Martin Mystere - Walkthrough
(c) Copyright Paul Robson
Dont 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, doesnt exist so youre 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 Eulenbergs 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 wont 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 Profs bedroom but the cop
wont 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 Profs 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. Its 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 Alexanders 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 theyre off to Aztec land.
Go left and Prof. Alexander appears,
but he doesnt trust Martin and wont cooperate just give up
and go home and chat with Diana.
Go to Barneys 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 wont let you in because
its 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 cant
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 Walliss
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 wont 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 Profs 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. Theres
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 games 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 thats
it - END SEQUENCE...