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

face=3D"Book Antiqua" size=3D5>Ni Bi Ru Age of Secrets</FONT></B></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dcenter><B><FONT =

face=3D"Book Antiqua" size=3D4>By Future Games</FONT></B></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dcenter><FONT=20
face=3D"Book Antiqua"><B>Walkthrough by MaGtRo&nbsp;&nbsp;&nbsp; =
September 2005=20
version 1.02</B></FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dcenter><B><FONT =

face=3D"Book Antiqua">Colored Ball Solution by drdel</FONT></B></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>&nbsp;</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>Gameplay:&nbsp;&nbsp;&nbsp; </B>This point and =
click game=20
comes in 2 CDs and can be played without CD on the drive after =
installation. The=20
main menu has New game, Save game, Load game, Options, Credits and Quit. =
The=20
Options menu has selection for antialiasing, shadows, volume and =
subtitles. The=20
volume and subtitle selections can be adjusted by clicking on the red =
circle to=20
select it and moving the cursor to the position wanted.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">To access the main menu during gameplay, move the =
cursor to=20
top right of screen and click on cogwheels. To save a game, click on an =
empty=20
frame to save a new one or on an already saved game to overwrite that =
old one.=20
Click on the balls to scroll the frames. There are 100 slots for saved =
games. To=20
load, select the frame wanted. </FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">The inventory bar is at the bottom of the screen. =
The scroll=20
icons are balls at either end of the bar. Items can be combined by =
selecting one=20
item and clicking it over another.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><I>Right click on all active items</I> to get more =

information or to do additional actions. Press the spacebar to skip the =
intro.=20
Double click on exits to hasten the transition. The cursor is red on =
active=20
items and will flash on items when an action can be done with an item is =
on the=20
cursor.</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=3Dleft><FONT=20
face=3D"Book Antiqua">Francois calls Martin Holan and talks about a =
German mine=20
excavated in Western Bohemia. Professor Francois de Vilde, Martin's =
uncle talks=20
about NiBiRu - the 12th planet and the German's belief in it and=20
extraterrestrial existence. The contact in Prague is Barbora and she is =
waiting=20
for Martin at Charles Bridge. </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=3D5>Prague</FONT></B></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><FONT size=3D4>Bridge</FONT></B><FONT=20
size=3D4>:</FONT>&nbsp;&nbsp;&nbsp; At Charles Bridge in Prague, a =
painter and a=20
tourist is there but no Barbora. Inventory has <U>wallet</U> with money =
and=20
<U>cell phone</U>. </FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">&nbsp;&nbsp;&nbsp; <B>Find Barbora</B> - Talk to =
painter.=20
While waiting for the painter, look at the statue. Talk to the painter =
twice.=20
After telling you about the stranger, his painting and St. Thomas =
statue, the=20
<U>portrait of the man</U> is now in inventory. Look close - right click =
at=20
man's portrait in inventory.&nbsp; Go back to St. Thomas statue and look =
close=20
at pedestal of the statue. Right click on pedestal to get the paper slid =
under=20
the label of the pedestal. Read the <U>message from Barbora</U> in =
inventory.=20
Right click the cell phone and talk to Francois. Barbora Kanska lives at =

Cechovni 52. </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=3Dleft><FONT=20
face=3D"Book Antiqua"><B><FONT size=3D4>Barbora's=20
Apartment:</FONT></B>&nbsp;&nbsp;&nbsp; At Cechovni St., try to enter =
the brown=20
door. It's locked. Click again and click on B. Kanska's buzzer twice.=20
</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>&nbsp;&nbsp;&nbsp; Enter building</B> - Buzz =
other=20
tenants and see if you can find somebody to let you in. After trying 5 =
buzzers,=20
someone in #12 will let you in.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>&nbsp;&nbsp;&nbsp; Find what floor Barbora is =
on</B> -=20
Read-right click on the bulletin board. Right click the mailboxes on the =
left.=20
Ah, Barbora is at flat 17, 5th floor. Take elevator.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>&nbsp;&nbsp;&nbsp; Enter Barbora's =
apartment</B> - Ring=20
doorbell on door at end of hall. Apartment lights are turned off. Knock =
on door=20
twice. Try climbing up to the attic. Go down and right click the =
bulletin board.=20
Read a missed message about where the attic key is located. Go back up =
to 5th=20
floor and click on sign beside the fire extinguisher to get the <U>attic =

key</U>.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">Go up to the attic. Click on the light switch =
right of the=20
door. Pick up the <U>rag</U> at bottom shelf by door. Take the =
<U>rope</U> by=20
stove. Pick up the brick supporting the wardrobe to expose the window. =
Martin=20
noted that something rolled on the hole on the floor. Take <U>marble</U> =
from=20
hole on the floor.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">Use the rag on the window twice - first to break =
and then to=20
remove the remaining pieces of glass. Use rope on the beam at center of =
room.=20
Automatically, go out the window and enter Barbora's apartment. Bonk! =
Wake up=20
2.5 hrs later.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">Check everything in the ransacked room. Take the=20
<U>purse</U> from the floor. Right click the purse in inventory to get=20
<U>Barbora's ID card</U> - ID 87 Central City Archive. Look at the =
computer. It=20
needs a password.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">Enter the bathroom door right of screen. See a =
dead Barbora.=20
Click on her bloody hand. Check the sink. Check the cat on the hamper. =
Right=20
click the cat to read his collar as Felix. Exit Bathroom.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">Go to computer, type in the password - felix =
(small case) on=20
your own keyboard and press enter. Automatically, access the file about =
the=20
mine. Police siren is heard. The phone rings. Talk with Uncle Francois. =
Exit the=20
building.</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=3Dleft><FONT=20
face=3D"Book Antiqua"><B><FONT size=3D4>Center City=20
Archive:</FONT></B>&nbsp;&nbsp;&nbsp; Automatically call a worried =
Francois. You=20
need the report of discovery to get a permission to enter the mines. =
Then bring=20
that report to the State Institute of Care of Historic Monument to get=20
permission.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">Click on door of the building to get closer to the =
building.=20
Then talk to the pensioner feeding the pigeons. Enter the building and =
talk to=20
the guard. He won't let you in.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>&nbsp;&nbsp;&nbsp; Enter the archive</B> - Exit =
the=20
building and the park. See a closed Bureau building and a sleeping =
beggar.=20
</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">Go left to the kiosk. Go to the subway exit left =
of kiosk=20
and a child drops a firecracker. Talk to the child and later give her =
the marble=20
in exchange for the <U>firecrackers</U>. Buy <U>matches</U> from the =
kiosk.=20
</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">Go back and talk to the now awakened beggar. Buy=20
<U>cigarettes</U> from the kiosk and give it to the beggar. </FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">Go back to the pensioner in the park. Click the =
firecrackers=20
on the pensioner. Talk to the pensioner. He wants a bottle of wine to =
help you=20
enter the building. </FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">Go back to the kiosk and buy wine. You get a =
<U>boxed=20
wine</U> but the pensioner wants bottled wine. Talk to the beggar and =
take the=20
rightmost <U>bottle</U> on the ledge behind him. In inventory, combine =
the=20
bottle and the boxed wine to get <U>bottled wine</U>.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">Go back to the pensioner and talk to him about the =
bottle of=20
wine or click wine on him. He gives his <U>old employee ID</U>. Enter =
the=20
building and talk to the guard. Show him the old employee's ID card. =
Barbora's=20
office is at the basement #24. Go to bottom screen.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>Barbora's office</B> - Go by elevator. There's =
a tube=20
post beside the elevators. Use Barbora's ID card on the card reader of =
the door=20
on the left.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>&nbsp;&nbsp;&nbsp; Notepad</B> - Check =
everything. Look=20
close on her desk. Right click on the notepad. Take a <U>pencil</U> =
beside the=20
Black Mirror game box. Ooh, a plug! Look at and move (right click) the =
upside=20
down picture of Felix. Take <U>pencil sharpener</U>. Combine pencil and =
pencil=20
sharpener to get <U>sharpened pencil</U>. Use sharpened pencil on =
notepad and=20
get the <U>paper</U>. Right click the paper in inventory to read D3 -=20
7422.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>&nbsp;&nbsp;&nbsp; Locked drawer</B> - The =
drawer is=20
locked. Pull back and right click the flower by the small file drawers =
to get=20
<U>key</U>. Use key on locked drawer. Take the <U>archive stamp</U>. =
Pull=20
back.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>&nbsp;&nbsp;&nbsp; Computer password</B> - The =
computer=20
needs a password. Felix doesn't work but remember that Felix' picture is =
upside=20
down. Enter xilef and press enter. Peter Nedole is the contact at State=20
Institute. Automatically, print the <U>copy of the report by =
Barbora</U>. Take=20
the printed report from the printer. In inventory, use the stamp with =
the report=20
to get <U>stamped report</U>. </FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>&nbsp;&nbsp;&nbsp; Tube post</B> - Exit the =
office and go=20
to the tube post by elevator. Click Barbora's ID on the tube post screen =
and=20
immediately while the green light is on - click the paper with numbers =
on the=20
tube post. Take the <U>German NiBiRu 1943 documentation</U>. Read - =
right click=20
the German document in inventory. Learn about the extraterrestrial =
entities,=20
connection with Mayan and Sumerian civilizations, new metals found in =
Mexico and=20
new weapon technologies. Exit the building, the park and then leave=20
area.</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=3Dleft><FONT=20
face=3D"Book Antiqua"><B><FONT size=3D4>Bureau Building: =
</FONT></B>&nbsp;&nbsp;=20
Enter the building beside the guitar playing beggar. Talk to the =
secretary twice=20
and get her <U>call card</U>. She won't let you in through the =
President's door.=20
Talk to her again. </FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>&nbsp;&nbsp;&nbsp; Get the secretary out of the =
way</B> -=20
After talking to the secretary 3 times, go outside and ask the beggar =
about the=20
secretary. She drives a silver Mercedes. Go to the car by the main road. =
The=20
license plate is A7 15 37. Click the call card on the cell phone and =
find out=20
how Martin got the secretary out of the way.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">Enter the building and go through the President's =
door. Talk=20
to the President. Watch. He wants a direct report when you're finished =
at the=20
site. Get the <U>permission</U> automatically.</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=3D5>German Mine in Western =
Bohemia</FONT></B></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><FONT =
size=3D4>Camp</FONT></B>:&nbsp;&nbsp;&nbsp; You are=20
not allowed into the mine and there's a 'colleague' in the camp. After =
some=20
talking, look around. Talk to the Major and learn about the mine. Try to =
look at=20
the plans of the mine he's working on. Go farther into the camp. Note =
the=20
mushroom at start of bridge. Talk to Petr Stasek, civilian-historian at =
the=20
trailer. Check the locked cabin behind the trailer.&nbsp;Go right of =
trailer and=20
talk to the soldier guarding the mine 3 times. Go back and talk to =
Stasek about=20
everything. He gets nervous about the cabin talk. Click on Stasek again =
and see=20
resemblance to picture. Talk to the soldiers by the gate several times =
again.=20
Talk to Stasek again about the mine and his plan to get both of them in =
the=20
mine. </FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>&nbsp;&nbsp;&nbsp; Feed the soldier</B> - It's =
midnight.=20
Go inside the trailer. Look around. Right click the raincoat in the =
corner and=20
get a <U>paper with D2 82</U>. Take 2 <U>cans of beans</U> from the =
counter.=20
Take the <U>can opener</U> on the table. Go outside and talk to the =
soldier by=20
the gate. Learn about the lights and the cabin. Talk to him twice until =
he asks=20
for food. He's hungry. Now you can take the <U>mushroom</U> by the =
bridge. Go to=20
the trailer. Click the can opener on the can of beans to get opened =
<U>can of=20
beans</U>. Click the mushroom on can of beans to get <U>canned beans =
with=20
mushroom</U>. Use match on stove. Place opened can of beans with =
mushroom on=20
stove. Give the heated food to the soldier by the gate. </FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">&nbsp;&nbsp;&nbsp; <B>Enter the tent</B> - Go back =
to the=20
trailer area and then go back to the soldier by the gate. He calls you =
over. Uh=20
Oh. The food you gave him made him sick. He leaves you to guard the =
gate. Enter=20
the tent. Right click the major's uniform and get <U>keys</U>. Take =
<U>radio</U>=20
from table at right. </FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">&nbsp;&nbsp;&nbsp; <B>Cabin behind trailer</B> - =
Use the=20
keys on the cabin door. Look around. Take <U>rope</U> from shelf. Take=20
<U>hammer</U> and <U>tool box</U> from right workbench. Open the tool =
box in=20
inventory and get <U>hand oiler</U>, <U>string</U>, <U>screwdriver</U>,=20
<U>flashlight</U> and <U>wrench</U>. Use screwdriver on the lid of =
generator. A=20
phone is ringing. Go to the locked locker and use the hammer on the =
padlock of=20
the locker. Look inside the locker and see body of man. Click on him =
again.=20
Right click and see that the ID is Petr Stasek. We now know who the =
murderer is=20
- the impostor. Go back to the opened generator and click on it twice to =
turn=20
off the outside lights. </FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">Exit and see the soldier by the mine come to =
check. Martin=20
hides under the trailer. Automatically enter the mine. The lights come =
back=20
on.</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=3Dleft><FONT=20
face=3D"Book Antiqua"><B><FONT =
size=3D4>Mine:</FONT></B>&nbsp;&nbsp;&nbsp;=20
</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">&nbsp;&nbsp;&nbsp; <B>Entrance of mine</B> - Look =
around.=20
Look at a rod sticking out of the drum on the right by the sign. Click =
on it=20
twice until you realize you can't pull it with your hands. Use wrench to =
get=20
<U>iron rod</U>. The path goes forward or left corridor.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">&nbsp;&nbsp;&nbsp; <B>First left corridor</B> - =
Take the=20
left corridor and see barrel and netting on the ceiling. This ends in a =
cave in.=20
Look at the cave in and then use the iron bar on the boards holding the =
cave in.=20
Look at the crevice made. It's dark in there. Use flashlight on the =
crevice and=20
see a body of a dead soldier. Take the <U>pin</U> on his shirt. Click on =
his=20
pocket and right click to get <U>small set of keys</U>. Go back to main=20
corridor.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">&nbsp;&nbsp;&nbsp; <B>Main corridor</B> - Take the =
forward=20
corridor. Look and click twice to get the <U>cramp</U> stuck on left of =
the=20
beam. Here, the corridor again splits to left, forward and right pass =
the=20
cogwheel. </FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">&nbsp;&nbsp;&nbsp; <B>Second left corridor</B> - =
Take the=20
left corridor by the location where you got the cramp. See that it ends =
on a=20
hanging load over a closed lid. Look right from load and see a small =
opening on=20
the metal wall. It looks like something is missing here. The heap of =
earth under=20
the opening is now active after seeing the opening. Click on heap of =
earth and=20
use the cramp to dig on it. Get a <U>valve control wheel</U>. Wow, =
Martin just=20
placed that wheel in his pocket! Use valve control wheel on opening =
above dirt.=20
Click on wheel to turn it. The load is lowered to the closed lid. Take =
the=20
<U>hook</U> holding the load. Go back to main corridor.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">&nbsp;&nbsp;&nbsp; <B>Right corridor</B> - Take =
the right=20
corridor pass the cogwheel. See a flooded corridor with soaked boxes in =
murky=20
water. Use flashlight on the murky water and see a can full of oil. =
Combine hook=20
and rope in inventory to get <U>anchor</U>. Use anchor on can to get =
<U>can with=20
oil</U>. Go back to main corridor.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">Go forward and see a metal door. Note the Nazi =
sign and=20
eagle symbol above the door. Note the vent on the left. </FONT></P>
<BLOCKQUOTE>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><FONT=20
  face=3D"Book Antiqua"><B>Round metal lock</B> - Look close at the =
round metal=20
  lock at the middle of the door. </FONT></P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><FONT=20
  face=3D"Book Antiqua">Click on the center and see that it has a small =
opening=20
  for a key. Use set of keys on the small opening. </FONT></P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><FONT=20
  face=3D"Book Antiqua">Click on the 4 wheels to turn it. One is stuck. =
Use hand=20
  oiler on the stuck wheel. Ugh. It's empty. Combine empty hand oiler =
with can=20
  of oil. Now, use the hand oiler on the stuck wheel. </FONT></P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><FONT=20
  face=3D"Book Antiqua">Turn the wheel so that the lock opens but how? =
Remember=20
  the Nazi insignia - turn the top to have opening to the right, turn =
the right=20
  wheel to have the opening to the bottom, turn the bottom wheel to get =
opening=20
  to the left and turn the left wheel to have the opening to face=20
top.</FONT></P>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dcenter><FONT=20
  face=3D"Book Antiqua"><IMG height=3D221=20
  =
src=3D"http://www.gameboomers.com/wtcheats/pcNn/NiBiRu/wheel%20lock.jpg" =

  width=3D252 border=3D0></FONT></P>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px"=20
align=3Dcenter>&nbsp;</P></BLOCKQUOTE>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><FONT size=3D4><B>Secret</B></FONT><B><FONT =
size=3D4>=20
bunker:</FONT></B>&nbsp;&nbsp;&nbsp;&nbsp; It's dark in here and the =
flashlight=20
bulb gave out. Click twice on the light colored lamp on the left shelf. =
Use=20
matches on the oil lamp with kerosene. </FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">&nbsp;&nbsp;&nbsp; <B>Lights, please</B> - Click =
on=20
generator and see engine and 2 valve controls. Turn the 2 valve =
controls. One is=20
stuck. Use hand oiler on stuck valve control. That doesn't work, still =
stuck.=20
Use wrench on it and then turn it. Pull lever on left wall of the =
generator=20
above the engine. Great, it works. Go on through corridor.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>&nbsp;&nbsp;&nbsp; Main Corridor</B> - Read the =
sign on=20
right wall. Right wing - archive, left wing - stock room. Click twice on =
the=20
light switch on the left wall.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>&nbsp;&nbsp;&nbsp; Archive</B> - Take the right =
corridor=20
and see a locked steel door. Use the set of keys and it breaks. Now =
what?=20
</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>&nbsp;&nbsp;&nbsp; Stock room - Repository</B> =
- Take the=20
left corridor and see old crates and barrels. Use the set of keys taken =
from=20
dead soldier. Enter stock room. Look around at everything. Use cramp on =
the=20
crates on the right of the corridor. Take <U>dynamite stick</U>. Take =
<U>test=20
tube</U> (which is really a flask) from back wall. Check the old battery =
in=20
front of the tank and click twice to turn it over. Use flask, I mean, =
test tube=20
on battery to get <U>acid</U>. Enter alcove SA-44 with shelves on the =
right.=20
Take <U>light bulb</U> from box. Take a <U>can of kerosene</U> (right =
click to=20
check the can in inventory). Exit.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>&nbsp;&nbsp;&nbsp; Archive</B> -&nbsp; Use the =
battery=20
acid on the steel door with the broken key in the lock. Enter the war =
archives.=20
</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">Look around. Click on the files on left wall for a =
closer=20
look. Look at paper taken from the coat pocket at the trailer - D2 - 82. =
Click=20
the paper with numbers on file drawer D2-82. Take the <U>small metal =
case</U>=20
between the folders. Right click on the box in inventory and get several =

<U>magnets</U>.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">Go to bottom of screen to archives. Read the sign =
by the=20
platform. Check the ladder beside it. Look close at the table. Take=20
<U>magnifying glass</U> from the red shelving, <U>ruler</U> and <U>empty =

box</U>. Look at the yellow lamp at opposite wall. Right click to see =
that the=20
light bulb is missing. Use light bulb on lamp. Check the levers beside =
it.=20
</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>&nbsp;&nbsp;&nbsp; Open the Secret door</B> - =
Try to open=20
the metal cabinet right of lever. Click on groove on the floor by the =
left leg=20
of the cabinet. Now, click on the cabinet to move it and expose a secret =
wall.=20
</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">The wall doesn't have a lock. Use cramp on wall =
and a=20
crevice-crack is now seen. Use dynamite on crevice. Click the matches on =

dynamite and see that the fuse is too short. Go back to stock room. Take =

<U>dynamite</U> from the crate. In inventory, right click the dynamite =
to get=20
<U>fuse</U>. Go back to the dynamite on the wall at archives. Use fuse =
on=20
dynamite inserted on wall. Now that the fuse is longer, use matches on =
dynamite.=20
The crevice grew bigger but the charge was not sufficient.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">&nbsp;&nbsp;&nbsp; <B>Catch that rat</B> - Go back =
to the=20
main corridor at the intersection. Click on rat hole under the sign and =
across=20
the light switch. In inventory, combine empty box and ruler to make =
<U>rat=20
trap</U>. That's not enough. Open the can of beans with the can opener. =
Combine=20
the opened can of beans to the rat trap. Click <U>rat trap with =
beans</U> on rat=20
hole. Time to go somewhere - go to the stock room and get another=20
<U>dynamite</U>.&nbsp;Go back to main corridor and see a rat enter the =
trap.=20
Take <U>trap with a rat inside it</U>.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dcenter><FONT=20
face=3D"Book Antiqua"><IMG height=3D202=20
src=3D"http://www.gameboomers.com/wtcheats/pcNn/NiBiRu/rathole.jpg" =
width=3D241=20
border=3D0> </FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dcenter><FONT=20
face=3D"Book Antiqua">The rat hole is located where the cursor is=20
placed.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua">&nbsp;&nbsp;&nbsp; <B>Live Charge</B> - Right =
click the trap=20
in inventory to get <U>rat</U>. Go back to the hole in the crevice in =
archives.=20
Click the rat on the dynamite to make a <U>live charge</U>. Click the =
live=20
charge on the crevice. Martin automatically lights the dynamite and =
inserts the=20
live charge on the crevice hole. </FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
face=3D"Book Antiqua"><B>&nbsp;&nbsp;&nbsp; Secret room</B> - Enter the =
secret=20
room. Martin feels watched. Click on light switch by door. Look around =
and click=20
on Vitrola record player. Take the flat <U>iron</U> from the table. Look =
at the=20
iron cover on the wall behind the desk. There's a small opening on the =
cover.=20
Take the <U>journal</U> of a scientist from the table. Read the journal =
in=20
inventory about the prototype, Mexico, Mayan Jaguar temple, energetic =
fusion and=20
signed, Dietrich Raumhart. Raumhart threw the key of the safe into the =
drain in=20
the lab. In inventory, use the magnifying lens on the journal and see =
something=20
suspicious on the last page of the journal.</FONT></P>
<BLOCKQUOTE>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><FONT=20
  face=3D"Book Antiqua"><B>Massive door to the lab</B> - Go to the =
massive door at=20
  the end of the main corridor. Look left on the panel. </FONT></P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><FONT=20
  face=3D"Book Antiqua">Place the magnets taken from the box in archives =
on the=20
  inverted triangle.</FONT></P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><FONT=20
  face=3D"Book Antiqua">Click the magnet to select it. Right click to =
rotate=20
  it.</FONT></P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><FONT=20
  face=3D"Book Antiqua">Take the magnets out of the working =
area-triangle and to=20
  see the different magnets.</FONT></P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><FONT=20
  face=3D"Book Antiqua">Arrange the magnets to fit in the triangle. =
</FONT></P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px"><FONT face=3D"Book =
Antiqua">Press=20
  the red button when done</FONT></P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dcenter><FONT=20
  face=3D"Book Antiqua"><IMG height=3D218=20
  =
src=3D"http://www.gameboomers.com/wtcheats/pcNn/NiBiRu/magnetpuzzle.jpg" =

  width=3D352 border=3D0>.</FONT></P></BLOCKQUOTE>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px"><FONT=20
face=3D"Book Antiqua"><B>&nbsp;&nbsp;&nbsp; Laboratory</B> - Enter the =
elevator=20
and the lab. Hear the report of one of the archeologist entering the =
mine. Look=20
around. </FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px"><FONT=20
face=3D"Book Antiqua">&nbsp;&nbsp;&nbsp; J<B>ournal code</B> - Click =
twice on the=20
table on the left and get an unusual <U>magnet</U>. There's Bunsen =
burner on the=20
table. Add kerosene to the Bunsen burner. Use match on filled Bunsen =
burner.=20
Place the flat iron on the burner. Wait a bit. Remember there was a =
suspicious=20
last page in the journal seen by the magnifying lens. Use heated iron on =
now=20
opened journal. See 47922.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px"><FONT=20
face=3D"Book Antiqua"><B>&nbsp;&nbsp;&nbsp; Safe key</B> - Look close at =
the drain=20
by elevator. It looks like a small key. In the inventory combine string =
with the=20
magnet to get <U>magnet with string</U>. Use magnet with string on drain =
to get=20
<U>small key</U>. </FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px"><FONT=20
face=3D"Book Antiqua"><B>&nbsp;&nbsp;&nbsp; Safe in secret room</B> - Go =
back to=20
the secret room. Use small key on iron cover behind the desk. Enter =
47922. Left=20
click to move the dial clockwise (c) and right click to go =
counterclockwise=20
(cc). 4 c, 7 cc, 9 c, 2 cc and 2 c. Take the <U>statue</U>.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px"><FONT face=3D"Book =
Antiqua">Meet=20
the impostor Stasek. As soon as the statue is thrown, click on the lever =
left of=20
the door. Watch!</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px">&nbsp;</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dcenter><B><FONT =

face=3D"Book Antiqua" size=3D5>France</FONT></B></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" =
align=3Dcenter>&nbsp;</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px"><FONT=20
face=3D"Book Antiqua"><B><FONT =
size=3D4>Hotel:</FONT></B>&nbsp;&nbsp;&nbsp;&nbsp;=20
The inventory has the <U>wallet</U>, <U>pin</U>, <U>statue</U> and=20
<U>journal</U>. Look around and then enter the hotel. </FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px"><FONT=20
face=3D"Book Antiqua">&nbsp;&nbsp;&nbsp; <B>Get room at hotel</B> - Ring =
the bell=20
on the counter. The receptionist says that all rooms are occupied. Talk =
to the=20
drunken guest who is waiting for Daniel Dobrovsky. Look at ashtray on =
counter to=20
get Hotel <U>matches</U>. Right click the matches in inventory and see =
the hotel=20
phone number 547 926 12.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px"><FONT face=3D"Book =
Antiqua">Exit=20
the hotel and click on phone booth. Martin cancelled the reservation of=20
Dobrovsky. Go back to the hotel and get room 24's <U>key</U> from =
receptionist=20
Martin asks the receptionist to look for the phone number of Professor =
Francois=20
de Vilde. Take the staircase to the rooms.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px"><FONT face=3D"Book =
Antiqua">Enter=20
the first room on the left on the first floor. After resting, go down to =
the=20
reception desk and get informed of the Professor's phone number. Use the =
hotel=20
phone and talk to Francois. Exit the hotel and go left to the docks. =
Talk to the=20
fisherman 3 times and finally, help or not help with the crates will get =
you on=20
the boat to the Mansion.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px">&nbsp;</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px"><FONT=20
face=3D"Book Antiqua"><B><FONT =
size=3D4>Mansion:</FONT></B>&nbsp;&nbsp;&nbsp; After=20
telling the fisherman to wait, you will now face the mansion gate. Ring =
the=20
doorbell and enter the mansion. Talk to the Professor. He states that =
his=20
intention was to get real evidence of extraterrestrial life. He has a =
key taken=20
from the Temple of Stone. There are 3 keys in total. The last one is at =
the=20
Temple of Dawn. Martin is to go to Mexico with a letter for Francois' =
good=20
friend in a junkyard in Tecolut. He gives an airline ticket together =
with the=20
letter. The 2 keys will be in his safe. The map will be given tomorrow =
when he=20
comes back. Right click the envelope with ticket to get <U>flight =
ticket</U> and=20
<U>letter</U>. Exit to the gate and to the pier.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px">&nbsp;</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px"><FONT=20
face=3D"Book Antiqua"><B><FONT =
size=3D4>Dock:</FONT></B>&nbsp;&nbsp;&nbsp; A=20
surprise waits Martin at the fisherman warehouse. Meet the villains: =
Dietrich=20
Raumhart and his son, the impostor that you met in Bohemia. After waking =
up,=20
talk to Raumhart's son. He throws a knife on the floor as an aid to free =

yourself when he leaves.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px"><FONT=20
face=3D"Book Antiqua"><B>&nbsp;&nbsp;&nbsp; Get free - </B>This is a =
very=20
forgiving 1 minute timed puzzle. Take the <U>knife</U> on the floor. Use =
the=20
knife on the red button left of Martin. This opens the storage door and =
barrel=20
rolls out. The barrel hits the table that drops the container that will =
be fatal=20
to Martin. This stops the time count. Use the pin on the handcuff hidden =
behind=20
Martin. The door is locked. Climb the ladder on post at center of the=20
room.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px">&nbsp;</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px"><FONT=20
face=3D"Book Antiqua"><B><FONT =
size=3D4>Mansion:</FONT></B>&nbsp;&nbsp;&nbsp; Find=20
out that the professor is dead. Talk to the detective. They think it is =
suicide=20
with an accompanying suicide note. Show the letter to the detective to =
prove=20
that it is not suicide. </FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px"><FONT face=3D"Book =
Antiqua">Enter=20
the mansion. Take the <U>pyramid</U> on the table. Right click the =
pyramid to=20
note&nbsp;a small opening. </FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px"><FONT face=3D"Book =
Antiqua">Go to=20
the bookcase. Look around. Check the phone in the corner. Click on red =
button to=20
play message from Piere and another from a familiar voice. </FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px"><FONT=20
face=3D"Book Antiqua">&nbsp;&nbsp;&nbsp; <B>Map</B> - Click on hourglass =
on the=20
bookshelf right of the fireplace. Wait a bit, look around and then click =
on=20
hourglass again to see a key inside the <U>hourglass</U>. In inventory, =
use=20
knife on hourglass to get <U>key</U>. Use key on pyramid to get old =
<U>Mayan=20
map</U>. </FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px"><FONT=20
face=3D"Book Antiqua">&nbsp;&nbsp;&nbsp; <B>Safe</B> - Click on the =
Tikal picture.=20
Click on bust on fireplace mantel. This opens the safe. What is the =
combination?=20
Let's try TIKAL. Based on the letters of the phone dial buttons - click =
on=20
84525. Press the arrow to enter. The statues are gone!</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px"><FONT face=3D"Book =
Antiqua">Exit=20
the house and talk to Inspector Clouseau and then to the police at the=20
gate.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px">&nbsp;</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px"><FONT=20
face=3D"Book Antiqua"><B><FONT =
size=3D4>Hotel</FONT></B>:&nbsp;&nbsp;&nbsp; Enter=20
the hotel and see the villain. They are staying in the same hotel at =
room 32.=20
</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px"><FONT=20
face=3D"Book Antiqua">&nbsp;&nbsp;&nbsp; <B>Get inside the hotel</B> - =
Exit the=20
hotel and go to the back of the hotel. Talk to old Iris. Look around and =
check=20
the fire escape ladder. It's too high.&nbsp; Click on the walking stick =
hanging=20
on the garbage can beside Iris. Hmm... Talk to Iris about the walking =
stick.=20
After a lesson in manners, she wants a hot dog from the stand. =
</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px"><FONT=20
face=3D"Book Antiqua">&nbsp;&nbsp;&nbsp; <B>Hotdog</B> - Exit the alley =
and go to=20
snack shop. Ask for and get a <U>hotdog with mustard</U>. Give the =
hotdog to=20
Iris. Oops. Get a hotdog with no mustard, just ketchup from the snack =
shop. You=20
end up with <U>plain hotdog</U>. Enter the hotel and take the =
<U>ketchup</U>=20
from the reception desk. In inventory, combine hotdog and ketchup to get =

<U>hotdog with ketchup</U>. Give hotdog with ketchup to Iris. Take the=20
<U>walking stick</U> and use it on the fire escape.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px"><FONT=20
face=3D"Book Antiqua"><B>&nbsp;&nbsp;&nbsp; Get the guests out of the =
way -=20
</B>Take the stairs to lower floor. Click on door at end of hall. Talk =
to=20
repairman and learn that the room at end of hall is a service room. Go =
back to=20
your room. Unplug the cord from the outlet by the bed. Take the =
<U>vase</U> on=20
the table and click it on the outlet. Exit and talk to repairman. Take =
the=20
<U>keys</U> hanging on the ladder and use it on the service room at end =
of=20
hall.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px"><FONT face=3D"Book =
Antiqua">Enter=20
the service room at end of hall. See a fire alarm on top of left wall. =
Take a=20
<U>broom</U>, <U>diluter</U> in red bottle and <U>rag</U> from floor by =
the=20
window. In inventory, combine broom with rag, then click it on diluter. =
Use=20
match on the combination. Automatically, Martin will place it close to =
the fire=20
alarm sensor. </FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px"><FONT=20
face=3D"Book Antiqua">&nbsp;&nbsp;&nbsp; <B>Get the statues</B> - Now =
that the=20
guests are evacuated, time to get the stolen keys. Go down to the =
reception desk=20
and click on the keys. Right click to take <U>Room 32 key</U>. Go up 2 =
flights=20
of stairs and use room 32 (villain's) key on door right of the plant =
stand.=20
Enter and right click on the bed. </FONT></P>
<BLOCKQUOTE>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px"><FONT=20
  face=3D"Book Antiqua"><B>Numeric code lock</B> - Click on each number =
to scroll=20
  through all the numbers. Listen and stop on a cluck sound. Do this to =
all the=20
  3 numbers. If the 3 different sounding numbers are selected, Martin =
talks=20
  about taking the keys and leaving the hotel. This is a random puzzle. =
My code=20
  was 371. </FONT></P>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: =
7px">&nbsp;</P></BLOCKQUOTE>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dcenter><B><FONT =

face=3D"Book Antiqua" size=3D5>Mexico</FONT></B></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" =
align=3Dcenter>&nbsp;</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px"><FONT=20
face=3D"Book Antiqua"><B><FONT =
size=3D4>Tecolut</FONT></B>:&nbsp;&nbsp;&nbsp; After=20
a long flight and bus ride, Martin arrives in front of George's shop in =
Tecolut.=20
Note the fountain. Look at the note on the note on George's store - I =
went to=20
Rosie's. </FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px"><FONT=20
face=3D"Book Antiqua">&nbsp;&nbsp;&nbsp; <B>Enter Bar</B> - Go on =
through the=20
street. See a man asleep on a bench. Talk to the bouncer of the bar. =
It's poker=20
night. He will let you in the bar if you can get Isabella to see him.=20
</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px"><FONT face=3D"Book =
Antiqua">Go to=20
the yellow house and talk to Isabella's mother with Isa eavesdropping. =
Now she=20
wants you to bring her husband home. Go to the man-hobo sleeping on the =
bench.=20
Go back to the fountain. Take the <U>bowl</U> and use it on the =
fountain's water=20
to get <U>bowl with water in it</U>. Use the bowl with water in it on =
sleeping=20
man-hobo. After getting nothing from him, talk to Isabella's mother. =
After=20
taking Martin's money, she said to tell Jose that Isabella will be there =
in an=20
hour. Talk to the bouncer. Now you need an admittance token chip. Talk =
to the=20
now awake man-hobo. The poker admittance <U>token</U> is in =
inventory</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px"><FONT face=3D"Book =
Antiqua">Enter=20
the pub. Talk to the bartender and then George. </FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px"><FONT=20
face=3D"Book Antiqua">&nbsp;&nbsp;&nbsp; <B>George</B> - At George's =
place, Martin=20
rested for the night. Next morning, talk to George about Temple of =
Jaguar. The=20
map showed the flashing Temple of Jaguar. Ask about Temple of Dawn. A =
new place=20
in the map showed the Temple of Dawn. Look around the shop.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px"><FONT face=3D"Book =
Antiqua">Exit=20
the shop and talk to the stall keeper under the red canopy. Martin buys =
a=20
<U>stone statue</U>.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px"><FONT face=3D"Book =
Antiqua">Go back=20
inside George's shop and ask about the jeep. Now you have transport. =
Click on=20
the yellow jeep.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px">&nbsp;</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px"><FONT=20
face=3D"Book Antiqua"><B><FONT size=3D4>Temple of=20
Dawn:</FONT></B>&nbsp;&nbsp;&nbsp;&nbsp; Talk to tourist who asks for a =
picture=20
of the inside of the pyramid. The <U>camera</U> is in inventory. =
</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px"><FONT=20
face=3D"Book Antiqua">&nbsp;&nbsp;&nbsp; <B>Ruins</B> - Enter the =
doorway on the=20
left to get inside the Ruins. Look at the opening on the floor. Martin =
threw a=20
rock to find out about water at the bottom of the well. Check the stone =
disc on=20
the wall. There are openings on both sides of the disc. Go outside and =
left to=20
the temple. </FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px"><FONT=20
face=3D"Book Antiqua">&nbsp;&nbsp;&nbsp; <B>Temple of Dawn</B> - Look at =
the=20
statues at both side of the entrance to the temple. One is missing =
something on=20
his nose and the other has a drum on its nose. Click again to try to =
pull it=20
out. </FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px"><FONT face=3D"Book =
Antiqua">Enter=20
the temple and talk to the archeologist, Paul Vasquez. Listen to the=20
translation. Talk to Paul again and get his permission for the picture =
but he=20
wants stone scrap from the archeological site to compare to his work in =
the=20
temple. Look around the temple.&nbsp;&nbsp;&nbsp; </FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px"><FONT=20
face=3D"Book Antiqua">&nbsp;&nbsp;&nbsp; <B>Archeological site</B> - =
Exit the=20
temple, go to ruin and then go to the archeological site on the right. =
Talk to=20
the archeologist Piere and then ask about the scraps. Take the <U>box of =
scraps=20
(fragments of clay)</U> from the table with vases.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px"><FONT face=3D"Book =
Antiqua">Talk to=20
Pedro, the fake archeologist on the left. Meet him tonight to get inside =
the=20
pyramid.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px"><FONT=20
face=3D"Book Antiqua">&nbsp;&nbsp;&nbsp; <B>Temple of Dawn</B> - Go back =
to the=20
temple and Paul. Give Paul the box of clay fragments. Take a picture of =
the=20
stone relief of a Mayan Sun King behind the stone pedestal. Talk to the =
tourist=20
and he gives the <U>stone cylinder</U> he picked up.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px"><FONT face=3D"Book =
Antiqua">Go to=20
the temple and look at the 2 statues again: one with a drum as nose and =
the=20
other one without a nose. Try to pull the drum-nose on the left statue. =
It will=20
not get pulled. Place the stone statue bought from the stall keeper on =
the=20
statue with no nose. Then go back and pull the nose of the other one to =
get=20
<U>stone cylinder</U>.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px"><FONT=20
face=3D"Book Antiqua">&nbsp;&nbsp;&nbsp; <B>Ruins</B> - Go back to the =
ruins and=20
insert the stone cylinders on the openings at sides of the stone disc. =
Press the=20
stone disc. A platform rises from the opening on the floor. </FONT></P>
<BLOCKQUOTE>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px"><FONT=20
  face=3D"Book Antiqua"><B>Colored balls puzzles</B> - Look close at the =
colored=20
  balls puzzle. Note the colors of the arrows at each end of the balls.=20
  </FONT></P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px"><FONT=20
  face=3D"Book Antiqua">Arrange the balls according to the colors of the =
arrows.=20
  Top is red, right is green, bottom is white and left is yellow. I did =
this by=20
  arranging the inner colors first going outwards. </FONT></P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px"><FONT=20
  face=3D"Book Antiqua">There's an empty slot at the outer layer that =
you can=20
  place ball on to make space for ball addition on that set of =
balls.</FONT></P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px"><FONT face=3D"Book =
Antiqua">The=20
  layers can be turned clockwise or counterclockwise by left or right =
click of=20
  the mouse on the layers.</FONT></P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px"><FONT face=3D"Book =
Antiqua">The=20
  balls can be moved to an open space by clicking on it. It is touchy - =
so be=20
  sure that the cursor is on the ball and not on the layer. Good=20
luck!</FONT></P>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px"><FONT face=3D"Book =
Antiqua">Save=20
  Game here!</FONT></P>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dcenter><FONT=20
  face=3D"Book Antiqua"><IMG height=3D270=20
  =
src=3D"http://www.gameboomers.com/wtcheats/pcNn/NiBiRu/coloredballs.jpg" =

  width=3D276 border=3D0></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><B><FONT =

  face=3D"Book Antiqua">Solution by drdel:</FONT></B></P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px"><FONT face=3D"Book =
Antiqua">At=20
  the start of the puzzle, Save your game before you touch =
it.</FONT></P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px"><FONT face=3D"Book =
Antiqua">In=20
  the close up you=92ll see the balls arranged in four radial arms at =
clock=20
  positions: 12, 3, 6 and 9 o=92clock. If you look at the little arrows =
at each=20
  clock position, you=92ll see which colors are to finally go on the =
arms: 12=20
  o=92clock =3D red; 3 o=92clock =3Dgreen; 6 o=92clock =3Dwhite; and 9 =
o=92clock =3D=20
  yellow.</FONT></P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px"><FONT face=3D"Book =
Antiqua">When=20
  you start, the balls are arranged from inside out on each arm as: =
white,=20
  green, red and yellow. Obviously, you=92re going to have to do some =
jiggling to=20
  move the balls around so that there is one of each color in each ring =
in the=20
  correct aspect to each other. </FONT></P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px"><FONT face=3D"Book =
Antiqua">Keep=20
  the relationship of the colors to each other in mind as you go, and =
think=20
  Rubik=92s cube! That=92s what gave me a clue to finally solving this =
wretched=20
  little monster!</FONT></P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px"><FONT=20
  face=3D"Book Antiqua">You=92ll see there are four rings, plus an outer =
ring with a=20
  =91free=92 spot, that you can temporarily park a ball on. I labeled =
mine from=20
  center outward as 1R, 2R, 3R, 4R and OR (for outer ring). All the =
rings move=20
  either clockwise or counter-clockwise with L or R mouse clicks. =
Clicking on a=20
  ball will move it to an empty space. Clicking on the empty space just =
moves=20
  that ring, so position your mouse carefully when you=92re =
clicking.</FONT></P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px"><FONT=20
  face=3D"Book Antiqua"></FONT>&nbsp;</P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px"><FONT face=3D"Book =
Antiqua">Here=20
  goes:</FONT></P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px"><FONT face=3D"Book =
Antiqua">R=20
  mouse click your OR to the 6 position. Click on each ball and move =
each one=20
  outward. That leaves a slot on the 1R to move something =
into.</FONT></P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px"><FONT face=3D"Book =
Antiqua">R=20
  mouse click 1R. At 3 o=92clock position move all the balls towards the =
center=20
  </FONT></P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px"><FONT face=3D"Book =
Antiqua">R=20
  mouse click OR to 3 position. Insert yellow ball into the =
4R.</FONT></P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px"><FONT face=3D"Book =
Antiqua">R=20
  mouse click OR to 12 position. Move all balls outward.</FONT></P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px"><FONT face=3D"Book =
Antiqua">R=20
  mouse click 2R. At 12 position move red ball to center.</FONT></P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px"><FONT face=3D"Book =
Antiqua">R=20
  mouse click 3R. At 12 position move all the rest of the balls toward =
the=20
  center.</FONT></P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px"><FONT face=3D"Book =
Antiqua">R=20
  mouse click OR to 9 position. Move all balls outward.</FONT></P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px"><FONT face=3D"Book =
Antiqua">R=20
  mouse click 2R. At 9 position move yellow ball toward =
center.</FONT></P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px"><FONT=20
  face=3D"Book Antiqua"></FONT>&nbsp;</P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px"><FONT face=3D"Book =
Antiqua">L=20
  mouse click 2R. At 12 position move red ball toward center. Move =
yellow ball=20
  down to 3 R.</FONT></P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px"><FONT face=3D"Book =
Antiqua">L=20
  mouse click OR. Move yellow ball in to 4R.</FONT></P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px"><FONT face=3D"Book =
Antiqua">R=20
  mouse click OR. At 9 position move all balls outward.</FONT></P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px"><FONT face=3D"Book =
Antiqua">R=20
  mouse click 3R. Move one yellow ball in.</FONT></P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px"><FONT face=3D"Book =
Antiqua">R=20
  mouse click 4R. Move remaining yellow and the green balls =
in.</FONT></P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px"><FONT face=3D"Book =
Antiqua">R=20
  mouse click OR to 6 position. Move all balls outward.</FONT></P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px"><FONT=20
  face=3D"Book Antiqua"></FONT>&nbsp;</P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px"><FONT face=3D"Book =
Antiqua">L=20
  mouse click 2R. At 6 position move the white ball in toward =
center.</FONT></P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px"><FONT face=3D"Book =
Antiqua">R=20
  mouse click 2R.</FONT></P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px"><FONT face=3D"Book =
Antiqua">R=20
  mouse click 3R. At 3 position move the green ball toward =
center.</FONT></P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px"><FONT face=3D"Book =
Antiqua">L=20
  mouse click 3R. Move all white balls in toward center.</FONT></P>
  <P class=3DMsoNormal style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: =
5px"><FONT=20
  face=3D"Book Antiqua">L mouse click OR to 9 position. Move green ball =
onto OR.=20
  Also, move 3R yellow ball to 4R.</FONT></P>
  <P class=3DMsoNormal style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: =
5px"><FONT=20
  face=3D"Book Antiqua">R mouse click 4R. Move 4R yellow ball to 3R then =
L click=20
  4R.</FONT></P>
  <P class=3DMsoNormal style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: =
5px"><FONT=20
  face=3D"Book Antiqua">You should now have all yellow and white balls =
in their=20
  proper positions.</FONT></P>
  <P class=3DMsoNormal style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: =
5px"><FONT=20
  face=3D"Book Antiqua"></FONT>&nbsp;</P>
  <P class=3DMsoNormal style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: =
5px"><FONT=20
  face=3D"Book Antiqua">Now to fix red and green!</FONT></P>
  <P class=3DMsoNormal style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: =
5px"><FONT=20
  face=3D"Book Antiqua">R mouse click 3R. At 12 position move 3R red =
ball to=20
  4R.</FONT></P>
  <P class=3DMsoNormal style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: =
5px"><FONT=20
  face=3D"Book Antiqua">L mouse click 3R. At 3 position move 2R green =
ball right=20
  to 3R.</FONT></P>
  <P class=3DMsoNormal style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: =
5px"><FONT=20
  face=3D"Book Antiqua">L mouse click 3R. At 3 position move 3R green =
ball to=20
  2R.</FONT></P>
  <P class=3DMsoNormal style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: =
5px"><FONT=20
  face=3D"Book Antiqua">R mouse click 3R.</FONT></P>
  <P class=3DMsoNormal style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: =
5px"><FONT=20
  face=3D"Book Antiqua">R mouse click 4R. At 12 position move 4R red =
ball down to=20
  3R.</FONT></P>
  <P class=3DMsoNormal style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: =
5px"><FONT=20
  face=3D"Book Antiqua">L mouse click 4R</FONT></P>
  <P class=3DMsoNormal style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: =
5px"><FONT=20
  face=3D"Book Antiqua">R mouse click OR x 2 and pop green ball onto =
it=92s proper=20
  arm.</FONT></P>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" =
align=3Dleft>&nbsp;</P>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px"><FONT face=3D"Book =
Antiqua">If=20
  done correctly, a panel opens on the side. Take the <U>prism</U>. Look =
at the=20
  prism in inventory.</FONT></P></BLOCKQUOTE>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px"><FONT=20
face=3D"Book Antiqua">&nbsp;&nbsp;&nbsp; <B>Archeological site</B> - Go =
back to=20
the archeological site and talk to Piere. Ask about Pedro. Talk to Pedro =
and=20
meet him 3 hours later. Martin goes back to the village.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px"><FONT=20
face=3D"Book Antiqua"><B>Tecolut</B>:&nbsp;&nbsp;&nbsp; Martin is =
approached by a=20
boy with a message. He is supposed to go to Rosie's Bar and meet =
someone. Go to=20
the bar. Talk to the bouncer. Enter the bar and see Raumhart, the old =
man. Hear=20
his request to find the White Bear, oldest of the Mayan and learn the =
path to=20
the Machine of Life. You must destroy the machine. A new place in the =
map is=20
shown. Click on the jeep and go to the new place.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px"><FONT=20
face=3D"Book Antiqua"><B>Mayan Village</B>:&nbsp;&nbsp;&nbsp;&nbsp; Meet =
White=20
Bear. Learn about the prophecy. You are the Messenger of the Gods. The =
one that=20
unites the long lost symbols of life and bring Annunaki back. You must =
obtain=20
the last one and unite the power.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px"><FONT=20
face=3D"Book Antiqua"><B>Tecolut</B>:&nbsp;&nbsp;&nbsp; Back at the =
village, enter=20
George's shop and talk to George about equipment. After resting, pick up =
bag=20
from counter. Right click bag in inventory to get <U>rope</U>, =
<U>lamp</U>,=20
<U>lighter</U> and <U>hammer</U>. Click on jeep outside.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px"><FONT=20
face=3D"Book Antiqua"><B>Temple of Dawn:</B>&nbsp;&nbsp;&nbsp;&nbsp; =
Meet Pedro=20
and he pushes left stone statue that opens a squares on the =
floor.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px"><FONT=20
face=3D"Book Antiqua">&nbsp;&nbsp;&nbsp; <B>Open the entrance to inner =
part of=20
temple</B> - Take <U>stone</U> on floor by middle column. Place the =
pyramid on=20
the stone pedestal. Click on the opening in the middle of the Sun held =
by the=20
Mayan Sun God. Martin opens the cover and rays pass through the prism to =
shoot=20
out 3 rays on the squares on the floor. Pedro stands on one square. =
Place the=20
stone on one of the 2 squares. Now, step on the last square. </FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dcenter><FONT=20
face=3D"Book Antiqua"><IMG height=3D221=20
src=3D"http://www.gameboomers.com/wtcheats/pcNn/NiBiRu/3squares.jpg" =
width=3D215=20
border=3D0></FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px">&nbsp;</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px"><FONT=20
face=3D"Book Antiqua">&nbsp;&nbsp;&nbsp; <B>Deep part of Temple: =
</B>&nbsp;&nbsp;=20
The stone panel on the left moves to show an opening on the floor. Click =
the=20
rope on the statue on the left. Climb down and see that the steps into =
an abyss.=20
In inventory combine lighter and lamp. Look at the panel on the wall.=20
</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px"><FONT face=3D"Book =
Antiqua">Save=20
Game here!</FONT></P>
<BLOCKQUOTE>
  <DIV align=3Dcenter>
  <CENTER>
  <TABLE style=3D"BORDER-COLLAPSE: collapse" borderColor=3D#111111 =
cellSpacing=3D1=20
  width=3D"80%" border=3D0>
    <TBODY>
    <TR>
      <TD width=3D"40%">
        <P align=3Dcenter><FONT face=3D"Book Antiqua"><IMG height=3D214=20
        =
src=3D"http://www.gameboomers.com/wtcheats/pcNn/NiBiRu/slider1.jpg"=20
        width=3D215 border=3D0></FONT></P></TD>
      <TD width=3D"60%">
        <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px"><FONT=20
        face=3D"Book Antiqua">The aim is to get the gold bar #5 to the =
right to=20
        the open mouth.</FONT></P>
        <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px"><FONT=20
        face=3D"Book Antiqua">Left or right click to move the metal=20
        bars.</FONT></P>
        <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px"><FONT=20
        face=3D"Book Antiqua">7 right 2xs, 2 down 2xs, 5 right, 6 up =
3xs,=20
        </FONT></P>
        <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px"><FONT=20
        face=3D"Book Antiqua">8 right 2xs, 2down, 7 left 3xs, 4 down, 3 =
down,=20
        </FONT></P>
        <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px"><FONT=20
        face=3D"Book Antiqua">1 right 3xs, 3 up, 7 right 3xs, 6 down =
3xs,=20
        </FONT></P>
        <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px"><FONT=20
        face=3D"Book Antiqua">5 left, 2 up 4xs, 5 right, 6 up 3xs, 7 =
left 3xs,=20
        </FONT></P>
        <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px"><FONT=20
        face=3D"Book Antiqua">8 left 3xs, 3 down 3xs, 4 down 2xs, 5 =
right to exit.=20
        </FONT></P>
        <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px"><FONT=20
        face=3D"Book Antiqua">Another set of stairs pushes=20
    =
out.</FONT></P></TD></TR></TBODY></TABLE></CENTER></DIV></BLOCKQUOTE>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px"><FONT=20
face=3D"Book Antiqua"><B>&nbsp;&nbsp;&nbsp; Water God and Death God</B> =
- Go down=20
deeper into the temple. Use lighter on torch on the right wall. Look at=20
everything. Check the God of Water and the opening left of the God of =
Water.=20
Check the sink twice that possibly held water and symbol. Check and =
right click=20
the stone plate - God of Death. How do I open this door, =
though?</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px"><FONT=20
face=3D"Book Antiqua">&nbsp;&nbsp;&nbsp; <B>Open the door or Pedro, =
Water!</B> -=20
Go back to the rope and talk to Pedro. Ask for water. Take the <U>bucket =
of=20
water</U>. Use bucket of water on sink. Use hammer on opening left of =
the sink=20
full of water. Pull lever-hammer and see water spill from a crack. Click =
on the=20
crack to see where the water came out of. </FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px"><FONT face=3D"Book =
Antiqua">Talk to=20
Pedro again for more water and then later plaster. Catch the <U>can</U> =
of=20
plaster and take the <U>bucket of water</U>. Right click the can in =
inventory to=20
get <U>can with plaster</U>. In inventory, click can with plaster on =
bucket of=20
water to get <U>stirred plaster</U>. Use stirred plaster on crack. Use =
bucket of=20
water on sink. Pull down the lever-hammer. Nothing happened. </FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px"><FONT face=3D"Book =
Antiqua">Go to=20
Pedro for more water. Hahaha! Take the <U>bucket of water</U>. One more =
time,=20
place water on sink and pull lever. The water snake symbol lights up and =
the=20
door opens.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px"><FONT=20
face=3D"Book Antiqua"><B>&nbsp;&nbsp;&nbsp; Third Statue of Life</B> - =
Enter and=20
see a path lined with symbols that ends in an altar. Click on the =
symbols on the=20
side of the path. </FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px"><FONT face=3D"Book =
Antiqua">Take=20
the <U>artifacts</U> from the altar. There's the last statue, symbol of =
life. If=20
you take it now, you die from green poisoned gas emitted by the stone=20
heads.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px"><FONT face=3D"Book =
Antiqua">Look at=20
the symbols at the base of the altar.&nbsp; These resemble the one in =
the back=20
of the map. Look at the back of the map and hear the explanation.&nbsp; =
The=20
bottom square is for ones, the middle is for twenties and the top square =
is for=20
400s.</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 width=3D"50%">
      <P align=3Dcenter><FONT face=3D"Book Antiqua"><IMG height=3D244=20
      src=3D"http://www.gameboomers.com/wtcheats/pcNn/NiBiRu/map.jpg" =
width=3D326=20
      border=3D0></FONT></P></TD>
    <TD width=3D"50%">
      <P align=3Dcenter><FONT face=3D"Book Antiqua"><IMG height=3D244=20
      =
src=3D"http://www.gameboomers.com/wtcheats/pcNn/NiBiRu/columns.jpg"=20
      width=3D312 =
border=3D0></FONT></P></TD></TR></TBODY></TABLE></CENTER></DIV>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px"><FONT face=3D"Book =
Antiqua">Look at=20
the numbers on the columns on the sides of the altar.</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 width=3D"20%"><FONT face=3D"Book Antiqua">Left + Right columns, =
top to=20
      bottom:</FONT></TD>
    <TD width=3D"18%"><FONT face=3D"Book Antiqua">Based on map's numeric =

      system</FONT></TD>
    <TD width=3D"12%"><FONT face=3D"Book Antiqua">Addition</FONT></TD>
    <TD width=3D"20%" rowSpan=3D7>
      <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px"><FONT=20
      face=3D"Book Antiqua">Enter 2004:</FONT></P>
      <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px"><FONT=20
      face=3D"Book Antiqua">Top - one bar</FONT></P>
      <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px"><FONT=20
      face=3D"Book Antiqua">Middle - zero </FONT></P>
      <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px"><FONT=20
      face=3D"Book Antiqua">Bottom - 4 dots</FONT></P></TD>
    <TD width=3D"131%" rowSpan=3D7>
      <P align=3Dcenter><FONT face=3D"Book Antiqua"><IMG height=3D208=20
      =
src=3D"http://www.gameboomers.com/wtcheats/pcNn/NiBiRu/numbers.jpg"=20
      width=3D211 border=3D0></FONT></P></TD></TR>
  <TR>
    <TD width=3D"20%"><FONT face=3D"Book Antiqua">3 + 1 =3D =
4</FONT></TD>
    <TD width=3D"18%"><FONT face=3D"Book Antiqua">4 x 400 =3D =
1600</FONT></TD>
    <TD width=3D"12%"><FONT face=3D"Book Antiqua">1600</FONT></TD></TR>
  <TR>
    <TD width=3D"20%"><FONT face=3D"Book Antiqua">2 + 17 =3D =
19</FONT></TD>
    <TD width=3D"18%"><FONT face=3D"Book Antiqua">19 x 20 =3D =
380</FONT></TD>
    <TD width=3D"12%"><FONT face=3D"Book Antiqua">&nbsp; =
380</FONT></TD></TR>
  <TR>
    <TD width=3D"20%"><FONT face=3D"Book Antiqua">12 + 12&nbsp; =3D =
24</FONT></TD>
    <TD width=3D"18%"><FONT face=3D"Book Antiqua">24 x 1 =3D =
24</FONT></TD>
    <TD width=3D"12%"><FONT face=3D"Book Antiqua">&nbsp;&nbsp;&nbsp;=20
  24</FONT></TD></TR>
  <TR>
    <TD width=3D"20%">&nbsp;</TD>
    <TD width=3D"18%">&nbsp;</TD>
    <TD width=3D"12%"><FONT face=3D"Book =
Antiqua">----------</FONT></TD></TR>
  <TR>
    <TD width=3D"20%">&nbsp;</TD>
    <TD width=3D"18%">&nbsp;</TD>
    <TD width=3D"12%"><FONT face=3D"Book =
Antiqua">&nbsp;2004</FONT></TD></TR>
  <TR>
    <TD width=3D"20%">&nbsp;</TD>
    <TD width=3D"18%">&nbsp;</TD>
    <TD width=3D"12%">&nbsp;</TD></TR></TBODY></TABLE></CENTER></DIV>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px"><FONT face=3D"Book =
Antiqua">Hear=20
music and see the heads that spew poison turn. Take the <U>gold =
statue</U> -=20
last symbol of life.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px"><FONT face=3D"Book =
Antiqua">Go back=20
to Pedro and ask for the rope. After giving the gold to Martin's new =
friend, he=20
goes back to White Bear. </FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px"><FONT=20
face=3D"Book Antiqua">&nbsp;&nbsp;&nbsp; <B>White Bear</B> - White Bear =
adds the=20
location of the burial ground of the ancient kings. He gives the =
<U>Amulet of=20
Kings</U>. Martin drives to new location - the Lost Temple of =
Gods.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px">&nbsp;</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px"><FONT face=3D"Book =
Antiqua"><FONT=20
size=3D4><B>Lost Temple of the Gods:&nbsp;&nbsp;&nbsp; </B></FONT>Climb =
up the=20
stairs of the temple and see the slider lock to the temple.</FONT></P>
<BLOCKQUOTE>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px"><FONT face=3D"Book =
Antiqua">The=20
  aim of the slider puzzle is to place the tiles with glyphs over the =
identical=20
  glyphs hidden under the tiles.</FONT></P>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px"><FONT face=3D"Book =
Antiqua">Save=20
  Game here! This is a random puzzle. The solution below might not be =
the same=20
  as your puzzle.</FONT></P></BLOCKQUOTE>
<DIV align=3Dcenter>
<CENTER>
<TABLE style=3D"BORDER-COLLAPSE: collapse" borderColor=3D#111111 =
cellSpacing=3D1=20
width=3D"80%" border=3D0>
  <TBODY>
  <TR>
    <TD width=3D"35%">
      <P align=3Dcenter><FONT face=3D"Book Antiqua"><IMG height=3D217=20
      =
src=3D"http://www.gameboomers.com/wtcheats/pcNn/NiBiRu/before%20endslider=
.jpg"=20
      width=3D215 border=3D0></FONT></P></TD>
    <TD width=3D"31%">
      <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px"><FONT=20
      face=3D"Book Antiqua">The numbers are the location of the tiles =
(not the=20
      tiles). </FONT></P>
      <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px"><FONT=20
      face=3D"Book Antiqua">Move 2, then 5. Place amulet. </FONT></P>
      <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px"><FONT=20
      face=3D"Book Antiqua">Move:</FONT></P>
      <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px"><FONT =
face=3D"Book Antiqua">8=20
      9 6 3 2 5</FONT></P>
      <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px"><FONT =
face=3D"Book Antiqua">4=20
      1 2 3 6 5</FONT></P>
      <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px"><FONT =
face=3D"Book Antiqua">4=20
      7 8 9 6 5</FONT></P>
      <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px"><FONT =
face=3D"Book Antiqua">4=20
      1 2 3 6 5</FONT></P>
      <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px"><FONT =
face=3D"Book Antiqua">2=20
      1 4 5 6 9</FONT></P>
      <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px"><FONT =
face=3D"Book Antiqua">8=20
      5 4 7 8 5</FONT></P></TD>
    <TD width=3D"34%">
      <P align=3Dcenter><FONT face=3D"Book Antiqua"><IMG height=3D218=20
      =
src=3D"http://www.gameboomers.com/wtcheats/pcNn/NiBiRu/endslider.jpg"=20
      width=3D221 =
border=3D0></FONT></P></TD></TR></TBODY></TABLE></CENTER></DIV>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px">&nbsp;</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px"><FONT face=3D"Book =
Antiqua">Enter=20
the temple and see 3 monoliths around a central pedestal. Place the 3 =
statues on=20
the monoliths. The statues will flash on the correct monolith. Place the =
red=20
statue on the left monolith, the white statue at middle and the green =
statue on=20
the right monolith.</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px"><FONT face=3D"Book =
Antiqua">The=20
machine rises.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;=20
Oh!&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Uh Oh!</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px">&nbsp;</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dcenter><B><FONT =

face=3D"Book Antiqua">Rest in peace, my friend.</FONT></B></P>
<HR width=3D"50%" color=3D#000000>

<P align=3Dcenter><B><FONT face=3D"Book Antiqua" color=3D#000000 =
size=3D2>This document=20
may not be distributed without express written permission of the author =
and the=20
content may not be altered in any way.</FONT></B></P>
<P align=3Dcenter><FONT face=3D"Book Antiqua"><B><FONT color=3D#000000 =
size=3D2>For=20
Questions or Comments on this Walkthrough,<BR>Please write to: =
</FONT><FONT=20
color=3D#000066 size=3D2><A style=3D"TEXT-DECORATION: none"=20
href=3D"mailto:magwt@earthlink.net">MaGtRo</A></FONT></B></FONT></P>
<P align=3Dcenter><FONT face=3D"Book Antiqua"><B><FONT color=3D#000000=20
size=3D2>Copyright =A9 9/2005&nbsp; </FONT><FONT color=3D#000066 =
size=3D2><A=20
style=3D"TEXT-DECORATION: none"=20
href=3D"mailto:magwt@earthlink.net">MaGtRo</A></FONT></B></FONT></P>
<P><FONT face=3D"Book Antiqua"><IMG height=3D10=20
src=3D"http://www.gameboomers.com/wtcheats/pcAa/WtArrL03.gif" width=3D19 =

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

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