Ripley's Believe it Or Not! The Riddle of Master Lu
FAQ/Walkthrough

By King Kool

Table Of Contents

  1.  Legal Notices
  2.  Version Information
  3.  Gameplay Overview
        3:1 - Controls
        3:2 - Important Things To Know
  4.  Introduction Cinema
  5.  New York
  6.  Peiping, China
        6:1 -  Getting Into The Hall Of Classics
        6:2 - Learning About Master Lu's Tablet
  7.  Danzig, Pomerania
        7:1 - About Schloss Pik-As
        7:2 - Talking With The Baron
  8.  Master Lu's "Key"
        8:1 - Investigating The Tomb
        8:2 - Infiltrating The Tomb
  9.  Easter Island
        9:1 - Exploring The Island
              9:1:1 - Dr. Twelvetrees
              9:1:2 - The Old Woman
        9:2 - Help The Watching God See Again
              9:2:1 - Turn The God Away From The Cliff
              9:2:2 - The Cornea Of The Eye
              9:2:3 - The Pupil of The Eye
        9:3 - Finding The Rongorongo Tablet
              9:3:1 - A Great Secret
              9:3:2 - The Map
              9:3:3 Moving The Stone
        9:4 - Save Twelvetrees' Life
 10.  The Temple Of The Hidden Way, Sikkim
       10:1 - Gain Entry To The Temple
       10:2 - Find The Hidden Way Maze
             10:2:1 - Return The Prayer Wheels
             10:2:2 - Find He Who Has Been There The Longest
       10:3 - Get Through The Maze
             10:3:1 - "The Long Way"
             10:3:2 - "The Short Way"
             10:3:3 - "The Cheater's Way"
 11.  Mocha Moche
       11:1 - The Baron's Laboratory
             11:1:1 - Finding The Baron's Lab
             11:1:2 - Acquiring The Romanov Emerald
             11:1:3 - Opening The Armored Cabinet
             11:1:4 - Escaping The Lab
       11:2 - Finding The Script In Mocha Moche
             11:2:1 - The Rope
             11:2:2 - The Ladder
             11:2:3 - The Observatory
 12.  Peiping, China (II)
       12:1 - The Solution to the Riddle of Master Lu
       12:2 - The Gun, The Killer and The Journal
 13.  The Emperor's Tomb
       13:1 - The Farm
             13:1:1 - The Farmer's Shovel
             13:1:2 - The Farmer's Lantern
       13:2 - Get Past The Jade Door
       13:3 - Extinguish The Traps
             13:3:1 - The Crossbow Hallway
             13:3:2 - The Crushing Stone
             13:3:3 - The Wheeled Platform
             13:3:4 - The Sea Of Mercury
 14.  Endgame
 15.  Epilogue
 16.  Special Thanks

=====================================================================
                     CHAPTER 1: LEGAL NOTICES
=====================================================================

This FAQ was written by and is the property of Jeff Hibbert, also
known as, and hereinafter called "King Kool." It is written solely
for use at GameFAQs.com. With the exception of private and
nondistributive use, it is not meant to be reprinted, copied, stolen,
or published, either in part or as a whole, with the author credited
or not, whether for profit or not, under any circumstance whatsoever.
Not reading this notice is not an excuse, either.

This FAQ is not up for sale, and the exclusivity is not up for
debate. I do not accept email offers from websites offering to host
my FAQs. I've observed many other websites, and none have compared
favorably to GameFAQs. I am not interested in any other websites at
this time, and bribes do not convince me of the reverse.

Should the time come that I want my FAQ on a website other than
GameFAQs.com, I'll be the one to offer it, should they want it. This
means no other website will be getting my FAQs unless I want the
site to host them. Therefore, writing me asking for them is useless,
and wastes my time. If a website possesses the disrespect to disavow
this plea, it will be immediately disqualified from EVER being
allowed to host my FAQs.

In less words: don't call me, I'll call you.

All other correspondence IS more than welcome. Believe it or not, I'm
a nice guy, but the actions of certain Internet denizens requires me
to be Draconian at times. For reports of misuse, questions,
corrections, comments, concerns, fanmail, hatemail, please contact
King Kool at:

[email protected]

VERY IMPORTANT NOTICE: King Kool did NOT get through this
game on entirely his own accord. Since I owned this game
before I even had the Internet, I ordered the Official
Strategy Guide from Sanctuary Woods to work my way through
the more difficult parts. Mostly, I needed the guide to
help me with the Baron's Laboratory puzzle and the Maze
of the Hidden Way.

Before you criticize, PLEASE consider this: 1. YOU try
getting through those puzzles without some sort of
assistance. 2. I am hereby giving credit to the folks who
wrote the Official Strategy Guide for me to be able to even
write this guide. 3. I wrote this not because I was kicking
the game's ass, (which was 2/3 of the reason I wrote my Jak
and Daxter FAQ, truth be told) but because I love the game
and wanted a proper FAQ for GameFAQs, the greatest gaming
site of them all.

I have mailed CJayC, who said the only two bad mojo things
you could do were plagiarism (using something and not
giving credit, essentially calling it my own) and
infringement (copying or paraphrasing published works
without consent). Since I'm not claiming to have gotten
through it on my own, and I'm not paraphrasing anything (I
have the entire game memorized; I'm typing from memory), he
says I'm OK.

However, if anyone who owns the rights to this game has a
problem with the above situation, please mail me. If we
cannot work something out, I will remove my FAQ (though I'd
like to have not done all this work for nothing).

Credits: The makers of the Official Guide from Sanctuary
Woods, for most of the guide, and Gamewinners.com, for the
Maze code.

=====================================================================
                 CHAPTER 2: VERSION INFORMATION
=====================================================================
Version 1.00: The first time this was submitted. 8/9/02

Version 1.01: The first update. 9/3/02

Version 1.10: The second update (Spring Cleaning). 3/2/03

Version 1.11: A small update. 8/11/03

Version 1.12: Email change, and some minor changes. 1/11/07
=====================================================================
                  CHAPTER 3: GAMEPLAY OVERVIEW
=====================================================================

Ripley: Believe It Or Not! The Riddle Of Master Lu is your
standard graphic adventure-style game, a la Monkey Island.
It's primarily mouse-based, and you use the cursor to move
your live-action Ripley through the prerendered backdrops
(The live-action people was a cool touch, I always
thought).

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
3:1 - Controls
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Mouse-Over Something in The Environment: If Ripley can do
something to, with, or for it/he/she, the description of it
will appear in the toolbar.

Left-click: Ripley will attempt to walk to where you
clicked, and get as close as he can.

Left-click with the cursor over a person: A talking balloon
icon appears, and Ripley will either say something, or will
give you an option of some things to say.

Left-click with the "Thataway" finger: Click there, and
Ripley will leave that section of the map to head somewhere
else.

Right-click: When walking, the right-click will send you to
the point instantly.

Pocket Watch: The game is doing something, saying
something, or is otherwise busy. Wait.

Grabbing Hand Button: Left-click here, and left-click on
something in the environment if you want to pick it up.

Manipulating Hand Button: Left-click here, and left-click
on something in the environment to use it/manipulate it.

Magnifying Glass Button: Left-click here, and left-click on
something in the environment to use inspect it.

Steamer Trunk: Click here to hide and reveal your
inventory, though I'm not sure why you'd do this.

"Thataway" Finger Button: Bring up the menu. From here, you
can save, load, go to options, return to the main menu, or
quit to DOS.

Left-click on an item in your inventory: Click onto
somewhere in the environment (person, place, etc.) to try
and use/give the item with where you clicked.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
3:2 - Important Things To Know
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Yes, you can die in this game. There are several times when
Ripley is in danger, and most times, they can end in
disaster. If you do die, don't worry. The game will
transport you to just before whatever mouse-click was fatal
(or, in a few cases, the lack of mouse-click that was
fatal.)

You have infinite continues, also. You can keep dying in
many and varied ways and laugh as he constantly meets his
maker, and the game will forgive you and give you another
chance. I bet we'd all want whetever deal he cut with the
devil to get that. "You messed up? Well, I'll put you back to
before you did that." Oh, to dream...

If you get stuck, sometimes it's just because you haven't
been back to a place that has something new you should
grab, or because you haven't talked to someone who has
something new to say. Sometimes it's just that you didn't
try something after talking to someone about it. (The
driftwood puffin puzzle is an excellent example of this,
though the bug makes it kinda weird.)

Then again, sometimes you get stuck because the puzzles are
outrageous. That's what I'm here for.

=====================================================================
                 CHAPTER 4: INTRODUCTION CINEMA
=====================================================================

On your first boot, the introduction will start
automatically. Here we are in Egypt, 1936. A figure rises
above a large dune of desert sand. It's the hero of this
tale, Robert Ripley, of Believe It Or Not fame.

Following him are two strangers in black. One fires a rifle
at Ripley, and Ripley runs to the only landmark visible. In
his haste, he drops his satchel. The two strangers corner
him against the statue. With the rifle aimed between
Ripley's eyes, it all looks grim...

From unearthly lungs come a hideous snarling cry. The two
strangers look up, and their masks drop. Ripley sees they
are two Chinese men, one small, and one very big with
glasses. As the roaring continues, they run away, taking
your satchel with them.

Ripley breathes a sigh of relief, looking behind him to see
the Speaking Statue of Memnon, roaring with its
exhaustless, hundred-foot stone lungs.

"Call it the wind or what you will; the statue spoke.
Believe it or not!" were the words Ripley swooned his
Chinese girlfriend, the very lovely Mei Chen, with. They
waited for the dirigible to take them both back to New
York. But in the distance are the two men who nearly made
this game very short indeed...

As Ripley and Mei Chen come to the Odditorium, Ripley's
bizarre museum, they realize the door isn't even closed,
much less locked. As they enter, they realize the king
cobra is out of the glass case as well.

Ripley walks into his office and finds Feng Li, the man
running the Odditorium, tied to a chair, with the king
cobra sitting on the desk. Feng Li's candle (on his head)
is keeping the cobra at bay, but it's not long until that
fuse runs out...

=====================================================================
                       CHAPTER 5: NEW YORK
=====================================================================

The game dumps you directly into the panic. You're in the
gameplay, and Mei Chen yells, "Robert! Do something!" Even
though Mei Chen is a martial artist of some note, they
don't work very well against snakes. Feng Li has it
mesmerized with his candle, but there isn't much candle
left. Looks like it's up to you....

There are two ways to deal with the snake: If you look
around the office, the only things that would do any good
are the samurai sword sitting on top of the flat file, and
the snake handling stick on the floor, presumably used to
get the snake in the office in the first place.

Use either of them, but if you choose to chop up the snake,
the Odditorium will lose it's most prized attraction. Feng
Li is more valuable than any snake anyway...

DEATH POTENTIAL: If you wait a minute when Feng Li is in
peril, the candle will extinguish and Ripley and Feng Li
will both be bitten and die. It will resume when Mei says
"Robert! Do something!"

In the cinema, Feng Li explains two Chinese men broke in
after the Odditorium closed. One was small, and one was
large with glasses. The same men that stole Ripley's notes
in Egypt? They wanted Ripley's file on the tomb of Chin
Shih Huang-di, China's first emperor. The tomb is supposed
to hold the Emperor's Seal, an incredible talisman that has
the power to unite China.

Ripley and Mei Chen plan a trip to Peiping immediately.
When you regain control, you can leave the Odditorium
straight away, but you may wanna check out some of the
strange exhibits they have around. Some are very funny. If
you feel so inclined, you can grab the Turtle Treats that
sit in drawer of the display case near the doorway in the
next room. You won't need them yet, but if you get hungry
on the plane...

When you arrive at Posh Express New York, you'll be in the
clothes you spend the rest of your journey in. If you think
the helmet looks stupid, tough. He never takes it off. From
Posh Express, book passage with George to the only choice
you have available to you: Peiping.

=====================================================================
                   CHAPTER 6: PEIPING, CHINA
=====================================================================

Ahh... China just before World War II. Not where you want
to be.

At Posh Express Peiping, after Qian Shu greets you, make
sure you get some Chinese Yuan. Then, head to the streets.
Mei Chen will lead you to the Hall of Classics, wherein
lies Lu's Tablet. Printed on it are many different scripts,
which holds his almost incomprehensible riddle.

In front of the Hall of Classics, there's a basket full of
severed heads. The sign says "Thieves." They don't deal
with crime like that in America, but we also have a lot of
thieves....

Before you can enter, a guard says you need to have a pass.
Mei Chen will try to get them, but it will take a while.
Ripley says, "I wager I'll be meeting you from the inside."
This is the subtle hint that says the game will not
progress unless you get in there on your own.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
6:1 -  Getting Into The Hall Of Classics
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

The things you should note about the Peiping street are:
- The holed wall between the trading post and the herb
shop.
- The alley behind the blacksmith shop.
- The old woman feeding birds.
- The irritating peasant. If you talk to the peasant, or go
to the blacksmith's alley, he will always follow you
around.
- At the far end of the street, an official blocks an
archway. You can't get by him. "You must have a pass."
he says. Ask him where you get a pass and he points
behind him and says, "Through there."

Cartoon Alert: Anywhere in the Chinese road, you can sketch
and make a cartoon of Chin Shih Huang-di, the first emperor
of China.

Head for the blacksmith's alley. It's the alley in the center
of the street. Among the junk, There's a broken carriage
wheel among the rubble. If you try to pick up the wheel, it
will break, exposing the wooden spokes. You can take these
spokes, as they are obviously worthless to a blacksmith.

DEATH POTENTIAL: If you try to steal anything metal from the
alley behind the blacksmith's shop while the peasant is there,
the peasant will cry "Thief!" You can put the object back down
and prevent his wrath, or else face the dire consequences of
30's Chinese justice. For a lead pipe, it's not worth losing
your head over.

While you're here, look on the steps near the door. There's
some junk there, but something catches Ripley's eye. You
can pay the peasant (Yuan, of course) for...

Oddity Alert: The Rebus Amulet. It's two musical stones
joined at a disc. It's supposed to bring good luck. To
Ripley, it will hopefully bring him good fortune.

Now, theoretically, you could push the spoke through the
holes in the holed wall and make a ladder. But the peasant
would spot you. Ever since you visited the alley, he's
following you like a pet.

DEATH POTENTIAL: Do so, and he will see you trying to get
into the Hall of Classics and tattle. The official at the
far end of the street will walk you away to a certain,
headless demise.

The old lady has the secret to getting the peasant out of
your hair. Though you speak no Chinese, you can see she is
serving the birdseed out of a helmet used in the Great War
(WWI). You have a picture of yourself serving in the Great
War. The barter becomes clear, and you treasure the helmet
forever...

Not really. You now have another tantalizing metal thing.
But how to use it? If you know the Rules of Graphic
Adventure Games, one of the big ones is: Unless it's a
bribe, giving someone anything straight out rarely gets
you anywhere. What can you do?

Look to the blacksmith's shop. There's a low awning. It's
partially obscured by a tree, but it's also just above
Ripley's head. You can place the helmet on top of the
awning, and the beggar will focus on getting it, rather
than getting you in trouble.

With no further distractions, you may now proceed to the
holed wall of the Hall of Classics. Using the seven spokes,
stick them into the wall and use them as a ladder of sorts.
Listen closely as you stick the fourth spoke through.

You fall over the wall, and a few seconds later, Mei Chen
walks in through the archway. "Mei! What kept you?" Sez
Ripley. Mei gives you a pass, so returning into the Hall of
Classics is much easier.

Cartoon Alert: Sketch this amazing place, the Hall of
Classics, the only written history of China after Huang-di
ordered all history destroyed, so it may begin with him.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
6:2 - Learning About Master Lu's Tablet
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Before running off, look to where you just fell. If you
were observant, you could hear something drop as you pushed
the fourth spoke through. Pick it up.

Oddity Alert: The Silver Butterfly. They were once used as
currency in China. It probably sat there for a VERY long
time.

Walk to the left end of the Hall of Classics. At the end is
a guard, standing next to a mallet and gong. The guard
doesn't allow you to walk in. Pick up the mallet and use it
against the gong. An acolyte is summoned.

When speaking to the acolyte, you might want to be
diplomatic. Remember how strongly this guy thinks of the
Hall of Classics. To avoid offending him, say "I guess you
could say I'm a student of life..." then "Oh, Neither.."
then "None that compare to..."

As you talk to the acolyte, you learn of an attempt to
steal Master Lu's tablet that happened just after
Twelvetrees visited the Hall of Classics. After this,
nobody has been allowed to see the tablet.

It's not as if seeing the tablet would do you any good. The
tablet contains scripts of three distant lands, a small
sampling the many lands Master Lu traveled to in his search
for the elixir of life. While he never found it, he was the
main person who made absolutely sure that the Emperor's
Seal would not be plundered until the world was in peace.

The three lands with script on the tablet are Sikkim, in
the Himalayas, Easter Island, in South America, and a lost
city in the Andes. The scripts for the lands have never
been interpreted, as they all have been unused for several
centuries.

Ripley and the acolyte come to an agreement. If Von Seltsam
has a "key" to the tablet, and you are in a position to get
the scripts, then you might be able to get the Emperor's
Seal and bring it to the Hall of Classics for safekeeping.

Your mission is set before you. Head to Danzig to get the
"Key" from the Sixth Baron von Seltsam, find Rosetta stones
of the three ancient scripts on the tablet, and enter the
Emperor's tomb. First step: Head to Danzig and meet with
the Sixth Baron von Seltsam at Schloss Pik-As.

Posh Express: It's everywhere you wanna be. Head back to
Qian Shu. If you have them, send the Rebus Amulet and
Silver Butterfly to Feng Li. Then, book passage for Danzig.

=====================================================================
                    CHAPTER 7: DANZIG, POMERANIA
=====================================================================

As you arrive in Posh Express Danzig, Horst, the agent,
greets you, and tells you about the taxi stand near, which
you can take to Schloss Pik-As. Don't forget to change your
American dollars into Pomeranian marks.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
7:1 - About Schloss Pik-As
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

The taxi ride serves as slight exposition for what real
state the small city-state of Pomerania is in. Ripley says,
"The so-called 'Free City of Danzig.' Perched precariously
between Poland and Nazi Germany. How much longer will it
remain free?"

As you approach, you notice Schloss Pik-As is a castle,
decorated with hundreds of spades. The cabdriver tells you
"Schloss Pik-As" means "Castle of The Ace of Spades."

Cartoon Alert: The Schloss Pik-As would make for an amusing
cartoon. Sketch it.

As you approach Ace of Spades Castle, you meet a cranky
gardener who goes by the name Wolf. The grounds of the
castle represent an almost insurmountable horticultural
task for one gardener, so he has a right to be grumpy.

With the Pomeranian marks, you can ask him for the story of
how the house came to be, how he comes by the name Wolf,
but the funniest thing he can do for you is take you to see
the Sixth Baron von Seltsam. He demands payment, but if you
cough it up, he'll lead you right to him.

..right to a tomb. "The old Baron is DEAD??" exclaims
Ripley, with the greatest ignorance I've ever heard. As it
turns out, he died in February, a few weeks after writing
the letter that put you on this path. His son Albert has
inherited the title of Baron.

Even if you don't have Wolf tell you anything, the butler
indoors will tell you all the exposition you need to know.
The story of most particular note is the tale of how the
Ace of Spades Castle came to be.

Otto 6th Baron Von Seltsam was at a poker game. There was
more money on the table than you could probably imagine.
Otto would have lost the hand... if he had not drawn the
Ace of Spades to complete a Royal Flush and win the hand!
He built the Schloss Pik-As in honor of the event.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
7:2 - Talking With The Baron
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

After you know of Schloss Pik-As' history, the butler will
instruct you to wait in the sitting room. In a moment,
Albert 7th Baron von Seltsam will arrive. "Forgive the
tennis togs..." He asks.

In your long conversation, you mention how you're taking on
the last quest of his father's on. Albert confesses he
knows little about the Orient, while his father is a great
Orientalist.

The conversation also shows von Seltsam is no Nazi
sympathizer. He understands the great severity of having
three countries of evil surrounding the world. He even
makes the great claim that they will lead Earth into the
unthinkable: a Second World War.

He tells of his father's esoteric scientific interest. He
had a laboratory built somewhere in the Schloss Pik-As. Von
Seltsam gives you permission to search for it. He also
gives you permission to find the "key" to the tablet, which
Ripley then discloses that he believes it's not a regular
key (E.G., skeleton key or something), but an overlay to
the tablet to show which text needs to be deciphered.

The only rooms he gives you permission to search are the
Baron's Billiards Room and the Sitting Room you are in.
Baron warns you about the Billiards room, telling you it's
cursed with the powerful misfortune of the Russian Crown
Jewel, the Romanov Emerald. The Baron would love to get rid
of the cursed thing, but it is nowhere to be found inside
the Billiard's Room. The only indication of its presence is
it's evil presence emanating in the room.

With that, the Baron says he has a train to catch, and must
run. Ripley thanks the Baron for his hospitality, and
promises he will do what he can.

While you're in the Sitting Room, look at one of the
couches. One of them has something sticking out from
beneath it. Grab it...

Oddity Alert: The Fifty Million Mark Note. This would be
worth a fortune, but in the current times, the Mark is "as
worthless as Confederate money." But to Ripley, it could
provide a few "Oooh!"s and "Ahh!"s.

---------------------------------------------------------------------

Nota Bene: From this point in the game, you can begin any
quest you like: You can try and get the script from either
Sikkim, Easter Island, the pre-Inca settlement, or obtain
the "key" to Master Lu's tablet. The order here doesn't
mean anything.

=====================================================================
                 CHAPTER 8: MASTER LU'S "KEY"
=====================================================================

The "Key" of Master Lu's tablet is probably the most
important part of deciphering the tablet. Ripley theorized
it holds the key to showing what scripts on it are to be
translated. Without it, you'd have a gigantic Boggle board
of meaningless words.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
8:1 - Investigating The Tomb
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

At any point after the conversation with the young Baron,
you can walk to the graveyard where the old Baron's tomb
stands. Wolf should be there, using the edger on an urn
filled with dirt.

If you look carefully at the tomb, you can see there is a
bell suspended from one part of the tomb. Ripley's never
seen one quite like that before. Go ahead and ask Wolf
about it. Yeah, you have to pay him, but what else do you
have to buy with marks in this game? There's no lemonade
stand or anything...

He'll tell you of the Baron's terrible, almost irrational
fear of being buried alive. The tomb was built with vents
for air and a hole in the coffin allows for air and a rope
to be threaded through. The rope is connected to the bell.
Should he awaken, he will ring the bell, and Wolf will
unlock the tomb door.

For all you skeptics for the likelihood of the Baron's
resurrection, remember, "The Baron was a remarkable man."

Well, so is Ripley.

After Wolf walks off, look to see that he has left his
edger and his stepladder. You can pick them both up, but
Wolf will not let you leave the premises with them; he
needs them to work.

The edger you picked up is very long. You could reach the
bell and manually ring it. Maybe that will have Wolf unlock
the door. Go ahead and try it.

Nope. He sees you there, and scolds you for the disrespect.
This is going to be more complicated than Ripley thought.

Maybe you should look into the tomb to see what you can
find. Use the ladder on the steps leading to the tomb.
Climb the ladder and manipulate the grate. Not much to see
from that angle except a beam running to the end of the
tomb, with the rope the bell is attached to running
perpendicular to it.

Not much you can do here right now. But before you leave...

Cartoon Alert: The epitaphs on the gravestones give you
enough material for two cartoons. Sketch them twice, and
you'll be raking in the sepulchral fun.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
8:2 - Infiltrating The Tomb
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

If you want to get in there, you're going to need some
assistance. Some reptilian assistance.

Book passage back to New York. You know you want to...

DEATH POTENTIAL: If Feng Li is sending you radiograms that
say "Warrant out for your arrest," I don't think I have to
tell you that you shouldn't return to New York. If you try
to leave Posh Express, the New York State Marshall will
arrest you, and the game will be over. Just book passage
out of there and find some oddities.

If you talk to Feng Li, you can talk to him about his
turtle. You say he doesn't live up to the rest of the
exhibits. Feng Li says: "That YOUR opinion."

Bar absolutely none, that's my favorite line in the game.
At any rate, the little turtle might be able to live up to
the other exhibits soon enough.

Just before the door of that room sits a small glass case.
In there sits Feng Li's pet turtle. He's a small little guy
with a candle on his back. I think he's sick of that little
case. Let's bring him on a vacation. And if you haven't
yet, grab the turtle treats. Don't want the little fella to
starve to death, now do we?

Head back to Danzig, and the Schloss Pik-As. You probably
figured you can have the turtle walk down the beam in the
tomb, but now the stepladder is gone!

Crap.

Wolf is working on the topiary on the side of the castle,
near the sundial. He's standing above a plank, and his
edger rests on the square hedge. The plank and edger might
come in handy, but you can't just snatch them from right
under his nose. There's got to be a way to get him away
from there...

Walk back out the first topiary he worked on, the one in
the front yard. It's so precisely shaped. How nice... let's
tear it apart. Manipulate the topiary and watch Ripley
savagely mutilate the wonderful topiary.

This should get Wolf's attention. Talk to Wolf and tell him
the unfortunates. He'll leave that topiary to attend to the
ruined one.

Now's your chance. grab the plank and the edger and return
to the tomb. The plank can act as a boost up if you rest it
on the two urns. Manipulate the plank to stand on it. Open
the grate.

For some reason, if you don't do this right, Ripley will
close the grate and descend from the plank. It's a tiny bug
of small annoyance, but it's worth mentioning.

Set the turtle down in the vent. He doesn't do anything.
That's in his blood as a turtle. Ripley will pick him back
up.

Question: What makes a turtle want to go somewhere? Answer:
Treats. Set a turtle treat down. But that's not going to
help him move. Remember China. Just giving the helmet
wouldn't get the beggar out of your hair, and just giving
the treat to the turtle isn't going to accomplish much.

After you've placed the treat down, use the edger on it to
slide it down on the beam. NOW set the turtle down. A
picture-in-picture will show you the action, as the turtle
slowly creeps its way along the beam, lugging that candle
on his back.

And no, you don't need to light the candle. I thought that,
too. But you don't want to burn the rope holding the bell.
THEN how would you set it off??

Ripley will take the plank off the urns, and set the
borrowed tools where they belong. He'll sit by the gateway
to the side of the castle. Wolf will be cutting the
topiary, but will ignore the bell... until he sees you
standing there.

"Herr Ripley! The bell! I thought it might be you..." Sez
Wolf.

"Nope." Sez Ripley simply.

Wolf runs to the tomb and unlocks it. Seeing the rope in
the casket moving, he flees. Ripley is calmer, knowing the
trick. On every wall of the tomb, there is the Chinese
symbol for long life. The old Baron obviously had a great
interest in acquiring infinite life, especially when the
road began to shorten.

The baron has kept the ceramic mask, which he believes
holds the key to which bits of language needs to be
deciphered, in his tomb, along with a message explaining
how he obtained from a Japanese gent he employed long ago.
With the changing situation in Japan and the disappearance
of the gent, the fate of that knowledge is unknown.

The Baron was too weak at the end of his life to obtain the
seal, but he was able to take his knowledge to the grave
with him, and hope the seal falls into good
hands.

"I'll do my best, Baron." Says Ripley, standing at the
casket. "I promise you."

You head back to the Posh Express with no oddities found,
but you still have a very delicate package to send back;
Feng Li's turtle. Handle with care.

=====================================================================
                  CHAPTER 9: EASTER ISLAND
=====================================================================

Easter Island has commonly been a backdrop for tales of the
fantastic, and for good reason. Easter Island's mysterious
and beautiful stone heads have become an attraction for the
entire world. However, in the 1930's, few people knew they
existed. Of course, our hero certainly knows it well.

Cartoon Alert: Anywhere on Easter Island, you can make a
cartoon of this incredible land.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
9:1 - Exploring The Island
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

After booking passage from Lima, you arrive on Easter
Island. There's a shed, a cozy house, and an archeological
dig all on this screen. You can't tell right now, but
there's also a quarry and a beach. But before you go there,
you need to talk to someone.

---------------------------------------------------------------------
9:1:1 - Dr. Twelvetrees
---------------------------------------------------------------------

There's somebody actively digging at the altar, where the
archeological dig is. Whoever it is has their shirt hanging
on the nearby pole. It's quite hot on the island, so it
makes enough sense.

If you talk to the person in the pit, try to take the
shirt, pole, enter the shed or house, or try to leave the
map, you begin a conversation with the person in the pit, a
shirtless and stunning lady. Ripley tries small talk, but
she has you grab her shirt instead.

Ripley, in all his natural grace, tears the sleeve from the
shirt as he jerks it off the pole. "Swell." Says the
blonde. She walks from the pit, and firmly asks if she can
help you. You ask for Dr. Twelvetrees, and she reveals,
much to his chagrin, that SHE is Dr. Twelvetrees!

When I first played, and found out "Twelvetrees" was a
woman, I wasn't expecting that. Not because women can't be
archeologists, but that when I picture a "Twelvetrees," I
thought of a very fat guy with suspenders and a fedora.
Well, enough of my mental illness...

The doctor isn't very accommodating at first, mainly
because she doesn't want you messing about at a very
fragile archeological dig. She also doesn't understand why
you have such an interest in Master Lu.

    "Of what interest does an ancient sage have for the
man who brought us an hourglass filled with jellybeans?"
                                       -- Twelvetrees

    "Ah, so you've been to the Odditorium?" -- Ripley

You do learn about Twelvetrees' reason for seeing the
tablet in Peiping: she wanted to find Rongorongo script on
it. Rongorongo script has never been deciphered, but she
hoped the Hall of Classics' tablet would hold a key to
their translation. But it was scrambled up with other
scripts. It wasn't much help.

Ripley and Twelvetrees don't have a very happy meeting;
they're just incompatible, I guess. Eventually, she gives
you the choice to either trust her, and compare notes, or
go your separate ways.

Choose to trust her, and the game will proceed. If you
choose not to trust her, there's not much else you can do.
Talk to her again, and Ripley will surrender and trust her.
You DO need to trust her, as she know a lot more about
Easter Island than you do.

After you confide your plan to the doctor, she believes
it... almost. However, she's at least cooperating. She
takes you to a sample of Easter Island script on a fallen
stone head north of there.

The fragment of script isn't of much help, though.
Twelvetrees can't translate it and it's doubtful it has any
bearing on the location of the Rongorongo. The stone head
has a pupil sunk low into its left eye. You can't grab it,
however; it's made of obsidian, black volcanic glass. It's
black, volcanic, and glass. Three things that, when you
include Mr. Beating Sun equals burned fingers.

---------------------------------------------------------------------
9:1:2 - The Old Woman
---------------------------------------------------------------------

There's a quarry west of that location, and a beach east of
there, but the doctor will stop you before you can wander
off.

She tells you of an old woman who has been going to the
beach every day, for her family's honor to be restored. The
doctor talks about how, long ago, the subjects of the
islands were going to pass a watching god statue set along
the beach and a lookout watching with the god. The old
woman is a descendant of the original lookout.

To avoid the god's wrath, the subjects turned the statue
into the cliffside and passed without the watching god
seeing. The legend says that the lookout ran away in fear,
but the old woman does not believe her ancestor was a
coward.

Twelvetrees returns to her dig and leaves you to explore
the island. You're now on the beach where the old woman
prays. The beach has some stone floors, from ancient
volcanic activity. You can see the overturned statue facing
the hillside, and the woman praying near it.

Now, approach the old woman and talk to her. You know why
she prays, and she tells you of a vision she had of a great
man crossing the seas to restore the honor of her family.
"If the watching god can be made to see, then all will know
the truth."

Sounds like a dandy place to start. But a quick look at
your inventory should show that you have no means
whatsoever of shifting that statue. Maybe you should look
around and see what you can gather.

Near the water, at the bottom-left corner of the screen,
there's a driftwood puffin in the sand. The piece missing
prevents it from being a real find for the Odditorium, but
it could still be of some use. Go ahead and grab it.

Near the stand where the watching god once sat is a
driftwood stump. It has a lateral crack along the top of
the stump. It's petrified, and it's not shaped like a
puffin, but that just means it must be useful. Grab that,
too.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
9:2 - Help The Watching God See Again
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Head back to Twelvetrees' dig. She has left a note on her
house saying she'll be back soon, as she's left for the
settlement for supplies. Obviously, you want to take an
opportunity from her absence. Since the note is addressed
to you, go ahead and take it. It's written on the back of a
map. Ripley folds that into his journal.

Enter the shed that sits near the house. Inside is a simple
gas generator started with a pull cord. The door has a rope
attached to it, used for tying the door open. Along the
wall is a wire that runs out of the shed to the house. Take
the pull cord.

Leave the shed and look to the dig. At the corner of the
dig is the pole with the sleeve still sitting on it, a
monument to your awkward introduction to Twelvetrees. The
pole would certainly come in handy, but it's the doctor's,
not yours.

..

Ah, what the hell? You can grab it anyway. "She'll never
miss it. I can bring it back later." If the sleeve is still
there, you grab that as well. The sleeve is nice... I
wonder what she was wearing a long-sleeved shirt on an
equatorial island. Mm.. it smells like her... ohh... what
was I saying?

If you didn't grab all of the above four things,
Twelvetrees won't return from the settlement. Obviously, if
she came back too early, she'd prohibit you from taking her
stuff and you might get stuck. Grab all of the things to
make her return.

---------------------------------------------------------------------
9:2:1 - Turn The God Away From The Cliff
---------------------------------------------------------------------

Walk back to the beach. You can see the statue tipped over,
as it was before, and presumably has been for a number of
years. The statue is actually resting on a red topknot.
Just preceding that is a hole in the stone of the ground.
You probably figured that the pole is what you need as a
lever to jimmy the statue.

Take the driftwood stump and stick it into the hole near
the statue, then stick the pole onto the stump. Ripley will
jam the pole in between the topknot and the statue.
Manipulate it, and watch the immense strength of Ripley...
well, the slight strength or Ripley as he forces the statue
to spin a bit, and now face the ocean.

The old woman stands, and you say "The watching god can see
again." But the woman is dissatisfied. One of the eyes is
missing from the statue. Even though people can see with
one eye, apparently gods cannot. Powerful god my ass...
She sits back down, and continues to pray.

This'll be harder than you thought, Ripley...

You can talk to the doctor again, if you feel like it.
She'll tell you the islanders used to make the pupils for
the statues out of obsidian. But with all the thieves on
the island, it's uncertain what's left of them.

Speaking of thieves, she asks if you've seen her pole. You
duck the bullet, but now she's suspicious.

---------------------------------------------------------------------
9:2:2 - The Cornea Of The Eye
---------------------------------------------------------------------

Head back to Posh Express Lima. if you didn't see them
before, there are a lot of puffins all over the room. It's
a unique collection to say the least. Ask Matteo about them
("You have some interesting..." or "I'm still
intrigued...", then "Someone here must...") and he'll break
your heart with the story of his ailing son. They used to
go to the beach to watch the funny little birds. But now
that he's sick, the puffins come to him. The Posh Express
office is decorated with the puffins he has no room for in
the house.

On the desk, there sits a clock that looks like an eye,
with the pupil being the mechanics of the clock. Matteo Ask
him about the clock ("This clock; may I..."). He'll tell
you how the clock has been in the family since his
grandfather had it made by a great clockmaker in
Switzerland. The original casing broke long ago, but the
coral was in the same shape as the original, so he used
that. "People are always watching the clock. He wanted one
that would look back."

VERY ODD BUG ALERT: One thing I remember VERY well about
playing this game in my youth was the fact that, as obvious
as it was that you give the driftwood puffin to Matteo as
barter for the clock facing, the game had an error. Even
though we knew his son liked puffins and everything about
the clock, he wouldn't instigate the trade. I have not been
able to repeat this bug, so I am not certain what brings
it, nor what remedies it. It DID work eventually, so you
might have to talk about his son again or something.

Present the driftwood puffin to Matteo and he will make the
trade for the clock facing, sticking the clock into the
hole in the puffin. Now, you can return to the old woman on
Easter Island, and present her with the cornea. But she
STILL is dissatisfied. The eye is "not complete." You need
to find the white part of the eye as well. Grr... she's so
picky...

---------------------------------------------------------------------
9:2:3 - The Pupil of The Eye
---------------------------------------------------------------------

On the roadway between the beach and quarry (where the
fallen head is, you may have noticed the black obsidian
pupil in the eye, looking to the ground. Before, you
couldn't grab it, since it was too hot. It's also probably
not a good idea to "hot-potato" the thing, if only because
you'll burn your delicate sketching hands.

But equipped with the sleeve of Twelvetrees' shirt, you can
snatch the hot obsidian with no fear. Now, you can present
the pupil to the old woman.

She is, of course, now convinced you are the one from her
vision, so she allows you to participate in the ancient
ritual... of giving her a boost. She climbs on your back
and replaces the eye. But something in the hole in the
hillside where the watching god's face once sat caught her
eye. She hops on your back again and finds some very old
bones.

"The bones of the grandfather of my grandfathers!" She
exclaims. He did not run away at all, but the subjects
pushed the watching god on top of him, thusly killing two
birds with one stone.

She walks off to give his ancestor's bones the rest they've
waited for so long to receive. Before she leaves, she gives
the cryptic hint that her ancestor was "the keeper of a
great secret."

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
9:3 - Finding The Rongorongo Tablet
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

You're not necessarily hot on the scent of the Rongorongo,
but you can figure that you'll eventually cross paths with
the old tablet. If only that was the only thing that
crossed your path.

---------------------------------------------------------------------
9:3:1 - A Great Secret
---------------------------------------------------------------------

Obviously, you might want to bring Twelvetrees into this
whole "great secret" crap; this could have some great
archeological significance. Walk to her dig, and convince
her to follow you to it.

She's astounded that you managed to shift the statue. "Hey,
that looks like my pole..." Nevertheless, she asks Ripley
for--you guessed it--a boost up. She pulls out her lighter
and sees two things the watcher probably held as he was
crushed.

Unfortunately, Ripley's clumsy, and drops both of them on
their asses. The artifacts seem undamaged, thankfully. But,
Twelvetrees quickly notes that they are not of much great
archeological significance. One's a navigational map made
from grass and many sea things, and a red stone in the
center. The other's a simple whalebone horn. Neither of
them are old enough to really have much bearing on the
Rongorongo, Twelvetrees theorizes. She gives them to you,
and resumes her dig.

In the fall, she dropped her lighter as well. Grab that as
well. Now you can BURN STUFF! Yeah!! ...or not. Oh, well.
Remember: More inventory=progress.

---------------------------------------------------------------------
9:3:2 - The Map
---------------------------------------------------------------------

Before resuming her dig, Twelvetrees said the stone in the
center of the "map" is from the quarry, west of the fallen
head on the path. The four sea things on the map are a
scallop, a sea horse, a shark's tooth, and a starfish.
Since the red stone is from the quarry, the map,
theoretically is of the quarry.

Ripley quickly learns that there are a LOT of red rocks in
the quarry. There are also a lot of stone heads. Explore
the quarry, using the map that Twelvetrees made as a guide.
Head to the location 1-F on the map. There should be a
starfish carved into the stone head. On the stick-and-shell
map, there's a starfish in the bottom-right corner of the
map. This is obviously more than a happy coincidence.

You can explore the quarry for the other three glyphs on
your own, if you feel like it, but I'll list their
locations here.

Upper-Left    5-B    Scallop
Lower-Left    2-A    Seahorse
Upper-Right   6-E    Shark's Tooth
Lower-Right   1-F    Starfish

With all the glyphs on Twelvetrees' map, look at the stick-
and-shell map. An X runs through the red stone with the
four sea things as the X's vertices. It's not exactly
scaled, but the map shows that the red stone where the X
marks has some significance. It's in location 4-C on the
map.

At location 4-C, there is a formidable red boulder sitting
there. It has a narrow crack running through it. The crack
disappears behind a gray rock sitting on a small field of
sun-baked clay. Try to manipulate the rock out of the way.
Since you aren't Superman (hell, you aren't even Underdog),
the rock doesn't budge. You could moisten the clay to help
the rock move, but I don't think Ripley can spit that
much...

---------------------------------------------------------------------
9:3:3 Moving The Stone
---------------------------------------------------------------------

Walk back to the beach where the watching god is. The water
at the bottom-left of the screen sure is... watery. You
only have one thing that could effectively hold water; the
whale bone horn. Unfortunately, in it's current state, it </pre><pre id="faqspan-2">
will just slide out the other side. You need to plug it up
with something. And since there aren't any other gas
generators that need starting, the pull cord should do
nicely. Put the two together in your inventory. Now the
water will no longer slide out the back.

Walk back to the red boulder. Use the whale horn on the
clay, and manipulate the gray stone. The stone will glide
gracelessly along the clay, revealing the rest of the
fissure. And, lookie! There's something in there. (it would
be rather fruitless for there to be nothing at all behind
it, wouldn't it?)

Go ahead and grab it. It's a stick with some very ancient
script on it, and arrangements of ever-ascending characters
below them. Ripley can't make much sense of it, but Dr.
Twelvetrees might. Head back to her dig.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
9:4 - Save Twelvetrees' Life
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Uh-oh. I believe you know these two. It's the two Chinese
gentlemen who almost made an end of you in Egypt and Feng
Li in the states. Shen Gou and Kuang are their names, but
you've never really met. They've got Twelvetrees tied to
her house and are intent on coercing anything they can out
of her. It may not be entirely "politically-correct" to
have a damsel in distress, but this WAS the thirties, and
she's just an archeologist...

Regardless, you have to save her. Look to the generator
shed. There's a window in the back of it. It's unlocked, so
you can stay in there and do your scheming.

On the floor of the shed is a spark plug tool, used for
loosening the gas plug. "That wasn't there before..." Sez
Ripley. Twelvetrees might have been fiddling with the gas
tank before the two thugs got their hands on her. A tank
full of gas would make a handy weapon against the thugs...
if used properly.

That's right. Ripley's thinking "Bomb!" You might have
gotten this idea yourself by looking at the back of the
box... If you want to try to build it yourself, (which, I
don't doubt, will be infinitely satisfying), I'll give you
one hint: All the parts you need that aren't in the shed
were given to you or "borrowed" by Twelvetrees.

Quite obviously, you want to use Twelvetrees' lighter to
set off the gasoline, but you don't want to do it with you
inside the hut. That would hurt, and there's no guarantee
the thugs will be close enough to take them out. The trick
is to make the Chinese thugs set off the bomb on their own.

Maybe you remember when you first met Twelvetrees that the
door to the hut was being held open by a small wire. The
wire is on the door handle. If you could attach that wire
to the plug in the gas cap... no, that won't work. The
wire's too short, and the gas plug probably won't tie to it
anyway.

Depending from the red gas tank, between its two legs, is
the gas drain plug. Use the spark plug tool to undo it.
Ripley will leave the cap on just enough so the gas won't
spill out. He could take the plug out if he had a stopper,
but he doesn't have one.

The two above problems are easily remedied. It's pretty
easy to miss, since it's probably still stuck in the
whalebone horn. Manipulate the horn and pull cord, and
they'll come apart. Now, you can tie the pull cord's rope
end to the wire attached to the door, and plug the gas
drain with the wooden handle. With a little luck, opening
the door will result in the gas drain opening, and spilling
the gas.

But the bomb is not complete. Just because you jimmied the
gas to go everywhere doesn't mean it'll do anything but
make a mess. THIS is where Twelvetrees' lighter comes in
handy. Place it on the ground. Yeah, Ripley won't put it
directly under the tank like he probably should have, but
the gas fumes would probably set it off anyway.

Now, you have to get the attention of the bastards. You
could wiggle the wire running along the high part of the
wall, but that's not as funny as blowing the whale horn.
Either way, they will lose interest in Samantha
momentarily, and head to the shed. Make certain that your
next mouse-click is heading out the window and out of the
way of the fireworks.

DEATH POTENTIALS: There's a lot of ways to mess this up.
With Shen Gou holding a gun and gallons of detonatable
stuff at your disposal, this could easily turn sour. I
highly recommend having fun with this.

Here are all the ways you can die that get a different
reaction.

- Outside of the shed, walking up to the thugs.
- Outside of the shed, trying to talk to Twelvetrees
- Outside of the shed, trying to talk to the thugs.
- Outside of the shed, blowing the whale horn.
- Inside of the shed, starting the generator.
- Inside of the shed, wiggling the wire on the wall or
blowing the whale horn and failing to leave on your next
click, without the bomb completely set up.
- Inside of the shed, wiggling the wire on the wall or
blowing the whale horn and failing to leave on your next
click, with the bomb completely set up.

If you do it right, the two thugs are history, and
Twelvetrees is saved. Happy day...

Ripley goes to untie Twelvetrees, who now lets you call her
"Samantha." You briefly explain that the two former
cutthroats are working for whoever is after the Emperor's
Seal. But, since they're dead, at least their plan has been
slowed.

Ripley then presents the Rongorongo to Samantha, who
confirms what the glyphs mean. She figures it's a Rosetta's
stone written a long time ago by a villager who wanted the
language to not be lost. The symbols on the bottom, the
ever-ascending ones, she says, are numbers. One, two,
three, and all that.

You quickly sketch the glyphs, and give the Rongorongo to
her to aid her research, and something to remember you by.
You have to leave, but not before Twelvetrees gives you
something to remember her by...

Aww... how sweet. Mei Ling will kick your ass when they
meet again. And with that thought, you take the lonely
plane back to Lima.


=====================================================================
       CHAPTER 10: THE TEMPLE OF THE HIDDEN WAY, SIKKIM
=====================================================================

On your arrival to Sikkim, you introduce yourself to the
Posh Express Sikkim agent, Taranjeet. You aren't greatly
familiar with the terrain of Sikkim, but he shows you how
to get to the Temple of the Hidden Way. While you're here,
pick up a brochure in the rack on the counter. It is a
guide to prayer wheels of the Himalayas. It will come in
handy. You can buy some rupees, but they don't do you any
good. Nobody you run into has anything to buy.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
10:1 - Gain Entry To The Temple
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Leave the Posh Express office and you will approach the
gates to the Temple of the Hidden Way. There's a guard
standing in the way of the doorway. As you might have
gathered, he bars you from entering, as you must be a
member of the temple to do so. To join the temple, you need
to surrender years of your life to solitary confinement and
study like hell.

As great as that offer is, you just don't have that kind of
time. As you talk to him, you can see his is immune to
bribery as well. The ring he wears, the red stone with the
gold edging, is the signature of a member of the temple,
but you cannot get that off him either.

Other than a little insight on Master Lu (he mentions
master Lu's "book", which contains Sikkimese and Chinese
glyphs at the end of the Hidden Way), and telling you what
you need to do once you get INTO the temple (rearrange the
incorrect prayer wheels, and find he who has studied the
longest), the guard doesn't do much besides be a dronejam
(a person in your way). There's got to be a way around him,
or at least a way to show him you're a member of the
temple.

There is. But you need to have found Baron von Seltsam's
smoking hutch. Look at section 11:1:1 to find the cigar.
The cigar is the critical item here.

You can manipulate the cigar at any time and take the band
off the cigar. The band is gold, with a red center. Wait a
minute...

In one of the silliest acts of forgery, you can present the
cigar band to the guard (use it on him) and he will think
it's the ring for the members of the temple. Thankfully, he
doesn't look too closely. In any case, he no longer bars
your passage. As he steps aside, he says, "We all must be
vigilant, especially after last week."

If you want to ask him about that, he'll divulge that two
brothers of his lost their lives as two cutthroats forced
their way into the temple. When one was interrogated, he
said he was paid by two Chinese gentlemen, one large and
one small. This is beginning to hit disturbingly close to
home.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
10:2 - Find The Hidden Way Maze
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

When you enter the temple, you find there are four faces to
the temple, and there are four niches on each face. The
guard mentioned that four of the prayer wheels are out of
place, and his brothers will not find what they seek until
they are replaced.

---------------------------------------------------------------------
10:2:1 - Return The Prayer Wheels
---------------------------------------------------------------------

This puzzle will, or course, run smoother if you have the
prayer wheels brochure.

Of the fifteen monks (and one empty cell), you will find
five that will talk to you. These are the five that do not
have the correct prayer wheels. They're also the only five
prayer wheels that you can move, thank God.

Those five monks all talk about what prayer they know, what
prayer they seek, and how long they have studied.

The five monks that have the incorrect prayer wheels are in
positions 4, 6, 9, 12, and 15 (the monk on the far left of
the face of the temple you approach is in position 1). In
those positions were the prayer wheels for Serenity, Peace,
Insight, Truth, and Wisdom. You can ask the five monks what
prayer they know, but that info isn't too necessary.

Since there are only five wheels, and you'd only need to do
it fifteen times (since the monk will tell you when you
gave him the prayer wheel he wanted), you can easily war-
dial your way through this. Truth be told, until I saw this
pattern, that's how I did it.

But the pattern is that all the prayer wheels are off by
only one niche. The monk in the 6th niche seeks the prayer
on the wheel set into the 4th niche. The monk in the 9th
niche seeks the prayer on the wheel set into the 6th niche,
and so on. The monk will thank you when you get it right.

If you've put them out of order, here's the correct pattern:

Monk 4 seeks Wisdom (green topped prayer wheel).
Monk 6 seeks Serenity (green bottomed prayer wheel).
Monk 9 seeks Peace (blank, or yellow prayer wheel).
Monk 12 seeks Insight (purple striped prayer wheel).
Monk 15 seeks Truth (two blue striped prayer wheel).

---------------------------------------------------------------------
10:2:2 - Find He Who Has Been There The Longest
---------------------------------------------------------------------

Once all the prayer wheels are set, you must then find he
who has studied the longest. This is an interesting logical
puzzle with a critical flaw. Even if you break out you
pencil and paper and figure out algebraically who has been
there the longest, the computer is incapable of knowing
whether or not you have figured it out. Therefore, once you
talk to he who has studied the longest, Ripley immediately
blows his cover.

Even so, I spent an hour hunched over doing this dopey
algebra, and I DID prestidigitate the solution, so I'm
including it here.

The five monks say:

Monk 4:  He who seeks Truth has been here four times as long as I.
Monk 6:  He who has found Truth has been here 4 times as long as I.
Monk 9:  I have been here twice as long as he who seeks Insight.
Monk 12: I have been here twice as long as he who seeks Serenity,
and three times as long as he who seeks wisdom.
Monk 15: He who seeks Peace has been here ten years longer than I.

Nota Bene: When M6 says "he who has FOUND truth has
been here 4 times as long as I," he's talking about
the monk who SEEKS peace (M9). This might confuse some
people, so I'm mentioning it explicitly.

From what the five monks tell you of "how long they've
been there," you can deduce six mathematical
relationships of the five monks. For each monk, I'm
using M# for a certain monk, based on their position.
M4 is the monk who seeks wisdom, M6 is the monk who
seeks serenity, and so on.

Here are the six mathematical relationships:

1. M15 = 4 * M4
2. M9  = 4 * M6
3. M9  = 2 * M12
4. M12 = 2 * M6
5. M12 = 3 * M4
6. M9  =  M15 + 10

Since none of them are outright defined as a number,
we can't just start solving for any of them. But
Number 6 has a real number defined in it. It could be
the key.

M9  =  M15 + 10
M15 = 4 * M4

Therefore:
M9  = (4 * M4) + 10

Let's take another problem about M9 to relate to it.

M9  = 2 * M12
M12 = 3 * M4

Therefore:
M9  = 2 * (3 * M4)

With these two new formulas, we can determine:

2 * (3 * M4) = (4 * M4) + 10
6 * M4 = (4 * M4)+ 10
2 * M4 = 10
M4 = 5

All right! We know how long one of the monks has been
there. With the six values we had at the beginning, we
can determine the values of the other four monks.

M15 = 4 * M4
M15 = 4 * 5
M15 = 20

M12 = 3 * M4
M12 = 3 * 5
M12 = 15

And with these, we can determine the other two.

M9  = M15 + 10
M9  = 20 + 10
M9  = 30

M12 = 2 * M6
15  = 2 * M6
M6  = 7.5

So, we know have all the times the monks were here:

M4  = 5
M6  = 7.5
M9  = 30
M12 = 15
M15 = 20

It's clear to see that M9, he who seeks peace, has
been there longer than any other.

If this is a little too complicated, I have a simpler way
to figure it out. From what the five monks say, we can
deduce a few simpler statements.

M15 > M4
M9  > M6
M9  > M12
M12 > M6
M12 > M4
M9  > M15

This clearly shows that four of them have been there less
time than ONE of them. The only one who is never said to be
"less than" someone is M9, he who seeks peace.

Talk to Monk 9, and he'll fess up. He knows the Hidden Way,
and he opens the doorway to you. The entrance to the
temple is revealed in the fourteenth niche of the temple
(the empty cell). It used to hold the prayer wheel for
enlightenment, and now it may bring Ripley enlightenment.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
10:3 - Get Through The Maze
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

The Maze of the Hidden Way. How I hate you...

This is, far and beyond, the most boring, least creative,
most frustrating part of the entire game. If you guys think
the maze is tough, be thankful that your FAQmaster King
Kool has the solution to it.

The maze is composed of about 100 utterly identical rooms.
The rooms all have four ropes hanging from the ceiling.
Manipulate the ropes to see if light comes into the
corresponding compass direction. If no light comes in, you
cannot go that way. If light does come in, it means you can
head that way.

There are also two oddities hidden in the Maze of the
Hidden Way. If you got some unnatural love for oddities,
you can go ahead and find them by taking my Long Way
instructions. If you don't care, but want to trek through
the maze expediently (ha!), use my Short Way walkthrough.
If you wanna skip the entire maze, use my Cheater's Way
walkthrough. If you wanna find your own way through, that's
your business...

NOTA BENE: All of these walkthrough will ONLY work when you
are in the first room of the maze. When an instruction says
"South," that's shorthand for "Pull the south-facing rope
and walk south."

---------------------------------------------------------------------
10:3:1 - "The Long Way"
---------------------------------------------------------------------

East-North-East-East-South-West-South-East-East-Pick Up The
Chisel-West-West-North-East-East-East-South-East-North-
North-West-West-North-East-East-North-West-West-North-
North-West-South-South-West-South-West-West-South-West-
North-West-South-West-South-East-South-West-West-North-
North-North-North-East-East-North-North-North-North-East-
East-East-East-East-East-South-East-North-East-South-Pick
Up The Incense Burner-North-West-South-West-West-West-
South-South-West-South.

---------------------------------------------------------------------
10:3:2 - "The Short Way"
---------------------------------------------------------------------

East-North-East-East-South-East-East-South-East-North-
North-West-West-North-East-East-North-West-West-North-
North-West-South-South-West-South-West-West-South-West-
North-West-South-West-South-East-South-West-West-North-
North-North-North-East-East-North-North-North-North-East-
East-East-East-East-East-South-West-West-South-South-West-
South.

---------------------------------------------------------------------
10:3:3 - The Cheater's Way"
---------------------------------------------------------------------

While standing in the first room, hold down the control key
and type LEE. You'll be transported to the ladder room.

---------------------------------------------------------------------

Whichever route you take, you'll come to the ladder room.
To make the ladder descend, pull the rope to the back-left
wall. it's the only one with no obvious compass direction.
The ladder will descend, and you can climb up into the gold
cupola. Inside sits the palm frond with Sikkimese glyphs
next to ancient Chinese characters. Sketch that, why don't
ya? It's very important.

Thankfully, Ripley had left a trail of breadcrumbs or
something to find his way out of the maze, so you don't
need to re-find your way out. Leave the temple, and sigh as
the stupidest part of this game is behind you!

While at the Posh Express Sikkim, Ripley will send a
radiogram with the Chinese characters. She will write back
eventually to tell you people at a university helped her
translate it, and she will give it to you "when she sees
you next." Actually, she'll give them to you as you enter
Peiping II chapter, after getting all the scripts and the
"key."

=====================================================================
                     CHAPTER 11: MOCHA MOCHE
=====================================================================

Mocha Moche, the pre-Inca settlement where Master Lu came a
long time ago in search of the elixir of life. It's a city
of great astrological curiosity, and potential peril for
Ripley.

You don't even know the name of the Inca settlement until
you get put onto the scent by something in the Old Baron's
laboratory, so let's get there first.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
11:1 - The Baron's Laboratory
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

The Old Baron's lab is hidden inside the Billiards Room,
but getting there is quite a pain.

---------------------------------------------------------------------
11:1:1 - Finding The Baron's Lab
---------------------------------------------------------------------

To start the search for the Baron's Laboratory, head for
the Billiards Room. There are some things you should note
while here.
- The games cabinet on the far left of the screen.
- The billiards table in the center of the room.
- The painting on the wall, with Neptune on an Ace of
Spades card.
- The writing desk, on the right side of the room.

Go to the billiards table. There sits a red billiard ball.
You can't take it out of the room, as the butler will tell
you not to steal from the Baron. The use for it quite
clearly in that room. Keep it on you while you explore.

Walk to the writing desk and manipulate it. There should be
a drawer. Manipulate that as well. Inside you find a set of
keys and a letter addressed to you! Take them both.

The letter says how the old Baron found an oddity for you
in China last year.

Oddity Alert: The World's Cheapest Postage Stamp. Worth
roughly four-thousandths of a cent, it might be able to
bring in some money for Ripley.

The keys can be used to unlock the games cabinet. Open the
door and then use the keys on the drawer inside the
cabinet. When open that, it shows a deck of cards laid in a
circle. Ripley notes that the Ace of Spades is missing from
the deck. Seems like a peculiar exclusion, doesn't it?

Don't fret. The Ace of Spades is still in this room. Look
to the painting. From the top-left corner of the painting,
count down the ace-of-spades pattern wallpaper. Count three
down, and four to the left. The text description in your
toolbar should read "Ace Of Spades."

Use it, and it will reveal a two-button switch. Use it
again, and the painting will swing away, revealing a
smoking hutch. Maybe he was deeply ashamed of being a
smoker (Ha!), or maybe this holds more than it seems.

Open the cigar box with the Ace of Spades on it. There are
about a dozen cigars there, probably the Baron's own blend.
Go ahead and take one. If you want a laugh, try taking
another.

The only other thing of great interest is the vent. The
vent has screws, and they sure LOOK formidable. But
remember: NOBODY screws Robert Leroy Ripley! Manipulate it.
The screws are false, and conceal two holes. One is round
and one is rectangular. Think back to kindergarten. Round
holes get round pegs, right? (or in this case, balls). Drop
that billiards ball in there.

The ball takes a loud trip down some piping, then connects
with something, and you hear something being released. Hit
the black button to close the smoking hutch.

Look again to the billiards table. It's not slightly on an
angle. That must suck for playing, but if you use it, the
table lifts away to show stairs (you can't actually see
them, but there's a pointing finger mouse thing to show it)

---------------------------------------------------------------------
11:1:2 - Acquiring The Romanov Emerald
---------------------------------------------------------------------

The Baron's Laboratory puzzle is an obscenely difficult
hurdle you must pass in this game. This was where a
majority of my personal strategy guide use came from. You
may have noticed your entrance has sealed quite tightly
behind you. Once you get in there, there's only one way
out, and once you're out, there's no way to get back in (as
there was only one billiard ball and it's in the locked cue
cabinet.)

First things first: There are three things you need to do
while you're in here: Get the Romanov Emerald, open the
armored cabinet, and escape the lab. I'm going to be as
explicit as possible, as this is a fascinating, if
outrageously difficult puzzle. I want you to know WHY it
works and HOW it works, not just what to do to get past it.

Let's try to get the emerald first. Look inside the upside-
down Ace of Spades jar set into the circular gear. The jar
has an iron girdering, with a serrated end. Inside the jar
at the tip of the spade sits a large emerald set into a
brooch pin, and the pin is stuck in a cork. Officiously,
when the gear turns, the emerald would come down the glass
neck of the jar (if it were not for the odd shape of the
jar, but we'll come back to that.) There's another gear
meshed with that gear, and that gear leads to a piston. The
piston's pipe leads to an air tank.

The air tank is fed by a pump, and the tank pumps air
between two nozzles on the table to a piston set into the
table, and the piston on the wall. The two table nozzles
sit near an air valve (with no handle) and a pivot bolted
to the table.

Now, let's grab some items that will help us get the
Romanov emerald. Along the far left wall lays what they
call the "Lever Key." It's a bar with a circular hole
between a pronged tip and a serrated right-angle tip. This
is pivotal (no pun intended) to your escapades in the
laboratory.

In the drawer near the sink sit four other important items.
There's some ordinary garden hose, a rubber plug, surgical
rubber tubing, and pump grips. The only things you need for
this puzzle are the surgical tubing and the pump grips, so
leave the rest alone if you want.

Look to the sink; sometimes it's hard to detect, but
there's a faucet handle sitting on the faucet stem. Take it
as well.

Finally, look to the far right of the lab. There sits a
periodic table of the elements. Ripley remembers how he had
to memorize every element on that damn thing as a boy. Even
if the info on it is useless (or maybe not, see section 3),
the physical table is not useless. Take it.

Now you have all your parts. Now to put them together. As
you might have gathered, you put the pump grips onto the
pump. Now the pump is pumpable. Go ahead and pump.

Didn't do anything? The pressure isn't building up. On the
table sits a switch that closes and opens the air valve. If
the air valve is open, then the pressure will immediately
leave. But the switch doesn't have a handle to change it.
No problem. The faucet handle fits nicely onto it.
Manipulate it, and Ripley will switch it closed.

Try pumping again. This time, the tank is full of air.
Using the faucet handle now will release the air. If you
do, the air will just escape again. This time, it will just
escape through the nozzle in the table. You can use the
surgical tubing to connect the nozzles, so the air will
continue uninterrupted into the table piston and the wall
piston.

Go ahead and use the faucet handle. Watch the magic. The
table piston just shakes up and down, not really doing
anything. The wall piston extends once, tipping the glass
jar, and tipping it back. The emerald didn't really go
anywhere, though; it just sat in the chest of the jar. If
only there was a way to extend the glass mouth of the jar
that runs almost to the end of the jar.

Here's where the Periodic Table really comes in handy. Use
it with the glass jar. Ripley will roll it up and slide it
down the mouth of the jar. It fits. Now, close the air
valve, pump the pump, and release the pressure again.

..and it STILL didn't work. The periodic table wasn't far
enough down the tube to make the emerald go down it. Grr.
What can we do? The only item we have left is that strange
lever key. If we set it into the table pivot, we can fit
the pronged fork into the table piston, and the serrated
end into the serrated part of the jar. Now, when the piston
shakes, it will shake the periodic table down into the tip
of the jar.

Now, reclose the air valve, repump the pump, and reopen the
air valve. In Rube Goldbergian style, the lever key will
shimmy the periodic table down the jar, and the jar will
tip, spilling the Romanov Emerald and the periodic table
out into the sink.

Cartoon Alert: "At last! The Romanov Emerald! What a great
cartoon feature it would make." This is the game's way of
telling you to sketch the allegedly accursed emerald,
rather than sending it to Feng Li for display. It's
certainly worth a laugh to do so, though.

One part of the Baron's Laboratory down, two to go.

---------------------------------------------------------------------
11:1:3 - Opening The Armored Cabinet
---------------------------------------------------------------------

Now that you have the Romanov Emerald, now I'll tell you
why you needed to do that first. Look at the iron brace at
the neck of the jar. It has a tiny hole in it. Manipulate
the Emerald/Cork, and stick the emerald into the hole. The
brooch pin will fit into the tiny hole. The iron support
will unlock, and you can take the glass jar.

Roughly everything you used in the first puzzle, you are
going to need in this one (with the exception of the
periodic table), so keep them in mind. There are a few
other things you will also need. Remember the garden hose
and rubber plug? Grab them. Also, grab the faucet pipe, and
pick up the lever key, surgical tubing and faucet handle.

Near the armored cabinet is a piston bolted to the ceiling.
The piston depends from the ceiling a bit to one side of a
metal bracket with two holes in it. Theoretically, you
could have the lever key set there, but there's nothing to
hold it up. You need a thin metal pipe or something to hold
it up. What could you use?

If you didn't notice it before, there's a pump rod that
works with the pump handle to pump air. Pick the pump rod
and the pump grips up. In the inventory, use the lever key
and pump rod together, then use it in the bracket.

Now, if you put some weight on the pronged end of the lever
key, it would push the piston up and probably open the
cabinet, right? Well, we need something hugely heavy to do
that. The glass jar is pretty heavy. Set that at the end of
the lever key.

It didn't do anything. The glass jar isn't THAT heavy,
apparently. There's got to be a way to make that heavier.
You need something of near endless supply, something fairly
dense, and something you can get as easily as turning on a
tap...

Anyone who just said "Eureka!". please give yourself a
fishy-cracker. The faucet can give water, and that immense
glass jar filled with water equals heavy. But, the water
needs to get all the way across the room. Unless you really
WANT to be there all day in a one-man bucket brigade (with
no bucket, either), you can figure there's some easier way.
Hmm...

In you inventory, put the faucet, surgical tubing and
garden hose together. The garden hose serves to attach to
the faucet stem, the faucet pipe will stay put in the glass
jar, and the surgical tubing will connect the two.

Attach the garden hose/surgical tubing/faucet to the faucet
stem. Then (this is tricky) manipulate the faucet pipe in
the sink, and click on the glass jar. This will extend the
hose to the jar for easy pouring.

If you haven't already, grab the faucet handle off the air
valve, and fit it back onto the faucet stem. Now, go ahead
and give it a turn.

Aargh! The dam sprung a leak! The glass jar has three holes
in it, making it somehow difficult to fill with stuff. You
do have the cork (from the Romanov Emerald) and the rubber
plug. But what else could you use? Stuff the pump grips in
there as well. The tapered end fits excellently in the last
hole. NOW try the faucet again.

"Baron, you're one very strange man." Mutters Ripley.

---------------------------------------------------------------------
11:1:4 - Escaping The Lab
---------------------------------------------------------------------

Inside the armored cabinet sits a microscope, a set of four
button wheels, and a letter. The letter is from Jorge
Menendez, a Pre-Columbian archeologist who corresponded
with the Baron about Master Lu. Jorge uncovered an ancient
ruin of a society of highly advanced astronomers. A stele
in the settlement told of three other cities with similar
observatories. Each one of the observatories were protected
by the password to them being hidden in an entirely
different city. The city's are for the snake, spider,
monkey, and the condor. He says he has found the condor
settlement, which has the password for the snake
settlement.

Luis "Arrunjos" (I'm guessing on the spelling), a fellow
archeologist, says he has found the spider settlement of
the four cities, dubbed Mocha Moche. He also found some
terra cotta. However, Menendez noticed that one fragment
was different from the others. He noticed it was kaolin
clay glazed with feldspath, a material only made in the
time of Master Lu. This gives great power to the theory
that Master Lu visited the cities 21 centuries ago.

Menendez wants to plan an expedition to the city of the
spider, and hopes the Baron will be well enough to attend.
Menendez is troubled, however, that there is somebody
following him. He's never gotten a look at the man, but he
never feels safe with the potential psychotic following
him.

The letter includes sketches of glyphs from the monkey
settlement. It also includes some scratched notes in the
end of the letter. "Feldspath! Eureka! Lu must have been in
Peru. The lost city of Mocha Moche. Must do: Wire Menendez
immediately; Wire Ripley; Sequester key (Important!) Sink
It, Put it to bed, the long couch of his everlasting
sleep?"

Ripley sketches the glyphs in a new page in his journal.

As interesting as all that was, it isn't going to do you
any good unless you can escape. The four number wheels
obviously hold the key. You could very easily try war-
dialing every number, but you might starve to death before
you reach the right number. There's got to be a better way.

Look at the Romanov emerald. Ripley will note there's
something inscribed onto the pin, but it's too tiny to
read. Well, Rip, that's what microscopes are for! But where
would you find a microscope in a laboratory? That'd be like
looking for thistle in a haystack!

Oh, yeah. There's one in the armored cabinet. If you use
the Romanov emerald with the microscope, you can read the
inscribed text. "Ti Xe" or "eX iT." I think the emerald is
mocking you. However, if you didn't fall asleep in science
class, you know those are the elements Titanium and Xenon.

You can find out all you need to know about Titanium and
Xenon on the periodic table. Look closely. The atomic
number of Titanium is 22 and the atomic number of Xenon is
54.

Hmm...

T i  X e  -  e X  i T
2 2  5 4  -  4 5  2 2

I think we have our password. Tap that into the number
wheels and the vault-style door will open. Ripley will
leave, and the door will shut behind him. The following is
a hilarious sequence, which I will not spoil for you. Just
watch.

In the end, you wind up walking out of the sundial on the
side of the castle. "Whew!" Sez Ripley.

Don't dilly-dally, Rip. If you grabbed it, send the postage
stamp to Feng Li. Book passage to Lima. En route, Ripley
will ask Horst to send a radiogram to Professor Menendez.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
11:2 - Finding The Script In Mocha Moche
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

You get a chilling response to the radiogram you sent in
Danzig. As it turns out, Jorge Menendez has been killed
in an attempted robbery, and most of his works are stolen,
missing, or ruined. The university is going to be set back
for months before they can find out all he had discovered.
The man who was trailing him probably got what he wanted,
the bastard.

Check out the stele while you're in Posh Express Lima,
though. It has the combination for the city of the Condor.
The Posh Express agent will tell you that it was found in
the settlement of the Snake. It seems to be the opposite of
the stele Menendez found. Luis Arrunjos will guide you
there, but quickly abandon you, in fear of the ghosts that
inhabit the lost city.

Oh, yeah. And buy some local currency. It'll come in handy.

Walk along the log, using the rope for support. Walk past
the man digging the well (for now), and see the stele near
the stairs. Sketch it, and take note that it is for the
Monkey settlement, hidden here in the Spider settlement.
This probably means there's a stele for this city in the
Monkey settlement, but you've not heard anyone talking
about it.

Cartoon Alert: Here's as good of a place for this as any.
This place has rarely been seen by any in the last 2000
years. Sounds worthy of a cartoon, if I ever heard one.

Continue up the stairs, and look up to the niche built into
the tower. Something is catching the light. It's a crystal
skull. It you walk up to the tower, midway there is a door
that the skull sits behind. You can't ever open it, so
don't even bother. There are ways to get the skull, though.

---------------------------------------------------------------------
11:2:1 - The Rope
---------------------------------------------------------------------

That rope along is your key for getting out of the city,
and it's the key for getting the crystal skull. But there's
no way to detach it without stranding your way back along
the log. What you need is a surrogate rope to use.

Near the entrance to the tower leading to the cabinet of
the crystal skull is a huge clump of vines. Grab a vine.
And, what the hell, grab another.

Walk back down to the spider statue near the entrance. Put
the two vines together in your inventory, then attach them
to the spider statue. Manipulate the vines on the map (the
same way you did the garden hose) and throw them across the
chasm. Cross the chasm. Attach the vine to the tree.

DEATH POTENTIAL: Do NOT take the rope just yet. The
solitary vine is not strong enough to support your weight.
If you take the rope down, and try to cross with only one
vine supporting you, you'll reach an untimely demise,
roughly thirty seconds after you leave the log.

Take the remaining vine and throw it across the chasm.
Cross again, and tie the vine to the spider statue. NOW you
can take the rope. Remove the rope from the statue, cross
the chasm again, and remove the rope from the tree. With
this, you can now leave, if you feel so inclined.

---------------------------------------------------------------------
11:2:2 - The Ladder
---------------------------------------------------------------------

You can head to the top of the observatory tower with the
rope. The tower is a sepulchral bit of history, with an
altar post and a trough for human blood. The altar post is
a few hundred pounds of stone, and it could be used to
secure your rope to the ground so you could climb down it
to the crystal skull. But the rope isn't long enough.
Dammit.

DEATH POTENTIAL: I know I told you to use the vines back
there on the bridge, but this is the best place to put this
death potential (even though, at this point, you've negated
it). If you tie the two vines together, climb to the top of
the tower, and pin the vines beneath the altar post.
Manipulate the vines, and they prove too weak to hold
Ripley's frame. This death is especially disturbing, since
you see him shrink as he falls, and the fall isn't too far,
so it probably won't kill him on impact. He'll probably
break both his legs and--never mind.

Let's walk back to our friend digging the well. Seems odd
that he's digging a well in a place that probably doesn't
need water...

Talk to him. Eventually you find out this clown is trying
to be an archeologist. Ripley can see he knows nothing, as
he's not even done the most elementary preparation for
excavation. He defends himself by saying he carries the
most respected archeology name: Menendez!

No, not Jorge. This is Emilio, his nephew twice removed.
Obviously not a bright as his uncle, but he's mean enough
to compensate. Ripley chews him out for his poor
archeological skills, but Menendez pushes the shovel
towards Ripley's throat. "Be very careful what you suggest,
senor. Graverobber, gravedigger, it's much the same."

When Menendez regains civility, you can ask him if he's dug
up anything interesting. He whips out a shrunken head, and
offers it for 750 Inti. You can haggle him down to 450, but
don't say "Keep it." and expect him to offer it again. This
isn't Monkey Island 1, after all. (If anyone knows what I'm
talking about, tell me, cuz I'D sure like to know.)

Try and buy his ladder and shovel. That's what I figured
he'd say. I can't blame him for not selling the shovel (how
could he dig?), but the ladder? Oh, well.

You can't really offer him anything that he would give up
the ladder and shovel. You'd need something REAL valuable,
like a ruby, or a diamond, or a sapphire...

That's right. Give Menendez that stupid cursed emerald for
his ladder and shovel. Incredibly, Menendez takes it as "a
down payment." Ripley tries to get it back, but he couldn't
get it off of him while he still holds that sharp shovel.
Oh, well. You didn't want that emerald anyway.

Wait! Menendez just yelled something. "What cursed luck!"
His sharp shovel just slashed his foot up. He leaves the
shovel and ladder and tries to get out of the city for
medical attention. But with the Romanovs all against him,
he has no chance against that slick log. Via con dios,
Menendez. You'll see your uncle soon...

Well, since he's dead, I'm sure he'd want you to have his
worldly possessions. Go ahead and snag the shovel and
ladder. Also, look into the pile of dirt he dug up.
Menendez did find something. The wheeled toy must not have
struck Menendez as valuable. The Odditorium might have some
interest in it, however. Go ahead and grab that, too.

Climb the tower again. You can lay the ladder down onto the
tower floor and tie the rope to the end of that. Set the
altar post down onto it.

DEATH POTENTIAL: If you use the vines here instead of the
rope, you'll perish as above.

Climb down the rope, and reach into the niche. The crystal
skull is yours! Fantastic. But what good does this do you?
What is if for? When you climb back up, take the rope back.
You need that to leave this creepy place.

---------------------------------------------------------------------
11:2:3 - The Observatory
---------------------------------------------------------------------

Off to the left of the entrance to the tower is an
observatory. Menendez did write how the people of the
Condor settlement were avid astronomers. This could be
something important.

When you approach the door, he notes that it's made of
solid copper, and has no apparent handle. The blocks around
the door have the same arrangement as all the steles that
you have seen around Peru.

NOTE: Hereinafter, I will call the Peruvian glyphs by the
names I've given them. In Menendez' notes, the order is:

Cross - Eye - Sun - S-Curve - Shroom - Pants - Wheel

That's what they all look like to me. Call Rorschach and
ask him if you don't see what I see in them. If you still
don't get it, I have a GIF I made of the solution to this
puzzle, with the actual glyphs.

The three settlement steles that you have found have the
following glyphs ("???" signifies a missing glyph):

Snake: Cross Eye Sun S-Curve Shroom Pants Wheel

Condor: Shroom Pants Wheel ??? ??? ??? ???

Monkey: Sun ??? ??? Pants Wheel Cross Eye

Maybe you can deduce it from this, but all three of them
seem to have the glyphs in the same order. Note that in all
three Pants goes before Wheel, and there are more than a
few matches on just two of them.

If they are all in the same order, let's see if there's a
pattern to how they're arranged. In the Condor stele, Pants
and Wheel are in the second and third position. On the
Monkey stele, they're in the fourth and fifth position. On
the Snake stele, they're in the sixth and seventh position.
Sounds patterny enough.

The next numbers would be eight and nine, but there's no
eighth and ninth position. Just roll them down to the
front, and run the pattern starting with Pants.

Spider: Pants Wheel Cross Eye Sun S-Curve Shroom

Tap that into the stele. The door will sink into the
ground.

The observatory roof is lined with a chain that runs along
the circumference of the room, then falls into the floor.
Along the left hand wall are the same glyphs of the steles
and the copper door. Inside the observatory is an
incredible skeleton body sitting in a meditative pose. It's
been carved of pure jade. But, it has no head. Odd. Go
ahead and stick that crystal skull onto the neck of the
skeleton. Seems like a good fit.

But it didn't do anything. Well, that doesn't mean you
aren't on the right track. Look to the capstan he's sitting
on. There are several holes in it. Jimmy the shovel in
there, and give it some turns. The chain will begin to
turn, as will the roof of the observatory. When the chain
breaks, the sun hits the crystal skull at just the right
angle, and a rainbow breaks up among the Peruvian glyphs,
shining a color on all of them. Ripley catches them all
just before they fade out.

This is what he sketched:

Pants:Green  S-Curve:Blue  Wheel:Purple  Shroom:No Color
Sun:Yellow  Eye:Red  Cross:Orange

With that done, grab the crystal skull again, and leave the
city via the bridge. You just might be the last person to
set foot here for a long time...

At Lima, send the wheeled toy, shrunken head, and crystal
skull to Feng Li. Some fine artifacts you got there
(especially the crystal skull; there's probably not another
one left in the world).

After you leave Lima, (If this isn't the last city you've
done and you don't head to Peiping) a radiogram will come
from the Asst. Professor of Archeology at the University
where Menendez worked. He writes to inform you that the
identity of Menendez' killer has been found. Evidence
points to Menendez. Emilio, that is. Emilio has a history
of looting archeological sites. He killed his uncle in an
attempted robbery while looking for notes that would lead
him to archeological treasures.

It's good to see that at least SOME roads don't lead to two
Chinese gentlemen. In any case, Menendez has paid for his
crimes, and his greed.

=====================================================================
                  CHAPTER 12: PEIPING, CHINA (II)
=====================================================================

Once you have the three scripts from the three lands, and
the Baron's Key to the tablet, only then are you fully
equipped to deciphering Lu's tablet. Head back to Peiping
at your first opportunity.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
12:1 - The Solution to the Riddle of Master Lu
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Mei Chen will greet you in the Posh Express office. She'll
show you the travel permits, but keeps them on her. She'll
also give you the literal translation to the Sikkimese you
found on the palm frond in the Hidden Way Temple.

Mei Chen could not get the labor for excavation of Mount
Li, however. The Japanese are everywhere in Peiping, and
they want the Emperor's Seal for themselves. They're also
trying to revoke their travel permits. More determined than
ever, Ripley and Mei Chen dash to the Hall of Classics.

All is not well in the Hall of Classics, of course. The
guard who used to obstruct your way is gone. Hmm...
curious, but it makes the entrance easier. Not more than a
few yards away, the pair misses something more than a
little astounding...

Now, things are getting troubling. The acolyte is off his
post as well. Surely he would not leave such a priceless
tablet unguarded...

As they enter Lu's alcove, Ripley sees a dead arm covered
in blood sticking out from the western tablets. Stepping
over the small subsidence in the floor, Ripley see that the
arm is the acolyte's, dead from a gunshot. Despite the
carnage, they must continue. Mei holds the ceramic mask
over the tablet's face and Ripley writes the solution in
his journal.

"Push Man 5 Blue Pull Man 1 Red."

Gibberish it may be, but Ripley is thrilled to see that
they've solved the Riddle of Master Lu!

"I'm delighted to hear that." Says a familiar voice. It's
Kuang, back from the dead! Finally getting an opportunity
to introduce himself, Kuang explains he's a mercenary of
sorts, working for whoever pays him. Kuang never says he's
specifically working for the Japanese, but Mei snarls at
the traitor to China, and Ripley calls him a "murderer for
hire."

Kuang corrects our hero as Shen Gou steps in. Shen's the
murderer, not Kuang. Kuang knocks him down and snatches his
journal. He tears the pertinent page out and discards of
the journal between two tablets. Handing Shen Gou the gun,
Kuang tells him to kill Ripley.

Shen Gou points the gun in Ripley's face. Ripley
halfheartedly apologizes for the Easter Island bomb thing.
"Gasoline... fire... these things happen." He shrugs. Shen
Gou is unconvinced, however. He takes everything you have
to your name. Thank goodness that Mei Chen kept the travel
permits.

Shen Gou doesn't even notice as Mei Chen stands near him.
Just before he would shoot you, Mei kicks the gun away and
locks Shen Gou in a round of kung fu (or some martial arts
like that). Mei holds her own much better than Ripley
could, but against a grunt like Shen Gou, who knows how
long she can last?

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
12:2 - The Gun, The Killer and The Journal
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Investigate the room again. Look at the bronze brazier near
the western row of tablets row of tablets. The gun had the
fortune of falling in there. That means, while Shen Gou
can't use it, you can't use it against him either. Worse,
every now and again, bullets fire from being overheated. At
the base of the brazier, there's some charcoal. It probably
fell out of the brazier when the gun was knocked in. Snag
that.

Look to both rows of tablets. The first tablets in the rows
are both set on the subsidence in the floor, so they aren't
very stable. Manipulate them, and Ripley will wobble them
easily. They might even topple like dominos if you tried...

DEATH POTENTIAL: If you manipulate the right column of
tablets a second time while the brazier is still open, a
bullet will discharge. The bullet will strike Ripley in the </pre><pre id="faqspan-3">
meatiest part of his gut, and he will perish.

After seeing Ripley die in such a brutal manner, you
obviously want to deal with that damn gun. But, you don't
have anything on you to fix that. The charcoal certainly
won't do any good. "Burn faster, gun! Faster!"

Leave Mei for the time being, and walk to the outside of
the Hall of Classics. Remember way back when, when you saw
the gong and mallet, and you tried to pick up the gong for
a laugh, and Ripley wouldn't? Well, the acolyte's dead, so
I'm sure he would have wanted you to have that. Go ahead
and take the gong and mallet.

Only one of those things is any good at stopping bullets
from leaving a round-dished brazier. The other one... is a
mallet.

I'm sure you kinda figured it out. Set the gong onto the
brazier. It should prevent any bullets from leaving the
brazier, and therefore none will kill you.

Remember those tablets? Ripley noted that they might topple
if they were pushed enough. But the last time he did it, he
was killed. With the gun no longer a hazard, go ahead and
topple those tablets. Ripley will wait for the lummox to
fall behind the tablet, and then tip them.

SMASH. Shen Gou is most certainly dead THIS time. No doubt
about it. What a terrible way to go... this game sure is
violent, isn't it?

The immediate danger is gone, but you still need to catch
up with Kuang. Your journal is in the gap of the toppled
tablets, too far to reach with just your arms. And no, you
couldn't have grabbed it beforehand (Ripley says he wants
to deal with Shen Gou first).

Of course, all you need is an extension of your arms. Use
the mallet on the gap with journal. Ripley will slide it
out of there and set the mallet down on the gong. The page
is gone, but there is the impression of the pencil against
the page after it.

Quite clearly, the only thing you have is the thing you
need to use; use the charcoal on the journal. The charcoal
will rub onto everything that isn't impressed and show the
solution to the Riddle of Master Lu once again.

Unfortunately, Kuang has a head start and they still have
no way into the tomb. But that's no reason to give up now.

=====================================================================
               CHAPTER 13: THE EMPEROR'S TOMB
=====================================================================

Ripley's account still has the funds to make the journey to
Mount Li, but the car they hired refused to stay, leaving
you stranded. "There's no going back now." Sez Ripley.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
13:1 - The Farm
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

You arrive on a farm sitting not far from Mount Li. Mei
accompanies you throughout this final chapter of the game.
It's a good thing, since the farmer doesn't speak a lick of
English. But you can't hold it against him, since you don't
speak a lick of Chinese.

The farmer tells of how there are many trucks rumbling by
all the time, disturbing his little farm. Mei begins to
think they are too late. Ripley notes, however, that if
they had broken into the tomb, Kuang wouldn't have needed
to steal his notes.

Look around the little farm. There's not much to see, but
the farmer has a humble existence indeed. Some rice
paddies, a small house and a cellar. There's a pile of
broken pottery at the side of the house. Go look at it.

"Broken china...." What horrible symbolism. But the pottery
isn't pots; it's bits of terra cotta human parts,
presumably one of the "row upon row of terra cotta
soldiers" that was broken at some point. It seems a little
out of place, since the tomb is supposed to be under Mount
Li, not near it.

Ask the farmer where the pottery came from. The farmer says
it came from the root cellar. The root cellar is that metal
door off to one side. Manipulate it to open the door and
descend into the cellar.

The cellar doesn't have much action, but it keeps the
farmer's crops cool, so it does its job. There's a sack of
rice against the east wall of the cellar. It looks like
something is sticking out from behind it. Use the rice sack
to push it to one side.

Good lord! There's a hand sticking from the wall! Before we
think the farmer killed his wife and stuck her in the wall
in Edgar Allan Poeish fashion, Ripley notices the hand is
made from terra cotta. It's undoubtedly related to the
broken pieces near his house. the hand is stuck in the wall
pretty good, so you can't just strong-arm it out. You'll
need to dig it out with something.

---------------------------------------------------------------------
13:1:1 - The Farmer's Shovel
---------------------------------------------------------------------

The farmer DID have a shovel. Offer him some Yuan for the
shovel. The farmer is trepidant, but when you offer him all
your Chinese Yuan, he cannot refuse. He is most grateful,
and you are elevated to the honor of owning one shovel.

Go back down to the root cellar and use the shovel on the
hand. Ripley will delicately dig away the dirt around the
hand. Look in and he says there may be an entire terra
cotta soldier stuck into the wall.

Manipulate the hand and the hand will break away, showing
the wall  crumble a small bit. You can look in, but there
isn't much to see. It's very dark. Since Twelvetrees'
lighter went up with the generator shed, you need to find
another way to get some light in there.

---------------------------------------------------------------------
13:1:2 - The Farmer's Lantern
---------------------------------------------------------------------

The only person who might have a lighter or lantern is the
farmer. Go ask him for a lantern. After all, you paid more
than enough for that shovel. He gladly presents you with...
a solitary match. Not much, but it's more rapid combustion
than Ripley can make with two sticks.

Return to the cellar. Now the hole has a direction "outta-
here" pointer. You can either click there or use the match
on the hole. Either way, Ripley will strike the match and
look inside. He says it looks like there was only a thin
wall of dirt between the root cellar and "some sort of
large cave."

Ripley calls Mei over, and she looks in, but the match
burns Ripley's fingers. He drops it into a large vat of
oil, which turns out to be a primitive lamp, setting it
alight with all the others. Ripley sheepishly takes credit
for the luck. As Mei and Ripley looks around the room
they've just broken into, it's very apparent they've gotten
into the tomb! Hurrah!

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
13:2 - Get Past The Jade Door
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

From this room, there are five corridors you can take to
the room across the way. The five corridors are similar, in
that they all have "row upon row of terra cotta soldiers."
Most even have terra cotta horses and chariots. Each
corridor has a row of terra cotta soldiers wearing colored
sarongs. In order from north to south, the colors are: Red,
Blue, Purple, Yellow, And Green. But we'll get back to
that.

In the first row of saronged soldiers (red), at between the
feet of the first and second soldier is a large green post
that has fallen from the wall at some point over the years.
It's about ten feet long, nearly high enough to reach the
ceiling. Ripley isn't Herculean to any extent, but he can
carry that post for a while. Go snatch it.

Go to the room to the east of all the corridors. It's a
room roughly the same size as the one you entered the tomb
in. There are two soldiers with shields on the two sides of
a massive jade door. The door has no sign of a handle or
anything like that, but there must be a way to get past it.
The shields might come in handy, however, so grab them.

Near the lower-right-hand corner of the screen, there's a
length of the ceiling beam that has broken off of the
ceiling. It's about three feet long. Go ahead and grab
that, too.

In the fourth corridor (yellow), near the entrance to the
room with the jade door, there sits a chariot. Ripley notes
that, "It isn't a sculpture; it looks real." There are
other chariots like this one around, but nothing obstructs
this one from rolling into the next room. If you manipulate
it, it will move into the next room. For 2000 years old, it
works fairly well.

Let's not forget what the solution of Master Lu's riddle
was: "Push Man 5 Blue Pull Man 1 Red." And we DID see two
rows of red and blue terra cotta soldiers. The password
might be trying to say: Push the fifth blue man, then pull
the first red man. Sounds good to me.

Head to the second corridor and walk to the fifth blue-
saronged soldier. Manipulate it (Ripley will push it), and
then you'll hear something mechanical release. Head to the
first corridor and manipulate the first red-sarong soldier.
You'll hear another mechanical something-or-other going
off. What did that do?

Return to the room with the jade door. The jade door is
open now! Yay! And behind it, most certainly the Emerald
Seal! With your head up high, walk through that door!

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
13:3 - Extinguish The Traps
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

..or not. Hey, nobody said it would be easy...

---------------------------------------------------------------------
13:3:1 - The Crossbow Hallway
---------------------------------------------------------------------

I think you know this fellow. Kuang lies in a punctured
heap, his flashlight shattered and his hat gruesomely
suspended by a crossbow bolt to the wall. So, who killed
him? Ripley suspects, "Master Lu."

Kuang might have stolen your note of the colored-man-
pushing-crap that got him past the jade door, but he didn't
steal the Baron's letter telling you the tomb was lined
with traps to prevent pillaging. Since nobody had ever
broken into the tomb before, Kuang may be the first victim
of these traps. A fitting demise for a traitor, to say the
least.

Inspect Kuang's body and the corridor. Kuang wasn't shot
from the front or back, but shot from both sides. Odd,
because the same pattern is on both walls. Also, Ripley
notices the floor is made of a lot of separate slabs. Kuang
is on the first slab, so they might have controlled what
killed him.

Just preceding the patterned wall is a slot with a crank in
it. Ripley's knowledge of Chinese history notes that it is
the ancient 2nd century BC equivalent of a doorknob. It's
probably how Kuang got the jade door closed after he went
through. The crank is probably of some use, so grab that.

DEATH POTENTIAL: Maybe you've figured it out, but the walls
of the corridor shoot deadly crossbow bolts at you if you
walk past a certain point. Telling Ripley to walk down the
corridor (onto the third slab of the floor) will activate
the trap, sticking Ripley with a couple of bolts, killing
him.

We can't have that now, can we? All you really need for
this puzzle is something that will activate the crossbows
without hurting you.

With the jade door open, you can now push the chariot
further down into the corridor to just before Kwang's body.
What would happen if you kept pushing it? Try manipulating
the chariot again.

"Better move to one side, Mei. I have an idea." Sez Ripley,
as he pushes the chariot down the corridor. As the wheels
hit the floor panels, crossbow bolts fly left and right.
None of them hit Ripley, however, as he continues down the
hallway.

---------------------------------------------------------------------
13:3:2 - The Crushing Stone
---------------------------------------------------------------------

Ripley pushes it into a narrow hallway and lets it roll for
a short distance. Before his eyes, the chariot is crushed
by a gigantic stone slab with a dragon motif painted on it.
It's "Another of Master Lu's jokes for the unwary." Aside
from crushing anything under it easily, it completely
blocks the way through.

Crap.

Look to the right of the stone. There's a circular hole in
the wall, not unsimilar to the one that held the crank
Kuang probably used to shut the jade door behind him. Put
the crank in there. It fits, so it also probably controls
something mechanical here.

Turn the crank. The stone slab will slowly rise, showing
the entire hallway and the crushed chariot (now 2nd-
Century-BC toothpicks). Now that it's up, you can easily
walk through...

Not quite. Once Ripley lets go of the crank, the stone slab
falls unsuspended to the floor. It's all too apparent that
you need to keep the crank or the stone in place to
continue through.

If you talk to Mei, you can either offer to hold the slab
as she slips under (She refuses to leave you behind) or you
can ask her to hold it as she slips under...

DEATH POTENTIAL: As great and powerful as Mei Chen is,
she's still about 5'1" in heels and 90 pounds soaking wet.
She couldn't hope to hold the crank for long. her grip
loosens just as you are under it. Pancakes, anyone? Ugh...
that's not a pretty thought at ALL. When you respawn,
you'll end up dropping the slab.

So sneaking past it is a bad idea. But, you do have that
three-foot post you found in the other room. Use that with
the crank. Ripley will jimmy it between the crank handle
and the floor. This will keep the crank from winding down
and the stone from falling. It's safe to cross to the other
side now, even though you aren't done yet..

Looking into the next room, you can see an unsupported
bridge that appears to be attached to the wheel on the
wall. Across the way of the bridge is a slot for a crank.
Even if you could get across the bridge, there's no way for
you to operate that mechanism. You'll undoubtedly need the
crank you left behind. Damn. Return to the last room.

You can't take the crank unless you take the post, and if
the post if moved, the slab will fall and block the
passage. You've got to get some other way of suspending the
post. You DO have that ten-foot tall support beam that
Ripley said he could carry for a shot distance. Use it with
the "corridor," and Ripley wedges the beam underneath the
stone and suspends it. Now, if you take the post holding
the crank, the block is already stuck, so you can grab the
crank and continue.

---------------------------------------------------------------------
13:3:3 - The Wheeled Platform
---------------------------------------------------------------------

Now, let's look at this next room again, for those of you
who didn't run through with the crank fixed against the
post. As I said, the room has a bridge that's attached  to
the giant wheel on the wall. If Ripley tries to walk over
it, he'll lightly tap the bridge with his foot, and it will
budge downward. The bridge certainly cannot support his
weight.

DEATH POTENTIAL: If you do try to walk onto it, it will
spin under your weight and you'll fall to certain doom.

The wheel looks to have ridges that you might be able to
spin it by. Manipulate it and Ripley will spin it towards
him. Continue manipulating it until it's roughly at Ripley's
eye level. There's a hole in the bridge, and there's one in
the chasm wall. It looks as though they almost line up,
too.

If you could keep the bridge still enough for a bit, at
least one of you would cross. If you stuck the shovel in,
and had it that the shovel braced against the floor of the
cavern, it would prevent it from spinning in that
direction. For that to work, though, you'd need weight more
than the person crossing the bridge. Mei weighs less than
Ripley, so she could cross. And since there's that hole on
the other end of the bridge, Mei could see if it fits in the
crank.

So, in this order, stick the shovel in the hole, manipulate
the bridge so the shovel is parallel to the ground, give
Mei the crank, and talk to Mei, saying "Mei, I'll stand
on.."

DEATH POTENTIAL: If you try to cross while the shovel is in
the hole, you can cross the first half of the bridge, but
once you cross the fulcrum, you'll fall, once again, into
the chasm.

At any rate, Mei will be able to cross just fine, but now
you're apart. Remanipulate the bridge and take the shovel
out. Talk to Mei. She'll put the crank in the slot and turn
it. From the hole in the chasm wall will come a short
length of pipe, then slide back into the wall. That must be
the way they secure the bridge.

Manipulate the bridge until it's parallel to the ground
again. Ask Mei to turn the crank again. Now the mechanism
will grind and slide into place. Now try walking along the
bridge.

---------------------------------------------------------------------
13:3:4 - The Sea Of Mercury
---------------------------------------------------------------------

The next room is an outrageous and beautiful setup of
immense terra-cotta soldiers, incredibly detailed dioramas,
several dragonheads, and a sea of mercury! It's a fantastic
sight. This is obviously a significant room. Ripley remarks
that it deserves to be the eight wonder of the world.
Footsteps immediately behind them startle them, but nobody
enters, so they pay little note to it.

Walk to the end of the path. There's quite a substantial
length of mercury between the mausoleum and you. You could
try to wade across, but Mei stops you. Try testing the
depth of the mercury with the shovel. You won't reach the
bottom, but you'll get an answer: you can't wade across.
Even though you float immensely well in mercury, you'll be
poisoned like nobody's business.

At this point, there's only one thing in the inventory you
HAVEN'T used, so I'm not going to bother making it a
lengthy explanation. Take the two shields and use them on
the mercury. You'll use them as skates of sorts to float
across the mercury and into the mausoleum.

At long last, you are here. Staring the Imperial Seal of
Office right in its green multi-face. What could be the
most devastating and beautiful weapon in all of the world,
it's now within inches of your fingers. Go ahead and take
it.

=====================================================================
                      CHAPTER 14: ENDGAME
=====================================================================

SPOILERS-Beyond this line spoils the ending. Do not read it
unless you like wrecked endings!-SPOILERS

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SPOILERS! SPOILERS!

As Ripley picks up the emerald, he knows Master Lu can see
him. He explains how he has good intentions, and how he
knows the seal was only meant to be used when the world was
in harmony, when the world would only wield it for good. But
the consequences of leaving it there would be far worse...

As he picks it up, the stone behind it slides forward.
Ripley is a little worried, more so when he sees the floor
begin to leak mercury.

He quickly returns to Mei, explaining there might have been
a safety measure to prevent the seal even being TAKEN
without the world being in harmony. But that theory will
have to wait for them to get out of there. Ripley and Mei
turn to leave...

Only to stare down the barrel of a gun, and to stare down a
familiar bearded face. "Game, set and match, I believe."

Albert Seventh Baron Von Seltsam.

It was the young Baron who has been working all along to
find the Emerald Seal. THAT's why he permitted Ripley to
search his house to find the key. His father hid the seal
because Otto didn't want to see the Emerald Seal used for
conquest. But Albert is no simple conqueror. He has an
competitive ideology. He detests Hitler and wishes very
sincerely to wipe him from the world. The Emerald Seal has
the power to bring a new age to the East.

The creaking of the dams and the slowly rising mercury
demands expedience, so the baron requests the Emerald seal,
else he will simply take them off Ripley's person when he's
dead. Ripley slowly brings the seal to Albert, but throws
it into an empty canal. Mei Chen takes the opportunity to
knock the gun from him.

Albert ignores them as he leaps into the canal to retrieve
the Imperial Seal. He holds it for a few brief moment
before a large crash redirects his attention. The dam
holding back the ever-increasing mercury has broken. Albert
screams, and the mercury envelops him. Ripley and Mei run
for their lives.

As they pass the bridge, they see the Baron's lifeless body
floating high in the mercury. He is gone, and so is the
Emerald Seal.

"The first emperor has reclaimed it," Sez Ripley. "Thanks
to Master Lu."

SPOILERS! SPOILERS!
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END SPOILERS! END SPOILERS!

=====================================================================
                       CHAPTER 15: EPILOGUE
=====================================================================

Version 1.00: 8/9/02

This is only my second FAQ, but I think I might be writing
FAQs for a long time. This is some seriously fun stuff
here. This FAQ took considerably longer than my first FAQ
(nearly five months), but it's all worth it.

However, I do know that there aren't that many people who
know what this game is, much less those who will require
this strategy guide. Even so, I enjoyed the rainbow much
more than the pot of gold. Much of life is like that, I
guess.

=====================================================================
                     CHAPTER 16: SPECIAL THANKS
=====================================================================

Special Thank to CJayC, my parents, my twin brother and the rest of
my family except my sister, and to Sanctuary Woods.

Alexander Davidson of LiquidNinja - Maker of Metapad
http://liquidninja.com/metapad/

And of course, the society of GameFAQs, and the GameFAQs
Message Board. Don't ever change.

============

This FAQ copyright Jeff "King Kool" Hibbert, 2002-2007.
See Chapter 1 for details.

Hakanai omoi zutto
donna toki demo negau yo
anata ni todoku you ni to...