Cheat Death Game Walkthrough

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Agatha Christie

And Then There Were None

by AWE Games

Walkthrough by MaGtRo October 2005 version 1.02

Gameplay: This point and click game comes in 2 CDs. After installation the game can be played with no CD on the CD drive. The Main Menu has New Game, Load Game, Options, Credits and Exit. The Options Menu has music, effects, brightness, captions, shadows, animated water, fog, rain-lightning and anti-aliasing settings selections. The In-Game Menu has resume, save, load, options and main menu selections. To save at the save game screen, select an empty frame to save a new game or click on a picture to overwrite that saved game. The saved game can be titled by typing in a name left of the saved frame. The cursors are self-explanatory by the icons seen. The ESC key accesses the in-game menu.

Right click of mouse or click on the sack at top left of screen will access the inventory. Right click again will close the inventory frame. The inventory is made up of 5 screens that can be scrolled using the top arrows on the frame. To look close at an item, click on the item and bring the item over the magnifying glass at the bottom of the inventory frame. The gear button right of the magnifying glass combines items by placing the items on the row above the gears and then do a click on the gear icon. Combined items can also be disassembled by doing the same procedure or click the item directly on the gear icon.

To the top right of the screen is the journal icon. The journal has general information, guests, documents and books. Documents or books taken in inventory are entered in the journal by clicking the documents or books on the magnifying lens icon. The pertinent information is summarized in the journal.

The ESC key skips the intro and cutscenes. Double click makes Narracott runs.

Judge Lawrence Wargrave is seen with a mother and child in a private car. Vera Claythorne is sitting across Phillip Lombard. General John Mackenzie wakes up from a dream about his wife, Leslie. Across him is Miss Emily Brent. Anthony Marston passes Dr. Edward Armstrong's car and stops to take a packet from a man at a side of the road. Back at the train, William Blore reads his checklist. At the dock, Davis the harbormaster greets the guests after the arrival of Marston. Blore recognizes Patrick Narracott. Thomas Rogers and his wife Ethel await the guests arriving on the boat.

Note: This game is non-linear and most side puzzles can be done anytime as long as the items necessary have been acquired. This walkthrough shows only one way of gameplay and the triggers to move to the next chapter.

Chapter 1

Ten Little Sailor Boys went out to dine,

One choked his self and then there were nine.

Read the journal by clicking the top right journal icon.

First Night - Familiarize with the mansion:

Rogers thanks Narracott for the help. Try to take the left path but the investigation will have to wait. Go back down to the pier and click on the boat. See that the boat was scuttled.

Southside cliff path - Go back up, turn left on the path after the steps and meet Marston. Talk with Marston and note what he is holding. Turn back to go back to the mansion and talk to Rogers.

Kitchen - Enter the mansion and follow Rogers to the kitchen. Enter the dining room and then through the kitchen door. Hear an argument between Rogers and Ethel Rogers. Talk to Rogers. Look close at the press right of Rogers. Exit through the door right of the refrigerator.

Rogers' room - Enter the door in the hallway. Take the letter for Rogers, the sewing needles and Roger's letter of invitation. In inventory, take the letter of invitation and click it on the magnifying lens to enter it on the journal. Do the same for the letter to Rogers. Read the letters from U. N. Owen in the journal. You can check the bathroom also. Exit and take the service stairs.

This map is for location reference only and is not to scale.

Linen closet - Talk to Mrs. Rogers. Help Mrs. Rogers with the silk sheets. Exit the service room and check the rooms around the second floor. Note that all the clocks in all the rooms do not work.

Dr. Armstrong's room - Turn left from the service door and enter the room left of the bathroom. Take Dr. Armstrong's letter of invitation. Click it on the magnifying lens to enter it in the journal. Look inside the doctor's bag on the dresser.

Blore's room - Take Blore's letter of invitation and enter it in the journal. Try to take the diary on the bedside table and get stopped by Blore. Talk to Blore. I'm Patrick Faine not Fred. You were taking the Purcell's bribes for years. After the Landor case people began to ask questions. The Purcells needed what the yank detective novels call a fall guy.

Lombard's room - Look through the keyhole and see Lombard with a gun. Knock on door and talk to Lombard.

Vera Claythorne's room - Talk to Vera. Emily Brent's room - Talk to Emily Brent. General Mackenzie's room - Talk to the General. Go downstairs to the game room.

Game room - Listen to the conversation between Judge Wargrave and the doctor. Dinner bell is heard.

Search the mansion:

Kitchen - Eavesdrop through the dining room door and note the conversation. Take the copper fruit basket from the table.

Pantry - Go to the pantry right of door to the outside. Take turkey baster, cheese wheel covered in cheesecloth and scoop. Use the scoop on flour sack to get flour. Use the scoop on flour sack again to get battery. Exit the kitchen using the door right of the refrigerator and climb the service stairs.

Linen closet - Take silk sheet from linen closet.

Marston's room - Take the coded message from the dresser and look close at it using the magnifying lens. Take the code-breaking cypher from drawer right of the bed with lion statue. Take the Marston letter of invitation and enter it in the journal.

General's room - Take Mackenzie's letter of invitation and enter it in journal. Look close at picture beside the bed.

Emily Brent's room - Take Brent's letter of invitation and enter it in journal. Take the King James Bible. Look at the contents of the makeup case. Exit through the bathroom door.

Emily and Vera's bathroom - Check the table and take the medical alert card. Read it in inventory. Take the stem to an old pipe wedged between the wall and the table. Enter the room next door.

Vera's room - Look at the bear clock on the table beside the bed. It is not working as all the clocks in the whole mansion are. Open the makeup case on the side table. Take the newspaper clipping and enter it in the journal. Look at the picture on the dresser and on the wall. Take Vera's letter of invitation and enter it in journal.

Exit through the patio door. Take the telescope and metal tripod at the corner beside the hawk. Enter the next room.

Lombard's room - Take Lombard's letter of invitation and enter it in journal.

Blore's room - Take the diary and enter it in the journal.

Judge Wargrave's room - Take the tobacco pouch and pipe bowl from dresser. Take Wargrave's letter of invitation and enter it in journal.

Read everything entered in journal. Go downstairs and take the bear walking stick on stand left of main door. Eavesdrop on dining room door again.

The accusations:

Listen to the absent host's speech accusing all the characters except Narracott. Mrs. Rogers faints. Get doctor's bag from Dr. Armstrong's room upstairs. Go to Rogers' room that can be accessed through door behind the main stairwell and give the bag to Dr. Armstrong.

Parlor - Listen to the discussion of the accusations. Dr. Armstrong reports that Mrs. Rogers is sedated. Talk to all 9 characters in the parlor completely. Check on Mrs. Rogers in her bedroom. Her feet are twitching. Go to the gramophone at the foyer and take the record. If possible, look at record in inventory.

Marston chokes:

Listen to next discussion. Marston chokes to death or is poisoned. Talk to all the characters in the parlor again.

Chapter 2

Nine Little Sailor boys sat up very late:

One overslept himself and then there were eight

Do some sleuthing:

Parlor - Look close at and click on the Ten Little Sailor Boys rhyme on top of the fireplace. Take the matches from the mantle. Look close at radio by the window. Look close at the liquor table behind the couch. Take 3 glasses, Marston's glass and cocktail shaker.

Study - Enter the door to study. Look close on map on wall and click on Shipwreck Island.

Books - Look at bookcase left of door and see Judge Wargrave on Justice book. Take the Birding on Devon Shores book on the next left bookcase. Take the book on chair, A History of the South Devon Coast and the book on table under the map, A diary. Enter the 3 books on the journal and then read the journal. Look close at the picture right of the map of the former owners of the mansion.

Desk - Go to the desk and take the desk lamp with bulb. Take the sellotape from middle drawer and the inkpad and inkstamp from top side drawer. Take the map of the island the card at bottom side drawer. The top left drawer is locked. Read the powerful friends card - Powerful Friends: Want to shine light on the matter? Flowery speeches may win you a few friends. Study the map in inventory - note the different places. Place cursor above desk to exit close up.

Gramophone at Foyer - Take the record from the gramophone. Look close at record in inventory. Turn the record and see a label of 'goodbye'. Play the goodbye part on the gramophone by placing the record on the gramophone and clicking on the flip switch. After listening to the host's game explanation, click on side panel and take large vacuum tube UX-201A and small vacuum tube 807-H.

Dining room - Take the flashlight on top drawer of the table under the painting.

Upstairs - It's too dark to search upstairs. In inventory, combine the flashlight taken from dining room drawer and the battery from the flour sack by placing the battery and flashlight on area above the gear icon. Click gear icon to combine the 2 items to make flashlight with batteries.

Climb the stairs and check each room. Click on the General, Dr. Armstrong, Lombard and Emily Brent in bed. It's getting to be morning, best to get back to bed.

Mrs. Rogers overslept:

Dining Room - Enter the dining room and listen to the breakfast discussion. Learn about Mrs. Rogers. Emily Brent still insists on her promised apple juice. Talk to everybody. Give the bear walking stick to the General and talk to him again about Lombard. Find a way to get off the island or make a signal fire.

Chapter 3

Eight Little Sailor Boys traveling to Devon

One said he'd stay there and then there were seven.

Look close at the sailor boys on the dining room table.

Roam outside:

Game room - Go to Game room and overhear the Doctor and Judge's discussion. Talk to Judge and Doctor. The door to the screening room is locked.

Exit the mansion through the front door and talk to Emily Brent. Go down the steps and take the left path.

Shed - Go forward twice and enter the shed. Try to take the axe. Take the shovel, lamp and the card. Read the card - Empty promises: Dark memories haunting you? The fuel for pleasant thoughts must be found before all lie in ruins. Go down of screen and take bucket and ladder. Look close at generator.

Garden - Take the right path around the garden. Take the garden hose close to the pump. Click the bucket on pump to get a bucket full of water. Go left, forward and left to get back to the front part of the mansion.

Southside cliff path - Look at the map of the island in inventory. Go to bottom of screen and take the left path that surrounds the island. Meet and talk to Blore and Lombard. Lombard gives a parachute plan. Read the parachute plan in journal.

Go forward and click on Shiprock Point and note that it is the highest point in the island.

Beach - Go forward and go left to the beach. Go left and talk to the General. Click at bottom of screen twice to go to the secluded part of the beach where the waves are crashing with particular violence. Go back and up to the path. Take the right path twice to go up to Shiprock Point.

Shiprock Point - Talk to Vera. Exit the point area and take the path going up at the crossroad. The path to the left leads directly to the study door of the mansion.

Apiary - Go forward 5xs to get to the apiary. Take the fermented apples. Look at the beehive. Go forward and take the left path. The right path goes back to the mansion.

Orchard - Look at the apples on both side of the path. Place the ladder under the apples on the right side. Click on apples to get fresh apples. Go left and take the top right path on the split in the path.

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Billy goat - Look at the sunflowers then go forward to meet Mr. Billy Goat. Click on Billy and he won't let you pass. Click the bucket of water on the water trough. There you go - he was just thirsty. Go left to the ruined village.

Ruined village 1 - Check all the houses. Take the gas can from the first house. Take the leather goat harness from the second house. Exit the ruined village and go forward until the split in the road. Take the bottom right path and see that the path is blocked by thorny thicket. There are 2 hungry goats there.

Go back to the mansion by going forward until the split in the road in front of the apiary. Take the right path. Click on the windmill. Take the left path after emerging from the rock wall. Go left to get to the study door. The right path goes to Shiprock Point. Enter the door to the study.

Study - Secret room - Bookcase at far wall - Go to the bookcase left of the desk. Take the 3 misplaced books on the shelves of the middle bookcase - dark red book at top, light colored book in middle and light red book at third shelf. Read them if you want - not necessary. Place the 3 books back in their proper places based on the color - light red book (Panama Locks) on top shelf, dark red (South Sea Island) at second shelf and the light colored one (Florida Keys) on third shelf. Hear a click when you place the correct book at the correct place.

Admiralty area:

Radio room - Enter the secret room. Take and read the talk card from the chair - Talk is cheap: And rumours can be ugly. Keep your secrets safe. Look close at poster - Rule Britannia! Britannia - rule the waves. Look close at shortwave radio and note the slots for lamps and the power cord. Take the 305GT vacuum tube from the panel.

Safe - Look close at safe.

Remember the statement by the judge concerning Marston, Marston's suspicious acts and the 2 papers taken from Marston's room.

Combine the coded message, the code breaking cypher and the King James Bible taken from Emily Brent's room to get decoded message. Enter the decoded message on journal by clicking it on the magnifying glass. Read the decoded message and note the homing beacon on buoy and the combination to the safe.

Save game here. Open the safe by clicking left arrow to get 28 to be under the top arrow, right arrow to 11 and left arrow to 49. Hear a click and then click on safe handle. If mistake is done, go back to saved game.

Safe Room - Take the rubber raft. Click on wall right of drawers and note a sliding panel.

Drawers - Look close at drawers and open (click twice on) E to get raven earring, H to get document piece, S to get microphone and V to get boat card. Read boat card - Row your boat - Gently down the stream. Unless it's a fishing boat and the sea is mean.

Anagram sliding panel puzzle - Form a known phrase. Arrange the drawers by clicking on 2 drawers you want to change positions. The drawers will interchange position. Form a known Admiralty phrase - Rule the Waves. The panel opens.

Grotto - Enter the secret door and flip the switch to get light. Go forward to the grotto. Go to the right and look at the one man submersible. Take the propeller. Go back and take the other metal bridge to the other side of the grotto. Look close at the barrels right of door. Take oars.

Underground passageway - Enter the door. Take the pliers on ground in front of the out of place panel on opposite wall. You might need to move Narracott to get him out of the way. Click on panel and enter. Look at indentation on the ground. Use shovel on the active ground. Take the air pump. Go down to the end of the underground passageway and see that the door is locked fast. Go back to the grotto.

Paddle to get off the island - Go to the grotto and inflate the rubber raft.

In inventory, combine the rubber raft, air pump and oars. Take the left walkway up to the end and be at the mouth of the grotto. Place the inflated rubber raft with oars on the water in front of the metal walkway close to the opening to the grotto and sea.

Ruined village 2 - Click on the far houses on the other side of the ruined village - that is the area after Mr. Billy Goat. Go to the closest house and open the wood box. Take the fishing net. Exit the house and go to the left of the house. Take the Bones card by the Celtic cross. Read the card - Old Bones: Are left undisturbed. Not new bones however, if you're game. Go back to the underground passageway by entering the storm door by cliffside. Go back to the mansion.

Game room - Take the dice box on the table - this is seen only after getting the Bones card. Click the dice box on the gear icon in inventory and get desk key.

Study - Go to the desk and use desk key on left drawer. Take the bee book and enter it on the journal. Read the journal to learn how to make a smoker.

Get honey: (not necessary for completion of game)

Go to apiary. Make a smoker based on the bee book.

In inventory, click tobacco pouch on gear to disassemble it to empty pouch and tobacco.

Combine hurricane lamp and tobacco to get lamp with tobacco.

Combine lamp with tobacco with garden hose to get unlit smoker.

Combine unlit smoker and matches to get makeshift smoker.

Use makeshift smoker on a beehive. Open beehive when they are now asleep.

Take a honeycomb frame.

Combine honeycomb frame with cocktail shaker to get cocktail shaker filled with honey.

Combine cocktail shaker with a glass to get a glass with honey.

Upstairs in the mansion -

Check for fingerprints: (not necessary for completion of game)

Make a finger print testing tool - In inventory, combine turkey baster and flour to get turkey baster with flour. Use the turkey baster with flour on items that might have fingerprints. Once the flour is applied. Use the sellotape to get the finger print.

Use the turkey baster with flour on Marston's glass in inventory. Use sellotape on floured glass to get print taken from Marston's glass.

Go upstairs and do this procedure on the doctor's bag in Dr. Armstrong's room. Get reference print for Dr. Armstrong.

Do the same for the makeup kits of Emily Brent and Vera in their rooms. Get reference print for Vera Claythorne and Emily Brent.

Do the same on the handle of Marston's attaché case in Marston's room to get Marston's reference print.

In inventory, combine a character's reference print with that of the print from Marston's glass.

See that only Marston's print is a match.

Note: Roger's fingerprint can be taken from the embrocation bottle in his bathroom and from the sailor boys at the dining room at beginning of game.

Talk to Rogers in the kitchen.

Kitchen -

Fruit press - In inventory, separate the cheese and the cheesecloth.

Place cheesecloth on press bucket.

Place apple on bucket with cheesecloth.

Place glass in front of spout.

Place the propeller on press.

Click on press to get fresh apple juice.

Now do the same for the fermented apples to get glass of apple cider.

Exit the kitchen door to go outside to the garden. Go to the woodshed and talk to Blore and Lombard. Talk to Emily Brent at front porch about sewing the parachute. Automatically give her the silk sheets. Give her the needles from Roger's room. She needs strong thread.

Talk to Blore and Lombard for the third time at front steps to end the sequence.

The General stayed in Devon:

Dinner - Learn that General Mackenzie is dead. He stayed in Devon

Chapter 4

Seven Little Sailor Boys chopping up sticks,

One chopped himself in halves and then there were six

Dinner - Listen to conversation. Talk to everybody including Rogers in kitchen. Listen to Judge Wargrave's summation.

Another set of interrogations:

Talk to Emily Brent in parlor. Give Emily Brent apple juice to sweeten her up and talk to her again about Vera. Talk to Dr. Armstrong in his bedroom. Then give him the honey in glass for his sweet tooth. Talk to him again and learn about the Judge.

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Talk to Judge Wargrave in General Mackenzie's room. Go to right screen after entering the room and see the judge sitting beside the bed. In inventory combine the pipe bowl and pipe stem to get a pipe. Give pipe to the Judge. Talk to him again and learn more about Marston. Show the Judge the document taken from the drawer at the safe room and he will say that it is part of a legal document. (Thanks, Joao!)Talk to Blore in Roger's bathroom. Talk to Rogers by dining room door.

Screening room - Go to the now opened screening room and talk to Vera and Lombard.

Another night passes, talk to Vera in her bedroom and have 2 knights arrive to protect the lady.

Rogers is chopped:

After the discussion, be outside with Blore. Go down the steps and meet Emily Brent coming back from her walk. Go to the woodshed and find Rogers.

Chapter 5

Six Little Sailor Boys playing with a hive,

A bumblebee stung one and then there were five

After the discussion at breakfast, time to thoroughly search for clues.

Search for more clues:

Try to talk to Dr. Armstrong in his bedroom. Talk to the Judge at the game room.

Screening Room - Look at all the posters of Gabrielle Steele.

Projector - Go to the projector and open the drawers. Take the 2 Empire Studios film canisters from second drawer. Take the untitled reel and projector bulb from third drawer. The top drawer is locked.

Place the projector bulb on the panel beside the flip switch of the projector. Flip the switch to watch a vessel that was fired.

Replace the reel on the projector with the untitled reel and watch a home movie of some sort.

In inventory, disassemble (click item on gear icon) one of the Empire Studios film canister to get a Last of the Borgias film and the Air card. Read the Air card - Taking the Air: A breath of fresh air is rare when buried in windowless rooms and scarcer elsewhere. Disassemble the other film canister to see a handwritten note and the Queen's Handmaiden film by Gabrielle Steele. Read Gabrielle's note.

Try to watch the Steele movies by placing them on the reel and Narracott refuses. They will be gone from inventory.

The screen can be raised and lowered. If the projector is turned on and the screen is up - 'Three Days' is seen on the wall. (Thanks Amitai & Joao!).

Dr. Armstrong - Go outside through the front door and eavesdrop on Dr. Armstrong and Emily Brent. Talk to Emily Brent. Go back inside mansion and check on Dr. Armstrong. Look through the keyhole and see the good doctor take a freshener.

Shiprock Point - Go down the steps from the mansion and go forward until the lights. Take a left at the path by the cliff's edge and forward to Shiprock Point. Take the right path twice to get up Shiprock Point. See Vera and Lombard. Talk to Vera.

Protected cove - From Shiprock Point, take the path going up on the crossroad, pass the apiary and the orchard. Go forward and take the path at lower right and see the hungry goats. The path forward is blocked by thorny thicket. Pour the apple cider on the thorny thicket and the goats will eat them.

Go forward towards the beach. Take the fishing line at right by the rocks. Look at the horizon and see a blinking red light. Use the telescope on the horizon and see a homing beacon on a buoy. Ah, remember Marston's decoded message.

Wood shed - Go to the wood shed off the mansion's kitchen or garden. Talk to Blore.

Get off the island:

After the vocal determination to get off the island, go back to the mansion and give the fishing line and needles to Emily Brent at the front porch.

Enter the mansion, go to the study (see Vera) and to the shortwave radio in the secret room.

Shortwave radio: (not necessary for completion of game)

Insert vacuum tubes 80-7H and 305GT in panel on the left. Close panel.

Click the microphone on shortwave radio.

Disassemble the desk lamp to get desk lamp without bulb.

Click the desk lamp on shortwave radio. (Thanks, raven07)

Click on shortwave radio and listen to fisherman talking.

Use the microphone to make a distress call. What was that? Owen!

Take all the vacuum tubes from the shortwave radio. Go to the radio by the parlor where Dr. Armstrong and Judge Wargrave are talking by the fire.

Radio: (not necessary for completion of game)

Insert all 3 vacuum tubes in panel on the left. Close panel.

Combine the copper basket and the pliers to get copper wire.

Place copper wire at back of radio.

Turn the radio on. Some light music might help soothe Vera's nerve.

Time to make that parachute. Go back to Emily Brent and ask if the parachute is done after having given her the needles and fishing line. Automatically get the parachute.

Parachute:

In inventory, combine sewn silk sheets, fishing net from ruined village, metal tripod of the telescope and the goat harness to make a parachute.

Go to Shiprock Point and click the parachute on the horizon. Waaaahhhh!!!

The homing beacon is now in inventory.

Emily Brent is stung:

Lombard yells that Emily Brent is heard screaming from the apiary. Go to the apiary via the path by the study door and forward until the hole on the rock wall on the left. Enter the hole on the rock wall and go forward until the apiary. Lombard and Dr. Armstrong are there.


Chapter 6

Five Little Sailor Boys going for law,

One got in the Chancery and then there were four

Missing gun:

Listen to Judge Wargrave. After Lombard and Blore leave to get Lombard's gun, talk to Vera and then talk to the Judge. Talk to the doctor seated on the couch.

Go up to Lombard's room and see that the gun is missing from a forced drawer. The body search is done on the 3 characters.

Exit through the balcony door, go right and talk to Vera by the hawk statue at the balcony corner.

Go down to the game room and overhear part of the conversation between Judge Wargrave and Dr. Armstrong - A dangerous game, if it fails..

Poisoned:

Solidamide is written on the back of Narracott's plate. Narracott is poisoned. The antidote is turpentine oil found in Bellman's Universal Embrocation. The Embrocation causes nasty rash when over applied.

Lights out for the Judge:

The power goes out and Vera leaves to get her wrap. Later, Vera screams. Go upstairs to her room. Narracott is hit and falls down the stairs. Go to the dining room and a see the Judge shot.

Generator - Go to the wood shed. Use gas can on generator. Click on switch on the square panel at right to get the generator going.

Antidote - I'm not feeling so well. I should do something about it. Go to the apiary and take the bottle of embrocation on the grass left of the path before the curve to the apiary. Click the bottle on Narracott. Check the bottle for fingerprints and see that it matches Emily's. (Thanks Amitai.)

Chapter 7

Four Little Sailor Boys going out to sea

A red herring swallowed one and then there were three

Listen to the discussion. Talk to all and learn what Blore knows about the history of the island and Lombard's knowledge of the voice in the recording. The judge was wearing a wig. Watch the other characters hiding in their bedroom.

Who was that?

A shadow crept out of the mansion. Blore went to investigate. Time to check the others in their bedroom. Judge Wargrave's body is missing from his bedroom. Only Vera is in her room. Go outside and search. Come back and check the bedrooms again. Lombard is back in his bedroom. Look around some more and check on Vera. Vera said that Lombard went to start a bonfire.

Dr. Armstrong is swallowed by a red herring:

Go to Shiprock Point and see a bonfire. Look around some more and go back to mansion. Talk to Blore, Lombard and Vera by Vera's bedroom door. Dr. Armstrong is missing. Lombard states that only 3 sailor boys are left.

Chapter 8

Three Little Sailor Boys walking in the zoo,

A big bear hugged one and there were two

Dr. Armstrong and Judge Wargrave's body are still missing. Lombard will man the bonfire and Blore will stay in his room with an axe. Vera will also stay in her room with the gun.

Blore is hugged by a bear:

Go to the screening room and find Judge Wargrave's body. Dead and warm but not shot.

Go outside the study door and see Blore dead. His head was bashed in by a marble shaped like a bear. Talk to Vera. Take marble.

Go outside and check the bonfire at Shiprock Point. Go back to the beach below Shiprock Point and then to right at the cove beside the beach. Find Dr. Armstrong's body that has been washed ashore. It has been in the water for quite a while.

Cheat Death Game Walkthrough Xbox 360


Chapter 9

Two Little Sailor Boys sitting in the sun,

One got frizzled up and then there was one

Vera locked in her bedroom repeated the last rhyme about needing the sun to frizzle up the next victim.

SAVE GAME HERE. Here is where you can get 2 choices:

1. Look around the mansion - check the bedrooms. Check outside (apiary, orchard) to waste time and then go to Shiprock Point and find Lombard dead when the bonfire exploded.

2. Go immediately to Shiprock Point and talk to Lombard. Save Lombard before the bonfire explodes. Lombard is really Charles Morley.

Chapter 10

One Little Sailor Boy left all alone

He went and hanged himself and then there were none

Hear voice - voices coming from upstairs. SAVE GAME HERE. Climb upstairs and see a hangman's noose.

Watch and listen to Vera and the elusive 'Unknown - Owen'.

Again, here is where you can do 2 choices:

1. Go to the bathroom door at end of the talk and Vera is shot.

2. Save Vera by getting the marble from inventory and clicking it on the hand of 'Unknown - Owen'.

Different Endings are seen depending on who is saved and who died:
Narracott, Lombard and Vera are saved.
Narracott and Morley (Lombard) are saved.
Narracott and Vera are saved.
Narracott alone is saved.

Original Ending by Dame Agatha Christie

Listen to the record. Go to the dining room and take the last little sailor boy.

Go to the screening room. Place the last sailor boy on the small footprint at bottom right corner of the cabinet holding the projector. Open the formerly locked top drawer. Take the Hello Again film. Place it on the reel. Lower the screen if it is up. (Thanks, Susie.) Click the switch and watch the original ending.


And Then There Were None

This document may not be distributed without express written permission of the author and the content may not be altered in any way.

For Questions or Comments on this Walkthrough,
Please write to:
MaGtRo

Copyright © 10/2005 MaGtRo

Nancy Drew: Danger by Design

By Her Interactive

Walkthrough by MaGtRo July 2006 version 1.05

Gameplay: Watch the introduction scene. CD1 is needed on the drive to play the game. Move to the desk and click on the left book 'How to be a Detective' by Nancy Drew. Click and learn the game manipulations. There are 35 saved game slots seen on the load screen but indefinite saves can be done. The scrapbook, the brown book on the left by the window contains memorabilia, all of Nancy's previous games. Note the items on the desk from previous Nancy Drew games.

The Case Files at the center of the desk contains information about the present case. Learn about the cover and real assignment Nancy is doing at Minette's House of Design. When ready to start the game, click on the plane ticket on the right. Bon Voyage!

The senior and junior levels differ in 2 puzzles only. The junior level has the 'to do' checklist.

This walkthrough is just one order of events. You can do the visits in the order you want.

Abbesses - Minette's House of Design

Nancy arrives in an old windmill (Moulin) at Abbesses that was turned into a Minette's House of Design. Minette is throwing one of her famous tantrums.

Office: Meet Heather McKay, Minette's senior assistant. Nancy lost her luggage and cell phone. Heather gives a Metro pass and explains your duties at the office. Answering the phone is your responsibility. There is a list of things to do on your computer. Learn about staying with Jing Jing, couture and that Minette is designing the First Lady's dress for the World Summit. There is a Zippy calling card and the case files in the tool box.

Minette's workroom: Go and talk to Minette. Learn about Amy Grunhild (Nancy's secret employer) financing her business. Do not touch the dress form that will be used for the First Lady's dress.

Tea preparation - Minette wants you to brew her special tea. Look at and follow the instructions. Take note of the specific requirements. Nancy will ask Minette questions.

Minette's just had a tantrum and her favorite color is red. She is on a deadline and right handed (Gaviforme family). She is wearing pants today and she selected number 10. She is not humming today, so she needs tea potency rating of 7 and above. Red is her color for the day, so marshy area herbs are needed.

Take the tea from the shelf and place them on the pot over the stove: Boojum (10 potency), Breland (marsh), Callicula (Gaviforme), Fennelry (Gaviforme), Gibbering (22 potency), Hogbone (Gaviforme), Macrophylla (7 potency), Phyrigia (9 potency), Pipsweet (8 potency), Varvaine (marshy) and Yellow Buttons (Gaviforme).

Click on the teapot.

Look around the room. Check the red paint covered large gears on one wall. Read the magazine on the coffee table. The article on Minette written by Jean Michel Traquenard shows a picture of Minette in this office. Minette uses the word 'rude' to mean cool. Check-click the picture of Carol, the dress form and also see a cut off picture of Minette by the large gears. Exit the room and then get called back.

Minette wants 4 more new stuff based on the 4 items at the center podium. Take the basket and be given 195 Euros to buy things at #7 stop Pont Neuf and go to Square Du Vert Galant Park. Look at the 4 items on the podium: a blue drum, red hubcap, green pail and an orange bar stool. Hmm.. They are all circular or curved.

Office: Go to your work desk and click on the computer. Check the To Do list: Pick up the envelope from JJ Ling at Place Monge; pick up fabric photo from Dieter von Schwesterkrank at Rue du Bac and deliver them to Jean Michel Traquenard at Cafe Kiki at Hotel DeVille stop. Fix Plotter. Look at the e-mail and see the security info about the First Lady.

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Check the left top drawer and see Sonny Joon's doodling, as well as Koko Kringles. He was Minette's last assistant. He sure gets around. Look at the last page to see Skard 2 - DV8 leaflet.

Fix plotter: The Skard 2 - DV8 leaflet states to adjust the plotter using the V vertical, H height and I ink settings. The leaflet showed 5 possible setting adjustments.

Click the 'start' panel of the plotter right of the desk. See the different settings for V, H and I. The lowest bar on each of the machine settings is the base of the bars on the DV8 leaflet. Do the first bar pattern first and see if that fixes it.

Add one bar to H to have 1 bar on V, 2 on H and 1 bar on I. Click on print. See the plotter produce a good print.

The phone rings. Answer the phone and talk to Lynn Manrique who is doing a research on Noisette Tornade. Noisette formerly owned the Moulin - windmill.

Talk to Heather. Minette likes curves. Go to the blue door and try to exit. See a mail inserted under the door. It is one of several threatening mails Minette has received. It is placed in the Dodo box. Exit the office.

Rue du Bac - Dieter von Schwesterkrank: Take the #12 green metro line to Rue du Bac. Talk to Dieter. Now, you will learn how to print photos. Go right to the fish tank and read the binder of Dark Rm. Misc. Read the manual. Turn around and enter the dark room.

Develop films: Look right at the set up and note where all the items are situated. It might help to make a mark on the monitor as to where the red switch, the red developing pan, the white stop bath pan and the blue fixer pan are located. The films are on the tray at the center bottom. Also, it might help to use your own watch with a second hand to time the processes or count 1001, 1002, 1003..

1. Take one of the 4 films and insert it on the top part of the enlarger on the left.

2. Turn off the light using the switch on top right. It is now dark.

3. Flip the red switch of the enlarger at bottom left. Have the enlarger light on for 2-9 seconds. Flip the switch to turn off the enlarger light.

4. Place the paper to the middle of the monitor to drop it on the developing pan for 7-12 seconds.

5. Take the paper from the developing bath and place it on the stop bath which is a little lower and right (midway from center and edge of your monitor) from the developer. Stop the process for no more that 5 seconds.

6. Take the paper and place it on the fixer pan at middle edge of your monitor for 8-15 seconds.

If correctly done, see the developed picture and it will be automatically hung to dry above the table.

Pick up the next film. Do this procedure to the other 3 films until you have 4 developed pictures.

Cheat: (Thanks, Donna!) - Work on the puzzle a bit, then flush the toilet 10xs and go back to the developing puzzle. Automatically get an envelop of developed films.

Exit the room and look around. Dieter will lend his camera. Talk to Dieter again and learn about Jean Michel and Heather's crush. Exit the room.

Hotel de Ville - Cafe Kiki - Jean Michel Traquenard: Talk to Jean Michel. After giving him the envelope, learn about Dieter, Hugo Butterly and the world of design. Order anything on the menu or select Crème de Glace. It is ice cream with a sprig of mint on top. Continue to talk to Jean Michel.

If the Day ends: Automatically go to #7 red line to Place Monge and rest for the night. If you want to change days, go here at JJ's place and click on the double doors.

Place Monge - Jing Jing Ling: Talk to JJ. Learn about Dieter and fitting models. Take the envelope. Look around and read the newspaper on the dinner table about flooding in the catacombs and the one in the recycle box about fresh mint shortage. The vendors are selling them for 45 Euros per sprig. Check the Utne magazine by the phone and learn about Zu and the flooding in the catacombs. Exit the place.

Port Neuf - Square Du Vert Galant: Take the #7 pink line to Port Neuf. Look around the park: the Cross of Lorraine in memory of French fighters, the fish water fountain on the right path, the windmill statue and the mouth statue.

Buy Minette's items: There are 3 vendors here: Malika, the lady on the left, Marchand at the middle and Monique by the river.

The merchants allow price haggling. Select a lower price than stated but usually not the lowest or they will not budge from the original price.

Minette likes curved things and the items in her workshop were colored blue, red, green and orange. These characteristics will help in shopping.

Malika - Talk to Malika close to the Cross of Lorraine. Buy the green rings for 4 Euros.

Marchand - Talk to Marchand. Buy the blue film canister for 21 Euros.

Paint a reproduction - To earn money (15 Euros) accept to paint reproductions. Click on a paint and click on the area that has the same color on the picture. If you make a mistake, you have other chances to paint. Start with the Mona Lisa (pay attention to the whites of her eyes) and later a flowers in a vase.

Monique - Go to the tent close to the river. Buy the lava lamp for 15 euros and the orange cone for 1 euro.

The items bought are automatically placed in the basket.

Abbesses - Moulin: Go back to the office. The phone rings answer it. It is Prudence Rutherford (Secret of Scarlet Hand fame). Tell her that it will be shipped by end of the week.

Prudence Rutherford's Ensemble: Go to the drafts table left of Heather. Read Minette's notes to Sonny.

Click to open the book and then read the notes that Prudence included for each ensemble. Pay attention to her instructions: what is for the head, color scheme and other accessories.

Then click the model picture to remove the film. Clothing will show up on the page. Click an item and click on the model to wear it.

If correctly done, go to the next ensemble and do the same.

Summer ensemble

Cruise ensemble

Fall ensemble

Green hat, black sunglasses, pink top, green pants, pink boa, pink fuzzy slippers

Pink rabbit ears, pink rabbit mask, white fuzzy top, pineapple bag, orange Capri pants, white fuzzy boots

Blond short wig, yellow mask, long sleeved plaid shirt, black bag, white long pants, green boots

Talk to Heather and learn that she is already a fashion designer. Nancy gives JJ's envelope.

Minette's workroom: Try to talk to Minette. She is too preoccupied with online games.

Office: Go back out and talk to Heather. Play the online game, eh..

Jane's Game Portal - Use the computer and click on Jane's Game Portal at top right.

It wants a login name and password. Check Sonny's doodling at top left drawer and see on the third page a monitor drawing with the name and password.

Login is Carol and password is rude.

Check the question mark of the Model Match game to learn how to play. Place 3 pictures of a model in a row either horizontally or vertically. Added points taken if there are 4 or more in a row. Click on the 'mix it up' if a new selection of pictures are needed.

Open high scores and see that you need to beat 1000 points. Carol has 450 points.

This is a timed puzzle. Let's begin.

When you win, Nancy will say 'All Right'. Click 'back' button to go to menu and then hear Minette scream that she did it.

Minette's workroom: Minette will call for you to her office. Automatically show her the items bought at the flea market. Exit the office and hear Minette demand JJ for a fitting.

Place Monge - Jing Jing Ling: Talk to JJ. You can play hangman or not. Finally, she will go to Minette's if you bake the cookies. But there are no mint and no brown sugar.

Cookie preparation - Go to Port Neuf - Square Du Vert Galant.

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Go to Malika and see that she has mint. She is selling it for 50 Euros. The price is too high. You can buy it or Wait! Remember where we saw a sprig of mint. We'll do that later.

Go to Marchand and buy the Food Substitution Book.

Go to Hotel DeVille and talk to Jean Michel. Ask to order food and then select Crème de Glace. Take the mint.

Go back to JJ's place.

Bake cookies - Read the food substitution book and see that you need 1/2 c of white sugar and 1 tsp of molasses in place of 1/2 c of brown sugar. Go to the pantry cabinet right of the stove and take molasses. See Electrical engineering books. Wonder why she has these books.

Place the molasses at center part of the island behind the measuring spoons. Place the mint on the chopping board on the right and it will be automatically chopped. Now, you're ready to start.

Add the ingredients as stated by the recipe. Use an additional 1/2 c of white sugar and 1 tsp of molasses in place of 1/2 c of brown sugar.

When done, click the cookie sheet at top left and the cookie dough will be automatically be placed there. The cookies will be baked and taken out automatically. The cookies' sides should curl up.

Get a call from JJ and she will ask you to describe the cookies. When JJ is satisfied, she will proceed to the shop.

Abbesses - Moulin: Go back to the shop. Answer the phone and hear a man with a German accent ask for Minette. Insist on her being unavailable. Later, he will either hang up on you or hang up when you go to Minette's door with the Do not disturb sign.

Dodo bird box - Since no one is around, open the Dodo box.

The aim is to get the Dodo bird to the highlighted squares and safely to the bottom right without being cornered by the 3 predators: eagle, wolf and man.

The small white dots are separations that prevent movement to the next square.

The bottom left blue dots-arrows are used to move the Dodo bird. The center button resets the puzzle.

Press the button and the box opens. Read the different mails and Nancy will note that the purple one is different than the others. Close the box.

Look at Heather's fashion portfolio on her desk. Check the pink paper hanging on your desk shelf. Heather wants a stuffed parrot.

Port Neuf - Square Du Vert Galant: Go to Marchand and see Dieter on the bench. He runs away when Nancy calls out to him. Pick up the small clock and the newspaper clipping about Noisette Tornade. Read the obituary of Noisette. Go back to Marchand and buy the parrot for 5 Euros.

Abbesses: Go back to the office and hear Minette scream. Ugh! The things we do..

Catch the cockroaches - Take the cover of the chocolate box. Look around for cockroaches and immediately click the hand cursor on it.

There are 9 cockroaches. Check the area by the large gears, by the red sofa and under the dress form platform.

A cockroach runs around on the computer table. Look at the paper on the computer table. It is a font selection from Heather. So Heather sent the purple threatening mail.

One of the cockroaches runs around the area between the the dress form platform and the computer table. When clicked on, Nancy will follow it behind the boxes and see a letter from the researcher to Minette. Read the letter and see Lynn's phone number.

Once all 9 cockroaches are caught, go to the door and talk to Minette. 1, 2, 3, 4.. There she goes.

Exit the room. Now that we saw the obituary, use the phone to call Lynn, the researcher to learn more about Noisette.

Call Lynn Manrique - Go to the phone and call Zippy calling card number. Then dial Lynn's number.

Learn about Noisette's life during the war, immediately after the war and her tenure as Public Works head.

Her last words were red left.. green.

If the Day ends: The next day, read the newspaper.

Port Neuf - Square Du Vert Galant: Take the cockroaches-chocolate box out of the inventory and click anywhere in the park. Bye bye.

Rue du Bac - Dieter von Schwesterkrank: Talk to Dieter through the closed door of the dark room. Hmm..

Stock pictures - Talk to Dieter second time and he will ask that you help take stock pictures. Take the list on the table. It is in French. We need to translate it.

Cuckoo puzzle - Go to the fish tank and pan right to see a hole on the wall. Look at the small clock in inventory and note that 3 is encircled.

Insert the small clock on the hole. See nine small clocks.

The aim of the puzzle is to have 3 encircled on all 9 clocks. Turn the clock to highlight 3. When correctly done, see the panel opens to a secret passage.

Study which clock affects what clock(s). From there, you turn the one that affects the most clocks first and end with ones that do not affect any other clocks.

Junior mode: Clock 1 affects clocks 2 & 4. Clock 3 affects 6 & 9. Clock 4 affects 7. Clock 8 affects 1 & 3. Clocks 2, 6 & 9 do not affect any other clocks.

Senior mode: Clock 1 affects clock 2. Clock 2 affects 7. Clock 3 affects 6 & 9. Clock 4 affects 7. Clock 7 affects 9. Clock 8 affects 1 & 3. Clocks 6 & 9 do not affect any other clocks.

This is a timed puzzle.

Junior game - Turn a clock until 3 is encircled. Turn # 8, 1, 4, 7, 9, 6 .

Turn clock 8 until 3 is encircled.

Turn clock 1 until 3 is encircled.

Turn clock 4 until 3 is encircled.

Turn clock 7 until 3 is encircled.

Turn clock 9 until 3 is encircled.

Turn clock 6 until 3 is encircled.

Senior game - Turn a clock until 3 is encircled. Turn # 8, 7, 4, 1, 4, 7, 9, 6.

Turn clock 8 until 3 is encircled.

Turn clock 7 until 3 is encircled.

Turn clock 4 until 3 is encircled.

Turn clock 1 until 3 is encircled.

Turn clock 4 until 3 is encircled.

Turn clock 7 until 3 is encircled.

Turn clock 9 until 3 is encircled.

Turn clock 6 until 3 is encircled.

Secret passage - See a spider. Take a picture of the spider using the camera borrowed from Dieter.

Camera - Take the camera from inventory and click it on the spider. Press the top button and then center the spider inside the frame. Click and the picture is taken. Pull back from the camera page showing the last picture taken. You can delete pictures taken.

Nut metal door - Go forward until a metal door with etched nut is seen on the wall.

Click to open the door and see a number lock. Under the lock is a sentence which translates to 'the year our despair ended and the year my despair began.'

Based on Noisette's obituary, the Cross of Lorraine and some information gathered from Lynn; the war ended in 1945. Enter 1945. The door opens.

Take the red book with the same nut and an N on the cover. Read the book.

See a picture of M380 with a code under the picture. Click on the picture and Nancy will make a comment that it is similar to the paint covered gears in Minette's workroom. Take the graph paper.

Turn the page. Read the letter seen. Take note of the tips:

1. Set the 3 dials in correct position before decoding or encoding a message. Then type in the message.

2. Never use the enter or return key.

3. Ignore punctuation and spaces.

4. A circle with a slash is zero.

The letter also mentions the use of Metro system's line or stop numbers for a code. The date shift ciphers usage is also mentioned. Take note of 3 red asterisks on the letter and the same red pen is used on the M380 writing on the book.

Port Neuf - Square Du Vert Galant: Go to Marchand. Buy the Code book for 8 Euros. Read the book and take special note of the date shift cipher and dot cipher. Ask him about the decoder. He will trade it for a bottle of Mouton Fouette 1968. Go to Monique and buy the French-English Dictionary for the 23 Euros.

Stock pictures - Use the dictionary to find out what pictures Dieter wants: stapler, spider, candle, skull, cross and teapot. We already have a picture of the spider in the secret passage.

Take a picture of the Cross of Lorraine close to the exit of the park.

Abbesses: Use the phone and call Zu. He is a big fan of Jing Jing. Before he would help you, Zu wants an autograph of JJ that states: Zu my love Jing. The autograph is to be placed in the skull at the catacombs of Magdeleine Cemetery. Call Hugo Butterly. This call can be done in JJ's place also.

Talk to Heather and give her the parrot. Take a picture of the stapler on your desk. Talk to Minette in her work room. Take a picture of the teapot. It's your choice to tell on Heather or not. If you do tell on Heather, later in the game; Heather will call you about it.

Hotel de Ville - Jean Michel Traquenard: Remember Nancy's comment that the dials on the M380 decoder is like the dials on the gears at Minette's work room and that Minette's picture on the magazine under the dress form is cut off. Talk to Jean Michel. A trade is done. You have to make parfait.

Parfait preparation - Study what are the different ice creams or fruits on the counter.

Look at the picture of the parfait in the booklet. By its color and looks, identify each layer and then add those ingredients to the parfait glass.

Click on an ingredient and then click it on the layer that its should go on the parfait glass. The topping is not necessary; it is automatically added.

You can discard a wrongly prepared parfait by clicking it on the trash.

Ring the bell when done. If wrong, you have to make one more.

Aixois: Whipped Cream, strawberry ice cream, caramel, banana, caramel.

L'Enfer: Chocolate, whipped cream, chocolate, whipped cream, berries.

Tropical: Bananas, tapioca beads, berries, strawberry ice cream, chocolate.

Corbeau: Chocolate, caramel, bananas, caramel, chocolate.

Mystique: Tapioca beads, berries, bananas, whipped cream, tapioca beads.

Fantasie: Berries, vanilla, tapioca, strawberry ice cream, whipped cream.

Loulou: Banana, caramel, banana, caramel, banana.

Jean Michel shows the picture of Minette and the gears. Note that the gears have arrows pointing to (L-R): IX, V and III.

Place Monge - Jing Jing Ling: Talk to JJ about Zu and autograph. If you talked to Jean Mi about JJ, you can ask about being tricked to fit for Minette.

Play hangman - Ask her about the rules. Guess a word that she is thinking of. There are lines at the bottom of the page that shows how many letters there are in the word. Guess (click) on a letter and she will write down the letters on the side of the page.

If a correct letter is selected, it will be placed on the line below the page.

If wrong letter is selected, a part of the hangman is drawn. You lose if the hangman's picture is completed before getting the word.

Get her autograph - Play hangman with JJ and select the letters: Z U M Y L O V E J I N G.

Nancy will tear off the written autograph part of the paper.

Denfert Rochereau: Take the metro to the catacombs. Go forward and see the skull. Take a picture of the candle and the skull. Place the autograph on one of the eye socket.

Abbesses or at Jing Jing's place: Call Zu. He says that the metal door etching and the cover of the book is a hazelnut - Noisette. He saw a door with that marking at the catacombs but you will need a wetsuit to get there. It is waterlogged under the Mouton Beverage Company. Mouton.. Hmm..

Rue du Bac - Dieter von Schwesterkrank: Talk to Dieter. He gives a postcard owned by his great uncle. It shows 4 keyholes or key places: catacomb, Moulin (windmill), the Cross of Lorraine and the secret passage through the small clock here at Dieter's. Each corner has the hazelnut picture. We've seen the one here at the secret passage. Let's check the one at the Cross of Lorraine.

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Eyes, graph and codes - The other side of the postcard has columns and rows of colored eyes. Read the dot cipher coding in page 11 - 12 of the code book.

Also check the date shift cipher.

Look at the postcard with eyes in inventory, then place the graph paper from book taken from the secret passage over the eyes. See that the eyes fit under certain letters or number.

Remember what the researcher, Lynn Manrique said - that Noisette's last words were red left.. green.

From left to right, click on all red eyes looking left and all green eyes.

Words are formed at the bottom - Sous Lorraine 4154.

Port Neuf - Square Du Vert Galant:

Cross of Lorraine - Look close at the cross. Nancy will say 'bet those numbers are movable'. Click on 4 1 5 4.

See the picture of the mouths, the windmill and the fish; the 3 statues here at the park. Take note of the characteristics of the mouths, the color of the windmill and the eye of the fish.

Mouth Statue - Go to the mouth statue left of Marchand.

Turn the handle on the right to arrange the mouths to be similar to that seen on the secret compartment of the cross.

The yellow is slightly open; the blue is open and the red is wide open.

Turn the handle on the right 10 times to get: top - EEEEE, Middle - Ahhhh and bottom - OOOOO.

Windmill - Turn the handle on the right to get the purple petal to be on top. Turn around and hear a squirrel move the handle.

Click left of the windmill statue and Nancy will make a comment about placing a stake, then a string and then something to make a noise.

Go to Malika by the cross and buy string for 3 euros and stake for 10 Euros. Also, buy the Ichi-Do book for 6 Euros. Read and learn the Chi-cry, the verbal salute that precedes the moves, It will definitely help later in the game.

Go to Monique and buy the flashlight for 3 Euros.

Go to Marchand and buy the pie tin for 1 Euro and the wetsuit for 31 Euros.

Go back to the windmill statue and place the stake on the left side. Attach the string and then the pie tin.

Turn the handle 6xs to get the purple petal to be on top.

Fish - Go to the fish water fountain beside the cross. Press the red button of the water fountain. See the fish's eye light up and the grate opens.

Underground tunnel - Go down the ladder. Go forward until a hazelnut chest. Open the chest and take the key.

Denfert Rochereau: Go forward to the skull. Open the skull and press the red button. A passage opens on the right. Enter the passage and see the tunnels.

Travel the tunnel - If you hear the tunnel police, go back to any side alcove. Wait until you don't hear them anymore.

Go forward and see the sewer. Do not cross this plank. Turn right and use the next plank to cross to the other side. Turn left and enter the first alcove. Go forward and see the water. Enter the water and automatically wear the wetsuit.

Water maze - The bottom bar shows how much time Nancy has left before she needs to rise to an air pocket to breathe.

Wine bottle - Go forward to the #2 area. Dive down. 2F, R, diagonal R, enter tunnel, F, R and see fan and bottle. Take bottle.

Now return to the jump point place by going the reverse direction. Turn around, F, L, F, F, diagonal R, F to tunnel, F, F. Breathe!

Hazelnut box - Turn around and go forward to the #2 area. Dive down. 5F, R, F, L, 2F, R, F, L, 2F, R, F, L, 4F, L, 2F, R, F.

Hazelnut box lock - Climb the ladder and forward to the hazelnut marked door. Open it to see the words written there.

Take note of the colored words: gray Europe, pink Pont Neuf, blue Blanche and purple Chateau Rouge.

Remember the tips in the letter found inside the M380 book. One of the tips is about the usage of metro stops as codes.

Europe is a metro line 3 stop; Pont Neuf is a metro line 7 stop; Blanche is a metro line 2 stop and Chateau Rouge is a metro line 4 stop.

Enter the numbers 3 7 2 4 on the lock. Take the propeller type key.

Go down the ladder and go back to the landing at the catacombs. Dive down, L, 2F, R, 4F, R, F, L, 2F, R, F, L, 2F, R, F, L, 5F.

Go forward to the landing and take the clothes on the floor. Rat! The rat might or might not take the decoder book.

Let's get out of here. Go forward, right to the plank, cross the plank and forward until daylight.

If the Day ends: The next day read the newspaper about Gunther and Ernst Schmeck, formerly East German Secret Police accused of smuggling.

Port Neuf - Square Du Vert Galant: Go to Marchand. Trade the wine bottle for the decoder.

Abbesses: Go to the office. Go to Minette's door and see a bomb that is attached to her door. It will set off when the door is opened. Minette is back there and is getting antsy about what Nancy is doing.

Paint bomb - Open the bomb door and see connectors that have color and shapes.

The paper on the door shows the correct sequences to be done: similar shapes or similar colors. Different colors and different shapes sequences are wrong.

Arrange the connectors to connect by similar shapes or color. This is a timed puzzle.

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Click on a connector and then click it on the one you want to replace or the place you want to put it on.

Decoder: Now that we have the decoder, it is time to decode the M380 code.

Look close at the decoder in inventory. Open the bottom cover and see 3 dials.

Turn the dials to the numbers seen on the big gears in Minette's picture shown by Jean Michel - IX V III on the 3 dials.

Click to go up to a close up of the paper.

Then type in the code taken from the M380 book using your computer's keyboard. Remember the hints from the letter, no spaces or return key and that circle with a slash is zero.

Type: XTI0SMKPQQLNOREZA7LXTI0SMKPQQLNOR3AS7LXTI0SMK3A or check the book. Be careful of the zeros 0 and the O difference. Don't worry if no letters appear on the paper yet. Some letters appear only after 2-3 keys are pressed.

The decoded words are: Rouge Blanc Rouge Bleu Rouge. Check page 4 of the dictionary and see that it translated to: red, white, red, blue, red.

Windmill (Moulin): Now for the fourth key place seen on Han's postcard.

Enter the workshop and look at the central post in the room. Check right of the blue barrel. Place the propeller key on the central post.

Windmill lock - See 5 black bars. Change the colors of the bar using the colors decoded from the M380 code (top to bottom): red, white, red, blue, red.

The windmill turns.

Noisette's secret: Go down the trap door and forward until the door. Use the key taken from the hazelnut chest under the fish fountain at the park.

Enter and see what Noisette has taken during the war.

Go forward to the stand and take the letter under the glass cover. Read what Noisette wrote. How sad! 3 Roman numerals are seen under her initials: X IV III.

Put down the glass cover of the stand and the trap bars are triggered.

Lock door - Open the door and see words inscribed on the plate with lines underneath.

Check pages 8, 9 and 10 of the decoder book. Review the date shift cipher.

Code the words - Using a set of numbers, shift the alphabet to the right. For example if one of the number is 2 and the alphabet to be decoded is C; it will shift to the right 2 places to make C to an E.

The set of numbers used to shift the letters here is taken from the M380. Use 380 as the shift number.

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The modifications can either make the game easier by giving you added equipment, perks, money, and skill or make it harder by lowering your skill or simply raising game expectations.The Cheat Engine does this by inspecting memory location modifications done by the game during operation. Renpy cheat menu. What is it?Cheat Engine is a free open source tool dedicated to modifying single player games running on the Windows or the Mac platform.

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Decode the new letters using the decoder.

Enter the 3 Roman numerals under Noisette's initials in the letter. X IV III.

Click up to the paper and type in the coded bold letters seen at the bottom row above.

The decoded words are DEUX.......UN.CINQ.SE.PT

Translate using the dictionary to 2 1 5 7. Enter that number on the door.

End sequence: Go forward and hear the conspirators. Review the Ichi-Do book bought at the park. Go up the trap door and take the First lady's dress. Caught!

Listen to the shouts that precede the punches. A certain shout identifies the location of the punches. All of the moves are in the Ichi-Do book.

FINI

Watch for Nancy Drew 15: The Creature of Kapu Cave.

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