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Just Adventure original

The Filmmaker Walkthrough

by Just Adventure 39 sections about 46 minutes to read

3.3. THE FUZZIES

Watch the introduction. 
You can’t get past the doorman.
He asks for a “shiny-shiny”.
What could that mean?
Give him the grey stone you got from behind the brick below the stage in the cinema.

Go to the next Fuzzie, who is also asking for “shiny-shiny”. 
You have one gem left in your inventory, the blue one from the cave in The Count.
But he doesn’t accept that one.
So find out which Fuzzie does.

If you’ve found the right Fuzzie, he’ll give you a riddle.

RIDDLE 1.
What’s the beginning of eternity
The end of time and space
The beginning of each end
And the end of every race?

Does it make sense? 
In a way.
Perhaps you don’t have to understand the words.
Maybe you have to take it all literally.
So look at them. 
What’s the beginning of eternity? 
Right, the letter e.
That’s also the last letter of “time” and “space.”
The first one of “end.”
And the last one of “race.”

That was easy. 
Type in e for an answer.

The Fuzzie will give you another stone, or “shiny-shiny”.
Find out which Fuzzie likes this particular gem.

RIDDLE 2.
Two donkeys stand in straight line
One in front, the other behind
Behind the second one stands I
Somewhere in the middle I lie
A whole nation exists behind me
Find the answer and you’ll be free.

Take this one literally as well.
Another word for donkey? 
Right, ASS.
So write down ASS and put the other donkey behind it.
So now you’ve got ASS-ASS.
Behind that stands “I.”
So now you’ve got ASS-ASS-I.
The next hint is a lie, so skip that one.
Now put a whole “nation” behind that.
ASS-ASS-I-NATION.
That’s your answer to this riddle.
ASSASSINATION.

You’ll get another gem and must find the next Fuzzie.

RIDDLE 3.
Five hundred begins it, five hundred ends it
Five in the middle is seen
First of all figures, the first of all letters
Take up their station between
Join all together and you will bring
Before you the name of an eminent king.

Take this one literally as well.
But what to do with “five hundred”?
We’ve seen Roman numbers before.
What’s “five hundred” in Roman numbers?
You can go back to the puzzle room in The Count and read it on the poster.
The answer is D.
So you’ve got D at the beginning as well as the end.
That makes D-D.
In the middle there’s a five. So a V.
Now you’ve got D-V-D. (kind of funny, huh?)

What’s the first of all figures? 
Of the Roman figures? 
I.
What’s the first letter of the alphabet? 
A.
So put these two in between the D and the V, and the V and the D.
In some order.
D-A-V-I-D. 
DAVID.
That’s a king all right.

Take the gem and off to the next Fuzzie with the next riddle.

RIDDLE 4.
But you know nothing of gems.

The answer is in the spaceship in “Aliens From Mars”.

1. Amethyst
2. Emerald
3. Ruby
4. Pearl
5. Diamond
6. Tiger’s Eye
7. Cubic Zirconium
8. Black Opal

Now take the first letter from # 1, the second from # 2, the third from # 3 etcetera.
You’ll get the answer.
AMBROSIA.

Take the gem and off to the next Fuzzie with the next riddle.

RIDDLE 5.
I am the longest word there is
The greatest distance in biz
Yet use only six letters please
You don’t need any more than these
Looking at content is the key
To finding the word that I be
Two snakes apart I will allude
And I’ll always improve your mood.

That’s not hard. 
What’s the longest distance you know?
Inch? Yard?
No, it’s MILE.
You are to use 6 letters.
So you need two more.
What letter is a snake?
An S.
So you’ll need two apart letters S.
S-MILE-S.
SMILES.
That will improve your mood!

Take the gem and off for the last riddle.

RIDDLE 6.
This is a really nasty one.
You have to find nine-letter word that remains an existing word after putting out one letter.
And one more letter. And one more. Until you have one letter left, which is still a word.

The answer is STARTLING.

Take the gem. There are no Fuzzies left.

So what to do with this last gem?

Find Heather. 
She’s crying. 
Talk to her.
But that gets you nowhere.
Notice there are little plants in front of Heather?
Find the garlic and take it.
Hm. Garlic.
That might come in handy in killing a vampire!

Go to the exit. But you can’t get out yet. 
You have to do one more thing.
But what?
Look at the water well. 
There’s an action cursor.
Something has to be thrown into the well.
Try everything from your inventory.
But you haven’t got it yet.

Click INTERMISSION.

You’re back at the projector. Put on Aliens from Mars now, the reel marked A.

3.4 ALIENS FROM MARS
Watch the introduction.

Explore the spaceship.
There’s not very much you can do.

Where you begin, go to the left. 
There’s an action cursor on the machine at the bottom of the screen.
Click it, look at it and remember its location.

Turn around and step on the captain’s platform.
Step forward.
There’s a message in the communication device on the wall.
Click it.
Listen to the Martian. 
The captain will order you to man the arm system.

Turn left.
There’s an action cursor on the screen. Click it.
It’s all about gems. 
Click one and read the descriptions.
This comes in handy in solving the gem riddle in The Fuzzies!

Go back to where you stepped on the platform. 
Now go straight ahead.
See the action cursor?
Click it and get closer to the arm system.
Click on ‘Target’ for example.
The captain will tell you what to do first.
‘Reroute the power’.
Go back to the machine in the backroom (where you started).
Study the screen.
There’s only one thing you can do.
It’s a very small hot spot.
It’s the word at the bottom right ‘Reroute Power’.
Ain’t that what the captain ordered you to do first?
Click it.

The machine will ask you for a power crystal.
Do you have it?
Yes, you’ve got an item that could be it.
You got it from a Fuzzie.
It’s yellow and red.
Put the gem in the socket.
Click ‘Reroute power’ again. That’s better!
But what’s that?

Another puzzle.
Click ‘HELP’ and read it.
You can connect power sources A, B, C and D by clicking on the dark area in between the tiles. There’s one big ‘BUT: the connection lines are not to cross or touch each other.
Help!

It’s a matter of trial and error. 
You’ll find out how to do it.

In case not, here’s the solution.

(Note the path at bottom left to E is missing. It’s the only way I could take a picture. You have to put it in yourself.).

Go back to the weapon system on the platform in front of the big screen.
Now follow the instructions and fight the Martians!
You have to beat them all.
Eventually the captain will cheer – and disappear.
On his chair are some explosives. 
Take them.

Over the chair is a white cloud.

Take some item that is connected to Jeremy to put into the white cloud.
Of course: it’s his joystick.

You’ve finished Aliens from Mars.

You’re back in the lobby. Only 3 films left!

3.5 THE FUZZIES 2
Go back to the Operator’s Room and put on The Fuzzies again.

Remember, you’re almost done with these grumpy creatures. 
There is only one thing left:
You’ve got to throw something in the well.
How about some sweet dynamite?

Put the explosives in the well. But they don’t work.

In movies you always have to set fire to a fuse wire.
It’s on the right.
Take the matches from your inventory and click on the fuse wire.
A big blast and all the Fuzzies are blown to Fuzzie Heaven.

Only the lit white cloud remains. 
Put in something that is connected to Heather.
Right, the letter from your inventory.

You’ve finished The Fuzzies, too.

You’re back in the lobby. Only two more films to go!

3.6 PRIMAL ATMOSFEAR
Go back to the Operator’s Room and put on Primal AtmosFear, the reel marked P.

Watch the introduction.

This movie is very difficult to navigate through. 
Pay good attention to the position of the arrow cursor.

It’s very hard to describe your steps exactly. So first give it a try yourself.

The nasty part is when you come onto a path where the monster gets you. 
And there’s nothing you can do about it. Yet!

You only have a prop sword. But you have to know where the monster’s soft spot is.
You don’t know yet. 
It’s in a book in crypt of the vampire count.
But you’ve got to kill the Count first.
There’s a lot of wood here, so you might find just the piece you need.

Eventually you will get to a little house, more of a shed.
Explore it. Listen to the radio. Read the book.
There’s an action cursor on the bed – but there’s nothing there.

What the heck, I’ll try to give you the right steps to get there:

-forward
-left
-forward twice
-left

THIS IS AN IMPORTANT ONE. Here you can turn left or right, but also go forward.
Notice you can click forward left as well as right of the tree.
Click the RIGHT forward cursor.

-forward
-right
-forward 4x

That’s where the shed is.

Turn around so the shed is behind you.
-forward 3x
-left
-forward

Now that’s where the monster is. So don’t make another step forward or it will get you.

-right
-forward
-left
-forward
-right
-forward
-left
-forward twice
-right
-forward 3x

You’ll come to a fence with a head on it. It’s poor Todd’s.

Turn around so the fence is behind you.

-forward 3x
-left
-forward 3x
-left
-forward

There’s a tree. In front of it is a piece of wood with a pointy side.
Take it.

This is a good place to save your game.

Now click INTERMISSION

3.7. THE COUNT 2
Change the film reels, put on The Count again.

Go to the crypt (behind the door marked II+III)

Step forward to the coffin.
Click it. It will open.

Now don’t start clicking about, or the Count will wake up and get you.

Instead, give him something of Melanie’s first. 
You still have here necklace in your inventory.
That doesn’t work.
Because you have to rub it with garlic first.
Then put the necklace on the count’s hands.
Then put the piece of wood from the tree in Primal AtmosFear and click on the vampire.
He’ll die for sure.

He disappears.
On the bottom of the coffin is a key.
Take it.

Now where can we use the key?
In the trunk next to the exit of the cave.
Put the key in the keyhole.

Notice there are two arrow cursors appearing, one to the left, one to the right.
Apparently you have to turn the key in a special way.
Hmmm. Remember the code from the rune stone? 
Riii – Li – Rii.
Click the right cursor three times, then the left one once, and the right one twice.
Now click on the key.
The trunk opens. 
There’s a book in it. 
Read it. 
It tells you how to kill the monster from Primal AtmosFear.

Go back to the room where Melanie is floating.
She’s in the known white cloud now.
Give her something to end this movie.
But what?
Give her Eric’s comb.

That finishes The Count as well!

You’re back in the lobby.
Only one film to go!

3.8. PRIMAL AtmosFear 2
Go find the monster.
Kill it with your sword.

Then go back to Todd’s head on the fence.

It’s in the white cloud now.

To finish the movie, put something in the cloud that belonged to Todd.

Put the money in there.

You’re back in the lobby. All movies finished!

3.9. FERUCIL
So now what?

There’s only one room you haven’t been able to enter so far in the game.
It’s backstage.
In the cellar.
The door has been locked and only produced a strange noise and a light flash when you tried to open it.

Go there.

The door is unlocked now.
It’s dark.
Step forward.
Use the torch from the inventory.

Explore the room.
It’s where the heater is.

And also a burned corpse, probably Ferucil’s.
Search it.

Next to the body is Ferucil’s staff.
Take it.

You can use something on the door of the heater.
But what?
The staff might work.
But it lacks a sharp edge.

Don’t go and search for it.
Remember how Ferucil uses the staff to cut people?
There’s a sharp knife inside the staff.

Put the magnifying glass over the staff in your inventory.
There’s an action cursor on the staff’s head. Click it.
The knife will come out.

Now use the staff on the heater’s door again.
There’s something burning in there.
But you can’t take it out, it’s too hot.
Don’t use your bare hands.
Put on the glove.

Get the film reel that was burning there. 
It’s marked H.
What could that be?

So off you go to the Operator’s Room. 
To play the Grand Finale.

But both stairs to the podium are blocked by rocks!
Fortunately you know about the trap door in the podium.
So use that to get out of the cellar.

4. THE END GAME

In the Operator’s Room, put on the film marked H.

Watch the introduction. Now you know where H stands for: HELL!

Follow the road. 
Go to the tower.
The doors are locked.
Turn right.
There’s the lock: a puzzle.
How does it work?
Turn left.
Look upwards.
There’s a clue:
TRAVERSE ALL PATHS 
WITHOUT BACKTRACKING

Now turn right to the lock again.
That’s not too difficult.

Go down one bit.
Then take the left side of the outer ring.
When it stops at the bottom, go up once.
Then take the left of the inner ring..
When it stops at the top, take the right half of the inner ring.
When it stops at the bottom, go straight up.
Take one more step up.
Then take the right side of the outer ring. 
When it stops at the bottom, go one step downwards.

The doors will open.

4.1. THE MAZE
Now be careful, don’t be hasty. 
Look at the hall. 
In front of you is a single door.
Look upwards. 
There’s a clue on the wall.
IN TIME ALL WILL BE REVEALED
WHEN YOU MOVE FORWARD.

Note the door is marked C.

At the left there are two doors, marked A and F;
at your right there are two doors marked D and P.

Hmm. Doesn’t that remind you of something?
Right, those were the names of the black & white films.

Step into door C.
That looks familiar, doesn’t it?
It’s the set from The Count. But in full color this time.
Turn left (the only way).
Step forward, right, forward, left and forward again.

There’s a drawing on the wall. It’s a grid with red tiles.

Copy it.

Turn left and exit.

And you’re back where you came from. In the hall.
Note the door in front of you is the door to the exit into hell. 
So step forward and turn around.

Turn left and take the door marked D.

Indeed, that’s the set of The A Detective Story.

Look at the desk. Another grid, with blue tiles. Copy it.

Turn right and exit. Back in the hall again!

This time, the door in front of you is door C.

So turn left and take the door marked P.

That leads into Primal AtmosFear.

You can only go forward.

You’ll see a tower. Above the door is another grid in pink. Copy it.

Go through the door.

Back in the hall, take the door marked A.

Hey, you’re back in space.

There’s nothing you can do so walk to the wall in the back.

Click the screen, and you’ll get another grid.

Turn right.
Press the button next to the door and exit.

Back in the hall!

Now take the only door left, the door marked F.

Hohohoho, back in Fuzzieland!

Walk to the door in the rear.

On the wall are two drawings.

One is a grid. Copy it.

 

There’s another hint.

Yellow + Red makes Orange (in case you didn’t know).
Blue + yellow makes green.

Go through the door. You’re back in the hall.

Now what? 
Whatever door you take, it takes you back to the hall.
There might be some kind of clue to get out of here.
Maybe it’s in the order you pass through the different films.
Can you think of any?
Use the order in which the killings took place in the theater.
1. Eric = The A Detective Story
2. Melanie = The Count
3. Heather = The Fuzzies
4. Jeremy = Aliens from Mars
5. Todd = Primal AtmosFear

Now walk through the doors in this order
D, C, F, A, P

Guess what?

You’re in another hall!

4.2 THE MARBLE & THE GRIDS

On one wall is a kind of grid box.
The text on it reads
COLORS COMBINE TO FORM COLOR ANEW
And at the bottom
OVERLAPS NEGATE

On one wall is a closed door.

On the other wall is a toy with a rolling marble.
Press the red button. 
The marble doesn’t come very far, does it?

That’s because it can’t go down.
There’s a couple of wooden bridges avoiding that.
The first one is slightly pink, the second one is orange. 
The last one is green.

Now turn to the grid box.

There must be a connection between the two.
Remember the first wooden bridge is pink.
Do you have something with a pink grid?
You sure do.
Take the copy you made of the pink grid.
Now press the tiles that should be pink.

Now press the button. You’ll hear a click.
Turn to the marble roller again. 
The pink bridge is down now.

The next bridge is orange.
Go back to the grid box.

For orange you need two colors.
Right: red and green.

Take the yellow grid you copied.
Press the boxes that should be yellow.
Next take the red one.
Press the boxes that should be red.
Nothing happens.
Beware: it reads ‘Overlaps negate’. 
So click away the tiles that are red as well as yellow.

You’ll hear a click again.
The orange bridge is down too.

Now the green bridge.

If you put the green grid in the grid box and press the button, nothing happens.

If you put the blue and the yellow grid in the box (overlaps negate!!) nothing happens when you press the button.
Now what???

There’s a nasty trick here.
You can hardly figure this out by yourself.
You have to put all three colors in the grid.
So blue, yellow + the green one. Overlaps negate!!

Now press the button and the green bridge is also down.

Go to the marble roller and press the button.
The marble slowly rolls down.
You’ll hear a click.
The exit door is open!

4.3. THE DEMON
Step outside the door.
Walk the path.

At the end of the path there will be a demon coming from below.

Climb the monster by following the arrow cursor.
Step into its mouth.

You’ll fall down into its guts.
In front of…. yet another locked door.

4.4. THE SKULLS

Take a look around.
Anything to open the door with?
Hey, some of the skulls in the walls have red eyes.
And you can press them and they will go out.

If you’ve found all the skulls with red eyes and put them all out, you’ll hear a sound.

No, it’s not the door unlocking.
It’s behind you.

Step out of the cave.

In front is a kind of golden statue. 
You can’t open it.
On top is a kind of strange diagram with a couple of colored skulls beneath it.

You don’t know what to do yet.

So turn around. 
In front of the cave’s entrance is a heap of skulls.

If you press a certain skull the eyes will light up and you’ll hear a sound.

Press any other skull and you will hear a bleating sound, meaning ‘game over’.

So what could that mean?
It’s a matter of order.

Press any skull.
Note which skull’s eyes light up.
Press that skull. The eyes will turn red again. 
After that the eyes of another skull will light up.
Remember that order.
Now press the first skull and the second one.
The skulls will repeat that and add another skull lighting its eyes.
Press the first skull again, then the second and the third one.
The skulls will repeat that order and add one new skull.

Beware: sometimes a skull has to be pressed twice!

Since this is a random game, I can’t give you any more hints.
It’s a matter of trial and error – and of recalling the right order.

When you finished this game, you’ll hear a click again.
So walk back into the cave.
Go to the door in the back.
No, it’s not open.
But there’s a skull hanging in front of it.
It needs something to be put in it.

So turn around and walk out of the cave again.

Turn to the heap of skulls again.

Next to it on the left is an action cursor.
Click on it.
The rock will open, revealing a piece of paper.
Read it.

The paper contains a lot of hints and restrictions about the placement of some things.
Might be skulls.
Copy the paper.

Turn around and climb the golden statue again.
Look at the grid on the top.

There are 8 circles connected by lines.
Beneath that are 8 skulls with different colors.

Got the message?
Put the colored skulls in the right way in the grid.

OMG. This is truly HELL! It’s a real mindcrusher. It almost drove me mad!
It took me months to solve it.
But I did.

Look at all the hints and restrictions.
You’ve got names, colors and positions.
It resembles the puzzle with the work schedule in the operator’s room.

So start working on it.
Which name is what color?
Which skull should not be where?

Biro = red
Irina = blue
Sari = green
Jenj = orange
Cryd = purple
Phera = yellow
Sephino = pink
Rarpine = white

Now make a list of which colors should be next to each other – or not.

I can’t give you any more clues.

So here’s the solution.

     PINK    PURPLE     
BLUE    ORANGE    YELLOW    
GREEN          WHITE         RED
 

 The door under the puzzle opens. 
Inside is a little key.
Take it.

Climb down the statue and go into the cave again.
Go to the door in the back.

Take the key from the golden statue and put it in the skull in front of the door.

The door will open.
Step outside in the white light.

4.5. THE STORY OF FERUCIL
You’re in a field.
Follow the arrows.
Find the cane.

The landscape will turn into a gloomy one.

Follow the arrows.

Meanwhile, listen to Ferucil’s story.

Eventually you’ll come to a wall with this graffiti on it:
SAVE YOUR GAME.
Do so.

4.6. THE KILLING OF FERUCIL
Step out and you’re inside the theater again.
This time it’s Ferucil on the podium.
You have to find a machine backstage.
With yet another puzzle.
Solve it, and a device will give you the magic gem that belongs on top of the staff.
With that you can finally kill Ferucil.

There are only a few minutes to spend.
So you have to be fast.

At first you won’t manage to do what’s needed.
Because you can’t find your way to the machine.
Because you don’t know how to solve the puzzle.
Because you don’t know how to put the gem on the staff.
Because you don’t know how to get back in front of the podium 
to kill Ferucil with his own cane.

Don’t worry: there are endless tries possible.

As soon as Ferucil ends his little speech, the arrow cursor emerges.
Go forward.
Right.
Left.
Forward.
Left.
Forward twice.
Up the stairs.
Left.
Forward.

Turn left. There’s the machine with the puzzle.
Get closer.

There are 4 black balls connected with red beams.
In the middle are 6 slightly red dots.
You have to set light to all dots.
By moving the black circles in such a way, that the beams hit all dots.
It’s not hard.

After you succeeded, the machine will produce a gem.
Take it.
Put it on top of the staff in your inventory.

Now run back to the front of the podium and face Ferucil.
Throw the staff towards him.

He’ll die.

Enjoy the tail bit of the game.
It’s kind of Happy Ending.
Is it?