Demetrios - The BIG Cynical Adventure (EU)

Welcome to the Demetrios - The BIG Cynical Adventure walkthrough. This point and click adventure is the debut console title from one-man developer COWCAT. This walkthrough will guide you through all of the puzzles and the necessary conversations to complete the story, as well as providing tips on completing the mini-games. Just a single playthrough is needed to get all of 37 of the game's trophies.

A normal playthrough will take you 6-8 hours if solving all of the puzzles yourself. With the use of this guide, we've got it down to 2-4 hours depending on whether you read the text and how lucky you are with the fairground mini-games. There is only one difficulty, so there is no need to worry about any difficulty-based trophies. None of the trophies are buggy and if you happen to miss any of the trophies in this walkthrough, you can use chapter select to load up the chapter required.

When you reach the start menu for the game, you will be faced with several options:

  • Continue - you continue the game from your last auto or manual save.
  • New Game - start a new game. This will overwrite any previous auto-save.
  • Load - load any of your available saves or click the Chapters button for chapter select.
  • Options - change display, sound and gameplay options, as well as increasing controller joystick speed.
  • Switch Profile
  • Credits
  • Game Overs - view your Game Overs progress.
  • Trophies - takes you to the trophies hub for the game.
  • Extras - unlock music, artwork and mini-games from the main menu.

The title gives you six save slots. The first slot will always be taken up by the game's auto-save function, giving you five to use as you see fit. If you're following this guide step by step, you will only need one slot to make a manual save late into the game and I’ll tell you when we reach that stage – the rest you can use as you wish. However, if you're trying to find the collectibles on your own, I would recommend creating a save at the start of each chapter so you don't lose any collectible progress from previous chapters.

There are two types of collectibles in the game. The first is the game overs. Progress is cumulative over all playthroughs, so if you overlook any of these, you can use chapter select to go back and find the ones that you are missing. The second type is the cookies. Using chapter select or starting a new game resets the game's record of the cookies that you've found. However, the achievement only requires players to find 114 cookies. It's possible to find cookies multiple times and have them count towards the achievement. For example, you find 100 cookies in the first playthrough. You can then start another playthrough, or load up a chapter, and find any 14 cookies to reach the total of 114 and earn the achievement, even if you had found some or all of them previously. I’ll be telling you where all of the collectibles are anyway.

At the start of the game, you can choose how much toilet humour you want to see throughout the title. If you want to get all of the trophies in a single playthrough, you'll need to choose "Yes! Gimme all of it!" If you choose either of the other two options, certain item interactions are removed and conversation options are changed, making some of the trophies unobtainable.

Navigating a scene with the left stick moves the cursor quickly, whereas using the right stick zooms in on a small area and allows for finer cursor movement. I recommend increasing the speed of the left stick in the options as the default speed is too slow for some of the mini-games. Pressing cn_X allows you to interact with objects, people and conversation options. Pressing cn_S shows all of the interactable spots in the current scene. You can bring up your inventory with cn_O and cn_T brings up the objective bar, where you can see your current objective and the number of hint cookies you possess, as well as access the special items, save your game and exit to the main menu.

In this game you will meet several self-centred people, most of whom have a vital part to play in the game's plot. You don't need to read all of their conversation -- you can press cn_X to speed up the dialogue. You can hold cn_S to skip the dialogue completely and choose the next option, but this is not available until after you've completed the campaign once. On the contrary, while you can skip the very first cutscene, you can't skip any of the others. Pressing cn_start brings up the Pause menu. From here you have most of the Main Menu options except the Credits and Switch Profile. Instead you can check the Cookies that you've collected too, so it's possible to check your collectible progress on the fly.

I will be using specific formatting for this walkthrough to make it easier to see what is what. Bold text represents items that can be added to Bjorn/Sandra's inventory. Underlined text represents people that you will meet. Text that is in "quotation marks" represents dialogue options. Locations will be in Bold text and Underlined. The game overs and cookie locations will be highlighted in text boxes. I'll also use screenshots to help with locating objects. Useful objects will be circled in red. The collectible cookies will be circled in blue.

Let's begin the story.

After starting the game, you'll be asked if you like toilet humour. Choose "Yes! Gimme all of it!"

Demetrios tells the story of Bjorn Thonen, an "antique" dealer. The first cutscene shows that after getting a little too inebriated at the local pub, he staggers into bed. That night his flat is burgled and Bjorn is assaulted. He wakes up to a phone call from his friend Tom. Read through the conversation as quickly as you wish and then the chapter starts properly.

Bjorn's Living Room

Cookie #1 is hidden in the cobweb to the left of the front door. Cookie #2 is in a pocket in the sun on the stone mural at the front of the room. Cookie #3 is tucked under the front of the blue rug underneath the stone mural.

Click on the power outlet to the right of the Closet door. Bjorn will debate whether he wants to put his fingers in it. Select "Go ahead!" so that he electrocutes himself (Game over #1).

Click on the bag of chips in front of the armchair. Bjorn will eat all of the rotten chips. Click on the bag again and he'll comment that it's now empty. Take the can off the top of the cupboard. After that, you need to eat ten cookies for a trophy so bring up the objective bar. Eat all three of the cookies (1-3) that you've found so far.

Chapter 1

Bjorn's Bedroom

Click on the flashing blue statue. Bjorn will discover that a tablet has been stolen from the statue. Exit out of the statue close-up.

Cookie #4 is tucked in the bottom right corner of the Le Joconde painting. Cookie #5 is in the join of the top and left arms of the cross on the coffin. Cookie #6 is found on the statue in between the two stones on the second row up from the bottom.

Pick up the flashlight from the base of the statue. Before leaving the room, open the objective bar and eat the two of the three cookies (4-5) that you found in this room. The game won't let you eat any more for now.

Chapter 1

Before leaving the flat to talk to the police, there are more rooms to explore. We'll head to the closet, so exit out of the room in the bottom left corner. When back in Bjorn's Living Room, click on the left door.

Bjorn's Closet

Cookie #7 is tucked in the black umbrella in the umbrella stand. Cookie #8 is tucked into the fourth curtain ring from the right. Cookie #9 is tucked into one of the curtain folds just down and to the left of the light switch.

Click on the pocket of the coat that's hanging up. Bjorn will discover that the thief has also raided his wallet, but at least he still has his ID card. Open the top drawer of the cabinet. In the close-up, pick up the pink Eiffel Tower. Bjorn will remove the batteries from it.

Chapter 1

In your inventory, combine the batteries and the flashlight. Use the flashlight on the large cardboard box underneath the jacket. Bjorn will find a small key. Exit out of the Closet at the bottom of the screen.

Bjorn's Living Room

Use the small key on the top left cupboard door (locked door). You'll find some cash in there. Click on the door in between the cupboard and the front door.

Bjorn's Bathroom

Cookie #10 is tucked in the bottom slipper. Cookie #11 is tucked into the fold of the red towel on the left edge of the screen. Cookie #12 is on the shelf to the right of the sink, tucked in between a green box and a white cloth.

Click on the power outlet above the WC sign. Bjorn will debate whether he wants to put his fingers in it. Select "Go ahead!" but this power outlet seems to have some safety features. Click on it again and select "Go ahead!" again. Bjorn will turn on the tap in the sink to be able to electrocute himself (Game over #2).

Chapter 1

Leave the tap running as you'll need that later. Open the medicine cabinet. Take the scissors from the bottom right shelf. Click on the right of the screen to go to the toilet area.

Cookie #13 is in between the two piles of magazines above the curtain. Cookie #14 is tucked into the right hinge of the toilet lid. Cookie #15 is caught in the bottom right corner of the trash bin lid.

Click on the weird paper sticking out of the trash bin. Click on the Seller's phone number. Exit out of the close-up.

Chapter 1

Back out of the toilet area at the bottom of the screen and then back into Bjorn's Living Room at the bottom of that screen. On the floor by the cupboard is a trash bag that's trailing a string. Use the scissors on the trash bag string to get string. Leave the flat through the front door.

Hallway

You'll automatically enter into a conversation with Sandra, your neighbour who lives across the hallway. Exit the conversation.

Cookie #16 is underneath Sandra's door in the left corner. Cookie #17 is disguised as a knot of wood in the plank underneath the elevator. Cookie #18 is caught in a chain link between the first and second banister dividers.

Click on the elevator. Click on it a second time and choose "Yes" so that he falls down the elevator shaft (Game over #3).

Chapter 1

Open your objective bar and eat another cookie (6), even though it will tell you exactly what it told you before. Before we go to the police station, go back into Bjorn's Living Room. Take the door on the right to enter Bjorn's Bedroom. On the shelf above the safe box, take the blue and white Cooking for Idiots cookbook.

Chapter 1

Return to the Hallway. Ring the doorbell. Choose "The Cookbook". She'll give you a lighter in return and you'll get the new Dumoulin location. Exit the conversation. Eat another cookie (7) to get exactly the same instructions but we're still not leaving yet. Go back to Bjorn's Living Room.

Use the Lighter on the radiator so that it blows up (Game over #4).

Return to the Hallway. Go down the stairs to the right so that you leave this location completely and open the location map. Click on Thonen Antique.

Outside Thonen Antique

Cookie #19 is above the drainage gutter. Cookie #20 is on the fire hydrant. Cookie #21 is at the base of the tree to the right of the trunk.

Chapter 1

Click on the bag of chips on the floor underneath the shop window. Bjorn will eat all of the rotten chips like he did in his apartment. Even though you've only eaten two pieces of rotten food, this is enough to earn the following trophy.


Click on the newspaper underneath the shop window. Go inside the shop.

Thonen Antique Ground Floor

Cookie #22 is trapped underneath the lid of the yellow box on the table. Cookie #23 is on the desk in between the till and the chair. Cookie #24 is in the join of the head and right arm of the right Ex-voto on the wall.

Chapter 1

Pick up the phone from the counter. Exit back outside the shop because it doesn't seem like anything was stolen from the shop. Once outside, open your objective bar and click on the mobile phone. Click on the number for Basse. In the following conversation, you'll learn more about the statue and get confirmation that it had a tablet. Once the conversation has ended, you'll be taken to the map. Choose Police Department.

Police Department

Cookie #25 is in the computer keyboard (25). Cookie #26 is pinned to the dartboard under the number 1. Cookie #27 is under the left side of the monitor of the reception computer.

Move the cursor to the stairs and click to go to the First Floor. Do this repeatedly, 8 times to be exact, until you get arrested (Game over #5). Click on the photocopier. Select "Yes" to photocopy your butt and get arrested again (Game over #6). Click on the tree to the left of the dartboard. Select "Yes" to pee on the plant and be arrested for a third time (Game over #7).

Chapter 1

By completing game over #6 or #7, you'll get the following trophy too:


Talk to the police officer standing at reception. Select "File a complaint". When the conversation options appear again, click on the newspaper in your inventory. Exit the conversation. Open your objective bar and eat three more cookies (8-10). Doing so will finally get you this trophy and you'll never have to eat a cookie again:


Ice Cream Man

Talk to the Ice Cream Man. Choose "Buy" and you'll get a vanilla ice cream.

Cookie #28 is next to the banana peel on the floor above the tennis ball. Cookie #29 is tucked into the ivy plant to the left of the seller's head. Cookie #30 is above the top right corner of the Musty Street sign.

Chapter 1

Exit back to the map and choose the Police Department.

Police Department

Talk to the police officer standing at reception again. Select "Ice cream". A vanilla ice cream isn't good enough so he'll throw it away. It needs to be a coconut ice cream. Exit the conversation and return to the map. Click on Thonen Antique and click on the Ice Cream Man.

Ice Cream Man

Talk to the Ice Cream Man again. Select "Buy". He doesn't sell coconut ice cream so we'll have to improvise. Select "Specials". He'll tell you about an exotically flavoured West Indian ice cream but that won't do. Select "Specials" again. The Scottish ice cream might just be an ice cube but at least we can afford it. Select "Buy" again. You'll get an ice cr... cube.

Return to the map and click on Bjorn's Apartment. Go into Bjorn's Bathroom. Click on the toiletries on the drawer unit. Use the ice cr... cube on the coconut deodorant. You now have possibly the world's most disgusting coconut ice cream.

Chapter 1

Go back to the map and click on Police Department. Talk to the police officer standing at reception for a third time. Select "Ice cream". You'll finally get your desired appointment with Inspector Cassé for tomorrow morning. With that said, there are a few leads that Bjorn needs to follow up before tomorrow. You'll be returned to the map and it's time to visit the one location to which we haven't been yet.

Dumoulin L.L.C.

Cookie #31 is placed to look like a nose in the face on the Dumoulin company sign. Cookie #32 is in the ashtray to the left of the guard. Cookie #33 is tucked in the underpants that are hanging from the coat rack.

Chapter 1

Click on the Dumoulin L.L.C. sign above the security guard. The factory phone number will be added to your phone book. Talk to the guard. Select "Hector". When the guard disappears, click on the L-shaped lock that's in the bottom right corner of the billboard. Then click on the billboard itself. After folding it down, click on the key ring to take the keys from behind the board. If you're not quick enough and the guard returns before you've had a chance to steal the keys, just select "Hector" again. He'll disappear again, giving you more time to finish stealing the keys. Exit the conversation.

Use the Lighter on the cardboard box full of wine to blow up yourself and the factory (Game over #8). Talk to the guard again. Select "Hector". You'll be arrested for insulting the guard (Game over #9). Use the keys on the Archives door. You'll be arrested for openly trying to break into the factory (Game over #10).

After completing those game overs, you'll get this trophy:


Open your objective bar and click on the mobile phone. Click on the number for Tom. You'll ask Tom to cause a distraction at Dumoulin. When Tom rings and the guard is busy, use the keys on the Archives door. Enter the Archives.

Archives

Click on the window handle, then click on the right side of the window to open it. Exit through the window without looking for the file. Aliens will abduct you because you forgot to do something (Game over #11).

Click on the middle drawer. Click on the F/K tab. You'll find Hector Salimont and his file number. Exit out of the files and open the bottom drawer. Select "C" and then select "4". You'll find Hector's file with his current address.

Don't do anything more and just wait for around 30-40 seconds until the guard enters the room. He'll arrest you for trespassing (Game over #12). Click on the door to exit out of the main entrance and select "Yes" to leave. The guard will arrest you as you exit (Game over #13).

Click on the window handle, then click on the right side of the window to open it. Exit through the window. The only location that is available now is Tom's Apartment. You'll tell Tom all about your day before leaving for the night.

A new day marks the start of Chapter II. As the screen comes up for the start of Chapter II, you'll get the following trophy for completing Chapter I:

Exit out of Bjorn's Apartment to the map. We have an appointment to attend at the Police Department. Talk to the police officer standing at reception to be shown into Inspector Cassé's office.

Inspector Cassé's Office

You'll automatically enter into a conversation with Inspector Cassé. It doesn't look like we're getting anywhere.

Cookie #34 is tucked under the pillow beneath the door. Cookie #35 is on the desk in between two pieces of paper. Cookie #36 is amongst the fries that are on the floor beneath the shelving unit.

Chapter 2

There's nothing more that can be done here so exit back to the map. Hector might be more helpful.

Outside Hector's House

Cookie #37 is tucked in the mailbox above the mail. Cookie #38 is in the bottom left corner of the air vent to the right of the door. Cookie #39 is in the plant pot that's sitting on the right of the middle step.

Chapter 2

Click on the earthworm that's wriggling along the beams to the right of the door. You'll need him later. Click on the eggs that are in the nest in the tree. While you can't pick these up now, you do need to know where these are for later too. For now, knock on the door and talk to Hector.

Click "Salesman". Get shot for impersonating a salesman (Game over #14). Click "Survey". Get shot for impersonating a student (Game over #15). Click "Journalist". You guessed it; Hector dislikes journalists too (Game over #16). Click "The Truth". Get shot after Hector panics and gets rid of the evidence (Game over #17).

Exit the conversation -- it's the only way to stay alive -- and exit back to the map as we're getting nowhere here. Click on Les Deux-îles.

Cliff Top

Cookie #40 is hidden in the vegetation of the lowest tree branch. Cookie #41 is stuck in the fork between the top two branches of the stick that's protruding out of the cliff. Cookie #42 is on the beach, just below the shoreline above the purple towel.

Chapter 2

There's nothing else to be done here now so click on Tom who is sitting with fishing rods at the water's edge.

Fishing Spot

Cookie #43 is crushed beneath Tom's back right pocket. Cookie #44 is in the tin of maggots that's sat by Tom's foot. Cookie #45 is stuck in the fork between the bottom two branches of the bush in the bottom right corner of the screen.

Talk to Tom. You'll tell him more about your case. Exit the conversation. At this point, Tom will come up with a far-fetched plan to fool Hector into confessing to the crime by disguising yourself as a policeman. A new special item will appear in the objective bar: Charge Hector. To complete the disguise you'll need to find five items that will be displayed there. You'll also need to gather three pieces of evidence.
Chapter 2

Click on the rum bottle that's tucked behind Tom's leg. If you want it, you'll need to catch a fish. Click on the fishing rod that Tom isn't using. Here you'll find a mini-game where you cast the line into the lake and attempt to hook a fish. However, there are also some interesting metallic items at the bottom of the lake that you'll want to recover too. In the top left corner of the screen is the power meter that automatically bounces back and forth between minimum and maximum power. Pressing cn_S will cast the hook at the power currently displayed by the meter. Once cast, the hook will automatically sink in a straight line downwards and will attach itself to any object that it passes. Holding cn_S will reel the line back in.

If you're having trouble casting the hook at the exact distance you need, throw it farther than your intended target. Tap cn_S to slowly reel the hook back towards you and align it with your desired object. If the hook is too close to the surface, let it sink again before continuing to reel it towards your target. You'll need to hook one fish (Tom will swap this for the rum bottle) and the computer mouse. I also recommend hooking all four of the fairground coins. You can see how I did this in the video below.


Return to the map and click on the Police Department. Go up the stairs to the office.

Inspector Cassé's Office

You'll automatically enter into a conversation with Inspector Cassé again, but the conversation is interrupted by a telephone call and the inspector leaves the room unattended.

Click on the fingerprint kit. When asked whether you want to take it, select "Yes". Exit the room. As he meets you at the doorway, the inspector will notice the large bulge under your jumper and will arrest you for stealing the kit (Game over #18).

Click on the jacket. When asked whether you want to take the badge, select "Yes". You'll get the police badge. The inspector will return and you'll continue your conversation.

Click on the fingerprint kit. The inspector won't let you borrow it. Click on it again. He refuses again. Click on it for a third time. This time the begging works and you get the fingerprint kit.
Chapter 2

Exit the Police Department and go back to Bjorn's Apartment.

Hallway

Ring the doorbell. You'll meet Sandra's charming daughter Caroline before Sandra comes to the door. Select "Recorder". She has a recorder but doesn't know where it is for now -- she'll look for it. Exit the conversation. In return for the recorder, Sandra needs you to find some ingredients for her recipe. You'll get a new special item in the objective bar: Recipe. You'll need four ingredients for this, one of which we've already got with the rum.

Go back into Bjorn's apartment and head to Bjorn's Closet. Open the top drawer again. Take the pink handcuffs. Exit the closet and head back into Bjorn's Bedroom. Click on the statue. Use the fingerprint kit on the bird. You'll find a fingerprint.

Exit the apartment and head to the Funfair. We don't want to use the crane machines yet so head to the right. We'll also come back to the shooting galleries so head right again.

Funfair (Right)

Cookie #46 is in place of the horse's left eye (right as you look at it) in the poster. Cookie #47 is on top of the cart's tow hook. Cookie #48 is tucked under the flap that splits the Lollipops label on the box to the right of the carnie.

Chapter 2

Talk to the Race carnie. Select "Worm Race". Give your worm a name (you can call it anything) and then you'll start the race. This is the simplest of all of the mini-games -- just mash the cn_S button as quickly as you can so that your worm wins the race. You'll be awarded the Worm Race trophy and the following trophy:


Now select "Horse Race". This will cost you 5 coins but you should have just won 5 from the Worm Race (more if it took you several attempts) and you'll have 20 from the fishing pond. Give your horse a name and then you'll start the race. Mashing the cn_S button as quickly as possible makes your horse run faster but if you do this too much, the meter will turn red and the horse will collapse. Instead, you need to mash the cn_S button until the meter turns red. Here, pause for a fraction of a second until the meter drops back into the yellow before tapping the cn_S button twice to push the meter back into the red. Repeat that step as necessary to get your horse across the line in first place. Doing so will net you the Horse Race trophy and the following trophy:


If you're having trouble with the Horse Race, I recommend failing one race by pushing the horse too much. After this, all of your opponents seem to calm down and become slower, making second place or higher a guarantee. You can see the technique for both worm and horse races in the video below.


The Horse Race is the funfair game that awards the most coins. Keep playing the Horse Race until you have accumulated around 120-130 coins. You can see how many coins you have in the top left corner of any funfair screen. Collecting over 100 coins will also net you the below trophy. You don't need to be in possession of 100 coins to unlock the trophy as it includes the coins that you've spent on the funfair. It also includes the 20 coins that you can fish out of the pond. I unlocked the trophy when I possessed just 95 coins as it counted the 10 that had been deducted to take part in the Horse Race.


Once you've done this, head back to the left.

Funfair (Centre)

Cookie #49 is underneath the Random Wheel, next to the number 7. On the shelf of prizes are two bunnies. In the mouth of the right rabbit is Cookie #50. Cookie #51 is to the right of the stack of plates on top of the shelf of prizes.

Talk to the Wheel Carnie. Select "Spin the wheel". Spin it as many times as necessary until you land on the skull & crossbones. This means instant death (Game over #19).

Chapter 2

Completing the game over above will get you the following trophy:


While the wheel is free to spin, one of the prizes deducts a coin from your total. If you lost too many coins spinning the wheel until you died, go back and replay the Horse Race. Once you have at least 120 coins, talk to the Wheel Carnie. Select "Exchange coins". Exchange coins for the "Candy" (1 coin), "Postcard" (2 coins), "Police disguise" (10 coins) and "Secret" (100 coins). This means you now have the police disguise for charging Hector.

Talk to the Shoot carnie. Select "Plate Shoot". This mini-game may take a few attempts and if you haven't done so already, go into the game's options and increase the speed of the left cursor; the default setting is too slow for this game. Luckily the game is free so you can take as many attempts as you need without penalty. Targets will appear in the shooting gallery and you'll need to throw plates at them to knock them down. You throw plates using the cn_X button and there is an unlimited number of plates to throw, but if you mash the cn_X button and throw plates continuously, the game will deduct from your rating -- likewise if you hit too many targets after the timer has counted down. Try to concentrate on the back targets as they're smaller and worth more points, but try not to miss too many of the front targets. To win the trophy, you don't need a perfect performance but you do need to be accurate enough to get a Wow rating. You can see how the game is done in the video below.


Winning the 'Plate Shoot' trophy gets you the following trophy:


Talk to the Shoot carnie again. Select "Pet Shoot". This mini-game might also likely take a few attempts and each attempt costs 1 coin. Animals will cross the gallery from side to side and you need to poison them with your fart gun. Each animal is worth 1 point but they do move at different speeds. Luckily the game is easier than plate shoot because you can mash the cn_X button repeatedly over targets. Again, you don't need a perfect performance but you do need to get at least a Wow rating (accuracy of 88% or more). You can see how this is done in the video below.


Winning the 'Pet Shoot' trophy gets you the following trophy:


Check your coin total. If you have at least 20 coins, move back to the left and the last funfair area. If you need more coins, go to the right and keep playing the Horse Race until you have enough.

Funfair (Left)

Cookie #52 is trapped in the bottom right corner of the prize door of the middle crane machine. Cookie #53 is in the tree, just slightly up and left of the yellow balloon. Cookie #54 is in the grass to the right of the punchball machine.

Chapter 2

There is nothing in the left UFO catcher so click on the middle UFO catcher. There are four prizes to be caught here: big plush bunny, cat head, tail and heart plush. To have a go, you need to insert a coin into the coin slot. The right button becomes active first, so hold the right button down until the crane is directly above one of the prizes; don't let the button go until it's lined up with the prize as you can't press the button again to move further across the machine. Then hold the down button to pick up the prize. Like all crane machines, this one will drop items too, so you'll likely spend more than four coins here getting all of the prizes.

Now click on the right UFO catcher. There are four prizes in here too: the watch, the Pico WD memory card, the jumping bunny and the killer doll. The strategy is the same. Once you have all of the prizes from this machine too, so eight prizes in total, you'll get the following trophy:


We've done everything that we need to do at the fair and your Funfair special item should be full. You can see the technique for the grabbing machines as well as the full card in the video below.


Exit to the map. Doing so will unlock the below trophy. Even though the requirements for this one were met at the Funfair, it won't unlock until you leave the area.


Click on Thonen Antique.

Outside Thonen Antique

Caroline is now sat outside Thonen Antique. Talk to her. Ask her about "Herself". It turns out that she saw Hector breaking into your apartment and took a photo of him on her phone. She's willing to give it to you, but you need to get her a stuffed animal gift first. Select "Photo". She'll tell you about the memory card she'll also need to transfer the photo. Select "Stuffed animal". After Caroline taunts Bjorn, select "Give stuffed animal". You need to pick the cat head that's first left on the middle row of the Won category.

Chapter 2

She'll show you the picture and it's pretty good. Select "Pico-WD card". You'll finally receive the picture that's needed to charge Hector. Talk to Caroline again. Select "Eggs". She'll fetch them for you but you need another bribe, a tennis ball this time. Exit the conversation.

Head left to the Ice Cream Man. Click on the tennis ball that's on his tow hook. You can't take it while he's standing there so you need a distraction. Go back to Outside Thonen Antique. Talk to Caroline again. She'll create a diversion for you. The Ice Cream Man disappears. Take the tennis ball. The cart rolls off but never mind.

Chapter 2

When you return to the front of the shop, you'll automatically speak to Caroline again, who will reluctantly fetch you the eggs. Now it's time to go inside the shop.

Thonen Antique Ground Floor

You'll automatically enter into a conversation with a Dealer who's been waiting for you. He wants to sell you a gun. Select "0.25 €". While he won't take such a small amount for the gun, he'll swap it for an antique that's upstairs. Click to go upstairs and the Dealer will help you to move the piano from the stairs too. Click to go upstairs again.

Thonen Antique First Floor

Cookie #55 is in between the second left and middle dunes in the aquarium on top of the shelving unit. Cookie #56 is on top of the plug that powers the lamp. Cookie #57 is attached to the earring on the bottom left corner of the jewellery board.

At this point you should have collected half of the game's cookies and will get the following trophy:


Click on the broomstick. Bjorn will separate the handle and the broom to get a wig to help with charging Hector. Click on the jar that's on the floor to the left of the table. Bjorn will empty it out and the empty jar will be added to your inventory.

Click on the valuable statue that is on the bottom shelf behind the cat. Open your inventory and combine the computer mouse and the string to get the cat toy. Use the cat toy on the cat and it will move out of the way. You can now grab the valuable statue.

Chapter 2

Go back downstairs. You'll automatically enter into a conversation with the Dealer again. He'll swap the statue for a gun. Once he disappears, you'll discover that not all is as it seems, but the gun still makes a convincing addition to your costume. Return to the map and go back to Les Deux-îles.

Cliff Top

Pick the mushrooms that have now magically appeared underneath the tree.

Chapter 2

Continue on towards Tom again.

Fishing Spot

Use the empty jar with the bee hive. Bjorn will be stung to death by the bees (Game over #20).

Use the lighter on the reed to the left of the net. Tom will get angry that you're setting things on fire, but it creates enough smoke to drive the bees away from the hive. Now use the empty jar with the bee hive. You'll get a jar of honey.

Chapter 2

Return to the map and head towards Bjorn's Apartment.

Hallway

Ring the doorbell. Select "Recipe". Sandra will give you the tape recorder in return. Exit the conversation and head back to the map. Bjorn will summarise his disguise and evidence. Now that we have everything, it's time to head back to Outside Hector's House. You'll automatically suit up and knock on Hector's door again. After a confrontation, Hector is captured and left on the doorstep for the police to find. Meanwhile, Bjorn decides to have a look around inside.

Hector's House

Cookie #58 is in the puddle in front of the washing machine. Cookie #59 is caught behind the barrel of the gun that's on the wall. Cookie #60 is on the shelf on the left side of the screen, to the left of the gadget.

On the bottom shelf of the bookcase is a pile of bottles. Click on them and select "Yes" to drink a beer. Click on the bottles again and drink a second, then drink a third bottle of what now turns out to be absinthe and you'll pass out. You'll then be arrested for kidnapping and breaking & entering (Game over #21).

Click on the pack of yogurt on the floor underneath the television. You'll get a magnet free gift from inside. Use the magnet on the mouse hole underneath the heater. You'll retrieve a small key. On the heater, at the bottom right corner, is a series of numbers. You'll need those in a second.

Behind the washing machine are four stones that are highlighted with a ? when you hover the cursor over them. Use the ID card on them to reveal a hidden safe. Use the small key on the safe. Click on the safe and then click on the numbers 1-4-6-3 (the numbers written on the heater). The safe will open. Take the airline tickets, money and tablet. You'll then ring Tom to brag about the situation.

Chapter 2

In the following cutscene, Bjorn attends dinner with Sandra and gets food poisoning. Meanwhile, Hector is assassinated in prison and the police won't be investigating. Bjorn returns to the flat to recover, only to receive another phone call. Bjorn and the tablet are still in danger and he needs to fly out to a small unknown country called Nogo to continue his investigation.

A new day marks the start of Chapter III and during that opening screen, you'll get the following trophy:

After booking a flight to Nogo, the first thing we need to do is to check on Sandra. It wouldn't be good if she gave herself food poisoning too, would it? Before we go to check on Sandra, go into Bjorn's Bathroom. Check that water is flowing from the tap in the sink. If it isn't, click on the tap to turn it on. You need to leave this tap running for a trophy later. Exit the flat.

Hallway

Ring the doorbell. Bjorn invites Sandra along on the trip, but she won't come without Caroline. Unfortunately she's gone outside to play and we need to find her. Exit to the map. The only other available location is Thonen Antique. Go inside the shop.

Thonen Antique Ground Floor

Bjorn hears a noise as soon as he enters the shop. There's only one place that she can hide on this floor. Click on the sarcophagus. You'll find Caroline but your relief is short lived as she runs off. This time she leaves the shop. Return to the map. Seeing as you have no new locations, return to Bjorn's Apartment. She hasn't returned home so she must be in Bjorn's apartment.

Head to Bjorn's Closet. Click on the curtain and Caroline pops out again. However, she doesn't want to go to Nogo, so she runs off again. Enter Bjorn's Bedroom. Click on the coffin and Caroline jumps out to scare you. This time she's going nowhere and Bjorn drags her back to Sandra's apartment.

In the Hallway you'll automatically knock on the door. Caroline agrees to go to Nogo after a lot of bribery. Select "Yes" to leave Paris. After a horrendous flight, you'll arrive in Nogo.

Hotel Corridor

While Sandra has packed enough to have seemingly moved house, Bjorn realises that he's completely forgotten to bring a suitcase, nor has he remembered his mobile phone. Sandra and Caroline go into room 202 to unpack, leaving Bjorn to entertain himself.

Cookie #61 is tucked inside the umbrella that's standing in the white and grey vase. Cookie #62 is in the middle of the clock where the arms meet. Cookie #63 is tucked under the right side of the pink flower pot.

Chapter 3

The game recommends that you go into Bjorn's room but we're actually going downstairs first.

Hotel Bar

Cookie #64 is hidden under the rather large knife that's laying on the left table. Cookie #65 is on the middle shelf of the bar, in between a thin yellow bottle and a wider purple bottle to the left of the barman. Cookie #66 is hidden under the "thing" that's on the right table.

Click on the appetizers that are on the plate on the left table, then click on the glass on the same table to take that too.

Chapter 3

Click on the curtained doorway to exit the hotel. You can't go anywhere without a map so talk to the Bartender. He'll try to get you to pay for your rooms but you have no local currency -- you'll have to pay later. Select "Map". The Bartender has a map but you'll need to pay for it. Without local currency, you'll need to take the snack that he gives you and take it up to the people in room 204. Head back upstairs.

Hotel Corridor

Knock on the door to room 204. You'll find Henri, the gentleman that sold Bjorn the bird statue. He's in a bit of a predicament. While out walking, Henri was bitten by a snake. He needs the services of a Sorcerer if he's to survive and he asks you to help him.

Select "No". Henri tells Bjorn that something bad will happen for refusing to help him but he doesn't believe it. As he exits the room, Caroline barges past him and he falls down the stairs to his death (Game over #22).

Completing game over #22 will get you the following trophy:


When Henri asks you to help him, select "Yes". He gives you the Sorcerer's address at the Underground Bar. When Henri collapses, you leave him to it. We may as well take a look at Bjorn's room now so click on the door numbered 201.

Room 201

Where the rug under the sink is starting to turn up, Cookie #67 is tucked under there. Cookie #68 is trapped under the leg of the chest of drawers . Cookie #69 is tucked into the sock that is draped over the end of the bed.

Click on the screwdriver that's on the mantelpiece. There's not much more to do in here so exit the room.

Chapter 3

Back in the Hotel Corridor, Sandra will tell you that Caroline has vomited up the door of room 201. You'd already stepped in it anyway. Sandra needs more time to unpack so you'll be exploring on your own for now. Head back downstairs.

Hotel Bar

Click on the curtained doorway to exit the bar. Select "Yes" to go out. Bjorn will get hopelessly lost and eventually finds himself forever stuck in an awful prototype (Game over #23).

Talk to the Bartender. He'll give you a map and will mark down the locations for the Museum, Old Excavation and the Bazaar. Click on the curtained doorway to exit the bar. We'd best go and see the Sorcerer so click on the Underground Bar.

Outside Underground Bar

Cookie #70 is attached to a needle at the tip of the right arm of the cactus. Cookie #71 is embedded in the bar wall, to the right of the bar sign. Cookie #72 is tucked into a fold in the curtain, towards the top left corner.

When the guard looks to the left, click on the card that is sticking out of the pocket of the trousers that are hanging on the line. You'll get a membership card.

Chapter 3

Talk to the Guard. If you show him his own card, he'll knock you out and you'll be returned to the map, so just Exit the conversation. We need to doctor it a bit. Combine the scissors and the ID card to get the ID card picture. Combine the ID card picture with the membership card, but you need to glue the picture into place. Exit the area. Return to the hotel and head upstairs to the corridor.

Hotel Corridor

Use the ID card picture with the vomit that's splattered up the door to room 201. You'll get a picture with glue that you'll then need to combine with the membership card. This will give you a falsified membership card, but will it be enough to pass the guard's inspection?

Chapter 3

Exit the hotel and return to Outside Underground Bar. Talk to the Guard again. He'll let you inside with a surprisingly little amount of resistance.

Underground Bar

The Fortune Teller is leaning on Cookie #73 -- it's underneath her right elbow. Cookie #74 is hanging from the rope that's attached to the rafter. Cookie #75 is on the bar shelf under the box to the right of the diamond shaped container, directly above the head of the Arab.

Chapter 3

Talk to the Sorcerer. Not surprisingly, you're going to need to find a list of ingredients and you get a new special item: Potion. Exit the conversation and the bar.

Outside Underground Bar

There's a branch sticking out of the floor next to the large rock in the foreground. This is the gekom root that's needed for the antidote.

Chapter 3

Exit back to the map and click on the Bazaar.

Outside Bazaar

Cookie #76 is stuck under the larger stone outside the bazaar's entrance. Cookie #77 is tucked under the left side of the merchant's rug, next to the sword-shaped gizmo. Cookie #78 is in the rack that holds the toilet paper postcards on the wall (the bottom right of the six).

Click on the snake. Bjorn has a rare moment of common sense and decides that it wouldn't be a good idea. Click on the snake again. This time Bjorn grabs the snake and gets bitten. He dies from the effects of the poison (Game over #24).

Chapter 3

Enter the bazaar.

Bazaar

You'll automatically enter into a conversation with the merchant who will persistently hassle you throughout your visit here. You'll get to complete one action at a time before he interrupts you again.

Cookie #79 is underneath the sack on the bottom shelf on the wall. Cookie #80 is mixed in with the candy that costs 300 Nogoyens. Cookie #81 is on top of the fish tank to the left of the yellow and red tin.

Click on the tray of grapes. Bjorn tastes one and the Merchant cuts off his hand for stealing (Game over #25).

Click on the crowbar that's in between the wooden planks to the left of the fish tank.

Chapter 3

Talk to the Merchant. Select "Malaki juice". He's out of stock right now but will be getting another delivery later today. We need to come back later. Exit the conversation and exit back to the map. Click on the Old Excavation.

Old Excavation

Cookie #82 is stuck to a poster under Sign This Petition. Cookie #83 is in the grass just above the excavation hole. Cookie #84 is on top of a rock to the left of the screen, underneath the tower.

Click on the hole and select "Yes" to go down it. He has another moment of common sense so select "Go down there!!!". The rope will become loose and will fall into the hole with Bjorn, who will be stuck there for an eternity (Game over #26).

Chapter 3

Click on the tent. Click on the container of hooks that is sticking out of the bag pocket. You'll get a hook but it isn't magnetic.

Chapter 3

Click on the pond. At the front of the pond is a plant with red flowers. This looks like the Stagilis Strasimum but you'll notice that the item isn't added to your Potion special item.

Chapter 3

Click on the pond again. Combine the crowbar with the string to get a crowbar with string, which you then need to combine with the hook to get a fishing rod. A rod without bait is useless, so combine the fishing rod with the appetizers to get a fishing rod with bait. Use the fishing rod in the pond. You'll enter into another fishing mini-game.

This game works in exactly the same way as the fishing game in chapter two, only you just have to catch a single piranha here. Again, if you're having trouble casting the hook at the exact distance you need, throw it farther than your intended target. Tap cn_S to slowly reel the hook back towards you and align it with your desired object. These fish put up a bit more of a fight so they may free themselves from the hook before you can reel them in, but keep trying -- you won't run out of bait.

Exit the site and return to the bazaar. Go back inside.

Bazaar

The Merchant will welcome you again. Click on the malakis crate. You'll need to buy half of the crate for the Merchant to be satisfied. You still don't have local currency but the Merchant can exchange it at an extortionate rate. You'll be left with some malaki fruit and Nogoyan money.

Chapter 3

Exit the area and head back to the Underground Bar.

Underground Bar

Talk to the Sorcerer. Select "Stagilis Strasimum". The Sorcerer's printer ran out of red ink and the picture you have is wrong. You have Stagilis Sleepysum instead. Strasimum actually has blue flowers. Exit the conversation and the area so that you can return to the excavation site.

Old Excavation

Click on the pond again. Click on the plant with blue flowers that's sitting to the right of the purple lily.

Chapter 3

Exit the area, return to the hotel and head upstairs.

Hotel Corridor

Bjorn will automatically want to check on Henri and will knock on room 204. Instead of Henri, you'll meet his wife Paulette with whom Bjorn will get into an argument about the best care for Henri. Paulette will give Bjorn another couple of hours to find an antidote before she whisks him off to hospital.

Knock on room 202. Sandra will have a juicing machine that you can borrow. You'll take it and put it on the dresser in room 201.

Room 201

Click on the wire to plug the juicer in. Use the glass in the holder slot. The glass is too big as the slot only fits containers up to 5cm wide. You'll need to find another container.

Click on the grey button to turn on the juicer. Click on the container to put your hand in the blades, sever a few fingers and bleed to death (Game over #27).

Use the lighter on the fireplace. Use the gekom root in the fireplace to get gekom root ashes.

Exit back to the Hotel Corridor. Knock on room 202 again. Sandra still isn't ready. Exit to the map and click on the Bazaar.

Outside Bazaar

The merchant outside of the bazaar also has some new merchandise. Conveniently, one of these items is a Lil' Pottery Maker. Click on the pottery machine and Bjorn will purchase it for the rest of his cash. It's a special item that will be added to the objective bar.

Chapter 3

Return to Bjorn's hotel room.

Room 201

Open your objective bar and click on the pottery machine. Click on the red button to start the machine. When the cup reaches the 5cm mark on the machine, press the red button again. You'll get a pot that will now fit the juicer.


Click on the juicer. Use the pot in the holder area. Use the malaki fruit in the container. Press the grey button to turn on the machine. Once it has finished, click on the pot and you'll be left with a cup of malaki juice. Exit the hotel and return to the underground bar.

Underground Bar

Talk to the Sorcerer again. Select "Stagilis Strasimum" again to find out that you now have the correct plant. Exit the conversation. Immediately talk to the Sorcerer again. You'll give him all of the ingredients for the antidote and in return you'll get the potion to help Henri. Return to the hotel and head upstairs.

Hotel Corridor

Knock on room 204. Henri's wife greets you at the door and is reluctant to leave, but you eventually persuade her to do so. You give the potion to Henri but he won't wake up. Select "Mouth to mouth". Bjorn can't face giving him mouth to mouth so kisses him instead. Unsurprisingly it doesn't work. Select "Hang by his feet" but that isn't very effective at all. Select "Shake" but that doesn't work either. The only option left is to "Slap" him. Bjorn hits him hard enough to make his cheeks red but it eventually works. Doing all of the above will net you the following trophy:


Unfortunately Henri can't remember a thing, so Bjorn doesn't get the payday that he's expecting. When Paulette returns, she instead gives Bjorn a medallion that supposedly attracts metals as a reward instead. Henri needs a rest so you decide to check on Sandra.

Knock on room 202. Sandra has finally finished unpacking but is too tired to do any exploring. Both Sandra and Bjorn decide to retire for the night, therefore ending Chapter III.

A new day marks the start of Chapter IV and the sight of the chapter's starting screen will award this trophy:

Bjorn wakes up in his hotel room after having a vivid dream where he was still in Paris. After rueing his continued presence in Nogo, there's not much to do here so exit the room. In the Hotel Corridor, you'll automatically check on Sandra. There's no answer after you knock on her door, so exit the hotel to the map. It's time to visit the Museum.

Museum Entrance

Cookie #85 is on top of the bench towards the right side. Cookie #86 is hanging from the gadgets stand, just above the bunny. Cookie #87 is stuck to the Chamber Pot Exhibition poster, underneath the c in can.

Chapter 4

Click on the quizz machine and press the start button. The answers to the questions are:

  1. Capital of Nogo -- (2) Nogo
  2. Number of hotels -- (3) 1
  3. Name of the Bazaar merchant -- (2) Big
  4. When the excavations were conducted -- (3) Between 1948 and 1948
  5. Name of the shop's fish mascot -- (1) Mud Cat
  6. Color of Demetrios' crown -- (1) A hideous color

The quizz machine will explode and Bjorn won't get an entrance ticket. Not to worry, the turnstile blew up too. Click to go inside.

Museum Exhibition

Cookie #88 is on top of the main light in the room. Cookie #89 is tucked behind the electrical wire coming down from underneath the electric panel. You'll find it seven clips down from the box. Cookie #90 is stuck to bottom left of the Go There right arrow sign.

Click on the tap on the water cooler. Let all of the water drain out of the cooler and onto the floor. Doing so will get you this trophy:


There are five Exploit signs that explain different aspects of the museum. You need to click on Exploit 4, the sign above the Go There sign, and exit the close up for the museum archaeologist, Roger, to appear. When he does, you'll automatically enter into a conversation with him.

Chapter 4

Click on "The story". Roger tells Bjorn the story of King Demetrios and how he discovered a machine that could build anything. He used it to build a temple full of treasure, but then he got bored and abandoned it. The location of the temple is only revealed through five chicken statues and their respective tablets, one of which Bjorn currently owns. Click on "The tablets" where Bjorn is told what symbols they depict. Click on "The tablets" again to learn that the thieves are after Bjorn because of an advert he placed about his shop. Click on "The tablets" for a third time to learn that the thieves have been after the tablets for a while. Click on "The tablets" for a fourth time and Roger will urge you to keep the lightning tablet safe. At this point you can exit the conversation.

Exit the museum and go back to the hotel. Go up to Room 201 and click on the pillow on the bed. Bjorn will find that the tablet has disappeared. Exit the hotel and return to the Museum.

Back in the Museum Exhibition, you will automatically enter into a conversation with Roger. Click on "The mission". Bjorn needs to find somebody to translate the vase that's in the display. It's in old Nogoyan and only a few people can speak it. Exit to the map and head to the Underground Bar.

Underground Bar

Talk to the Arab that's sitting at the bar. You'll both go outside to continue the conversation and the Arab will urge you to kill the sorcerer if you want him to translate the text. Go back inside.

Put the plant with red flowers into the sorcerer's glass. He'll notice before it puts him to sleep. As you run out of the bar, the Arab will follow you and kill you for being an awful assassin (Game over #28).

Completing the above game over will also get you the following trophy:


Exit the area. Return to the Hotel and head upstairs.

Room 201

Click on the juicer. Put the plant with red flowers into the container and turn on the machine. Click on the pot and you'll get a pot with sleeping drug.

Exit the hotel and go back to the Underground Bar.

Underground Bar

Click on the bird that is on the sorcerer's hand. While he is distracted as it is flying around, use the pot with sleeping drug on the sorcerer's glass. He'll fall asleep. The Arab will be convinced that the sorcerer is dead so he'll agree to translate the vase for you on one condition... you bring the vase to him. Exit the area, but before we return to the Museum, we need to revisit the Old Excavation.

Old Excavation

Click on the pond. Click on the fishing rod that Bjorn had previously abandoned by the side of the pond. He'll take off the string and be left with a crowbar. Exit the area and return to the Museum.

Museum Exhibition

Use the crowbar with the vase. The security alarm will go off and Bjorn will be arrested for theft (Game over #29). Use the screwdriver on the electric panel. When inside the box, use the screwdriver on the panel and Bjorn will be electrocuted (Game over #30). Click on the electric panel again. Use the scissors on the top left wire. Bjorn will be arrested for tampering with the security system (Game over #31).

Click on the electric panel. Use the scissors on the middle wire going into the left of the panel. Then use the scissors on the middle wire coming out of the bottom of the panel. The security system will be switched off.

Chapter 4

Use the crowbar on the vase. You'll steal the vase out of the case without the security alarm going off. Exit the area and head back to the bar.

Underground Bar

Talk to the Arab. You'll automatically go back outside.

Select "Crowbar". Bjorn will be shot before he has a chance to use it (Game over #32).

When the Arab threatens to kill you, select "Medallion". After blacking out for a few moments, Bjorn finds that the medallion attracted the bullet and he's fine. You'll automatically exit the area. Return to the Museum.

Museum Exhibition

You'll automatically talk to Roger again. Select "The five you shall lay..." Roger will tell you where the thieves' hideout is located and asks you to retrieve the tablets.

Select "No". Roger will shoot Bjorn for refusing but this time the medallion won't catch the bullet (Game over #33).

Select "Yes". Exit the area and click on the Hideout.

Outside the Hideout

Cookie #91 is crushed under the wheel of the truck on the left. Cookie #92 is in the brickwork of the fountain, to the right of the statue. Cookie #93 is tucked under the right corner of the crate.

Knock on the door of the hideout. Select "No" to stay where you are. The thieves will shoot Bjorn (Game over #34).

Game over #34 is the half way point of this set of collectibles. As such, you'll get the following trophy:


Click on the door of the truck. Click on the shears that are in between the driver seat and the middle seat.

Click on the lever. Select "Yes" to press the lever. Bjorn will be killed when the truck crashes (Game over #35).

Chapter 4

Click on the window to the left of the hideout's door. You'll overhear a conversation between the thieves and the Arab. The Arab gets shot and the thieves discuss the location of one of the missing tablets. Now Bjorn needs to come up with a plan.

Click on the chimney. Bjorn decides he needs to get on the roof. Use the shears on the hand and you'll get huge fingers. Use the huge fingers on the ladder to replace the missing rungs. Click on the ladder and Bjorn will climb on the roof.

Chapter 4

Use the crowbar on the satellite dish. When it cuts off the signal to the TV, the thieves will come out to investigate and they'll shoot Bjorn (Game over #36). Use the lighter on the barrels. They contain gas and they'll blow up when this happens, taking Bjorn with them (Game over #37). Click on the chimney. Select "Get into the chimney". Bjorn will get stuck and will starve to death (Game over #38). Go to the right of the roof. Move the cursor to the far right of the screen andclick there so that Bjorn falls off the roof to his death (Game over #39).

Completing game over #39 will award the following trophy:


Use the shears on the tree to get a branch. Use the branch on the barrels to get a branch soaked with gas. Combine the branch soaked with gas with the remainder of sleeping drug to get a branch soaked with drug and gas. Combine that branch with the lighter to get a flaming branch. Use the flaming branch on the chimney. Bjorn will drop the branch and alert the thieves.

Go to the right of the roof. The thief will discover you. Ready the crowbar from your inventory. Just after the thief shoots a bullet at the roof and it passes Bjorn, use the crowbar on the wheel that's on the far right of the roof. You'll crawl across the roof in between the bullets and use the wheel to crush the thief. Unfortunately the second thief will then discover you. He tells you to get down off the roof or he'll shoot. As you climb down the ladder, Bjorn will fall off it.


Meanwhile, we'll be playing as Sandra for a while. Knock on Room 201. Even though there's no answer, Sandra goes in. She'll pick up the lightning tablet and the airline tickets from Bjorn's bed for safekeeping. Head downstairs.

Hotel Bar

Click on the appetizers. Click on the box at the end of the bar. Sandra needs to write something crude for the next trophy. There were some words that I couldn't get to work but "crap" works every time, so write that on the postcard. The bartender will check it and won't be pleased, but it will get you the following trophy:


Exit the hotel. She wants to start with the Museum so we'll go there first. Head inside.

Museum Exhibition

Talk to Henri. He'll tell you that he saw a similar tablet to the lightning tablet just a few days ago but he can't remember where. You need to ask his wife who is back at the hotel, so return there and head upstairs. In the Hotel Corridor, knock on room 204. Paulette isn't pleased to be interrupted but tells you that the tablet was at the Bazaar. Exit the hotel and click on the Bazaar.

Outside Bazaar

Click on the postcards. Pick any of the postcards, it doesn't matter. When Sandra goes inside to pay, she'll write something on it. Write "crap" again. You won't get a trophy immediately but this will set one up for later. Go back outside.

Talk to the merchant. He has the tablet but won't take credit cards or cheques. He will exchange the tablet for a kiss but Sandra isn't keen. Exit the conversation, exit the area and head to the Underground Bar. Talk to the Fortune Teller. She'll give you a pendant but you need to get her a lizard in return. Exit the area and head to the excavations.

Old Excavation

Use the appetizers with the lizard. The lizard will run away. Exit to the map and then click on Old Excavation again. There's now a very fat lizard in the same spot as he was before. Click on the fat lizard. As he drags himself away from danger, click on the fat lizard again. Sandra will put the lizard in a bag.

Chapter 4

Exit the area and return to the Underground Bar. Use the lizard on the Fortune Teller. She'll give you the pendant in return. Exit the area and head back to the Bazaar.

Outside Bazaar

Use the pendant on the Merchant. Select "Alakaschist!" While the Merchant is hypnotised, you'll take the poo tablet. You'll be returned to the map, so head back to the hotel and head upstairs to the Hotel Corridor. Sandra can't find Bjorn or Caroline so she decides to have a nap instead. This marks the end of Chapter IV.

For once, Chapter V doesn't start with a new day. Instead, we rejoin Bjorn. When the Chapter V screen comes up, you'll get the following trophy:

Having survived the fall from the roof, Bjorn is now tied up in the Hideout Basement and Bernard has come to interrogate him.

Select "The truth". Bernard shoots Bjorn for being a snitch (Game over #40). Select "Make up a story". Bernard shoots Bjorn for being an idiot (Game over #41). Select "Feign amnesia". Bernard shoots Bjorn for lying (Game over #42).

Select "Insult him". Bjorn passed the test so Bernard leaves him alone.

Cookie #94 is crushed under Bjorn's left foot. Cookie #95 is caught in the rope that ties Bjorn to the chair, slightly to the left of the knot. Cookie #96 isn't reachable while Bjorn is tied to the chair so we'll come back for it.

There's an area of uncertainty by Bjorn's crotch, marked ???. Click on it. The medallion will drop on the floor. Soon after, you'll hear a laugh coming from the window.

Chapter 5

Click on the window. Click on the blue bow that you can just see at the bottom of the window.

Chapter 5

Bjorn will beg for help from Caroline but their conversation is interrupted and Bernard reappears.

Select "Denounce Caroline". Bernard will shoot both Caroline and Bjorn (Game over #43).

For completing the last game over, you'll get the following trophy:


Select "No one's here!" Bernard will be satisfied with your answer and leave. Bjorn has a pressing need that becomes an emergency and he pees himself. Now that it's in reach, click on the medallion to pick it up. Click on the window and talk to Caroline again. She'll throw a knife through the window and Bjorn will send her to look for something else to help.

Use the medallion on the knife. When Bernard isn't looking through the door (so there's no light coming through the view slot), use the knife on the rope. Bjorn will now be free.

Cookie #96 is caught in the brickwork underneath the window. Count four bricks from the bottom and the cookie is in between the second and third bricks from the left

Chapter 5

Click on the window and talk to Caroline again. She's found some bombs but has an idea to get Bjorn out of the cellar.

Select "Play sick". Bernard will shoot Bjorn after he tries to escape (Game over #44). Select "Make her scream". Bernard will shoot both Caroline and Bjorn (Game over #45). Select "Call for help". While Bjorn waits, Bernard's boss gives him permission to shoot Bjorn (Game over #46). Select "Give me a bomb". Caroline will throw it to Bjorn and blow everything to smithereens (Game over #47).

Select "Start the truck". Bjorn instructs Caroline to tie a rope to the bars of the cell window, tie the other end to the truck and start the truck. She disappears but soon you hear another laugh from the window. Click on the window and talk to Caroline again. She can't find the truck key so Bjorn needs to get it from Bernard.

When Bernard isn't looking through the door, click on the light bulb that's hanging from the ceiling and the light will turn off. Click on the door to call Bernard. Select "Light bulb". Bernard will come to check the light.

Use the knife on Bernard as he's standing under the light. He'll shoot Bjorn to protect himself (Game over #48).

Click on the door to call Bernard and select "Light bulb" again. Click on the keys that are sticking out of Bernard's back pocket and you'll enter into a mini-game.

Chapter 5

This one is fairly simple. Use the left stick to move Bjorn's arm and cn_S to grab the keys.

Move Bjorn's arm past the keys and touch Bernard's butt instead. He won't be impressed, he has a gun and he's worked out that Bjorn has freed himself. You can probably guess what happens next (Game over #49). Click on the door to call Bernard and select "Light bulb" again. Click on the keys. Grab hold of the keys. Move Bjorn's arm towards the right but before you reach the side, press cn_S again to drop the keys on the floor. Bernard will shoot Bjorn for attempting to steal the key (Game over #50).

Click on the door to call Bernard and select "Light bulb" again. Click on the keys. Grab the keys and move Bjorn's arm over to the right and off-screen before the timer runs out.


When Bernard leaves, Bjorn will give the keys to Caroline. She'll start the truck, pull out the window and Bjorn can escape. They drive back to the hotel.

Back at the hotel, the trio reunites and decide to pay Roger a visit. He's impressed that Bjorn has four of the tablets and wants him to go to Germany for the fifth. Bjorn gets on a plane for the German graveyard where the tablet is buried.

Graveyard Entrance

Cookie #97 is embedded in the brickwork above the Beer & Pickles Museum poster. It's just above the u in Our. Cookie #98 is on top of the lock on the gate. Cookie #99 is in the tree, not far above the trunk.

Chapter 5

Use the screwdriver on the Please Take Off Your Shoes sign. Behind the sign is a hole where the gate key is sitting. Click on the key and Bjorn will automatically use it on the gate. Click on the gate to enter the Graveyard.

Graveyard

Cookie #100 is underneath the I Never Liked You Anyway sign on the grave at the right of the screen. Cookie #101 is directly left of the last one, stuck in the mud to the side of the grave. Cookie #102 is on the tailpiece of the cello, just left of RIP.


On the keyboard above the cello grave, there are nine keys. Numbering them from left to right as 1 to 9, you need to click on four of the keys in this order: 1, 9, 8, 3. Doing so will reward you with the triangular block.

Chapter 5

Click on the pinball tomb that is sat to the right of the candle on the cello tomb. This will trigger another mini-game. You launch the eyeball by pressing cn_S and move the left and right bone flippers by pressing cn_left and cn_right respectively. Hitting the skull awards 100 points and the bone bumpers award 50 points. You need to get 5,000 points to win a prize. You will lose the ball many, many times but you get an infinite number of balls without losing your score, so you can keep going until you hit 5,000 points and then lose the ball again. Doing so will open a slot at the bottom of the table in which Bjorn finds a manuscript.


Don't back out of pinball tomb just yet. Keep playing pinball until you reach a total of 10,000 points. Once you've reached this total, lose the ball once again. Doing this will earn the following trophy:


Back out of the close up and click on the mobile phone tomb that is next to the pinball tomb. You need to press the keys in the chronological order that the items were invented, starting with the oldest and ending with the newest. The keys must be pressed in this order: Flint, Wheel, Paper, Glasses, Toilet Roll, Light Bulb, Vacuum Cleaner, TV, Mobile Phone. Doing this will get the round block.

Chapter 5

Leave the graveyard to head back to the entrance.

Graveyard Entrance

According to the manuscript, your prize is hidden in the wall to the right of the gate, four blocks down and two blocks across. Click on that brick and you'll find the rectangular block in the alcove.

Chapter 5

Go back into the Graveyard.

Graveyard

Click on the heart to the right of the barred gate.

Chapter 5

Use the three blocks on the heart. Even though they're in the wrong position, Bjorn will get the gate to open. Enter the Tomb.

Tomb

Use the flashlight anywhere on the screen. Your exploration of the tomb is going to be limited to that small circle.

Cookie #103 is near the bottom left corner of the screen, underneath a dead rat. Cookie #104 is directly to the right of the last one, below the cross that's on top of Victor Vitocks' grave. Cookie #105 is near the top right corner, underneath a pile of fossilized crap.

Chapter 5

Use the screwdriver on the two locks of the coffin that's directly below the third cookie on the far right of the screen. Click on the coffin to open it.

Chapter 5

Click on the lever that's on the left side of the toaster. Click on the "toast" that pops out. It's actually the snow tablet.

Chapter 5

Select "Yes" to leave Germany. Back at the hotel, Bjorn meets with Caroline and Sandra in Room 201. When all five tablets are reunited, a statue appears in the middle of the room. When all five tablets are added to the statue, it lays an egg, which Caroline promptly drops. Inside is a map to the temple. The trio decides to take a trip into the desert to discuss what to do next at the start of Chapter VI.

As the Chapter VI screen appears, for completing Chapter V you get this trophy:

After driving into the Desert for quite a while, the trio decides that it's safe to stop without being overheard.

Cookie #106 is in the truck's front wheel, caught in one of the holes in the bottom left corner. Cookie #107 is under the apple core in the pile of rubbish to the right of the van. Cookie #108 is wedged in between the cactus on the right and the rock below it.

Chapter 6

Make a MANUAL SAVE before continuing.
Talk to Caroline. Select "Caroline". She's found a scorpion and is playing with it. Select "Caroline" again and she'll play in the sand. Select "Caroline" for a third time and she'll place the scorpion on Bjorn. Select "Stay calm and kill yourself" (Game over #51).

Reload your MANUAL SAVE. Talk to Caroline again. Select "Caroline" and hear her play with the scorpion. Select "Caroline" again and she'll play in the sand again. Select "Caroline" for a third time and she'll place the scorpion on Bjorn again. Select "Pretend nothing happened". Then select "Yes, continue". You'll get this trophy for being oblivious to the inevitable:


Talk to Sandra. Select "Start digging". Click on any square in the bottom row. Select "Yes" to start digging. All three of you will dig, and dig, and dig until you die of dehydration (Game over #52).

Talk to Sandra again. Select "Start digging". Click on the square that's shown in the map below and select "Yes" to start digging.

Chapter 6

They've found the temple but they'll encounter Roger outside. After a bit of a scuffle, the trio will make it inside the temple while Roger doesn't.

Puzzle Room #1

Cookie #109 is caught in a crack in between the stone flooring, directly underneath the stick figure in the hang man drawing and to the left of Caroline's foot. Cookie #110 is on the centre slab, to the right of Caroline's foot. Cookie #111 is wedged at the base of the pillar just to the right of Sandra.

Click on the etchings on the wall. Press #1 for the house and #1 for the wheel. Bjorn will fall to his doom in a deep pit (Game over #53).

Chapter 6

Click on the etchings on the wall. Press #6 for the house and #2 for the wheel. The door will open and you'll automatically go through to the next room.

Puzzle Room #2

Click on the mechanism on the wall. Click on the red button. This is a simple memory game that requires you to repeat the sequence. Click on a different button to the one that is first in the sequence. Bjorn will fall to his doom in a deep pit (Game over #54).

Click on the mechanism. You need to remember a sequence of buttons and press them in order. The number of buttons in the sequence starts with one and goes up incrementally through to the largest sequence of eight buttons. This puzzle is randomised and the solution is different every time that you try the puzzle even in the same playthrough. You have as much time as you need to pick the correct buttons in the sequence, so take your time so as not to make mistakes. If you're really struggling, number the buttons like the diagram below:

Chapter 6

Write the numbers of the buttons on a piece of paper as you go. You only need to watch for the final button in the sequence as that will be the only one that is new and different. For example, your sequence starts with 4. The two button sequence might then be 4 and 1. The three button sequence would then be 4, 1 and 7 etc.

When you're ready, click on the red button. When Bjorn has correctly performed the eight button sequence, he'll get bored with the puzzle and smash it. The door opens into the next room and you'll automatically pass through it.

Puzzle Room #3

Click on the mechanism to the left of the door. Turn the arrow right four times. Bjorn will fall to his doom in a deep pit... again (Game over #55).

On the wall this time is a parchment with a pictogram code on it. On the back of the parchment is a pictogram code to solve. It says "turn three left, then one right". Click on the mechanism to the left of the door. Turn the arrow left three times until it is pointing at #2. Then turn the arrow right once so that it's pointing at #3. Like before, the door will open and you'll automatically go through to the next room.

Puzzle Room #4

The next room is a tile puzzle where Bjorn must step on the tiles that do not have crosses on them. If he steps on the wrong tile or waits too long to move, it's game over and you'll need to start the puzzle again. You can move Bjorn by either using the d-pad or by clicking on the correct tiles.

Click on the square directly in front of Bjorn. Don't move when the next square pops up. The square that Bjorn is on will drop down and, you guessed it, Bjorn will fall to his doom in a deep pit (Game over #56). Click on the square directly in front of Bjorn. When the square to the left pops up, step on it. When the next two squares pop up, click on the square on the left that has a cross through it. I'll leave you to guess what happens next (Game over #57).

The correct sequence is: Up, Left, Up, Left, Up, Up, Down, Down, Right, Right, Wait. Right, Right, Up, Left, Up, Right, Wait. Left, Down, Left, Wait. Wait again. Up.


Once Bjorn has made it to the other door, a bridge will form between the two doors. The trio will continue on to the next room.

Throne Room

It's now that Bernard makes another appearance by bombing through the wall of the temple.

Select "Talk". Bjorn gets shot as he tries to talk Bernard around (Game over #58). Select "Attack". Bjorn gets shot before he has a chance to get near Bernard (Game over #59). Select "Take gun". Bjorn is shot when he asks for a demonstration of the gun's capabilities (Game over #60).

Select "Wait for a miracle". Caroline takes Bjorn's can of food and throws it at Bernard's head, knocking him out. It isn't safe yet though, because now Tom makes an appearance.

Exit the conversation. Bjorn asks Tom to shoot him, so he does (Game over #61).

Select "Who is Tom?"and it turns out that Tom isn't his real name. Select "The machine". Tom is a clone of the original archaeologist who discovered the temple, created by the machine. Select "A pawn?" and Tom tells Bjorn that he's been using him to find all of the tablets. Select "Friend?" and, to our surprise, we'll find out that Tom stayed as Bjorn's friend to play games with him. Select "Who is Phalos?" and we're told that he was part of the plan. Select "Last wish". Sandra apparently has a gun too and she's not afraid to use it.

Miss the shot completely. Tom will shoot Bjorn and Sandra will run off with Tom (Game over #62). Shoot Bjorn. (Game over #63).

Shoot Tom in the head.

As Tom dies on the floor, the scorpion poison will finally overcome Bjorn and he'll die too (Game over #64). When Bjorn respawns, you'll have free movement in the Throne Room. Click on the microphone on the chicken statue. Select "Say". Type "crap". The temple will collapse and kill everybody (Game over #65).

Completing game over #65 will award the following trophy:


Cookie #112 is on the treasure room door, taking the place of the latch on the bottom half of the chest. Cookie #113 is next to the left candlestick. Cookie #114 is in the skeleton's lap.

That is all of the cookie collectibles and you'll get the following trophy:


Click on the thingy that the skeleton is holding. This is the machine and the trio gets three wishes. It doesn't matter what Caroline wishes for, so select any of the three options. It also doesn't matter what Sandra wishes for, so select any of the three options. When it comes to Bjorn's turn, select "A clone". He'll get a clone of Caroline and Bjorn and the following trophy:


Chapter 6

Click on the microphone on the chicken statue. Select "Lick" and Sandra will lick the microphone. You'll get the following trophy:


Click on the microphone on the chicken statue again. Select "Say". Type in Demetrios and the treasure door will open. Unfortunately, Caroline finds a ticking bomb.

Let the countdown reach zero. The bomb will explode (Game over #66). Select "Get treasure" and the bomb will explode before they can escape (Game over #67). Select "Defuse bomb". Bjorn will cut the wrong wire and the bomb will explode (Game over #68).

This was the last of the game overs and you'll now have the following trophy:


Select "Run away". The trio gets out of the room before the bomb explodes but then the temple starts sinking back into the ground. Eventually everyone escapes and they drive off into the sunset. Doing so finishes Chapter VI and you'll get the following trophy:


When the credits start rolling, you can choose to play the mini-game or you can press the cn_start button to skip the credits. Back in Paris, the trio are standing in the Hallway. Sandra will have received a postcard from her parents and they're not too pleased about her insulting them. Regardless, you'll get the following trophy:


Bjorn will then go into his apartment. The apartment is in quite a mess, not least because the tap that we left on has now flooded the floor. Doing this will get the final standard trophy of the game:


Of course, earning the final standard trophy of the game will finally unlock the platinum trophy too:


Sandra calls on Bjorn again. After a bit of breaking the fourth wall, you'll be asked to say something to the characters. Type whatever you like. Caroline has one more surprise before the game actually ends. Congratulations on your latest platinum trophy to add to your collection!

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