Table Of Content

Remember what the researcher, Lynn Manrique said - that Noisette's last words were red left... Look at the picture of the parfait in the booklet. By its color and looks, identify each layer and then add those ingredients to the parfait glass. Talk to Heather and give her the parrot.
ABBESSES (Cockroaches & Dodo box)
Read the article on "Zu" in the magazine lying next to the phone. Pick up the phone and you will see Butterly's phone number at the bottom of the screen. Call him by clicking the numbers on the phone dial. This game really brought out a sense of the beauty and fun that is Paris.
Game Characteristics
As you enter, Nancy will note that someone is in the dark room. Turn around and step towards the bookcase. Instead of closing up on it, however, step just to the right of it – towards the panel with the hole in it. Attach the clock you had picked up in the park to this hole, to start a timed puzzle. Approach the plotter on your right. Click on the red magnifying-glass icon.
Jing Jing Ling
Take a picture of the stapler on your desk. It's your choice to tell on Heather or not. If you do tell on Heather, later in the game; Heather will call you about it.
Malika (the veiled lady on your left as you enter the park):
Afterward, follow the passage to the end where you’ll see an engraving of some sort of nut. Open the door to find a combination lock, the combination is the answer to "the year our despair ended and the year my despair began". The answer is 1945 and when you’ve unlocked the door, you’ll find a small red book inside. As soon as Nancy re-enters the studio, you hear Minette scream out and Nancy will then run over to her door. She wants Nancy to catch them all before she can do anything more. Walk over to Nancy’s computer and access Jane’s Game Portal.
The Walkthrough
(And I thought this game was for girls who weren't afraid of rats…) Click on the hand icon and you will be able to pick up the inventory this time. Pick up and open the red diary inside. Pick up the grid from the left page. Click on both the picture and the code below, one by one, on the right page. Pick up and read the folded letter on your right.
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Lynn Manrique
Click once on the white handle on your right. Nancy will comment and a cutscene will follow. Step towards the windmill again and click on the red magnifying-glass icon left of the exhibit. Nancy will tell us that we need to put something there to scare that squirrel away. Go forward and come back up on the landing. Try to pick up your inventory from the floor on your left.
The Game Maker – A Carol Reed Mystery
Jean-Michel Traquenard -- A review writer for "Glam-Glam" Magazine, Jean-Michel's job is to review the fashions of the top designers. Minette -- A famous couture designer, Minette has been acting strangely, including her impulsive decision to suddenly don a mask. Threatening notes and looming deadlines cause her to throw tantrums and fire employees.

Leave the catacombs and head for Dieter's place. Return to your desk and close up on the computer. Click on "Jane's Game Portal" on the right of the screen. Feel free to refer to Sunny's doodles in the drawer on your left for clues on what the Login and Password might be.

At that point, go back out into the Central Hall, cross the plank in front of you and turn right. Take four steps forward, turn left and enter a chamber with a pool of water in it. The object of each part of the puzzle is to move your horse from the starting position to the finishing position before the two predators catch you. Use the controls in the lower-left portion of the puzzle to move your horse.
Once you’re successful, the windmill will turn and open a trap door in the office. Head down the uncovered stairs and proceed through the passage until you reach a door. Use the key from the chest to unlock it and you’ll have found what it was that Noisette stole during the war. Move forward towards the wall safe.
In other words, please don't use any part of this file inyour own walkthrough, cheats, codes, or tips without permission. Hugo Butterly -- Hugo is a snobby fashion designer who dreams of having a better fashion line than Minette. You may briefly speak to him over the phone. Hugo Butterly -- Hugo Butterly is a snobby fashion designer who dreams of having a better fashion line than Minette.
Turn left and look in the top left drawer to find a set of doodles that were drawn by Minette’s last assistant, Sonny Joon. On the very last page is a set of instructions on how to calibrate the plotter that’s sitting to the right of Nancy’s desk. Since fixing the plotter is one of the things on Nancy’s list, the instructions will come in handy momentarily. When you first start a new game, Nancy will show off her base of operations, which consists of an austere setting since she likes to keep things neat.
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(See the Clock Puzzle solution noted earlier.) Enter the passage and close up on the SPIDER (List Item # 2) on your right. Bring out the camera from your inventory. Click on the white, straight button in the top-right portion of the screen to activate the camera. Focus on the spider so that it will appear in the center of the frame. (See the set of six pictures later in this walkthrough.) Click on your left mouse button to take the picture.
If you return to the phone quickly enough, Nancy will be able to talk to the guy one more time before he hangs up. Otherwise, he will have already hung up. Please note that this is a non-linear game.
Whenever the day ends, Nancy will automatically return to JJ’s and go to bed. You’ll just have to pick up where you left off during the next day. The second design is the cruise ensemble. It should include the rabbit mask and ears, white fuzzy top, pineapple hand bag, orange pants, and the fuzzy boots. Click on the white handle on the right of the exhibit six times.
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