Just Adventure original
Art of Murder: Hunt for the Puppeteer
Check the front entrance. it’s locked up tight and Lorrain’s keys don’t work here. However, do collect the fallen strip of canvas tape (just left of the center of the screen) and the fallen poster near the second placard board from the left. They’ll come in handy around back.
Around the corner to the right, just past the vertical CHANGE sign, you’ll find the back entrance. The door here is locked, too, but the metal hatchway to the right is only padlocked and you might break a padlock with the right tool.
Grab the pipe on the sand pile you passed on your way in and, since you seem to enjoy collecting temporarily meaningless garbage, the leaky bucket and the wheel on the wheelbarrow nearby as well. Use pipe on the padlock and it’s gone … but the hatch remains too heavy for Nicole to lift unassisted.
You just need to set up a pulley. See the hook on the wall just right on the hatch? Remove the flat tire from the rim (a left-click on the wheel in inventory makes the tire go away) and, in a close-up view, place the rim on the hook. Then use the canvas tape on the hatch handle and it’ll automatically loop over the rim. Now you just need something heavy for the other end. This is where the bucket comes in.
To the left of the door is a water conduit box a nozzle with a valve on top. An unaltered bucket is just going to leak like crazy. But if you first put the poster in the bucket, it’ll seal the gaps long enough that you’ll be able to fill the bucket to the top. Use the full bucket on your makeshift pulley and then left-click on the bucket to push it down. The hatch rises.
You’re in. In fact, you’re effectively locked in, as the posters weak seal gives way, the bucket drains and the hatch closes again. (You’ll see this in an animation, but you can also return to the bottom of the hatch and experience the result for yourself.)
Inside, you may quickly find yourself stalled. The only thing you seem to be able to grab is the fire extinguisher it’s down one screen and around the corner to the left and that’s useless right now.
But don’t forget Lorrain’s keys. Despite their ineffectiveness at the front and rear doors, they do have a use here. They unlock the dressing room the door on the left one screen down from where you entered the club. You wont be able to see anything until you hit the switch to the right of the door. Then you’ll find three spots where you can zoom in on the jumble of stuff within two on the counter to the left and one on the drawer at the rear and a fourth item behind the upper chair.
The spot nearest the door allows you to play back an intimidating message on the phones built-in answering machine:
Remember the deal. He cant be allowed to find anything. Get him to tell you all he knows and take from him the things he was talking about. Hurry up or Ill stop being nice. Be smart. I know you want to live.
The voice sounds very like Carnot. The recipient was Lorrain and the he apparently Dupree.
The hotspot farther up the counter yields a greenish medicine vial. A left-click on the jar in inventory yields a silver crucifix and a batch of Alka Sektzer-like tablets and a further left-click on the crucifix a hidden key.
A search of the drawer turns up a packet of unreadable letters from Marc Taine to Jacqueline Lorrain.
Finally, on the floor behind the right-hand chair, you’ll find an arm from a mannequin. Left-click on it in inventory to remove the putative diamond ring from its finger. This will serve as part of an improvised glass cutter in a future chapter.
The arm sets up Nicole’s exit. Use it to break the glass on the axe case just around the corner from the dressing room door . You’ll see a light go on at the top of the stairs. Listen to a conversation between the two thugs up there one of them the guy Nicole tackled at Dupree’s apartment. To judge from their chatter, one is coming for Nicole shortly. In fact, the thug never turns up downstairs, but the point shouldn’t be lost on you. It is time to go.
Return to the spot where you entered the club and Nicole will note the fire extinguishers potential power. Use it on the floor in front of the locked exit doors to place it on the ground and then use the axe on the valve at the near end of the extinguisher.
You’ve launched a rocket. It blasts through the doors and next thing you know Nicole’s out front near her car. Get in and discover you have company.
Odds & ends: Out front, you can examine the three intact posters and the Féerie sign above the door. Indoors, the clothes to the left of the axe and on the right side of the dressing room and the cosmetics on the dressing room counter.
You’ll find yourself back in your hotel room with the detective as in private detective. His name isn’t supplied in-game, but you can learn from Nicole’s journal that it’s Rene Fourier.
Run through his topics to learn of a link between Dupree’s family and Carnot’s. During the French Revolution, Dupree ancestor Jean Jacques Bougainville (sometimes referred to as de Bougainville) made arrangements with a Lukas Carnot (remember the Lukas on the bracelet in the Montmartre sewer?) for Bougainville’s family to escape to the United States. But something went wrong and most of members of Bougainville’s family met the guillotine. That’s a critical bit of information the first real step toward the killers motive.
Eventually talk will turn to the box from Dupree’s place. Go down and see Pierre to collect it. Take it back up to the room and use the crucifix key to open it.
Within, 21 pieces of paper and the diary of a Dupree ancestor. You cant read the diary (Nicole’s journal says the notes are illegible) but a left-click on the box in inventory removes the torn-up paper and a right-click on the pieces sets up the pieces for assembly.
A jigsaw puzzle. You’ll find this easier if you first lay out the two straight edges (using the nine pieces with browned and wrinkled edges) and then add the 12 from the interior. (And if you put the corner piece, with two wrinkled edges, in the bottom right corner, you’ll see the map as Nicole sees it.) Once complete, use the tape from the rehearsal room in the close-up view to seal the pieces in place. Otherwise, the document comes apart when you try to show it to Fourier and you’ll have to assemble it again.
it’s an old map, with four points marked with Xs (which prove unimportant), another marked with a filled-in triangle and a fifth location at maps edge marked with something more elaborate (both important near the end of the game). Talk to the detective about it and Nicole mentions the waterside castle in the foreground possibly a port en route to the New World? But it’s only a part of a larger map and its significance is unclear. Two pieces remain and you wont be able to put them all together until you’re about to enter the endgame.
The talk then turns to the mysterious Marc Taine. He seems to link everything together including the detective, who reveals here that he was hired by Taine to locate the heir of a Sophie Sourian. (This’ll pop up in the Azarra chapter.) The two debate contacting the police but settle on a visit to Taine’s apartment. (it’s amazing it took this long given that Taine’s name was last on the list in the rehearsal room.) You’ll automatically remove to Nicole’s car. Click on the GPS and again on Taine’s green-flagged apartment.
Odds & ends: You can elicit additional inconsequential dialogue from the detective if you talk to him with the unopened box and opened box in inventory before assembling the map.
The detective picks the lock and suddenly it’s as though you’ve jumped to the endgame: You’re in the killers lair.
Listen to the exchange between Nicole and the detective after entry. Nicole finally comments here on the significance of the dolls found at the murder scenes. She says they’re the key and calls them witnesses.
But witnesses in what sense … and to what? The deaths of the Bougainville’s 200 years before or the Puppeteers revenge? Presumably the former, as they’re all dressed in clothes that date from the French Revolution.
But we don’t have enough information to draw conclusions about their meaning. The ones found at the scene in the first four murders aren’t described in detail in Nicole’s notebook and we’ve had the opportunity to inspect only one. The doll at the feet of Elizabeth Soupault appeared to be a dancer and, looking down the road a bit, were only going to be treated to a detailed description of one doll.
That’s not all. Positioned before the two ceiling-height boards to the left of the door, the investigators know they’re looking at photos of prospective Puppeteer victims and the detective mentions that he delivered one up to Taine just the day before: an antiquarian in Azarra in the Spanish Pyrenees. (Actually, the detective has already mentioned this individual to Nicole; the antiquarian is Sophie Sourians descendant.) Nicole will set out to save him in the following chapter.
But the dialogue suggests they’ve missed certain key implications of the display and you’ll want to a close-up look at the boards. (The game doesn’t require it; this is just for your information.)
The boards themselves are laminated close-ups of handwritten manuscripts in Latin the left one in mirror image. A lot of the text is obscured and I haven’t been able to identify the documents (though the right-hand one may be a religious tract).
But that’s just a curiosity. Whats interesting here is the boards use by the Puppeteer as bulletin boards for workups on his victims. On each board are collected photos, news clippings, maps … and family trees. Apparently hes choosing all his victims from their history from links to people in their respective pasts.
The victims are laid out in order from left to right. The man on the far left is Guilbert Marmontel the Puppeteers first victim in France. (An account of his murder can be found in the fourth police report in the Documents section of Nicole’s notebook.) The victim from the rehearsal room, Elizabeth Soupault, appears on the right side of the left board. And the man on the right board is a future victim: Antoine Sourian the descendant of Sophie Sourian.
But whats most notable here is who’s between the boards (which presumably means the killing is imminent) Nicole’s new pal Rene Fourier and also who’s missing: Dupree’s girlfriend Jacqueline Lorrain.
Nicole seemed to speculate Lorrain might not be an actual Puppeteer victim in conversation with Pety back at the Montmartre crime scene and the absence of any reference to her in the killers lair should rachet up your doubts a few notches.
But if the Puppeteer didn’t kill Lorrain, who did? Carnot is the best bet, based on his threatening phone call on the answering machine in Lorrain’s Moulin Rouge dressing room. But if so, the killing was the evident pay-off for her failing to extract from Dupree information and the things he was talking about and that worldly, immediate motive doesn’t seem a good match up to the Puppeteers obscure one involving family trees and the French Revolution.
Then again, each of the two people who’ve been killed on our watch do have some link to Taine/Puppeteer: Soupault (Taine’s name on the rental list) and Lorrain (a packet of letters from Taine in her dressing-room drawer). So if shes not a victim, how was she tied up with Taine? it’s a question the game never answers.
Exploring Taine’s place is a two-step affair. You’ll need to complete your investigations in the main room before you move on to a hidden one.
And that’ll keep you busy for a bit. There’s evidence all over the place: notably on those two boards and on the table in the lower left-hand corner. Photograph all three of these locations and, in the close-up view of table, use the fingerprint foil on the mug in the lower left-hand corner. (Curiously, this turns out to be something of a red herring. This unanalyzed print sits in inventory until the end of the game.)
When you move to the close-up view of the table, Nicole says something odd: Since I came from France, I felt someone was watching me. Sounds like jetlag talking (or just a translation issue). Nicole, you’re in France and you came from the US. And, just for the record, apart from Dupree lurking outside his apartment building, there has been no previous indication that anyone is watching her .
But the photos on the table do show Nicole outside her hotel, the neighboring café and the Moulin Rouge. That may give you pause. Is Nicole a prospective victim? No. The Puppeteers just keeping his enemies closer.
Also pick up the monkey wrench from the floor in the kitchenette at the right and Taine’s driver license from the top drawer of the small black cabinet to the left of the two boards. (Oddly, the wrench is referred to here as a heavy metal key. That’s doubtless a translation issue. The game was originally released in German. In German, key is Schlüssel and wrench is Schraubenschlüssel.)
Note the different color of a door-sized patch on the wall behind this cabinet. After you’ve taken the photos, click anywhere on the cabinet (other than the top drawer) to push it aside and attack the wall with the wrench.
Nicole says the key needs bending. Oy. Left-click on the wrench in inventory to close its jaws and beat on the wall again. Four whacks’ll do to expose a hidden door. Try to open it to learn that, like Dupree’s apartment window, it’s blocked. I guess they mean locked the translators were apparently on a really long coffee break here because the necessary article to pop the lock is evidently the laminated edge of Taine’s drivers license. Use it on the door.
In the d\secret room, the plot thickens. Open the freezer to the right to find the corpse of Marc Taine. (The journal makes Nicole sound a little less sure, but the drivers license picture seems a good match to face on the body.) So Taine is just a cover identity for the Puppeteer.
Take a picture of the body and head back to the main room. it’s on fire and the hooded man familiar from the earlier cut scenes has just done in Fourier without all the usual staging.
(And that’s confusing. If the Puppeteer can surrender his obsession long enough to commit a crime of opportunity, who’s to say Lorrains murder wasn’t also his work?)
Time to make your exit. Take the blanket in the right corner, soak it in the bucket of water beside the freezer and use the wet blanket on the door. You’ll find yourself outside the apartment. Make for the car, fire up the GPS and head for Spain.
Odds & ends: You can also examine the unfinished doll, photographs and hook on the table, the broken mirror above the fireplace (cousin to the ones in the rehearsal room), Taine’s body (four times over, in fact three times with right clicks and one with a left) and the blood stain on the left of the two frosted glass doors in the hidden room.
In Azarra, the car breaks down. You’ll leave it in the care of mechanic Raul and go off to find the antiquarian. Raul can tell you the location of the antiquarians shop, but you can find it without him. Like most locations in the game, the towns ultra simple in layout.
Exit in the lower right corner. You’ll find yourself in the upper left corner of the town square. The antiquarians place is at the top. Talk to Antoine Sourian and run through all the topics. He doubts the killer would target him and you’ll leave off with a task: Make copies of the dozen photos in your camera to persuade Sourian of the danger while the antiquarian digs up a certain list. He says the local shop can handle the developing job. it’s the lower of the two businesses on the left side of the plaza …
… and naturally it’s closed. Return to Sourian and hell point you back to the garage. (If you checked the shop before visiting the book store, you don’t have to make this trip. Just talk to Sourian again and ask about Shop.)
No ones at the garage but Raul (who’s now at the desk in back). Yes, the shop is run by Raul as well. You’ll leave your camera with him. Head back to the shop and you’ll find it open and the photos ready the fastest work Raul will ever do and the proprietor unwilling to combine this bill with the expected one for the car repairs. You need 68 Euros.
Check out the stores slot machine. Two Euros a pop. If only you had a little money to invest.
Perhaps the fountain in the plaza? As you can learn from Raul a little later (via the Shop topic), the castle on the hill above town attracts young tourists and they’ve apparently used the fountain in the square as a wishing well. There are no fewer than 17 coins at the bottom. (See Odds & ends below for a full accounting.)
Best case, you’ll need two or three of them: a minimum of a 5-Euro, 2-Euro or two 1-Euro coins to feed the one-armed bandit and one other coin of any type to help complete a repair job later in the chapter. But heck, just keep taking them until Nicole says, For a town like this, this is too much anyway. That way, you’ll come away with 23 Euros to squander. Then get back to the machine.
There are a couple of ways to go here. You can make judicious use the three hold buttons to stop the speeding tumblers so they display matching types of fruit. Or you can simply wait until the tumblers stop on their own. A few games in, you’ll strike it rich with three in a row.
(Note that you cant actually lose. Even if you try to run out of money, using the hold buttons to force, non-winning combinations, you’ll find the middle button eventually breaks Raul warned the machine might not work properly and this works out to a win for the player.)
Either way, the payout in 5- and 1-Euro pieces easily covers your debt. (I guess the tourists play a lot.) Grab the money from the tray below and talk to Raul to pay your debt. You’ll get back the photos and camera.
Hustle back to the book shop and have a word with Sourian. You’ll turn over the photos in dialogue. He compares them to his list and says the names match. (Continuity alert: Hes not actually holding the list when he says this! Sourian now disappears behind the folding screen to the right and returns with the list in his right hand.)
On his return, Sourian makes some observations about the crimes that haven’t been touched upon to date. One is Murder motives. Revenge after 200 years? he says. That’s insane! Nicole then wonders if the killer might be after money. Sourian says none of the participants saw a franc and that the money was hidden in the Paris catacombs.
This sets up the endgame and raises a natural question: Participants? This is the first indication that more than one person was involved in the plot to get the Boungainvilles out of France. And that does make sense. Presumably Lukas Carnot had to enlist the aid of various other people at various points along the planned escape route.
You’ve persuaded Sourian of the danger hes persuaded himself, really but his priorities are out of squew and he wont agree to leave Azarra with Nicole until he delivers on a promise to have his grandsons damaged motorcycle repaired. You’ll now take over that effort as soon as Sourian completes another slow circuit to put the list back where it came from. (Watch him. Potentially, it’ll make your life a lot simpler.)
The motorcycle is in the rear garden reached through a door hidden by the folding screen to the right. Try this door to find it’s locked. And while you’re back here, take the scissors from the back of the table opposite the door. You’ll eventually need a few items from this shop the stool beside this table among them but Sourians sensitive about folks touching his stuff and this is the only one you can swipe right now presumably because it’s both small and out of Sourian’s line of sight.
Also approach the safe to the right of the garden door. The repository for Sourian’s list? Nicole here opines that the scratches on the floor indicate the safe has been moved. You’ll soon find the means to move it again.
Return to Sourian and ask for the key to the garden door. Uh-oh. Hes a bit absent-minded and seems to have folded it into a book he was reading and then returned the book to the shelf. At least he remembers the title: Marcel Prousts À La Recherche du Temps Perdu . (This translates as In Search of Lost Time but the original translation was called Remembrance of Things Past.)
Hell offer an odd allusion here: If it weren’t for my young bull, Id never manage. There’s a bull figurine the cabinet to the left of the garden door and, in this context, you may well think it figures somehow in finding the Proust book. Nope. But it does become relevant a little later in the chapter.
Zoom in on the stepladder to the right of Sourian for a closeup of four book shelves densely packed with classics. Yeah, you’re probably going to have to tick through at least a few of these, and I cant guide you here. The book in question will always be the Proust but, from game to game, it’ll always be in a different spot. Just take it slow, surf the mouse across the spines to bring up the titles and left-click on the correct one to snag the key.
Use the key to unlock the garden door and zoom in on the motorbike by the left wall. Nicole notes that the rear wheel is missing. Take the wrench from the lumber pile to the right again, this is called a key and right-click on the missing tile in the roof above the door to discover a piece of rubber has been inserted here. (You cant get it just yet. You don’t need it just yet.)
Talk to Sourian about the wheel to learn Raul has it and that it should be ready. He makes another slow exit and Nicole automatically leaves as though your business is complete It isn’t. Re-enter the shop and grab the marker off the desk. (it’s just to the left of the lamp.)
Raul’s shop has closed again and hes back at the garage. Head up there and ask after the motorcycle wheel. Of course it’s not ready. This fellow does not multi-task well. A harried Raul protests hes too busy but suggests your help might speed things up. Hell need the wheel in question, a tire iron and a patch-ready inner tube.
The wheels easy; it’s just to the left of the desk. The tire iron, too. it’s just left of the covered repair pit behind Raul. You’ll have to zoom in on the nearby oil tub to pick it up.
The inner tube is trickier.
There’s only one here. it’s against the wall near the air compressor in the garages right near corner youll have to zoom in on the compressor to see it and it’s in bad shape. Take it anyway, as you’re equipped to start on repairs. Turn on the compressor the green button two-thirds of the way up its near side and use the tube on the compressor pistol on the ground. The tube inflates and immediately starts to deflate again. A clock appears in the upper left-hand corner and starts to count down. You’ll have to move pretty fast.
Have you ever fixed a leaky tire? Then you know you have to immerse the tube in water while theres still enough air in it to produce bubbles on the surface thus allowing you to pinpoint the hole. The times pretty tight here, but you have just enough to dunk the tube in the plaza fountain and then use the marker from Sourian’s desk on the tube in inventory to mark the location of the puncture.
Get back to Raul and learn he doesn’t have any rubber patches. You’ll have to come up with one on your own. That may seem like searching for the proverbial needle unless you noticed that bit of rubber in the roof over the exterior side of Sourian’s garden door.
You cant reach it but Sourian (now looking for a book) will now lend you the umbrella (in the stand to the right of the desk) for the asking provided Nicole has noticed the piece of rubber.
Simply use the umbrella on the piece to knock it down losing the umbrella in the process. (I’m not sure why that was necessary possibly an artifact of an abandoned umbrella-loosening puzzle?) Now use the scissors from the work table opposite the garden door to reduce the rubber to a nice circular patch. Turn this over to Raul in dialogue and, at long last, you’ve got the wheel. Zoom in on the compressor again, turn it on again, fill the tire with air, pick it up and haul it back to the book shop.
Uh-oh. A cut scene. The door is slightly open, Sourian’s dead strung up on wires from his spiral staircase and another dark-eyed doll rests at the base of the stairs. Boy, does this guy work fast.
Suddenly, you have a lot to do.
– The investigation of Sourian’s death is the simplest: Just pack the doll in an evidence bag. This triggers the usual cut scene of the hooded man staging the scene.
And this particular doll is of more than ordinary interest. If you look at it in inventory, Nicole wonders whether it represents a notary the only instance in which she notes a specific role for the doll. Lukas Carnot doubtless have required the services of a notary to attest to the validity of the Boungainville emigration documents. Perhaps Sourian’s ancestor performed that role. But any such link between the dolls and roles of conspirators are never fleshed out (or even declared).
– Look at Sourian’s desk now and Nicole says the list is gone.
A strange comment, given that you never actually see the list on the desk and that Sourian clearly retrieved it and then returned it to some off-screen hiding place. If you weren’t paying attention earlier, it may appear the Puppeteer has claimed it. But this would be out of character. The killer adds things to murder scenes. He doesn’t take them away.
In any case, where is the list now?
Not far, and it’s now reachable. Sourian’s death means you can now poke around in the area just inside the garden door where previously you had to be fairly circumspect. You can take the stool from its position beside the nearby table this’ll come into play out in the garden and turn the bull to the left of the garden door on its side to read the safes five-number combination. (it’s different every game.)
Zoom in on the dial, turn it clockwise to the first number, counter-clockwise to the second, clockwise again to the third and so on. (Just be precise, as you wont get any audible cues along the way.) Then turn the handle to the left of the dial and ta-da! The only thing you can take from within are two safe wheels. (Nicole calls them rings.)
Remember Nicole’s earlier comment that the scrape marks on the floor indicate the safe has been moved? Well, with the wheels, you can try to move it again. Place them on the two bolts protruding from the safes lower right edge and click on the safes right side to try and move it.
Not an inch. Nicole says she needs leverage. You need to push the safe in a particular way and it’s not currently set up to permit it.
Look at the handles on top. Nicole says they must have been used to transport the safe. But just using the handles? Nicole doesn’t elaborate, but there must have been a connection of some sort between them, right?. A bar of some kind. Perhaps the rapier on the wall behind Sourain’s desk would serve as a replacement.
Use it on the handles to put the sword in place and then click on the swords handle. Now you can move the safe a little. Remove the wooden block that was serving as a support for the wheel-less safe thisll soon come in handy out in the garden and you’ll be able to move it a lot, pivoting the safe so the front is facing the wall beside the garden door. (Come to think of it, how did Sourian move the safe without the rapier?)
In the exposed wall, you’ll see the outlines of a secret compartment. Pull the piece of twine hanging down here and the compartment opens to reveal the ignition key for the motorcycle, a book (which you cant take or examine) and a list of eight conspirators the conspiracy being to spirit the Bougainvilles out of France.
Look at it. You’ve found the basis for the Puppeteers list of targets and can match up most of these names with the murder victims. (You don’t have to do this. Again, it’s just for your own information.)
Victims
1. Luke Crespienne
2. Marie Parker
3. Jeanne Murphy
4. Guilbert Marmontel
5. Elizabeth Soupault
6. Jacqueline Lorrain
7. Rene Fourier
8. Antoine Sourian
Conspirators
1. Dominique Crespienne
2. Thierry Clavier
3. Gabrielle Huet
4. Baredorne Mermontel [sic]
5. Jean Soupault
6. Theodore Fourier
7. Sophie Sourian
8. -asem Carnot
This raises a few issues.
1. The names of victims #2 and #3 don’t match those of the respective conspirators.
Remember that those murders (covered along with #1 and #4 in the Documents section of Nicoles notebook) were committed in the United States and that family names sometimes changed when people emigrated to another country de Bougainville to Dupree, for instance or through marriage. (Granted, victim #1 Crespienne was also killed in the US, but in New Orleans, which has a strong French influence in its history. If a French name was going to remain the same anywhere in America, it’d be in New Orleans.)
2. After #5, the lists are a bit out of sync. There is no conspirator to complement Jacqueline Lorrain and the victims that precede and follow do have conspirator counterparts. More ammo for the case the Lorrain was a copycat killing by Louis Carnot.
3. The eighth conspirator is a Carnot with the first portion of the first name torn off. (You’d think it would be Lukas as per Fourier’s account of the plot and the gold bracelet from the sewer grate but it ends in -asem.) Will a Carnot be the eighth victim?
4. And this list of conspirators will prove incomplete. Looking down the road a bit, you’ll get wind of another potential Puppeteer victim at the tail end of your visit to Marseilles a descendant of an Edouard Montoute. But if that’s the case, why isn’t Montoutes name on Sourian’s list?
One last task: You still need to fix the motorbike. As should be apparent from your last chat with Raul, that’s now your way out of here. And the stool beside the table near the safe is just what the doctor ordered for this purpose. Left-click on it in inventory to remove the top, use the remainder on the back of the bike and then use the wrench you liberated from the lumber pile earlier on the stool. The stool then becomes a makeshift jack and raises the back of the bike.
But apparently not far enough to permit you to restore the repaired wheel. Place the wooden block you retrieved from beneath the safe on the newspaper under the bikes midsection. That’ll do. Put the rear wheel in place, take the wheel cap from the bowl beside the bike, zoom in on the rear wheel and place this bolt over the threads.
Alas, the wrench you collected earlier doesn’t fit on this bolt … until you place any coin from the plaza fountain atop the bolt and then use the wrench. Now pull back to the motorcycle view and click on the bike once to get it back down on the ground and knock down the wooden block. Then use the key from the hidden compartment on the motorcycle to jet off to Marseilles on Frances south coast.
it’s natural for Nicole to want to interview Carnot, tied up as he is with both Dupree and Lorrain. But it’s unclear how Nicole knows to go to Marseilles, being that Carnot’s business card contains no address. How about a phone call to Ruth?
Odds & ends: Tons of them here.
– At the garage, Nicole can also examine the lift on the left side, the repair pit on the right, the rack to the right of the pit and the shelves at the back center. At the sundries shop, you can feast your eyes on the figurines of matadors and bulls in the right near corner, the shelves left of the slot machine, the guitar above the shelves and the ceramic decorations left of the guitar. At the book shop, you can peruse the illuminated manuscripts and photos on Sourian’s desk, a dragon figurine, books and a revolver in the safe and, after the murder, Sourians lifeless body.
On the non-interactive side, remember Sylvie Leroux from the café beside your hotel? The convenience store is also selling her game here called just Chronicles of Mystery. The rack is in the near left corner.
And just in case you wanted to know Raul’s last name, the designers haven’t made up their minds. it’s either Hierro (according to the Dialogues section of Nicole’s notebook) or Herida or Henda (according to the hard-to-read poster to the left of the exterior side of the shop door.)
– What does Hunt for the Puppeteer have against café interiors? You can get a close-up view of the door to the café beside Raul’s shop, but you cant enter. Why bother making this door a destination? Was it an actual location at some stage of the design?
– You can ask Raul about Attractions at the garage on arrival and get a somewhat snotty answer and about Shop at the shop or the garage (after you’ve paid for the photos) to learn that Azarra at times contains more than two people.
– The coins in the plaza fountain consist of five 1-Euro, four 2-Euro and two 5-Euro piece, a 50-cent piece from United States, a 1-pound coin from Great Britain, two 500-yen coins from Japan and 5-zlotys and 1-zlotys coins (one each) from Poland. (This last one is referred to an inventory as old coin, but can be identified visually from the close-up picture.) These appear in random order. The slot machine will happily swallow every coin except the 5-Zlotys piece but wont give credits for any of the non-Euro coins.
– Heres a full list of the books Ive found in Sourians shop. Note that these wont all appear in a given game, as there are more books (97) than there are slots for them in the shelves (85).
Vicente Aleixandres Shadow of Paradise and Passion of the Earth
Juan Carlos Arces Los colores de la guerra (The Colors of War) and Para seguir quemando preguntas (To Follow Burning Questions or perhaps, more colloquially, In Pursuit of Burning Questions )
François-Marie Arouets (AKA Voltaire) Candide
Fernando Arrabals Baal Babylone and “Porté disparu (Reported Missing)
Gonzalo Torrente Ballesters Los Gozos y las Sombras (The Joys and the Shadows) and Ifigenia
Honore de Balzacs Le Père Goriot (The Father Goriot)
Pio Barojas La Raza (The Race or The People) and Tierra vasca (which Ive usually seen translated as Basque Country)
Samuel Becketts Waiting for Godot
Marie-Henri Beyles (AKA Stendhal) Le Rouge at le Noir (The Red and the Black)
William Blakes Poems
Giovanni Boccaccios Decameron
Marion Zimmer Bradleys The Mists of Avalon
Emily Brontes Wuthering Heights
Paulo Coelhos The Alchemist, Elevan Minutes, The Fifth Mountain, The Pilgrimage and The Zahir
Joseph Conrads Lord Jim
Miguel Delibess Cinco horas con Mario (Five Hours with Mario) and Las ratas (The Rats)
Charles Dickenss David Copperfield, Oliver Twist and The Pickwick Papers
Fyodor Dostoyevskys The Brothers Karamazov and The Possessed
Nikolai Gogols Dead Souls
Baltasar Graciáns Criticon and El héroe
Jaroslav Haeks The Good Soldier Svejk
Homers Iliad and Odyssey
Franz Kafkas Das Urteil (The Tool)
Julio Llamazaress El ceilo de Madrid (The Sky of Madrid), Luna de lobos (Wolf Moon) and El rio del Olvido (The River of Forgetfulness or of Oblivion)
Jack Londons The Call of the Wild, The Game and White Fang
Thomas Manns The Magic Mountain
Javier Mariass Corazon tan blanco (A Heart So White) and Todas las almas (All Souls)
Juan Marsés Un Día Volveré (One Day Ill Return) and Rabos des Lagartija (Lizard Tails)
Karl Mayss Winnetou
Herman Melvilles Moby Dick
Eduardo Mendozas Una Comedia Ligera (A Light Comedy) and El uno del diluvio (The Year of the Deluge)
John Miltons Paradise Lost
Gabriel Mirós La Palma Rota (The Broken Palm) and Nomada
Julia Navarros La Biblia de Barro (The Bible of Clay), La Hermandad de la Sabana Santa (aka The Brotherhood of the Shroud of Turin) and La Sangre de los Inocentes (The Blood of Innocents)
Publius Ovidius Nasos (AKA Ovid) Transformations
Arturo Pérez-Revertes El capitaine AltaristeEl husar and El Oro del Rey (Kings Gold)
Jean-Baptiste Poquelins (AKA Molière) LAvare ou LEcole du mensonge (The Miser or The School of Lies) and Don Juan
Marcel Prousts À La Recherche du Temps Perdu (In Search of Lost Time or Remembrance of Things Past)
François Rabelaiss La Vie de la Gargantua et de Pantagruel (The Lives of Gargantua and Pantagruel)
Manual Rivass O lapis do carpinteiro (The Carpenters Pencil)
Miguel de Cervantes Saavedras Don Quixote
J.D. Salingers The Catcher in the Rye
Jorge Semprúns Le Grand Voyage and Quel deau dimanche! (What A Beautiful Sunday!)
William Shakespeares Hamlet, King Lear, Macbeth, Othello, The Phoenix and the Turtle (a poem that would barely fill two pages much less a book!), Romeo and Juliet and Taming of the Shrew
Javier Sierras La Cena Secreta (The Secret Supper) and La Dama Azul (The Blue Lady)
Sophocless Antigone
Torquato Tassos La Gerussalemme liberata (Jerusalem Delivered)
J.R.R. Tolkeins The Lord of the Rings trilogy (The Fellowship of the Ring, The Two Towers and The Return of the King)
Leo Tolstoys Anna Karenina and War and Peace
Francisco Umbrals Mortal y Rosa (A Mortal Spring) and Trilogia de Madrid
Jules Vernes Les Enfants du captaine Grant (Captain Grants Children), Maitre du monde (Master of the World), Robur-de-conquerant (Robur-the-Conqueror, AKA The Clipper of the Clouds) and Le Tour du Monde en quatre-vingt Jours (Around the World in 80 Days) (Why are these all in French? Verne was French!)
William Whartons A Midnight Clear, Birdy and Dad
Emil Zolas Germinal
– Finally, if you didnt notice the list in Sourians hand before his death, you may want to institute a more general search for it afterward. And the designers give you some ammo to support this approach. If you approach the bookshelves without having first looked at Sourians desk, Nicole says, Maybe, like the key, the list is in one those books?
Nope. But you can nevertheless look fruitlessly through all 85!