1.Brittany - Museum
Talk to the director about Marcel’s workroom, the box, the accident and Venice. After he leaves the office, head to the bay on the left and take a look at the chest on the desk (zoom). Try to open the lid – the chest is locked with a digital lock. Blindly manipulating the discs won’t do, you have to know the code.
Leave the bay and take a look at the 3D printer beside it (zoom). The machine is obviously doing something. It’s worth getting to know what exactly. Go right and to the exhibition hall.
At the end of it, talk to the director about the code and the printer. Afterwards go to the aisle on the right and talk to Claire, the warden, about the work, Marcel, chest and the dictaphone.
Go back upstairs to the office (stairs on the depth of the screen) and open Marcel’s desk drawer (zoom). Take the dictaphone and tweezers. Take a closer look at the Dictaphone (right mouse button in the inventory) and notice that there is no memory card inside. Go back to the exhibition hall and talk to Claire about this. You will receive the card with Marcel’s recording. In order to listen to it, go to the office and put the card into the Dictaphone (combine both items in the inventory – if you wish to listen to it again, click the Dictaphone in the inventory with the right mouse button and left button while in zoom). The message is quite intriguing and it seems that Claire knows the 3rd number of the code – so you have to ask her about it.
Go down to the exhibition hall, but the warden won’t be there, so go out to the courtyard (pointer at the bottom of the screen). Talk to her (she’s by the well) and ask her about the recording, code lock and the 3rd number. Return to the exhibition hall and take a closer look at the ceiling (zoom).
Go up to the office and examine the board to the left of the desk (zoom). Take a look at the reproductions, especially the one showing a storm; also examine the hand drawing in the corner, showing a fragment of ceramics.
Go to the bay – you have all the data needed to unlock the chest. Marcel said: storm (8 in Beaufort’s scale), Jupiter (5th planet of the Solar System) and the number received from Claire (2 – the day they’ve met). Place the hands (starting from the left one) on 8 (click 2 times on the left side of the 1st clock face), 5 (4 times on the right side of the clock face, moving the pointer down as the hand moves) and 2 (1 time on the right side of the clock face). The way in which you turn the hands is irrelevant really, it’s just important for the numbers to be in the „window” of each hand.
回到放箱子的隔间，你已经找到打开箱子的密码了。Marcel在录音里说：gale (8 in Beaufort’s scale), Jupiter (5th planet of the Solar System) and the number received from Claire (2 – the day they’ve met).Gale是木板上的画，数字为8，Jupiter是木星，是银河系的第5颗行星，第三个数字claire知道，是她们相遇的日子，是2。密码是852。上输入密码，打开箱子
Open the lid and take 16th century pistol with a ramrod and a key. Now take a look at the piece of paper lying on the desk, to the left of the chest. It’s the list of items which Marcel found inside the chest. It seems that the antique ceramics fragment is missing. It should also wonder you why the pistol and the ramrod are written separately.
Take a look at them (right mouse button in the inventory) and take the ramrod from beneath the pistol. Afterwards examine the side of the chest (zoom).
Localize the lock and use the key found in the chest. You will notice that there is a hidden drawer there, but the lock is blocked. Take a look at the hole on the side of the chest (on the left). Put the ramrod inside it and unlock the mechanism. Now just open the drawer and take the old manuscript.
Of course take a look at it while in zoom (right mouse button in the inventory). Look at the pages (arrows at the right and left edges or by clicking at the next page) – you will see that fragments of a map are sewed to the pages. Go out of the zoom and use the tweezers to get the threads out of the book (combine the two in the inventory). Now open the manuscript in zoom once again and click on the first map fragment. This way you will take all of them out of the book. Now you can read the clear manuscript and get to know something about the Tree of Life.
It’s time to put the map fragments into one (right mouse button in the inventory). You can drag it with the left button and place them on the board and turn 90 degrees with the right button. Additionally at the edge there will be an icon letting you see the other side of a piece, as the map has two sides and it’s worth to turn all the pieces so they show the same side (the right way to assemble the both sides is shown above, you choose which is easier for you).
Leave the bay and take another look at the 3D printer (zoom). Check each of the red lights. You will learn that the machine is missing powder, resin and dye. Open the left side and take the empty container.
Go to the right side of the room at take a look at the photocopier there (zoom). Raise the lid – you will see that it’s dirty. Also open the cover on the front and take an empty toner. If you want to copy the map, you will have to find a new one.
Go to the exhibition hall and talk to the director. He will tell you to go to the porter - Antoine. Take a look at the table and try to open the box, but Sylvie will want to ask the conservator for permission first.
Go to the aisle and ask Claire for permission to use her tools. After the conversation, take the line hanging on the side of the Viking boat (left from Claire). Now go to the table with tools and take the cloth, varnish and brush from the box.
Eventually head to the left side of the courtyard and ring to the porter’s lodge. Talk with Antoine – if you want to ask him about everything before he leaves for a while, ask about Marcel in the end. This way you will receive a full toner and an advice to use flour as the powder. Once the porter will excuse you for a while, go left and leave the museum.
Once on the cliff, go right and talk to the innkeeper. Ask him for some flour and he’ll tell you that he needs water from the well at the courtyard. You will receive a bucket; return to the museum. You will be automatically called by the porter who will give you a container.
Approach the well (zoom) and push the bars covering it. Combine the line with the bucket in the inventory and lower it into the well. Once you have a bucket full of water, go back to the inn. Give it to the owner (or just talk to him) and you will receive the starch.
Go to the museum and into the office upstairs. Approach the photocopier (zoom), raise the top lid and clean the glass with the cloth. Place the map on it and close the lid. Open the front lid and insert the toner. Press the green button and after a while you’ll receive a map copy. Open the top lid and take the original map (however Sylvie will do it herself if you forget to). Go to the exhibition hall. Talk to the director and Claire – you will a key.
Return to the office and approach the secretaire (to the right of the desk; zoom). Open it with the key and take to dye container (second compartment from the right). Also take a look at Marcel’s notebook.
Go to the 3D printer (zoom). Put some starch to the empty red container (in the inventory), open the left lid and put the container into the right place. Open the lower lid and insert the binder container. Open the right lid and put the dye container into the empty hole. Push the green button.
After the copying is finished, move the transparent lid and take the jug lip copy. Take a closer look at it (right mouse button in inventory). You need to harden it. Put the brush into the varnish and paint the lip with it (inventory). Go to the exhibition hall and from there through the courtyard to the cliff.
Talk to the innkeeper about Marcel. In effect Sylvie will want to take a look around the place. Take a look at the fence by the inn (zoom) and take the wire hanging from it. Go a little to the left and look at the stone wall (zoom). Notice a golden coin in between the stones and take it out with the wire. Look at its both sides (right mouse button in inventory). Return to the museum and talk to the director about going to Venice.
After talking about everything you can with the organiser, go to the meeting hall (in the depth of the screen). Once there go to the niche (forward). Take the ladder and look at the lower part of the sculpture on the right (zoom). Place the ladder in front of the sculpture, thanks to which you can reach its upper part (zoom).
There a riddle waiting for you – you have to arrange the sign on the stone tablet by moving the squares. Start with making a free space by taking away the lower right square. After arranging the sign, put it back to its original place (you can view the properly arranged sign on the screen below).
This way you will unlock the mechanism which will let you rotate the bases of the two columns on both sides of the sculpture. Their movement causes the centre part of the sculpture to turn left or right accordingly. Turn the left column 2 times and the right 4 times – this way you will reveal a hole. Take a look at it (zoom). Move away the grating and take the dry seed.
Leave the niche and go to the meeting hall (pointer at the bottom of the screen). A messenger from count Saint-Germain is waiting for you there. However during your conversation there will be an unexpected accident. Fortunately the man will give Sylvie the chronometer.
Afterwards talk about the situation with the organiser. You will receive permission to use the tools from the cabinet in the hall, if only you will manage to get there without leaving any trace despite the tapes. After the conversation, take a look at the chronometer (right mouse button in the inventory) and open its lid – Sylvie will notice an inscription – unfortunately you’re unable to read it at this moment.
Approach the desk on the left (zoom). Take a copy of your book, a pen and from the bag: nail varnish, a remover and a cotton pad.
Approach the sealed door (zoom) and use the remover on the tape. Go inside and approach the display cases on the left.
Pick up the golden coin lying by one of the chairs and the documents from the third chair. Approach the right display case (zoom) and try to open it – it’s locked. Return to the hall and talk to the organiser about the keys. As Sylvie did recover his documents, the man will give them away without hesitation.
Go to the display case and open it with the received key. Take the tools from inside: brush, cloth, silver cleaner, silver patiniser, spatula and a magnifying glass.
Exit the meeting hall and glue the tattered tape with the nail varnish. It’s time to read the inscription on the watch. Firstly put some silver cleaner on a cotton pad (in the inventory) and use it on the chronometer. Take a closer look at it (right mouse button in the inventory) – it seems Sylvie overdid it and the inscription is unreadable. Take some of the silver patiniser on the brush and put in onto the chronometer. Then use the cloth. Take the magnifying glass and read the inscription (right mouse button in the inventory).
Inform the organizer about what you have learned. You will receive the chest’s description and will be told that someone has called you. After a while the count will call again and ask Sylvie to meet him.
Go outside the building (pointer at the bottom of the screen) and go to the square (bottom of the screen once again). Talk to the couple in carnival suits by the well. In effect Sylvie (while not unveiling her identity) will obligate to get an autograph of the book’s author. In order to do that, you have to move away a bit. Approach the rubbish bin (behind the carnival couple).
Take the empty champagne bottle. Open the green box left to the right of the bin and take the forceps and scissors. Finally sign the book with a pen (if you haven’t looked at it before, open it in zoom). Return to the square and give the pair. In return you’ll receive a carnival mask and a flare.
Return to the building and approach the shredder in the hall (right side of the desk; zoom). Insert the mask and after a while open the lid and take the cut mask fragments.
Now go up the stairs to the bay. Take the white tablecloth from the table (zoom) and also the curtain hanging by the windows (together with curtain tape).
Notice the hatch on the left (zoom). Try to lift it – it’s nailed down. Get rid of them with the forceps. Raise the lid – unfortunately it will fall back down so tie it to the curtains with the tape and look into the opened hatch. Of course you can’t jump down from such height, so tie (in the inventory) the tablecloth with the curtain. Attach the receive line to the handle in the floor and lower yourself to the pier.
Take a look at the gondola docked there (zoom). Take the matches, door key (use it to open the door by the pier and getting to the building if you don’t have the needed items) and the broken paddle. You won’t get far using the paddle, so take the stick from the pier and connect them with the police tape (in the inventory).
Now cut the top of the flare with the scissors and put in the cut mask fragments. Put the flare with mask fragments into the champagne bottle. Place the bottle with a flare in the bottle handle (zoom onto the ship) and light up the flare with the matches. This way Sylvie will be able to safely swim next to the man on the bridge.
Once you arrive, approach the bars blocking the way to the count’s house (zoom). In order to raise it, you have to use the hands by the bells to set a code on the counter below. The count said to Sylvie on the phone that she knows his address, so you must search for the code like for the square, in the chronometer inscription: „Mary Celeste 1872”. So pull the bell hands and set the code: 1-8-7-2. The mechanism budge but the gate won’t open – something is obviously blocking it. Take a look at the edge of the wall at the very top of the chain – there’s a stone which you have to remove with the paddle.
Once in the count’s gardens, before going to the apse, take a look at the pool (zoom). Take the watering can and the green bowl. Take some water into the can from the pool.
Also take a look at the grass to the left from the pool (zoom). Take the gardening gloves lying by the tree stump. Afterwards head to the count (left).
After an interesting conversation about Briggs, Mary Celeste and the chronometer, Saint-Germain will order Sylvie to investigate a certain plank. Approach the table on the right (zoom) and investigate the remaining fragment of a ship. Use the spatula at the spot where the paint has cracked – you will unveil a part of the sign.
You need the right tools to continue, so search the shelf under the table. You the lye, polyvinyl acetate and a rice brush. First you must secure the unveiled part of the sign – take some polyvinyl acetate on the brush (inventory) and spread it on the plank. Now pour some lye into the bowl, combine the gloves with the rice brush – which means that Sylvie has protected her hands – and scrub the plank. Afterwards wash off the paint with the water from the can and unveil the sign with the spatula.
Report the count, this time the man insists that Sylvie becomes his private expert and find the chest for him. Eventually he’ll ask her to solve floor relief problem – a part of it is missing. Check behind the net on the left („under the window”; zoom). Take the stone tiles (the important one is the one above the three others).
Take a look at the relief (zoom), at its centre to be exact (another zoom). Put the missing tile in the hole (there are four of them and the matching one is mentioned above). Return to the previous zoom.
Your task is to arrange a certain pattern on the relief. Notice that the circles can be moved (by pulling them, not clicking) in pairs – the 1st (middle one) with the 3rd and the 2nd with the 4th. You move them by moving the pointer a bit and letting go off the button each time. Starting with the default relief, you have to move 3x middle, 1x 2nd and 4x 2nd or 4th, all of them counter clockwise (in the end, after moving one of the two circles, the count should make a comment). A correctly completed task (in each of the three stages) will be signalised by a mechanical rattle (don’t mistake it with the sound of the circle moving). If you have already make changes to the circles and can’t use the hints (and you haven’t saved your game before starting the riddle), just move the circles in the order I gave you (1st, 2nd, 2nd or 4th) with small breaks between the moves. Below there is a properly arranged relief:
然后转动上面的轮盘，按顺时针方向：中间3次，第二圈1次，第二圈 (或第4圈) 4次。如果中间出了错，只要按照中间，第二圈，第二圈(或第四圈)这样的顺序进行，中间有一点停顿就行。
Notice that the four stone tiles situated around the circles. Investigate them (zoom), after removing each one of them you will find an urn with seeds but three of them are different than the one found before. The right seeds are in the urn under the upper tile. Take them and inform the count about the finding.
Once in the hotel, talk with the landlady’s son. You will learn that the room has hiding place, which, taking into consideration that Sylvie has been robbed at the airport, will be the deciding factor. After agreeing on the accommodation (and a couple other things), go to your room (the door in front). Inside push the screen on the right and take a look at the mirror hanging on the wall (zoom). Take it off and put the jug lip and map copy into the hole. Put the mirror back onto the wall and leave the room. From the reception, go to the street (door on the right).
Go deeper into the street to get to the square. Go to the part with the well and talk to the antique dealer nearby. As a result of this conversation, you will receive a scarf which needs to be cleaned. Return to your hotel room. Approach the pile of junk in the street on the left and take the string lying on the ground there.
Enter the hotel and go to your room. Approach the sink under the mirror (on the right; zoom) and take the soap (on the left) and the shaving-brush (on the right). Afterwards take the bowl and some clips. Pour some water into the bowl and put in the soap. Wash the scarf in the soap-suds.
Now you need to dry it so approach the hook on the right wall (zoom). Attach the clips to the scarf, stretch the string across the hooks and put the wet scarf onto it. Once again go outside.
Talk to the owner, standing in the street in front of his cafe. After a conversation regarding the collector Sylvie is searching for, go to the square with the well to inform the antique dealer about what you managed to achieve with the scarf. Return to the street and go to the cafe. After another conversation with the owner, go to the room behind the curtain (in the front).
You will meet a messenger from the collector there. However before the woman will tell you anything, she will offer a game of dice. You have to win in order to talk with her about what Sylvie wants to. In the game, you have to achieve a score as close to 50 as possible. Press „New game”. Once the woman throws her dice, go out of the zoom (pointer in the lower part of the screen) and choose all 5 dices on your side of the table (the dices which will be thrown are marked lighter) and then press „Throw”. Wait for the end of the woman’s turn (after which go out of the zoom) and make your move (notice that all the dices are selected already).
During the first two throws you can throw all 5 dices at the same time and do so until you reach a score of about 30, after which lower the number of dices thrown by 1 (unselect one of them before throwing). Remove another one once you reach 35 and leave just two once near 40 points (after 45 – one). Of course everyone can have their own system – basically you need to look out not to throw more than 50. The dices can be nasty and you can get 12 points with 2 dices when you need it the least and get 2 and 3 points when you want to throw the as much as possible.
Of course you can pass when you have a higher score than Fatima, hoping that the woman will throw too much. Generally it’s easier to win when the rival gets a higher score than you than by pushing up your own score (however it is possible). Even when you have 50 points, the game can end with a draw. Naturally when you reach a score of 48 – 50, just pass and hope for the enemy to throw too much.
After the conversation with Fatima, go to the main part of the cafe (cursor on the lower part of the screen). You will have to pay for the coffee, but it seems Sylvie has no money with her. Return to the room behind the curtain to ask Fatima to pay, but the woman won’t be there anymore. Return to the owner and Sylvie will come up with a brilliant idea repaying the sum with work. Take the broom on the right and go behind the curtain. Clean up the garbage in front of the table.
Afterwards take a look at the floor there (zoom) and pick up the golden coin lying there (and automatically two paper pieces – whichever you click as the first, you will get all the „junk” at once).
Now approach the small table in the right corner (zoom). Take the cookies from the plate. Take the two sandwiches as well (with normal and sweet leaves). Pour out the leaves from each one to papers sheets in the inventory. Return to the cafe and after a short conversation with the other, go to the hotel.
Take the dry scarf from the string (zoom). Now you need to get rid of the ink stain, so ask Ali for milk and a lemon. Unfortunately there aren’t in the hotel, so you need to go to the bazaar. This time go to the market square and ask the camel trader for milk. It seems you have to milk it yourself; you’ll even get a pot for it. Approach the animal and try to milk it (use the pot on it). Sylvie will conclude that the animal will get peaceful after slaking his thirst.
Go to the square with a well and take a look at the well with a pump (zoom). You have to open the valv