Martin Mystere - Walkthrough

(c) Copyright Paul Robson

Don’t forget you can use the map to jump from place to place. You can – usually - double-click on exits to get there quickly, and you can skip speech by a left click on the mouse. Unfortunately, the facility for controlling the music, as stated in the instructions, doesn’t exist so you’re stuck with it all the way through!


Answer the phone. Exit, go down to the Study. Get the piece of paper on the desk and the head next to the door.
Go to the Kitchen, look at the fridge, get the notes. Open your inventory, combine the 2 pieces and ‘use’ the paper to phone the mechanic. He soon arrives with the car and the keys. Give the head to Java to get your wardrobe key back, go up and use the key, open the wardrobe and get dressed. Downstairs, get the NY map next to he phone next to the kitchen door. Use the house phone to phone himself, Martin, to find his mobile on the sofa.
Go to the front door, get the car keys, exit and use the car.

Go to Dr Eulenberg’s VILLA. Say anything, enter the villa, chat with Travis. Answer the phone, the cellar will be fixed soon. Click near the nearest part of the hall carpet to change angle, go into the Library. On the right, at the desk, look at the envelopes, get the paper knife. The cop won’t let you go into the study.
Go upstairs to the farthest door, the housekeepers room. Look at the blanket on the bed, get the key from the box. Use the key on the chest, but it breaks. Use the paper knife on the chest to get at the painting behind it.
Exit and go right – try to get into the Prof’s bedroom but the cop won’t let you in without ID.

Use the NY map to go HOME. In the cleared cellar, look at and try to open the washer door. In the kitchen, get the grease remover from under the shelf on the left. Back in the cellar, use it on the washer door, open it, look inside, get the documents. Also, get the gloves on the left. Go back to the VILLA, upstairs and into the bedroom.
Wear the gloves to look in the Prof’s drawers and read his notes. Note the hanky in his hand, look at the photos on the chest and get the middle one of the two guys. In the inventory, look at the photo, ‘use’ it and get a letter, which you need to open.
Go HOME, into the kitchen, put the kettle on the cooker, and steam the letter open. It’s a code and an address. ‘Use’ it to phone the number and hear a message. The airport is added to the map. Go to the airport and after a cut scene with Diana and Java you go off to Mexico.

MEXICO Talk to Rosalita on the roof, then Pedro. He wants some Samba music to play in his shop. Go left to the ‘cupboard’, remove the hook in the wall and in the cupboard get the wooden box and record sleeve. Go to the mule, use the box on the mule, and touch the mule – it kicks the box open. Get a record from the box, combine it with the sleeve and give it to Pedro, who gives you the key to Prof Alexander’s room. Use the key to enter the brown doors.
Get the object above the hob. Outside, look on the van for a ‘tube’, click on it and in the closeup, use the plug on the valve then use the valve to open the fuel flow. Zoom out, try to use the van and Martin says he might get lost. Go back into the room, get a map from the books in the bookcase and use the bin (of maps) to get a piece of paper. Combine the 2 to get a complete map. Use the van and they’re off to Aztec land.

Go left and Prof. Alexander appears, but he doesn’t trust Martin and won’t cooperate – just give up and go home and chat with Diana.
Go to Barney’s Bookshop. He has a ticket to the Blue Rose club (new location on map) but wants his old book back off Martin. Go home, in the study, get the book off the desk at the front of the screen. Give it to Barney and you get a ticket. Go to the club, but the ‘Boucer’ won’t let you in because it’s a ‘ladies’ ticket - you need to have a blue sticker on it. Look at the poster behind the bouncer and tear off the blue bit, stick it onto the ticket.
Go to the Villa and all the police have gone, chat with Travis. Go into the Library then the Study. Look at the box on the desk, get the pass card. Look at the phone, take it. Look at the large painting, the ceiling, and the carpet (called a Telephone in the game!). Look at the Central bookcase on the right and click on the Alghieri book. Martin removes it to reveal a hidden connector. Plug the phone into it, enter 4, 1, 3 to reveal a secret passage. You can’t enter it yet. Go to the bedroom again and get the block notes on the floor, look at the page and in the inventory, use the pencil to reveal Erika Wallis’s location in the Museum. Get the letter from the open drawer.
Go to the museum, use the pass card on the switchboard next to the small door on the left. Enter, use the lift/elevator, and the next lift on the left, cross the hall to the door and enter. Talk to Erika. Martin wants to get his hands on her medallion but she won’t let him have it.

Go left to the Library and use the club card on the photocopier to get a perfect ticket.
Use the ticket to get into the club and meet a very different Jenna, the journalist. Try to get the blue roses near the stage but the barman shouts at you. Talk to Angie, the dancer. (This game is rated at ‘7+’ – phew, I never saw anything like that when I was 7!). Ask her to distract the barman, then get the roses.
Go home, in the cellar get the purple spray and spray the roses. Combine them with the Prof’s letter and go back to Erika, give her the roses (dirty trick!) and she gives Martin her medallion.
Go to the Airport and off to Mexico again. Go left twice to have a long talk with Prof. Alexander. Look at the hieroglyphics on the far wall, notice one pattern stands out on each layer. Go to the pillar on the left to copy those patterns by rotating the stones. Starting at the top and working down click 3 times, then 4, 4, and 2. The stone door opens - go through.
See some boats – one of them has a ‘head in rock’ and is the only working one. Look carefully to the left of the archway you came through for a white round stone. Get it and put it in the working boat. There’s a cut scene and a ‘ghost’ sequence. When this ends you play Diana. In the bedroom open the curtains, look on the floor at the dust. In the kitchen look on the noticeboard on the back wall.
In Mexico, the monkey is sat on a map which Diana needs. Get the jar of nuts off the shelf and put them on the armchair. Get the map and exit, off to find Martin.

Go left, look at the Digs, and get the machete. Go left and contact Martin. Use the machete on the plants on the right. Look at the stone head and ask Java to lift it onto the stand. Then ask him to sit on it. There are 2 upright stones, one on each side of the entrance. 4 ‘plugs’ have appeared from holes in these stones. ‘Use’ them in this order: right top, left bottom, right bottom and left top – the stone door opens.
Back home as Martin, go into the study to find one of the promised parcels. Open it to find a closed casket. You already have one of these, so that makes two. Go to the Villa, and in the Library find a third parcel on the couch at the far end. Use the Medallion to open each casket. The first two yield large and small cylindrical stones. The last one found has to be fully opened with a code, which can be found on the inside wrapper of the game’s CD box. So click on the first, second and third symbols in this order: 2, 3, 1, 3, 3, 1 to get a medium sized cylindrical stone. Combine the stones in the inventory by joining the medium one to the big one, then add the small one to make an Aztec Sceptre.
Go into the Study, use the sceptre on the secret door and enter to the secret laboratory.
Change the angle of view so that you can get the notes on a chair, when who appears but Jenna, who turns out to be a baddy. Martin gets sapped.

In the warehouse, Martin is now Alfie, an elderly down and out and he must try to change back before Alfie dies. Go over to the far door and switch the lever to put the lights on. Get the metal bar on the floor, go over to the van and open its door and get the rusty keys off the seat. Use the whisky to clean the keys and open the far door with them. Exit and talk to Terry, who wants his medal back. Look at the car bonnet and get the piece of wire, also the map from inside the car. Exit centre screen at the back, go up the stairs and find some boots – note all the muck and dust in the far corner. Go down and enter the ‘shop’. Give the boots to the dealer and get a chain in return. Go out, use the wire on the switches near the door, go upstairs again and get the watch from the now cleared far corner. Combine the watch and chain and give them to the dealer who gives you a key in return. Go back to the warehouse, open the van door and open the glove compartment with the key. Get the medal and give it to Barry. He tells you where the guys went.
Look at the map and click on it for a cut scene featuring the baddies. Enter the window behind and go upstairs to meet Nick.
Try the door, but its guarded. Get the poster near the dartboard and use it on the door – the guard is tricked - open the door to knock him out. Exit, look at Fang, get his keys and open the van door. Get the list of numbers and exit bottom right. See the safe, enter the combination, 001857890, and get the stone. Go back inside and give it to Nick.

And that’s it - END SEQUENCE...