The Far Corners of the World: Chapter 1 – The Book, the Box and the Key
Walkthrough
0. General information
This walkthrough will help you completing FCotW1 with all its zany puzzles. It is organized in a task based way, so if you get stuck in the game, just look up the major task you are currently working on. For each task, all the necessary actions are described, though many of these actions can actually be performed out of order or at an earlier point in the game. The walkthrough will also help you getting all bonus points – they are listed in their own section at the very end of the walkthrough. Getting all 160 points will give you a short extra scene at the ending. Now let’s get started…
1. Getting started
The game begins with our hero Jeff Carter having a little fight with his fiancée Tiffany. After Tiff is gone check the answering machine (1/001), then go the the table at the very right of the room and read the letter (1/002). Looks like Jeff’s estranged sister Suzie is in trouble and Jeff has to fly to London to help her. To find your wallet, open the upper drawer in the cabinet (1/003). Next you have to change clothes. This is done by simply going up the stairs to Jeff’s bedroom (1/004). Lastly we need to leave a message for Tiffany. Since Tiff’s mobile phone is broken, we select our own mobile phone in the inventory and use it on the answering machine (1/005). With everything done in Chicago, we leave the flat through the door on the left. London here we come!
2. Finding Suzie
After our arrival in London we enter the hospital directly in front of us. Use the small button to get the attention of the nurse (1/006), then speak to her to find out about Suzie’s room (1/007). Now enter hospital room 112 in the same screen to find your sister. Jeff tries to talk to her, but she’s in a coma and there isn’t much Jeff can do at the moment to help her. Looks like a good time to talk to the doctor.
3. Talking to Dr Hart
Leave the hospital room and go to the left. In the waiting room you’ll find two doctors talking. Looking at them, you notice one of them is Dr Hart. Try to get his attention – that won’t work until their discussion is finished. Look at the loudspeaker, then return to the nurse and ask her about it. She promises to use the loudspeaker to call Dr Miller, the guy who keeps Dr Hart occupied. However she will only help you if you check today’s lottery numbers first. The nurse gives you the helpful hint that the numbers are announced on TV. Go to the waiting room and try changing the TV channel. Too bad, one of the patients is watching so you need to occupy him otherwise. On the table in Suzie’s room you find a health magazine that you can take (1/008) and give to the patient (1/009). Now change the TV channel and listen carefully to the announced numbers. If you forget them, you can always take a look at the TV where the lottery numbers are still displayed. Go to the nurse and show her the six correct numbers (17, 26, 35, 37, 40 and 48) by choosing them on the board (1/010). Return now to the waiting room and notice that the speaker’s not working. That’s not fair! Tell the nurse about your misfortune and then ask her to call Dr Miller again. The nurse agrees and you can control Jeff again. Quickly select your mobile phone from the inventory and use it on the nuse to record her voice (1/011). This is a timed puzzle, so you need to be fast, but you can repeat it as often as needed. Jeff automatically sets the nurse’s call as his ring tone. Back in the waiting room hide the phone in the plant directly under the loudspeaker (1/012) and then use your wallet on the nearby pay phone (1/013). Dr Miller falls for the trick and you can finally talk to Dr Hart. A long conversation follows and Dr Hart gives Jeff three items they found with Suzie: a note, a blank piece of paper and a strange metal tile (3/016). He also asks Jeff to find out more about Suzie’s life, as that might help uncovering the reasons for her condition.
4. Learning about Suzie’s flat
Open the locker in Suzie’s hospital room to find her handbag, which contains the address of a nearby museum and a photo with Suzie and someone in a moose mask (2/018). Now leave the hospital and use one of the cabs in the street. On the London map choose the museum as your next destination. Enter the museum and talk to the grumpy guard, then go the stairs at the right side of the room. Take the cordon that blocks you way (1/019) and go upstairs. Enter the curator’s office anf talk to Prof Hendrickson about everything. You learn some background information, Suzie’s home address (1/020) and you also find out that Suzie had visited the museum only recently (1/021).
5. Getting into the flat
Go to Suzie’s flat. In the staircase, look at the third mailbox from the left to learn the number of her apartment (1/022). You also learn that Suzie has a flat mate. Go up the stairs to the mid level and ring at door 1B. Nobody’s home, so let’s try if any of the neighbors are at home. Jeff is successful when ringing at door 2A on the upper level. Talk to the neighbour, but he’s not the trustful type. Open your inventory and interact with your wallet to find an old ID card (1/023). Show the ID to the neighbour (1/024), then talk to him about everything (1/025). Looks like Suzie’s flat mate is home after all, so return to door 1B and keep ringing until Gwen opens the door. Talk to her and she agrees to let you into the flat – once you’ve paid her 1000 pounds that is. Broke from spending all your money on the flight tickets, you likely haven’t got any cash at this point of the game, so leave for now and return to the street in front of the hospital. There you find an ATM machine on the right side of the screen. Use you wallet on the ATM, only to find out that Jeff has forgotten his ATM code. Not your day, huh? If you haven’t done so yet, retrieve your mobile phone from the plant in the hospital room. The janitor has moved the plant, but luckily the phone’s still there. Use the mobile phone in your inventory to learn the ATM code (1/026) and then use the wallet on the ATM again (1/027). This time it works and Jeff can draw some money. Now return to Suzie’s flat, ring at door 1B and give Gwen the money (1/028). Finally you can enter the flat!
6. Reading the secret letter
Inside Suzie’s flat you can talk to Gwen about everything, but she doesn’t seem to know much. Interact with the right cushion of the couch in the living room to find a lighter (1/029) that Gwen lost. Assuming you have gotten the blank sheet of paper from Dr Hart earlier (see section 3), you can now use the lighter on this sheet of paper to unveil a letter written with invisible ink (1/030). Read the letter to learn your next tasks (1/031) – finding the eponymous book, box and key.
7. Locating the park
Enter Suzie’s room in her flat – it’s the first door on the left side of the screen. Take the photo album from the cupboard (1/032) and open it. You can look at the photos to learn more about Suzie’s and Jeff’s past. Also notice the loose slip of paper between the pages, take it (1/033) and take a closer look. You’ll see some letters and numbers written on it, and the words “red” and “blue”. Nothing that helps you yet, but we’ll come back to it in a few moments. For now open the upper drawer in the right bed stand (1/034). It contains a GPS device, but it doesn’t work because it’s out of power. Take the digital camera from the nightstand (1/035), open it in your inventory to get its batteries (1/036) and place them in the GPS device to activate it (1/037). As you might have guessed, the slip of paper from the photo album will help us finding the coordinates, but first we need to learn the meaning of the words “red” and “blue”. One of the books in the cupboard hints that coordinates can be written as degrees, minutes and seconds. The degrees are already available on the paper, so where to find the minutes and seconds? Go back to the living room and take a closer look at the hanging apron. In one of its pockets you find a broken blue watch (1/038), which you can use the slip of paper on. Back in Suzie’s room you can also use the slip of paper on the broken red clock. This will give you the full coordinates (N51 31.03, W00 10.34), so use the GPS device and enter them (1/039). If you’ve done everything correctly, Jeff should comment on it and the park will be unlocked on your city map.
8. Meeting the moose
Go to the freshly unlocked park. The GPS device points to a bench that is currently occupied, but we will deal with that problem later. For the moment take a look at the guy on the rightmost bech. It’s the hospital’s janitor, who is enjoying his break. Noone to let such an opportunity pass, Jeff returns to the hospital and examines the janitor’s unguarded toolbox in the waiting room. Your efforts are rewarded with a cutter (1/040). Exit from the waiting room and run into a hooded person just leaving Suzie’s room. A short cutscene follows that shows that Suzie was attacked, but she’ll be ok. Also, Tiffany calls Jeff to tell him that she just arrived at the London airport. While picking her up, Jeff notices a guy in a moose costume. Deja vu! After the cutscene you can talk to Tiffany, your parents and to to the police officer now guarding Suzie’s room. You can also question the nurse about the incident. Once you are done at the hospital, you can return to the airport – the icon’s located in the upper right part of the map screen. Go to the guy in the moose costume and try talking to him. He isn’t very communicative, but showing him the photo from your inventory convinces him to talk with you (1/041). Go through all the conversation options and ask the guy (Simon) in particular about Suzie, her strange box and his van (1/042).
9. Detecting the club
Having followed first leads on the box and the key, we still don’t know anything about the book yet. Return to Suzie’s flat and ask Gwen about it (1/043). She admits having taken the book to her favourite club and promises to get it. We can now leave Suzie’s flat and return later. Gwen will be gone, but she isn’t in any hurry to return, so we’ll have to take matters into our hands. Open the photo album and look at the picture that shows Gwen in a bar. According to the caption the bar belongs to Club Morelle, which seems to be the place Gwen has gone to (1/044). Jeff automatically marks the club on his city map.
10. Entering the club
At the club, try opening the front doors. The doorman won’t let you in, figures. Talk to him about everything and learn about the membership cards. He won’t let you in unless you have one. Follow the alley to the club’s backyard to meet Gwen and a friend of hers. Speak to Gwen and learn that she left her membership card at home. Now go to the hospital and get the tweezers from the medical card near the nurse’s office (1/045). Continue to Suzie’s flat and try opening door 1B – still locked. Talk to the elderly neighbour from 2A and say you need to enter Suzie’s flat again. He tells you about a spare key (1/046). Go to the mid level of the staircase, near door 1B, and find the loose wall tile that looks a bit daker than the others. Look at it, then use the tweezers to get the apartment key out of the hole behind the tile (1/047). Use the apartment key to unlock door 1B (1/048) and enter Suzie’s flat. In the living room you find the membership card that Gwen forgot on the kitchen table – take it (1/049). Back at Club Morelle, showing Gwen’s membership card to the doorman won’t convince him to let you in, so we have to make our own fake one. Go to the airport and find the corpulent tourists. Talk to them about everything, namely food and several times about their chewing gum. Eventually they will give you the gum (1/050), but in exchange you have to promise to find them some chocolate cake later. Use the chewing gum to make some chewed gum appear in your inventory (1/051), Now use the cutter (which you should have gotten in section 8) on your old ID card (1/052) and use the chewed gum on the backside of the cut-out photo in order to make it sticky (1/053).The sticky photo you can put on Gwen’s membership card (1/054) and voilà, our fake membership card is complete. Show it to the doorman to finally get access to the club (1/055).
11. Discovering the book
Enter the club and ask the singer Chantalle about Suzie’s book (1/056), then ask the barkeeper about permission to enter the cellar, where the book is stored. The barkeeper tells you that the bar owner has changed the code of the cellar door and forgotten to inform him (1/057), so it’s up to you to learn the new code. Use the arcade machine in the bar. What you are really interested in is the highscoreslist, seeing as the arcade game doesn’t even seem to have highscores! The door code is hidden in the list, but it can be tricky to see, so you have two options here. You can remember that your fiancée is good with numbers, use your mobile phone to take a picture of the highscores and show the mobile phone to her at the hospital. Tiffany will then solve this riddle for you and tell you the correct answer. If you want to find the code yourself, just read the first column of the names in the highscorelist top-down. The letters say 3BACKWARDS, meaning the code is the 3rd highscore in reverse. Go to the backyard and use the control panel next to the cellar door. Enter the correct code (3567196) there and press the button to confirm your input – Jeff should remark that the door is open now (1/058). Enter the cellar and search the cardboard box in the middle of the room (1/059). Jeff finds his sister’s book, but the hooded figure appears and locks him into the cellar.
12. Escaping the cellar
Search the box at the bottom of the shelf to find some needles and a magnet (2/061). Next use your lighter on the huge papier mâché head to set it on fire (1/062). Note that there’s a small crack in the wall that was previously concealed by the head. There’s something in there, and you can get it by using the magnet on the crack – it’s a paperclip! (1/063). Go to the box under the stairs and move it. Hidden behind it is a small hatch that you can open by using the newly attained paperclip (1/064). Inside the hatch you’ll discover a button, which you can press to open the cellar door again (1/065). Time to escape!
13. Making the couple leave
Now the time has come to deal with the lovebirds in the park. Go there and talk to the couple on the bench. As expected they won’t leave so easily, but they are nice enough to give you a checklist of things that annoy them. Looks like we have our work cut out for us, but we’ll need to make some preparations first. Go the street in front of the hospital and enter the bakery to buy some fresh bread (1/066). Continue to Club Morelle and ask the barkeeper about chocolate cakes. He’ll ask his wife to bake some, but you won’t get any. Darn! Our next goal is the museum, where we get a pencil from the desk in Prof Hendrickson’s office (1/067). Return to the park and get the pebbles from the ground near the left end of the screen, behind the big stones (1/068). Also take the loose wire from the fence around the statue (1/069) and use your wallet on the guy in the hot dog stand to buy a tasty hot dog (1/070). Now go back to Club Morelle, this time to the backyard. You’ll notice that the barkeeper’s wife has finished baking her cake, it’s cooling on the window sill on the upper floor. Throw the pebbles at the cake (1/071) and take it after it has fallen down, even though it is ruined (1/072). Go to the interior of the club and give the ruined cake to the barkeeper (1/073) – since the plate had some sentimental value to him, the barkeeper is very thankful and allows us to take another cake as a reward (1/074). Go the airport and give this cake to the tourists, who have ben waiting eagerly for it. They give you some American chocolate in return (1/075). We have everything we need now and return to the park in order to annoy the couple. The first step is easy: they don’t like obnoxious mobile phone users, so position yourself near the bench with the young lovers and simply use your mobile phone (1/076). That annoyed them alright, but you aren’t finished yet. The lovebirds also don’t like animals, so we’ll sic the local dog at them. To do this, we first hide the hot dog under their park bech (1/077), then we buy another hot dog. Now we need to wake the sleeping dog up without his owner objecting. Use the bread from your inventory with the dog and then proceed to make a trail of bread crumbs from the dog to the pigeons a bit farther down the path. Altogether you can make three heaps of bread crumbs on the path: one in front of the statue, one near the left corner of the hot dog stand and one in front of the trashcan. If you did everything correctly, the pigeons will move to pick the first heap of bread crumbs. After they have finished, they will proceed to the next heap and so on until they have reached the dog, who is woken by their unwelcome attention (1/078). Once he’s awake, you can bait the dog by using the hot dog on him (1/079). He’ll follow you now, thus you simply need to walk by the park bench the couple’s sitting on. The dog should be drawn to the hidden hot dog and scare the couple. It’s 2:0 for you, but the couple won’t leave until you annoy them one last time. They aren’t fond of children, so Jeff should talk to the little girl near the hot dog stand. The girl has lost its doll, so we promise to return it to her. Luckily we don’t have to look far: search the sand box near the park entrance to find the doll (1/080). Show it to the girl, but she rejects it because it’s broken. The waiting room in the hospital has instructions how to deal with broken limbs: in a nutshell we need to improvise a splint. Do so by combining the wire with the pencil (1/081) and then attach the resulting construct to the broken doll (1/082). Give the repaired doll to the girl (1/083), who isn’t satisfied with the job you’ve done. Talk to her again for a new deal – the little brat wants American sweets now. It’s good we’ve gone through all the trouble to please the tourists! Give their chocolate to the girl (1/084) and she finally agrees to help you. Lean back and watch how the tourists decide to find a more peaceful place (1/085). Victory at last! Whew, that was quite some work.
14. Coming upon the key
Proceed by taking a closer look at the now unoccupied park bench. In the closeup look at the symbols (1/086) – the infinity symbol is the key to the owl? Go to the right side of the park. At the monolith you find an engraved infinity symbol, but the plate above is too dirty to read. If you haven’t done so yet, enter the bathroom in Suzie’s hospital room and get the cleaning agent (1/087) from the medicine cabinet. Also drop by the museum and get the brush from the bucket under the table with the Egytptian artefacts (1/088). Now you can clean the plate on the monolith in the park by first using the cleaning agent to soften the dirt (1/089) and then using the brush to remove it altogether (1/090). Read the plate for a rhyming riddle. The riddle is actually a set of five simple paraphrased mathematic equations, and your goal is to solve them to get a sequence of five distinct digits. The equations are (1) 2b=a+1, (2) b+c=10, (3) b+1=d, (4) e+c=14, (5) a+b+c+d+e=30 and you need to determine the values for a, b , c, d and e. If you aren’t mathematically inclined, you can simply take a picture of the plate with the riddle and show it to Tiffany at the hospital – she will solve it for you if you ask her to. Remember the solution for now, we will tackle the owl symbol next. Where did we see an owl earlier? Correct, at the museum. Go there and take a closer look at the owl casket left from the exit. Try to touch the polyhedron on its breast, the guard won’t let you. We have to get him out of our way alright. Go to the upper floor and notice that there’s a sign on Prof Hendrickon’s office door, saying that he isn’t there at the moment. That’s almost an invitation to search his office! Enter, take the open book from the right shelf (1/091) and the spear from the tribal statue (1/092) and then examine the desk closer to find some kind of switch, which you operate of course. Leave the office and use the spear on the swords above the office door (1/093). Take the fallen sword (1/094) and tie the cordon from your inventory to it (1/095). Now Jeff can tie the sword with the cordon to the spear to build a long, sharp “something” (1/096). Continue to the right, to the museum’s balcony. Flipping the switch in the office has extended the maintenance bridge and allows us accessing the hanging pterodactyl. Use the sword-spear-construct on the ropes (1/097) to make the pterodactyl fall, the t-rex skeleton explode and the guard cry – what a chain reaction! Return to the entrance hall, where you can now deal with the owl casket without interruption. Touching the owl’s polyhedron gives you a close-up: each side of the polyhedron has a Chinese symbol on it. Open the book you got from the curator’s office for a translation. All symbols correspond to a number between 1 and 10. Hopefully you still remember the solution of the mathematical riddle earlier, because you need it now: you have to press the matching symbols. Don’t fret, here’s the solution: The riddle solution was 74658, so the corresponding symbols according to the book are QI SI LIU WU BA. Press them in that order and a secret compartment in the owl should open (1/098), allowing you to take the key you were looking for (1/099).
15. Searching Simon’s van
Having found the book and the key so far, we still need to discover the box. If you haven’t done so yet, go to the airport's parking deck by leaving the main hall to the right and find Simon’s van. His colleague Tim is guarding the vehicle and refuses to let you search it. He also doesn’t want to work. Discuss this with Simon and ask him if there’s anything you can do to help him. Eventually he tells you that he’d like some ouzo-flavored lemonade. Leave the airport and go to the club. Try climbing the fire ladder in the backyard. It breaks down, but you can take the fallen metal rod now (1/100). Go to the street in front of Club Morelle and notice that something’s glinting behind the sewer grate, but you cannot reach it. Use the chewing gum you got in section 10 with the metal rod to get a sticky rod (1/101). Using the sticky rod on the sewer grate gets you an exotic coin (1/102), Now you can enter the bar and use the coin on the vending machine to buy the ouzo-drink (1/103). Give this drink to Simon at the airport, he’ll take off his moose mask and decide to make a break (1/104). Now talk to the young woman who hands out flyers at the airport (1/105). Interact with the flyer in your inventory to roll it, then use the needles you get in section 12 with the rolled flyer (1/106) – you’ve just built yourself an excellent blowgun! Go near Simon’s mask and use the blowgun on the nearby balloons to pop them. While Simon is distracted by the noise, quickly grab the moose mask (1/107). Use the mask in your inventory to wear it and go to the parking deck to speak with Tim the Bully again. He thinks you are Simon, but he refuses to go back to work. After talking to him, use the hand-symbol while still wearing the mask (1/108). Jeff starts clobbering Tim who immediately runs away. Now you can use the open rear doors of the van to search it and find a London tube ticket stub (1/109). That may be a weak lead, but it's better than nothing.
16. Uncovering the box
Show Simon the ticket stub that you’ve found in his van (1/110). He tells you that it might belong to Suzie and that an unconcious woman was found at a tube station near St Mary’s hospital. Additionally you can go to the hospital and show the ticket stub to Dr Hart. He will confirm that Suzie was found at the nearby tube station. Go to Club Morelle, talk to the barkeeper and order a bottle of beer (1/111). Return to the street in front of the hospital and enter the tube station there. Go left until you meet the tramp and give him the beer (1/112), then talk to him repeatedly until he has told you everything and gives you a newspaper with another message from Suzie (1/113). Climb down on the tracks by using the hand-symbol on them, then go left into the tunnel. Here you’ll need to operate the levers right from the maintenance door in order to open it. For the door to open, all four levers need to be in the green position, however operating one lever also affects the others: the first lever from the left affects levers 1, 2 and 4, lever 2 affects levers 2 and 3, lever 3 effects levers 1 and 3 and lever 4 affects levers 3 and 4. You can use the button left from the door to reset the levers to their original position. One possible solution is to use the levers 2, 4 and 3 in that order (1/114). Open the maintenance door. Congratulations, you have just arrived in the first room of the dreaded sewer labyrinth! If you get lost, just wander around until you arrive in the room with the ladder. Here you can climb up to the street in front of the museum and start afresh from the beginning. In order to solve the labyrinth, Suzie’s newest message is invaluable. Look at the newspaper. Suzie has marked the word “NEWS” with an exclamation mark and added her own text “See Swen!”. The letters are actually directions (N=North, E=East, S=South, W=West), so starting with the first room of the labyrinth take the following exits: N, E, W, S, S, E, E, S, W, E, N. If you follow these directions exactly, you will arrive at a new room with a single door (1/115). Open the door and in the next room remove the red cloth from the floor. Beneath is a stone chest that you can inspect more closely. Put the peculiar metal tile from the beginning of the game in the middle indentation, you’ll hear a clicking noise (1/116). Clicking on each of the three square indentations now cycles through five different symbols before the empty square appears again. Your goal is to set the correct symbol in each square, which can be rather tricky and takes some power of observation. Take note that for each of the three squares a certain number of dots are visible in the empty position. The upper square has one dot, the left one two dots and the right one three dots. You might also have noticed that the symbols in the indentations correspond to symbols from Suzie’s book. In the book, these symbols are categorized into the groups I, II and III. In the indentation with one dot you’ll generally find symbols from group I, the indentation with two dots has symbols from group II and the indentation with three dots has symbols from group III – but in all three cases there’s exactly one exception, i.e. one symbol that DOESN’T belong to the corresponding group of the book – set the three squares to these symbols. If you are too lazy too look up the symbols in Suzie’s book, this is the solution: for the upper square it’s the third symbol in the cycle, for the left square it’s the second symbol and for the right square it’s the fifth symbol. When you’ve set the symbols correctly, press the tile in the middle to finally open the chest (1/117). Jeff automatically takes his price from it – Suzie’s mysterious box (1/118). Use the door to automatically leave the sewers.
17. Solving the disc
Back at the surface we use the key to open the box (1/119), inside there’s a golden disc which we take a closer look at. The disc consists of thee concentric rings that can be moved and show symbols from Suzie’s book. We cannot do anything else with the disc right now, so exit the closeup to receive a phone call from Tiffany. Leave the current screen and go to the hotel, which is a new goal that is now available on your London map. At the hotel resteraunt a lengthy cutscene plays out, showing a dialog between Jeff and Tiff (1/120). Back at the city map, your next goal is Suzie’s flat, where you must show the golden disc to Gwen (1/121). Talk to Gwen about everything until she tells you about the painting that Suzie has put on display recently (1/122). Looking at the patining outside the flat, Jeff notices that something tiny is written in the corner, but it’s too small to read. Go to Club Morelle and talk to the drunk guy at the bar. Looks like he’s a member of that DustBusters band. Go to the airport next and enter the souvenir shop. Try taking the magnifying glass on the counter – it’s not for sale. Look at the DustBusters poster at the front side of the counter to learn that the shopclerk is a big fan of the band. Interact with the magnifying glass again and offer a DustBusters autograph in exchange for the magnifying glass. Now return to Club Morelle. Enter the bar’s cellar and make sure that the clima control is set to NORMAL. Go into the bar and ask the drunk guy for an autograph. He puts it in his jacket but is too drunk to remember giving it to you. Return to the cellar and set the clima control to HIGH this time. Back in the bar, the drunk guy has taken off his jacket and put it on the bar stool next to him. Search the jacket to get the autograph (1/123). Give the autograph to the shopclerk in the souvenirshop (1/124) and then take the magnifying glass (1/125). The magnifying glass can be used on the painting at Suzie’s flat (1/126), it reveals another symbol from Suzie’s book. Look the symbol up in the book and read the definition. Interesting, it means “backside” or “reverse”. Use your cutter on the painting and take the canvas (1/127). Examine the back of the canvas, it contains another mysterious text: “…and as man vanished, silence fell upon earth.” Again we have to consult Suzie’s book. The three nouns “man”, “silence” and “earth” are translations for three different symbols, one from each section. “silence” refers to the twelfth symbol in section I, “man” is a translation for the fourth symbol in section II and “earth” corresponds to the third symbol in section III. Remember these three symbols and use the golden disc on the kitchen table, where Jeff left it. Move the three rings (each one corresponding to one section in Suzie’s book), so that the three symbols we’ve just determined are shown on the top of each ring, then press the center tile (1/128). Hmm, nothing happens. Looks like something is missing, and Jeff has a good idea what it is.
18. Retrieving the metal tile
We need to return to the sewers to retrieve the metal tile that we left there earlier. Enter the subway station at the hospital and push the “sleeping” tramp – the poor guy’s dead! Take his flashlight (1/129) before you climb down to the tracks. Someone left a warning for you at the maintenance door, but that won’t stop you now, will it? Enter the labyrinth. Light’s out, but what’s the flashlight for – switch it on (1/130). By now you should know how to find your way through the sewers (the directions NEWSSEESWEN from before still hold), but this time there are a few additional twists. First, you should keep your eyes open for the hooded guy, who’s waiting at several spots throughtout the labyrinth – if you run into him, Jeff will flee and you need to start the labyrinth afresh. Second, in the fifth room of the labyrinth you need to take a plank that is leaning against one of the walls (1/131), if you haven’t already done so on your first trip through the sewers. Proceed until you arrive in the room with the ladder. Here you need to go south, but the bridge to the south is blocked by the hooded guy. The solution is easy: just use the plank as a bridge on the horizontal channel on the left side of the room (1/132), cross it, then take the plank and use it again on the vertical channel on the right (1/133). Now you can reach the southern exit and are able to continue. Two rooms further there’s a new problem: the flashlight’s batteries are empty, the lights go out and Jeff won’t move in the dark. Remember the batteries you put in the GPS device earlier: manipulate the GPS device to get the batteries (1/134), then use them on the flashlight (1/135). Now you can finish the rest of the labyrinth without troubles. At the hiding place interact with the stone chest to get what you came for (1/136). Before you can leave the hooded person arrives, but thanks to a few rotten floor boards there isn’t much of a confrontation. As before Jeff leaves the sewers automatically.
19. Using the disc
Now it’s time to return to Suzie’s flat and put the metal tile into the golden disc on the table (1/137). Use the disc and set the three symbols from section 17 again at the top of the rings. Finally press the metal tile in the center of the disc (1/138). The ground starts shaking violently and some kind of portal opens, pulling Gwen and you to an unknown destination...
20. Opening the cave
Gwen and Jeff are teleported into some strange sealed cave, the portal closes and all your inventory items are gone. Oh joy! Let’s work on finding a way out of this unwelcoming place. In the upper part of the cave there’s a crack in the cave floor. Search it in order to find the golden disc and a square lense (2/140). In the lower part of the cave you can take a round lense from the floor (1/141), it’s easy to overlook because it is partly obscured by a stalagmite. Next take a root from the right cave wall (1/142). Examine the big door on the left side of the cave. One of the small stones on it is loose, so use the root to remove it and let a ray of sunlight into the cave (1/143). Take another root and use it on the clay wall with the symbols, where the ray of light points to (1/144). Behind the clay a square recess is hidden. Try using the square lense in the recess, then talk to Gwen and ask her for help (1/145). While Gwen is holding the square lense in place, you need to put the round lense in the mouth of the statue at the back wall of the cave (1/146). The ray of light is reflected to the eye above the door, which in turn opens the door. What are you waiting for, exit the cave! Now it’s time to watch the short final cutscene – congratulations you have completed Chapter 1 of “The Far Corners of the World”!
To be continued...
Optional points:
i) Asking the guard about Suzie
Anytime after completing section 4 in the guide above and before midways through section 14 you can ask the guard in the museum about Suzie’s surprise visit at the museum (1/147).
ii) Naming the suspects
Anytime after completing section 8, but before completing section 19 you can ask the police officer in the hospital about suspects in Suzie's case. You can then recommend people that the police should investigate. Try typing in whatever you like, there are some jokey conversations hidden. For a few of Jeff's suggestions you are awarded with points however. Note that you have to enter the FULL name of the person for the parser to recognize it! For each of the important persons it's possible to look up their full name later in the game, even after it initially came up. The names are: 1) Bjorn Hendrickson (1/148) (you can get his full name from the photo in the upper floor of the museum), 2) Victoria Blair (1/159) (after the initial conversation where Prof Hendrickson mentions the girl, her name is displayed whenever you look at the writing over the museum's main entrance), 3) Gwendolyn Lewis (1/150) (her last name can be found on the letter box in the staircase of Suzie's flat), 4) Simon McPherson (1/151) (his full name is repeated during conversations with Simon, whenever you ask him about himself.
iii) Buying useless items
Anytime while the airport location is accessible, you can go on a shopping spree in the souvenir shop. Sure, most of the items there are worthless red herings, but at least they boost your score. The items you can buy are the glue (1/152), the extendable arm (1/153) and the map (1/154).
iv) Giving flowers to Tiffany
A cheer for love! At the park you can pick some flowers near the monument (1/155). After section 8, but before completing section 16, you can give the flowers as a present to Tiffany at the hospital (1/156).
v) Mastering the arcade game
Anytime you have access to the bar, you can show your skill at the little arcade game. Beat the first three levels to get your award (1/157).
vi) Telling the barkeeper about the door code
After escaping from the cellar of Club Morelle (section 12), you can keep your promise and speak with the club's barkeeper, telling him that you've figured out how to open the cellar door (1/158).
vii) Speaking with Simon after Tim works again
Once you have dealth with bully Tim (after section 15), you can leave the airport and return at a later time. Tim will then have resumed his work and you can talk to a thankful Simon about it (1/159).
viii) Taking the scarf
That one's easy. When looking for the box in the subway station (section 16), you find a scarf on the subway tracks that might or might not have belonged to Suzie (1/160).
(c) Jürgen Vöhringer aka Wesray, October 5 2011