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Subject: Jazz andFaust Walkthrough
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    <TD width=3D"100%">
      <P align=3Dcenter><FONT face=3D"Comic Sans MS" =
color=3D#402b15><IMG height=3D127=20
      =
src=3D"http://www.gameboomers.com/wtcheats/pcJj/JazzFaust/J&amp;Ftitle.gi=
f"=20
      width=3D129></FONT></P>
      <P align=3Dcenter><FONT face=3D"Comic Sans MS" color=3D#402b15 =
size=3D6><B>Jazz=20
      and Faust</B></FONT></P>
      <P align=3Dcenter><FONT face=3D"Comic Sans MS" color=3D#402b15 =
size=3D5>By 1c=20
      Company</FONT></P>
      <P align=3Dcenter><FONT face=3D"Comic Sans MS" =
color=3D#402b15>Walkthrough by=20
      MaGtRo&nbsp; June, 2002</FONT></P>
      <HR width=3D"50%" color=3D#ff0000>

      <P align=3Dleft><FONT face=3D"Comic Sans MS" =
color=3D#402b15><B>Game=20
      Play:</B>&nbsp;&nbsp;&nbsp; This is point and click game and is =
mouse=20
      driven. The Main Menu can be accessed within the game by pressing =
ESC. The=20
      Main Menu has the Save, Load, Options, Credits and Exit. To go =
back to the=20
      game from the Main Menu press ESC. The cursor changes over an =
active item,=20
      location or person to show information (spyglass), move (arrow), =
hammer=20
      and anvil (use), hand (can be taken) and dragon (to talk to). =
Right click=20
      of mouse opens the inventory, a second right click closes the =
inventory=20
      and left click on an item in i<U>nventory</U> will place it on a =
frame for=20
      further usage in the game by clicking the dragon on item or person =
to use=20
      it with. Arrow keys will scroll to see what is inventory. To save =
a game,=20
      type the name at the bottom (backspace to retype a new name) and =
then=20
      press enter.&nbsp; Double click to a place makes the character run =
towards=20
      it. The game is very linear and exact activities have to be done =
to=20
      advance in the game (enter a place or pick up =
inventory).</FONT></P>
      <HR width=3D"50%" color=3D#ff0000>

      <P align=3Dleft><FONT face=3D"Comic Sans MS" color=3D#402b15>In a =
prosperous=20
      country in the heart of the desert, invaders led by Alkaim and his =
nephew=20
      Selim entered the palace of the Supreme Ruler and killed him. The =
Princess=20
      Lousa survived and when she grew up became the favorite wife of =
Alkaim.=20
      After many years, rebellion due to the people's dissatisfaction =
drove=20
      Alkaim and Selim in to the desert with loot treasures and Lousa. =
They=20
      settled in the night at a ghost city, where Lousa induced Selim to =
kill=20
      his uncle to have control over all the treasure. They left Alkaim =
alone=20
      with no food and water and traveled to a deserted temple where =
they hid=20
      most of the treasure. They knew that Alkaim will come after them =
and=20
      escaped overseas to the coastal city of Er-Elp. Lousa dressed as a =
man and=20
      acted as servant of Selim, who is hiding behind a merchant's =
disguise.=20
      They devised a plan to elude Alkaim. Selim, acting as a merchant =
went to=20
      the police station and told a story about being beset by robbers =
in the=20
      desert and the only survivor is himself, his nephew and a slave. =
The story=20
      continued in finding treasure in a temple in the desert, of having =
killed=20
      the nephew because of greed and of the fear of revenge from the =
ghost of=20
      the nephew, Selim. He asked the Chief of Police for protection and =
was=20
      told to leave the police alone. That night 2 men were decapitated =
and=20
      found in the country house of the merchant and his slave. The =
police did=20
      not continue the investigation of the foreigners' death. Lousa has =
killed=20
      both Selim and Alkaim and escaped to go back to her tribe in the =
desert as=20
      sovereign and sole owner of the treasure.</FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS" color=3D#402b15>The =
opening scene=20
      shows Jazz (left) and Faust (right) wave at the gamer and playing =
a game=20
      of dice. Click on either one to choose the character for a new =
game. Read=20
      the background of the main characters in the manual.</FONT></P>
      <HR width=3D"50%" color=3D#ff0000>

      <P align=3Dcenter><FONT face=3D"Comic Sans MS" color=3D#402b15=20
      size=3D6><B>Jazz</B></FONT></P>
      <P align=3Dcenter><FONT face=3D"Comic Sans MS" color=3D#402b15=20
      size=3D5><B>Er-Elp</B></FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS" =
color=3D#402b15><B>Police=20
      Station:&nbsp;&nbsp; </B>&nbsp;Jazz in his cell and the guard on =
his desk=20
      are asleep. Selim, disguised as merchant and using the name Alkaim =
comes=20
      in and begs protection from the Police. Selim gives the story as =
described=20
      above and was summarily dismissed by the Police. Jazz kicks open =
the cell.=20
      Go out, look around and pick up the <U>Whaler gin</U>, the police =
have=20
      confiscated. Wake the guard up by getting the Whaler Gin from =
inventory=20
      and clicking it on the guard. The sergeant says that there will be =
a court=20
      hearing and 150 coins is needed within 3 days or else Jazz' ship =
Smokey=20
      will be impounded for smuggling. </FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS" =
color=3D#402b15><B>Porch of Police=20
      Station:</B>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Look around&nbsp; and =
pick up=20
      the <U>big axe</U> on the left by the stocks. Look in the cell on =
the=20
      right and talk to the animal trainer with his rat, Lucy who bit a=20
      =
policeman.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;=20
      <B>Police Station Square:</B>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; =
Look at=20
      the hole under the steps and the an active spot on plants on the=20
      right.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; =
<B>Trade=20
      Square: </B>&nbsp;&nbsp;&nbsp;&nbsp; Exit right and talk to the =
oriental=20
      seller. He recommends for you to go to the tavern and talk to=20
      Hugo.</FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS" =
color=3D#402b15><B>Tavern=20
      Square:</B>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Pick up the <U>cup</U> =
from the=20
      table. Talk to sleeping Hank and he wants a cigar. Read the note =
tacked on=20
      the door about the magician at the first floor of the tavern<FONT =
size=3D2>=20
      (this should allow you to get in the magician room later in the=20
      game)</FONT>. Enter the Two Knives Tavern. Look around and say Hi =
to=20
      Miranda, the waitress. Try to get cigar from the red box on the =
bar and=20
      the barkeep will stop you. Try talking to the grouchy barkeep. =
Talk to=20
      Hugo sitting at the table on the right. He buys the Smokey for 50 =
gold=20
      coins (<U>2 bags of gold</U>) and he takes care of the impounding =
and=20
      other fees. Click on the chair and sit down. Miranda will come and =
ask if=20
      you want a bottle of wine. Click the arrow key in inventory and =
get the=20
      bag of coins, click on Miranda and buy a <U>bottle of wine</U>. If =
the bag=20
      of gold is not placed active on the screen, a hand will appear and =
when=20
      clicked will get Jazz to not order anything and stand from the =
table.=20
      Miranda talks about the 2 decapitated men last night. Go to the =
balcony=20
      and try to open the Magician's door. Exit the tavern and open gate =
on the=20
      right.</FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS"=20
      color=3D#402b15><B>Port:</B>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Pick up =
a=20
      <U>cannon ball</U> from bottom of the screen and a <U>lantern</U> =
from the=20
      cart at bottom right. Go left to the <B>berth </B>and was told go =
away by=20
      a guard from Jazz' former ship. Go to the <B>lighthouse</B> and =
look=20
      around. Go to the <B>pier</B> at the bottom right and look=20
      around.</FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS" color=3D#402b15=20
      size=3D4><B><U>Finding out about the murders:</U></B></FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS" =
color=3D#402b15><B>Trade=20
      Square:&nbsp;&nbsp;&nbsp;&nbsp; </B>Talk to the oriental seller =
and he=20
      says that it's hot today and needs refreshment. Give him the =
bottle of=20
      wine. He talks about the widow who found the dead men (trigger for =
widow's=20
      house to appear). For further info from him, he wants more wine =
but wine=20
      cannot be bought right now.</FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS" =
color=3D#402b15><B>Widow's=20
      house:</B>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Look around and note the =
ladder=20
      by the house. There are steps to go under the bridge but Jazz will =
not go=20
      there. Enter the house and talk to the widow. She does not have =
time to=20
      talk since she's waiting for the cloth dealer. Try taking the =
basket. Exit=20
      and see an exit to bottom right for Widow's Country House which is =
not=20
      available at the moment.&nbsp; </FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS" =
color=3D#402b15><B>Trade=20
      Square:&nbsp;&nbsp;&nbsp;&nbsp; </B>Click on the bolt of red cloth =
on the=20
      right side of the table and the oriental seller will sell it for a =

      discount. Buy a bolt of <U>cloth</U>. Use the cup on fountain and =
get=20
      <U>cup of water</U>.</FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS" =
color=3D#402b15><B>Widow's=20
      house:</B>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Give the cloth to the =
widow. As=20
      payment is information to satisfy Jazz' curiosity. She rented her =
country=20
      house to 2 foreigners and found them killed this morning. A crowd =
is there=20
      and the police are looking for clues. Jazz can go find out for =
himself and=20
      go by canal to first house out of town (trigger to country road).=20
      </FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS" =
color=3D#402b15><B>Widow's Country=20
      House:</B>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Talk to man and find out =
2=20
      headless corpses but only one head were found. He blocks entry to =
the=20
      house and yard. Pick up <B>empty bottle</B> by wall and the =
<B>hat</B>=20
      (cowboy) by the plant on lower right. See a road to the cemetery =
on lower=20
      right that is not accessible.</FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS" =
color=3D#402b15><B>Tavern=20
      Square:</B>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Show the hat to Hank but =
he=20
      wants a cigar first. Enter the tavern and see 2 sailors arm =
wrestling.=20
      Show the empty bottle to the barkeep and he recognizes it as =
Whaler gin=20
      and only Martyr drinks it (trigger for overturning mug of wine). =
He said=20
      Hank knows where he is. We need a cigar for Hank to talk, so start =
a=20
      diversion. Go to the 2 sailors arm wrestling and click on the mug =
of wine=20
      to tip it to start a fight. Immediately, click on red box on bar =
to get 2=20
      <U>cigars</U>. Go out and give a cigar (out of 2) to Hank. Show =
him the=20
      hat again and he says that it is Martyr's who live under the =
bridge=20
      (trigger to bridge).</FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS" =
color=3D#402b15><B>Under the=20
      bridge:</B>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Walk under the bridge. =
Pick up=20
      <U>dirty rag</U> beside the crate of bottles. Click on the =
pavement close=20
      to the rope and then use the axe to get <U>rope</U>.&nbsp; Wake =
Martyr up=20
      by pouring the cup of water on him. Show Martyr the hat and empty =
bottle.=20
      He tells his story of falling asleep by the house, woke up and =
heard cries=20
      from house, saw a figure in dark cloak running out of the house =
carrying=20
      something. Jazz believes him and correlates it with the merchant =
and the=20
      treasure. </FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS" color=3D#402b15=20
      size=3D4><B><U>Finding information about the =
Stork:</U></B></FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS" =
color=3D#402b15><B>Tavern=20
      Square:</B>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Ask Hank about the =
man=20
      with a black cloak. Give him the last cigar and Hank says the man =
has gone=20
      on the ship Stork. Enter the tavern and ask the 2 sailors about =
the Stork=20
      (trigger to buy wine). They told you to go away. Talk to Miranda =
about the=20
      ship and she asks if you want to buy a bottle of wine. Buy a =
<U>bottle of=20
      wine</U> and then give it to the sailors. The sailor said that he =
saw the=20
      captain of the Stork coming down the stairs over there. Go to the=20
      magician's room upstairs. <FONT size=3D2>(You should get in the =
magician=20
      room if you read the note tacked on the tavern door before =
this)</FONT>.=20
      The small apprentice would not let you talk to the magician unless =
you=20
      give him an exquisite gift, which you can get not necessarily from =
a live=20
      person (trigger for cemetery). Exit the tavern to nighttime. =
</FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS" =
color=3D#402b15><B>Police Station=20
      Square:</B>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Now that it is =
nighttime,=20
      the plant on the right side is hiding an old jug that cannot be=20
      taken.</FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS"=20
      color=3D#402b15><B>Cemetery:</B>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; =
Talk to=20
      Martyr. He gives you a <U>gold decoration</U> not to tell on him. =
Pick up=20
      the <U>harpoon</U> by the fence where Martyr was before (the rope =
is=20
      automatically tied to the harpoon). Look at the gravestone on the =
left.=20
      Use the cannon ball on the headstone and get <U>gravestone =
fragments</U>=20
      in inventory. </FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS" =
color=3D#402b15><B>Tavern=20
      Square:</B>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Go the Magician's room =
and give=20
      the gold decoration to the small man. Talk to the Magician. He =
knows all=20
      about what you want to know. The captain of the Stork is long away =
at=20
      Black isles. He also said to be prepared to return the favor when =
you next=20
      need help.&nbsp; Go down and Miranda tells you that Hugo wants to =
talk to=20
      you. Talk to Hugo. He wants Jazz to be a navigator on his former =
ship=20
      Smokey to bring goods to Black Isles. One of his men will keep an =
eye on=20
      you.</FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS"=20
      color=3D#402b15><B>Port</B>:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Still =
nighttime,=20
      go to the <B>pier</B> at the bottom right and pick up the <U>empty =
bird=20
      cage</U> from the bottom right of the screen by the grilled door. =
Note the=20
      barrel of oil by the stair railing. At the <B>berth</B>, try to =
get=20
      onboard the Smokey and the guard still will not let you on=20
      board.</FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS" color=3D#402b15=20
      size=3D4><B><U>Getting on board the Smokey:</U></B></FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS" =
color=3D#402b15><B>Tavern Square:=20
      </B>&nbsp;&nbsp;&nbsp;&nbsp; Talk to one of the sailors about =
trying to=20
      get on the ship. He said you need to be a magician to do that. Go =
up and=20
      talk to the magician. He wants a gravestone and a dead man's head =
before=20
      he will help you (trigger for country house). You already have the =

      gravestone and heard of only one dead man's head today - the =
murdered=20
      man's. </FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS" =
color=3D#402b15><B>Widow's Country=20
      House:</B>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Still nighttime, try =
getting to=20
      the house by the door but a guard comes out. Jazz hides. It's too =
bright=20
      with the lantern. Cover the lantern with dirty rug. Try to enter =
the door=20
      and hear them talking about the severed head in the well. Take the =
lantern=20
      and hang it on the well. Look at the head and use the harpoon on =
it. Jazz=20
      places it back until he can disguise it (trigger for =
ladder).</FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS" =
color=3D#402b15><B>Widow's=20
      house:</B>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; It is now close to =
daybreak. Get=20
      the ladder and Jazz props it by the overhang. Need to distract the =
widow,=20
      so knock on the door and immediately click on ladder. At the =
balcony, get=20
      the <U>basket</U>. Climb down and go back to the well at the =
Country=20
      house.</FONT></P>
      <P><FONT face=3D"Comic Sans MS" color=3D#402b15><B>Widow's Country =

      House:</B>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Spear the head again at =
the well=20
      and it is automatically placed in the basket to get a <U>basket =
with=20
      head</U>. </FONT></P>
      <P><FONT face=3D"Comic Sans MS" color=3D#402b15><B>Tavern=20
      Square:</B>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Go the Magician's room =
and give=20
      the head to the magician. He doesn't want gravestone fragments but =
a whole=20
      one. <B>Gravestone puzzle</B> -&nbsp; When a fragment is =
highlighted, it=20
      can be turned around by right clicking on it to the position you =
think is=20
      right. The positions of the fragment are clues as to where they =
go, like=20
      on the corners or the cardinal points. To interchange position, =
one=20
      fragment should be highlighted and then left click on the fragment =
you=20
      want to change places with. If done correctly, all the fragments =
close in=20
      and form a complete gravestone.</FONT></P>
      <P align=3Dcenter><FONT face=3D"Comic Sans MS" =
color=3D#402b15><IMG height=3D240=20
      =
src=3D"http://www.gameboomers.com/wtcheats/pcJj/JazzFaust/fragments.JPG" =

      width=3D237></FONT></P>
      <P><FONT face=3D"Comic Sans MS" color=3D#402b15>The magician gives =
<U>2=20
      stones</U>, a <U>magical potion</U> - pour one drop on a man and =
it will=20
      make a man disappear and an <U>amulet</U> that will be needed in =
an=20
      unexpected way.</FONT></P>
      <P><FONT face=3D"Comic Sans MS"=20
      =
color=3D#402b15><B>Port</B>:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; =
At=20
      the berth, click the magic potion on the guard and he disappears. =
Click on=20
      Smokey and talk with Hank inside the ship. He says that the ship =
is full=20
      of rats and that they have to be removed before sailing because of =
the=20
      goods. He also tells Jazz to light the lighthouse (trigger for jug =
and=20
      oil). </FONT></P>
      <P><FONT face=3D"Comic Sans MS" color=3D#402b15 =
size=3D4><B><U>Preparing to set=20
      sail:</U></B></FONT></P>
      <P><FONT face=3D"Comic Sans MS" color=3D#402b15><B>Police Station=20
      Square:</B>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Finally,&nbsp; =
pick up the=20
      <U>empty jug</U>. </FONT></P>
      <P><FONT face=3D"Comic Sans MS" color=3D#402b15><B>Porch of Police =

      Station:</B>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Talk to the animal =
trainer in=20
      the cell. Ask to borrow Lucy, who is hungry after eating all the =
rats in=20
      jail. He might change his mind about lending Lucy if you see his =
widowed=20
      mother and get some=20
      food.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;=20
      <B>Widow's house:</B>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Knock on the =
door and=20
      Jazz explains about her son being in jail She gives a small<U> =
parcel of=20
      food</U>.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; =
<B>Porch=20
      of Police Station:</B>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Talk to the =
animal=20
      trainer in the cell and automatically gives the food. Give him the =
bird=20
      cage and Lucy will return to him when Jazz' problem is solved. Get =
a=20
      <U>cage with a rat</U> in inventory.</FONT></P>
      <P><FONT face=3D"Comic Sans MS"=20
      =
color=3D#402b15><B>Port:</B>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; =
At=20
      the <B>pier</B>, use the empty jug on barrel of oil to get a =
<U>jug of=20
      oil</U>.&nbsp; At the <B>lighthouse</B>, click the lantern on the =
top of=20
      the lighthouse to get&nbsp; Jazz to place the lantern on the =
ground by the=20
      stairs to the lighthouse. Fill the lantern with oil using the jug =
of oil.=20
      Use the 2 stones to light the lantern and then pick up the =
<U>burning=20
      lamp</U>. Click the burning lamp on the lighthouse and Jazz climbs =
the=20
      lighthouse. The lighthouse is now lit.</FONT></P>
      <P align=3Dcenter><FONT face=3D"Comic Sans MS" color=3D#402b15 =
size=3D5><B>Black=20
      Isle</B></FONT></P>
      <P><FONT face=3D"Comic Sans MS" color=3D#402b15>Jazz and Hank sail =
to the=20
      Black Isles. While on the ocean, Hank and Jazz toast to luck but =
Hank=20
      drugs Jazz unconscious. </FONT></P>
      <P><FONT face=3D"Comic Sans MS" color=3D#402b15><B>Prison=20
      Cell:</B>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Jazz wakes up in a prison =
cell in=20
      the Black Isle. Hank enters Jazz' prison cell and gives a <U>bowl =
of=20
      bread</U>. He demands to know about the treasure since Jazz has =
been=20
      talking to the magician, blackmailing the tramp and saw a =
stranger. Jazz=20
      remains silent. Hank leaves. Click on the stone in the middle of =
the=20
      floor. Click on what is hidden underneath and get a <U>scroll</U>. =
It was=20
      written on a moonless night about a prisoner, a road to freedom =
and to=20
      read the incantation over a small creature. A rat walks in. Aha! =
Use bowl=20
      of bread on rat. While the rat eats the bread, Hank walks in and =
threatens=20
      Jazz. Jazz backs up to the wall by the skeleton. Click on skeleton =
and=20
      Jazz hits Hank unconscious. Click scroll on rat and Jazz becomes =
small.=20
      The guard walks in and sees Hank. Go out the door and Jazz locks =
them in=20
      the cell. </FONT></P>
      <P><FONT face=3D"Comic Sans MS" color=3D#402b15><B>Outside Prison=20
      cell:</B>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Note the pot =
with=20
      spikes underneath. Pick up the <U>poker</U> and <U>keys</U> by the =
table=20
      and the <U>jug of water</U><B> </B>under the stairs. Try to pick =
up the=20
      torch stand and it is too hot. Use jug of water on torch stand and =
get=20
      <U>torch</U> and <U>torch handle</U>. Talk to the prisoner and =
find out=20
      that he is the Captain of the Stork, imprisoned because of a =
tavern brawl.=20
      Give the torch handle to the Captain and then use the poker on the =
bars.=20
      Click keys on prison door to go outside to the square.</FONT></P>
      <P><FONT face=3D"Comic Sans MS" color=3D#402b15>Look around Prison =
Square. Go=20
      to the Garbage dump on the left and look around. Go to Tavern =
square on=20
      the left. </FONT></P>
      <P><FONT face=3D"Comic Sans MS" color=3D#402b15><B>Tavern square:=20
      </B>&nbsp;&nbsp;&nbsp;&nbsp; Enter tavern and forward to he bar. =
Sit on=20
      barstool beside the Captain. The Captain talks about the beautiful =
female=20
      passenger who wants to go to Khaen but embarked in the Black isle. =
The=20
      Captain runs off to fight the man that caused him to be jailed. =
They=20
      apologize to each other after Jazz calms them down. The Stork =
Captain=20
      invites Jazz to sail with him to Khaen. Jazz meets Faust, Captain =
of the=20
      Invisible. Faust owes him a favor now for saving his life. Exit =
the tavern=20
      and click on the ship.</FONT></P>
      <P align=3Dcenter><FONT face=3D"Comic Sans MS" color=3D#402b15=20
      size=3D5><B>Khaen</B></FONT></P>
      <P><FONT face=3D"Comic Sans MS" color=3D#402b15>The Captain tells =
Jazz about=20
      the 7 Sorrows, an opium den where they can rest and talk. Exit to =
the=20
      Lane. If you exit to the port, channel and harem gates, nothing is =
active,=20
      so sightsee around, OK.</FONT></P>
      <P><FONT face=3D"Comic Sans MS" color=3D#402b15 =
size=3D4><B><U>Getting in and=20
      out of the slave market:</U></B></FONT></P>
      <P><FONT face=3D"Comic Sans MS" color=3D#402b15><B>Lane:=20
      </B>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; The Captain moves away to =
check=20
      the opium den. Meet the 2 sailors met at the tavern in Er-Elp. =
They said=20
      that Jazz stole the goods and killed Hank. They were going to take =
Jazz=20
      back to Hugo, the antiquarian. The Stork Captain comes back and =
stops the=20
      sailors but one of the sailors shot him. Jazz brings the wounded =
Captain=20
      to the Opium den. The guard says that Jazz is the one that caused =
damage=20
      to a merchant and that since there is no jail in Khaen, he will be =
sent to=20
      the slave market.</FONT></P>
      <P><FONT face=3D"Comic Sans MS" color=3D#402b15><B>Slave=20
      Market:</B>&nbsp;&nbsp;&nbsp;&nbsp; Jazz is chained on the slave =
block=20
      with another prisoner. Faust comes in the slave market and buys =
some wine=20
      from the vendor. Talk to the other prisoner and Jazz will exchange =
food=20
      for his plate. Click the plate on the jug of wine Faust bought at =
the=20
      vendor's table. Jazz throws the plate to tip the Jug of wine. The =
guard=20
      beats the prisoners up for the incident. Jazz asks Faust for help. =
Faust=20
      picks the <U>key</U> off the guard and throws it to Jazz. Faust =
says see=20
      you at the caravansary. The guard moves away. Click the key on the =
other=20
      prisoner and he runs off chased by the guard. Jazz stands up and =
takes the=20
      <U>chains</U> with him. Exit to harem gates.</FONT></P>
      <P><FONT face=3D"Comic Sans MS" color=3D#402b15 =
size=3D4><B><U>Finding a way to=20
      get to Caravansary:</U></B></FONT></P>
      <P><FONT face=3D"Comic Sans MS" color=3D#402b15><B>Lane:=20
      </B>&nbsp;&nbsp;&nbsp;&nbsp; Note the carpet hanging and barrel of =
water=20
      by door. Enter the opium den. Try talking to the sleeping man =
holding a=20
      smoking pipe. Pick up the red hot poker at the center of the room. =
Talk to=20
      the standing man,merchant about the way to the caravansary. He =
will be=20
      going there but he wants to drive his sorrows away first. He wants =
a=20
      hookah</FONT><FONT face=3D"Comic Sans MS" color=3D#402b15 =
size=3D2> (An Eastern=20
      smoking pipe designed with a long tube passing through an urn of =
water=20
      that cools the smoke as it is drawn through)</FONT><FONT=20
      face=3D"Comic Sans MS" color=3D#402b15>. Exit to the Lane and dip =
the red hot=20
      poker in barrel of water to get <U>cool poker</U>. Go back to 7 =
Sorrows=20
      and exchange the cool poker with the <U>hookah</U> of the sleeping =
man.=20
      Give the hookah to the standing man. He says he is the main eunuch =
of his=20
      Sultan's harem. He was to buy a young girl but lost all his money. =
He=20
      wants you to find a young girl for him and then he will take Jazz =
to the=20
      Caravansary. </FONT></P>
      <P><FONT face=3D"Comic Sans MS" color=3D#402b15 =
size=3D4><B><U>Getting a young=20
      girl for the Sultan:</U></B></FONT></P>
      <P><FONT face=3D"Comic Sans MS" color=3D#402b15><B>Harem=20
      Gates:</B>&nbsp;&nbsp;&nbsp;&nbsp; Talk to the guard and he shoos =
Jazz off=20
      . He also wants you to tell the laundress with the carpet to hurry =
because=20
      she is expected in the palace (trigger for=20
      =
carpet).&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp=
;=20
      <B>Lane: </B>&nbsp;&nbsp;&nbsp; Try to take carpet but it is too =
high.=20
      Enter opium den and get poker back from sitting man. Use the poker =
on=20
      =
<U>carpet</U>.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp=
;&nbsp;=20
      <B>Money changer shop: </B>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Talk to=20
      moneychanger for a veil but wants something in return (trigger for =

      =
clock).&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;=20
      <B>Lane: </B>&nbsp;&nbsp;&nbsp;&nbsp; Enter the opium den and pick =
up the=20
      <U>clock</U> that appeared on the table beside the sitting=20
      man.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; =
<B>Money=20
      changer shop:</B>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Exchange =
clock for=20
      veil. He says to change at the opium=20
      =
den.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nb=
sp;=20
      <B>Lane: </B>&nbsp;&nbsp;&nbsp;&nbsp; Enter and exit the opium =
den, coming=20
      out at night and wearing the veil. This 'lady' would not run when =
double=20
      =
clicked!!!&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;=20
      <B>Harem Gates: </B>&nbsp;&nbsp;&nbsp; Talk to the=20
      =
guard.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&=
nbsp;=20
      <B>Harem:</B>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Talk to the eunuch. =
Stay in=20
      front and then walk to the left of the eunuch. He wants you to =
take=20
      another carpet to be cleaned. Enter the open curtained doorway on =
the=20
      right. Jazz asks a houri to get in the carpet. Exit to Harem =
gates. The=20
      Sultan's eunuch says to hurry to get to the =
caravansary.</FONT></P>
      <P><FONT face=3D"Comic Sans MS" color=3D#402b15>Travel through the =

      desert.</FONT></P>
      <P align=3Dcenter><FONT face=3D"Comic Sans MS" color=3D#402b15=20
      size=3D5><B>Caravansary</B></FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS"=20
      color=3D#402b15><B>Forge:</B>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Enter =
and pick=20
      up the <U>pincers</U> by the fire.</FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS" =
color=3D#402b15><B>Inner=20
      caravansary: </B>&nbsp; Pick up <U>ripe apple</U> from table. Talk =
to=20
      Faust. Faust fell in love with the girl in Er-Elp who wants to be =
taken to=20
      Khaen. Faust could not since he already has a passenger that gave =
him a=20
      crystal as down payment but the passenger never returned. Faust =
asked the=20
      Stork Captain about her and they got into an argument about it. =
Jazz=20
      explains about the girl being the murderer and the story behind it =
from=20
      what he heard in jail. A canopied carriage enters the caravansary =
square.=20
      The 2 men hear a cry for help because of a leopard.</FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS" =
color=3D#402b15><B>Caravansary=20
      square: </B>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Faust tries to =
distracts the=20
      leopard while Jazz thinks of something to do. Click the amulet on =
leopard=20
      when the leopard is closest to Jazz. Then click the chains on the=20
      leopard.</FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS" =
color=3D#402b15><B>Inner=20
      caravansary:&nbsp; </B>&nbsp;&nbsp;&nbsp; The maidservant tells =
the 2=20
      heroes that the lady they saved wants to talk to them. The lady is =
Lousa,=20
      who killed the 2 men in Er-Elp and Faust's love. Lousa explains =
her=20
      history, about her father the Supreme ruler of the Red Sands, the =
attack=20
      on the castle by Alkaim, Selim's beheading of her father, of being =

      Alkaim's concubine, the rebellion, the escape to the City of the =
Dead,=20
      where they hid treasure and the happenings in Er-Elp. She has a =
crystal to=20
      open the gates to the City of the Dead and wants the men's help. =
Faust is=20
      about to declare himself when Lousa says they will talk=20
      tomorrow.</FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS" color=3D#402b15>Jazz =
picks up the=20
      <U>half of a crystal </U>that Lousa left on the chest but only a =
fool=20
      leaves his treasure unattended. Jazz plans to get to the treasure =
by=20
      himself. Exit to square.</FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS" =
color=3D#402b15><B>Merchant's=20
      canopy: </B>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Click on men and hear =
them=20
      talking about one's adventure in the desert. They stopped and =
don't want=20
      to be overheard. Exit and then go back. Look at lit window above =
the=20
      canopy where the merchants are now. Look at the embedded pegs =
holding the=20
      canopy. Use pincers on hot coals to get <U>pincers with a small =
piece of=20
      coal</U>. Use the piece of coal on the pegs. </FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS" =
color=3D#402b15><B>Caravansary=20
      square: </B>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Look at camel. Use =
apple on=20
      camel. Jazz brings the camel under the window and climbs on it. He =

      overheard about entering the City of the Dead by going in the well =
and=20
      through an underground vault. Jazz falls off the camel. Exit to =
the=20
      desert.</FONT></P>
      <P align=3Dcenter><FONT face=3D"Comic Sans MS" color=3D#402b15 =
size=3D5><B>City of=20
      the Dead</B></FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS" color=3D#402b15>Look =
around and go=20
      to the caves at right.</FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS" =
color=3D#402b15><B>Cave=20
      entrance:</B>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Use the 2 stones to =
light the=20
      brazier by the cave's mouth. Lit the torch on the fire. Enter the =
cave's=20
      mouth to the grotto.</FONT></P>
      <P><FONT face=3D"Comic Sans MS"=20
      color=3D#402b15><B>Grotto:</B>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Take =
the<U>=20
      pick axe</U> by the cave's entrance. Talk to the Yehu standing by =
the=20
      other cave. He captures Jazz and brings him inside to help another =
Yehu=20
      trapped under a fallen beam. Use the pick axe on the beam. It did =
not=20
      work. Go to the underground city on the left and talk to the Yehu. =
Jazz=20
      brings him back to the fallen beam and together they freed the =
other Yehu.=20
      Go to the entrance to the Temple on the right&nbsp; and then go =
back to=20
      talk to the saved Yehu. He does not respond. Show him the red half =
of a=20
      crystal. He goes he, ye, he, he, hoo and gives a <U>luminous =
mushroom</U>.=20
      Go to the entrance to the temple and get raised to the =
top.</FONT></P>
      <P><FONT face=3D"Comic Sans MS" color=3D#402b15>Meet Lousa, her =
maid and=20
      Faust. Jazz tries to explain his taking the crystal. Give the red =
crystal=20
      to a nervous Lousa. Enter the temple but Lousa asks for more =
light. Give=20
      her the luminous mushroom. Enter the temple again.</FONT></P>
      <P><FONT face=3D"Comic Sans MS" color=3D#402b15><B>Temple:=20
      </B>&nbsp;&nbsp;&nbsp;&nbsp; An ironclad hydra takes Lousa, who =
drops the=20
      luminous mushroom. Jazz does not have anything in inventory. Go =
upstairs=20
      and realize that the Hydra is protecting its nest. Click on Faust =
at the=20
      ground floor of the temple. Jazz goes down and asks Faust to =
distract the=20
      night beast with light. They both climb up with Faust holding the =
luminous=20
      mushroom. Stand close to Faust and then click on the brick wall on =
the=20
      right side of the entrance to climb up to the beam. </FONT></P>
      <P><FONT face=3D"Comic Sans MS" color=3D#402b15>Jazz can not get =
the rope on=20
      the right wall or the cocoon on the other side of the beam. Click =
on the=20
      net on the right side of the cocoon at the foreground, shaking off =
some=20
      items that fall on the temple floor. Get off the beam by clicking =
on the=20
      bricked wall again. Jazz jumps off the beam. Click on items on the =
temple=20
      floor and Jazz will go down and pick up <U>gloves</U>, =
<U>saber</U> and a=20
      <U>bone</U>. Click on brick wall again to make Jazz climb back up. =

      </FONT></P>
      <P><FONT face=3D"Comic Sans MS" color=3D#402b15>Use the saber to =
cut the rope=20
      holding the foreground cocoon. The cocoon drops on the temple =
floor and=20
      the hydra follows it and disappears when the light hits it. Use =
the saber=20
      to cut the web holding the far cocoon with the princess inside. =
Jazz says=20
      it's too high and the drop will kill her. Go back down and talk to =
Faust.=20
      Faust goes down and holds a net to catch the other cocoon with the =

      princess. Go back up the beam and use saber again on the web =
holding the=20
      cocoon. But it's too slippery. Use glove on web and Jazz pulls the =
web=20
      releasing the cocoon.</FONT></P>
      <P><FONT face=3D"Comic Sans MS" color=3D#402b15>In front of the =
dragon statue,=20
      talk to Lousa. She says that the crystal is the key to the =
treasury and=20
      the dragon guards the gate. She gives her half of the =
<U>crystal</U>. Talk=20
      to Faust and he gives you his half of the <U>crystal</U>. Click a =
crystal=20
      on dragon at center and Jazz will stand on a lit carved floor =
tile. Place=20
      crystal back in inventory and talk to Faust again. Jazz says the =
dragon=20
      moved when the floor tile lit up and asks everybody to stand on a =
floor=20
      tile. Throw the bone into the dragon's mouth and then watch the =
cut scene.=20
      </FONT></P>
      <HR width=3D"25%" color=3D#ff0000 SIZE=3D1>

      <P><FONT face=3D"Comic Sans MS" color=3D#402b15>The door to the =
treasury opens=20
      up and when all of them are looking at the treasure, Alkaim rises =
up. He=20
      puts a curse on all of them to go back in time to when they do not =
know=20
      each other.</FONT></P>
      <HR width=3D"50%" color=3D#ff0000>

      <P align=3Dcenter><FONT face=3D"Comic Sans MS" color=3D#402b15=20
      size=3D6><B>Faust</B></FONT></P>
      <P><FONT face=3D"Comic Sans MS" color=3D#402b15>While relaxing at =
the port of=20
      Khaen, Faust is approached by a red bearded man, Alkaim. Alkaim =
hires the=20
      ship Invisible and its captain, Faust immediately. They go aboard =
and sail=20
      to Er-Elp, where the red bearded man asks Faust to wait for his =
return.=20
      Lousa talks to the Captain of the Stork for passage to Khaen but =
was told=20
      that he goes to the Black Isle only. Lousa asks Faust for passage =
but was=20
      reluctantly refused because he was already hired. Lousa goes back =
to the=20
      Captain of the Stork and they leave for the Black Isle. Faust is =
left=20
      wishing to find her again.</FONT></P>
      <P align=3Dcenter><FONT face=3D"Comic Sans MS" color=3D#402b15=20
      size=3D5><B>Er-Elp</B></FONT></P>
      <P><FONT face=3D"Comic Sans MS" color=3D#402b15><B>Port:=20
      </B>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; At the <B>berth</B>, pick up =
the=20
      <U>crystal</U> that might have been dropped by the lady =
(conflicting=20
      versions). Faust hears a noise. Go to the port and hears the =
official=20
      close the port because of the murders that happened last night - =
no ship=20
      can leave without special permission. </FONT></P>
      <P><FONT face=3D"Comic Sans MS" color=3D#402b15><B>Tavern=20
      Square:</B>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Talk to Hank, who =
asks for=20
      a cigar when he chats. Enter the tavern and try to talk to the 2 =
sailors.=20
      Talk to Hugo, who tries to sell you a weapon. Sit down on the =
chair and=20
      Faust will ask Miranda about news in Er-Elp. Miranda talks about =
the 2=20
      decapitation murders that happened and that the murderer took one =
of the=20
      heads with him. Faust ponders about the involvement of his =
passenger.=20
      After Miranda left, a policeman asks for the Captain of the =
Invisible.=20
      Faust admitted that he is the one he is looking for. The policeman =
is=20
      tripped by one of the sailors. </FONT></P>
      <P><FONT face=3D"Comic Sans MS" color=3D#402b15>On the way out, =
Faust says it=20
      is bad to leave a man in need even if he is a cop. Stay in the =
tavern and=20
      help the policeman. Go to the bar and pick up a <U>bottle of =
wine</U>. Hit=20
      one of the sailors with the bottle of wine. Get <U>bottle fragment =
</U>in=20
      inventory. The policeman tells Faust to leave police business =
alone. Faust=20
      is told that the Invincible is seen involved in illegal activities =
such as=20
      smuggling and pirating and that the ship will be impounded. =
Further=20
      discussion involves showing proof of his innocence in the charges =
by=20
      giving the policeman a bribe. He still cannot sail because of the =
murders.=20
      Hugo talks to Faust about knowing that one of the murder victims =
is his=20
      passenger. He again tries to sell Faust a pistol. Faust does not =
have any=20
      money. Hugo says that Faust should try proving his innocence in =
the=20
      murders. Faust needs money to keep Hugo=20
      =
silent.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;=
=20
      </FONT></P>
      <P><FONT face=3D"Comic Sans MS" color=3D#402b15><B>Police Square:=20
      </B>&nbsp;&nbsp; Look around. Faust cannot get in the police =
station to=20
      ask for special permission from the police Chief.</FONT></P>
      <P><FONT face=3D"Comic Sans MS" color=3D#402b15><B>Trader's =
Square:=20
      </B>&nbsp;&nbsp;&nbsp;&nbsp; Talk to the oriental seller and give =
him the=20
      crystal. The oriental trader is happy for Faust to pawn it for =
<U>2 bags=20
      of gold</U>. Talk to the boy, who wants candy for information. =
</FONT></P>
      <P><FONT face=3D"Comic Sans MS" color=3D#402b15><B>Tavern=20
      Square:</B>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Enter the tavern =
and give=20
      a bag of gold to Hugo. He gives a <U>pistol</U>, a <U>coin</U> and =
his=20
      silence to Faust in exchange for the gold. </FONT></P>
      <P><FONT face=3D"Comic Sans MS" color=3D#402b15><B>Trader's =
Square:=20
      </B>&nbsp;&nbsp;&nbsp;&nbsp; Click on the oriental seller's table =
(trigger=20
      for boy's conversation). Talk to boy about distracting the seller =
with=20
      smooth talk. Give the boy the coin (everybody really wants to be =
bribed=20
      here!). The boy goes over and chats with the seller. Look at the=20
      merchandise on the table and get the crystal. Oops!! Got caught! =
Faust=20
      places the crystal back. Now what? Take the bottle fragment&nbsp; =
and=20
      click it on the table as exchange for the <U>crystal</U> (wonder =
if that=20
      will fool the seller long). Time to get out of Er-Elp. (Getting =
the=20
      Crystal is trigger to get in the police station).</FONT></P>
      <P><FONT face=3D"Comic Sans MS" color=3D#402b15><B>Police=20
      Station:</B>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Enter and talk to the =
sleeping=20
      police chief. He is mad to be awakened. Faust asks to leave the =
port today=20
      and ask for special permission. The police chief asks on what =
grounds.=20
      Give the bag of gold to police chief as proof of grounds to leave. =
He=20
      gives the <U>special permission</U>. </FONT></P>
      <P><FONT face=3D"Comic Sans MS" color=3D#402b15><B>Port:=20
      </B>&nbsp;&nbsp;&nbsp; At the berth, the guard will not let you =
leave=20
      without special permission from the Police Chief. Give the guard =
the=20
      special permission. Faust sails to Black Isle to find the =
mysterious=20
      lady.</FONT></P>
      <P align=3Dcenter><FONT face=3D"Comic Sans MS" color=3D#402b15 =
size=3D5><B>Black=20
      Isle</B></FONT></P>
      <P><FONT face=3D"Comic Sans MS" color=3D#402b15 size=3D4><B>Find =
the beautiful=20
      lady:</B></FONT></P>
      <P><FONT face=3D"Comic Sans MS" color=3D#402b15><B>Tavern=20
      Square:</B>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Talk to the old =
fisherman by the=20
      tavern door. Nothing is happening yet inside the tavern. Go left =
of tavern=20
      square.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;=20
      <B>Warehouse:</B>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Talk to the =
man and=20
      he says the warehouse is still closed. Try to get the net behind =
him. Note=20
      the barrel of water. Try to touch the cat trapped up the beam of =
the=20
      hut&nbsp; and the dog. Go right of tavern square.</FONT></P>
      <P><FONT face=3D"Comic Sans MS" color=3D#402b15><B>Garbage Dump:=20
      </B>&nbsp;&nbsp;&nbsp;&nbsp; Talk to young boy. He will tell Faust =
where=20
      the Captain of the Stork is if Faust can find his cat for him =
(trigger for=20
      barrel).&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <B>Prison Square:=20
      </B>&nbsp;&nbsp;&nbsp;&nbsp; Note the shark hanging on the right =
side of=20
      the screen.</FONT></P>
      <P><FONT face=3D"Comic Sans MS"=20
      =
color=3D#402b15><B>Warehouse:</B>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; =
Click=20
      on barrel of water and Faust will pull the <U>cork</U> off the =
barrel=20
      emptying it. Click on barrel again and Faust will turn the barrel =
over the=20
      dog. Click barrel again and Faust will climb on it and get the =
<U>cat</U>.=20
      Wait Faust, what about the dog? </FONT></P>
      <P><FONT face=3D"Comic Sans MS" color=3D#402b15><B>Garbage Dump:=20
      </B>&nbsp;&nbsp;&nbsp;&nbsp; Give the cat to the boy. Matilda, the =
cat is=20
      now safe and the boy says that the Captain of the Stork is =
spending the=20
      second day drunk in the tavern (trigger for seeing captain). =
</FONT></P>
      <P><FONT face=3D"Comic Sans MS" color=3D#402b15><B>Tavern=20
      Square:</B>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Enter tavern and =
approach the=20
      bar. Talk to the drunken man by the bar. The Captain of the Stork =
gets=20
      rowdy and starts a fight. The policeman arrives and takes the =
captain to=20
      jail. Go outside and talk to the old fisherman about the beautiful =
lady.=20
      He needs a net and is worried that he cannot feed his family =
(trigger for=20
      entry to warehouse).</FONT></P>
      <P><FONT face=3D"Comic Sans MS" color=3D#402b15><B>Warehouse:=20
      </B>&nbsp;&nbsp;&nbsp;&nbsp; Talk to the man. Ask about the net =
and he=20
      said that they do not sell old nets. The warehouse has new ones =
but be=20
      careful about fires since there is a lot of cotton in there. Enter =
the=20
      warehouse. See a man running around. Click on the net hanging up =
the=20
      ceiling. Faust climbs up the box and checks the securely tied net. =
On the=20
      way down, Faust accidentally tips the fire stand and the floor is =
on fire.=20
      Go out and the running man tells the warehouse guard about the =
fire. They=20
      leave to get water leaving the warehouse unguarded. Get the <U>old =
net</U>=20
      hanging behind where the guard used to be. </FONT></P>
      <P><FONT face=3D"Comic Sans MS" color=3D#402b15 size=3D4><B>Find a =
way to have=20
      ship repaired or how to catch a beast:</B></FONT></P>
      <P><FONT face=3D"Comic Sans MS" color=3D#402b15><B>Tavern=20
      Square:</B>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Give the net to the old=20
      fisherman. He tells Faust that the lady left on a slaver ship for =
Khaen.=20
      Faust cannot follow because he needs to have his ship repaired and =
has no=20
      money (trigger to talk to barkeep). Enter the tavern. Talk to the =
woman=20
      behind the bar. She needs someone to remove the beast in the =
Bamboo woods.=20
      The beast has taken the shaman into the forest. If successful will =
be=20
      handsomely rewarded. Exit the tavern and pick up the <B>rope</B> =
hanging=20
      on the right corner post of the tavern.</FONT></P>
      <P><FONT face=3D"Comic Sans MS" color=3D#402b15><B>Garbage=20
      Dump:</B>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Pick up the <U>axe</U> on =
the=20
      chopping block. Get the <U>bone</U> from the dumpster under the =
bearskin.=20
      It's too small for the monster but maybe a small animal. Go to =
Warehouse=20
      and then north to the Bamboo woods.</FONT></P>
      <P><FONT face=3D"Comic Sans MS" color=3D#402b15><B>Bamboo=20
      woods:</B>&nbsp;&nbsp;&nbsp;&nbsp; Look around and note the deity =
with 6=20
      arms. They sacrificed dogs to this deity. Look at the trees on the =
right=20
      archway and Faust says it will make a trap. Use axe on trees. Boy, =
that's=20
      one big cage!!! Faust wants rope to shut the door to the cage when =
the=20
      beast gets trapped. Use the rope on cage. Faust attaches the =
invisible=20
      rope on the cage. He says he needs bait. Oh no! Not the=20
      dog!!&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;=20
      <B>Warehouse:</B>&nbsp;&nbsp;&nbsp;&nbsp; Click on the barrel with =
the dog=20
      inside. Yup, Faust wants the dog as bait. Use the bone on the=20
      =
barrel.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;=
=20
      <B>Bamboo woods:</B>&nbsp;&nbsp;&nbsp; Now the dog sits outside =
the cage=20
      and Faust wants an attractive smell to entice the beast (trigger =
for=20
      fish).&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; =

      <B>Prison Square: </B>&nbsp;&nbsp;&nbsp;&nbsp; Use axe on shark =
and get=20
      <U>fish=20
      =
head</U>.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbs=
p;=20
      <B>Bamboo wood:</B>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Place fish =
head in=20
      cage. The monster comes and looks at the dog. Click on the cage to =
trap=20
      the monster. Click on the monster and Faust says that he is not so =

      frightful, I'll take you with me.</FONT></P>
      <P><FONT face=3D"Comic Sans MS" color=3D#402b15><B>Tavern Square:=20
      </B>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Tell the woman barkeep about =
the beast.=20
      They repaired Faust's ship for him and she gives him an =
<U>amulet</U> from=20
      a distant land that might be useful in his travels. She asks for =
Faust to=20
      take the beast with him. Exit tavern and click on ship. Faust must =
have=20
      taken the beast somehow.</FONT></P>
      <P align=3Dcenter><FONT face=3D"Comic Sans MS" color=3D#402b15=20
      size=3D5><B>Khaen</B></FONT></P>
      <P><FONT face=3D"Comic Sans MS" color=3D#402b15 size=3D4><B>In =
search of=20
      Lousa:</B></FONT></P>
      <P><FONT face=3D"Comic Sans MS"=20
      color=3D#402b15><B>Lane:</B>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Faust =
finds 2 men=20
      beating up a man. Click on one of the men and they still continue =
beating=20
      the man. Use the pistol and Faust fires a shot in the air and the =
2 men=20
      get scared off. Faust brings the beaten man to 7 Sorrows, an opium =
den.=20
      Talk to the den keeper and he gives a <U>hookah</U>. Give the =
hookah to=20
      the wounded man lying down. The wounded man wants to know who his =
savior=20
      is and then he gives a <U>small bag of gold </U>to Faust. =
</FONT></P>
      <P><FONT face=3D"Comic Sans MS" color=3D#402b15>Talk to the den =
keeper Fu Chin=20
      about the red-haired lady. He recommends that you stay until =
morning and=20
      then see the moneychanger that has good memory. The news is that =
there is=20
      a new Sultan who is getting richer day by day in the desert and =
that is=20
      allied to the dark forces. Exit the den and lane.</FONT></P>
      <P><FONT face=3D"Comic Sans MS" color=3D#402b15><B>Port:=20
      </B>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Enter the moneychanger's shop. =
Talk to=20
      the moneychanger about the red-haired lady. He will inquire about =
the lady=20
      if Faust will bring the One-eyed scoundrel to him or help get the =
money=20
      stolen by the little thief.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;=20
      <B>Lane:</B>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Enter the opium den and =
talk to=20
      the beaten man that is standing. He asks Faust to buy=20
      wine.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;=20
      <B>Port:</B>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Talk to the =
moneychanger and he=20
      said one good turn deserves another. Hmm! Give the bag of gold to =
the=20
      moneychanger. He says the red-haired lady is seen disembarking =
from a=20
      slaver ship and can be found in the slave's market to be sold =
(trigger for=20
      slave market).&nbsp; </FONT></P>
      <P><FONT face=3D"Comic Sans MS" color=3D#402b15>Go to the channel =
and then to=20
      harem gates.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <B>Harem=20
      gates:</B>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; See a snake charmer and =
the way=20
      to the Wasp Canyon that is still inaccessible. Exit at bottom =
right via=20
      bridge to slave market.</FONT></P>
      <P><FONT face=3D"Comic Sans MS" color=3D#402b15><B>Slave=20
      Market:</B>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Talk to the vendor =
about=20
      the red-haired lady. A foreign merchant bought her immediately and =
Faust=20
      says he knows who that man is. To be sure Faust needs wine and the =
vendor=20
      recommends to go to the moneychanger where you can buy anything in =
his=20
      shop.</FONT></P>
      <P><FONT face=3D"Comic Sans MS" color=3D#402b15 =
size=3D4><B>Getting=20
      wine:</B></FONT></P>
      <P><FONT face=3D"Comic Sans MS"=20
      color=3D#402b15><B>Port:</B>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; =
Enter the=20
      moneychanger shop. Talk to the moneychanger about the need for =
wine. Give=20
      him the pistol and he will give you wine if you bring your own jug =
or=20
      something to put it into (trigger for snake =
charmer).&nbsp;&nbsp;&nbsp;=20
      <B>Harem Gates:</B>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Try to pick up =
the jug=20
      that has the cobra by the snake charmer. Exchange the hookah for =
the jug.=20
      Now how to carry it safely. Place cork on jug and then pick up =
<U>jug with=20
      a snake in it</U>. Now what to do with the=20
      cobra.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; =

      <B>Lane:</B>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Enter the opium =
den and=20
      place the jug with snake in it on the fire at center of the room. =
The=20
      cobra jumps out and slithers away. Pick up the <U>empty=20
      jug</U>.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; =
<B>Port:=20
      </B>&nbsp;&nbsp;&nbsp; Enter the moneychanger shop and give the =
jug to=20
      him. He gives Faust a <U>jug of wine</U>. </FONT></P>
      <P><FONT face=3D"Comic Sans MS" color=3D#402b15 =
size=3D4><B>Joining the caravan=20
      to go to Red Sand:</B></FONT></P>
      <P><FONT face=3D"Comic Sans MS"=20
      color=3D#402b15><B>Lane:</B>&nbsp;&nbsp;&nbsp;&nbsp; Give the wine =
to the=20
      beaten merchant. Faust asks him about the redheaded slave. He says =
that he=20
      is the Vizier of the Sultan of Red Sand. He got the girl because =
the=20
      Sultan likes beautiful things. Faust asks to go with him to meet =
the=20
      Sultan. The Vizier agrees only if Faust has something unique for =
the=20
      Sultan. How about a rare beast from the Black Isle? The Vizier =
agrees and=20
      gives <U>bag of gold</U> for Faust to buy camels and supplies for =
the=20
      trip. </FONT></P>
      <P><FONT face=3D"Comic Sans MS" color=3D#402b15><B>Slave=20
      Market:</B>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; See Jazz and another =
slave on=20
      the slave block. Talk to Jazz and he asks to be free. Talk to the =
vendor=20
      about buying 2 camels and food. Give the vendor the bag of gold =
and he=20
      will deliver the camels and food wherever you like. Talk to the =
slave=20
      driver and Faust will exchange a young camel for the starveling =
(Jazz).=20
      Jazz stands up, thanks Faust and will meet him at the=20
      Caravansary.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; =

      <B>Lane: </B>&nbsp;&nbsp;&nbsp;&nbsp; Talk to the Vizier and he =
says that=20
      now Faust will have to walk since there is only one camel. He will =
meet=20
      him at the next stop close to Wasp =
Canyon.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;=20
      <B>Harem =
Gates:</B>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Exit=20
      to Wasp Canyon by the left of the screen.</FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS" =
color=3D#402b15><B>Wasp=20
      Canyon:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; =
</B>Note the=20
      skeleton of dead warriors and wasps buzzing by the unsafe bridge. =
Pick up=20
      the <U>old sword</U> and <U>quiver of arrows</U> from the tent by =
the tree=20
      but no bows. Pick up the <U>ragged cloak</U> from the bush. Faust =
looks at=20
      the animal skull on the bush and says 'Poor thing eaten up by =
wasps'.=20
      Place the ragged cloak on the skull on the bush. Faust wants bait. =
There's=20
      no bait=20
      =
here.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;=20
      <B>Slave Market:&nbsp; </B>&nbsp;&nbsp;&nbsp;&nbsp; Talk to vendor =
about=20
      attracting wasps. He offers honey. Give him the quiver of arrows =
and he=20
      gives the=20
      =
<U>honey</U>.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;=20
      <B>Wasp Canyon: </B>&nbsp;&nbsp;&nbsp;&nbsp; Place the honey on =
the=20
      cloaked animal skeleton. The wasps swarm on it. Now safely cross =
the=20
      bridge to the desert.</FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS"=20
      color=3D#402b15><B>Desert:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; </B>Faust =
finds the=20
      caravan of the vizier attacked by robbers. Faust fights the =
robbers but=20
      was wounded. Faust talks to Lousa who recognizes him. She is now a =
slave=20
      and is being brought to the Sultan. Faust wants her to run away =
with him.=20
      Lousa will wait for Faust at the Sultan's harem in Red Sands after =
he has=20
      recovered from his wounds. The Vizier leaves his servant to take =
care of=20
      Faust and to bring him to the caravansary.</FONT></P>
      <P align=3Dcenter><FONT face=3D"Comic Sans MS" color=3D#402b15=20
      size=3D5><B>Caravansary</B></FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS" =
color=3D#402b15><B>Inner=20
      Caravansary: </B>&nbsp;&nbsp;&nbsp;&nbsp; Someone camped here. =
Pick up the=20
      <U>bandages</U> and <U>soporific</U> from the yellow=20
      chest.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <B>&nbsp;Merchant's Canopy:=20
      </B>&nbsp;&nbsp;&nbsp;&nbsp; Talk to the merchants about the way =
to the=20
      cursed Red Sands. They will give Faust a map in exchange for =
horseshoes=20
      for the=20
      =
camels.<B>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;=20
      Forge:</B>&nbsp;&nbsp;&nbsp;&nbsp; Enter and talk to the =
blacksmith. There=20
      is no iron for the blacksmith to forge for horseshoes. Give him =
the old=20
      sword. Exit and then enter the forge again. Talk to the blacksmith =
again=20
      and he will give the <U>horseshoes</U> for free. Acquire <U>hooked =
rope=20
      </U>and lose the bandages somehow (mystery of=20
      gaming!).&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <B>&nbsp;Merchant's=20
      canopy:</B>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Give the horseshoes to =
the=20
      merchants in exchange for the <U>map</U> and a=20
      warning.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Go to the Desert and =
to the=20
      gates of the palace at top of screen.</FONT></P>
      <P align=3Dcenter><FONT face=3D"Comic Sans MS" color=3D#402b15=20
      size=3D5><B>Palace</B></FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS" =
color=3D#402b15><B>Palace=20
      square:</B>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Enter&nbsp; the palace =
gates to=20
      the square.&nbsp; Talk to vizier and he will take you to the=20
      Sultan.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <B>Inner=20
      Palace:</B>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Sultan warmly =
receives=20
      Faust and gives him <U>fruits</U> and anything he wants. Lousa =
secretly=20
      gives him a <U>message</U> and a <U>whistle</U>. Faust asks the =
Sultan for=20
      Lousa and was ordered to leave and if seen around will lose his =
head.=20
      </FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS" =
color=3D#402b15><B>Palace=20
      square:</B>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Click on the message in=20
      inventory and read about Lousa being ready to run away, for Faust =
to go=20
      over the palace walls tonight and for Lousa to go to the balcony =
upon=20
      hearing the whistle. Use hooked rope on the roof of the curved =
window on=20
      the right side of the=20
      =
palace.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;=20
      <B>Inner Palace:</B>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Blow the =
whistle and=20
      Lousa comes out on the balcony. Lousa cannot come with Faust now =
because=20
      the Sultan and Lousa will soon go to the deserted temple and they =
will be=20
      detected if she is gone. Exit to square. Exit left to desolate=20
      temple.</FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS" =
color=3D#402b15><B>Temple:=20
      </B>&nbsp;&nbsp;&nbsp;&nbsp; Look at the standing stone behind =
Faust.=20
      Looks familiar! Place amulet at center of stone. The Sultan argues =
with=20
      the robbers and they hit him. Move Faust left of the torch to face =
the=20
      robbers. Give the robbers the fruits and they give a <U>mirror</U> =
in=20
      return.&nbsp; Click on the sultan and now Faust disguises himself =
to look=20
      like the Sultan. Faust orders the guard to stand watch and takes =
Lousa=20
      with him. </FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS" =
color=3D#402b15><B>Palace Square:=20
      </B>&nbsp;&nbsp;&nbsp;&nbsp; Lousa would not leave without her =
maidservant=20
      and the crystal she hid in the cage of the Black isle beast. She =
gives a=20
      <U>ring</U> so that her maidservant will know that Faust is her=20
      beloved.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; =
<B>Inner=20
      Palace:</B>&nbsp;&nbsp;&nbsp;&nbsp; Show the ring to the =
maidservant. Give=20
      the soporific to the beast and then click on beast to get the =
other=20
      <U>half of the crystal</U>. They join to make a <U>crystal</U> in=20
      =
inventory.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;=20
      <B>Palace Square:</B>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Talk to Lousa =
and=20
      Faust will tell her about&nbsp; his crystal and returns the other =
half of=20
      the crystal. The crystal will bring them happiness and =
wealth.</FONT></P>
      <P align=3Dcenter><FONT face=3D"Comic Sans MS" color=3D#402b15=20
      size=3D5><B>Caravansary</B></FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS" =
color=3D#402b15><B>Merchant's=20
      Canopy: </B>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Talk to Jazz. The =
story=20
      about the fight with the Stork captain, Faust falling in love with =
Lousa,=20
      the murdered passenger and the involvement of Lousa were =
discussed. Faust=20
      takes Jazz to meet=20
      Lousa.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; =

      <B>Inner Caravansary:</B>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Lousa =
explains her=20
      history, about her father the Supreme ruler of the Red Sands, the =
attack=20
      on the castle by Alkaim, Selim's beheading of her father, of being =

      Alkaim's concubine, the rebellion, the escape to the City of the =
Dead,=20
      where they hid treasure and the happenings in Er-Elp. She has a =
crystal to=20
      open the gates to the City of the Dead and wants the men's help. =
Faust is=20
      about to declare himself when Lousa says they will talk tomorrow. =
The next=20
      morning Lousa is upset that Jazz took her half of the =
crystal.</FONT></P>
      <P align=3Dcenter><FONT face=3D"Comic Sans MS" color=3D#402b15 =
size=3D5><B>City of=20
      the dead</B></FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS" =
color=3D#402b15><B>Bloody Tree:=20
      </B>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Look at the 2 corpses of the =
robbers=20
      under the tree and across by the luminous pool. Go to the corpse =
by the=20
      luminous pool while keeping away from the swing arm of the bloody =
tree.=20
      Click on the corpse and Faust will pick it up and place it by tree =
to be=20
      consumed. They then leave immediately.</FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS" =
color=3D#402b15><B>Temple entrance:=20
      </B>&nbsp;&nbsp;&nbsp;&nbsp; They meet with Jazz and Lousa =
confronts Jazz.=20
      Jazz returns the half of crystal. Enter the temple.</FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS" =
color=3D#402b15><B>Temple:=20
      </B>&nbsp;&nbsp;&nbsp; They find a dead hydra with several baby =
hydras=20
      (hydraettes?) around it. Use the mirror to reflect light on the =
small=20
      hydras and they disappear. Pick up the <U>hydra claw</U>. =
</FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS" color=3D#402b15>In =
front of the=20
      dragon, talk to Lousa. She gives the other half of the crystal to =
make a=20
      whole <U>crystal</U>. Click on the dragon and Faust will move to =
the=20
      carved floor tile. The floor tile will light up. Talk to Jazz and =
they all=20
      move to a carved floor tile. All 4 floor tiles lit up and the =
dragon's=20
      mouth opens. Throw the hydra claw into the dragon's mouth and then =
Faust=20
      places the crystal inside the mouth.</FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS" color=3D#402b15>The =
door to the=20
      treasure opens. They all look at the treasure.</FONT></P>
      <HR width=3D"25%" color=3D#ff0000 SIZE=3D1>

      <P align=3Dcenter><FONT face=3D"Comic Sans MS" =
color=3D#402b15>&nbsp;Faust and=20
      Lousa look at the sea aboard the ship Smokey steered by its =
Captain, Jazz.=20
      A chest of treasure is on deck by the wheel. They sail into the =
vast=20
      sea.</FONT></P>
      <P align=3Dcenter><FONT face=3D"Comic Sans MS" =
color=3D#402b15>&nbsp;But a fiery=20
      light comes out of the treasure in the temple, goes in the =
treasure on the=20
      ship and enters Jazz. Jazz' eyes glow. </FONT></P>
      <P align=3Dcenter><FONT face=3D"Comic Sans MS" color=3D#402b15>The =

      End.</FONT></P>
      <HR width=3D"50%" color=3D#ff0000>

      <P align=3Dcenter><FONT face=3D"Comic Sans MS" color=3D#402b15 =
size=3D2>This=20
      document may not be distributed without express written permission =
of the=20
      author and the content may not be altered in any way.</FONT></P>
      <P align=3Dcenter><FONT face=3D"Comic Sans MS" color=3D#402b15 =
size=3D2>For=20
      Questions or Comments on this Walkthrough,<BR>Please write to: =
</FONT><A=20
      href=3D"mailto:margotr@earthlink.net"><FONT face=3D"Comic Sans MS" =

      color=3D#402b15 size=3D2>MaGtRo</FONT></A></P>
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