Escaping the spider is straightforward
enough. Examine the book case behind George. Click on the
wedge, causing the bookcase to squash the tarantula.
Click on the bracket to release your bonds. Click on the
drawer in the bureau to the left. Examine the pot to
reveal the small key. Open the bureau. Drink the tequila
and pick up the worm that George spits to the
Collect the dart and Nico's handbag
from the middle of the room. Examine the note now in your
inventory to get Lobineau's phone number. Use the dart on
the cabinet by the fire to pick the lock. Nico's panties
will let you handle the hot gas cylinder, so use the
cylinder on the soda siphon. Click on the fire to
extinguish it and then the door to escape.
Click on the telephone to call
Lobineau. Pick up the newspaper cutting and examine it to
get the statement. Use the key to open the door on the
Order a coffee from the waiter. When
Lobineau arrives, talk about the pot to get the address
of a gallery. Talk to the man at the table about Nico and
twice about himself. When he holds his head in his hands,
pick up his flask. Go to the gallery.
Use the flask on the fat critic's
glass twice so that he falls over. With Glease
distracted, look at the packing case to the left. Click
on the label that George spots. Talk to Glease, and
you're off to Marseilles.
Walk to the hut. Knock on the window
to talk to the night watchman. You'll be told that there
is no way you can enter the compound. Likewise, the dog
isn't going to let you pass. Click on the steps to the
left of the hut to get to the jetty.
Under the Hut
Find the boat hook floating in the
water right by you. Use the boat hook on the bottle
floating to the right. Go back up the steps.
Click on the hut's chimney. It's too
hot to touch, so use the bottle on it. The bottle is half
full of water and cools the stack off. Pick up the
chimney cone and then put the bottle in the neck of the
chimney. The smoke soon forces the guard from his hut.
Click on the steps again to return to the jetty under the
hut. Click on the trap door to enter the hut
Inside the Hut
Collect the dog biscuits and go back
down the trap door again.
Under the Hut
Put some dog biscuits on the little
platform to the right of the dog. As the dog walks onto
the platform, use the boat hook again to pull the
platform down, dropping the dog into the water. Walk up
the stairs again and click on the fence to climb over
Walk to the left so that you can see
the ladder. Climb it. Click on the left hand window to
have a look inside the warehouse. Use the boat hook one
last time to jam the fan next to you. Click on the window
to step outside again.
Click on the ladder again to return
to the front of the warehouse. Knock on the warehouse
door to attract Pablo's attention. When you talk to him,
pretend to be a policeman by selecting the Gendarme's
Climb the ladder to the left once
more. Walk along the gantry and click on the clamp to
attach a barrel. The barrel will fall off the screen,
which causes Pablo to investigate what is happening. When
he steps in the way, click on the clamp again to send him
crashing into the water. Descend the ladder and walk into
Inside the Warehouse
Search the desk drawer for a key. Walk
right across the warehouse until Titipoco, the little
Indian, stops you. Give him the key so that he can free
himself and allow you to progress. Walk to the right
again, and call the elevator using the button to the left
of the elevator door.
To stop the elevator doors from
closing, click on the rightmost crate just in front of
you. To the right of the elevator is a light switch.
Click it. The extra light reveals scratch marks on the
floor in the left of the room. Examine the marks to
discover a secret door. Click on the door to find the
hidden catch. Click on the open door to enter a secret
You've found Nico! Talk to her so that
George removes the masking tape. Untie the rope to pacify
her. When she walks out of the room, pick up the small
statue on the floor and follow her out.
You need to escape from the warehouse.
Drape the rope in your inventory around the statue on the
pallet in the middle of the room. Walk to the elevator
and use the masking tape, also in your inventory, on the
photoelectric cell at the base of the elevator doors.
Click on the crate blocking the door to return it to its
original position. Move the little crate on the left to
the bigger case on the right. Click on the larger left
crate to move it out of the way. Click on the hand cart
pallet to raise the statue. Click on the rope around the
statue's neck and attach it to the pulley just above.
Click on the hand cart again to leave the statue swinging
freely. Try to push the statue, and when you can't
manage, ask Nico for her help. Click on the smashed door
to exit to the balcony. Use the manacles in your
inventory on the rope stretching off to the left to
escape. Have a chat with Lobineau and Glease in his
gallery, and then head off to Quaramonte.
When you have disembarked and walked
through Quaramonte's very basic customs, walk off to the
right of the square and chat to Pearl, the big American
lady outside the Police Station. You should ask about her
husband Duane twice, and then stop talking. Walk into the
Talk to the big, blond, grinning
general to the right when Professor Oubier has walked
out. Ask him about Oubier. Try to sneak a peek at the
chart on the wall at the back of the station before
leaving the station.
Talk to Nico about the chart in the
station. Walk off to the right to find Duane in a truck
and Professor Oubier standing nearby. Ask him about
Walk to the left again and chat to
the musicians in the middle of the square. When they tell
you about Miguel, ask why he was imprisoned. Walk back to
Duane in the truck and ask him twice about his vehicle.
Ask what he knows about Quaramonte's strict music laws,
and twice about Miguel. Say your farewells and head to
the other side of the square. Walk up the steps to the
Mining Office at the back of the square.
Act the doting assistant and ask
Conchita, the attractive brunette behind the desk, what
she knows about Professor Oubier. Ask her if she has any
detonators, and then mention the chart in the General's
office. Walk out of the office and return to the village
Call Nico over and talk to her about
the chart. She won't be happy with your suggestion, but
will follow you into the police station.
Let the General know that Nico wants
to conduct a private "interview" with him. When
they have both left, talk to Renaldo, the assistant in
the corner, about Quaramonte's Pyramid. Ask him if he
would accompany Pearl there. When he agrees, walk out of
the station and tell Pearl that she has some company for
her sightseeing. When they both leave for the Pyramid,
take a look at the chart to find out where Oubier is
heading. Head straight back to the Mining Office.
Tell Conchita about your discovery on
the chart. She'll willingly give you the detonator you
need. Open the cupboard behind her to take it, and then
walk out of the office.
Walk over to Duane in his truck and
tell him twice about the detonator. Walk into the police
station and through the cells behind Renaldo's
Talk to Miguel, who's incarcerated
there. Renaldo will return and arrest you, forcing you at
gunpoint into a cell. Let it happen and the action will
cut to Nico in the General's Apartment.
Playing as Nico, resist the General's
advances and then examine the lava lamp, the television,
the tiger skin rug and the portrait of El Presidente.
Having looked at everything, talk to the general about
each item. When his mother arrives, let the action
progress without you. The story continues back in the
It turns out that Duane's explosives
are useless, so you need another way to escape. Click on
the noose in Miguel's cell. Ask him about it a couple of
times and he'll give it to you. Select the rope from your
inventory and attach it to the bars in your cell. Click
on the rope once it is attached (you may need to move
George out of the way so that you can select it). Click
on Duane on the other side of the window. Duane will
attach the rope to his truck and pull the gaol wall out.
Nico takes the bang as her cue to leave, catching up with
you as you leap onto your boat, and... it's time to
switch CDs. Tune in next month for more strategy!
After his boat is destroyed, George is
washed up somewhere in the jungle. Although his shades
are intact, he has managed to lose Nico again.
Walking left, you notice a hut,
which, as it happens, contains your young lady friend,
but requiring some medical attention. Take the Vine from
the machine on the right. Put the Bank Statement from
your inventory onto the bushes below the hut, and place
the Vine you have just collected onto the Press to the
Use the Fetish from your inventory
on the Waterwheel to light the bank statement and pile of
leaves. Hubert, the Missionary, will come out to
investigate what's going on, so talk to him about Nico
and twice about the Root he mentions.
He wants a straight collar, so
place it on the Press. Pick up the Cross below the hut,
and use it on the press. Pick the collar back up and talk
to Hubert again about his collar and then the Root.
George is accompanied to the Indian Village.
The Indian Village
Talk to the Indian Guards about Nico,
the Missionary and the Shaman. Give the Dog Biscuits from
your inventory to the guards. When one guard returns with
the empty box of dog biscuits, put the Coyote Stone in
the box and hand it back to the guard.
Walk left into the village and talk
to the Shaman sitting by the camp fire. Ask about the
Missionary, Nico (twice), the Root (twice), the
Missionary again, the Coyote Stone, the Jaguar Stone
(twice), the Eagle Stone (twice) and the Coyote Stone
once again. Finally, after the history lecture and an
indication of what you have to do, talk about the Root to
Use the Cone in your inventory on the
Press, so that George places it underneath. Put the Root
on the Press, then use the cross again to squeeze the
root into the cone. Collect the cone and walk up the
ladder to the hut. Nico will be healed and it's off to
the Caribbean with you.
Ketch Island Beach
Right click on the Theodolite to
examine it. Talk to the surveyor, Bronson, about the
Theodolite (twice). Walk up the steps at the back of the
screen and left click on the cat. Click on the ladder to
put it up, and then click on the door of the house to try
After talking to the Ketch sisters,
walk back to the beach, along the pier and talk to Rio,
the little fisher kid, about the Ketch Treasure and the
Sisters. Walk back to Bronson and ask him about the
Sisters and his Plans. Go back up the steps to the museum
and talk to the Sisters about the Cat, three times about
Rio and twice about Emily, about the Cat again, and
finally about Emily again. Pop back to the beach and talk
to Rio about Bronson, Emily and a Fish. Give Rio your
worm (ahem) then walk away and talk to Bronson. It
doesn't matter what you talk to him about, since you're
just giving Rio time to catch something. Walk back to Rio
and ask him about a fish again so that he catches the
bicycle wheel. Click on the bicycle to collect the inner
tube, talk to Rio again so that he catches a fish this
time, and then about the Inner Tube.
Trot off to the museum and climb up
the ladder. Tie the Inner Tube to the flagpole next to
you and walk down the ladder. Tie the fish to the inner
tube and when the cat is distracted, pick up his ball, if
you see what we mean. Walk back up the ladder and untie
the inner tube. Walk back down the ladder and tie the
inner tube to the forked tree, just to the left of the
house by the cliff face. Use the Ball on the inner tube
to knock the reflector off the left flagpole.
When Bronson walks up the steps and
climbs the ladder to affix the new reflector, remove the
ladder to trap him. Pick up the marker and return to the
Pick up the Theodolite and
Bronson's plans. Walk back up the cliff and give the
plans to the old ladies that have reappeared. They let
you into the museum, just as, coincidentally, Nico finds
her way to the British Museum in London.
Right-click on the Cabinet containing
the Jaguar Stone off to the right of the room. Talk to
the Attendant about the Jaguar Stone (twice), and when
reintroduced to Oubier, ask him about the Stone. With
Oubier gone, talk to the Attendant about the Docks, and
about the Jaguar Stone once more. When it has been
discovered as missing, pick up the key in the lock and
walk over to the cabinet by the telephone. Use the key to
retrieve the dagger and then give the key to the
Attendant. Click on the curtain to the left and use the
dagger on the revealed door to escape.
Pick up the Quill in the foreground.
Click on the Ship's Wheel to the right, on the Portrait
behind you and then on the Sea Chest. Ask Emily twice
about her Cross, and then leave the museum.
Ketch Island Beach
Use the Quill on the Cat, and then
pick up the shredded feathers. Walk back to the beach and
talk to Rio about Emily, his Sister and the Feathers.
When you've got the Conch, walk back to the museum.
Talk to Emily about the Conch to get
her cross. Click on the Chart behind you, and place it on
the desk. Put the Cross on the pen holder in the corner
of the desk. Pick up the lantern behind you and place
that next to the desk, in the Inkwell to reveal the
location of Ketch's treasure. Walk back to the
Ketch Island Beach
Talk to Rio about the Treasure, and
then the Zombies.
Click on the Rock Outcrop to attempt
to climb it. Examine the Boat and then talk to Rio about
the Net. Use the Net on the Rock Outcrop.
British Museum Tube
Examine Nico's handbag to find a Hair
Grip. Use the Hair Grip on the coin slot at the top of
the chocolate vending machine. Click on the coin reject
slot at the bottom to retrieve an old penny. Use the
penny on the weighing machine to the right to get a card.
Use the dagger on the cupboard by the floor to the right
to open it slightly, then use the weighing card on the
crack to open the door fully. Press the revealed Button
to make the subway train stop.
The Forest on Zombie
Exit to the top right of the cliff.
Pick up a Reed in the center of the screen, and walk off
screen to the top right. Use the Reed on the Creature's
Lair in the center of the screen, and walk back to the
bottom left twice to return to the top of the
Walk off to the right. Use the Reed
on the Dart in your inventory to create a weapon and save
the game now! Click on the branch above your head to
reveal that you can jump up to it. Fire the dart at the
boar and immediately jump up to the branch. If you don't
do this properly, and the boar runs off to the left, you
must reload your saved game and try again.
Walk off to the right and use the
Net on the Marker to combine them. Click on the Needle
Rock to attempt to climb it, then click on the creeper to
pull it away from the rock. Use the net/marker combo on
the creeper, and then pick the creeper up. Click on the
rock again to toss the creeper over the top, fixing the
marker to the top. Walk off to the bottom left, walk left
a bit, then walk up through the exit revealed by the
stampeding boar from earlier.
Camel's Hump Hill
Put the Theodolite on the three holes
at the top of the rock (but not on the initials there).
When it switches to the Theodolite view, scroll the view
a few screens to the right until you can see the Marker
twinkling at the bottom of the screen. Click on the
Marker and then on the rock pillar directly above it.
Move the cursor towards the bottom of the screen so that
it changes into a downwards pointing hand and click. An
exit to the right has now appeared, so walk off that
You are back with Nico, but her life
is in danger, so save the game now. Shuffle to the next
crate to your left by clicking on it. Wait for the guard
to stop and talk to Pablo before clicking on the cupboard
to open it. Quickly click on the ladder to climb up it,
and when the guard walks into the cupboard, click on the
door again to slam it shut. Click on the mop to bar the
door, and have a look through the porthole.
Inside the Boat
After the cut scene, click on Oubier
to make sure he is dead. Pick up the Jaguar Stone, and
when trapped by Karzac, use the dagger in your inventory
on him to escape.
The Movie Set
Walk through the movie set to the left
and pick up the Syrup, the Plate of Pancakes and a bun
from the table. In your inventory, combine the syrup and
the pancakes to make a tasty and nutritious meal. Right
click on the big bush to your right to examine it, then
click on it twice to agitate the occupants.
Walk over to the Keanu Reeves
caricature Haiku, the one standing next to the thigh-high
booted bimbo by the fort. Talk to him about himself
(twice). Walk over to Bert, the burly stuntman who was by
the table of food, and give him the pancake/syrup
mixture. Throw the bun in your inventory at the bush to
antagonize the hornets further, collect another bun from
the table and hurl that at the insects too. After
destroying that scene, you find yourself on the
Film Set 2
Right-click on the rock pillar to the
right, and then on the small cave at the top to examine
them both. Click on the camera mounted high on the dolly,
and then on the portable camera next to it to suggest the
crew use that. Walk over to Bert and talk to him about
the Camel's Eye. Talk to Hawks (the director, remember)
about his movie, about the Camel's Eye and about his
Cameraman. George is soon roped into performing the stunt
at the alternative location, where he can retrieve the
Burned Out Indian
As Nico, walk right and examine the
Mayan Stone lying at the front of the main smoldering
hut. Try and pick it up, but you'll find it's too hot.
Examine the barrel just to the right, and then click on
it to try and tip it over. It's too heavy so ask Titipoco
for his help. Pick the Coyote Stone up and then exit to
the far left.
Cut the fuel line on the left engine
using the dagger in your possession. Click on the
cylinder in the engine to pick it up, then use it on the
fuel line to collect some petrol. Click on the fuel cap
of the rightmost engine to transfer the fuel. Examine the
Gantry behind the engine and then pick up the rope on the
Get Titipoco to climb the Gantry by
talking to him about the rope. Grab the ends of the rope
when Titipoco drops them down and attach them to the
engine. Click the button on the engine to start it, and
then pull the lever on the left side of the engine. Talk
to Titipoco about the lever so that he can operate the
machine for you, then walk onto the lift. Click on
Titipoco to get him to operate the elevator.
Top of Pyramid
Pick up the Ammunition Belt and then
on the lift when the cursor is showing a down
Walk to the guards to the left and
talk to the Head Guard about Karzac. Walk to the right
slightly so that you can see both the torch on your left
and Titipoco on your right. Pick up the torch and hand it
to Titipoco so that he can light it. Nico automatically
sets fire to the fuel, but throw the ammunition belt onto
the fire to scatter the guards. When Nico returns to the
top of the Pyramid, click on the General to make him
surrender. Click on George to untie him and step inside
Inside the Pyramid
As Nico, click on the left lever on
the wall, and then on the right lever. Talk to George to
get him to help you pull both levers at the same time.
All three characters drop through the floor.
Big Wheel Room
Nico must solve the Glyph Puzzle to
escape, which is different each time and requires some
patience. Each part of the puzzle requires three steps.
Just to the right of where you begin are two huge wheels
with symbols around the edge. To the right of the wheels
are eight blocks set into the wall. Further to the right
is a Monkey Statue and four more blocks. Notice that each
of these blocks is a combination of two symbols shown on
the group of eight blocks to the immediate left.
Similarly, each of the eight blocks is a combination of
two symbols from the two big wheels.
To solve the puzzle, establish
which two blocks combine to make the first block in the
Monkey Statue. When you find which two symbols in the
group of eight create this symbol, pick one of them. Walk
to the left and rotate the wheels by clicking on them to
line up two symbols in the center so that they are
touching. These two symbols will combine to make the
symbol to the right. Once you have the two correct
symbols on the wheel, you can walk over to the group of
eight blocks and press the combined image. If you have
the right wheel combination, the block depresses.
Walk back to the wheels and rotate
them to create the second image. Walk back to the group
of eight and depress that combined image. With the
correct two blocks depressed, walk to the right and
depress the correct block of the four. You need to press
all four blocks to escape, but from the block of eight
only two blocks can be depressed at one time, so make
sure you form correct sets of pairs.
With the puzzle solved, an exit
appears to the right. Walk through it.
As George, pick up the Torch next to
you. Talk to Titipoco about the torch to get it lit, then
click on the lever to the left to fall down to the next
Lever Room 1
Click on the lever next you and walk
off to the left.
Lever Room 2
Click on the right hand lever and walk
off the top of the screen.
Click on the lever at the back of the
screen, next to George when he enters. Take the exit to
the front of the screen to return to Lever Room 1.
Lever Room 1
Pick the torch up from the floor and
use it to light the second torch on the wall. Walk
through the revealed exit to the right.
At the bottom of the stairs, pull the
lever to reveal some more stairs. Walk down the stairs to
Almost Certain Death, and enjoy the ending cinematic.