Crime Stories / / / / / / / / / / / / / / / / ( C | R | I | M | E ) ( S | T | O | R | I | E | S ) - ( F | R | O | M ) _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ / / / / / / / / / / / / / / / / ( T | H | E ) ( F | I | L | E | S ) ( O | F ) ( M | A | R | T | I | N ) _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _ _ _ _ _ _ _ / / / / / / / ( M | Y | S | T | E | R | E ) _/ _/ _/ _/ _/ _/ _/ --------------------------------------------------- Crime Stories : From the Files of Martin Mystere Platform - PC Genere - Adventure Creator/Publisher - The Adventure Company with Arematica Entertainment Made with Virtools Author of this FAQ - mattandclank (yours truly) E-Mail - clankandmatt(at)yahoo(dot)com FAQ Version 1.10 6/14/06 - Added Site. --------------------------------------------------- Table of Contents - (ctrl+f to find something) (1)- Introduction (2)- Legal (3)- Funky Controls (Important!) (4)- Act 1 - Martin (5)- Act 2 - Martin (6)- Act 3 - Martin (7)- Act 4 - Martin (8)- Act 5 - Martin (9)- Act 6 - Diana (10) - Act 7 - Martin (11) - Act 8 - Alfie (12) - Act 9 - Alfie and Martin (13) - Contact Me (14) - Thanks --------------------------------------------------- Introduction - Thank you for clicking on my guide. I will promise you have made a wise choice. I bought this game apon hearing about it on a commercial. I always loved to solve things and I got hooked. No, I mean REALLY hooked. So hooked I had to get a new mouse! But I am here to tell you all the secrets of this game without spoiling to much. And let me tell you! The finalle is something you don't want to spoil! And all the graphics look great! --------------------------------------------------- Legal - You can make a copy of this guide for reading off the computer. But you may not host this on your website unless you have permission from me. So far these are the websites that can hold my guide - www.gamefaqs.com www.supercheats.com And thats it for now. E-mail me at clankandmatt(at)yahoo(dot)com if you want it on your site. --------------------------------------------------- Funky Controls - Yes, we took a while in the begining to answer the phone. But that's going to change. When ever in my guide when I say (get it), you will have be in the vicintity of the object and you are going to press the right button (your cursor will turn into a green hand) and then the left mouse button about 3 seconds later. So remember that! When you don't do all of that, you cursor is blue (when on an object) and a target when not. Use the "target" to move around. When you are near a door or a passage, your cursor turns into a yellow door with an arrow pointing in. This is how you get around. To use an object with another object or person, right click it and then left click on the object and then left click the red thing on the person/object. This also works to combine stuff in your inventory. When I say (combine) in the walktrough, do what I said above. --------------------------------------------------- Act 1 - Martin You wake up having a bad dream. The phone makes it no easier to wake up! Get it, and hear Martin and Insepector Travis talk about Proffesor Eulemburg murder. But you can't go in your robe! And your car is at the mechanics. There are 4 objectives in this Act. 1. Get Dressed. 2. Call the Mechanic. 3. Get a Map of New York. 4. Get your Cellphone. To get dressed, you need to open your wordrobe. Read the yellow sticky note and you will find out your loving wife Diana wants you to stay! How nice! Go down stairs and talk to Java. Clearly Java wants something in exchange for your dressor key.. Go to your study.(the room with the books near the living room.) And on the 2nd shelf by the door Martin should see "artifact assortment of objects" Get the stone head and take it to Java. Java will give you your dresser key. Use the key on your dresser and Martin will change. Now you have to call the mechanic. But where is the number? Try the logical place. Your study. Next to your Mac, on the left you will find a piece of paper. Rats! It's been torn. Grab it! You got half of the mechanics number. Go to the kitchen and inspect the fridge. To the left of the recpie, there is a piece of paper. The rest of the mechanics number! Combine it with the other half to get a full mechanics number. Click on it and Martin will call the mechanic. Go to the front door and pick up the keys that are on the floor. Next, you need a map of New York. It is next to the cordless phone base to the right of the kitchen door. Grab it and Martin will store this map in his inventory. Lastly, you need your cell. Call it useing your phone. (presets) Martin hears riging from the couch. Inspect it and find your cellphone under a pillow. Grab it! You can now leave out the front door to Proffesor Elumbergs Estate. Grab your car! (the ferrari) Select Prof. Eulemburgs estate on the map. Off you go! --------------------------------------------------- Act 2 - Martin When you arrive, a intrusive journalist asks you something about the case. Say anything, it wont change the outcome as Malcolm (the cop) is standing by. Go in the estate and talk to Travis. The body of the Prof. is upstairs. You can't see him until you have your I.D. The guard won't let you. (talk to him and it will activate a phone call at home.) You can skip other things upstairs until Act 4. There are only 2 things to do in this act. 1. Retrive your I.D. 2. Retrive Gloves. For now, you need your I.D. Go to your inventory, (the I) and click on the New - York Map. Select your home and you will go there instantly. (Weird huh?) Go through the front door and head for the living room. Java is reading a newspaper. (Good thing you got your phone!) You should have gotten a call from the plumber saying that the basement has been repaired. Go through the door behind Java. This is the basement. On the shelf to your left is a box of gloves. Grab a pair and Martin will put then in his inventory. Click on the washer and Martin will say the door is stuck. You need degreser. Go back to the living room and click near the botom of the arm chair to see a diffrent view. Go through the kitchen door to the kitchen. Under the table sticking out of the wall, there is a set of cabinets with detergents and stuff. Grab the top one and add it to your inventory. Go back down to the basement and use the powerful stuff on the washer door. Open it. Grab your pants and Martin will find his I.D. Go to your map (if you don't want to drive) and select the Prof. Estate. Go in. Go back upstairs to the cop. Show him your I.D. Go into the room he was guarding. Eww! Anyways, go to the dresser near the window. Inspect. Get the photo of two people in a jungle. Take it. Away from that view inspect the photo in your inventory. Martin finds an envolope. You can't open it now with your fingers! Try steaming it open. Head back home and go to the kitchen. Use the kettle on the table with the stove. Then use the kettle on the envolope. Have Martin see the open envolope, revealing a note. Read it. Martin dials a number. A recorded messege ensues from the telephone. Parcels!?! You'll find out later. The airport appears on the map, head to Mexico. --------------------------------------------- Act 3 - Martin So here you are with Java in Veracruz. You need to find Proffesor Uben. The nice lady folding clothes tells you Prof. Uben's house is right next to hers. There are 2 things to do in this act. 1. Find the key to the Prof. House. 2. Travel to the site. Inspect the door to the right of the truck. You need a key becuase it's locked. Go to the chained fence in front of the truck. Unbolt it from the weak wall. Inspect the storage shed. Take the vinyl album. Take the box as well. Go to the mule. Combine the box and the mule. The mule will kick the box. Talk to Pedro on the street corner. He will tell you his problem. Take a vinyl from the open box and combine it with the album sleeve. Take the result to Pedro. Pedro will give you the key to Profs. house. Open the door and inspect the monkey/lemur and Martin will say he is sitting on something. Above the sink is a weird plug. Take it. Go to the middle of the bookcase and take the map thats there. Martin will say it's incomplete. Look at the bin thats holding the maps at the corner of the desk.(not the maps, but the bin) Combine the thing you found with the map. Go outside. Go to the truck and zoom in where the cab and the bed meet. It should say tube in the subtitles. Use the strange plug on the valve and then turn the plug. Exit out and use the truck. Martin and Java drive to the site. Uben is guarding the entrance to the temple. No your I.D wont work. Go back home.(take the trail or the map) ------------------------------------------- Act 4 - Martin Ah, home sweet home. Oh, yeah the murder! Listen to Martin and Diana talk. Head to the Prof. estate. There are 8 things to do. 1. Inspect the Housekeepers Room. 2. Inspect the Libary. 3. Inspect the Prof. Room. 4. Visit the Muesum. 5. Visit the Blue Rose. 6. Visit your home again. 7. Visit Barney's Bookstore. 8. Go back to Mexico. Talk to Travis in the estate. He tells you his room has been ransaked. Head there. Ransaked! Yup. Go again to the dresser near the window again and Inspect around for a letter. Then head to the left of the bed. See the notepad? Take a page. Use the pencil in your inventory on the note. The Muesuem should appear on the map. But there are still lots of things to do here. Head to the Housekeepers room.(The room on top in the middle as you were coming in) There is something behind the chest.... Click on the blanket to reveal a box. Inside the box there is a key. Use the key with the chest. Ooops! It broke. Don't worry this is supposed to happen. Head back downstairs and go through the biggest doors you can find. (In the back of Inspector Travis when he talked to you.) Enter again. Go to the desk in the right corner. Inspect. Under some letters, there is a letter opener. Grab it. Go back to the housekeepers room. Use the opener on the chest and the chest will open. Martin will get the contents out and reveal a painting. Inspect it. He says it depicts Perguatory. Go back to where you found the opener. Go into the room facing oppisite from that table.(behind you) And look at the ceiling and at the rug. Martin says all the photos he has found represent "a divine comedy". Grab the phone from the desk. Look at the numbers. 4, 1, 3, are all faded. Go to the middle book case and Martin will remove "a divine comedy". Plug the phone into the jack and punch in 413. This will reveal a secret passage. Grab a magnetic card that is in the box right of the computer. Now go to Barney's Bookstore. Talk to him. He says he has a Blue Rose ticket. But first you have to return his book. Go home. Go to your study and go to the table with the globe on it. See that book next to that paper? Grab it. Head to the bookstore. Give Barney the book. Barney will give you a Blue Rose ticket. The Blue Rose appears on the map. Head there. Oh, no Barney gave you the wrong ticket! Go to the poster on the left of the bodyguard. Grab the "Men only stamp". Go to the muesum. Use the magnetic card on the switch next to the metal door. Enter. Go to the elevator on the left. Enter. Go past the skeleton to an elavator on the left. Enter. Go to a set of double doors. Enter. Talk to Erika. You need the medallion that she is wearing. But you can't get it now. Go to a photocopier on the left where all the bookshelves are. Combine the stamp with the ticket. Then use the ticket on the photocopier. Whala! A perfect reproduction of the ticket. Go back to the blue rose. Enter. Try to grab the blue rose that's on the tables to your left. When the barkeep says don't, talk to the dancer and tell her to distract the barkeep. She will, and Martin will grab the blue rose. Exit. Go home. Go to the basement. In the basement on top of the dryer are some paits. Grab the purple one. Use it on the rose. Use the purple rose on the letter you got from the proffesors bedroom. Head back to the Muesum. --------------------------------------------------- Act 5 - Martin Martin needs that Medallion if he is going to prove to Prof. Uben that he is the real deal. There are 2 things to do. 1. Get the Medallion. 2. Go back to Prof. Uben. Go to Erika's office. Inspect the "Purple Rose" poster. Give the letter and rose combination to Erika. She will give you the medallion. Go back to the airport. Martin will fly to Mexico. Go up the temple steps. Martin and Uben talk about the "auidou". Forget about the box for now. Go to the right wall with the hireoglyphics. Inspect. Go to the big stone pillir next to Uben. Inspect. Arrange the Hiroglyphics in the color order from top to bottom - Purple, Green, Redissh, Blue, and Yellow. The door behind you closes, but the door in front opens. Go through. The place where the "auidou" ceromony was held! On the left of the door, there are stone heads. Grab the glowing rock between the heads lips. Take that rock and use it on the boat. Martin will climb in and Uben will tell Martin to think of a place or someone. Martin is home! But wait, thats just his soul. While you are here, play with the wardrobe and the mirror for a little giggle! Talk to Diana. Pick choice Number Three. ---------------------------------------------- Act 6 - Diana Diana wakes up unsure if it was a dream. Go back into the bedroom. Inspect the window. Diana will open it. This reveals something on the floor. Inspect it. Can it be? Blue dust! So it wasn't a dream! There are 3 things to do in this act. 1. Find out where Martin is. 2. Go to the temple in Mexico. 3. Help the guys escape! Diana need to find Martin! Where do notes get hung up? In the kitchen! Inspect the whiteboard next to the fridge. Martin's address! Diana calls a cab and goes automaticlly to Mexico. Go into Prof. Ubens house. Inspect the monkey/lemur and see what he is sitting on. That's our map! Next to the sink, (diffrent view) there are "jars" and "jars of nuts". Use "nuts" on the armchair. The monkey/lemur will move and you can now get the map he was sitting on. Exit out to the street. Diana will go to the site automaticlly. Go to the dig site and have diana grab the "machete". Continue on to your left. Cut the vines on the right, then the vines on the left. Inspect both sides so Diana gets an idea of whats going on. Inspect the stone head that's broken on the ground as well. Talk to Java and Diana will tell him to move the head on the platform. Java will do so, but that won't be enough weight. Talk to Java again and Diana will tell him to sit on the platform. Buttons will pop out of the walls by the door. Push them in this order - Top right near Java, bottom left near the big head, bottom right near Java, and top left near big head. The door will open. Prof. Uben watches in horror as the door closes again. ----------------------------------------------- Act 7 - Martin Martin thanks Diana for her heroics and Martin sets off to find the rest of the parcels. Here are the 4 objectives. You might need the letter you got in the game docs. 1. Find Parcel Number 1. 2. Find Parcel Number 2. 3. Find out how to get in the secret passage. 4. Read the Prof. Notes. Check your study for the first Parcel. Get it. Now we are off to Elumbergs estate. Go back to the room before the libary. (where you found the letter opener.) See the box on the couch? Pick it up. It is the second Parcel. Use the medallion you got from Erika on all the boxes. The 3rd or second parcel reveals another box with a combination. the numbers under the "buttons" are - I, II, III. If you have your letter from the game box, use that combination on the "buttons" now. If you don't have that, this is the order you need to place - 2-3-1-3-3-1 This is the code. Once you access whats inside put every rock glowy thing you found. (I'm not sure in what order, but Martin will tell you if they don't want to fit. Once you put everything together, use the scpete thing on the secret passage in the next room. Enter. Martin will go down automaticlly. Explore as much as you like but as soon as you inspect the notes on a chair... OUCH! --------------------------------------------------- Act 8 - Alfie What?!?! Who's Alfie? You'll see. You are stuck in a warehouse with no exit. And man does this guy walk slow. Here are the 3 objectives. 1. Get out! 2. Get help! 3. Talk to Malocchio. Let's turn on some lights. Go over to the forklift to get a better view. See that switch near the door on the right? Use it. Ah! Light! Now we can see stuff. See that metal stick to the left of the generator? Grab it. Go to the truck door. Use the rod on the door and then open the door. Near the rubbish, there is a key. Grab it. Head toward the locked door left of the generator. Use the wiskey you have on the key. Use the key on the door. Exit. Talk to Terry near the car. He says he saw the bad guys leave, but he wont tell you where they went unless you can find his police badge. Have Alfie/Martin inspect the right car door near Travis. Have Alfie/Martin get the map of the docks. Head over to the hood. Grab the wire thats there. Now we should go find that badge. In front of the car and to the left of the door you came outside in, there is a passage. Enter. Equip the wire and use it on the switches to the left of the metal door. Bzzt! Alfie/Martin hears a fan turning on. Head up the stairs. (ignore the sign good-doer!) Grab the boots and grab the pocket watch in the dirt. Go to the Metal door. This is Malocchio's. Home of the crazy guy! Any ways, talk to him. He is willing to trade a "gold" chain for the boots. You can't refuse, so take it and combine it with the pocket watch. Talk to Malocchio again and he will trade it for a key. Take that key back to the truck and use it on the glove compartment. Get the badge/medal. Take it to Travis. Travis will tell you where they went. Alfie/Martin will circle it on the map. Click on it to go there.(only way) ---------------------------------------------------------- Act 9 - Alfie/Martin Last of the acts. See the conversation between Jinx and Feng. You have to get back in your body! You are losing energy! There are 2 things to do in this final act. 1. Get back in your body! 2. Get Jinx! There is a window behind you and under the posters. Go through it. There you are! You can't get back in unless you have a rock that the thieves stole! Go through the hallway to your left and you will find Prof. Eulemburgs assistant! You need to distract Feng! There are some posters on the wall to the right of a desk. Take one. Equip it and then use it on the door. Feng likes it, but is too busy to notice that his head is right on the doors path! Click on the door and exit. Ohh! Ouch that had to hurt. Inspect the unconsoius body to find keys to the van. Use the key on the van's back door. Inspect. A diary! Grab it. Alfie/Martin will tear a page. See where there is JINX and then a number? That's our safe code! Here it is so you don't have to see it - 001 - 857890. (Note - It won't work on the safe unless you grab the page first.) Head south of the van. Enter the diffrent section. See a green thing on top of the box? That's the safe. Enter the combination. Grab the stone. Go back to the Prof. Assistant. He will put you back in your body. You two will automaticly go to the docks. Epp! A gun! The third option is the only one that works. ----------------------------------------------- Contact Me - You can contact me at clankandmatt(at)yahoo(dot)com for comments, any further questions, and any other things. ----------------------------------------------- Thanks - I want to say thanks to all the prople at the Crime Stories Message Boards. The Adventure Company with Arematica Entertainment for making such a great game. And anyone else that feels he deserves some credit! ----------------------------------------------- *END OF FAQ*