The 'The Next BIG Thing' walkthrough will guide you through all twists and turns of a plot of this pleasant game. It is divided into six parts, corresponding to game chapters, and many subchapters where you can find hints to specific tasks.
As default, a mouse cursor takes a shape of an eye on all active objects. To change it into a hand (picking collectibles), speech bubble (conversation) or cog (objects handling), click the RMB. When in the inventory, a cursor takes a shape of hand automatically, but it is worth to change it into an eye and examine objects in close-up. You'll get additional information then and sometimes also new objects.
All available options appear when you move the cursor to the top of a screen. You'll find there (from the left): help (F1), active points (F3), the inventory (Tab), tasks (F3) and the menu (F4). Starting the game, you create a profile connected with avatar (one of the game characters), a nickname and a password. You also have to choose one of the 3 difficulty levels: easy (help and active points are available), medium (active points are on, menu is off) or hard (help and active points are off).
In a menu on the right, next to your avatar, there are three indicators. The first two lines illustrate a usage of narrator's hints and disclosure of active points. They are full at the beginning, but they shrink with use of these options. The last line shows completing tasks in the game and it is empty at the beginning. It fills up as the gameplay proceeds. You can also check your stats, as summarized in a rather humorous way.
A double-click with LMB speeds up passing to locations and characters themselves - they materialize in the indicated spot. A single-click skips dialogs. Collected items are highlighted in the text in red and puzzle solutions are bolded.
Katarzyna "Kayleigh" Michalowska
Translated by Maciej "Elrond" Myrcha
Two reporters, Liz Allaire and Dan Murray, go to an award ceremony at this year's horror movies festival. But it appears on the spot that Dan doesn't intend to help his colleague with professional duties. Liz goes to a theater alone, and when she returns to a car parked in front of a William A. FitzRandolph's villa, who is film magnate and owner of MKO Studios, our reporters see Big Albert, one of the popular actors-monsters, breaking through the window into the William's office. Liz wants to check this immediately, while her partner Dan doesn't want to move and stays in the car.
As Liz go to the villa (twice to the right). Being inside you'll see that the owner instead of having fun with guests, sits on a couch in a lobby, which means that Liz can't sneak into his office. Talk to FitzRandolph - Liz finally gets an idea to ask her stubborn colleague for help, and more specifically to divert tycoon's attention from Liz. Unfortunately, Dan still doesn't want to get out of the car.
Return to the villa and take first entrance on the left (behind the stairs). You'll enter the dressing room, where you'll meet Edgar. Talk to him. He thinks that with his appearance he will never play a monster convincingly. After the conversation is over take a look at a paper model of Vulcan Flash (on the right), the main character in acclaimed horror movie. The actor who played this monster is missing. You can notice that Vulcan resembles Edgar. Of course Liz will get a brilliant idea to create a new Vulcan out of Edgar and the image of a monster will appear in your equipment.
Now you need few gadgets more. To get the first, go to main hall (to the right). You'll see a pumpkin with glasses stuck on the stairs knob. Take the glasses (click RMB on the pumpkin to get a hand icon and the click LMB to collect the glasses). In order to get next item go to the second room on the left (next to the dressing room). This is a library which looks more like untidy room or waiting for a renovation. There is the vest on the left stairs handrail. It is useful so take it. Examine also a bookcase next to the stairs (to the right). You'll find a bottle of blue paint. Combine it with the image of a monster and add the glasses and the vest.
Return to the dressing room and use the upgraded image of a monster on Edgar. He will transform into a Vulcan after a while and Liz will get his jacket he was wearing earlier. Take a closer look at it in inventory (click RMB on the jacket to get an eye icon and then click LMB to get a close-up). You'll find two tickets for a boxing match.
Leave the dressing room and the hall (a directional cursor at the bottom of the screen) and go back to the car (to the left). Show Dan tickets for the match. It is enough to encourage him to talk to FitzRandolph. When they join the rest of guests, go to the hallway by the stairs on the right. Liz will check last and middle door on the right, leading accordingly to FitzRandolph's and his secretary's offices. Unfortunately, they're closed.
Accost a robot sleeping at the beginning of the hallway. His name is Jimmy Love. Ask him to open the office, pretending to be a secretary of FitzRandolph. A robot will scan Liz and will categorically assert that she's not Beverley Torrance. So you have to use a bit of cunning.
Leave the hallway (a directional cursor at the bottom of the screen) and the villa. Go to the car again. Take a flask left by Dan on the mask. Open the trunk - you'll find an empty engine oil canister there. Pour the contents of the flasks to the canister.
Return to the villa and go to the corridor to the right. Treat Jimmy to the canister with alcohol. Then accost him again and ask him to open the second door. This time the identification is positive and after small perturbations with a lock, Liz can come to the secretary's office.
Big Albert, who fled through the window after seeing Liz, has left a message. She would like to read it but unfortunately a notepad is currently in a dog kennel. You need to get some tidbit to lure Tobby out of his kennel.
Being in FitzRandolph cabinet, go to the secretary office (an open door on the left). Walk over to her desk and take a pencil from a cup. Exit to the hallway (a directional cursor at the bottom of the screen) and go to the main hall.
Head to the recess with armchairs where the owner of this villa was sitting. There is a crank arm on an armchair on the right. Take it.
Go to the FitzRandolph cabinet through the secretary office. Install the crank arm in the phonograph standing there. You'll hear strange noise. Go to the Beverley office - you'll see a big bed instead of a desk there. Go to the bookcase located on the left side of the bed and take a tin of caviar.
Go outside the villa and use caviar to lure the dog out of his kennel. Liz will automatically take the notepad out of the kennel. Now you need to make an old trick - use a pencil on a seemingly clear sheet, where previous writings are imprinted. Follow the writings and go to the rear of the house where you'll find unconscious Albert.
On next day, Dan who is taking a bath has to listen to a row made on the phone by his boss. The reason is that both reporters are not in the office. You have no choice - you have to go to the FitzRandolph's villa and look into the situation...
Being in the warehouse, where according to the information from Edgar, Liz was heading to, pick up her belt from the floor. It is located at the wall, left to the stove. Go outside and head left to the villa. Go to the kennel (to the left) and give Tobby Liz's belt to sniff. The "doggy" will lead Dan back to the warehouse and point a grate leading to a basement. After lifting it, man will state that it is too high to jump.
Leave the warehouse and head left until Dan gets to the car. Take a baseball bat from the right seat. Go back to the front of FitzRandolph's house and take a closer look at small door right to the Tobby's kennel. Dan will notice claws dug into it (and more specifically a guitarist' red glove with claws). Pull them out from the door using a baseball bat.
Go to the right, approaching El Chupacabras sleeping in front of the house and head to the pier (to the right prior to the guitarist). You'll see a rope tied to a fence - cut it with the claws. Return to the villa (to the right) and then go to the warehouse (to the right behind the guitarist).
Attach the rope to a grate in a floor and Dan will move down to the basement and find Liz's voice recorder. Listen to the recording Dan will find out that Big Albert was closed in a sarcophagus. And Edgar will tell him that this sarcophagus was moved to the Temple of Eternal Illusion, which can't be reached.
Go again to the pier and then go to the boat moored at the shore. Dan will overhear a conversation between professor Flay and Poet, who would like to participate in testing of a teleport, but was refused. Talk to professor about this. You'll learn that in order to become his guinea-pig, you have to be a social outcast, close to death in addition. Then you have to pass a special psychological test, which will show a level of moral collapse. So Dan has no choice as meet these three conditions.
Before you leave the boat, take a camera lying on the floor between a control panel and a second, similar device. Return to the villa and go to Dan's car. Using a baseball bat crash the car completely.
Use a camera on what was left of the car - robots will take a photo of Dan and his work of destruction. When the photo goes to our hero's boss, Dan will immediately lose a job. This is enough to satisfy the first condition of professor...
There is a device in the professor's laboratory, which determines a lifespan (to the right). Step on it (if Dan doesn't want to, call a professor and ask him what kind of device it is) to check how much time is left for Dan on this earthly vale of tears. A device will show 5 years which is definitely too much for professor's requirements. You have to lower it below 1 year, 2 months, 9 days and 37 minutes.
Leave the boat and go to the warehouse. Just in front of the entrance lies a withered leaf left by Tobby. Take it.
Return to the boat and click a lifespan indicator with the leaf. Dan will chew it and this time a result will be satisfying - 19 days and 3 hours.
To obtain acceptable answers in professor's test, Dan will need a help of Poet, who is sitting at the pier and looking for new types of pain, which inspire him to create further poems. Talk to him and ask for some painfully poetry. A nursery rhyme inspired by a magnifying glass burning someone's hand for example. Remember it.
To provide him with the next spur, stimulating him to work, use a red glove with claws on billboard nearby. A terrible noise proves to be a sufficient incentive for Poet. Of course, remember the next verse.
Now you need more items for further inspiration. Go to the villa where El Chupacabras sleeps near the wall. Take a guitar case from him. Open it with a close-up - you'll obtain a saltshaker and a lemon.
Return to Poet and give him these items. He will apply himself a new kind of pain and produce another batch of poetry. Remember it.
For a last instrument of torture you have to go to the car. There is a corkscrew in the edge of a lawn (to the right). Pull it out. Go to Poet and give him a corkscrew. You'll hear a fourth rhyme.
Now you have a set of test answers. Go to the boat and call professor who is upstairs. Ask him about the test. Seeing first blot, quote Poet about sun burning the body (inspired by his play with magnifying glass).
A second blot is connected with exploding hearing, wounded by thousands of bees (inspired by claws on the billboard). A third blot is connected with an eye devouring the brain like hungry zombies (inspired by the action of salt and lemon).
And a last, fourth blot is connected with blood stream in a jaw (inspired by what Poet did with a corkscrew). Dan will be now able to test the teleporter.
Accost a professor and suggest that it would be good to test teleports when they are placed at a greater distance from each other. Suggest the warehouse in the villa - and one of the devices will be transported there.
Now you have to make that teleporter is moved even further - to the Temple of Eternal Illusion. It means that you need to change its appearance a little bit. To do so, leave the warehouse and steal set of spray paints, located near Edgar who tries to clean graffiti. Return to the warehouse and repaint the teleporter making a beautiful ... sarcophagus out of it. Go outside and tell Edgar that there is a sarcophagus inside. When he is convinced that you are not lying, he will order to move the sarcophagus to a mysterious temple. And that is it! Of course you can also spoof a priestess by the way...
Dan is in a rather interesting situation - the main temple priestess, Krom-Ha, clearly discovered a liking to him, but our hero's goal is not necessary a love game. He would prefer to escape from the temple taking Big Albert with him. Unfortunately Big Albert is still in a sarcophagus which is guarded by robots controller by decorative collar which Krom-Ha wears around her neck.
Leave the bedroom through a door on the left. It is time to look around the temple in search of some way out of this situation. In a great hall head right and go through any of the double doors on the right of the main stairs. You'll get to the Oracle of Shadow hall. Talk to her, or rather with him. You will learn that in order to deal with a priestess you need a Book of Dead. However before Dan will be able use it, he must have a knowledge of Egyptian. Therefore first you have to deliver 8 hieroglyphs to the oracle.
Return to the bedroom and examine the vase standing next to the priestess. There are coins inside but you can't steal them when she watches you. So ask her about a kiss and during a passionate embrace get coins out of the vase. You'll get a coin with the first hieroglyph.
Leave the bedroom and talk to a guard standing at the top of a stairs in the hall. Discuss about age of your staffs. After conversation suggest him an exchange - his Egyptian, curved staff for Dan's baseball bat (use it on the guard). This way you'll get a staff with the second hieroglyph.
Then go to the right (to the end) and go through the door between columns on the right. You'll get to a room with sarcophagi and a disappearing mummy. Remember in which sarcophagus mummy was when Dan saw her first and second time. A mummy moves through sarcophagi to the right by certain (random) number (3, 4 or 5). You have to find a sarcophagus where the mummy is hidden by calculating its movement. If for example the mummy first showed up in a third sarcophagus (counting from the left) and then in a sixth sarcophagus, it means that she moves by three sarcophagi - the next one should be ninth. But there are only seven sarcophagi in total, so the correct answer is a second sarcophagus. When you discover a place where the mummy is hiding, you can pick up her dagger with third hieroglyph.
Now go to the theater (the upper or lower entrance on the left). There are two robots guarding sarcophagus with Albert inside. After first conversation accost a robot on the right (Pazzo) and talk with him about a second robot (Ducky). Ask him to show you his trick. When Ducky performs a trick with a cylinder, a carrot and a rabbit, go to the red table in front of the stage. Take the magician's tools, i.e. a cylinder and a wand.
Return to the hall and go to the right (to the end). Now go through the door prior to columns on the right. You'll get to a hall, where a pyramid is levitating. You can't take it but you can do the job with a trick. Cover the pyramid with a cylinder and use a wand on it.
Take the cylinder - it appears that now a rabbit is levitating in the room, so a pyramid with four hieroglyphs is probably located on a table in the theater. Go there and take it. Now you should have seven hieroglyphs.
The last one is near by the Oracle of Shadow. Take a closer look at the emergency exit (in front of the oracle). There is a plaque with the last hieroglyph. Use a dagger and take the plaque. Finally give Oracle all 5 items with 8 hieroglyphs.
Now Dan has to pass and exam on the Egyptian syntax. You'll receive 5 questions and each time you'll have to indicate the correct answer. A way to find it is as follows (and it doesn't have much in common with questions): you have to choose a word or a phrase, which describes a hieroglyph being on the same place as its description. So, if the third hieroglyph from the left depicts a duck and there is a word "duck" as a third choice from the top in the set of answers, that is a correct answer.
This puzzle is random, so it is not possible to give one solution. However, following the above explanation, you should easily cope with this task.
Successfully passing the exam in the Oracle of Shadow effects in receiving a key to the chamber where the Book of Dead is stored. The key is the live scarab but the Oracle of Shadow doesn't want to tell you, where the chamber is. Dan has to find it out by himself.
Leave the Oracle room and being in the hall take a closer look at the fountain without water. You'll notice thousands of beetles there. Put your scarab to the fountain. He'll go to the one of holes on the right and all beetles will follow him. It turns out that there are stairs leading to the chamber with a Book of Dead under beetles.
Dan will take the Book, but he won't be able to open it. Use a pyramid on it (in the equipment) to open an unusual lock. When you find yourself back in the bedroom, choose any three of the five sets of hieroglyphics, which Dan will describe to the priestess. This way, he will get her decorative collar and free poor Albert.
After conversation with FitzRandolph, go to the next room (to the left). Talk to a robot named Adrian at the counter on the right. During the conversation he'll tell Liz, that he has frigophobia.
Get a door on the right and go inside a cooler room. Check supplies in an open fridge. Take a look at boxes with Cuban cancers (on the left at the door). Return to the dining room (in the room with the robot move cursor to the bottom right corner of the screen) and inform FitzRandolph what you want to eat for dinner - choose a set with refrigerator contents.
Take a syringe from a countertop where a robot was doing something previously. Go to the room on the left.
Look at the dartboard, and then take a box of darts. Examine it with close-up - it appears that they contain a drug with immediate effect. Fill the syringe with narcotic darts containing. Go back to the dining room. Once FitzRandolph put his hand with a pipe on a cart, inject the fluid from a syringe to his pipe. Having FitzRandolph powerless, Liz will get his speech on changes in MKO.
Again, go to the room with a large polar bear and darts. Take a look at the chest on the left, no doubt with live content. A pet inside (Malay pheasant) is irritable and restless - kindly Liz decides to calm it down. In order to do so, take a gun from a bookcase on the left to the door.
Load it with a narcotic dart and shoot a creature to put it to sleep.
A Big Albert's brain is located in a safe in the dining room. Liz, of course, may try to find a correct combination, but this is time consuming job and rather futile. You have to act in a different way.
Take a cart standing near the FitzRandolph's armchair. Use it on a safe and Liz will take a cart there and put a safe's upper part on a cart.
Now you have to fasten a safe to a cart somehow. Go to the room with the Malay pheasant sleeping in the chest. Since the creature is harmless, Liz can lower a chest. Tell her to spin a crank at the bottom of mechanism maintaining ropes in tension. Then click on the chest with hand-shaped cursor and Liz will take a belt from it.
Return to the dining room. Take a parachute hanging near a cooler room on your way. Being in the dining room, attach a safe to a cart with a belt and then attach a parachute to it.
Now you have to leave the zeppelin somehow. Go to the balcony in the dining room. It would be nice to open the dome. Note that there is a ring at the top but it is too high to each it.
Go outside the dining room and take the baking pan with the remnants of chocolate from a counter at which a robot worked. It has some kind of hook which will be useful soon. Go to the room with a big polar bear and take a ski pole from the bookcase on the right.
Return to the balcony. Put a baking pan on a ski pole and use this kit to turn the ring. This will open the balcony dome. Liz will look down and see something that should help her with escape.
Return to the dining room and change a cursor into a cog then click on a safe attached to a cart. Liz will take it to the balcony and ... hello freedom.
When Zelssius goes away, talk to professor Flay who is trapped in a cage hanging over Dan. Talk with him about corrosive properties of his saliva. Ask him to spit on handcuffs blocking Dan. Although because of the distance professor won't be able to exactly point at Dan's left hand, but he will release his left foot. Use it to activate a nearby lever - you'll lower the cage with Flay.
Accost professor again. Unfortunately he is no longer angry so he can't spit anymore. You can try to get him angry but with no success. In this situation call Zelssius who is in the backroom (use a speech bubble cursor on a passage below a professor's cage) and tell him about Flay's wicked intentions against him. When Zelssius will spray professor with insecticide, he'll get mad and now spit a correct place. After a while they are both free.
Professor failed to completely remove the chip from Liz's brain. A broken piece of it is still inside and the girl is in coma. You'll get into a world which is created by Liz's subconscious. Poet gives her two buttons. Her task is to beat shame and fear, which will allow her to find the deepest desire of her heart.
You're in the elevator. Push the white button next to number 11th. Go to the easel and take a look at the canvas. It perceives an association with Liz's beautiful sister, a painter. It turn out automatically, that you're in a Quennie Parisian flat. You'll learn that she has to paint five more paintings for tomorrow's exhibition but she lacks inspiration. Liz would help her sister gladly, but she can't recall anything.
Before you leave the room, take a look at a straw bale hanging on the left side of the bookcase. Dig up a sewing kit from inside. Go to the elevator (inside the bookcase) and push the white button next to number 80th.
You'll be in a studio, where second Liz is preparing for a recording. Walk to a desk among a stack of boxes and take a notepad from the desk. It will remind you a break-in scene (with Big Albert and FitzRandolph office).
Take a look at the cactus-shape coat rack (on the left) and click it with hand-shaped cursor - Liz will take an election badge from a jacket hanging there. It will remind her of FitzRandolph's big plans, which she read in his speech.
Now select the 14th floor. This is child's bathroom in a Liz's family house. From a bizarre coat rack at the door take a motorcycle helmet, which will remind Liz of her spectacular escape from a zeppelin.
Return to the elevator and insert one of the buttons you've received from Poet into any of holes in the lift keyboard, let's say - first from the left (you must have a sewing kit taken from Quennie room in order to "sew" the button). This way you'll get to floor 73 (or 5 or 25 - it depends where you've put the button). This is a ballroom in Liz's family house.
After conversation with a robot named Armand, go to the bar. Pick up a hip flask left on the floor (on the left), which will remind Liz of Dan. Examine also a tray of ice cubes installed on the left side of the bar. You'll see a plush bear inside. Pull it out. It will remind Liz of a polar bear from the zeppelin.
Now you got 5 memories from Liz's life. Return to her sister (the 11th floor) and give her all items successively: a notepad, a badge, a helmet, a hip flask and a teddy bear. Quennie will paint five paintings on the basis of each scene. At the end it will turn out that she run out of a red paint she uses to sign her paintings.
Take the elevator to the bathroom (14th floor). Examine the safe on the left. Try to open it - Liz doesn't know the combination. A Scot from the image will talk to you - he knows the correct code. Unfortunately, a conversation with him won't bring any results. You have to do something for him.
Return to the ballroom (73rd floor) and take a juicer from the right side of the bar. Being in the elevator, insert the second button you got from Poet into one of two remaining holes in the bottom of keyboard, let's say into the middle one (you must have a sewing kit taken from Quennie room in order to "sew" the button). You'll get to the 5th floor (or 25th or 73rd - it depends on where you've put this and previous button). There is a tree on the left with the extinguisher attached to it. Use a juicer on it and you'll get a red paint for Quennie.
Go to your sister (11th floor) and give her red paint. Quennie will paint a portrait of Scot, who has a head on his place. The grateful man will give Liz a code to the safe. She will find a symbol of courage in a form of a medal inside.
Being in the ballroom for a first time, during a conversation with Armand, Liz realizes that she is ashamed to dance. She decides to overcome but she needs a carnet in order to dance. Go to the 5th (or 25th or 73rd - it depends where you've put buttons) floor and take a closer look at a tree growing in a pot on the left. There are passes of various kinds on it. Unfortunately they are still immature and the tree is almost withered. You have to water it then.
So move to the bathroom (14th floor), go to the bathtub and remove a shower head. Return to the 5th floor. Install the shower head under the tree. Now return to the bathroom. Go to the bathtub and turn the functional (left) tap. Once you go again to the 5th floor, all passes on the tree are ripe. Take a carnet you need.
Go to the ballroom and show Armando the carnet. The first dance is tango. Unfortunately, it is not in the orchestra's repertoire. So you have to teach floral orchestra (on the far right) how to play tango. Armando will provide Liz with two important clues: instruments must keep the rhythm and not all should take part in a performance of tango. So go to the orchestra and click it with a cog-shaped cursor.
A close-up appears where you have to choose instruments that to play tango. What are important are their type, sequence and tempo of marking them. At the beginning, listen to all instruments - these are flowers. Each of them has a centre of different color (green, yellow, red, blue, pink and orange. Once you recognize what kind of instrument it is, click this flower again to stop playing and to check another one. You have to choose 4 flowers out of 6, which sound like drums, violin, piano and bass guitar - exactly in that order. This puzzle is also random and after each failed attempt flowers wilt and with the next check it turns out that there is a different instrument behind different color. Once you're sure that you've chosen flowers correctly, click them at steady tempo, so Armando can recognize that the rhythm is correct. It is described by notes when you play particular instrument. When the note disappears it is a sign that another instrument has to be played. If you successfully complete this task, Liz will start to dance. As a reward she'll receive a half of the third button.
It is time to overcome fear and from the conversation with Quennie Liz knows that she's most afraid of crocodiles. Besides, her reaction when she saw a crocodile on the 5th floor was more than meaningful. Go there and walk into the crocodile's jaws (use RMB to change cursor for directional one) or click on it with the medal you've found.
You'll receive a second half of the button which means that another floor in the elevator is accessible (25th or 73rd or 5th - it depends where you've put buttons). You'll get there automatically. Talk to Dan-Tarzan. Liz will learn what the deepest desire of her heart is, although it will be hard for her to believe it...
You received a certain task from Flay, but the most important issue now is to not allow FitzRandolph to get into the laboratory and figure out the situation. So go back to the laboratory (a directional cursor at the bottom of the screen), and then head to the elevator which is in the far right.
You'll be in a MKO Studios corridor. Go to the left and take the door on the left. You'll get to the room with two actors-monsters: Eva Morte - Scream Queen and Night Master wait for FitzRandolph. Go to the left behind a curtain and notice Liz's purse lying on a round stool. Check its contents. There is a case inside containing a bracelet along with a letter - a gift from Zelssius to Liz and very valuable for Dan - tickets for a boxing match.
Take a note from a chair nearby. Go to the corridor and open the door opposite. Talk to FitzRandolph and convince him that he should go to the laboratory because Liz and Zelssius need a little privacy. Show him a bracelet and an affectionate message as proof of your words.
Head to the end of the corridor (to the right). You'll find that the elevator entrance is cleverly hidden behind a wardrobe on wheels. You need a code which is written on a paper which you took from a chair in the room with Scream Queen and Night Master. Use it on the elevator and after a while Dan will be in the lab.
Go through the metal door on the right. You'll be in a cave next to the lab. Head left, where you can see a robot's head in the rocks. Take it.
Return to the lab (a directional cursor on the right) and head to the backroom.
Once you're in a rock corridor, give the robot's head to professor who is upstairs (on the left). Then give him also Liz's bracelet with crystal. This is enough and Flay can finish his device which removes chips from a brain.
Thanks to a stone received from Dan-Tarzan, Liz-Jane manages to break a glass separating her from other Liz and now she can talk with her version that is under the influence of FitzRandolph. Unfortunately none of the arguments is good enough to convince other Liz. Liz-Jane has to figure out how to reach herself.
Go to the elevator on the right. Get to the floor with a red button. Take a tam-tam standing there. Now move to the 30th floor. You'll find yourself in an Allaire gallery which is managed by Liz's second sister - Anne-Marie. Talk to her about a painting with voodoo theme and what happened in New Orleans. Ask her also if she plays other instrument than a piano. At the end give her tam-tam and ask her to play it. It appears that a score is needed.
Use the elevator and move to Dan. Talk to him about his shaman friend and the score for the tam-tam. Well ... it is obvious that he won't give it her like that. Move to the 41st floor then, to the studio where you can find Liz. Ask her about make-up girl - Liz will go to check if she is back. The moment when she is gone can be used for checking her purse which is lying on a stool nearby. You'll find a bracelet and tickets for an animal fight.
Return to Dan-Tarzan and give him the tickets. You'll receive the score for the tam-tam. Move to the 30th floor and give your sister the score. During Anne-Marie plays the tam-tam, jump inside the Quennie's painting (on the left). The voodoo priest is busy with dancing to the beat of the tam-tam music so Liz can steal a doll.
Now go to the Dan-Tarzan to the jungle. Talk to him about a large knife. The next scene is like taken from Wilhelm Tell story. You have to throw a knife in an apple on Dan's head but somehow it is not possible. After a failed attempt you will gain an apple.
Now choose the 41st floor in the elevator and examine the box standing on a floor, to the right from Liz. You'll find a buckle and a magnet.
Put the magnet inside the apple and return to Dan. Tell him that you want to try throwing the knife again. This time you'll hit the apple with no problems. You'll receive the knife.
Finally go to the 68th floor. You'll see doctor Zelssius conducting two robots. Go to him and using the knife cut a piece of a green gown. Use it on voodoo doll. Use also the bracelet as an eye patch - now it looks much like Zelssius. Then immobilize its hands with a buckle you've found earlier. In this way Liz's alter ego will be free from negative influence of FitzRandolph.
You have to convince Scream Queen and Night Master to help you with unmasking FitzRandolph. You need really good argument. Give one of them tickets for a boxing match.
After you go to the corridor, you'll see FitzRandolph going inside his office (double door). Follow him and talk to him on all subjects (also about quitting smoking). Then head to the elevator (to the right). Go down to the lab. Locate a place where Flay is. Take a tea-bag which lies on a table.
Return to the lab (a cursor at the bottom of the screen), and use the steel door on the right. Go to the cave and using tea bag take some gunpowder from the barrel which stands under rocks on the right. Go again to the lab and head to offices of MKO Studios (take the elevator on the right). Go to the projection room door (on the right) and stick a bag with gunpowder into its hole. Now you have to set fire somehow.
Go the FitzRandolph's office. Convince him to quit smoking. You'll receive his incandescent pipe. Go out to the corridor and set fire to the gunpowder in the door using the pipe. This way Dan will get a steam gun.
Take the elevator and go to the lab. Head to the backroom and then go along a rock tunnel to the right. There are three characters stay behind a glass: Big Albert, Poet and Intangible Man. He would be perfect choice for swapping films if he is invisible. Unfortunately he is smeared with paint. Clean him with the steam gun.
Now, just use the FitzRandolph distraction and artfully prepared plan will be successful.