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Subject: Still Life walkthrough
Date: Mon, 30 May 2005 19:17:36 +0200
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<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dcenter><IMG =
height=3D87=20
src=3D"http://www.the-spoiler.com/ADVENTURE/Microids/still.life.1/stillli=
fe/title.jpg"=20
width=3D225 border=3D0></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dcenter><B><FONT =
size=3D4>by=20
Microids</FONT></B></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dcenter><FONT=20
size=3D4>Walkthrough by MaGtRo&nbsp;&nbsp;&nbsp;&nbsp; April, =
2005</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" =
align=3Dcenter>&nbsp;</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" =
align=3Dcenter>&nbsp;</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><B>The =
game contains=20
profanity, violent gory scenes and nudity.</B></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px"=20
align=3Dleft><B>Gameplay:</B>&nbsp;&nbsp;&nbsp;&nbsp; After =
installation, a=20
'Protection System' is automatically installed that requires the =
computer to be=20
rebooted. The main menu has new, load, options, cinematic viewer (shows=20
cutscenes already viewed during gameplay), credits and quit game. The =
options=20
menu has sound, graphics and control choices. Anti aliasing, detail =
level,=20
subtitles, gamma, choice of keyboard or mouse control and volume. CD2 =
must be on=20
the CD drive to play the game even on full install.</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>During =
gameplay, the=20
cursor changes when dialogue, different actions or zoom in are possible. =
The=20
star cursor activates the navigation map that enables leaving the area =
and go to=20
another. There are information icons that show new data in the journal =
or map=20
and also when a document is obtained. The pause menu accessed by right =
click of=20
mouse during gameplay is where the save, load, options and main menu can =
be=20
accessed. To prevent overwriting an old saved game select new save game =
at the=20
saved game feature (disk icon). Click on curve arrow icon to go back to=20
screen.</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>The =
inventory is=20
accessed by right click of mouse or by pressing the I key on the =
keyboard. Items=20
in inventory can be taken by highlighting the item in inventory, click =
'use'=20
closed fist icon, move the cursor to game screen and click on the area =
the item=20
is to be used. To combine items in inventory, highlight first item, =
click on=20
combine button at top left of screen and then click on the item you want =
to=20
combine with. The eye icon in inventory is used to examine the items =
closer.=20
Additional info about the item might be seen at bottom right of the =
examine=20
window.</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>When =
talking to a=20
character, the left mouse click is used to talk about relevant =
information. The=20
right mouse click activates off topic or chitchat type of dialogue. It =
is used=20
for game flavor only and not necessary for the completion of the game. =
The=20
curved arrow icon is seen at right of the screen when enough relevant=20
information is gathered from the conversation.</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>Press the =
space bar to=20
skip dialogues. Double click to make the characters run.</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" =
align=3Dleft><I><B>Thanks, Dennis=20
for the help!</B></I></P>
<HR width=3D"50%" color=3D#000000>

<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>Victoria =
McPherson, an=20
FBI agent is the granddaughter of Gus McPherson (Post Mortem fame). =
While=20
visiting her father, she learns of criminal cases in Europe and Chicago=20
investigated by her grandfather 75 years ago. The cases are similar to =
the=20
serial murder she is investigating.</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" =
align=3Dcenter>&nbsp;</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dcenter><B><FONT =

size=3D4>Chapter 1: The Anatomy Lesson</FONT></B></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
size=3D4><B>Chicago - Victoria</B></FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT =
size=3D4>5th=20
Murder Scene:</FONT>&nbsp;&nbsp;&nbsp; </P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>Right =
click to get the=20
pause frame. Read the Document (folder icon) to learn about the first 4 =
victims=20
and the Journal.</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>Victoria =
exits her car=20
outside a Chicago apartment. Talk to Officer Tate, the guard at the =
entrance.=20
Left click and exhaust dialogue until a curved arrow is seen at bottom =
right of=20
screen. Right click to listen to miscellaneous dialogues. When the =
dialogues are=20
finished, the guard moves aside to let you through. </P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><B>Second =
floor=20
hallway:&nbsp;&nbsp;&nbsp; </B>Climb stairs. Go top right of screen to =
Miller by=20
refrigerator. Talk to Miller by left click of mouse and he will give the =

<U>camera</U>. Click to go back to game screen. Continue to talk to =
Miller by=20
right click of mouse. Enter the room.</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><B>Crime=20
apartment</B>:&nbsp;&nbsp;&nbsp; Go to the hallway at top right and =
forward=20
once. Talk to Claire in the bathroom. She will give instructions for you =
to=20
collect evidence. Take a picture of and then collect evidence using =
items from=20
Claire's briefcase. </P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px"=20
align=3Dleft><B>Kitchen</B>:&nbsp;&nbsp;&nbsp; Go to the room across the =
bathroom=20
and click on Claire's briefcase. Click to take <U>Forensic swabs</U>,=20
<U>tweezers</U>, <U>film</U>, <U>luminol</U> and <U>black light =
filter</U>. Left=20
click to go back to game screen. Right click to learn more about the =
items in=20
inventory and what they are for. In inventory, combine film and camera =
by: click=20
on film, click on top left combine icon and then click on camera to get=20
<U>camera loaded with film</U>. Exit to the hall and go to the front =
room.</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><B>Front=20
Room:</B>&nbsp;&nbsp;&nbsp; </P>
<BLOCKQUOTE>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><B>Blood =
sample=20
  collection</B> - Take a picture of the blood stain on the floor by =
first=20
  clicking on blood stain, click the camera in inventory, click on =
closed fist=20
  use icon, then go to game screen and click on blood stain to get =
<U>blood=20
  sample</U>. Then take sample of blood stain by clicking on blood =
stain, click=20
  on swab in inventory and then click the closed fist use icon.</P>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><B>Wall=20
  examination</B> - Use black light filter on forensic lamp. Look at =
wall. Use=20
  luminol on wall showing that it is written in blood. See SANCTUARY =
written on=20
  wall. Take picture of the word on the wall. Take the <U>black =
filter</U> from=20
  forensic lamp.</P></BLOCKQUOTE>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><B>First =
room on the=20
right:</B>&nbsp;&nbsp;&nbsp; Look at blood stain on the floor. Take =
picture=20
using camera and get sample using swab of the blood stain on the floor =
to get=20
<U>blood sample</U>. Use black light filter on forensic lamp. Use =
luminol on=20
wall by doorway. See DISTURBED written on wall. Take picture of the word =
on the=20
wall. Take the black filter from forensic lamp. Look close on the =
graffiti=20
(skull) on left wall.</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px"=20
align=3Dleft><B>Hallway</B>:&nbsp;&nbsp;&nbsp; Go down the hall and look =
at the=20
floor between the second and third room to see 'faint traces of a blood=20
trail'.</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><B>Second =
room on the=20
right:</B>&nbsp;&nbsp;&nbsp; Look close on piece of wood (makeshift coat =
hanger)=20
nailed on the wall left of doorway to the hall. Use camera on the hair =
and fiber=20
stuck on the right nail. Use tweezers to take the <U>hair and fiber =
sample</U>.=20
Click on the hanging dolls - uhm... Christmas decorations. </P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px"=20
align=3Dleft><B>Kitchen</B>:&nbsp;&nbsp;&nbsp; Click on the briefcase =
and=20
automatically the samples are placed in briefcase and removed from =
inventory.=20
</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px"=20
align=3Dleft><B>Bathroom</B>:&nbsp;&nbsp;&nbsp; Talk to Claire in the =
bathroom=20
completely. Cutscenes of the victim is seen. Talk to Claire again =
exhaustively.=20
You can examine the body closer if you like and Victoria will comment on =
stab=20
wounds, tattoo and being badly beaten. Exit the apartment. </P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><B>Second =
floor=20
hallway:</B>&nbsp;&nbsp;&nbsp; See a cutscene of the stairs falling off. =
Go left=20
of the hallway and see a boarded up door and an exposed area to the =
right. Go=20
back and talk to Miller and then to the front room of the apartment. =
Take the=20
<U>lead pipe</U> off the radiator at bottom right of the room. Go back =
to=20
boarded door and use the lead pipe on the boards. Ooops! That's a great =
karate=20
kick.</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><B>Fire=20
escape:</B>&nbsp;&nbsp;&nbsp; Click on metal ladder and see it falls off =
to the=20
ground. Click on snow covered large garbage container on the ground. =
Victoria=20
jumps on it and walks to front of the building.</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>Watch =
Miller hobble to=20
his patrol car. Automatically talk to Officer Tate. Click on the truck =
at right.=20
Click office location on map.</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
size=3D4>Office:</FONT>&nbsp;&nbsp;&nbsp; </P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>Arrive at =
the basement=20
parking lot of the Office building. Go to right screen and click on B1 =
elevator.=20
Click on 8 lit button.</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><B>8th =
Floor=20
Office:</B>&nbsp;&nbsp;&nbsp; Enter the office on the left. Talk to =
Miller=20
working on his computer. He needs Claire's preliminary report and for =
you to=20
drop the camera on the evidence chute. Look around Claire's workbench on =
the=20
wall that has the fingerprint lifter, plastifier and paper cutter. Check =
the=20
locked boss' office door. Go to Victoria's desk at bottom screen.</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" =
align=3Dleft><B>Victoria's desk:=20
</B>&nbsp;&nbsp; Click on flashing red button of the phone to listen to =
message=20
by Todd Browning, the boss. Take Dad's <U>Christmas present</U> and =
<U>security=20
card</U> for morgue access from desk. You can look if you want at =
pictures of=20
the murder victims by clicking on the folder organizer on the desk. Read =
the=20
security card memo in the Document and the updates in the Journal.</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px"=20
align=3Dleft><B>Hallway</B>:&nbsp;&nbsp;&nbsp; Exit the office. Look =
close at the=20
chute just across the office doorway. Place the camera in the chute. You =
can=20
check the coffee machine at end of hall and the interrogation room right =
of the=20
vending machine. The boss' cup is on the table. Exit, click on elevator =
and talk=20
to Officer Tate. Click B2 button in elevator</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" =
align=3Dleft><B>B2:</B>&nbsp;&nbsp;=20
You can check the monitor room on the left. See the reanimator on left =
desk,=20
trash can by door and the bottom right monitor from center of the wall. =
Exit. Go=20
down the hall to the bathroom, water fountain and look at the tack =
board. </P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px"=20
align=3Dleft><B>Morgue</B>:&nbsp;&nbsp;&nbsp;&nbsp; Click on the Morgue =
door and=20
find out that the access code doesn't work. </P>
<BLOCKQUOTE>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" =
align=3Dleft><B>Morgue code</B> -=20
  Look close at the security card in inventory using the eye icon, turn =
it over=20
  and see NO: VODKA 5.8.3. If you haven't yet, read the security card =
memo in=20
  Documents. </P>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>Look =
close at=20
  Lombartech magnetic/code reader. Swipe the security card taken from =
Victoria's=20
  desk and immediately enter the code by pressing the number buttons. =
</P>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>Using =
the letters=20
  below the numbers, enter VODKA or click on 86352 and then click on the =
OK=20
  button. If correct, the green light lights up.</P></BLOCKQUOTE>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>Enter the =
door on the=20
left and talk to Claire. The preliminary report is given by Claire with=20
accompanying cutscene. Talk to Claire completely. Take <U>Claire's =
report</U>=20
from the autopsy table. You can read it under Documents. </P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>Exit the =
morgue area=20
and get a phone call from Dad. Enter the elevator. Click on 8 =
button.</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px"=20
align=3Dleft><B>Office</B>:&nbsp;&nbsp;&nbsp; Click on Miller and =
automatically=20
give him Claire's report. Talk to Officer Tate. </P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>Enter =
elevator, press=20
B1 button, left and enter truck. Select Pat's house in the map.</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 =
size=3D4>Pat's=20
House:</FONT>&nbsp;&nbsp;&nbsp; </P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>Watch the =
exchange of=20
gifts between Victoria and Pat McPherson, her dad. Victoria's gift is =
Milena's=20
necklace. Look close at the arrangement of the diamonds and the hearts =
on the=20
necklace. Talk to Dad and hear about Grandpa Gus, Prague and grandma. Go =
to the=20
stairs at right of screen. Take the <U>umbrella</U> from the coat =
stand.</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px"=20
align=3Dleft><B>Study</B>:&nbsp;&nbsp;&nbsp; Climb stairs, look at the =
painting on=20
the hallway and enter the room at the end of the hall. Look at the =
painting=20
above the computer. </P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" =
align=3Dleft><B>Victoria's=20
bedroom:</B>&nbsp;&nbsp; Exit the room and enter the bedroom on the =
right. Check=20
Teddy at foot of the bed. Enter the closet. </P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px"=20
align=3Dleft><B>Attic</B>:&nbsp;&nbsp;&nbsp; Use the umbrella on the =
attic door.=20
Climb up and click on light bulb at left ceiling. </P>
<BLOCKQUOTE>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><B>Chest =
puzzle</B>=20
  - Look close at chest under the window. Open the chest by arranging =
the=20
  tumblers with diamonds and hearts similar to that of Milena's =
necklace. The=20
  red button is the reset button.</P>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>Click on =
the=20
  tumblers to show, from L-R: diamond, diamond, heart, diamond, =
diamond.</P>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>Click =
from L-R 1-5=20
  tumblers: 2 (3xs), 3 (1x), 4 (3xs), 5 (3xs). Then click the red =
button.</P>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>If done =
correctly,=20
  watch a cutscene of Victoria reading Gus' journal.</P>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px"=20
align=3Dleft>&nbsp;</P></BLOCKQUOTE>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dcenter><B><FONT =

size=3D4>Chapter 2: The Persistence of Memory</FONT></B></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT =
size=3D4><B>Prague=20
- Gus</B></FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><B>Shore:=20
</B>&nbsp;&nbsp;&nbsp; Talk to Investigator Skalnic and learn about the =
victims.=20
Emile Korona is the coroner and he can be found at Old Chapel. Read the =
Journal=20
and Document in the pause frame and learn about Ida. Exit to the right =
of=20
screen. </P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>Talk to =
Kazimir Stasek=20
and learn about his black eye and the crimes. Go right to the women by =
the=20
waterwheel. Talk to Ida, the love of Gus' life. Gus is hired to find the =
women'=20
killer. Talk to Milena. Learn about the Frantiska the latest victim, the =
missing=20
Anezka and Apolina at the park. </P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>Climb the =
stairs and=20
learn about Ida. Talk to Ida and get a <U>map</U>. Move cursor to right =
screen=20
to get the exit star icon and see the map. Click on Old Chapel.</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px"=20
align=3Dleft><B>Lingerie</B>:&nbsp;&nbsp;&nbsp; Watch a cutscene of =
Otokar Kubina,=20
the neighborhood pimp orders Peter, his muscle to rough up Gus when he =
sees him.=20
Roman, Peter's brother is in jail. Click on grill gate at right to =
continue=20
walking to Old Chapel.</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><B>Old=20
Chapel:</B>&nbsp;&nbsp;&nbsp; Click on left arched entryway of the Old =
Chapel.=20
Click on the covered bodies and Gus makes the Sign of the Cross on each =
of them.=20
Go down the screen. Talk to Mr. Corona. Check the shelf by window and =
take the=20
piece of paper with 74821536 written on it from the second from top left =
shelf.=20
Note the glyphs-numbers on the clock. Go to the altar and look close at =
the safe=20
(previously the tabernacle).</P>
<BLOCKQUOTE>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><B>Safe =
puzzle</B> -=20
  The object of the puzzle is to place the bottom iconed cubes on the =
square=20
  slots above in the order of the numbers seen on the paper taken from =
the shelf=20
  - 74821536. </P>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>Derive =
the numbers=20
  from the similarity in shape to the numeral equivalent or based on the =
number=20
  of lines present on the icons (shown by the clock). Click on a cube =
and then=20
  click on an empty slot above the icons. Then click on handle.</P>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dcenter><IMG =
height=3D89=20
  =
src=3D"http://www.the-spoiler.com/ADVENTURE/Microids/still.life.1/stillli=
fe/safe.jpg"=20
  width=3D306 border=3D0></P>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>If done =
correctly,=20
  the <U>picture of the park crime</U> scene and <U>coroner =
report</U>&nbsp;are=20
  taken.</P></BLOCKQUOTE>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>Read the =
<U>coroner=20
report</U> in documents. Exit the chapel and meet Otokar's muscle. Poor, =
poor=20
Gus! Go down the stairs and click Park on map.</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px"=20
align=3Dleft><B>Park</B>:&nbsp;&nbsp;&nbsp; Talk to Apolina. Enter the =
park. Gus=20
gets a vision. </P>
<BLOCKQUOTE>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><B>Park =
- Picture=20
  correlation</B> - Inside the park, use the picture of the park and =
compare it=20
  to the actual park. Look for something unusual. </P>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>Click on =
picture of=20
  park crime in inventory, click the use icon and see the enlarged =
picture.=20
  Click on the eye icon and blank card to toggle the picture and the =
real park=20
  screen. Look for differences. Click on a spot on the picture and Gus =
will=20
  check that spot out in real park time. Repeat the procedure until you =
find the=20
  'unusual' difference.</P>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>Click on =
the hand on=20
  the ground between the statue and the lamppost. Read the written words =
left by=20
  the killer. 'The whore wasn't worthy of my devotion, so I proposed to =
the=20
  angel.'</P>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>Based on =
the written=20
  clue, click on angel on top of the pillar. Click on the ring on her=20
finger.</P>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>See a =
cutscene of=20
  Gus climbing to the angel, take the ring and a crow swoops down taking =
the=20
  ring. The bird flies away and delivers the ring to a man. Gus runs to =
follow=20
  the bird to a new place in the map.</P></BLOCKQUOTE>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><B>Crowman =
at Burnt=20
Neighborhood</B>:&nbsp;&nbsp;&nbsp; Click on door and Gus will kick it =
open.=20
Talk to man. He is a coachman. Learn about Vladanna and the sewers, the =
only way=20
a man can travel unseen in the city. Right click to continue the =
dialogue.&nbsp;=20
Hmmm... He's from London (Jack, maybe). Left click again and get the =
<U>spiked=20
metallic ring</U>. Talk to the coachman again.</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>Exit the =
building and=20
Ida comes to talk to Gus. Ida tells Gus about a possible survivor hiding =
in the=20
scrap yard. Exit to the right foreground where Ida went to. Gus gets =
another=20
vision. Exit at bottom of screen twice.</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><B>Junk=20
Yard</B>:&nbsp;&nbsp;&nbsp; Click on junk yard in the map. See a car at =
bottom=20
right. Go to top left screen and see Peter the goon at the gate. He's =
guarding=20
the junk yard. Exit at bottom left.</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px"=20
align=3Dleft><B>Lingerie</B>:&nbsp;&nbsp;&nbsp; Go to Lingerie and knock =
on door=20
to talk to Kubina. In exchange for getting the goon off Gus, Gus has to =
get=20
Roman out of jail. Learn that it is Vladanna that is guarded at the junk =

yard.</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><B>Police=20
Station</B>:&nbsp;&nbsp;&nbsp; Look at the fountain. Enter the police =
station.=20
Check the book on the table and take the <U>newspaper clipping</U> from =
the tack=20
board. Read about the bravery of Stasek. Talk to Stasek at the counter =
about his=20
shiner and his indiscretion. To free Roman, Stasek asks that Gus gets =
his medal=20
from Apolina.</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px"=20
align=3Dleft><B>Park</B>:&nbsp;&nbsp;&nbsp; Talk to Apolina. Apolina =
gives the=20
<U>medal</U> after a lively discussion. Talk to Milena.</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><B>Police=20
Station:</B>&nbsp;&nbsp;&nbsp; Talk to Stasek and meet Roman. Leave the =
police=20
station to go to Lingerie.</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px"=20
align=3Dleft><B>Lingerie</B>:&nbsp;&nbsp;&nbsp; Talk to Kubina. Kubina =
gives Gus a=20
<U>lock picking kit</U>.</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>&nbsp;</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px"=20
align=3Dleft><B>Junkyard</B>:&nbsp;&nbsp;&nbsp; Talk to Peter, Roman's =
brother.=20
That's some show of gratitude for you! Peter does his - 'He only likes =
raw meat'=20
trick with the Doberman and it failed, the chain snaps. </P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><B>Crane =
room</B> - On=20
the roof of the building, enter the crane room. Move the levers on the =
console=20
and find out it is locked. Look at the chart on the wall. Exit and go =
outside=20
behind the crane room. Take the <U>cutter</U> from the ground. Look down =
from=20
this side of the platform and see the junkyard. Vladanna must be in one =
of the=20
tramways-boxcars.</P>
<BLOCKQUOTE>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><B>Crane =
power=20
  puzzle</B> - Look at the box on the wall of the crane room. The puzzle =
is=20
  based on a slider puzzle. Review the chart inside the crane room and =
see the=20
  correct position of knobs. </P>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>Click on =
a handle to=20
  highlight it and then click on place you want to move the handle to. =
Save game=20
  before touching the puzzle since there is no reset button.</P>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>Move the =
handles to=20
  place&nbsp;1 2 3 on top row and 4 5 6 at bottom row.</P>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>Move 2 =
to middle=20
  left, 6 down and above 1, 2 to top left, 6 to middle left, 1 to top =
middle, 3=20
  up below 1, 6 to bottom right, 3 to middle left, 1 to bottom center, 4 =
down=20
  above 1, 3 to top right, 4 to middle left, 1 to top center, 4 to =
bottom=20
  center, 1 to middle left, 2 down above 4, 1 to top left, 2 to top =
center, 4 up=20
  below 2, 5 to middle left, 4 to bottom left and 5 to bottom center. If =
done=20
  correctly the crane power turns on.</P>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" =
align=3Dleft><B>Moving crates=20
  puzzle</B> - Click on the console inside the crane room. See the =
junkyard=20
  layout. The object of the puzzle is to move the crates to get to the =
bottom=20
  left tramway-boxcar from the platform-roof on the right. Click on the =
lever to=20
  pick up and lower crates and the arrows to move them in position.</P>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>Arrange =
the 2 single=20
  crates close to the right platform. Go outside and jump on the crates =
to get=20
  to the chained double stacked crates. Use cutter on chains. Go back to =
crane=20
  console and now arrange the crates to make a single row from the =
platform to=20
  bottom left tramway-boxcar. </P>
  <DIV align=3Dcenter>
  <CENTER>
  <TABLE cellSpacing=3D1 width=3D"70%" border=3D0>
    <TBODY>
    <TR>
      <TD align=3Dmiddle width=3D"33%"><IMG height=3D162=20
        =
src=3D"http://www.the-spoiler.com/ADVENTURE/Microids/still.life.1/stillli=
fe/junkyard1.jpg"=20
        width=3D216 border=3D0></TD>
      <TD align=3Dmiddle width=3D"33%"><IMG height=3D162=20
        =
src=3D"http://www.the-spoiler.com/ADVENTURE/Microids/still.life.1/stillli=
fe/junkyard2.jpg"=20
        width=3D216 border=3D0></TD>
      <TD align=3Dmiddle width=3D"34%"><IMG height=3D162=20
        =
src=3D"http://www.the-spoiler.com/ADVENTURE/Microids/still.life.1/stillli=
fe/junkyard3.jpg"=20
        width=3D216 border=3D0></TD></TR></TBODY></TABLE></CENTER></DIV>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>Once =
done, go=20
  outside to back of crane room, walk to tramway-boxcar on the left and =
click on=20
  ladder of tramway. See a cutscene of Gus on the roof enter the top of =
the=20
  green tramway.</P>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px"=20
align=3Dleft>&nbsp;</P></BLOCKQUOTE>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dcenter><B><FONT =

size=3D4>Chapter 3: Orphan Man with Top Hat</FONT></B></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><B><FONT=20
size=3D4>Chicago - Victoria</FONT></B></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><B>Pat's=20
House:</B>&nbsp;&nbsp;&nbsp; Victoria gets a phone call from Claire. =
Claire=20
wants Victoria to come to the morgue. Read the journal to find out about =

Samantha, Claire's daughter. Go to the attic and look inside the chest =
to see=20
Gus' suit and hat and Milena's red dress. Go down and talk to Pat, =
Victoria's=20
father. 'Some things are better kept buried'. Leave the house and go to =
the=20
office.</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px"=20
align=3Dleft><B>Morgue</B>:&nbsp;&nbsp;&nbsp; Go to right screen, =
elevator and=20
press button B2. Click on Morgue door and see a caped person with a top =
hat. How=20
did he get here? Automatically be inside the morgue. Claire says to =
check the=20
monitor. Exit through the Morgue door, enter the room opposite the =
elevator and=20
click on the bottom monitor right of center. Watch the chase scene. That =
was=20
well done! Great character movements! The killer hesitated in killing=20
Victoria.</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>Back at =
the Office, go=20
to the morgue and talk to Claire. The stranger left another photo of a =
woman=20
with 'next' written at the back of the picture. The others knew since =
Todd=20
answered the phone when Claire reported it. - So Todd is here during the =
chase=20
scene.</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px"=20
align=3Dleft><B>Office</B>:&nbsp;&nbsp;&nbsp; Go to the elevator and =
press 8. Upon=20
exiting the elevator, Richard calls and talks about new exhibit and Mark =

Ackerman. Hmm... Mark Ackerman is from LA and originally from Chicago. =
</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>Enter =
office on the=20
left and listen to the boss. To get coffee, exit the office, go down the =
hall=20
and look close at coffee dispenser. There are no cups. Enter the =
interrogation=20
room on the right and take Todd's coffee mug. Look close at coffee =
dispenser and=20
use Todd's coffee mug on dispenser. Press the button on the right. Take =
<U>mug=20
with coffee</U>. </P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>Go back to =
office.=20
Talk to Todd and get reamed. Victoria is now on probation. Talk to =
Miller and=20
learn that Vaclav Kolar is a common denominator with victims 4 and 5. =
Look at=20
Victoria's desk and take the pictures of the fifth crime scene. Go to =
the=20
parking garage at B1.</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px"=20
align=3Dleft><B>Campus</B>:&nbsp;&nbsp;&nbsp; Use the truck and click on =
Campus.=20
Enter the building and climb stairs. Click on room 11, first room on the =
left.=20
Talk to Kolar and learn about his relations with the victims. He was =
Natalie's=20
tutor and Cynthia is Mia's friend. Learn also that his thesis is the =
Perlovka=20
case. Hmm... Gus' Prague case. While Kolar leaves the room, take a =
<U>beer=20
bottle</U> on the floor by the chair that can be used to lift =
prints.&nbsp; Read=20
the <U>thesis</U> given by Kolar in documents and learn about the 1931 =
Chicago=20
serial killings and that Ida was the last Prague victim. Go down the =
stairs and=20
get a call from Miller. Go back to the office.</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px"=20
align=3Dleft><B>Office</B>:&nbsp;&nbsp;&nbsp; Go to the morgue and talk =
to Claire=20
about the fingerprint on the bottle. She wants you to lift the =
fingerprints=20
first. Go to 8th floor and enter office. Look close at Claire's =
workbench by the=20
wall. </P>
<BLOCKQUOTE>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><B>Lift=20
  fingerprints</B> - After Claire's explanation on how to lift prints, =
the=20
  bottle is automatically placed on the close up view of the work bench. =
Open=20
  the can of gray powder, take brush, click on powder to dip brush and =
then=20
  click on beer bottle. </P>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>Click on =
roll of=20
  tape to see a floating tape. Turn bottle to look for a good print. =
Click the=20
  magnifying lens icon on different prints until Victoria says 'This =
will do=20
  nicely'. The tape automatically lifts the fingerprint to get <U>Kolar=20
  fingerprints</U>.</P></BLOCKQUOTE>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px"=20
align=3Dleft><B>Morgue</B>:&nbsp;&nbsp;&nbsp; Talk to Claire and =
automatically=20
leave the bottle and prints. Go back to Pat's house.</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><B>Pat's=20
house</B>:&nbsp;&nbsp;&nbsp;&nbsp; Time to make the cookies. Go to =
kitchen, the=20
room above the billiard room.</P>
<BLOCKQUOTE>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><B>Make =
Cookies</B>=20
  - Look close at ingredients on central island. Read the recipe book =
about=20
  Gingerbread Man.</P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>1 cup of =
love</P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>1/2 cup =
of=20
  generosity </P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>2 cups =
of=20
  commitment</P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>1 cup of =

  sweetness</P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>1/2 cup =
of=20
  integrity</P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>1 =
tablespoon of=20
  romance</P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>1 =
teaspoon of=20
  sensuality</P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>1 common =
sense</P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>In a =
bowl, cream=20
  together generosity, sweetness and love to give your man a =
sweetheart.</P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>To give =
him=20
  devotion, sift together commitment, sensuality and romance. Blend =
devotion to=20
  his sweetheart.</P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Finally, =
add=20
  intelligence, a mix of common sense and integrity and beat it with the =
rest to=20
  make your perfect man.</P>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>Give him =
a form and=20
  place in the oven. Remember not to overcook.</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>Place in =
mixer=20
  bowl:&nbsp;1/2 cup butter (generosity), 1 cup of brown sugar =
(sweetness) and 1=20
  cup of milk (love). Click round button to mix-cream.</P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Add to =
bowl: 2 cups=20
  flour (commitment), 1 teaspoon cinnamon (sensuality) and 1 tablespoon =
of=20
  ginger (romance). Click round button to mix-blend.</P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Add to =
bowl: 1 egg=20
  (intelligence) and 1/2 cup molasses (integrity). Click round button to =

  mix-beat.</P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Click on =
oven. </P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>If =
correctly done,=20
  Victoria will say 'This tastes right!'</P></BLOCKQUOTE>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>Check the =
dining room=20
to the right. Look at one of the chair and Victoria's picture by the =
hutch. Exit=20
kitchen, check the Jacuzzi room across the pool table and talk to dad =
about the=20
cookies. Go upstairs, enter Victoria's bedroom and click journal on bed. =
</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 =

size=3D4>Chapter 4: Jack the Ripper's Bedroom</FONT></B></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT =
size=3D4><B>Prague=20
- Gus</B></FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px"=20
align=3Dleft><B>Junkyard</B>:&nbsp;&nbsp;&nbsp; A <U>sketch</U> of the =
killer is=20
given by Vladanna. Talk to Vladanna Tominova and learn about the =
description of=20
the killer and about her client, Mark, the artist. The killer wears top =
hat and=20
silver mask. Skalnic and Mark had an argument. Exit the tramway-boxcar. =
Talk to=20
Roman working on the crate by the door about his ambition. Exit at =
bottom of=20
screen. Look at some of the junks in the area. Exit to right screen. =
Talk to=20
Peter. Exit junkyard and go to Mark's place.</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><B>Mark's=20
place:</B>&nbsp;&nbsp;&nbsp; Click on door left of Gus. Gus gets another =
vision.=20
Click on door. Talk to Mark Ackerman. He grew up in England, where Daddy =
is the=20
ambassador. Skalnic accused him of being the serial killer (like Jack =
the=20
Ripper). Apolina is posing for Mark. Exit Mark's place and see a =
policeman=20
across the canal. </P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><B>Police=20
Station:</B>&nbsp;&nbsp;&nbsp; Talk to Stasek. Go behind the counter and =
turn=20
right. Check the jail by entering the door across the stairs. Exit and =
go up the=20
stairs. Enter Skalnic's office. Talk to Skalnic about Mark. He is =
definitely not=20
cooperative. Watch Skalnic leave in his black car. Talk to Stasek again =
and he=20
tells you that the workers on the side of the building might help Gus =
get in=20
Skalnic's office. Exit building.</P>
<BLOCKQUOTE>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" =
align=3Dleft><B>Getting inside=20
  Skalnic's office</B> - Go to open gate on the left. Click on the rope =
on the=20
  scaffolding. The <U>rope</U> drops on the ground and is now in =
inventory. Take=20
  <U>wood piece</U> from right of gate. Combine rope and wood piece to =
get=20
  homemade <U>grappling hook</U>. Click on scaffolding and use the =
grappling=20
  hook. Automatically, Gus is in the office.</P></BLOCKQUOTE>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>Take =
<U>keys</U> from=20
Skalnic's desk. Click on file cabinet and use keys. New items in =
inventory:=20
another spiked <U>ring found in sewers of burnt neighborhood</U> and =
<U>2 crime=20
scene photos - near bridge and burnt neighborhood</U>. Skalnic returns =
and Gus=20
automatically exits the office through the window. </P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>Read the 3 =
new police=20
and coroner reports on the victims.&nbsp; The first victim's ring was =
lost by a=20
local jeweler. The burnt neighborhood was once an orphanage.&nbsp;Talk =
to Stasek=20
and leave the area. Look close at ring from burnt neighborhood.</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px"=20
align=3Dleft><B>Bridge</B>:&nbsp;&nbsp;&nbsp; Go to the new location - =
bridge. Go=20
down the steps and another vision occurs. Ida arrives driven here by the =
Crowman=20
and tells Gus that she is pregnant. Really! They will get married in New =
York=20
where Gus' friends and family can help them get started. </P>
<BLOCKQUOTE>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" =
align=3Dleft><B>Picture=20
  Correlation with Crime scene</B> - Use picture of crime near bridge. =
See an=20
  enlarge picture on the screen. Click the eye at bottom right to toggle =
between=20
  the actual scene and the picture. Look for difference. Click on spot =
in=20
  picture and Gus will check on it. </P>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>Click on =
bench on=20
  the picture. 'It seems that the benches have been changed. Where are =
the old=20
  ones?'</P></BLOCKQUOTE>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px"=20
align=3Dleft><B>Junkyard</B>:&nbsp;&nbsp;&nbsp; Talk to Peter and ask =
about the=20
benches. Peter shows you where the old benches are. Look close at =
benches. Take=20
the <U>spiked ring</U> from one of the benches. Talk to Peter again.</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><B>Burnt=20
Neighborhood:&nbsp;</B>&nbsp;&nbsp; Go right and see the crime scene =
with Milena=20
talking to Skalnic. </P>
<BLOCKQUOTE>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" =
align=3Dleft><B>Picture=20
  Correlation with Crime scene - </B>Use picture of burnt neighborhood =
crime=20
  scene. See an enlarge picture on the screen. Click the eye at bottom =
right to=20
  toggle between the actual scene and the picture. Look for difference. =
Click on=20
  spot in picture and Gus will check on it. </P>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>Click on =

  bath-trough. The bath was empty at that time. The water is drained. =
Read the=20
  words carved on bottom of bath.</P></BLOCKQUOTE>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px"=20
align=3Dleft><B>Park</B>:&nbsp;&nbsp;&nbsp; Talk to Milena about the =
burnt=20
neighborhood crime scene. Milena said that Skalnic threw something into =
the=20
sewers.</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><B>Burnt=20
Neighborhood:</B>&nbsp;&nbsp;&nbsp; Click on manhole cover. Go down the =
manhole=20
and take the <U>spiked ring</U> from ground at right of screen. Look at =
the=20
grilled door and note that the lock is new. Exit the area. Milena asks =
Gus to=20
check Apolina at Mark's place.</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><B>Mark's=20
place:</B>&nbsp;&nbsp;&nbsp;&nbsp; Gus knocks on door. 'I think I'll let =
myself=20
in'.</P>
<BLOCKQUOTE>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><B>Lock =
picking=20
  puzzle:</B>&nbsp;&nbsp;&nbsp; Click on door. Use lock picking tools in =

  inventory. Read locking guide.</P>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>The =
object of the=20
  puzzle is to move the bars up or down using the lock pick until they =
audibly=20
  click-lock in place. Right click on one of the lock pick on the right =
to=20
  select it. Exit the puzzle to reset it. </P>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" =
align=3Dleft><B><I>Below is=20
  Dennis' graphic solution. Thanks Dennis!</I></B></P>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dcenter><IMG =
height=3D418=20
  =
src=3D"http://www.the-spoiler.com/ADVENTURE/Microids/still.life.1/stillli=
fe/lockpick.jpg"=20
  width=3D289 border=3D0></P></BLOCKQUOTE>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>Look =
around at all the=20
portraits on the wall. From left to right: unidentified, Ida, Frantiska, =

Unidentified, Vladanna and Apolina. Take the <U>Book on Occultism</U> on =
the=20
table at left wall. Read it in documents.</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>Go to =
right screen and=20
look at the couch. Blood, recent too. Take <U>Bell's telegram</U> from =
the=20
ladder leaning by table on the right and read it in documents. Now we=20
know...</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px"=20
align=3Dleft><B>Park</B>:&nbsp;&nbsp;&nbsp; Talk to Milena.</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><B>Police=20
Station</B>:&nbsp;&nbsp;&nbsp; Stasek is not behind the counter. Go up =
to=20
Skalnic's office. Listen to an American ambassador's assistant paying =
off=20
Skalnic and hear Skalnic say 'I have the perfect man to take the =
fall'.</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 =

size=3D4>Chapter 5: The Garden of Earthly Delights</FONT></B></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><B><FONT=20
size=3D4>Chicago - Victoria</FONT></B></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" =
align=3Dleft><B>Victoria's=20
bedroom</B>:&nbsp;&nbsp;&nbsp; Miller after being surprised on the look =
of=20
Victoria's bedroom says that Kolar's prints match the partials from the =
crime=20
scene 99%. They will pick him up.</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px"=20
align=3Dleft><B>Campus</B>:&nbsp;&nbsp;&nbsp; Enter building and climb =
to second=20
floor. Talk to Miller. Automatically enter the room after the Clockwork=20
Nightmare talk. Enter the room on the left. After the cutscene, check =
the bed=20
and the pictures on left wall. Look close on back wall to see various =
pictures=20
of serial killer victims and check the clippings above the door. </P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>Exit the =
apartment and=20
meet Mia. Talk to Mia and she gives her business card. Victoria will =
meet Miller=20
there. Talk to Mia some more. Before Victoria leaves, Officer Tate =
arrives to=20
guard the door.</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><B>Red=20
Lantern</B>:&nbsp;&nbsp;&nbsp; Miller says he threw his weight around =
trying to=20
get inside the establishment. Victoria has an idea to get in. Enter the =
building=20
by clicking on door. The elevator goes up. Talk to the bouncer. You need =
a=20
pass.</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px"=20
align=3Dleft><B>Campus</B>:&nbsp;&nbsp;&nbsp; Talk to Officer Tate. Go =
to last=20
door on the left at second floor. Mia is called downstairs. Go to =
bedroom on the=20
left. Click and look close at photo album on the bed. Click on picture =
at bottom=20
left. The girl pictured is the one that was supposed to be the next =
victim. Note=20
a piece of paper under the picture taken. Talk to Mia and learn Steph's =
name and=20
the studio's address 4455 Beauregard.</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" =
align=3Dleft><B>Richard's=20
Gallery:</B>&nbsp;&nbsp;&nbsp; Talk to Richard to open the gate to get =
into one=20
of the studios. See Stephanie's body on a platform. Mia who opened one =
of the=20
rollup doors saw the body also. Mia runs away. Richard followed Mia. =
</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px"=20
align=3Dleft><B>Studio:&nbsp;&nbsp;&nbsp; </B>Click on elevator on the =
right. Pick=20
up Stephanie's Red Lantern <U>ID pass</U>. Note a silver rose stuck =
under the=20
elevator. Go to the bloody platform. Read the words 'A Sinner's Pardon' =
and take=20
the <U>picture of Mia</U> at a party. Look at the picture in inventory =
and turn=20
it around. 'She's next' is written in the back of the picture. Go to the =
rollup=20
garage door and click on chain. It falls off. Take the <U>chains</U>. =
</P>
<BLOCKQUOTE>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" =
align=3Dleft><B>Silver rose</B> -=20
  Go back to the elevator to get the rose. Enter elevator to the top. =
Click on=20
  hook across the ramp. Use chains on hook. Automatically, Victoria =
slides down.=20
  Pick up<U> silver rose</U>.</P></BLOCKQUOTE>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>Go back to =
the=20
platform. Todd Browning arrives and in typical Todd way tells Victoria =
that=20
Kolar is at the office. Claire is busy. Exit the area and go to the =
front of the=20
Gallery. </P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>Enter the =
Gallery and=20
talk to Richard. Look close at Richard's desk. See the different =
paintings=20
scrolling on the monitor. They look familiar, don't they. Take =
<U>Victoria's=20
picture</U> from the desk. </P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><B>Pat's=20
house:</B>&nbsp;&nbsp;&nbsp; Enter the Jacuzzi room, just before the =
kitchen. Go=20
to Jacuzzi at right screen and talk to Pat about the cookies and her =
bedroom.=20
Note the tool box by the Jacuzzi. Go to the dining room off the kitchen =
and if=20
you have not taken Victoria's picture from Richard's desk, you can now =
take=20
<U>Victoria's picture</U> beside the hutch.</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px"=20
align=3Dleft><B>Office</B>:&nbsp;&nbsp;&nbsp; Punch the 8th floor =
button. Miller=20
calls out to the Interrogation Room. Interrogate Kolar. When Kolar =
starts=20
talking about a special room at the club and important people, Todd =
appears and=20
lets Kolar go. Victoria leaves the interrogation room while Miller =
expresses his=20
feelings to Todd Browning.</P>
<BLOCKQUOTE>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><B>Red =
Lantern=20
  pass</B> - Go to the office and look close at the paper cutter. Use =
Victoria's=20
  picture taken from the Dad's dining room or from Richard's desk. Use=20
  Stephanie's ID pass and it will also be cut. The ID card is now =
unplasticized=20
  (sic) Combine Victoria's cut picture to Stephanie's ID card. </P>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>Look =
close at=20
  plastifier at end of bench. Use the Red Lantern ID with Victoria's =
picture on=20
  plastifier to get <U>Victoria's ID pass</U>.</P></BLOCKQUOTE>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT =
size=3D4>Red=20
Lantern:&nbsp;&nbsp;&nbsp; </FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>Use fake =
pass on=20
bouncer. Go to door at middle of screen. Read the words inscribed. This =
must be=20
the special room that Kolar mentioned. </P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" =
align=3Dleft><B>Paintings and=20
numbers</B>:&nbsp;&nbsp;&nbsp; Go to room&nbsp;at right screen. Check =
the=20
paintings on the wall: Perfect Love (Ace of hearts and 6 of spades) and =
For=20
Better or Worse (sword, III and V). </P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>Go to room =
above this=20
atrium. Look close at weapons on wall - A dagger has 3 and 6 engraved on =
it.=20
Take the <U>silver mask</U> and <U>silver nail</U> from wall. Look at =
painting=20
on right wall - Dark Wedding (I and V).</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>Go back =
and enter the=20
other side of the pool. Look at painting on wall - Reminder (IV and =
II).</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><B>Special =

room:</B>&nbsp;&nbsp;&nbsp; Go back to the foyer and look at the door. =
</P>
<BLOCKQUOTE>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><B>Open =
the special=20
  room door</B> - Based on the paintings title and numbers, derive the =
code to=20
  press in order to open the door. </P>
  <BLOCKQUOTE>
    <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>The =
words are:=20
</P>
    <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>in my=20
    memoirs&nbsp;- Reminder IV II</P>
    <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>you =
shall find the=20
    instrument of my suffering - dagger 3 6</P>
    <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>with =
which we=20
    celebrate our vows. - Dark Wedding I V</P></BLOCKQUOTE>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Click=20
  on&nbsp;buttons 423615 on right panel.</P></BLOCKQUOTE>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>Enter and =
look around.=20
Look close at the 4 statues. Take the <U>bottom half of a silver =
apple</U> from=20
fruit bow at center of the bar. 'The other half of this is at Mia's =
apartment.'=20
</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" =
align=3Dleft><B>Richard's=20
Gallery:</B>&nbsp;&nbsp;&nbsp; Talk to Mia. Mia tells you how the =
statues work -=20
use a specific object for each statue. She gives her <U>apartment =
keys</U>. Talk=20
to Richard about Mia. You can also look around the gallery and see the=20
paintings.</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px"=20
align=3Dleft><B>Studios</B>:&nbsp;&nbsp;&nbsp; Exit and go to left =
screen. Enter=20
gate and forward to the crime scene in the studio. Talk to Claire and =
learn=20
about the new victim. There's a new twist about this murder. He changed =
MO.=20
Victoria fess up on taking some evidence, as well as telling Claire =
about Gus'=20
cases. The copycat killing and about Victoria's involvement were =
discussed.</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px"=20
align=3Dleft><B>Campus</B>:&nbsp;&nbsp;&nbsp; Use the keys on Mia's =
door. Go to=20
the bedroom and look close at the picture album on the bed. Take =
<U>Mia's=20
notes</U>. Read it under documents. Take the <U>top half of a silver=20
apple</U>&nbsp;from the foreground shelf. In inventory, combine the 2 =
apple=20
halves to make a <U>silver apple</U>. Check the phone and the floor mat =
by the=20
door.</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 =
size=3D4>Red=20
Lantern:</FONT>&nbsp;&nbsp;&nbsp; Talk to the bouncer. Go to the special =

room.</P>
<BLOCKQUOTE>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" =
align=3Dleft><B>Statues=20
  puzzle</B> - Give me what I desire most? Place the appropriate object =
on=20
  statues in the sequence clued in by Mia's note from the album in the=20
  apartment.</P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Mia's=20
  note:&nbsp;&nbsp;&nbsp;&nbsp; Let us be behind a veil, left to our =
secret=20
  designs. Then present me with the object of your desire and I will =
show you=20
  the meaning of temptation. Be ready, because our passion will flow =
like blood=20
  that runs through your veins and at the end you will be ready to =
welcome the=20
  blissful pain that will open to you, A new world.</P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>If the =
correct=20
  object is placed and the correct sequence, the statue moves.</P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>1. I am =
the Queen of=20
  Secrets. Use the silver mask on statue's face. The hand moves. =
<I><B><FONT=20
  size=3D2>Let us be behind a veil, left to our secret designs.=20
</FONT></B></I></P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>2. I am =
Lady=20
  Temptation. Use the silver apple on the snake's mouth. The snake's =
mouth=20
  closes. <I><B><FONT size=3D2>Then present me with the object of your =
desire and=20
  I will show you the meaning of temptation. </FONT></B></I></P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>3. I am =
the Baroness=20
  of Blood. Use the silver rose on the statue's mouth. <B><I><FONT =
size=3D2>Be=20
  ready, because our passion will flow like blood that runs through your =

  veins.</FONT></I></B></P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>4. I am =
the Mistress=20
  of Pain. Use the silver nail on statues hand. <FONT=20
  size=3D2><B><I>A</I></B></FONT><B><I><FONT size=3D2>nd at the end, you =
will be=20
  ready to welcome the blissful pain that will open to you, A new=20
  world.</FONT></I></B></P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>When =
correctly done,=20
  the floor opens and a stairs is seen. Victoria goes to the hidden=20
chamber.</P></BLOCKQUOTE>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT=20
size=3D4>Underground Secret Room:</FONT>&nbsp;&nbsp;&nbsp; Look up at =
the glass=20
dome. </P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><B>First =
room</B> - Go=20
to room closest to the stairs. Go to the fireplace. Look close to the =
fireplace=20
mantle. Take <U>key tip</U> and <U>tile puzzle piece</U> from mantel. =
See a=20
keyhole for fireplace control at left. Look at and remember the picture =
above=20
the fireplace.</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><B>Grilled =
room</B> -=20
Exit and look at the grilled room between the 2 open rooms. There's a =
book that=20
you need to get to. </P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><B>Second =
room</B> -=20
Go to the next room. Look close at picture above the fireplace.</P>
<BLOCKQUOTE>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" =
align=3Dleft><B>Picture slider=20
  puzzle</B> - Move the tiles to show the painting seen in the other =
room. </P>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" =
align=3Dleft>Numbering the tiles=20
  left to right and top to bottom: 1-3, 4-6 and 7-9.</P>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>Move: =
Tiles 8, 9, 6,=20
  3, 2, 5, 4, 7, 8, 9, 6, 5, 4, 1, 2, 5, 6, 3, 2, 5, 4, 7, 8, 5, 4, 1, =
2, 3, 6,=20
  9, 8, 5, 6, 3, 2, 1, 4 and 5. Use puzzle piece at center of the =
puzzle.</P>
  <DIV align=3Dcenter>
  <CENTER>
  <TABLE cellSpacing=3D1 width=3D"70%" border=3D0>
    <TBODY>
    <TR>
      <TD align=3Dmiddle width=3D"50%"><IMG height=3D215=20
        =
src=3D"http://www.the-spoiler.com/ADVENTURE/Microids/still.life.1/stillli=
fe/pictureslider.jpg"=20
        width=3D219 border=3D0></TD>
      <TD align=3Dmiddle width=3D"50%"><IMG height=3D209=20
        =
src=3D"http://www.the-spoiler.com/ADVENTURE/Microids/still.life.1/stillli=
fe/pictureslider2.jpg"=20
        width=3D214 border=3D0></TD></TR></TBODY></TABLE></CENTER></DIV>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>If =
correctly done=20
  the picture flips up. Take the <U>key handle</U>. </P></BLOCKQUOTE>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><B>First =
room</B> - Go=20
to the other room. Combine the key tip and the key handle in inventory =
to make a=20
<U>fireplace key</U>. Use the key on the keyhole in the fireplace.</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>Enter the =
fireplace.=20
Go to the grilled room. Look at the book and see Mark Ackerman's name. =
Other=20
familiar name is Todd Browning. So that is why Kolar was released as =
soon as the=20
special room was discussed in interrogation.</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 =

size=3D4>Chapter 6: The Scream</FONT></B></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><FONT =
size=3D4><B>Prague=20
- Gus</B></FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><B>Police=20
station</B>:&nbsp;&nbsp;&nbsp; Watch Gus beat up Skalnic. Go down and =
enter the=20
door across the stairs to see the jail cells. Exit the police station =
and meet=20
Stasek. There's been another murder. The body is at the Old Lavatory. =
You can't=20
get there because the bridge is out. Gus asks a last favor from Stasek - =
5=20
minutes of time.</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px"=20
align=3Dleft><B>Shore</B>:&nbsp;&nbsp;&nbsp; Go down the steps, left and =
forward=20
under the bridge. Get on boat. Automatically, Gus rows to the =
waterwheel. The=20
boat goes under the waterwheel and stops its rotation.&nbsp; </P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><B>Old=20
Lavatory:</B>&nbsp;&nbsp;&nbsp; Check the door and find it locked. Climb =
the=20
waterwheel. Look at the water reservoir. </P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>Walk to =
bottom of=20
screen and then go to the red draped body at other end of the reservoir. =
Look=20
close at Apolina's corpse beside the reservoir. A recently made =
<U>spiked=20
ring</U> is taken. </P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>Skalnic =
shoots at Gus.=20
Inadvertently the padlock on the door was shot off by Skalnic. Gus opens =
the=20
door. The other door is locked. Go down the other ladder. </P>
<BLOCKQUOTE>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><B>Drain =
the=20
  reservoir </B>- Look at the water reservoir pump at left. Remember =
what the=20
  crowman-coachman said - we need to drain the reservoir to get to the=20
  sewers.&nbsp; </P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Look at =
chart. The=20
  water tank's volume is 5 units. The object of the puzzle is to fill =
the water=20
  tank with 4 units of water to get the power going as shown by the =
light=20
  bulb.</P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Take the =
3 units=20
  bucket and it automatically goes under the water tank.</P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Click on =
red faucet=20
  at top pipe. It fills the tank with 5 units water.</P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Click on =
red faucet=20
  under the tank and it automatically fills the 3 units bucket leaving 2 =
units=20
  in the tank.</P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Click =
the drain in=20
  front of the sink and the bucket is emptied.</P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Click on =
red faucet=20
  under the tank to empty the tank and place 2 units of water in the =
bucket.</P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Click =
the red faucet=20
  at top pipe to fill the tank with 5 units again.</P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Click =
the red faucet=20
  at bottom of tank to drain 1 unit of water from the tank and filling =
the 3=20
  units bucket - leaving 4 units in the tank.</P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Press =
the red button=20
  leading to the light bulb at top of chart.</P></BLOCKQUOTE>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>Exit the =
shed and go=20
to the waterwheel side of the reservoir. Climb down and automatically =
open the=20
manhole. </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 =
size=3D4>Sewer=20
</FONT></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px"=20
align=3Dleft><B>Maze:</B>&nbsp;&nbsp;&nbsp; Go to the entryway. See a =
dark screen.=20
A top view of Gus is seen at bottom left. You want to eventually reach =
the top=20
lit door. At bottom right are arrows to click to get Gus from bottom =
left to=20
middle top of the screen.</P>
<BLOCKQUOTE>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><B>The =
6th ring</B>=20
  - Move up, left, up, right, short up, right, up, right pass 1 side =
path, down,=20
  right, down, left, up, left to another mutilated body. Click on body =
to get=20
  the <U>6th spiked ring</U>. Exit. </P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>To go =
back to=20
  beginning: R, D, R, U, L, U, L pass 1 side path, D, L, short D, L, D, =
R, D to=20
  start of maze.</P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><B>End =
of the=20
  maze</B> - Right, pass one side path, up, left and up until the end, =
right to=20
  stairs.</P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><B>Ring =
puzzle</B> -=20
  The object of the puzzle is to place all the rings from top row in the =
slots=20
  below. Rings numbered from left to right as 1-6.</P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" =
align=3Dleft>&nbsp;</P>
  <DIV align=3Dcenter>
  <CENTER>
  <TABLE height=3D152 cellSpacing=3D1 width=3D"33%" border=3D1>
    <TBODY>
    <TR>
      <TD align=3Dmiddle width=3D"17%" height=3D20>Ring 1</TD>
      <TD align=3Dmiddle width=3D"17%" height=3D20>Ring 2</TD>
      <TD align=3Dmiddle width=3D"17%" height=3D20>Ring 3</TD>
      <TD align=3Dmiddle width=3D"17%" height=3D20>Ring 4</TD>
      <TD align=3Dmiddle width=3D"16%" height=3D20>Ring 5</TD>
      <TD align=3Dmiddle width=3D"16%" height=3D20>Ring 6</TD></TR>
    <TR>
      <TD align=3Dmiddle width=3D"33%" colSpan=3D2 height=3D44>Ring 3 =
turned 5xs=20
      left</TD>
      <TD align=3Dmiddle width=3D"33%" colSpan=3D2 height=3D44>Ring 1 =
turned 1x=20
left</TD>
      <TD align=3Dmiddle width=3D"34%" colSpan=3D2 height=3D44>Ring 4 =
turned 5xs=20
      right</TD></TR>
    <TR>
      <TD align=3Dmiddle width=3D"33%" colSpan=3D2 height=3D48>Ring 2 =
turned 3xs=20
      right</TD>
      <TD align=3Dmiddle width=3D"33%" colSpan=3D2 height=3D48>Ring 6 =
turned 1x=20
      right</TD>
      <TD align=3Dmiddle width=3D"34%" colSpan=3D2 height=3D48>Ring 5 =
turned 3xs=20
      right</TD></TR></TBODY></TABLE></CENTER></DIV>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" =
align=3Dcenter>&nbsp;</P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" =
align=3Dcenter>&nbsp;</P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft><B>Key =
Puzzle</B> -=20
  Save the game since the puzzle does not reset. The object of this =
slider=20
  puzzle is to place the key on the top row and then slide it to the =
right to=20
  open the door.</P>
  <BLOCKQUOTE>
    <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" =
align=3Dleft>Labeling the metal=20
    rods around the squares 1- 12 in clockwise direction starting at =
left to=20
    right at top row, click once the rods unless specified to move it =
one=20
    space.</P>
    <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dcenter><IMG =
height=3D299=20
    =
src=3D"http://www.the-spoiler.com/ADVENTURE/Microids/still.life.1/stillli=
fe/keyslider.jpg"=20
    width=3D290 border=3D0></P>
    <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Click =
rod once to=20
    move it one space unless specified: 3, 5, 7 (twice), 6, 3, 11, 10 =
(twice),=20
    9, 6, 1</P>
    <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>7, 11, =
8, 10, 9,=20
    2, 1, 5 (twice), 6 (twice), 8, 11, 2, 3, 10, 9, 11, 1, 5, 9, 8 and =
7.</P>
    <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>To =
insert key,=20
    click on metal left of key.</P></BLOCKQUOTE>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px" align=3Dleft>Watch =
the cutscene=20
  of Gus, Ida and Mark. That is shocking and sad!</P>
  <P style=3D"MARGIN-TOP: 5px; MARGIN-BOTTOM: 5px"=20
align=3Dleft>&nbsp;</P></BLOCKQUOTE>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dcenter><B><FONT =

size=3D4>Chapter 7:&nbsp;&nbsp;&nbsp; Death Do Us Part</FONT></B></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><B><FONT=20
size=3D4>Chicago - Victoria</FONT></B></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" =
align=3Dleft><B>Richard's Gallery:=20
</B>&nbsp;&nbsp; Listen to Richard express his interpretation of Mark =
Ackerman's=20
paintings. Read the Journal.</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>Talk to =
Mia. The=20
victims - Cynthia and Stephanie, as well as Mia worked at the Club. =
Learn about=20
the 4 Queens. Mia was Lady Temptation, Steph was Baroness of Blood and =
Cynthia=20
was Mistress of Pain. The Queen of Secrets is an unknown woman and she =
hosts the=20
special guests at the 4 statues room. She then knows the identity of the =
guests.=20
Exit to left screen three times. </P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>Talk to =
Richard about=20
Mark. Go back to center aisle, right and go between the 2 paintings to =
the=20
fountain. Click on the book behind the fountain. Check documents to see =
<U>Book=20
of Mark Ackerman's paintings</U>. Exit the building.</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><B><FONT=20
size=3D4>Office:&nbsp;&nbsp;&nbsp; </FONT></B></P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>Before =
entering the=20
elevator, take the <U>fire extinguisher</U> on post left of the =
elevator. Enter=20
elevator and automatically be at the office. Claire catches Victoria =
trying to=20
access her computer. Talk to Claire. Todd is the only one that has =
access 4=20
clearance. The janitor has the keys to Todd's locked office. </P>
<BLOCKQUOTE>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" =
align=3Dleft><B>Distract the=20
  janitor</B> - Go to the coffee dispenser at end of the hall and take =
napkins.=20
  Place napkins on coffee dispenser and press button. The coffee spills =
on the=20
  floor. Go back to office and talk to Janitor about the coffee mess. =
</P>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>Take<U> =
janitor=20
  keys</U> and <U>screwdriver</U> from Janitor's cart.</P></BLOCKQUOTE>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><B>Todd's=20
office:</B>&nbsp;&nbsp;&nbsp; Use the janitor keys on locked door. Get=20
<U>taser</U> from left table. Look close at Todd's computer. Click on =
computer=20
and realize that it password locked. You need to go to the archives =
downstairs.=20
Look close at the safe at right wall. Click on the blue button. It has a =
print=20
scanner. You need a fingerprint of Todd's.&nbsp;Now that you have a =
reason, take=20
the <U>coffee mug</U> from desk. Exit and go to Claire's workbench.</P>
<BLOCKQUOTE>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><B>Lift =
fingerprint=20
  from Todd's coffee mug</B> - Open the can of gray powder, take brush, =
click on=20
  powder and click on bottle. Click on roll of tape to see a floating =
tape. Turn=20
  mug to look for a good print. Click the magnifying lens icon on =
different=20
  prints until Victoria says 'This will do nicely'. The tape =
automatically lifts=20
  the fingerprint to get <U>Todd's fingerprints</U>.</P></BLOCKQUOTE>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>Go back to =
Todd's=20
office and look close at the print scanner of the wall safe. Use Todd's=20
fingerprint. Click on handle to open the safe. Take the <U>security key =
for the=20
elevator</U>.</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>Enter the =
elevator.=20
Use the security key on bottom gold keyhole of the elevator (B3). Press =
the lit=20
B3 button.</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><B>B3=20
hallway:</B>&nbsp;&nbsp;&nbsp; Click on door at end of hallway. The =
Archive's=20
room corridor door is locked. </P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><B>Bomb =
squad=20
room:</B>&nbsp;&nbsp;&nbsp; Click on the metal door on the right. It is =
the Bomb=20
squad room. </P>
<BLOCKQUOTE>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><B>Open =
bomb squad=20
  room</B> - Look close at the grilled vent right of the Bomb squad =
room. Use=20
  screwdriver on screws of the grill. Wires are now exposed. Use the =
taser on=20
  the wires. The door opens. Enter. Look at rifles. </P></BLOCKQUOTE>
<BLOCKQUOTE>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><B>Open =
Archives=20
  room door or Robot at Archives room corridor </B>- Look close at vent =
right of=20
  the file cabinet. Use screwdriver on the 2 screws of the vent. </P>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>Look at =
the=20
  computer. Take and read in document, the <U>Lombartech Remote Bomb =
Disposal=20
  Unit Manual</U> left of the computer-robot control console.</P>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>Press =
the red=20
  release button of the robot control console to get a robot. Press left =
arrow=20
  to get the robot into the vent and into the Archives room =
corridor.</P>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>Once in =
the=20
  corridor, use the arrows at bottom right to move the robot to open the =
door.=20
  No matter where it faces, the top arrow moves the robot forward and =
the=20
  right-left arrow turns it. The arrows are based on the robots, left, =
right,=20
  forward and back. The head of the robot is dark colored.</P>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" =
align=3Dleft>Manipulate the robot=20
  to go to the door. It will climb up the door and automatically, fire =
at the=20
  door code panel.</P>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dcenter><IMG =
height=3D184=20
  =
src=3D"http://www.the-spoiler.com/ADVENTURE/Microids/still.life.1/stillli=
fe/robotdoor.jpg"=20
  width=3D216 border=3D0></P></BLOCKQUOTE>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" =
align=3Dleft><B>Archives Room=20
Hallway:</B>&nbsp;&nbsp;&nbsp; Enter the door at end of hallway. Try to =
go=20
forward and Victoria will refuse because of the lasers. Use the fire=20
extinguisher to see the lasers moving around the room.</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>Go back to =
the Bomb=20
squad room and sit in front of the robot control console.</P>
<BLOCKQUOTE>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><B>Open =
the Archives=20
  room door or Robot at Laser room:</B>&nbsp;&nbsp;&nbsp; Press the red =
release=20
  button of the robot control console to get a robot. Press left arrow =
to get=20
  the robot into the vent and the Laser room.</P>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" =
align=3Dleft>Manipulate the robot=20
  around the room to end up at the door control located at bottom of the =
right=20
  wall close to the back wall.</P>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>The =
robot=20
  manipulation arrows at lower right are based on the robot's forward, =
right,=20
  left and back. Robot moves one tile per click. </P>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" =
align=3Dleft><B><I>Dennis says -=20
  the trick to getting through the lasers is to enter a square about a =
second=20
  after the laser enters the same square. This way the robot is in the =
middle=20
  when the laser is just exiting the square. Thanks, Dennis for the =
graphic and=20
  the tip.</I></B></P>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dcenter><IMG =
height=3D334=20
  =
src=3D"http://www.the-spoiler.com/ADVENTURE/Microids/still.life.1/stillli=
fe/robotpath.gif"=20
  width=3D517 border=3D0></P></BLOCKQUOTE>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" =
align=3Dleft><B>Archives:=20
</B>&nbsp;&nbsp; Exit the bomb squad room and enter the door at end of =
hall. Go=20
forward and enter the archives. Click on computer. See the result of the =

Ackerman and Perlovka Ripper catalogue search. Note that all of the =
August, 1932=20
files are not found and erased. Gus was there on July 4, 1932. Good that =
Gus got=20
the information before somebody erased them.</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>Talk to =
Todd and=20
eventually quit with a threat to exposing Todd's membership at a certain =
S &amp;=20
M Club. Leave the office.</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><B>Pat's=20
home:</B>&nbsp;&nbsp;&nbsp; Time to look for the files Gus took from the =

archives. Go to the study at end of the hall at second floor. Look close =
at the=20
painting above the computer, turn it around and use the eye icon when =
the=20
painting's back is seen - a lump is seen.</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>Go to the =
Jacuzzi room=20
just before the kitchen. Click on the lower part of tool box to get =
<U>Exacto=20
knife</U>. </P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>Go back to =
study, look=20
close at painting and use the knife. Watch to see what happened to Gus, =
Milena,=20
Vladanna and Roman. Gus and Milena hid in the tramway at the junkyard. =
They left=20
Prague on a small boat and eventually took a train to Le Havre in =
France. The=20
four sailed to New York. After contacting the Chicago authorities about =
the=20
series of murders, the authorities confronted Herbert Ackerman. Mark was =

confined to a mental institution and the authorities' silence was =
bought. Gus=20
took documents to protect himself. This includes a signed confession by=20
Ambassador Ackerman concerning his son. Gus was contacted by an LA cop =
about=20
similar serial killings. He was interested more on the former ambassador =
- now=20
the governor of LA. Gus sent him the FBI files that he took. Gus married =
Milena=20
and settled in Chicago. </P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>Mark is =
still in the=20
institution and unless there's a 'pupil' that is doing the murders, Mark =
is out=20
of the picture.</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>Exit the =
study and get=20
a phone call from Claire. Vaclav heard a woman scream at his neighbor's=20
apartment. Victoria plans to go to LA afterwards.</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px"=20
align=3Dleft><B>Campus</B>:&nbsp;&nbsp;&nbsp;&nbsp; Climb to the second =
floor.=20
Automatically enter Mia's room. Watch the confrontation with the killer. =
The=20
Killer's mask was removed and Victoria fainted. Vaclav is killed. =
Victoria takes=20
a <U>gun</U> from Mia's purse.</P>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" =
align=3Dleft><B>Richard's=20
Gallery:</B>&nbsp;&nbsp;&nbsp; We're looking for a possible place where =
the=20
killer took Mia. Look at the different paintings. Learn about the copy =
killings=20
in Chicago and Prague. </P>
<BLOCKQUOTE>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft><B>Find =
where the=20
  killer took Mia</B>: </P>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>Study =
the paintings=20
  to find a clue - The clue word on some paintings is seen briefly at =
top right=20
  of the screen: Los Angeles from painting of patient in straitjacket. =
Mental=20
  Institution from the nurse painting. Doctor from the doctor painting. =
Chicago=20
  from the boat picture. Prague from the building painting. The painting =
showing=20
  a picture not used by the killer yet has a bridge behind a black =
haired woman.=20
  Click on painting and the word bridge is seen at top right - Charles =
Bridge.=20
  Sewers at the one depicting Natalie Kentworth. </P>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>Do a =
correlative=20
  search on the computer - Go to Robert's computer and look close to use =
it. The=20
  words seen while looking at the paintings are on the right bar. Click =
on a=20
  word and then the magnifying lens. The computer will do a search. To =
refine=20
  search, click on more than one word. </P>
  <P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" align=3Dleft>Click on =
bridge +=20
  Chicago + Prague. Read the newspaper report on Charles' Bridge donated =
by=20
  Vladanna Tominova. Victoria will say 'that's it'.</P></BLOCKQUOTE>
<P style=3D"MARGIN-TOP: 7px; MARGIN-BOTTOM: 7px" =
align=3Dleft><B>Tominova (Charles')=20
Bridge: </B>&nbsp;&nbsp; See the fight... and also the credits, other =
paintings=20
of events after the fight and the ending cutscene. </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>I wonder =
why=20
Victoria fainted when she saw the face of the killer in Mia's apartment. =
Maybe=20
because the Pupil is... </P>
<HR width=3D"50%" color=3D#000000>

<P align=3Dcenter><FONT face=3D"Book Antiqua" color=3D#111111 =
size=3D2>This document may=20
not be distributed without express written permission of the author and =
the=20
content may not be altered in any way.</FONT></P>
<P align=3Dcenter><FONT face=3D"Book Antiqua" color=3D#111111 =
size=3D2>For Questions or=20
Comments on this Walkthrough,<BR>Please write to: </FONT><FONT=20
face=3D"Book Antiqua" color=3D#000066 size=3D2><A =
style=3D"TEXT-DECORATION: none"=20
href=3D"mailto:magwt@earthlink.net">MaGtRo</A></FONT></P>
<P align=3Dcenter><FONT face=3D"Book Antiqua" color=3D#111111 =
size=3D2>Copyright =A9=20
4/2005&nbsp;</FONT><FONT face=3D"Book Antiqua" color=3D#0000ff size=3D2> =
</FONT><FONT=20
face=3D"Book Antiqua" color=3D#000066 size=3D2><A =
style=3D"TEXT-DECORATION: none"=20
href=3D"mailto:magwt@earthlink.net">MaGtRo</A></FONT></P></BODY></HTML>

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