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Just Adventure original

The Filmmaker Walkthrough

by Just Adventure 39 sections about 46 minutes to read

The Filmmaker Walkthrough

The Filmmaker is a game in 4 main Chapters  

I. The Shards
II. The Killings
III. The Movies
IV. End game

Unfortunately the game is technically instable. There’s an error appearing every now and then, talking about a missing file, actually a part of ActiveX needed for the scripting engine. This will occur mainly in the beginning, and when using the main menu. It’s a drag, but simply click it away and play on. Sometimes it makes your inventory disappear, most often while playing The Movies. The use of Flash is also making the game instable in the case of some puzzles.

Still, I liked the game very much. It has an original storyline and the way the movies fit in is really great.

CHAPTER I – THE SHARDS
Watch the introduction video. The game will bring you to the theater automatically. Go to the main entrance. Explore.
Only the doors left of the ticket booth are approachable.

The doors have all kind of little squares, which can be ticked. It resembles games like Mine Sweeper. I can’t find any logical clue, but after a few clicks the door will open. If you click one of the boxes on the door, it will show a number.
The number indicates how many boxes away – either horizontal, vertical or diagonal – the box is you need to click to open the door.
Watch out: you only got two chances. After that, you’ll have to start again, by clicking another box…. Eventually you will click the right box and the door will open.

There’s the ghost of Ferucil, a former film director. Listen to his introduction. He will tell you to find 6 shards of a crystal. 
That’s the first assignment.

Take the ticket from your inventory and put it in the slot.

Explore the theater.

1.1. Restrooms
There’s a puzzle on the floor of the men’s loo. Read the note (which gives no information at all).
It’s a Tetris-like puzzle. The pieces can be turned around by clicking the little arrow icons.
There are two clues: inside the paper roll next to the toilet in the men’s room and on the wall of the ladies’ toilet.
Copy both drawings. 
Put the pieces of the clue from the men’s room in the right upper corner and the other on the left side. 
Put the pieces of the clue form the ladies’ room on the other side.
Complete the puzzle with the pieces left.
The box will open up and you can take Shard # 1.

1.2. The Arcade Room
Explore.
There’s a joystick on the floor next to one of the playing machines. You can’t pick it up (yet!)/
There’s a little card hanging out of the Fortune Telling Machine. There’s a number on it: 174. Write that down, it will come in handy with the cash register puzzle later on.

There’s a Crane Game, where you can try to catch a bear. Note one of the bears carries a little key.

You can’t do anything more, because you don’t have any money.

1.3. The Snack Bar
Get behind the counter by walking to the curtains either on the left or right side of the snack bar, then make a sharp turn left or right (depending on which way you’ve approached the counter).
On the left hand side there’s a cash register. 
If you could open it, perhaps there would be some money to play the Arcade Machines.
On the right-hand side of the cash register there’s a note. Read it. 
How can you solve this puzzle?

You have to use the numbers 1 to 9, each once.
Hmm, in the middle there’s a number of three digits. 
Do I have a clue? 
Yes. Remember the card form the Fortune Telling Machine?
So put 174 in the middle. 
After that you have the numbers 2,3,5,6,8 and 9 left. 
Is it possible to make two sets of numbers that if multiplied has 174 as a result?
Yes, 58 times 3 and 29 times 6. 
So the solution is 58 x 3 = 174 = 29 x 6.
Go to the cash register and type 583174296 on the keys. 
The register will open. Take some coins out of the drawer.
Take Shard # 2.

Go down at the cash register. 
There’s some candy on the shelves under the counter. 
Take a bag of candy (kind of M&Ms).

On the right side of the counter there’s a scale. 
Click down on it.
You’ll see the scale standing on the counter.
The cursor will suggest you have to put something next to the scale on the counter.
The cursor will also suggest something should be placed in the scale.
Maybe the candy? But it doesn’t work out yet.

1.4. The Cinema
Walk through one of the curtains and go into the main room, the cinema, with seats for the audience and a silver screen. 
While exploring, you will get scared by ghostly images.

Climb the podium and find the flyer on the desk. You can observe (i.c. read) stuff in your inventory by putting the magnifying glass over the item. Read the flyer.

There seems to be a hatch in the middle of the podium, but it can’t be opened.

There’s a corridor on both sides of the cinema room. 
Each one has a door the will take you backstage.
Take the right corridor.

1.5. Backstage
Find a pair of scissors on a small prop table and put it in your inventory.
Turn left. There’s a large trunk. It has a number lock on it. 
How do you open the lock?

Turn left again. There are some books & papers on a table. 
Read the letter: it is a puzzle. 
Follow the instructions carefully.
It’s not difficult, but you have to do it really exactly. 
The outcome is 150.

Go back to the trunk and put 150 on the lock. It will open. Take Shard # 3.

Next to the trunk there’s a door to the Men’s Dressing Room.

1.5.1. The Men’s Dressing Room
Explore the room. Read the paper.

On the middle table are two cases. Intriguing, but just decoration.

On the 3rd table is a cahier. Open it. It belongs to Eric Salvis. Take the key to the storage room.
Read the book and look at the pictures attached to the mirror.

Turn right twice and look behind the chamber screen. There are three heads each carrying a different wig. 
Notice the yellow post-it memo? Write it down, it’s a clue to the Work Schedule Puzzle.

On the left side you can see a vague drawing of a matrix of 5×5 squares. Some of the squares are green. Never mind.

The door behind the chamber screen can’t be opened.

Leave the dressing room and turn right.

1.5.2. Manager’s Office.
The door is locked. 
No, the key you took from Eric’s book in the Men’s Dressing Room doesn’t fit.

Turn left to the next door.

1.5.3. Women’s Dressing Room
Step into the room and explore. 
On the first table is a necklace, which you can’t take, and some letters. Read them.

The middle table, well, has lots of stuff on it. But nothing of interest.

You can’t reach the third table, so leave it.

Turn to the rack with a number of dresses hanging on it. You can’t do anything with it. Yet.

Leave the room and turn right.

1.5.4 The Catwalk
There’s a ladder leading upward. 
Climb it. You’ll find yourself on the catwalk, from where spotlights are operated. 
Walk the catwalk and get down on the other side. You’re back stage again.

1.5.5. The Cellar
Walk to the exit door. Don’t open it; instead turn left twice. 
You’ll see there’s a stairway leading to a cellar underneath the podium. 
Step down the stairs.

Take the first door at left. 
It’s locked. 
But this time it’s the storage room, all right – and you happen to have the key.

Use the key from your inventory on the door and step in the storage room. 
Explore.
Find the torch and find the matchbox; take ’em both and step out of the room.

Walk the corridor in the left direction. There’s a space with some barrels and crates. 
It’s right under the podium. 
You can’t take anything, not even the prop sword.

There’s a ladder going up, right in the middle. Climb it. 
You encounter another puzzle. 
It needs to be solved in order to be able to open the hatch in the podium. 
Therefore you need some nails or something to put in the little holes. 
So try later.

Go back to the corridor and continue to walk it. 
There’s one more door, which is locked. 
Click on the door and you’ll get a warning not to try that again.

At the end of the corridor: walk up the stairs and take the exit door.

You’re in one of the corridors aside the cinema now. Get back to the lobby.

1.6 The Balcony
In the lobby, walk up the large stairs on the right-hand side (the Arcade Room side). There’s a curtain at the landing.
Walk through it and you’re on the balcony of the cinema. 
Explore.

There’s something on the floor between the seats. 
It’s a couple of two-coloured stereo glasses. 
Take them.

Since there’s nothing more to see here, leave the balcony and get back to the landing.

1.7. The Operator’s Room
Halfway down the landing is a door marked “Employees Only”. 
Ignore that and enter. 
You’ll climb the stairs and get to the door of the Operator’s Room. 
This is an important spot in this game.
Explore. 
Find the CD in the rack and note who owns this record with happy country music: Eric.

Look down at the operating table. 
There’s a screen in there. Read it. 
It’s the Work Schedule. Right: another puzzle.
You’ll have to find out who worked when and operated which movie. 
That’s a true brainteaser.
There are some more clues scattered about the place. 
Collect them and try to solve the puzzle later.

Left of the operating table is the projector. 
Look at it. It seems to be out of order.

Behind the projector is a closet up the wall. 
Note the poster of the movie “The Fuzzies”. Someone wrote “WED” on it. 
Yet another clue to the Work Schedule Puzzle. 
Try to open the closet. It’s locked.

Right of the closet is a soundmixer. 
Take a look in the litterbox. 
There’s a note. 
That will come handy while solving the Work Schedule puzzle!

In spite of all kinds of intriguing items, there’s nothing more to do at the Operator’s Room. So go back to the lobby.

Go back to the Arcade Room.

1.8. The Arcade Room 2
Go to the Crane machine. 
Insert a coin from your inventory and try to catch the bear carrying the key. 
You can push the little handle, hold it and release it. 
Figure out the right way to grab Teddy.
Don’t worry: the number of coins is endless.
Collect the key.

Remember where we still have a locked door? 
The Manager’s office, the middle door backstage.

You can play the game with the Fortune Teller Lady Esmeralda if you want, and get some more clues. Just for fun, you don’t need to.

Get back to the Manager’s Office Backstage.

1.9. Manager’s Office 2
Open the door with the key from your inventory and walk into the room. 
Explore it.
Find several notes and read them. 
The cinema seems to run very well, thanks to Mr Ferucile’s great movies.

There’s a clue about the scale on the snack bar counter: you only need a special weight to operate it.

Note the books with puzzles in them. 
Apparently the Manager (i.c. Mr Todd Wickermann) likes puzzles. 
The book explains how a so called “logical puzzle” can be solved by deduction. 
Hmm, looks like the Work Schedule in the Operator’s Room, doesn’t it?

Close to the door, on the utter left side of the desk, is a multi-coloured cube. 
Yet another puzzle. 
This time it’s not a really hard one. 
Try to get the square pieces in the right order. 
Follow the colours in the various pieces. 
If you do it right, the cube opens up. Take Shard #4.

Next to the computer screen are 4 redheaded pins. 
Take them. 
What for? To open up the hatch in the podium!

In the right corner of the office is a Money Poster. 
Click on it and it reveals a wall safe. 
It appears to need a kind of colour code to open it. 
Since you haven’t got a clue, forget it for now.

Take a look at the picture on the wall of the happy family. 
Let me introduce them to you:
The older man in the middle is Mr Todd Wickermann. 
The man is Eric, the woman is Melanie. 
The girl is Heather and the boy is Jeremy. 
They all work in the theater.

Leave the Manager’s Room and go back to the lobby, to the Snack Bar.

1.10 The Snack Bar 2
Get behind the counter. 
Go to the scale on the right side.

How can I put something in the scale?

Take the candy, the M&Ms from your inventory. 
Use the scissors on it, by dragging the scissors over the bag of candy.
There’s a bunch of loose candy in your inventory now.

Try to put the candy in the scale. 
That doesn’t work. 
What did the hint in the Manager’s Office say? 
You need a special amount to use the scale.

Turn around. 
See the pile of paper cups? 
Take one.
Turn back to the scale. 
Put the paper cup next to the scale on the counter.
Pour the candy into the paper cup.
Try to pour the candy from the cup into the scale. 
That doesn’t work.
Notice you still have candy left in your inventory after you put candy in the paper cup?
Take the leftover candy and put it on the scale.
A drawer opens. 
Take Shard # 5.

Now you have to go back to the Operator’s Room and try to solve the Work Schedule Puzzle.

1.11. The Operator’s Room 2
In the Manager’s Office you could read all about solving this kind of puzzles. 
There are a few things you know for sure.
That items can be positive or negative. 
So about some things, you know what’s right, or what’s wrong. 
Insert the positive items in the schedule as a dot.
Use the cross for the items you are sure are negative – or are impossible. 
Insert them in the schedule. 
Read the hints aside the Work Schedule. 
They tell you more about what’s right and what’s wrong.

Now, what do we know for sure?

Heather likes poems. Recall her letters? 
Heather works on Mondays; her father ordered her to in a note she threw in the litterbox in the Operator’s Room. 
On Monday “Primal AtmosFear” is showing. 
Jeremy likes videogames. 
He works on Wednesdays. 
On Wednesdays, “The Fuzzies” is showing. 
Eric likes music. Remember the CD in the Operator’s Room?
Todd apparently likes puzzles, as shown by the books in his office.
That leaves Melanie to like reading books.

This is what we know about the 5 people so far.
Now try to combine it with the hints next to the schedule.

Write them down for yourself in a diagram. 
Who works on Monday? Who on Tuesday? Who can’t possibly work on Thursday? Who could?
Do the same thing for the movies.
You know “The Fuzzies” plays on Wednesday; it was marked on the poster in the Operator’s Room.
According to the hints, “Primal AtmosFear” is running Mondays.

So what have you got?
Heather > poems > Monday > Primal AtmosFear
Jeremy > videogames > Wednesday > The Fuzzies

On Thursdays it’s neither “Aliens” nor “The Count” playing. (And of course also not “Primal” or “Fuzzies”). 
So it has to be “A Detective Story.”
Fill it out in the schedule with a cross. Keep testing your answers to the hints.
This is the definite solution:

Monday > Primal AtmosFear > Heather > Poems
Tuesday > Aliens from Mars > Melanie > Books
Wednesday > The Fuzzies > Jeremy > Video games
Thursday > A Detective Story > Eric > Music
Friday > The Count > Todd > Puzzles

The Operating Panel will open. Take Shard # 6 !

Now go back to the lobby.

1.12 The 6 Shards

Look at the ceiling of the lobby. 
Fit the pieces in their shadow parts. 
Now you have to put them together in the right way.
Note this is a 3-D puzzle.

It’s not the spot that’s the problem.
It’s the order in which you put the shards down.
How can you tell you did something right?
When you do, you’ll hear a sound like “cloink”.

1. you put down the large rectangle at the left side
2. you put down the little top
3. The smaller rectangle at the right
4. The large L-shaped piece at the bottom left
5. The part with the two points
6. The small L-shaped piece next to the large one

Look at the video.

Chapter II – THE KILLINGS

2.1 The Operator’s Room
Go upstairs and open the closet. 
There are 5 film reels in it. Take them. 
The reels are marked D, C, F, A and P.
What should that mean?
In the cinema 5 movies were shown.

So D stands for A Detective Story
C = The Count
F = The Fuzzies
A = Aliens from Mars
P = Primal AtmosFear.

Now you want to play the movies. 
Turn to the projector from the exit door’s side. 
There is an action cursor on the projector. Click it. 
A small door opens and reveals a little box.
It’s empty. There’s a little socket at the bottom. 
Obviously a part is missing. What could it be?

2.2. Manager’s Office Backstage
Enter the Manager’s Office. 
Talk to Todd Wickerman’s ghost voice. 
This will take some (too much) time.
Note down the order the killings took place and where, and in which movie each person is appearing.
1. Eric on the catwalk > A Detective Story
2. Melanie in the restroom > The Count
3. Heather on stage > The Fuzzies
4. Jeremy in the Arcade > Aliens from Mars
5. Todd in his office > Primal AtmosFear.

Todd will also give you a hint for the code for the wall safe. Note down 4,2,4,3,1.

Find the note on the desk. 
It’s a note from Ferucil to Todd.
What’s the point?
Look carefully. 
There are a lot of colors mentioned in it. 
Could that be the clue?
Yes it is. 
Write the colors down in the order in which they appear in the letter.
1. Red
2. Blue
3. Black
4. Green

Now replace the numbers given by Todd with the colors:
Green – blue – green – black – red

Go to the wall safe behind the Money Poster.
Press the coloured button in the above-mentioned order. 
The safe opens.
Read the message on the torn paper. 
It’s a hint about a loose brick in the cellar wall.

Take the money.

Take the little key.

Look in the litterbox down by the safe. Read the script pages.

Turn around. Watch the video.

Go down to the cellar under the stage.

2.3. The Cellar 
Search the wall of the corridor for a loose brick.
You can’t find it.
It’s because it’s not in the corridor.
Is there another place where bricks are?
Yes.

Go to the space below the podium.

Take the prop sword. (You can now, so why shouldn’t you).

Climb the ladder to the trapdoor in the podium.
There’s a loose brick on the left side.
Click on it and take the crystal from it.

Now turn to the hatch.
To open it, you have to solve a puzzle.
You need to put something in the right holes, so all lines will be lit.
Take the four redheaded pins from your inventory and put them in the right holes.
Which ones? 
Try a bit. It’s not too difficult.

Put a pin in the hole second from left in the top line
Put a pin in the left hole on the second line
Put a pin in the center hole
Put a pin in the right hole on the bottom line.

The hatch opens.
Go through it and climb up the stage.

Talk to Heather.

Climb the catwalk and talk to Eric.

Go to the lobby. Look at the video.

Go to the ladies’ room and talk to Melanie.

Go to the Arcade Room and talk to Jeremy.
Don’t forget to pick up Jeremy’s joystick. You can now.

Go to the door of the ticket booth.
That’s the door in between the entrance doors, opposite the snack bar.
It’s closed.
Use the key you got from the safe in the Manager’s Room.

2.4 The ticket booth
Get into the booth.
On the floor is a small crank. Take it.

There’s also a blue book. Look through it.

There’s nothing more here.

2.5 Men’s Dressing Room Backstage
Go into the room. 
Read the papers. 
Take the comb from the table.

Go behind the chamber screen. 
You could take a wig now. 
But which one?
Get back later.

2.6 Women’s Dressing Room
There’s one of Heather’s letters. Read it.

There’s also a necklace. Take it.

Take the pink perfume bottle on the middle table.

Turn to the rack with dresses. 
You can take one now. 
But which one? 
Get back later.

2.7 The Operator’s Room 2
Open the projector again and put the little crank in the socket.

It reveals a puzzle. A complicated one this time.
Electricity comes in at the bottom left side and has to come out on the top right side.
Phew!

Change pieces by clicking on them and they swap places.

To get all circuits set, put the schedule like this: 

So now you’re able to use the projector.

Turn to the projection window.
You are able to put a film reel on the empty reel arm now.
Take reel D and put it on the reel arm.

Turn to the projection window again.
Hmm, something is missing.
Remember the 3-D glasses you’ve found on the balcony?
Take them from your inventory and click them on the projection window.
You’ll need them every time you want to watch a movie.
Go!

You can always pause a movie by clicking INTERMISSION. Then you’ll go back to the operator’s room.

CHAPTER III – THE MOVIES

3.1 A Detective Story

Watch the introduction

Explore the room of Dick Rome’s secretary.
Note the letter right next to the typewriter. Read it.
Note there is some kind of Rorschach test image on it.

Get into Dick’s office.

The phone will ring. Pick it up.
Listen to Tiffany.

Explore the desk. 
Play the radio, just for fun.
The left drawer of the desk can be opened.
Pick out the item.
Observe it.
If you click on the little buttons Rorschach-like pictures emerge.
Every time you press a button a different picture will be added or put out.
Hm. Do we have a clue?

Leave it for now.

Underneath the clock is a safe.
Note the safe has only two buttons that can be pressed.

Left is a drawer case with a tape recorder on top.
There’s one drawer that can be opened.
Take the letter from the file and read it.

There’s one more letter here. 
Read that one carefully.
Notice anything?
See something odd?
Read it again. 
It’s not in the message. It’s in the words.
There’s a lot of ‘left’ and ‘right’ mentioned in it.
Is that a clue?
Yes it is, to open the safe.
Write all the ‘left’ and ‘right’ down in the order they appear in the letter:

L RRR LL RRRR L

Go to the safe and press the buttons accordingly.
It will open. Take the gun.

In the office there’s a coat stand. It has a glove on it. Take it.

Go back to the secretary’s room. 
Pick up the paper right of the typewriter. 
Look at the image on the bottom that looks like an ink spot.
Try to make a drawing of it.
Then go back to the left drawer of Dick’s desk.

Open it and take out the item.
Press the buttons so you get an image that resembles the one on the note next to the typewriter.

Number the buttons clockwise starting at the top left 1 – 2 – 3 then go down to 4, then 5 – 6 – 7 and 8 at the left.

Press 1 – 4 – 5 – 7

The box will open. Take the tape that’s inside.

What should you do with the tape?
Right, go to the tape recorder.

Put the reel on the left spot.
Go down.
Look for the ‘start’ button. Press it.

Listen to Dick’s voice.
Write down his description of Tiffany.

Auburn hair, red dress, heart-shaped necklace, perfume.
Hmm, sounds familiar.

Go back to the coat stand.
Hey, it canbe moved around.

What could I do with it?
What would get Dick Rome into action?
Tiffany!

Take the coat stand outside Dick’s office. 
Then dress it up like Tiffany.

Go back to the dressing rooms backstage by using the INTERMISSION button.

Get the Auburn wig from the Men’s Dressing Room and the red dress from the Women’s Dressing Room.

Go back to the Operator’s Room and click on the projection window. Don’t forget the 3-D glasses!

Put the red dress over the coat stand
Put the auburn wig on the coat stand.
Put the necklace around it.
Use the pink perfume on it.

Still there’s something missing. What could it be?

What is Tiffany supposed to do?
Or better: what is Dick Rome alias Eric Salvis supposed to do? Die!
So give “Tiffany” the gun.

How can I attract Dick Rome’s attention?

Use the secretary’s phone. Tell Dick he’s got a visitor called Tiffany.

Watch the end video.

You want to get out of the office, but you can’t.
What about throwing something through the window?
Use the perfume bottle on the white cloud at the door.

See how Eric got killed.

Now you’re back in the lobby of the theater. 
Notice you still have the perfume and the necklace in your inventory.

3.2 THE COUNT
Let’s get back to the operator’s room and watch another movie. 
Put the reel marked C on the projector.
That’s The Count.
Don’t forget to put on the 3-D glasses!

Watch the introduction. 
Once in the castle, explore the hall.
Notice the signs, runes, on the walls.

Go through the door.

Turn left at the candle and turn right.

Here’s a door marked II + III. 
The door is locked.

Turn left, turn right, turn left. 
There’s another door.
Go through it.

Click on the well in the middle. 
Listen to the message. 
Evil runes? What the heck?

Walk around the well and walk into the next room, a cave actually.

You see “Melanie” floating in some sort of magic power field.

Look for runes. 
There are 2 on the walls, indicating left and right. 
Note them down.

Look in the little cave at the left. 
There’s a stand with a crystal on it. Take it.

Leave this room.Outside, turn right, step forward and turn left, step forward again and turn left.
There’s the door marked II+III. 
It’s still locked.
Turn back right, step forward, turn right again.
There’s a double door. 
It’s open! So go through it.

This is the Puzzle Room. 
Explore. 
At the right you see a text, next to it is a book. 
Read the book.

Note down the properties of good and bad runes.
If a rune contains a curve or a triangle, it’s good. 
If there’s an even number of good properties in a rune, then it’s evil.
If a rune contains a V with a vertical line through it in the center, the rune is evil if there are also any good properties in it.
If there are no good properties, the rune with a V and a line through it is always evil.
If there are 8 or more lines in a rune, it will be the opposite of what it normally would be.
This information comes in handy in solving a puzzle later on.

Turn left.In front of you are 3 squares on the wall. 
See anything special?
The left one has a sign I above it, the middle one is marked II and the right one III.
Hm. Where did I see that before?
On the locked door in the corridors, marked II+III.

Now turn around twice. 
See the sign above the entry doors?
It’s IV.

In case you don’t know what these signs mean, there’s a poster on the wall that explains it. These are Roman numbers.Turn back to the wall and step forward to the left square. 
Now you can see it’s composed of 36 tiles. 
They all have the sign IV on it.
Now click on any tile. 
Find out they all can change to I, II or III. 
What could be the meaning?
Try to turn all tiles into IIs.
It’s not hard, but it takes some trial and error.
If you succeed, there’s a snapping sound.

Step backward, and turn to the square marked II.
Now there’s a puzzle in the square. 
It contains 100 tiles. 
Click one, and it turn into a cross. 
Click the same tile again and it will turn into a question mark. 
Click it once more, and it’s empty again.

In case you don’t know what to d keep clicking tiles. 
At a certain moment you’ll hear a blasting sound and 15 tiles spread all over the square show skulls. Game over, start again.

In case you still don’t know what to do, press the help button. It explains a lot.

And yes, your deepest fears come true: OMG, it’s a freaking minesweeper game. 
Blast! A bore and a drag, and not very original.
As you might remember from the minesweeper game, you have to click on all tiles NOT hiding a skull.
If you click a tile twice it will either reveal a skull or a Roman number. The number will tell you how many skulls are next (horizontal, vertical and diagonal) to that tile.
Every time the game is over, there’s a new game. At random. So it’s no use taking notes. 
This puzzle only takes time and a lot of patience. Besides, it’s utterly boring!

Tip: try to find a couple of empty tiles first. 
These are tiles that are not next to a skull tile, but at the edges of an empty area. The tiles will tell you how many skull tiles are at its borders.
Tip 2: use the cross and the question mark to help you identify the skull tiles.

Eventually, you will succeed. There’s a snapping sound again.

Is puzzle number III revealed? 
No, it isn’t.

How did you reveal puzzle number II?
Right, by turning all tiles in puzzle number I to IIs.
So go back to puzzle I and now set all tiles to number III.
A click will tell you the puzzle has emerged.
Now you can go to puzzle number III.

Inside a square are 4 ‘T’s. 
Try some. 
You can take each one out, put them aside.
And turn them. 
If you take them all out, you’ll see there’s a smaller square inside the outline.
Goal of the puzzle is to fit in the 4 ‘T’s into the smaller square.

Never mind the writing on the wall: “3 ‘T’s also fit the smaller square.” That’s a fake hint. 
You really have to fit all 4 Ts in the smaller, inner square.

This is a tricky one, a true mindcrusher. 
You also have to be very precise, because if a T touches another one or the outline, it will jump out again.

Any ideas?
Did you notice you can also put the ‘T’s in at an angle, a kind of skewed way? 
There’s the solution.
Put one T upside down, and put the long bar in the left upper corner at such an angle that the point of the short bar just touches the outline.
Put another T on its side and fit it in at the upper outline.
And so on.

The solution looks like this.

Now you’ll hear a snapping sound again. You’ve solved puzzle II and puzzle III.
The snapping sounds apparently opened something.
Something with II and III.
Right, the door in the corridor marked II+III.

Get out. 
But help! 
The exit door is locked. 
How can you open things in the puzzle room?
Remember how puzzle I looked when you first saw it?
Remember the marking above the exit door? IV. 
So put all tiles of puzzle I on IV.

The exit door opens. 
You’re ready and done with in the puzzle room!

Go back to the door marked II+III.
Guess what? 
It’s open.

Walk in. 
It’s a kind of crypt.
Right in front is a coffin. DON’T TOUCH IT.
You want to touch it anyway?
At your own risk.
The lid opens and you can look inside the coffin.
There’s The Count, actually a vampire!
The cursor changes into an action cursor.

What could you put on a vampire to kill him?

You have one item in your inventory that can help you.

One you have, but you’ll need three more.

You’ll need three more.

The first is the necklace.

The second is garlic. 

You’ll find that in The Fuzzies.
The third is a wooden pole to put through his heart. 
You’ll find that in Primal AtmosFear.
The fourth is daylight.
If it takes too long, the vampire will open his eyes and gets you!
So only go back if you have the needed items.

Walk around the coffin and go into the cave behind it.
There’s a carving of runes – but not all of them are runes.
Remember the runes you’ve found on the wall of the other cave?
Still got the drawings? 
One represents the sign for Right and the other for Left.
Replace them by the suitable runes you copied from the wall.

What else do you know about runes?
Remember the voice in the well? 
What did it say?
“Press the evil runes.”
How can you tell a good from an evil one?
Check the notes you made from the book in the puzzle room.
Now replace the non-runes by real runes. 
So replace Riii by the sign for right. 
Do the same with the runes for Left.

Now judge the runes. 
Which ones are evil?

Here’s the solution:
Press the rune that looks like a reversed 1.
Press Ri.
Press Riii
Press Liii.

Daylight will come into the room.

The stone reveals a new clue:
Riii Li Rii

Or: three times right, one time left, two times right.
What’s the hint for?
You don’t know yet.

Walk to the crypt’s exit. 
Note the trunk that’s right next to the exit.
It’s locked.

You can’t do anything more here.

So click INTERMISSION.

You’re back in the Operator’s Room in the cinema.

Take The Count off the projector and put the next movie on it. That’s F for Fuzzies.