too is in the =
paper inserted=20
  between the plastic and box of the game CD. So <B>you </B>are the =
trusted=20
  person with the key.</FONT></P>
  <DIV align=3Dcenter>
  <CENTER>
  <TABLE style=3D"BORDER-COLLAPSE: collapse" borderColor=3D#111111 =
cellSpacing=3D1=20
  border=3D1>
    <TBODY>
    <TR>
      <TD><FONT face=3D"Book Antiqua"><IMG height=3D265=20
        =
src=3D"http://www.gameboomers.com/wtcheats/pcMm/MartinMystere/boxclue1.jp=
g"=20
        width=3D364 border=3D0></FONT>
        <P><FONT=20
        face=3D"Book =
Antiqua">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbs=
p;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;=20
        <IMG height=3D32=20
        =
src=3D"http://www.gameboomers.com/wtcheats/pcMm/MartinMystere/boxclue3.jp=
g"=20
        width=3D73 border=3D0></FONT></P>
        <P><FONT=20
        face=3D"Book =
Antiqua">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbs=
p;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp=
;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;=
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;=20
        <IMG height=3D79=20
        =
src=3D"http://www.gameboomers.com/wtcheats/pcMm/MartinMystere/boxclue2.jp=
g"=20
        width=3D205 =
border=3D0></FONT></P></TD></TR></TBODY></TABLE></CENTER></DIV>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
  face=3D"Book Antiqua">Press the glyphs above the Roman numbers - 2 3 1 =
3 3=20
  1.&nbsp; There's a <U>medium cylindrical stone</U> with rings and =
golden=20
  symbol; it is hot and luminous.</FONT></P>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
  face=3D"Book Antiqua">Take the big cylindrical stone and click it on =
the medium=20
  one. Then click&nbsp;the combined stone on the small one to form an =
<U>Aztec=20
  sceptre</U>. </FONT></P></BLOCKQUOTE>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">Use the sceptre on the hole on the metal door. =
Enter the=20
secret laboratory. Look at the eagle boat. Look around. The bed is =
connected to=20
the boat. Go close to the computer at rear of boat. Look at notes on =
chair.=20
</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">Watch and listen to Jenna inform Martin of the =
trap. They=20
were the ones that sent the 2 stones but needed the third which you got =
from=20
Mexico. Martin is hit on the head.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">When he is lucid, Jenna aka Lorelei explains what =
happened=20
to him. Martin, who is now Alfie is in the body of an old dying tramp. =
He has=20
only a few hours.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>&nbsp;</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dcenter><B><FONT =

face=3D"Book Antiqua" size=3D4>Act 8</FONT></B></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>Let's get out of here:</B></FONT></P>
<BLOCKQUOTE>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
  face=3D"Book Antiqua">There's a nearly empty <U>B &amp; W Scotch =
whiskey</U> in=20
  inventory. </FONT></P>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
  face=3D"Book Antiqua">Go to the bottom of the screen. The metal door =
is locked.=20
  Pull the lever left of door to get light. Take the <U>iron bar</U> in =
front of=20
  the metal door on the left. </FONT></P>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
  face=3D"Book Antiqua">Go to the truck at the bottom screen. The truck =
door is=20
  rusted but unlocked. Use the iron bar on door of truck. Take the =
<U>rusty=20
  key</U> from the truck's seat. Look at everything here. Use the =
whiskey on the=20
  rusty key to get <U>clean keys</U>.</FONT></P>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
  face=3D"Book Antiqua">Pull back and go down to the bottom screen. Use =
the clean=20
  keys on the metal door by the lever.</FONT></P></BLOCKQUOTE>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>Get what Terry lost and the =
'key':</B></FONT></P>
<BLOCKQUOTE>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
  face=3D"Book Antiqua">Outside talk to Terry, the other tramp. You are =
at DEG=20
  &amp; Co warehouse. His medal was taken by a truck driver. He knows =
where=20
  Lorelei and the bad man went to but he wants something in exchange for =
the=20
  information. </FONT></P>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
  face=3D"Book Antiqua">Go to the junk car behind Alfie. Look inside the =
car and=20
  take the <U>map of the port</U> from the car seat. Look at the car's=20
  hood-bonnet and take the wire - a <U>small electric =
cable</U>.</FONT></P>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
  face=3D"Book Antiqua">Go to the residuals - garbage pile left of metal =
door=20
  where you came out from. Take <U>screw</U>. </FONT></P>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
  face=3D"Book Antiqua">Exit left of residuals. Climb the stairs and =
take the=20
  <U>boots</U> at bottom right corner of the roof. Look at ventilator on =
the=20
  left. Look at the dirt at left side of the roof. </FONT></P>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
  face=3D"Book Antiqua">Go back down and enter the metal door. Talk to =
Malocchio,=20
  the 'shop' owner. He gives in exchange for the boot, a <U>small gold=20
  chain</U>. He mentions a 'key' but you can get it in exchange for =
something=20
  more valuable.</FONT></P>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
  face=3D"Book Antiqua">Exit the shop and look at the switches left of =
door. One=20
  is the switch to some kind of fan (ventilator) but it has no juice. =
Use the=20
  wire on the switches and hear a short turn of the ventilator on the =
roof=20
  before it short-circuited. </FONT></P>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
  face=3D"Book Antiqua">Climb the stairs again. See that the dirt has =
been removed=20
  from the left corner of the roof. Look at scrap yard remains. Take the =

  <U>pocket watch</U>. </FONT></P>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
  face=3D"Book Antiqua">Go back to the 'shop' and Malocchio. Hmm. He =
doesn't want=20
  the watch. Combine the watch with the gold chain to get <U>watch</U>. =
Give the=20
  new watch to Malocchio and get the '<U>key</U>'.</FONT></P>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
  face=3D"Book Antiqua">Go back to the truck in the warehouse through =
the metal=20
  door right of the garbage-residuals. Click on the door to see inside =
the=20
  truck. Use the key on the glove compartment. Take Terry's <U>Medal of=20
  Valor</U>.</FONT></P>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
  face=3D"Book Antiqua">Go back outside and give Terry the Medal of =
Valor.=20
  </FONT></P></BLOCKQUOTE>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">Terry states that the baddies went to Dock 9. Look =
at the=20
map and see dock 9 is circled in red. Click the exit icon on the red =
circle.=20
</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">At Dock 9, listen to Jinxs and Feng. Feng says the =
code is=20
safe in the van. Nick Gaines, Prof. Eulemberg's assistant is =
here.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">Look at Artematica's advertisement about DRU above =
the=20
basement window behind Alfie. Enter the basement window. </FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">See Martin's body and the boat here at the =
basement. Look at=20
Martin, the machine and the boat. </FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">Climb the steps and exit. Talk to Nick. He needs =
the=20
medallion that is in a safe. </FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>Take care of Feng:</B></FONT></P>
<BLOCKQUOTE>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
  face=3D"Book Antiqua">Look around the warehouse. Check the metal door =
and note=20
  that Feng is just outside. </FONT></P>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
  face=3D"Book Antiqua">Take the <U>sexy image poster</U> right of the =
dartboard=20
  at top right of the room. </FONT></P>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
  face=3D"Book Antiqua">Click the poster on the metal door. See Alfie =
slip the=20
  poster under the door. </FONT></P>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
  face=3D"Book Antiqua">After the talk with Feng, open the=20
door.</FONT></P></BLOCKQUOTE>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">Exit and see Feng is sorted now. Click on Feng and =
take the=20
<U>keys</U> to the van. Use the key on the backdoor of the van. Look at =
the=20
contents of the van. Take the last <U>page of Jinxs journal</U>, it has =
phone=20
numbers. Look close at the page and take note of Jinxs number.&nbsp; =
</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>Get the medallion:</B></FONT></P>
<BLOCKQUOTE>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
  face=3D"Book Antiqua">Exit to bottom right and see Lorelei and Jinxs =
waiting for=20
  the ship to arrive. </FONT></P>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
  face=3D"Book Antiqua">See a green safe on top of the crates. Left =
click on safe=20
  to get a close up view of the safe. </FONT></P>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
  face=3D"Book Antiqua">What code to enter? Enter 001857890 - Jinxs =
number in the=20
  paper taken from the van. Then press enter.</FONT></P>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
  face=3D"Book Antiqua">Take the contents of the safe - the =
<U>professor's=20
  stone</U>.</FONT></P></BLOCKQUOTE>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">Exit at bottom of the screen and enter the =
warehouse. Give=20
the stone to Nick. </FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">Watch the ending as well as the end of the=20
credits.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>&nbsp;</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dcenter><FONT=20
face=3D"Book Antiqua">I promise you my revenge will be slow but =
sure.</FONT></P>
<HR width=3D"50%" color=3D#000000>

<P align=3Dcenter><FONT face=3D"Book Antiqua" size=3D2>This document may =
not be=20
distributed without express written permission of the author and the =
content may=20
not be altered in any way. </FONT>
<P align=3Dcenter><FONT face=3D"Book Antiqua" size=3D2>For Questions or =
Comments on=20
this Walkthrough, <BR>Please write to: </FONT><FONT face=3D"Book =
Antiqua"=20
color=3D#000066 size=3D2><A style=3D"TEXT-DECORATION: none"=20
href=3D"mailto:magwt@earthlink.net">MaGtRo</A></FONT><FONT face=3D"Book =
Antiqua"=20
size=3D2> </FONT>
<P align=3Dcenter><FONT face=3D"Book Antiqua" size=3D2>Copyright =A9 =
7/2005&nbsp;=20
</FONT><FONT face=3D"Book Antiqua" color=3D#000066 size=3D2><A=20
style=3D"TEXT-DECORATION: none"=20
href=3D"mailto:magwt@earthlink.net">MaGtRo</A></FONT>
<P><FONT face=3D"Book Antiqua"><IMG height=3D10=20
src=3D"http://www.gameboomers.com/wtcheats/pcMm/WtArrL03.gif" width=3D19 =

border=3D0></FONT><B><I><FONT face=3D"Book Antiqua"><A=20
href=3D"http://www.gameboomers.com/walkthroughs.html">GameBoomers =
Walkthroughs and=20
Solutions</A></FONT></I></B><FONT face=3D"Book Antiqua"> =
</FONT></P></BODY></HTML>

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