Q01 Where do I go when I leave Oubier's house?
To the rendezvous which you arranged with Lobineau when you called him
Q02 Where can I find Lobineau's telephone number?
On a note which he sent to Nico which she kept in her hand bag. Don't
forget to use the RIGHT mouse button on objects in your inventory to
examine them more closely.
Q03 I know where I'm supposed to go, but how do I get out of Oubier's
There's a spare key hidden in a pot in the bureau in Oubier's study. Don't
forget to use the RIGHT mouse button on objects in your inventory to
examine them more closely.
Q04 Why hasn't Lobineau turned up at the cafe?
By the time you've persuaded the waiter to bring you a coffee Andre will
make his appearance.
Q05 Where can I find something stronger than coffee or tequila?
The gendarme at the cafe is fortifying his wine with a "highly potent and
illegal alcoholic drink..."
Q06 How do get past Glease in the gallery?
Distract him with Laine's help
Q07 How can Laine possibly help me?
A few glasses of something stronger than Glease's wine will cause him to
Q08 Where can I find Oubier's bank statement?
Wrapped inside the newspaper which he left beside the telephone in his
house. Don't forget to use the RIGHT mouse button on objects in your
inventory to examine them more closely
Q09 Where do I go when I leave the gallery?
By now, you should have all the clues you need. Have you examined the
label on the side of the crate in the gallery? Did you find out from
Glease where he gets his pots? And did you examine Oubier's bank statement?
Q10 How do I get past the dog?
There are only two things that dog is interested in: the taste of human
flesh and his favourite snack, "Gourmet Dog"
Q11 Where can I find a supply of "Gourmet Dog"?
The night watchman has a whole box of them in his hut.
Q12 How do I get rid of the night watchman?
Smoke him out. The same object which will help cool the chimney will also
Q13 Can I retrieve the bottle which the watchman dropped into the dock?
Yes: with the boathook that's floating in the dock
Q14 What can I do with the biscuits apart from feeding the dog?
Use the biscuits to lure him onto the platform beside the hut then
collapse it beneath him. Don't worry - he can swim just fine.
Q15 How do I get into the warehouse?
First you must disable the fan which drowns out the sound of your
knocking. Look throught the window on the ledge above the doors to gain
access to the fan
Q16 How do I deal with Pablo?
As soon as you've provoked him into coming out of the warehouse, climb up
the ladder. You can then lure Pablo to the edge of the dock by sending a
barrel down, and finish him off with second barrel
Q17 How do get past the little Indian?
There's a key in the drawer of the desk near the warehouse door which will
unlock the manacles around the little Indian's ankles
Q18 Where is Nico?
There's a secret room upstairs in the warehouse. Switch on the light and
you'll find it easily
Q19 How do we get out of the warehouse?
Place the masking tape Karzac used to gag Nico over the electric eye on
the elevator. You can then reposition the crates to give you access to the
statue on the hydraulic hand cart.
Q20 What use is the statue on the hydraulic hand cart?
You can use it to smash through the door by raising the cart, attaching
the rope to the statue then to the pulley above, lowering the cart and
finally pushing the statue with Nico's help
Q21 I've smashed my way out of the warehouse but what now?
Use the manacles on the cable.
Q22 What am I looking for in Quaramonte?
Information at first. The police station to the right of the market square
is a good place to start.
Q23 How do I get rid of Oubier so I can talk to Duane?
Once you've had a chat with Oubier go back to the market and talk to a few
other people, including the musicians. By the time you return Oubier will
have left and you'll be free to find out what Duane is really doing in
Q24 Where can I find a detonator?
There's one in the mining office, but to get it you'll have to trade with
Q25 How can I persuade Conchita I'm on her side?
Try taking a look at the chart in the police station. The General and
Professor Oubier seemed very interested in it..
Q26 How do I get the General to leave?
You can talk Nico into helping if you explain to her your suspicions about
Q27 How do I get rid of Renaldo?
Talk to Pearl. She wants to visit the nearby ruins. Once the General has
gone Renaldo will be happy to oblige.
Q28 How do I get out of jail?
Get the rope from Miguel, tie it to the window bars then talk to Duane
while holding the rope.
Q29 How do I get into the treehouse?
You'll need to attract the attention of its inhabitant. Use either the
bank statment or the newspaper cutting on the pile of leaves at the base
of the tree, then set it alight using the flint fetish of Tezcatlipoca on
the iron-rimmed water wheel
Q30 How do I press Father Hubert's collar?
Get the vine rope from the broken washing machine on the far right and
place it on the stones of the pressing machine to the left of the tree.
Put the collar in place between the stones then use the large cross to
Q31 How do I get into the village to talk to the shaman?
Give the box of dog biscuits to the villager as a present for the shaman.
When he returns with the empty box, place the coyote stone inside it and
give the box to the villager again.
Q32 What do I do with the shaman's root?
Crush it in the pressing machine, using the metal cone to catch the liquid
Q33 How do I get rid of the Ketch Sisters?
Try the door to the house, then get acquainted with the cat. If you've
already met Rio the fisher boy you'll have plenty to talk to the old
ladies about, and eventually you'll be able to turn the subject to Rio and
Q34 The old ladies have gone, so how do I get into the museum?
The next time you meet the Ketch Sisters you'll need to persuade them that
Bronson is a crook by showing them his plans.
Q35 How do I get Bronson's plans?
Lure him away by knocking the theodolite target from the end of the
Q36 How do I get the ball away from the cat?
A freshly caught fish will help providing it's suspended out of the cat's
Q37 How do I knock down the theodolite target?
Use the inner tube from the bicycle on the tree to construct a catapult,
then use the cat's ball as ammunition
Q38 How do I get the jaguar stone out of the cabinet?
You can't. Take a look at the stone then ask the attendant about it.
Q39 The attendant has asked me to stay until Security arrive. How do I
Take the key from the jaguar stone cabinet and show it to the attendant.
While he's on the 'phone use the key to get the sacrificial dagger and use
it on the door behind the curtain on the right
Q40 What use is the chart?
Place it on the desk in the foreground. It's a map showing the whereabouts
of Captain Ketch's treasure.
Q41 What can I do with the lantern?
Place it in the ink well on the desk. It will cast a shadow when you've
assembled the other part of the puzzle.
Q42 What can I do with the ship's wheel?
Q43 How can I get Emily's necklace?
You'll have to bribe her. Rio will suggest a suitable object
Q44 Where is Emily?
In the sea chest in the museum.
Q45 What can I swap with Rio?
Take the quill from the pen holder in the desk then give it to the cat.
Pick up the shredded feather pieces and offer them to Rio as a substitute
for a fishing fly
Q46 How do I climb the cliff?
Take a look at Rio's boat and the rocky outcrop above the beach, then ask
Rio for his net
THE UNDERGROUND STATION
Q47 Where can I find a coin for the weighing machine?
There's an old English penny stuck in the slot of the chocolate machine,
and in Nico's bag is a hairgrip which can dislodge it
Q48 How can I get the ghost to help me?
Get real! The ghost won't help in the slightest, though it will lead you
to a place that's both past and future..
Q49 How do I get out of the station?
By train. Changing the signal will force an unscheduled stop.
Q50 How do I open the maintenance cupboard?
Use the dagger to open up a crack, then use the card from the weighing
machine to force the lock.
Q51 How do I get past the boar?
You'll need a reed from the forest which you can use as a blowpipe.
Q52 How do I get the dart to fit in the blowpipe?
There's a creature who lives in the forest who will obligingly bite the
end off the reed.
Q53 What's the significance of the needle-shaped rock?
It was used by Captain Ketch as a marker, but that was before the trees
grew up and obscured it. Luckily, you've got the electronic marker which
you can hoist to the top. Tie the marker to Rio's net then attach the net
to the creeper on the rock
Q54 What's the quickest way through the forest maze?
As soon as you've shot the dart at the boar jump up to the overhanging
branch and the boar will open up a shortcut to Camel's Hump Hill.
Q55 Is there an alternative path through the forest?
Yes. Go back to the top of the cliff, enter the maze then take the
following exits: top right, middle left, bottom left, middle right, middle
right, middle right. This will bring you to the Camel's Hump Hill.
Q56 What do I do with the theodolite?
Place it on top of Camel's Hump Hill then look through it, moving the view
by using the left and right arrows on the edges of the screen. The marker
in the forest below will point to the rock where Ketch concealed his
Q57 How do I avoid the guard?
Lure him into the cupboard by opening the door then hiding on the cabin
roof. You don't have much time so this is best done when he's talking to
Pablo. Once the guard is in the cupboard shut the door on him then use the
mop to secure it
Q58 How do I deal with Karzac?
Use the sacrificial dagger!
THE FILM SET
Q59 How can I get into the stockade?
You can't, but you can help Hawks by providing Bert with an unexpected
Q60 What use are the pancakes?
Use the syrup to make a sticky pancake which insects will find irresistible
Q61 How can use the hornets to my advantage?
Throwing a bun into the bush will make them annoyed, but a second bun will
drive them wild
Q62 How can I persuade Hawks to film at the rock with the treasure cave?
Examine both the large camera and the hand-held, then talk to Flash. Offer
your assistance to Hawks as a stand-in for Bert
THE VILLAGE and THE PYRAMID
Q63 How do I retrieve the coyote stone from the hot ashes?
Examine the large barrel then ask Titipoco to help you push it over.
Q64 How do I get the motor working?
Use the dagger on the fuel line, get the cylinder from the generator and
fill it with fuel. Use the fuel on the motor's fuel cap then press the
button (if you're having problems identifying the parts of the machines go
to the options panel and switch on the label text).
Q65 How do I get the elevator working?
Examine the gantry then pick up the rope and talk to Titipoco while
holding it. When he drops the rope from the top of the elevator connect it
to the wheel on the motor.
Q66 How can I get Nico to use the elevator?
Pull the lever then talk to Titipoco. Stand on the elevator platform and
talk to him again to get him to operate the machine
Q67 How do I rescue George?
Use the torch at the bottom of the steps on the pool of fuel, then throw
the ammo belt from the top of the pyramid on the flames
Q68 How does the Mayan machine work?
To depress a tile on the central wall, line up two glyphs on the wheels
which match it then push that tile. When you have two central wall tiles
depressed you can push in the corresponding tile on the statue. Repeat
this for all the tiles on the statue
Q69 What's the correct sequence of levers to get George through the final
approach to the heart of the pyramid?
Starting from the first room: pull the lever and exit left, pull the right
lever and exit top, pull the far lever and exit bottom