FBI Agent Nicole Bonnet is working on the case of the Puppeteer, a serial killer operating in the US between August and December 2007. All of his victims were styled in such a way that they resembled puppets. He left his greeting card on every body he left behind - a puppet dressed in an outfit from the French revolution period. When it seems that the Puppeteer has finished his killing spree, a similar murder occurs in Paris. Nicole travels to France to check whether the murder was committed by the Puppeteer or if someone is copying the psychopath's habits...
In the second part of her adventures (just as in the first one) Nicole has at her disposal a system of hints: a magnifying glass near the bottom right corner of the screen shows all active objects and entrances/exits from the location you are in. You can also get some hints if you try to leave the room or ride away in your current vehicle too early.
The mouse cursor shows us exactly what actions can you perform - look at the object (small eye on the right side of the cursor) or use/collect it (hand on the left side, signaling a left click). The items you pick up go to your inventory (they're marked red throughout the walkthrough). Right clicking on them will zoom in and, in some cases, additional information. Left click will allow you to pick them up, open or disassemble, allowing to extract things hidden within.
This time Nicole has a camera at her disposal - she uses it quite often, at least in the first chapters of the game. The cellphone she has on the other hand, is completely useless.
Miss agent has also a notebook in which she records all of the dialogs, descriptions of each day of her adventures and the files for of the US Puppeteer cases (which occurred months before the story takes place) along with the murderer's profile.
All of the accessories along with the inventory are available at the bottom of the screen.
Double clicking the left mouse button forces Nicole to run. A single click forwards the dialog, and Esc button allows you to cut the cut-scenes short. In order to zoom out of the inventory item you need to press any button near the zoomed object.
Which of the mysterious men Nicole meets in her travels throughout Europe is the psychopath killer? Jack Dupree, Louis Carnot or Marc Taine? or maybe neither of them...?
Katarzyna "Kayleigh" Michalowska
On the crime scene Nicole meets Pety a French constable. He's not willing to cooperate with her (try talking with him), on the contrary, he states that he's not going to go easy on her. After the conversation he leaves, allowing agent Bonnet to have a look around.
She approaches the table on the left and opens the middle drawer (zoom in). She takes from it: blank sheets of paper, a heavy stapler, a roll of sticky tape and plastic document sleeves. After she takes out the last item, a button is revealed on the revealed on the right side of the drawer.
Pressing it, Nicole unlocks the right drawer. Upon opening it she finds: and old matchbox, pipe tool, a pack of cotton and a list of people renting the room. She takes a photo of the last item using the camera.
She then takes her findings back to the center of the room and decides to take a look at the victim (on the right). She takes two photos of her then examines the doll resting at the victim's feet. She cannot pick it up with bare hands, so she uses the plastic sleeve. She also takes note that the mirrors behind the victim have been shattered.
Then Nicole examines the deceased up close (zoom in). She spots some crystals around the victims mouth, but she doesn't have the tools necessary to secure the sample she prepares a makeshift cotton bud using a match and some cotton, and collects some of the crystals. She then secures the bud by placing it in the plastic sleeve. She takes a look at the hook that went into the body near the armpit and concludes the examination.
Now Nicole heads for the middle window which (zoom in) is covered in finger prints (she takes a photo of them). Her attention is drawn towards the open part of the window above, as she spots some kind of sign on it. Since it's moving all the time, miss agent cannot have a good look at it.
She decides to leave the room and approach the policeman who is waiting for coroner to arrive. She asks for a pencil, and after she gets it she turns towards the fuse box in a nearby wall (zoom in) as there are some torn out wires sticking out of it - that explains the darkness at the crime scene. She asks the policeman about it, and heads back.
Just before she enters the room she notices a dirty wooden mop near the door to the left, and decides that she has a use for it. Back in the room she approaches the window again and decides to collect the finger prints in a domestic manner. She smashes the pencil with a stapler and spills the graphite onto a sheet of paper which she then presses against the glass. Then, she uses sticky tape to get the finger prints off the glass and onto the paper.
It's time to take care of swinging window. Nicole strips the mop leaving only the pole (left click on it in the inventory) and uses it to close the window. Now she can take a look at the sign left probably by the killer. She also takes a photo of it.
The symbol is reflected on the floor of the room, so Nicole takes a closer look at the spot on the floor (zoom in). She notices that one of the floorboards is loose and uses the pipe cleaner to lever it up.
There's some number or date written on the back of the floorboard (1793). Agent takes a photo of it and collects the floorboard using the plastic sleeve. (If you pick it up before taking a photo you can do it in your inventory)
Time to leave the room. She passes the evidence to the policeman in the corridor (click on him) and leaves.
Arriving outside of the hotel Nicole heads towards the entrance (ahead). Inside she talks to Pierre, then heads for the stairs (on the left) and reaches her room (straight ahead).
In her room she approaches the desk (near the window; zoom in). She tries to send the photos she collected to the bureau, so she connects the camera to the cable stretching on the left side of the laptop. Nothing happens however (double click the laptop) - she can't seem to make the connection.
Nicole takes a closer look at the antenna (on the right side of the desk; zoom in) - it seems that it cannot extend - probably it's underpowered. After flipping it over you can check the information on the bottom. Nicole examines the plug (zoom in) which proves to be the lamp plug - the antenna plug lies near the socket but it doesn't fit - Nicole needs an adapter.
Agent takes a closer look at the feeder (zoom in) she flips it over to check the feed type and disconnects the cable on the right.
Time to take care of the lamp (close-up). After turning it off (the switch is on the right side of the support) she lays it flat on the desk and takes out the bulb (12V halogen). It seems that there's an outlet within a socket but she needs a wire to connect it to the feeder.
Miss Bonnet goes down to the reception desk, and after finding that there's no one there she goes outside. She finds Pierre in the caf (turn right after leaving the hotel) talking to an acquaintance - Sylvie Leroux. Nicole asks him about the feeder and the wire. As a result Sylvie gives her the hair slide.
Back in the room she approaches the desk (close-up) to create a makeshift connection. She cracks the slide in half (left click in the inventory) and inserts both pieces into the lamp socket. She uses the wire to connect it to the feeder, stands the lamp up and turns it on.
Now she can set up the antenna (close-up) and use the laptop (left click it twice). After leaving the desk Nicole calls Ruth (on her own), and after picking up the camera, she leaves the room. In the hallway she gets a call from the constable informing her about another murder, this time at Montmarte.
After getting to the reception desk agents takes a look at the desk (zoom in) and takes the car rental ad, then uses the bell on the right (zoom in) to summon Pierre. She asks him to rent a car for her tomorrow and to call a taxi for now. Taxi takes her to the address Pety gave her (just head for the hotel exit).
Nicole enters the tenement house on the left (the entrance is near the cars parked on the street). She goes all the way up to the top floor to meet the policeman standing in the hall. She notices a toolbox beside him, then enters the apartment in which the murder took place - the constable is waiting inside. The discussion is a bit warmer then the previous one (she gets Michel Pety's business card), but the constable doesn't allow Nicole to look around the apartment, and insists that she stays clear from the desk near the window. Bonnet's only work is taking the photos of the hooked ropes hanging from the ceiling and the aforementioned desk. She notices that the window is open.
Back at the staircase agent asks the policeman about the murder and learns that the woman leaving one floor below probably saw the murderer. Nicole runs down the stairs and rings the doorbell, hoping to ask the woman some questions, but she doesn't want to cooperate - she already gave the testimony. Nicole rings the door once more using Pety's card (just use the card on the doorbell) and learns that miss Grouchet heard the sound of metal dropping on the sidewalk.
Nicole goes outside and takes a look at the sewer grate (bottom part of the screen; zoom in). She notices a gold bracelet but she has no means of pulling it out. She heads back to the staircase in front of Dupree's apartment and asks the policeman to let her use the toolbox. The policeman refuses. Nicole needs a distraction, so she goes a level down and picks up a newspaper from the mailbox on the left side of miss' Grouchet door.
She goes back up and makes a suggestion to the policeman, that there's something interesting inside. When he moves closer to the lamp Nicole has a chance to get to the toolbox (close-up) and grab: evidence bags, finger print foil and a screwdriver.
She closes the toolbox and goes back to the street where she uses the screwdriver to lift the grate and picks up the gold bracelet with the name "Lukas" engraved on it, using the evidence bag. She then receives a call from Pierre that she got a letter from some American guy.
Back at the hotel miss agent approaches the reception desk, talks to Pierre and receives the letter, which proves to be written by Jack Dupree. Nicole asks the hotel owner about the Pont des Invalides and asks him to call another taxi for her. She then goes up to her room to send the photos she's taken to the bureau. Approaching the desk she picks up the laptop bag from the bench near the bed. She plugs in the camera and activates the laptop (double click). She then picks up the camera, and decides to bring the laptop along, so she puts it in the bag (pick up the bag and click on the laptop). Leaving the room Nicole decides to change her clothing (automatically) and leaves the hotel.
The happenings on the Pont des Invalides result in Nicole being sent back to the hotel under the police escort, who's ordered to take her to the airport. Nicole, however needs to get to Jack's apartment to look for the letters he mentioned. It's a bit of a problem, but not a one without a solution. Nicole enters the hotel and approaches the reception desk. She learns that Louis Carnot has been asking about her. Asking Pierre about the car he was supposed to rent, Nicole receives the keys. She then goes back outside and negotiates with the policeman to let her go to the airport in her own car, followed by the squad car. She goes back into the hotel and asks the receptionist about using the personnel exit, but he refuses. She gets back outside and convinces the policeman to have a croissant and some coffee. She goes to place the order with Pierre, and when he leaves for the back room - she free to take a look around the reception desk and it's surroundings.
She goes under the staircase to learn that the personnel exit (on the left) is closed. She grabs a bamboo stick from the plant pot and heads right to open (zoom in) the cabinet with glass door. She picks up a bottle cork and a scarf from the top shelf. She also grabs the threaded metal hook. From the top part of the door.
She gets back to the reception desk and heads right to see the small key locker that holds the backdoor key. She cannot, however, reach it. She attaches the hook onto the bamboo stick and uses this contraption to reach the key. Having it, she leaves the hotel for just one moment, and when she returns Pierre is waiting, with croissant and coffee. She then takes it to the policeman. Now, while he's busy with his meal she sneaks out through the back door and approaches the police car and blocks the exhaust pipe with the scarf (automatically).
She then leaves the room through the front exit and informs the policeman that she's ready to go. She sits behind the wheel of her rented car looks at the GPS (close up) and decides to go to Montmartre (green flag).
When she gets to Jack's apartment door (close up) Nicole finds out that she has no way of getting in the traditional way - through the door, as they are secured with police tapes. Remembering the open window she goes a level down and gets out onto the elevation. She moves along the elevation left, towards the only window with light on the other side. When she reaches it (close up) she takes four pieces of grating: one from the windowsill on the left and three from the damaged grating. She then climbs up using the metal rungs on the side of the building (just click the window on the right level - 2nd to the left).
Beneath the window (being part of Jack Dupree's apartment; press the door handle symbol; zoom in) Nicole finds out that even though the window is open it is block and cannot be opened wide. She needs something to disable the lock. She moves right to find two boards, laying on the elevation then goes on right, towards the chimney (zoom in) with an old antenna on top.
Before she climbs up towards the antenna she needs to create some rungs on her own, using the pieces of the grating and boards. She places the pieces into the holes in the wall and puts a board on top of every pair. Now she climbs up and reaches the antenna, or to be accurate a piece of wire (you need to zoom out from the steps you created and click on the antenna on the chimney).
With the antenna in her inventory agent can now get back to Dupree's apartment window. She bends the wire (left click it in the inventory) and then tries to reach the lock to open her way into the apartment. After dealing with the lock she gets into the apartment and starts by looking behind the closet (on the right). Where a lone bicycle wheel is standing. Out of it Nicole extracts a spoke.
She then goes on to examine the desk (close up) which has been unavailable before and takes a closer look at the map on the right (zoom in) with a wind rose painted using a few colors (important!). She picks up the key ring (which is also a flashlight) lying in the middle of the desk. She also takes a look at the open drawer using the flashlight to see through the darkness.
Now she can penetrate it and find a hole on its right side suggesting that the drawer has a false bottom. To check it she pulls the drawer out a bit (just left click on the handle) and uses the spoke to lever the false bottom. Underneath she finds a piece of paper with some kind of code and a pivot key.
Then agent takes a look at the hooks affixed to the paneling - the hooks have to be turned according to the code (on the piece of paper you found) and the geographical data from the wind rose (from the map on the desk). Since the last hook is missing, Nicole uses pivot key instead.
The code (52314) gives the directions on how to turn the hooks (for example, the first one to be turned is the fifth hook), and the description on wind rose the final position of each hook. The colors connect the number with directions. It should look like this:
1) the first hook to be turned is number five (red 5 is the first digit of the code) and it should up in the South-West position, same as the red marker on the map;
2) the second hook is number two (blue 2 as the second digit of the code) and it should end up in the North-West position, same as the blue marker on the map;
3) the third hook to be turned is number three (green 3 is the third digit of the code) and it should end up in South-East position, same as the green marker on the map;
4) the fourth hook to be turned is number one (black 1 is the fourth digit of the code) and should be turned West, same as the black marker on the map;
5) the fifth hook to be turned is number four (pink 4 is the last digit of the code) and it should end up in the North-East position, same as the pink marker on the map.
So to solve the riddle you should click the last hook 5 times, the second 7 times, the third 3 times; the first 6 times and the fourth 1 time (in this very order, the right setting can be seen on the photo above).
Success will result in the panel moving, revealing (zoom in) Jack's stack of letters from Marc Taine and a casket with a notebook. Nicole cannot resist reading the notebook (left click on the casket in the inventory to separate them, then click on the notebook to read it). Just after she's done reading she hears footsteps and has to hide quickly, preferably in the closet (a timed event).
After the adventure Nicole gets back behind the wheel and decides to go back to the hotel. There, she talks to a man waiting for her by the reception desk, Louis Carnot - she learns his identity from the business card he gives her. After he leaves agent asks Pierre to secure the casket she found in Jack's apartment. She then leaves the hotel and decides to head for the Moulin Rouge (green flag on the GPS).
On the spot Nicole heads for the revue building (right by her car). In the hall she picks up a poster laying on the ground to the left, and the linen tape hanging on the left. She tries to through the door ahead but they are closed, and the key she found at Jack's place doesn't fit. Nicole decides to leave the building and head to the back alley (on the right).
She approaches a pile of sand on the left and removes a wheel from the wheelbarrow. She also picks up the leaky bucket (on the left side of the wheelbarrow) and a pipe from the pile of sand. She heads for the back exit (on the right). These doors are also locked so she needs to get in via the hatch in the ground - to do that she has to destroy the padlock with the pipe (be sure to click on the padlock and not on the hatch handle). The hatch itself is however a tad too have for Nicole to lift.
Agent decides to remove the tire from the wheel (left click on the wheel in the inventory) and places the rim on the hook above the hatch. She then attaches the tape she found to the handle of the hatch and approaches the water box. Since the bucket is leaking Nicole puts a poster inside and turns the dial to fill the bucket.
She takes the bucket of water back to the hatch and hangs it on the hook attached to the tape. The hatch lifts for a while, allowing Nicole to go down. After she's through however, the poster stops soaks through and the hatch falls down (you can try to lift it, but again it proves to heavy).
Inside the revue Nicole heads down the corridor (pointer at the bottom of the screen). She picks up a fire extinguisher standing by the outfits. She also tries to open the box hanging on the wall to get an axe, but she reckons she would have to break the glass. The door on the left leads to the dressing-room, which she finds out after using Jack Dupree's keys.
Inside she has to turn on the light (the switch is on the right side of the door) then she examines the left side of the desk (close up) where, after pressing the green button on the phone she listens to a recorded message. Then Nicole moves to the right side of the desk and examines it up close (another close up). The bottle catches her attention and after examining it (left click on the bottle when it's in your inventory) she finds a blister of aspirin and a silver cross.
Between the desk (left) and the outfits (on the right) there is a drawer. Miss Bonnet takes a look inside (close up) to find a stack of envelopes, which prove to be letters from Marc Taine to Jacqueline. Then Nicole picks up the mannequin arm and leaves the room.
In the corridor she breaks the glass on the axe box (you can click on the arm before you do that to find a ring with a diamond which will appear in your inventory even if you won't do anything) and takes out the firefighter tool - the noises upstairs suggest that Nicole should leave. She decides to open the locked door using the fire extinguisher (use it on the door) - she places it near the door, then breaks the vent to open her way to freedom.
Back at the hotel agent learns about an unexpected guest, but the situation soon lightens up, as the men introduces himself as the detective working for Jack Dupree. After things went wrong for Jack detective decided to set things straight on his own. After talking to her guest Nicole goes down to the reception desk for the Po casket, which she then takes back upstairs. She asks the detective about it and decides to open it. It's shut firmly, and doesn't open until Nicole uses the cross.
Inside she finds a journal and some scraps, which turn out to be the pieces of some kind of map after she pulls them out (left click on the open casket). After consulting the detective she decides to put it back together (right click to zoom in). Map fragment, composed from the scraps needs to be put together using sticky tape, otherwise it will crumble back right as you zoom out. Use the right mouse button to rotate the pieces and left to move them and try to fit them together. The reconstruction of the map can be seen on the picture above.
Another talk to the detective concludes in Nicole's decision to visit the author of the letters, Marc Taine. (Green flag on the GPS).
After breaking into Taine's apartment Nicole and the detective are sure that they entered the murderer's nest. They do need a proof however in order to call the police. Bonnet takes photos (at a close up) of the boards on the right, where you can read pretty much everything about the psycho. One can assume that past victims are on the board on the left and the upcoming ones are on the right.
Then Nicole approaches the table in the lower left corner and browses through the stuff laying on it (close up) and takes a photo of all those things. She notices some pictures from her stay in France and an unfinished puppet. She takes a finger print from the cup on the right using the foil. She then heads to the kitchen (on the right) where she finds a disassembled monkey wrench..
She takes it back to the board and to the chest of drawers standing nearby. She opens the top drawer (zoom in) and takes out Marc Taine's driving license (which can be looked at closeup). After closing the drawer she moves the chest of drawers to the left and examines the wall behind it, as plaster is a bit different from that in the rest of the room.
She tries to smash it with the monkey wrench, but it needs to be reassembled first (left click on it in the inventory) After four hits the wall will crumble. Now Nicole needs to do is open the lock using the driving license.
In the new room Nicole finds a freezer and within it a body of the person form the driving license. Nicole decides to leave, but when she gets to the door she finds out that the other room is in flames.
Not hesitating Nicole grabs a blanket from the right and throws it into the bucket of water near the freezer. Hiding behind this wet cover she goes through the door (use the blanket on the door) and runs away from the apartment. Back in the street she gets into her car and decides to go to Spain (green flag on the GPS).
The car didn't fare too well during the journey and Nicole has to leave it in the workshop. After talking to the mechanic she learns that the repairs will take a while. Leaving the men her keys she goes to look around the town (right).
The building of the antique shop is near the workshop. A few steps right (ahead) are all that is needed to take Nicole to the apartment she's been looking for. Inside she meets Antoine Sourian sitting behind his desk and explains him the importance of the situation. They decide that Nicole will develop the pictures taken at the murderer's place while the antique dealer looks for some kind of list.
After leaving the antique shop she heads to the store (the building on the left, near the green pickup) where, as she was said, she will be able to develop the pictures. The store however, seems to be closed. Nicole heads right to the fountain from which she picks up some coins (do that a few times). When she's done, her finances include 1 zloty (old coin), 5 zlotys (modern-day), 50 cents, 5 1 euro coins 8 euro (4 coins, worth 2 each), 10 euro (2 5 euro coins 5), 1000 yen (2 coins worth 500 each) and 1 pound.
She heads back to the antique shop and asks about the store to learn, that she should look for the owner in the workshop. Upon getting there she learns that Raul the mechanic is also the store owner and convinces him to go to the store rather than sit doing nothing at the workshop. After he agrees Nicole can finally get inside the store only to learn that she needs 68 euros to develop the pictures, which is more then she has on herself at the moment. After looking around the store she decides to use the slot machine to get the money, even though Raul warns her, that the machine does not work properly.
Miss Bonnet starts playing the machine (close up). The stake is two euros (and you'll have to insert new coins each time you run out of credit). The remaining credit can be seen on the screen in the lower right part of the board. To start the game press "start" to see the three spinning wheels. The goal is to get a row of three fruit - you can try to win or just play six times - after the last one (after losing 12 euros) Nicole finally can collect her winnings (zoom in on the lower part of the machine).
With so much money in her wallet she has no problem getting the developed pictures from Raul. She takes them back to the antique store and convinces the old man to move as far away from this place, as he's able to. He mentions an old document on which the names of the Puppeteer's victims appear, and more precisely, their ancestors. There also appears the problem with his grandson's motorcycle - the antique dealer promised to press Raul on repairing it and insists on keeping his words. The bike can be found in the garden. Nicole goes there (right) to take a look at the bike, however the garden door are locked.
She goes back to the antique seller and asks him about the keys. The old man remembers having the keys when he read Proust's "In search of the lost time". Agent approaches the bookshelf in the back of the room (on the right side of the desk; close up) and looks for the book (moving the cursor along the books you need to find the title old man mentioned, it's random, the book is in a different spot each time). With the book Nicole finds the old key.
She uses it to reach the garden and takes a look at the bike (close up). She notices that it's missing its back wheel. From among the boards she picks up a flat key. Leaving the garden she notices that the small roof has been patched with rubber. She tries reaching it, but it's too high.
Back in the antique store Nicole takes a closer look at the small table on the right (close up) and picks up the scissors. She then goes back to the old man and asks him about the missing wheel. As suspected, it can be found in Raul's workshop. When the old man leaves to prepare for his journey Nicole grabs the blue marker, and heads to the workshop.
Raul asks Nicole to bring him the tire spoon and the wheel. It's not a difficult task since the broken motorcycle wheel stands against the red locker (left from Raul) and the spoon lays near a large bowl in the left side of the workshop (close up). She hands the items to Raul (talk to him twice).
She moves to the right side of the workshop and takes a look at the compressor (close up) and picks up the tube. She presses the green button on the device and attaches the tube to the compressor to fill it with air.
Now time becomes an issue - Nicole has to pick up the tube and dash to the fountain before the air gets out of it completely - she needs to put it into the water to locate the leak. She marks the spot with the blue marker (you need to do all that before the timer on the left reaches 0). She then heads back to the workshop where she informs Raul where the hole is only to learn that she should look for something to patch the hole.
She heads back to the antique store and asks the old man about the umbrella she plans to use as a pole. After she agrees she takes the umbrella from the stand and goes into the garden, then tries to pull the piece of gum down from the roof. After getting it she heads back to Raul, who asks her to cut out a patch for the leak. Nicole uses the scissors she picked up earlier and cuts the gum to create a patch, and talks to the mechanic to receive a fixed wheel, which needs to be filled with air using the compressor.
Nicole heads back to the antique shop only to be faced with a horrifying surprise. She can't do much more than secure the doll laying near the stairs. One look at the desk reminds her of the list that was probably kept in the safe - the old man said something about the bull so Nicole heads to the garden door and looks at the bull figure standing near the window. After turning it around she finds the safe combination written on the bottom (24-14-02-15-09).
Time to open the safe. According to the code from the figure it needs to be set to 24 (turning right), then to 14 (turning left), to 2 (turning right), to 15 (turning left) and to 9 (turning right). To rotate the dial you need to drag the mouse cursor. (Important! The icon does not change on the safe, as no clicking is required). If you hear a crack during the rotations you need to reset everything (using the button in the middle) and start over. After you're done, just open the safe rotating the handle on the left.
Inside, Nicole finds... safe wheels - this means, that the fun is not over yet. Now the safe has to be moved away from the wall - it can be done by installing the wheels in the right spots (on the bottom right side - one in the front, one in the back). The attempt to move the safe fails - it won't budge. She will need to use a lever.
Nicole gets back near the desk and takes a rapier from the wall between the pictures. Then she puts it underneath the handles on the safe lid and pulls the rapier. She manages to move it only a bit since there's a wooden block in her way. After removing it from under the safe Nicole pulls the rapier again and manages to reach the hidden cache in the wall (closeup) .
By pulling the string she opens the cache and pulls out a names list and motorcycle keys laying nearby. Before heading to the garden she picks up a rotating stool standing near the table on the right.
Time to prepare the motorcycle for the journey (closeup). To do that Nicole removes the seat from the stool (left click on it in the inventory) and uses the rest of the stool to get the bike up. She then uses the flat key (use it on the back of the bike) to lift the stool and places a wooden block under the bike and installs the wheel.
She picks up a nut from the nearby bowl. Now it's time to screw on the wheel (closeup). Our hero places the nut onto the thread and tries using the flat key, but it proves to large. She places a coin on the thread and tries again, this time, successfully. Now all you need now is to push the bike a little to get rid of the wooden block and start it up with the keys.
Bonnet reaches Louis Carnot's residence in the evening. Leaving the bike on the side of the road she heads towards the gate (closeup). She pulls the doorbell on the right to summon the security guard. She fails to convince him to let her in. Nicole walks along the wall (to the left) and notices that there is a spot when it's a lot lower then in other points. (right click on it) - this gives her hope to reach the palace if she's not let in through the main entrance.
There's a phone booth nearby and she looks inside, just in case (zoom in) she finds there a large stone, holding a page in the phone book, a film case and a small stone (on the phone). After taking a closer look at the case she notices it's not empty - inside she finds a small hook with a sucker.
That's pretty much all she can find here, so she goes back to the gate and takes the rocky path down to the harbor. She finds two boats here - the one closer to the land is damaged (closeup) so Nicole decides that no one will mind if she picks up a rope and a large bucket from it. In the bucket she also finds a small screwdriver (right click on the bucket, then left click on it) and a small bottomless bucket. She also grabs the green board laying on the solid ground.
She then heads towards the second boat and examines it (zoom in). She attaches a rope to the boats end and places a board over the rope creating a makeshift gangplank allowing her to get onto the boat (zoom out and click on the boat) while on the boat she lifts the anchor (on her own) and heads back to the back of the boat (zoom in) and picks up the board and the rope - she will make use of them later on. Before leaving she uses the film container to grab some sea water. She goes back to the front of Carnot's residence, connects the rope to the anchor crating a climbing set. She cannot however get onto the wall yet, as the guard is patrolling the area - she needs a distraction.
To create it Nicole approaches the gate (close up) and places the large bucket, small bucket and the board just beneath the bell. She uses this construction to climb up and reach the cornice above the bell (close up) placing there the large rock and the container of sea water into which she throws an aspirin. Then, she runs left to the wall.
She waits for the aspirin to drop the rock and trigger the doorbell and then climbs over the lowest part of the wall (!) using the rope and anchor. She then heads right. (This task is timed, however there's quite a lot of time to finish it. Throwing the rope and climbing up shouldn't take too long, as the guard may be heading back any moment. If you fail to do this in the given time you can try again, but each time you have to run down to the harbor to fill the container up.
On the other side of the wall Nicole heads towards the main entrance only to realize that there's also some security inside of the building. She uses the cellar window (the first one on the right side of the stairs) to get in.
There she rips out the hook from the sucker (left click on it) and attaches it to the screwdriver along with the diamond ring - thus receiving a glass cutter. She attaches it to the window and cuts out a hole in the window (left click on the window with the cutter attached) and then uses the small stone to push the cut out fragment inside. Now all she needs to do is to get inside.
Inside Nicole finds Jack Dupree tied down and gagged. She cannot get much out of him without removing the silver tape, but after she does, she asks him about the happenings on the bridge and few other pressing matters, the goes about the basement to cut his bonds. She cannot find any sharp object in the basement, so she decides to go into the hall through door on the left. There's a guard napping in the hall so agent needs to move very quietly. On her toes she approaches the table on the right and picks up the newspaper.
She checks the door on both sides of the hall and proceeds upstairs only to find another set of closed doors. She goes back to the basement and asks Jack about it. She learns that one of the guards has recently lost his keys in the basement. They landed under the iron cast stove. It needs a closer look (close up). Nicole looks under the stove (there are a lot of possibilities here, so it's worth to use hints at this moment - the right spot is the third question mark from the right). There seems to be something in there, but she cannot reach it with her hand - she uses a rolled up newspaper (left click on the newspaper in the inventory) to pull the key closer, and pick it up along with 1 euro coin.
She leaves the kitchen and checks what door does the key fit into. She finds out that it opens the left door on the first floor. Nicole enters the room, slams the door shut and closes it behind her (important!). She goes into the library and takes a look at the picture above the fire place and the trinkets standing on it (zoom in). She takes the picture of Louis and his brother and the ornament square (on the left) and the statue (on the right).
Now she approaches the bookshelf (on the right) and takes a closer look at the shelves in the center of the bookshelf (close up). She takes the book off the middle and the lower shelf and then removes the very shelves. There seems to be a hidden door here, and behind it another set, with an engraved ornament. (zoom in).
The goal of this puzzle is to create two identical ornaments by moving pieces of the one with the missing square. After setting the puzzle right insert the square you found on the fire place into the hole.
The door reveals a short corridor leading to a hidden room. Nicole enters it and browses through the rubble on the table to the right (close up). In a wooden box she finds a second map piece.
She places it next to the first piece (click on one of the pieces while holding the other) and takes a close look at them (right click) trying to make them match (you move the pieces with LMB and rotate them with RMB). When she manages to crate a bigger piece of the map she makes it whole with the sticky tape.
When Nicole gets back to the library she decides that being caught with the map I Carnot's house may not be wise. In order to secure the map she wraps it around the statue and secures with the silver tape. She then approaches the window on the left and throws the statue out (you need to do all of this before the time runs out. Just after she does it, she gets caught...
Nick saves the day and makes Nicole act according to his advice - get into the phone booth and c calls his acquaintance. She then goes back to the bike (zoom in). Starts it up and leaves.
Nicole gets to the archive via rickshaw and heads towards the door with a card attached (zoom in). It seems that the clerk has went on a coffee break to a nearby caf. Agent heads left to the other side of the street and past the aquamarine building with a billboard on top And continues on until she reaches another intersection with the "La Cathedral" bar. The man sitting at the table outside proves to be the archivist, he doesn't however feel like going back to the archives anytime soon, as he is waiting for a man who will bring him cigars. Nicole tries to talk to the native in a blue shirt, but it doesn't really help much.
She heads back to the intersection and crosses to the right side of the street and enters the tenement house. She enters the old (and out of business) hotel.
Inside she runs up to the elevator (ahead) where she takes a close look at the floor (zoom in) there is an ornamental metal can, there, which proves to be full of cigars (double click on it in the inventory). After opening and emptying Nicole receives; an empty metal can, a few cigars and some tobacco leaves.
After leaving the tenement house Nicole looks into the dumpster and pulls out a rubber glove, and picks up a holey carrier bag. She then goes back to the archivist and tells him about the cigars. To Nicole's disappointment, the man says he doesn't own a lighter.
Agent Bonnet needs to get back to the intersection and head right until she reaches the blue car. She looks under the hood and finds a lighter laying on the radiator (on the left). Following the "Better safe than sorry" rule she also takes the radiator plug. She also notices that the battery is brand new and may be of use (right then left click on it).
Proud of herself Nicole heads back to the bar and informs the archivist that he can finally smoke the cigar... that is until she realizes that there's no fuel in the lighter. This time however, fate goes easy on the FBI Agent as the table right behind the archivist has the equipment necessary to fill the lighter. Nicole fills it up and finally convinces the archivist to get back to work.
After getting into the archive Nicole heads towards the desk (closeup) and explains her case to the clerk. He is reluctant to help her, however as she's tailed by an agent from the bar. Nicole needs to drop the tail. She approaches the door and talks to the man convincing him to go away. Meanwhile agent takes a fuse from the box on the right side of the door. This forces the archivist to head into the back room and allows Nicole to look through the desk. She takes a rubber band laying next to the radio, a wooden clothes peg and the two R-20 batteries.
With all of the treasures in her possession Nicole hurries to the abandoned hotel. Inside she goes behind the pillar (on the left) and notices that the spy is still on her trail. She needs to immobilize him for a while.
There is a fusebox behind the pillar and Nicole places the fuse in the right slot (down row, second to the right) and turns the switch to make sure whether she activated the elevator door. She turns the switch back to open the door and then picks up two bricks and enters the elevator (closeup)
She decides to ambush the spy here. She places the bricks on the floor with the can on top of them and throws in the batteries she just stole. Then she wraps the band around the lighter, so that the button is constantly pressed. After she places it in the box right by the batteries the problem seems to be solved...
Nicole returns to the archive and asks the clerk about the mansion. She convinces him to borrow her his car to reach the spot. After the dialog she heads to the bar and into the back alley on the left, where the clerk has left his greenish car (closeup). She tries to fire it up using the keys she just got, but the car won't start.
Miss Bonnet check the gloves compartment and takes a nut and a flat key. She gets out of the car and takes a look under the hood (zoom in). She makes sure that the battery has failed (left click on it). She also notices that the radiator is empty and is missing a cap (left click on the hole).
Nicole goes to the aquamarine tenement house looking for water - there is a tap in the arcades (zoom in). She secures the carrier bag with the peg and hangs it on the tap. She then turns the tap and voilla - a bag of water awaits!
It's time to take the new battery Nicole spotted in the car standing by the archive. Agent goes there and tries to pick up the battery, but it proves to be to heavy for her to lift. She goes back to the square and takes the rickshaw, approaches the car and moves the battery onto the step, then takes the rickshaw to the archivist's car. Using the flat key she replaces the battery.
She fills the radiator with water from the carrier bag and tries to plug the hole... but the plug she has is to large. Using the rubber glove she makes it fit and plugs the radiator. Now all she needs to do is get into the car (be sure to zoom in on the car and not on the hood), turn the key twice and head to Montoute.
The car takes Nicole all the way to the mansion gates. After getting through she notices that the hacienda is in the state of decomposition. She enters the house and looks around the once-great hall. She goes to the left corner of the area (zoom in) and finds a grindstone (closeup) - it seems to be only missing the operating belt to work (on the left) going into the right corner of the room she notices a guanabana fruit up high, but has no way of reaching it.
She then head right and reaches another room. After getting to the door she enters the room behind it and notices the lemon balm shrub on the ground and a hiding place on the wall on the other side (close up). In order to reveal the hiding place a stone has to be moved, only to reveal that it is empty. That's pretty much all Nicole can learn from the hacienda - on her way out she takes a look at the dry fountain and recalls the smell of thyme.
Back outside Nicole meets a sympathetic native, Manuel who's repairing his vehicle by the wall on the right. He has lost a nut, but luckily Nicole has one spare (from the archivist's glove compartment) - this solves the problem. Manuel suggests that madame Budoe living in a village nearby, that can provide Nicole with an additional information on the family. Nicole heads right.
The main road through the village leads to the shaman's house (cursor at the end of the street). Upon stepping onto the terrace Nicole meets Ines who makes the decisions about madame's visits and won't let the agent through. Luckily, the heat is overwhelming and Nicole hopes that the broken fan behind Ines will produce an opportunity to get in without waiting.
She needs to figure out why isn't it working (zoom in). It seems to be broken, as turning the switch does nothing. Nicole takes off the lid of the device and finds out that the brushes are completely used up, so she removes them. Leaving the veranda Nicole picks up a pillow.
She meets Manuel again, this time disassembling an engine and agrees to give Nicole the engine brushes as a present. She also notices quite an impressive staff standing next to the wall. It could be of some use... Miss agent heads back to the shaman's house and tries replacing the brushes, by they prove to wide. She goes back to talk to Manuel about her problem. She asks him about the belt, but he's not willing to give it to her. He is also reluctant to borrow her the staff, but finally agrees when she promises to bring him a guanabana fruit.
Nicole runs to Montoute and after getting into the large hall and finds the spot where the tree grows. She places the pillow on the ground and pulls down a guanabana fruit, then picks it up along with the staff and heads back to Manuel.
This time Manuel hands her the belt (it hangs from the grating of first window to the left). Nicole heads back to the hacienda to place the belt on the grindstone (left side of the room; closeup) now she can grind the brushes until they reach the right size - put it by the grindstone and manually activate it.
With the brushes fitting the fan Nicole heads to the shaman's house and installs them into the fan, then activates the device. She talks to Ines and is allowed to talk to madame (on the right) she has a rather interesting talk and learns that she needs to talk to the ghosts of de Bougainvilles by sacrificing the fruits of salvia, toronjila and thymus.
A talk with Ines reveals that the fruits mentioned are actually lemon balm, sage and thyme. Nicole finds first of the herbs (sage) on the right side of the gate, the second (thyme) can be found by the fountain, while the last one (lemon balm) is in the room with the hiding place.
Back at madame's Nicole learns that she should press the thyme and burn it - she uses a nearby mortar to do that. Then she borrows some matches from Ines and sets the mortar on fire. This suffices as an offering and Nicole receives another part of the map upon talking to madame, but she can't enjoy it for long... She secures the doll as an evidence using the bag and has nothing else to do but get back to the car (closeup) turn the key and go away.
Reluctantly - but without any other choice - Nicole heads to the entrance (closeup) to Carnot's mansion. This time she gets inside without much trouble. Also the very mansion is left unguarded and Nicole can easily get through the main door (if you consider sneaking through the basement window a challenge you can do that again).
She heads to the basement where she learns of Jack's disappearance. Looking around for clues Nicole notices a message from Jack on the right side of the kettle. The message is scribbled on a piece of paper (left click in the inventory to read the message). This way Nicole learns where Carnot's headed. She goes back to the bike and heads to Paris.
Upon parking her bike Nicole heads to the cemetery. At the end of an alley she turns right then heads straight ahead until she reaches the spot where Carnot and his goons are trying to figure out the location of the treasure.
She listens to the discussion to learn that in order to get to the treasure one also need a dagger and a key hidden in the casket she took from Jack's apartment. Carnot sends one of his goon to retrieve the items. When the man passes the gravestone she's been using as a cover she moves left and sneaks behind him, gets on her bike and speed towards Jack's apartment.
Nicole enters the well known tenement house and takes the stairs all the way up. She watches the goon tearing down the police tapes sneaks to the floor below and asks the neighbor to call the police informing about a break-in to Jack Dupree's apartment.
After dealing with the goon Nicole heads back to the tenement house and climbs up the stairs. Jack's apartment is now open, so it shouldn't be much of a problem. Since Nicole already has the casket all she needs to get is the dagger. According to what Jack said it's hidden behind a picture on the pillar to the left. After turning the picture she pulls out the medieval dagger (miserycorde) from its hiding place. She leaves the apartment, gets on the bike and heads back to the cemetery.
Going back along the route she took before (into the cemetery, right, ahead) Nicole reaches the spot where Carnot and his men are waiting. She starts talking to Carnot hoping to get Jack released and negotiates his freedom if she helps them get into the crypt. Nicole receives the map piece that has been stolen from her at the shaman's place and tries to open the tomb on the right. She examines the engravings and finds a sign that was on the map.
She examines the pillars on both sides of the door along with the holes at it's bases. Since she lacks the appropriate tools to deal with that, she takes a small tour around the cemetery.
After reaching the intersection where she could turn left or right she heads left this time and approaches a tombstone that's apparently being renovated (on the right) and takes the rod leaning against the fence. Back at the intersection Nicole heads down the main alley and picks up an oil bottle standing near the thrash cans on the right.
She returns to the tomb there Louis and his men await and takes a closer look at one of the columns (zoom in). She inserts the rod into the hole, but when she tries to turn it, she finds out she can't. She pulls out the rod and covers it with oil - this allows her to turn the rod smoothly at each of the columns. Now all she needs to do is press the handle on the tomb's door to get inside.
On top of the statue Nicole locates a lock where she inserts the dagger, she doesn't turn it however, as she's afraid she might cut herself. She goes out again and goes out to the crossroad and turns left this time. She picks up a rag laying near the grave, heads back to the tomb and wraps it around the dagger. Now she can turn it and open her way down. She takes the dagger with her.
It's time to talk to Louis - Nicole has done what she was supposed to do. Carnot however wants her to pick the route leading to the treasure using the key and the dagger, so he gives her all of the map pieces. Nicole matches the third piece with the two previous ones (just as before, rotate it with right mouse button and move it with left). After the putting the map together she secures it with a sticker tape.
In order to set the route Nicole needs the dagger and the key, still hidden within the casket she took with her when leaving the hotel. In order to get the key out open the casket (left clicking on it) and use the dagger to cut the material inside thus, getting the key. She next installs the key on the map in the middle so that the sun matches the one in the middle of the key (click with the key on a zoomed in map and drag it to the right spot - someone will comment, that the place is right for the key).
Now Nicole turns the key along its head (right click on the key) until it gets to the top position, setting the first part of the path (Nicole will comment on that).
The second position is achieved after right clicking eight times on the key. Nicole says it's time to use the dagger.
The dagger needs to be placed in such a way that the sun on its hilt matches the ornament on the map, where the key had been laying just a moment ago (drag it to the spot suing left mouse button). And the triangles should match the triangles on the map (rotate it with right mouse button until Nicole confirms the position).
There is a spot in the hilt (more or less in the middle) where the key should be placed (no comments this time, just drag the key onto the symbol on the dagger).
Just like before (right clicking on the key) Nicole turns it to set another part of the way (she makes an appropriate comment).
Time to set the last part of the path (29 LMB presses) - after making almost a whole circle Nicole manages to create the last part of the route (she makes a comment on that).
She informs Carnot that she's done, but he doesn't hold onto his part of the deal - trying to make sure Nicole won't act against him, he takes Jack along. Miss Bonnet is left with one of the goons, but her FBI training kicks in and a moment later she's entering the chapel holding the goon's gun. On entering the catacombs she realizes that she won't be able to take the stairs on the left and instead decides to use the metal hook hanging from the ceiling.
She needs a rope however, so she returns to the surface and heads to the alley where she's seen a rubber hose (on the left; it can be found in the location next to the catacomb entrance). Attaching the hose to the hook she goes down.
On the bottom she finds an old plank on the right side of the room and a rope on the left. Taking both items she takes the central staircase down.
Water blocks the way forward Nicole needs to create a missing part of the track - to do that she attaches the rope to the hook in the wall and ties the plank to the other end. Using the platform she just created she continues to the right.
After passing the trouble spot she continues on to the right until she reaches Louis, Jack, and the solution to the mystery.