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Dare To Play?
DangerByDesign/DangerByDesignTitle.jpg

Music: "What Is Love?"

This walkthrough is made for all detective levels (Junior and Senior). This walkthrough is not based on the only way to play the game. Again, this is a step-by-step guide on how to beat the game from start to finish by the way that I’ve played. The walkthrough also contains the solutions to all puzzles. *Note* Some events in the game can be seen later on, or before hand depending on the way you play. Click on the link below for a printer friendly version of the walkthrough.

Printer Friendly Walkthrough

NANCY’S BEDROOM:

You are first introduced to Nancy’s bedroom. (Pretty isn’t it?) Nancy talks for a while and mentions to check out her “Case File.” That has all of the information we need about her new case. Click on it. It mentions how you are working undercover for Amy Grunhild, Minette’s financial supporter, and how Minette is acting so strange lately. You can also check out the “Dossier.” That’s a book that displays memorabilia about all of the previous cases Nancy has been in. The book “How To Be A Detective” is a tutorial that will show you how to interact with characters, take pictures, etc… If you are ready to start your mission, click on the plane ticket and click “yes” if you are ready, or “no” if you’d like to check out her desk some more. Then choose either “Junior” or “Senior” detective. Bon Voyage! 

BEGINNING SCENE:

Watch as Nancy is being flown all the way from River Heights to Paris, France. Nancy is dropped off at the windmill, or “Moulin.” Watch as Nancy is almost decapitated by a flying potted plant. You meet Heather (Minette’s minion) and continue to hear Minette’s outrageous (and completely uncalled for) tantrum. Continue to talk to Heather and exhaust all conversation. You have a Zippy Calling Card and your Case File already in your inventory.

ABBESSES (MOULIN):

Heather will give you a metro pass. During your chat with Heather, Minette interrupts your conversation and demands that she meet you at once! When you are finished talking to Heather, turn to the left and enter the brown door. That’s Minette’s workstation. We should talk to Minette first before we explore the windmill. We can explore after we talk with Little Miss Nightmare. Once you are in the room, turn either left or right. It doesn’t matter which direction you choose because you will automatically be called over to Minette’s desk. Talk to Minette. She tells you about the dress that she’s making for the First Lady. She also “requests” that you make her some “special tea.” After talking with her, go directly to her tea station. Nancy will say that first she should read the instructions.

MAKING MINETTE’S TEA:

First, click on the instructions. (They are below the pot.) The first page is just an introduction from her “doctor.” The second page is a list of herbs to always have on hand. The third and fourth pages are instructions about which herbs should go into the pot depending on how Minette is feeling, doing, or wearing. The last pages are just descriptions about all of the herbs available. So, Minette’s favorite color today is red, is right handed, wearing pants, not humming, and picked the number ten. Add these herbs:

1.
    
Boojum
2.    
Breland
3.    
Callicula
4.    
Fennellery
5.    
Gibbering
6.    
Hog Bone
7.     Macrophylla
8.    
Phyrigia
9.     Pip Sweet
10. Varvane
11.
Yellow Buttons

After adding the herbs, click on the teapot. Minette will say to leave it there.

Now, we can explore Minette’s workstation. Back out of the tea making area. Turn right and go forward twice until to get to the dress form with the red fabric on it. Click on it. Minette tells you that it’s a new blend of material. Keep going around the workstation and click on the area with the red paint splattered on the wall. Back out and walk around to the couch area with the glass coffee table. Click on the magazine. On the second page of the magazine, Nancy will say “This picture was taken before someone splashed paint over the wall.” Click on the picture above that one. (The one with the tan dress form.) She named her dress form Carol? That’s all there is to see. Exit Minette’s workstation. If you have made the tea correctly, Minette will say, “Mmm. Nancy come back here.” Talk to Minette. Now she has another job for you! Take a look at the random objects behind you. She wants four more “things” like those objects. We have to go to the flea market in Pont Neuf. She also hands you a basket to put the things in along with some money. Once your done talking to Nut Job, leave her workstation. Once you’re out, go forward once and click on the glass coffee table and read the magazine about “Hugo Butterly”. He is Minette’s rival. After reading, turn left and notice the small workstation next to Heather’s. Turn left some more and you will see the infamous “plotter.” Heather tells you that it’s your job to fix it. We can do that later. Keep turning left until you get to your workstation. Click on the computer. Notice the background. “Sonny was here.” Hmm. Sure looks familiar. Check the e-mail and the “to-do” list. There’s also an icon for “Jane’s Game Portal.” You can click on it, but you need a password and username first. Back out of the computer, and while still at the computer area, turn left. Open the first drawer. Notice that the drawer is full of Koko Kringle chocolate bars. Click on the blue notebook. Nancy realizes that Sonny Joon was Minette’s last assistant! Look through his doodles. (They’re actually quite funny.) You could also call Bess and George if you want to by dialing the number on your prepaid phone card. Back out and go talk to Heather. Once you’re finished, back out and head near the blue door. Hear some footsteps and watch as a black note is being slid underneath the door. Looks like someone sent Minette a threatening letter. Heather tells you about the dodo box. Of course, there must be a way in there, but every time you touch it, Heather yells at you. Exit the blue door. We have errands to run. Take a taxi to Pont Neuf.

PONT NEUF:

Once you are there, go forward and get a close up on the cross. Nancy gives a rough translation. Now, we have to buy random objects for Minette.

BUYING MINETTE’S “STUFF”:

After looking at the cross, back out and turn left. Go to Malika at À Vendre. Minette’s stuff is orange, blue, and green. Her objects are also round. Buy from Malika:

Green rings
(4 euros)

Back out and turn right. Notice the mouth statue? Go forward until you reach the end of the park. Go to Monique at Le Trucs de Monique. Buy from Monique:

Traffic Cone (1 euro)

Lava Lamp
(15 euros)

Back away and turn around. Go forward twice and then go left. Go to Monsieur Marchand (the guy feeding the pigeons). Buy from Marchand:

Blue Canister (21 euros)

After purchasing, Marchand tells you that he will pay you 15 euros each time you paint a reproduction for him. You can paint for him if you like. Back out and go forward. See the pinwheel? Go past the pinwheel and look at the fish water fountain. If you click on the red button, water spouts out. Now that we’re done buying stuff for Minette, we have to go pick up those fabric photos from Dieter von Schwesterkrank. Take a taxi to Rue Du Bac.

RUE DU BAC:

Talk to Dieter. He failed to print those fabric photos and tells you that he doesn’t have enough time to finish them himself. So, you are rewarded the opportunity to print them out yourself! Gee, how nice of him… After talking to Dieter turn right and look at the black binder that’s to the right of the fish tank on the shelf.  The binder gives you instructions on how to make prints. Of course, Mr. Schwesterkrank won’t let you bring the binder in the dark room with you, so you have to make note of what to do yourself. Exit the bookshelf area and go forward. Notice the small table with the camera on it. Play with Dieter’s childhood toy and ask to borrow his camera. Enter the door with the red circle on it. That’s the dark room. Once you’re in, notice that there’s a toilet. (Haha.) Go to the table that has all of the contents that you need to make prints.

MAKING PRINTS:

There are lots of tips to do this successfully without ruining the prints or accidentally knocking over a bottle of chemicals onto another chemical. First you need to put a slide into the Photograph Enlarger. Turn off the light, then turn on the enlarger. Then, take the photo and put it in the Developing Fluid, then the Stop Bath, and lastly the Fixer. The Developing Fluid is the pan on the left, the Stop Bath is the middle pan, and the Fixer is the pan on the right. After all that, you hang it to dry and start with a brand new slide. Here’s how you do it:

DangerByDesign/DarkRoom.jpg

1.     Pick up a slide from the bottom of the tray. I suggest that you start from left to right so you know which slide is which and don’t end up making two prints of the same slide.

2.
    
Insert the slide in at the top of the Photograph Enlarger.

3.
    
Turn off the light at the right side of the screen.

4.
    
Turn on the light to the Photograph Enlarger for 8 seconds, minimum. Even if you do the requested minimum time stated by the black binder, such as 2 seconds, it will ruin the print and you’ll have to start over. I find that if you use the suggested time that I’ve used, it works out perfectly.

5.
    
Take the photo and put it in the Developing Fluid for 11 seconds, minimum.

6.
    
Put the photo in the Stop bath for 5 seconds, no more, no less.

7.
    
Put the photo in the Fixer for 14 seconds, minimum.  

If you messed up during the process, Nancy will let you know. The picture will be automatically hung up to dry if you have finished it correctly. Once you are finished with one print, put a new slide in the Photographic Enlarger. Here are some tips.
 

1.     Put “Post Its” on your computer screen where the Developing Fluid, Stop Bath, and Fixer are located.

2.
    
Also on the “Post It”, write down the suggested time that the photo is supposed to be in the pan.

3.
    
A stopwatch is very helpful when timing how long your print should be “soaking” or you can just count by yourself.

4.
    
Print out a picture of the workstation to guide you.
 

*If you’re really having trouble with this, or just don’t want to waste your time fumbling over chemicals in the dark, here’s a helpful hint. Click on the toilet ten times and receive and egg. Go back to the developing workstation and your prints will be automatically done!*

When you’re done, take the prints and go talk to Dieter. Learn about Heather’s crush and his issue with Jean Mi. Now we have to deliver the prints to Jean Michel Traquenard. Go to Hôtel De Ville.

HÔTEL DE VILLE:

Enter the Café Kiki and talk to Jean Mi. Isn’t he charming? Exhaust all conversation with him and ask for Hugo Butterly’s phone number. After you’ve talked with him, go back to Abbesses to drop off your “stuff” for Minette.

ABBESSES:

Go to the Minette’s workstation door, but Heather stops you and tells you that Minette is obsessed with getting the highest score on this “online game” site. You can go into Minette’s workstation if you want, but she won’t talk to you. You can also talk to Heather to ask her for advice on how to get Minette away from that game. Heather suggests that if someone were to log onto her i.d. and play the game while getting the highest score (pretending to be Minette) she’d never know the difference. Why not try it? Go over to your desk and open up the first drawer. Remember Sonny Joon’s drawings? Well he gives us the password in his blue book. Take out the blue notebook and turn to the third page. Notice the computer drawing with a speech bubble to the right of it? It says: “Carol Rude.” Carol is the login and Rude is the password. Go on the computer and click on “Jane’s Game Portal.”

MODEL MATCH:

Type “Carol” for login and “Rude” for password. Once you’re in, click on “Model Match.” The object of this game is to get 3 to 5 models in a row. You have to get 1000 points to get to the highest score. To play, just click on two models to switch their place and to get the matching models next to each other. Click “mix it up” to mix up the models. You get extra points if you get 4 or 5 models in a row instead of 3.

When you have gotten the highest score, then you can go see Minette and give her the “stuff” you bought. Minette will take all of the stuff and then dismiss you. Exit her workshop and head over to the plotter because that is one of your tasks.

PLOTTER:

Get a close up of the plotter and click “Start.” The object of fixing the plotter is to set up the Vertical (V) and Horizontal (H) pitch as well as the Ink (I) intensity so that it prints out words and images evenly. We saw clues to fixing the plotter in Sonny’s notebook. Fixing the notches on one adjustment will alter another adjustment. Here’s how to fix it. (I did this by trial and error.)

Set (V) to 2 bars high.
Set (H) to 1 bar high.
Set (I) to 5 bars high.
Click “Print.”

If done correctly, the letters printed out will be clear and Nancy will say “There.”

When you back away, the phone will ring. Immediately turn left and go to your desk to answer the phone. If you don’t get it in time, Minette will fire you! Answer the phone. It’s some historian calling about “Noisette Tornade.” After talking with her, call Hugo Butterly since you’re at the phone already. You can also call Bess and George. Well, we still need to get the envelope from J.J. Ling. Go to Place Monge.

PLACE MONGE:

Talk to Jing Jing and receive the envelope. When your finished talking to J.J., turn right and pick up the magazine that’s on the small white table. Read the article about Zu. We’ll need to talk to him later. Turn around and go to the dining table. Click on the newspaper. Looks like there’s a mint shortage. Now we have to go deliver the envelope to Heather. Go back to Abbesses.

ABBESSES:

As soon as you enter the Moulin, the phone rings. Turn to the left and pick up the phone on your desk immediately, or your fired! It’s Prudence Rutherford! Heather forgot to finish the designs for Prudence so you need to do them yourself. Go to the small desk area and read the note Minette left you. If you have made an outfit correctly, Heather will tell you. If it’s not correct, Heather will ignore you. You have to read the index card for each outfit and read Prudence’s rules. You have to have something on her head, face, hand, top, bottom, and feet.

 

PRUDENCE’S OUTFITS:

           Summer                                    Cruise
DangerByDesign/Summer.jpg       DangerByDesign/Cruise.jpg

                                    
                                      Fall
                       DangerByDesign/Fall.jpg

After you have made the outfits, talk to Heather and give her the envelope. Then, talk to Minette. After leaving Minette’s workstation, she starts screaming at Heather, “I need J.J.!” Well, guess who needs to get J.J. for Minette? Go to Place Monge.

PLACE MONGE:

Talk to J.J. about Minette’s desperate need for her. She refuses to go and says that she needs to bake cookies instead. She makes an offer with you that she’ll go to Minette’s only if you stay here and finish the cookies for her and if they’re not done by the time she gets there, she’ll go shopping instead. A couple of other problems: no fresh mint and Jing Jing is out of brown sugar. Before we start cooking, we need to find some mint and a way to substitute brown sugar. After J.J. leaves, go into her pantry and take a look at her mechanical books. Why would she have those? Take the molasses. Go to Pont Neuf.

PONT NEUF:

Go to Malika from À Vendre. Buy from Malika:

Mint (Full price)*You can either buy that, or you can go to Hôtel De Ville at the Café Kiki and buy Crème de Glace and take that mint. It’ll cost a lot less!*

Go to Marchand. Buy from Marchand:

Cooking Book (1 Euro)

Go back to J.J.’s.

PLACE MONGE:

Go to the cooking area and take out the mint. Put it on the cutting board so Nancy can chop it up. Take out the molasses. There is a recipe card behind the mixing bowl and if you need to start over, turn around and dump it in the sink. Take out the cooking book and look at the “brown sugar” column. For ½ a cup of brown sugar, all you need is one teaspoon of molasses and a half a cup of regular white sugar.

MINT CHOCOLATE CHIP DROP COOKIES: 

· 
3 cubes of butter (beurre)
· 1 cup of white sugar (sucre)
·½ cup of white sugar (sucre) and 1 teaspoon of molasses (mélasse)
· 
3 eggs
· 
½ teaspoon of baking soda (bicarbonate de soude)
· 
2 ¼ cups of all purpose flour (farine)
· 
¼ tsp salt (sel)
· 
chopped mint
· 
1 tsp vanilla (vanille)
· 1 cup chocolate chips (morceau de chocolat) 

When you are done adding the ingredients to the bowl, click on the baking sheet. If you have made them correctly, their edges should curl up and Nancy will say that the mint makes them do that.

Back away from the backing rack and answer the phone. It’s Jing Jing. Since you’re done with the cookies, now you can go back to Abbesses to get any new tasks.

ABBESSES:

Once you get there, the phone rings yet again. Turn left and answer the phone on your work desk. The person on the phone demands that you get Minette. You can keep asking him “who is this” or you can tell him to hold and then knock on Minette’s door. Don’t knock more than once, or you’re fired. Get back on the phone and tell him that she’s unavailable. He doesn’t sound to happy. Exit the phone area and look at the pink note on your desk. Heather wants you to get a stuffed parrot? Since Heather’s gone, let’s examine her desk. Click on her fashion portfolio and flip through it. Also since she’s gone, we can try to open the infamous Dodo Box! Go to the dodo box. It has a strange lock on it.

DODO BOX: 

The object of unlocking this box is to get your animal to the illuminated area without getting caught by its predator. 
 

                                       Junior Detective


Yellow: Up, up, up, right, right, down, down, down, left, left, up, up, up, right, right, down, down, down, right, up.

Green: Left, down, down, down, down, down, right, right, right, right, up, up, left, left, up, up, up.

Blue: right, down, up, left, left, down, down, down, down, left, down, right, right.
                  
                                      
Senior Detective 

Yellow:
Right, down, down, left, left, left, up, up, right, right, right, down, down, down, down, down, left.

Green:
Right, right, left, left, left, up, down, left, up, up, up, up,up, right.

Blue:
Right, right, down, down, up, right, right, up, left, left, right, right, down, down, down, down, down, left, left.

Once you’ve made it to the “egg” the Dodo Box will unlock. Click on the egg to open it. Read all of the letters. The purple letter looks as if it was written by a different person. After reading the letters, go outside. If you played like I did, Nancy will have to go back to Jing Jing’s to sleep because it’s dark. We’ll do this task in the morning. When you wake up at Jing Jing’s be sure to check out the newspaper on the table. Each morning, the newspaper is different. Go to Pont Neuf.

PONT NEUF:

Once you’re at the park, go to Marchand. He has a stuffed parrot. On your way over there, notice Dieter sitting on a bench. Pick up the paper and read it. It’s about Noisette Tornade. Pick up the gold clock. Go back to Marchand. Buy from Marchand:

Parrot (1 Euro)

Since we saw Dieter in the park, we should visit him. Go to Rue Du Bac.

RUE DU BAC:

Dieter’s in the dark room. Talk to Dieter about the newspaper that he dropped and about the clock. He tells you that it fits in the panel on the wall.

CLOCK PUZZLE:

Once you put the clock on the panel, it opens up and reveals several other clocks. Notice how on the clock key that the number 3 was “illuminated?” The object of this puzzle is to set all of the hands on the clocks to the number 3 before the timer runs out. Some clock hands alter other clock hands so you may have to go back and redo some. If you have done it correctly, a tiny blue bird will pop out of the middle clock and a passageway will open up.

DangerByDesign/BirdClockSolution.jpg

Junior Detective

Change these clocks so that the hand is set to the number 3: Clock 8, clock 1, clock 4, clock 7, clock 9, and clock 6.

Senior Detective

Change these clocks so that the hand is set to the number 3: Clock 8, clock 7, clock 4, clock 1, clock 4, clock 7, clock 9, and clock 6.

Go inside the passageway. (What a lovely spider!) Go to the end of the passageway and click on the compartment to open it up. Nancy gives a rough translation “The year when our despair ended, the year when my despair began.” Obviously that compartment opens up somehow. Leave the passageway and go to Abbesses.

ABBESSES:

As soon as you go in, you hear Minette scream. She tells you that someone sent her cockroaches! And of course, she needs you to get them!

COCKROACHES:

Go in and click on the chocolate box. There are several ways to get these cockroaches, but it’s extremely annoying to try and find them. When you find them, quickly catch them before they get away. If they get away, it’s no big deal. You can always get them later. There is one on Minette’s desk, one behind the First Lady’s outfit, one near the red couch, one by the tea area, and one by the paint splattered wall. The rest of them are completely random. My advice is to keep walking around her workstation in different directions. Eventually you will have caught all of the bugs.

When you have caught all of the bugs, make sure to read the note on Minette’s desk. The letters on that paper match the letters on one of those threatening notes that Minette had received. Also make sure that you click on the First Lady’s dress. It’s starting to come together now. Behind the First Lady’s dress should be a letter from that historian that called before. We should call her later. Now that you have the roaches, try to exit the workstation. Minette won’t let you leave unless you count to ten. After that, you have to release the bugs in the park. Go to Pont Neuf.

PONT NEUF:

Click on the chocolate box in your inventory and release the little critters. Now we can go back to the Moulin.

ABBESSES:

Now that Heather is back, give her the stuffed parrot. You also can confront her about the threatening letter that she gave to Minette. *If you want to, you could tell Minette that Heather wrote one of the letters. If you decide to do this, Heather will be fired and you will receive a threatening letter from Heather and a phone call. This will also change the ending. If you decide not to rat Heather out, she remains Minette’s assistant and you get to be in a fashion show at the end. This option is not available if you tattle on her.* Talk to Minette anyway. Ask her about the guy that called before and about the cockroaches. After that, exit her workshop and go to your work phone that’s on your desk. We have to call Zu about the compartment at Dieter’s. We also have to call Lynn Manrique about Noisette Tornade. First call Zu. He’s a little obsessed with J.J. In order to get the information about the “nut” compartment, he wants us to get J.J.’s autograph and take it to the Magdeleine Cemetery and put it in the skull that’s in the catacombs. What a nut! Well, that solves that. Let’s call Lynn Manrique. First dial the Zippy Calling Card and then dial her phone number. Listen as Lynn tells us about Noisette living in the Moulin. Lynn also told us that France was liberated in 1944. Listen as she talks about Noisette muttering, “Red left…green?” Remember that for later. While you’re there, you can also call Frank & Joe and Bess & George, but you don’t have to. Now let’s go see Jing Jing Ling. We need her autograph. Go to Place Monge.

PLACE MONGE:

Talk to Jing. She refuses to give you an autograph for Zu. What should we do? We could trick Jing by playing hangman with her.

JING JING’S AUTOGRAPH:

When Jing asks to play “Hangman” say yes. Don’t even bother guessing the word. Guess these letters in order:

Z
U
M
Y
L
O
V
E
J
I
N
G

Then, take the piece of paper. Let’s go to Denfert Rochereau to put the autograph in the skull.

DENFERT ROCHEREAU:

Go forward until you get to the skull. Take out the autograph and put it in the skull. Leave and go back to your phone at Abbesses.

ABBESSES:

Call Zu. He will tell you that the nut on the compartment in Dieter’s place is called a “hazelnut” or “Noisette.” No doubt that has something to do with Noisette Tornade, seeing as how her name is “hazelnut” in French. Zu also tells you a secret about the catacombs. He says that he has seen another compartment with that nut symbol on it, just like the one Nancy described in the catacombs. But in order to see it, we have to open up the fake skull, push the red button, go through the tunnels and avoid the tunnel police, and then go through waterlogged tunnels. In order to do this, we need a wet suit! Let’s go to Pont Neuf. 

PONT NEUF:

Before we buy anything at Pont Neuf, get a close up of the Cross of Lorraine. Remember when Nancy translated the “Hazelnut Compartment” back at Dieters? Lynn told us that the war ended at 1945 and we also found this out on Noisette’s obituary. That’s when “her” despair began and France’s despair ended. Before we buy the wet suit, we should open up that compartment now because it’s pretty important. Let’s go back to Rue Du Bac.

RUE DU BAC:

Before going into the passageway, talk to Dieter. He’s still in the dark room. Knock on his door. We need to talk to him because Lynn gave us information about Hans von Schwesterkrank. He informs you that he’s still to busy, but if you take some stock photos for him, then he might talk to you. Go to his desk and pick up the list. Oh no! It’s in French! You could either buy a French-English translation book from Monique for 23 euros, or you could use this to help you.

STOCK PHOTOS:


Here is a translation:

1.    
Agrafeuse (stapler—Your desk)
2.    
Araignée (spider—Passageway at Dieter’s)
3.    
Bougie (candle—Catacombs)
4.    
Crâne (skull—Catacombs)
5.    
Croix (cross—Cross of Lorraine at Pont Neuf)
6.    
Thèiére (teapot—Minette’s workstation)

We will take pictures of these things along the way.

Now that we have the lovely list of random stuff…let’s check out that passageway. Open up the passageway by setting all of the clock hands to the number 3 once again within the time limit. On the way inside the passageway, get a close up of the spider at the right. Take a picture of it with your camera. Back away and go to the “Hazelnut Compartment” at the end of the passageway.

HAZLENUT COMPARTMENT CODE AT RUE DU BAC:

Slide the numbers down so that they read “1945.” The compartment should open up.

Look at the red journal. That belonged to Noisette Tornade (due to the famous hazelnut symbol). Open it up to the first page. On the left, you should see a red graph. Pick it up. On the right page, click on the photo of the decoder (looks like an old fashioned typewriter). Nancy mentions that the symbols on the dials look like the ones that she saw in Minette’s studio; the ones that were splattered with paint. Remember that for later. Where have we seen that decoder before? Hmm. Click on the letters below the picture. That’s definitely some type of code. Remember that for later also. Turn to the next page. Pick up the papers. That decoder is called a M380. Noisette called it “Cher Ami.” There are certain rules in order to successfully write in code using that M380.

1.
    
Set the 3 dials on the decoder in the correct position before encoding a message.
2.     
Never use the “enter” or “return” key.
3.     
Ignore punctuation and spaces.
4.    
A circle with a slash is zero.

In the letter, the person that wrote it also mentioned using a secret code by using the lines on the Metro Maps. She also said something about using dates as codes. Leave the passageway. Go to Pont Neuf.

PONT NEUF:

First, take a picture of the Cross Of Lorraine. Go to Marchand and buy:

Wetsuit
(31 euros)


Codebook
(4 euros) *This codebook isn’t that important. You can win the game without buying it.*


Click on the decoder. You need it, but Marchand won’t let you buy it. He will offer a trade if you give him a rare bottle of Mouton Fouetté, 1968. Remember that Zu told us that the catacomb tunnels are waterlogged because the Mouton Fouetté Company flooded? Then, there must be an intact bottle somewhere in the catacombs. Let’s go there now. We need to find the other Hazelnut Compartment and a bottle of Mouton Fouetté. Go to Denfert Rochereau.

DENFERT ROCHEREAU:

Enter the catacombs and go forward until you get to the skull. Take a picture of the skull and one candle. Click on the skull and push the red button. SAVE YOUR GAME HERE. THE NEXT PART IS CONFUSING.

FINDING THE WATERLOGGED TUNNELS:

If you ever hear the tunnel police, go back to any alcove and stay there until they are gone. Here is how to get to the waterlogged tunnels:

·        Go in until you get to the plank (do not cross it).
·       
Turn right.
·       
Go forward five times.
·       
Turn left and cross plank.
·       
When you reach the end of the plank, you can either turn left or right, TURN LEFT.
·       
Go forward.
·       
Turn right into the waterlogged tunnel area.

FINDING MOUTON FOUETTÉ:

When diving underwater, Nancy is only allowed a limited time to hold her breath. There is no clue in this game to find the exact route of locating the wine bottle or the other Hazelnut Compartment. I found this out by several trial and errors. Here is how to get to the wine bottle:

·       Swim forward to Area #2 and dive down.
·       Go forward twice.
·       Go right.
·       Go forward three times.
·       Go right.
·       Go forward once to the fan, and take the wine bottle. (Don’t get close to the fan, or you will be sucked in!)
·       Turn around.
·        Go forward.
·       
Go left.
·        Go forward six times.


Now that you have the wine bottle, we can go back down and find the Hazelnut Compartment that Zu talked about.


FINDING HAZELNUT COMPARTMENT IN CATACOMBS:

·    Swim forward to Area #2 and dive down.
·       
Go forward five times.
·       Go right.
·       
Go forward.
·       
Go left.
·       
Go forward twice.
·       Go right.
·       Go forward.
·       
Go left.
·       
Go forward twice.
·       Go right.
·       Go forward.
·       Go left.
·       
Go forward four times.
·       
Go left.
·       
Go forward twice.
·       Go right.
·       Go forward.

Climb up the latter. Go near the Hazelnut Compartment. Nancy gives a translation “In Europe, near the new bridge, Snow White lives in a Red Castle.” Remember in Noisette’s red journal there was a memo about using Metro stops as codes? Europe is the 3rd metro line, Pont Neuf is the 7th metro line, Blanche is the 2nd metro line, and Chateau Rouge is the 4th metro line. We can look this up on our map when traveling to different places in our taxi. Instead of going all the way back to look at the metro map, let’s just put in the code.

HAZELNUT COMPARTMENT CODE IN CATACOMBS:

Slide down the numbers on the compartment so that it reads “3724.” The compartment will open up. Take the propeller. Time to get out of the catacombs at last!

·        Dive down.
·       
Go left.
·       
Go forward twice.
·       
Go right.
·       Go forward four times.
·       
Go right.
·       
Go forward.
·       Go left.
·       
Go forward twice.
·       
Go right.
·       
Go forward.
·       
Go left.
·       
Go forward twice.
·       
Go right.
·       
Go forward.
·       
Go left.
·       
Go forward six times.

Exit the waterlogged tunnel area and put on your clothes. (If you played like I did, my decoder book went missing.) To get out of the tunnels altogether:

·       
Go near the tunnel where you entered.
·       Go right.
·       Go forward four times.
·       Go left onto plank.
·        Walk across plank and exit the catacombs.

Go to Pont Neuf so we can trade in the wine bottle for the decoder.

PONT NEUF:

Go to Marchand and trade in your bottle of wine for the decoder. Now that we have the decoder, we should go to Abbesses to take the remaining stock photos for Dieter. Let’s go.

ABBESSES: 

Go to your desk and take a picture of the stapler. Go inside Minette’s workstation and take a picture of the teapot. That’s done. Let’s give the photos to Dieter.

RUE DU BAC:

Talk to Dieter. Ask him about Noisette Tornade. Just so happens that Hans van Schwesterkrank is his great uncle who was romantically involved with Noisette Tornade. He also hands you a postcard that has a bunch of eyes on one side, and strange symbols on the other. The symbols give us clues to “keys” hidden at these places: Moulin, catacombs, the Cross of Lorraine, and the clock passageway. The colors of the eyeballs remind us of what Lynn said. “Red left…green.” Notice the red eyeballs staring left? After talking to Dieter, take out the red grid that you got from Noisette’s notebook and put it on the eye postcard.

EYE POSTCARD:

The object of this is to click on all red eyes staring left, and all green eyes. You have to click on them in order starting from the first row on the left. Clues on how to do this are in the Code Book. (This wouldn’t be much help if you lost it in the catacombs.)

DangerByDesign/EyeGraph.jpg

After clicking on the correct eyes in order, the postcard should read “Sous Lorraine 4 1 5 4.” Let’s go to the Cross of Lorraine in Square Du Vert Galant Park in Pont Neuf. If you played like I did, you will have to go back to Jing’s to sleep. No worries. When you get up, go to Pont Neuf.

PONT NEUF:

Get a close up of the Cross of Lorraine. Nancy says, “I bet those numbers are moveable!” The clue on the eye postcard tells us 4 mysterious numbers: 4,1,5,4.

CROSS OF LORRAINE:

Click on the number 4, 1, 5, and 4 again. If you do this correctly, a secret panel opens up. The panel shows you symbols: one is a picture of 3 mouths (the red, blue, and yellow statue in the park), the pinwheel, and the fish water fountain. Notice how on the 3 mouths, all 3 are opened differently? And the pinwheel is set to purple. What we have to do, is set the mouth statue so that it looks like the position on the panel, set the pinwheel to purple, and press the red button on the fish water fountain.

ARRANGING PARK STATUES:

Go to the mouth statue. Click on the handle 10 times until the top mouth (yellow) is saying EEEEE, the middle mouth (blue) is saying AHHHH, and the bottom mouth (red) is saying OOOOO. Now, turn around and go to the pinwheel. Click on the handle until the purple part is at the top. Turn around and hear a squirrel move the pinwheel. Click on the left side of the pinwheel. Nancy will say that we need to buy a stake, string, and something noisy to hang on it so that the squirrel will go away.

NOISY CONTRAPTION:

Go to Malika and buy:

String
(3 euros)

Wooden Stick
(10 euros)

Go to Marchand and buy:

Pie Tin