FAQ/Walkthrough by King Kool

Version: 1.12 | Updated: 01/11/07 | Printable Version

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

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:


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.

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 

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 

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 

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.


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 

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 
- 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 
- 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 

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 

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 

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 

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!


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 

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 

"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 

"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 

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 

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, 

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 

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 

"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 

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 

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 

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 
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 

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 

- 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 

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.


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 

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 

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 

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

M9  = (4 * M4) + 10

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

M9  = 2 * M12
M12 = 3 * M4

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 
Up The Incense Burner-North-West-South-West-West-West-

10:3:2 - "The Short Way"


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 

                      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 

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 

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 

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 

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 

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 

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. 

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 

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 

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 

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 


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 

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. 

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 

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 

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 

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 

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 
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 

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 

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 

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 

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 

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.


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 

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, 

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 

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 

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 

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 

                       CHAPTER 14: ENDGAME

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


                        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 

                      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

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...