General hints Miette must face an item before it can be found. Just being in the
general vicinity isn't sufficient. Turn her in each direction and watch
for a new object to appear on the screen. A chime will also be heard when
a new object can be obtained.
To save time, press Run
to move Miette through the city. She won't fall off ledges or jump into
the water.
To use a key, open the
inventory and select the item by pressing Pick up. Press Action
to unlock the door. Press Inventory to put the key away. Press Action
again to open the unlocked door.
Miette must be directly in
front of a person when using pressing Talk.
Press Switch Camera
when the camera icon appears in the top right corner of the screen. At
times, this will reveal items or persons that were not visible from the
previous perspective.
Introduction Watch the introduction sequence to witness One's little brother Denrée
being kidnapped by the Cyclops. Note that the Cyclops has very sensitive
hearing and can not bear loud sounds. As the introduction sequence
continues, note the various locations in the city as the developer's names
are displayed. The last location shown is the door to the orphanage, where
game play will begin.
Orphanage school Approach and speak to Pieuvre, the Siamese-twin headmistress. They
will instruct Miette to rob the cashier's hut. Miette can not waste any
time in any of the scenes in which she is in the orphanage. If she lingers
too long, Pelade will appear and throw her into the cellar.
Speak to Pieuvre again to
learn that Pelade has a key to the hut. Quickly leave the orphanage school
by opening the door to the left of Pieuvre.
Orphanage courtyard Walk forward towards the short sloping roof on the left side of the
courtyard. The view will shift to reveal Pelade sitting on a chair next to
a flight of stairs. Talk to him to obtain the key to the cashier's hut.
Turn left and leave the courtyard by walking past the dog and through the
half opened gate.
En route to the Alcove As the scene shifts, move Miette forward between the buildings, then
move to the right over the walkway and down the long ramp.
Walk past the room with the
flashing light. Note the alcove in the wall directly below this room. This
is Miette's current destination.
As the scene shifts again,
walk down both flights of stairs to reach street level. Move towards the
wooden walkway that runs next to the greenish water. Use the walkway to
move to the left and enter the alcove.
Alcove Take the brush that is hidden in this location.
En route to the Cashier's
hut Use the wooden walkway to return to the right to street level. Turn
left at the corner next to the barrel.
The scene will shift to a
side view of small alley with several small boxes and barrels. Move to the
right side of the alley and climb up the stairs that approach the screen.
Move forward along the side of the building to reach the walkway to the
cashier's hut.
Cashier's hut Speak to the Watchman to learn that he will not allow Miette near this
location. The Watchman must be drawn away from the hut before it may be
robbed.
En route to the Pier Leave the hut and follow the walkway as it curves around the building
to the right and walk down the short flight of stairs to reach the pier.
Pier The pier consists of two parts, a stone walkway and lower wooden dock
that runs alongside. Note the barrel and bales at the beginning of the
pier. Climb on the small bale behind the barrel from the stone walkway.
From here, climb on the larger bale that is at the very beginning of the
pier. Look around on this bale to find a metal bar. Take the bar and
return to the stone walkway.
Run along the stone walkway
to reach the lighthouse at the end of the pier.
Lighthouse Locate the open electric panel to the left of the lighthouse door. Use
the metal bar at this location to throw it on the panel and short out the
lighthouse beacon.
The Watchman will leave his
post to investigate the problem. Immediately move Miette behind the large
wooden spools to the right of the lighthouse door. Adjust her position so
only the very top of her head is exposed when she ducks down. Do not
switch to the wider view while hiding, as this will result in her capture
and entrapment in the warehouse. To hide successfully, position Miette
quickly and carefully.
The Watchman will examine the
electric panel before entering the lighthouse. Run back to the beginning
of the pier and return to the walkway that leads to the cashier's hut.
Cashier's hut Approach the door on the right side of the hut's exterior. Use the key
obtained from Pelade to unlock the door. Enter the darkened hut and turn
left. Turn on the light switch located just to left of the door. Note that
the safe on the left side of the screen is protected by an electric
charge.
Face the cash register that
is in the alcove to the right of the door. The cash register drawer must
remain opened to disable to electric charge. Take the brush out inventory
and press Action to open the drawer. Press Drop to place the
brush in the drawer to keep it open. Approach the safe and press Action
to take the contents.
An alarm will sound as Miette
scrambles to take the gold that has fallen to the floor. Watch her capture
by the Watchman and her subsequent rescue by One. He will ask Miette's
assistance in finding his little brother, Denrée. However, Miette has to
return to Pieuvre at the Orphanage school.
Orphanage school Pieuvre will sent Miette on another robbery. The next target is the
loan shark's safe. Turn around and run to the rear of the classroom. Take
the bag of marbles from the top of the bookshelf. Quickly exit the
classroom before Miette is thrown into the cellar.
Orphanage courtyard Enter the kitchen through the door that is next to the classroom door
in the courtyard.
Orphanage kitchen Talk to Boule, the boy sitting at the table, to learn that he is
making a strong potion for Pieuvre's headache. He'll also tell Miette how
to reach the loan shark. Try to take the potion from Boule to learn that
he wants his marbles. Press Drop to trade the bag of marbles for
the potion.
Switch views and approach the
tall cabinet that is holding the plates and utensils. Take the piece of
chicken from the cabinet. Return to the courtyard.
Orphanage courtyard Walk to the dog kennel located in the middle of the courtyard. Take
the empty bottles are in between the kennel and the steps leading to the
cellar.
Walk to the half open gate at
far end of the courtyard. After the view shifts, approach the garbage cans
that are to the right of the gate. Take the marrow bone that is next to
the cans. Leave the courtyard through the half opened gate.
En route to the Tramp Follow the route that Miette used to reach the alcove that contained
the brush. As Miette walks toward this location, the Tramp will begin
babbling about his hunger and hatred of the Watchman. Approach the Tramp
and speak with him.
Tramp Give the piece of chicken to the Tramp. Move in front of the wine
barrel to the left of the Tramp. Use an empty bottle to fill it with wine.
Return to the orphanage courtyard.
Orphanage courtyard Approach Pelade and give him the potion. He'll fall asleep after
drinking it. Look closely at the stairs next to Pelade to find a rope and
crank. Use the crank to lower the basket. Take the sausage and door handle
from the basket. Climb the stairs and follow the balcony to Pelade's room.
Pelade's room Use the door handle from the inventory to enter Pelade's room. Turn to
the left immediately upon entering the room and turn on the light. Walk to
the bed at the opposite end of the room. Take the key to the courtyard
door from the floor in front of the bed. Turn off the light and return to
the orphanage courtyard.
Orphanage courtyard Approach the kennel and give the dog the marrow bone. Go to the door
that is just to right of the kennel. Unlock it with the key from Pelade's
room. Enter the door and walk down the long stairway to the waterfront.
Waterfront Walk to the left of the delicatessen. Try to walk up the stairway next
to the Cyclops. After being pushed away, walk to the right along the
waterfront. Keep walking until finding the Worker and his truck inside a
yard. Approach the Worker and talk to him. Miette will discover a pair of
pincers (pliers). Wait until the Worker reaches inside the engine before
taking them.
Switch views so the truck and
Worker are in the lower left portion of the screen. Note the light shining
down from the far wall. The object below the light on that wall is a small
bell. Approach this location. Use the pincers to remove the bell from the
wall. Return to the Cyclops that is guarding the stairway.
Position Miette between the
Cyclops and the stairs. Turn towards the Cyclops and ring the bell twice.
Then, turn towards the stairs and use the bell. If Miette is positioned
correctly, she will hit the bell against the bottom of the staircase,
sending the Cyclops into the water in agony. Climb up the stairs and enter
the loan shark's home.
Loan shark's home Walk to the chess board across the room from the desk. Take the little
safe from the chess board. Approach the small table located on the right
side of the safe. Use the little safe to place it on the scale at this
location. The safe's door will swing open. Take the jewel from the safe
and exit the loan shark's home.
Two Cyclops will be waiting
as Miette leaves. As she struggles with one of them, she will fall off the
walkway into the water. Fortunately, she is rescued by the Diver, who
happens to be in the vicinity.
Diver's home Miette will awaken without any possessions the Diver's underwater
room. From Miette's initial position, there is a barrel and what appears
to be a fireplace to the rear of her location. Take the piece of wood from
the front of the fireplace. Approach the large throw switches on the
opposite wall. Use the piece of wood to keep the left switch from moving.
Flip the switch on the right. A loud buzzer will sound and disturb the
sleeping Diver.
Walk to the opposite end of
the room towards the Diver's bed. Take the key from the shelf above the
bed as the Diver murmurs while in a nightmare. Listen as he speaks about
the kidnapped children and how Krank is stealing their dreams for his own
use.
Move to the location that was
displayed when Miette awoke in the room. Climb on the crate and look in
the periscope that is hanging down from the ceiling. Miette will witness
children being loaded onto a boat from the city. Walk to the opposite side
of the room to the airlock door. Use the key to unlock the door and leave
the Diver's home.
En route to the bar Walk up the three steps to the left of the of the airlock and move
forward along the walkway. The scene will change to show Miette walking
towards the camera with water on the left. Note the platform next to a
semi-circular rail. Take the lighter hidden behind the platform. Continue
moving forward.
Climb up the stairs, and
cross the two wooden boards to the other side of the water. Climb down the
opposite set of stairs and follow the walkway to a series of two more
staircases. Climb up both sets of stairs and follow the walkway to find a
yard with an enclosed fence.
Climb on top of the crates
that are stacked on both sides of the fence to enter the yard at the back
of the bar.
Bar From the overhead view of the yard, find the candle in the lower
corner next to the barrels. Approach the workbench under the awning. Take
the pair of scissors from the workbench. Place the candle under the rope
that is holding up the suspended crate. Use the lighter to light the
candle. Miette will run to the back door of the bar.
Watch as the Lune opens the
door to investigate the sound of the crate falling. Miette will use this
opportunity to enter the bar. Miette will tell One that the are being
taken from the city to an oil rig. Miette will run out of the bar after
Lune returns.
En route to the Sailor Miette will return to the streets of the city. Move toward the camera,
then walk to the left. Continue moving to the left when the scene shifts
to display two garage doors next to each other. The scene will shift again
to show the Sailor painting a boat in the foreground with Miette in the
far background. Approach the Sailor.
Sailor Speak to the Sailor to learn that the Fisherman may be able to help
Miette reach the oil rig. Walk up the long flight of stairs to the rear of
the boat.
The view will shift to show
Miette on a long arched walkway that is above the two garage doors and
next to a lit window. Move next to the lit window and take the empty tin
can from the window sill. Return to the Sailor.
Position Miette to the left
of the sailor and face the boat. Take the paintbrush from this location.
Use the paintbrush to coat it with some paint. Walk back up the long
flight of stairs to the rear of the boat.
Walk to the end of the
walkway to find a small alley with the Tatooist's booth.
Tatooist Walk to the opposite end of the alley and take the atomizer that is
next to the closed gate. Talk to the Tatooist to see that he has a piece
of paper that may be important. Miette can not obtain the paper at this
time.
En route to the Fisherman Return to street level and move to the scene with the two garage
doors. Walk to the left side towards the rear of the scene. The scene will
change to show a top view of Miette walking between two street lights.
Continue moving forward.
The scene will change to show
Miette approaching a twin stair case leading to two parallel docks.
Continue following the street as it leads to the left.
Fisherman Approach the Cyclops that is guarding the entrance to the far dock.
Use the coated paintbrush to blind him. Watch as he slips off the dock and
falls into the water.
Run to the end of the dock.
Place the tin can in Miette's hand from the inventory and speak to the
Fisherman. Miette will learn that he is fishing for his can, which fell
into the water. Give the tin can to him. The Fisherman will tell Miette
that the Tatooist has a map to the oil rig. He also will tell her how to
knock out the Tatooist so the map may be obtained.
Walk to the twin stair case
that leads to two parallel docks. Walk down the stairs on the right side
and move to the end of the dock. Take the stick from this location. One
will be sitting in a boat at this location.
Return to street level next
to the twin stair case. Note the group of barrels and crates at the rear
of the scene. Move to the left of this group and keep moving forward to
find Marcello's home.
Marcello Talk to Marcello to learn about his fleas. Approach the jar of fleas
sitting on the small table next to Marcello. Use the stick to push the jar
off the table and release the fleas. Turn to the left and turn the crank
on the music box. The fleas will attack Marcello. Use the atomizer to blow
the fleas off Marcello. Take Marcello's watch, which also functions as a
compass. Return to the Tatooist's booth.
Tatooist Position Miette on the left side of the booth and press Action.
She will unscrew the board that is hanging over the Tatooist and knock him
out. Take the map from the booth. Return to the pier where One was waiting
in the boat.
One Give the map and the compass to One to complete the Miette's quest.
Watch the ending sequence as she and One row out to the oil rig. Miette
will climb up into the rig and find Irwin. Irwin will tell Miette that the
Diver has killed Krank and is planning on destroying the oil rig. Miette
will rescue the children as the Diver destroys the rig.
Please
select the first letter of the game's title below. If the word
"The" appears at the start of a title, ignore it and search for
the second word in the title: