April 21, 2011
Walkthrough: The Next BIG Thing
notes:
There's no implication to choosing an avatar - any is fine.
At the start, choose between 'Easy', 'Normal' and Difficult modes:
- Easy has hints given by the narrator and hotspots highlighted in game
- Normal has only hotspots highlighted
- Difficult has neither
Roll over the top of the screen to reveal the Control Panel, which has:
- Hints (if playing Easy),
- Hotspots Highlight Icon (if playing Easy / Medium)
- Inventory
- Checkpoints
- Save/Load/Options/Statistics Menu
Right click on objects / persons to look and use / talk to them.
There are 6 chapters. Each has 5 - 7 mini-objectives / checkpoints.
The game is extremely linear and proceeds one quest at a time.
Some screens scroll sideways and have items / exits in the extension.
Sometimes objects are added to screens on revisiting after checkpoints.
The cursor changes to action icon when over a hotspot.
Many hotspots are red herrings i.e. non-useful.
Locations, objects and NPCs are 'named' after Dan / Liz visit them, being known before that as doors, corridors, rooms, etc. They are then named as whatever Dan / Liz think of them at that moment so they keep changing.
Most puzzles are of the inventory type.
Some inventory items, on LOOKING, yield other inventory items.
Try to use everything with everything - in inventory and onscreen.
Always remember: nothing is 'too weird' in this game.
The inventory also holds useless and already-used items till a chapter ends.
Standalone puzzles mostly use randomly generated sequences.
Puzzles CANNOT be skipped.
While all dialogue topics appear the first time you talk to a character in a chapter, new sub-topics get added as per new events.
If you seem to be stuck, talk fully to all available characters again.
There are no ways to die / end the game accidentally and no dead ends.
There is no limit to save files.
walkthrough:
CHAPTER 1: LIZ / THE AWARDS NIGHT
LOCATIONS: Parking Lot & Fitzgerald's Mansion
OBJECTIVE 1: Liz wants to find out what Big Albert is doing in FitzRandolph's mansion.
Talk to Dan, sitting on the car. He isn't willing to help.
Walk right to the mansion.
Enter FitzRandolph's mansion.
Liz automatically talks to FitzRandolph. [CHECKPOINT]
FitzRandolph and Dan are pals because of their interest in sports.
OBJECTIVE 2: Liz needs to get FitzRandolph out of the way so she can enter his office.
Exit the mansion. Liz automatically returns to Dan.
Talk to Dan. He won't help distract FitzRandolph.
He wants to see a boxing match. BUT... he has no tickets. [CHECKPOINT]
OBJECTIVE 3: Liz needs to motivate Dan to get FitzRandolph out of the way.
Return to the mansion. Liz is in the lobby.
Take the glasses / spectacles from the pumpkin on the staircase banister at the right.
Enter the first corridor at left. It's a coat check room.
Talk to Edgar.
OBJECTIVE 4: Liz needs to make Edgar look more like a monster.
Look at the Vulcan Flash cutout at right.
Talk to Edgar about him dressing up as Vulcan Flash. [CHECKPOINT]
Exit to the lobby.
Enter the second corridor at left. It's a reading room.
Take the jacket from the staircase banister.
Take the can of blue paint from the bookshelf.
INVENTORY: Combine glasses, jacket and blue paint with alien cutout.
The Vulcan Flash Kit is ready.
Exit to the lobby. Enter Edgar's room.
INVENTORY: Select the Vulcan Flash Kit. Give it to Edgar.
Edgar's jacket is automatically added to the inventory.
INVENTORY: Look at Edgar's jacket – ah-ha!
Tickets to the boxing match that Dan wanted to see are added to inventory.
Exit the mansion. Return to Dan.
INVENTORY: Select the tickets. Give them to Dan.
Take Dan's hip flask from the car bonnet.
Open the trunk of the car. Take the can of motor oil.
Return to the mansion.
Go to the seats at the right of the lobby. FitzRandolph is gone.
Take the crank handle from FitzRandolph's chair.
Exit via the door behind the chair (labelled as jar) OR into the lobby and then into the hall at the right.
It's the corridor to FitzRandolph's office.
OBJECTIVE 5: Liz needs to enter FitzRandolph's office.
Talk to the sleeping robot Jimmy Love.
Ask Jimmy to open door to secretary's office. [CHECKPOINT]
OBJECTIVE 6: Liz needs to make Jimmy think she's Beverly.
INVENTORY: Use the motor oil with Dan's hip flask to get pumpkin punch.
INVENTORY: Select the motor oil (aka pumpkin punch). Give to Jimmy.
Watch cutscenes. [CHECKPOINT]
Liz is now inside FitzRandolph's office.
Note the phonograph on the table near the back wall.
Walk left into Beverly's office.
Take a pencil from the mug on the desk.
Return to FitzRandolph's office.
INVENTORY: Select the crank handle. Use with the phonograph.
Enter Beverly's office. Wowzaa!
From the bookshelf beside the bed, take the tin of Beluga caviar.
Exit to the corridor via the bottom of the screen in Beverly's office.
Exit the mansion. Liz is now beside the doghouse by the staircase.
INVENTORY: Select the tin of caviar. Use with the doghouse.
Tobby the III is, um... moving on...
A torn notepad is added to the inventory.
INVENTORY: Select the pencil. Use with the torn notepad.
Big Albert's note is revealed. [CHECKPOINT]
Watch the cutscenes.
END OF CHAPTER 1.
CHAPTER 2: DAN / THE MORNING AFTER
LOCATIONS: Outside Fitzgerald's Mansion / Parking Lot / Yacht
OBJECTIVE 1: Dan has to find out what happened to Liz.
Dan starts in the warehouse of the FitzRandolph mansion.
Take the belt lying on the floor beside the boiler.
Exit the warehouse / storeroom.
In the corridor, take the spray paint cans by the door on the floor.
Exit left to the mansion.
The Chupacabra (Mexican man) is asleep.
Take the guitar case (charangote) leaning against the wall.
INVENTORY: LOOK at the guitar case. Hmm.
A lime and salt shaker is added to the inventory.
Walk left to the door at the side of the mansion where sad robot Phil was last night.
There is a fake chupacabra claw stuck to the door.
Walk left to the car.
Take the corkscrew (soul extractor) in the grass at bottom right of screen.
Take the bat from the backseat of the car.
Return to the mansion.
INVENTORY: Select the bat. Use it on chupacabra claw + door.
The claw is added to the inventory.
Walk right to the pier where the yacht is moored.
INVENTORY: Select the chupacabra claw.
Use the claw on the rope tied to the left side of the fence.
The rope is added to the inventory.
Return to the mansion.
INVENTORY: Select the belt. Use it with the doghouse i.e. Tobby.
Return automatically to the warehouse.
INVENTORY: Select the rope. Use with the trapdoor on the floor.
Watch the cutscene.
Liz's tape recorder is added to the inventory. [CHECKPOINT]
Exit the warehouse automatically.
OBJECTIVE 2: Dan has to find Big Albert.
Take the leaf lying on the floor at bottom right of screen.
Talk to Edgar.
Learn it's impossible to voluntarily enter the Temple of Eternal Illusion.
Return to the pier. Automatically enter the yacht i.e. Dr. Fly's lab.
Watch the cutscene. Dan needs to use the teleporter. [CHECKPOINT]
OBJECTIVE 3: Dan has to pass Fly's tests for teleporter volunteers.
Dan needs to fulfill 3 criteria to be allowed to volunteer.
1. To show that he's socially dispensable.
2. To show that he has 19-odd days to live via the Life-O-Meter.
3. To clear Dr. Fly's blot test of four blots.
Take the camera on the floor between the consoles.
Walk to the right of the room (scroll).
The Life-O-Meter is the machine against the right wall.
INVENTORY: Select Tobby's leaf. Use with the Life-O-Meter.
Requirement 2 completed. [CHECKPOINT]
Exit the lab and return to the car, the Falcon Spirit.
INVENTORY: Select the bat. Use it with the car.
Watch the cutscene. Ohh.
INVENTORY: Take the camera. Use it with the customised Falcon Spirit.
Automatically return to Fly's lab.
Requirement 1 completed. [CHECKPOINT]
Exit to the pier. Talk to Poet of Pain.
OBJECTIVE 4: Dan has to inspire the Poet of Pain.
Ask how burning his hand with the magnifying glass inspires him.
Dan gets Verse 1, about the sun.
INVENTORY: Select the lemon & salt. Give to Poet.
Ouch! Dan gets Verse 2, about the eye.
INVENTORY: Select the soul extractor. Give to Poet.
Double ouch! Dan gets Verse 3, about the molar.
INVENTORY: Take the claw. Use with the "No ferry service" board.
Gaaah! Dan gets Verse 4, about the bees.
Return to the lab. Talk to Fly. Ask to take the blot test.
For Blot 1: An infernal sun scorches my skin, implacable, two-faced, cruel.
For Blot 2: A ravenous zombie, my right eye devouring my brain.
For Blot 3: How is that not supposed to hurt? I've lost a molar!
For Blot 4: My ear, by a thousand bees mortally wounded, bursts joyfully.
Requirement 3 completed. [CHECKPOINT]
Fly agrees to take Dan as a volunteer. [CHECKPOINT]
Watch the cutscene.
OBJECTIVE 5: Dan has to transport one half of the teleporter to Krom-Ha's Temple of Eternal Illusion.
Talk Dr. Fly into agreeing to transport half the teleporter to the warehouse.
Exit to the pier. Talk to Poet about how strong he is.
Watch the cutscene. The teleporter is now in the warehouse.
INVENTORY: Select the cans of spray paint. Use with the teleporter.
Exit to the corridor.
Tell Edgar that the sarcophagus is still in the storeroom.
Edgar has the sarcophagus transported to the Temple. [CHECKPOINT]
Watch the cutscenes.
END OF CHAPTER 2.
CHAPTER 3: DAN / THE TEMPLE OF ETERNAL ILLUSION
LOCATION: The Temple of Eternal Illusion
OBJECTIVE 1: Dan has to get Krom-Ha's necklace / pendant so he can order the robots to open the sarcophagus and then transport Big Albert to Dr. Fly's lab.
Dan is in Krom-Ha's bedroom.
Exit by the left door into the courtyard.
Enter either of the two doors at the rear – the Oracle's Chamber.
Watch the cutscene.
OBJECTIVE 2: Dan has to send Krom-Ha back to the land of the dead using the Book of the Dead.
OBJECTIVE 3: Dan has to get 8 hieroglyphs for the Oracle.
Exit the Oracle's chambers.
Talk to the robot guard guarding the exit, at the top of the stairs.
He is obsessed with his ancient staff (note the hieroglyph at its end).
INVENTORY: Select the bat. Give it to the guard.
The staff is added to the inventory.
Exit to Krom-Ha's bedroom.
Talk to Krom-Ha about kissing her.
This is tricky – when they're kissing, right click on the vase to the 'hand' icon, then click.
A coin is added to the inventory.
Exit to the courtyard.
Enter the theater via the door on left of the courtyard.
Talk to robot Pazzo. Tell him to have robot Ducky do a magic trick.
Watch the cutscene.
Go to the red table at the centre of the stage.
Take the top hat and the magic wand.
Exit to the courtyard. Walk right, scrolling the screen.
There are two doors at extreme right: the top one leads to a room with sarcophagi and the lower one leads to a room with a hovering pyramid.
First, the room with the sarcophagi (sarcophagorium). [CHECKPOINT]
OBJECTIVE 4: Dan has to guess the logic of the moving mummy and deduce which sarcophagus he's in.
The logic is: the mummy moves three steps to the right (onscreen, it'll look left) of the sarcophagus he's currently in.
Numbering the sarcophagus as they appear on screen: 1 2 3 4 5 6 7
If he starts at 7, going left as you see, he moves to 4, then 1, then 5...
Take the knife from the mummy.
Exit to the courtyard.
Enter the room with the hovering pyramid.
INVENTORY: Select the top hat. Use with the hovering pyramid.
INVENTORY: Select the magic wand. Use with the hat + pyramid.
Exit the room. Return to the theater.
Walk to the red table and pick up the pyramid.
Return to the Oracle's Chamber.
Note the emergency sign on the door on the right wall.
INVENTORY: Select the knife. Use with the emergency sign.
The sign is added to the inventory.
INVENTORY: Select the pyramid. Use with the Oracle.
4 hieroglyphs added.
INVENTORY: Select the staff. Use with the Oracle.
1 hieroglyph added.
INVENTORY: Select the coin. Use with the Oracle.
1 hieroglyph added.
INVENTORY: Select the knife. Use with the Oracle.
1 hieroglyph added.
INVENTORY: Select the emergency sign. Use with the Oracle.
1 hieroglyph added.
All hieroglyphs are in place. [CHECKPOINT]
OBJECTIVE 5: Dan has to decode the Egyptian syntax.
Though it appears to involve words and grammar, this is a logic puzzle.
The glyphs' order changes on each repeat play. The order of the 5 questions remains the same though they don't matter or hold any clues.
The logic is: only ONE of the glyph tiles matches the position (from left to right) on the rack with the number against its name in the list of options.
For example, a glyph should be the fourth tile from the left, and the fourth option from top in the list to be a match.
For reference, though they don't matter in any way, are the questions:
Q1: Identify the main verb in the phrase.
Q2: Identify the direct object in the phrase.
Q3: Which hieroglyphic acts as the nucleus of the subject in the phrase?
Q4: Which hieroglyph cannot be conjugated in the passive voice?
Q5: Which hieroglyph refers to the subordinate clause of the noun?
Exam passed. [CHECKPOINT]
The Oracle gives Dan a female beetle which is added to the inventory.
Exit to the courtyard.
OBJECTIVE 6: Dan has to find the Book of the Dead.
Note the pond / fountain full of male beetles.
INVENTORY: Take the female beetle. Use it with the fountain.
Watch the cutscene.
Automatically take the Book of the Dead. It's locked, of course.
INVENTORY: Select the pyramid. Use with the Book of the Dead.
Watch cutscene. [CHECKPOINT]
Using the book with Krom-Ha: the fourth para works, though it's trial and error without any risk.
Watch cutscenes. [CHECKPOINT]
END OF CHAPTER 3.
CHAPTER 4: LIZ / THE ZEPPELIN
LOCATION: The Zeppelin
OBJECTIVE 1: Liz has to incapacitate FitzRandolph, find Big Albert's brain, and get out of the Zeppelin.
Liz is in FitzRandolph's study.
Talk to FitzRandolph till dialogues are exhausted.
Exit left to the hallway.
Take the pen knife from the knife-holder on the rear wall.
Take the parachute on the rear wall, right side.
Talk to Adrian the robot chef.
OBJECTIVE 2: Liz has to rid Adrian of his cold phobia.
Exit left to the adjoining room - the armory.
OBJECTIVE 3: Liz wants to calm the parakeet in the wooden crate.
Take the ski pole from the shelf at bottom right.
Take the box of tranquiliser darts from beside the target in the right wall.
Take the pistol from the rack on the left wall.
INVENTORY: Select the box of darts. Use with the pistol.
INVENTORY: Select the pistol + dart. Use with wooden crate + parakeet.
The parakeet's asleep. [CHECKPOINT]
Use the pulley at the edge of the stage to lower the crate.
Take the strap attached to the crate.
Exit to the hallway. Enter the door at right – it's a walk-in refrigerator.
Liz refuses to walk into the cold.
Exit to the hallway.
Ask Adrian how he gets something from the fridge.
He says he does it only if FitzRandolph tells him to.
Exit to the study. Talk to FitzRandolph about eating.
Order the big ticket item with king crabs, etc.
Watch the cutscene. [CHECKPOINT]
Exit to the hallway.
Take the mold and the syringe from Adrian's counter.
Exit to the dining room.
INVENTORY: Select the syringe. Use with box of tranquilizer darts.
INVENTORY: Select the syringe + tranquilizer. Use with Fitz's pipe.
Watch cutscene. [CHECKPOINT]
FitzRandolph's speech about MKO's plans is added to the inventory.
Take the folding cart.
OBJECTIVE 4: Liz has to open the safe.
Click the top part of the safe. Liz needs the combination.
Or not.
INVENTORY: Select the folding cart. Use with the safe.
INVENTORY: Select the strap. Use with safe + cart.
INVENTORY: Select the parachute. Use with safe + cart + strap.
Exit right to the balcony.
INVENTORY: Select the ski pole. Use with the mold.
'Foolishness' is added to the inventory.
INVENTORY: Select foolishness. Use with the hook at the top of the wall.
The balcony pane is now open. [CHECKPOINT]
Return to the dining room.
Click the safe. Watch cutscene. [CHECKPOINT]
END OF CHAPTER 4.
CHAPTER 5: DAN & LIZ / ZELSIUSS' LAB
LOCATIONS: Zelsiuss' Lab / Liz's Head
OBJECTIVE 1: Dan has to get out of the restraining chair.
Talk to Dr. Fly about spitting. Ask him to spit on Dan.
Dr. Fly is too far away.
Click the lever next to Dan's foot.
Talk to Dr. Fly again about spitting. He's out of saliva.
TALK to the 'the place where Zelssius went' hotspot on the floor.
When Zelssius comes, tell him Dr. Fly is trying to make a sucker out of him.
Watch the cutscene.
Talk to Dr. Fly. Watch the cutscenes. [CHECKPOINT]
OBJECTIVE 2: Liz has to face her greatest fear and greatest shame.
In the elevator, click Floor 11 / Queenie's Studio.
NOTE: I think floor numbers change depending on the order that you click; for example, Queenie's studio will probably be at whatever floor you click first. So rather than following floor numbers, follow floor descriptions.
Click the canvas.
OBJECTIVE 3: Liz has to provide Queenie 5 inspirational scenes for her exhibit.
Click the bale of hay at the rear left of the room.
A sewing kit is added to the inventory.
INVENTORY: LOOK at the sewing kit to get 2 buttons.
Exit to the elevator.
INVENTORY: Take a button. Use it with the middle lower button slot.
Floor 5 / Dance Hall is activated.
Talk to Armando the butler. Liz agrees to dance to face her shame.
OBJECTIVE 4: Liz needs a dance card.
Take the hip flask from the floor in front of the bar counter.
Liz remembers her fight with Dan.
Take the teddy bear from the ice-cream cone attached to the bar.
Liz remembers scaring the polar bear in the zeppelin.
Take the juicer from the bar counter.
Exit to the elevator.
Go to Floor 80 / Presents + FitzLiz.
Take the notepad from the table.
Liz remembers Big Albert breaking into FitzRandolph's office.
Take the badge pinned to the cactus beside the elevator door.
Liz remembers the contents of FitzRandolph's file.
Exit to the elevator. Go to Floor 14 / Liz's Bathroom.
Take the helmet from the clothes rack at left.
Liz remembers escaping from the zeppelin in a motorcycle with a sidecar.
Take the showerhead of the bathtub.
Click the safe at left. Liz's courage is inside.
The painting of McDundee knows the combination but won't tell Liz.
OBJECTIVE 5: Liz needs to get McDundee to open the safe.
Exit to the elevator. Go to Floor 11 / Queenie's Studio.
INVENTORY: Select the teddy bear. Use with Queenie.
Painting 1 is ready.
INVENTORY: Select the hip flask. Use with Queenie.
Painting 2 is ready.
INVENTORY: Select the badge. Use with Queenie.
Painting 3 is ready.
INVENTORY: Select the notepad. Use with Queenie.
Painting 4 is ready.
INVENTORY:Select the helmet. Use with Queenie.
Painting 5 is ready.
OBJECTIVE 6: Liz needs to get Queenie Flameproof Red paint.
Exit to the elevator.
INVENTORY: Select the blue button. Use with left bottom button hole.
Exit at Floor 73 / Crocodile Room.
The card tree at left needs water.
INVENTORY: Select the showerhead. Use with the card tree.
OBJECTIVE 6: Liz needs to turn the shower on.
INVENTORY: Select the juicer. Use with the fire extinguisher on the tree.
Flameproof Red paint is added to the inventory.
Exit to the elevator. Floor 14 / Liz's Bathroom.
Click the working faucet of the bathtub.
Exit to the elevator. Exit at Floor 73: Crocodile Room.
The card tree is in full bloom!
Take a card. Liz automatically writes it as a dance card.
Exit automatically at Floor 5: Dance Hall.
Talk to Armando about dancing the tango.
OBJECTIVE 7: Liz has to teach the orchestra tango music.
This is a audio-based puzzle that takes quite a bit of trial and error to master. Each flower produces a particular sound (though on each repeat play, the sound a flower makes changes). Clicking a flower turns it on, clicking it again turns it off. The wrong combination causes the flowers to wilt so you have to restart.
The logic is: Liz has to switch on the flowers IN THE RIGHT ORDER to play tango music IN SYNC. As each instrument plays the tune from the start, that too with different delays, after switching on one, wait for it to complete the loop before switching on the next.
First, eliminate the instruments that do NOT belong in a tango:
The bleating one, like a goat going baaaa AND the woofing / yipping / cawing one.
Switch the flowers on till you get one, switch it off, then the other.
The remaining flowers, the order is: piano, drums, cello, violin.
There's NO easy way out of this one.
Watch the cutscene *uh-oh* [CHECKPOINT]
Half a button is added to the inventory.
OBJECTIVE 8: Liz needs the other half of the button to reach the last floor.
Exit to the elevator. Go to Floor 11 / Queenie's Studio.
INVENTORY: Select the Flameproof Red paint. Give to Queenie.
Watch the cutscene. [CHECKPOINT]
The medal of courage is added to the inventory.
Exit to the elevator. Go to Floor 73 / Crocodile Room.
Walk into the mouth of the crocodile.
Watch the cutscenes. [CHECKPOINT]
Exit automatically to Room 25 / Tarzan-Dan's Domain.
Talk to Dan. Say whatever. He's Liz's one true wish.
Watch cutscene. [CHECKPOINT]
END OF CHAPTER 5.
CHAPTER 6: DAN & LIZ / ZELSIUSS' LAB
LOCATIONS: Zelsiuss' Lab / Liz's Head / FitzRandolph's Office
OBJECTIVE 1: Dan has to collect a chip and charging glass for Dr. Fly, and ensure that FitzRandolph doesn't discover that they're free and working in the lab.
Return to Lab Central (where Liz is).
Exit via the door at right to the cave.
Take the robot head on the ledge at left.
Return to the lab. Exit via the elevator above the steps.
Dan is upstairs in FitzRandolph's office.
Walk down the corridor to the three doors.
Enter the door at left. It's a Movie Set.
Talk to Eva and the Grim Reaper.
Walk to the left of the room. Search the purse.
THE TICKETS!!! and the bracelet are added to the inventory.
Take the sheet of paper with code from the chair.
Exit the room. Click the door at right: the Projection Room.
Talk to FitzRandolph. Tell him he's fab; he thinks Dan has the obedience chip in him.
Tell FitzRandolph to not go to the lab as Zelssius and Dan need privacy.
Watch cutscene. [CHECKPOINT]
Walk right to the camouflaged elevator.
INVENTORY: Select paper with code. Use with the elevator.
Return to the lab. Go to Dr. Fly.
INVENTORY: Select the robot head. Give to Dr. Fly.
INVENTORY: Select the bracelet. Give to Dr. Fly.
Watch the cutscene. [CHECKPOINT]
OBJECTIVE 2: Liz has to free herself from mind-control.
Take the clamp and magnet from the useful box of tools on the floor.
Talk to FitzLiz. Comment on her makeup.
OBJECTIVE 3: Liz has to get rid of FitzLiz to check the purse.
Exit to the elevator. Go to Floor 30 / Anne-Marie's Room.
Take the purple jacket on the coat rack beside Anne-Marie.
Take the crank handle on the side of the desk at right.
Talk to Anne-Marie.
Learn that voodoo dolls need two items of the person they represent.
Exit to the elevator. Go to Floor 68 / The FitzFactory.
OBJECTIVE 4: Liz has to stop Dr. Zelsiuss from drumming.
Take the parachute from the berserk car on the floor.
Exit to the elevator. Go to Floor 52 / Tarzan-Dan's Domain.
Take the tom-tom from the floor at left.
Talk to Dan about throwing knives.
Try throwing the knife into the apple on Dan's head.
Doesn't matter where you aim, you'll miss both Dan AND apple.
The apple is added to the inventory.
INVENTORY: Select the magnet. Use with the apple.
Talk to Dan again about throwing knives.
The knife is added to the inventory.
Exit to the elevator. Go to Room 41 / Liz's Room.
Talk to FitzLiz about makeup. She goes to check on the makeup girl.
Take the tickets and the bracelet from the purse.
Exit to the elevator. Go to Floor 30 / Anne-Marie's Room.
Talk to Anne-Maria about playing the tom tom.
OBJECTIVE 5: Liz has to get sheet music for Anne-Marie.
Exit to the elevator. Go to Floor 52 / Tarzan-Dan's Domain.
Talk to Dan about the witch doctor, who has sheet music AND likes sports.
INVENTORY: Select the tickets. Give to Dan.
The sheet music is added to the inventory.
Exit to the elevator. Go to Floor 30 / Anne-Marie's Room.
INVENTORY: Select the sheet music. Give to Anne-Marie.
The tom toms are automatically given.
Anna-Marie starts playing. [CHECKPOINT]
The man starts dancing inside the painting.
Enter the painting. A voodoo doll is added to the inventory.
INVENTORY: Select the bracelet. Use with the voodoo doll.
The Zelssius Voodoo Doll is added to the inventory.
OBJECTIVE 5: Liz needs another Zelssius item to finish the doll.
Exit to the elevator. Go to Floor 68 / The FitzFactory.
INVENTORY: Take the knife. Use with Zelssius.
A piece of Zelssius' apron is added to the inventory.
INVENTORY: Select apron piece. Use with Zelssius voodoo doll.
INVENTORY: Select clamp. Use with Zelssius voodoo doll.
Watch cutscenes. [CHECKPOINT]
OBJECTIVE 6: Dan needs to get Eva Morte and Grim Reaper to cooperate for Liz' video.
INVENTORY: Select THE TICKETS!!!. Give them to Eva / Grim.
Watch cutscene. [CHECKPOINT]
OBJECTIVE 7: Dan has to switch FitzRandolph's tape with Liz's.
Exit through the double doors into FitzRandolph's office.
Talk to FitzRandolph about everything. Automatically exit to the hallway.
Try the Projection Room door. It's locked.
Return to FitzRandolph's office. Talk him out of smoking.
FitzRandolph's pipe is added to the inventory.
Exit to the lab using the camouflaged elevator. Go to Dr. Fly's section.
Take the tea bag from the box on the counter.
Exit to Lab Central. Exit to the cave using the door.
Note the barrel of gunpowder on the floor.
INVENTORY: Select the tea bag. Use with the barrel.
The teabag + gunpowder is added to the inventory.
Exit the lab. Return to the hallway.
INVENTORY: Select teabag + gunpowder. Use with Projection Room door.
INVENTORY: Select the pipe. Use with door + gunpowder.
Edgar's graffiti cleaner gun is added to the inventory.
Return to the lab. Go to where the monsters are sitting.
INVENTORY: Select the cleaner gun. Use with the Immaterial Man.
Checkpoints completed.
Watch the finale.
Ciao for now!
This is an original walkthrough written by me. Please do not distribute the text and images without my written consent.