
Back to Walkthroughs
This walkthrough is written for Junior Detective players. If you're playing Senior Detective, please email us for more help.
Begin the game walking up to Nancy’s room. Follow the demo walkthrough, and then come back here once you encounter the tea puzzle. All the other puzzles up until the demo ends are covered in that walkthrough. If this is confusing in any way, please contact us for further help. Summary of demo: enter Nancy’s room, click plane ticket, arrive at windmill, meet Heather, get threatening letter, go to task list on computer, read magazine on table, look at drawing table, and dodo box.
Go talk to Minette. She’s through the brown door. Look at the magazines on the table near the couch, and the paint splattered on the walls. She tells you about the dress she’s designing. Make sure not to touch it. She requests that you make her some special tea. Go over to the tea “buffet” and read the directions. Look at all the ingredients. Nancy will ask what Minette’s favorite color is while you’re reading the directions. Since she says red, the first condition does not apply. Yes, she’s had a temper tantrum in the last 14 days, but her favorite color is not blue. Turn the page, and Nancy will ask Minette to pick a number between 1 and 10. Since Minette picks 10, that condition could not possibly apply because 10 is not an odd number. The conditions that apply are: Minette is right-handed (gaviforme family), Minette is not humming (potency of 7 or greater), and Minette’s favorite color is red (marshy area herbs). Put in the following: Boojum, Breland, Callicula, Fennellery, Gibbering, Hog Bone, Macrophylla, Phyrgia, Pipsweet, Varvaine, and Yellow Buttons.
After you choose each jar, place the herb in the boiling pot. When you’re finished adding all of them, click the teapot on the left. You’ll have the cup of tea in your hands afterward. Simply click the back arrow, and you will automatically leave the tea on the table. Exit through the brown door. You’ll hear Minette call you back in. She tells you to get her four items that resemble the four items she has in her studio. She needs them to “stimulate her artistic sinews”. She’ll give you money to go buy four things. Before you leave, fix the plotter. It’s the machine that looks like a copy machine.
V = Vertical, H = Horizontal, and I = Ink. To fix the plotter, have it look like this: V should have 1 slot filled, H should have 2, and I should have 1. This is according to the directions in Sonny’s notebook.
It should print out in very bold clear letters: A B C D. Once you finish, the phone should ring. Answer it immediately, or else you will be fired. It’s Lynn Manrique, calling about Minette and a letter concerning Noisette Tornade. Ask Heather about her, and Nancy will automatically do the rest.
Now take the number 7 metro to Pont Neuf. In short, buy the green rings from Malika, the purple film canister from Monsieur Merchand, and the orange cone and lava lamp from the other vendor by the river. For detailed pictures and correct prices, view the demo walkthrough.
Now, take the metro to Place Monge. Talk with Jing-Jing. She’s making cookies! Ask her about picking up the envelope for Heather. She’ll give it to you.
Feel free to play hangman with her. Look at the magazine on the table near the phone,
and at the newspaper. Take the metro to Rue du Bac.
Talk to Dieter von Schwesterkrank. Ask him about the prints, and he’ll say he didn’t make them, but asks you to. If you need help, look at the binder on the shelf with the fish tank. Then go into the dark room. There is a cheat for this. The way I did it was I put post-its on the screen for each of the 3 trays. First you take a print and put it into the enlarger. Then you turn the switch off and turn on the light. Leave it there for the correct amount of time, transfer to the next tray for the correct amount of time, etc. But, using the cheat….flush the toilet 10 times. An easter egg will appear in your inventory. Turn to the trays, and the four photos will be done. Tell Dieter, and then turn to the left. You can play with the little toy ball slide. Then take the metro to Hotel de Ville.
Talk to Jean-Michel Traquenard and give him the prints. Ask him some questions, and he insists that you order something. Look at the menu, but keep in mind that some of these foods are not quite what you think…
Take the metro back to the moulin, which is at the Abbesses stop. You’ll hear the phone ring. Answer it – Prudence Rutherford?! Yes, she wants to know about the designs she ordered from Minette. Tell her they will be done soon, and get to work on them. For pictures, refer to the demo. Give the envelope from JJ to Heather. Go to the door to Minette’s studio. Heather tells you she’s obsessed with this video game and might not talk to you. Go inside, and she won’t talk to you. Come back out and talk to Heather. You can ask her about designing outfits, and then Minette’s voice will come on the voice system. Listen to the conversation. Tell her Minette won’t talk to you, and she’ll tell you to go and play under Minette’s username and beat her high score. Then she’ll stop playing. Go to your computer and log in as Carol. The password is Rude. Basically you have to match the same faces, 3 in a row or more. You get more points for 4 and 5. To get five, do two on one side, skip one space, do two on the other, and then put the last in the middle. You can get a score of 1000 or more very quickly. Once you’re done, Minette will stop playing. Then she’ll ask for you to come in, and you give her the stuff you bought at Pont Neuf. Exit the room, and you’ll hear her ask Heather for JJ. Talk to Heather, and then head to Place Monge. Ask JJ to come to Minette, and she won’t. She needs to finish making cookies. Tell her you’ll make them for her. You need mint and molasses. Go into the cabinet behind the table and grab the molasses. Electrical engineering books? What is JJ doing with those?
Go to Pont Neuf and buy a sprig of mint from Malika for 50 Euros.
Buy it for 50 Euros. Then, if you want, go to Monsieur Merchand and buy the cooking book. You don’t have to, as I will tell you how to substitute for brown sugar. Once you leave, weirdly enough, it’s nighttime. You have to go home, and you’ll see a cut scene in which you walk through JJ’s house and down the hall. The next morning, go straight to making the cookies. Put the molasses down on the table, and chop up the mint by putting it on the cutting board. Follow the ingredients list, by using the measuring cups and spoons. It’s very simple, up until the brown sugar. You need to use ½ cup of white sugar and 1 teaspoon of molasses instead. Then, go on with the other ingredients.
Note how their edges curl. The phone rings. It’s JJ. She’s asking whether or not you’ve finished the cookies. Say yes, and when she asks what’s special about mint chocolate chip cookies, Nancy will automatically say that their edges curl. Take the metro back to the moulin. The phone rings. Answer it. It’s a man with a german accent who wants to speak to Minette. Ask Minette, and she’ll say she’s busy. Apparently she’s fitting a dress on Jing-Jing. Go back and tell the man she’s busy. Hang up. Since Heather’s not there, go to the dodo box and click on the top.
The goal is to get the dodo to the highlighted square without being caught by the falcon, the wolves, and the hunters. For the first one, go to the right, then to the left, then up, up, up, up, up, left, down, down, down, right, down, down, right, right, right, up. For the second one, down, down, left, down, down, down, right, right, right, right, up, up, left, left, up, up, up. For the third one, right, down, left, left, down, down, down, left, down, right, right. Once you are shown a view of the box, press the egg down. The box opens. Read all of the letters, except the black one, which you have already read, from earlier in the game.
Grab the purple one. Nancy notes that it’s written differently than the others. Particularly the font type. Now, go over to Heather’s desk. Click on the red book.
Go to Minette’s door. If you still can’t get in, go outside, and then come back inside. Talk to her and tell her about the call from the guy with the German accent. Then go to your desk and grab the pink sheet of paper taped to the shelf.
Heather wants you to buy a stuffed parrot. Go to Pont Neuf. Hey….that looks like Dieter on the bench near Monsieur Merchand!! Why did he leave when you called his name? Looks like he left some stuff behind. Go over to the bench, and you see a pocket watch and an obituary for Noisette Tornade. Take both of them, and head back to Monsieur Merchand. Buy the stuffed parrot for 5 Euros. Then, ask him about the typewriter-like gadget. He’ll tell you that you can have it only if you bring him a rare bottle of Mouton Fouette 1968. Huh? Okay.
Head to Rue du Bac to confront Dieter about what he left behind. You’ll enter his studio, and hear someone in the dark room. Knock on the door with the red light. You’ll talk to Dieter about the obituary, and he’ll tell you to go over to the panel in the wall and the clock will become the key.
Walk over to the panel near the fish tank, and take out the clock. Put it on the indentation, and a the wall opens. There are nine different clocks. The goal is to set them all to be pointing to the number 3, just as the original clock was. Simply turn them until they all point to 3. Keep in mind that sometimes turning one may turn another. After a few tries, it becomes very simple. Red birds mean you have run out of time, but if a blue bird pops out of the center that means you’ve done it fast enough, and the wall to the left slides open. Go through the secret passageway, look the spider on the right, and make a right at the far wall. Open up the little door, and you’ll see four number slots, and something that says “l’annee ou nos desespoirs acheverent, l’annee ou mes desespoirs commencerent”. Nancy will give the definition in English. Looks like it’s time to head back to the moulin and call Zu, the man from the magazine in JJ Ling’s apartment. Step through the door to the moulin, and….screaming?!! Minette shuts the door to her studio and looks really scared. Seems she received some chocolates, and instead of chocolates inside box, there were cockroaches, and now they’re running free! She wants you to catch them without killing them. Oh dear…..the first one should run across the floor right when you enter the room. Be quick and catch it. If you don’t get it the first time, try to memorize where it goes, and the next time it comes, grab it!
First Bug
Second Bug
Turn around to face the door. From there, turn right, and you should see one dart across the floor. You chase it until it’s behind Minette’s desk. Wait a minute….is that a letter? Pick it up and read it. It’s from Lynn Manrique, that historian that called you! Don’t worry if you didn’t catch that bug, this letter is more important. Go around the room and more should run across the floor. You can memorize their patterns.
One crawls across Minette's desk! Grab it.
Another paper! Check it out. That looks a lot like the writing on the threatening letter in the dodo box….and it’s from Heather? Keep turning around and taking different paths. Eventually, you’ll have them all. Once you have 9 bugs, click on the brown door. Minette is really crazy….she won’t even let you out until she’s left so she won’t have to be there when you come out. She also wants you to let them out at Square du Vert Galant Park. Take the metro to Pont Neuf. Once you’re outside, click on the box in your inventory, and set them free! Now return to the moulin. Give the stuffed parrot to Heather, and ask her about the threatening letter. Listen to her response. She asks you not to mention it to Minette. Go talk to Minette about the cockroaches, and don’t tell her about Heather. Now it’s time to call Zu. Go to the phone and call his number. Ask him about the symbol in the passageway. He says he can tell you about it, but first you must get JJ to write “Zu My Love Jing”. Head to Place Monge by way of the metro, and ask Jing-Jing to write that for you to give to him. She says she never does that because she’s afraid someone will copy her handwriting and steal her identity. Oh well. Ask her to play hangman, and push the letters to spell Zu My Love Jing. Every time you guess a wrong letter, she’ll write it down. So simply guess all the letters to spell out that phrase. Take the paper.
Now take the metro to the Denfert Rochereau station and pay 5 Euros to enter the catacombs. Put the autograph inside the skull right up ahead.
Go back to the moulin and call Zu back, tell him you put the autograph in the skull, and listen to what he says. He’s seen the “hazelnut, or noisette” symbol in only one other place. It’s a place deep in the catacombs, and you can access it by opening the skull’s head and pushing the red button. You also need to get a wetsuit and avoid the tunnel police. Go to Monsieur Merchand in the park at Pont Neuf, and buy the wetsuit for 31 Euros. WOW! You just saved a lot of money. Still, if you’re running low, paint another picture for Monsieur Merchand to get 15 Euros.
Go into the tunnels. You hear some people speaking French in the distance. Oh no! It’s The Tunnel Police! Quickly go across the wooden panel over the tracks, and then turn right. Walk all the way down, pass one doorway on the left, and then turn into the next one.
It’s the underwater maze Zu was talking about. Put on your wetsuit, and climb in. The water’s freezing! Get ready for some fun…
Take a big breath, and go underwater. Watch your oxygen level! If it gets too low….you’ll drown. This section is mostly illustrated, to show you exactly where to go. Follow all the directions, and you’ll be where you need to be in no time!! The pictures will guide you through the whole way. Again, play close attention to your air gauge, and try to find an air pocket when you're running low!
To the right is an air pocket. Go through it to restore your oxygen gauge, come back down, and then go straight ahead. There’s a propeller-like thing and….a bottle?! Go grab it, but be careful not to get too close the blades, or else you will become trapped. Turn to the right from when you come out of the tunnel with the propeller. Turn right and go towards the pipe room.
Once in the pipe room, follow the only path you can take (straight, straight, left, straight, left), and THEN turn right when you see this arrow on this exact screen.
If you are running low on oxygen, there is an air pocket to the left.
Once inside the right hole, go to the left. Then go straight, straight, and then when you arrive at the intersection, go through the right hole, as shown below.
Climb up the ladder and go forward to….another door just like the one in Dieter’s passageway! Open it up. Another puzzle!! This time, it has four key words: Europe, Pont Neuf, Blanche, and Chateau Rouge. These are all subway stops! And each line on the subway has a number. Refer back to the subway map, and see that Europe is near the number 3, Pont Neuf is near the number 7, Blanche is near the number 2, and Chateau Rouge is near the number 4! So move the four slots to those numbers. Take the….thing inside.
Turn the numbers to 3 – 7 – 2 – 4.
Go to the metro, and you’ll see that it’s late. Return to Jing-Jing’s, and turn in for the night. In the morning, head to Pont Neuf and give the bottle you found to Monsieur Merchand. He’ll give you the decoder. Go back to the moulin, and call the historian Lynn Manrique. You’ll have to dial the “Zippy Calling Card” number, and then dial her number. Listen to everything she says, and about a “Hans van Schwesterkrank”. Related to Dieter by any chance? Take the metro to Rue du Bac. He won’t talk to you, but he asks you to take some stock photos for him. The list is on his desk. Go over and take it. Unfortunately, it’s in French. You could go to one of the vendors in the park and buy a dictionary….or, you could read it right here. But unfortunately, you must buy it from the “Les Trucs” vendor so Nancy can read it. Buy it for 23 Euros. So….agrafeuse means stapler, araignee is spider, bougie is candle, crane is skull, theiere is teapot, and croix is cross. Hmmmm…..where do you find those things? Well, you can find a stapler on your desk at the Moulin, a spider in the secret passageway in Dieter’s studio, a candle in the catacombs, a skull in the catacombs, a teapot in Minette’s studio, and a cross at the park. Go over to the small table near the dark room and take the camera. Go to the panel in the wall and get through that annoying clock puzzle again. Once inside, center the camera on the spider and take a picture. Here’s an example of how to center the lense:
Click the mouse when you want to take the picture. Now that you’re in the secret passageway, go to the panel in the wall and open the door. Set the numbers to 1-9-4-5, the year World War II ended. The panel slides back.
Take the red book, and read it. This belonged to Noisette Tornade! Take the red grid paper on the left of the first page. Look at the decoder picture on the opposite page – that’s the one you got from Monsieur Merchand! Also, note the code below it. Read the letter in back. That decoder may just come in handy soon. But we still need to take more stock photos. Return to the moulin. Take the following pictures:
Now head over to Pont Neuf. Take this picture:
Go to the catacombs and take this picture:
Take a picture of the two candles, the skull, and the other candles. Then head back to Rue du Bac and give the stock photos to Dieter. Ask him what he knows about Noisette Tornade, and then tell him about Hans. He’ll give you a paper with eyes on it. Then listen to his story of Minette. Aw, so cute. Minette and Dieter! Once you finish talking to him, take the grid from your inventory, and then click on the eye paper that’s also in your inventory. Put it on the side with the eyes.
Remember Noisette’s last words? Red left…green. Press only the red eyes looking to the left, and all of the green ones, no matter what direction they’re looking in. It should look like this. “Sous Lorraine 4154.” We’ll figure this out later. For now, go to Jean-Michel at Hotel de Ville and ask him for an uncropped picture of Minette with the “dials” before she spilled paint over them. This is a different version of the one in the magazine in Minette’s studio. Once you ask him, he’ll say that he will show it to you only if you make some parfaits for the café. Listen closely when Nancy points out which ingredient is. Basically, you just have to listen for the type of parfait you’re supposed to make next when it rolls by on the screen. Then, look at the directions and make the parfait using the ingredients. To make it, put the spoon into the correct ingredient (bottom ingredient goes in first), etc.
The directions for each parfait are on the left. You can basically tell from the picture what ingredients to put in. The directions change every time a new order comes in. Ring the bell when you’re done. If you make a mistake, click the trash bin. Follow the same method for all the other parfaits. If you still need help with this, please email us.
When you’re done, Jean-Michel will show you the picture.
The dials in the picture are pointing to (from left to right) 9-5-3. There are also dials on the M380 Decoder! Take out the decoder and click on the lower half of it. Set the dials to those same positions. You can buy the book on codes that Monsieur Merchand is selling in the park if you want.
Now, type in the exact letters you saw in Noisette’s codebook from Dieter’s passageway. Here are the exact letters, without skipping spaces (type these on your physical keyboard): XTI0SMKPQQLNOREZA7LXTI0SMKPQQLNOR3AS7LXTI0SMK3A. Note: The zeros are not to be confused with the O’s. They are two different things in this case. When you’re done, it should look like this:
Some sort of color sequence. Remember the propeller thing you found in the catacombs? Head to Minette’s studio, and click in the center where there’s an imprint.
Put the thing you found in the catacombs on the imprint, and you’ll see five color bars. According to the five colors in French that you got from typing the code onto the decoder, switch around the colors to look like this:
Watch what happens!! A trapdoor opens. Go down the stairs and follow the path!
You come to a door with a familiar symbol. It’s locked, of course. Now….back to the “Sous Lorraine” business. Remember how, in Noisette’s codebook, the woman named Rose P. signed it with that very symbol, and mentioned Lorraine? Go to the Pont Neuf park and look closely at the cross.
Nancy mentions that the numbers move. Now we’ll get to the significance of 4 1 5 4.
Press the numbers 4,1,5,4 in that order. A panel in the cross opens.
This drawing means you need to get the statue with the mouths to have them all in their correct positions, and you need the pinwheel to have its purple section facing the same way it is in the picture. Then you are to press the fish button. First, go to the statues. You need to turn the wheel to change them. Turn the crank on the face statues 10 times. Now head over to the pinwheel across the park.
Put the pinwheel in any position, and then turn around. WHAT?!! A squirrel keeps messing it up every time you turn it. It always turns it back! How can you keep it away? Go over to Malika and buy string for 3 Euros, and the stake for 10 Euros. Then go to Monsieur Merchand and buy the pie plate for 4 Euros. Go back to the pinwheel and put it in this position:
The pinwheel should look like this. Notice the placement of the purple section. Put the stake in the ground, and attach the string and pie plate as shown. Once you’re finished, the squirrel should leave it alone this time. Go over to the fish statue at the entrance to the park. Press the red button.
A grate opens! Go down the ladder. Oh no! The tunnel’s pitch black. Where’s your flashlight? Oh yeah. The airplane. Head back up and go to “Les Trucs”. Buy the pink flashlight for 5 Euros.
Go back and press the red button on the fish water fountain. Climb down the ladder again, and go through the tunnels.
Come to a chest. Open it, and take the key. Take your flashlight out and go back through the tunnels. Come back to the moulin. Get ready for some action!
There is something on the door to Minette’s studio!! It’s a….paint bomb? You have to switch everything around in the correct order before time runs out. All the capsules don’t fit together. You can only have the same shapes connected to each other, and two different shapes connected only if they are the same color. Let’s get going!!
Set it to look like this. Remember, you can only move the capsules, not the rectangular shaped black ones. Throw it away before she sees it (this is done automatically). Now, go into the studio. Go into the secret passageway and use the key from the underground tunnel in the door. You come to a room filled with beautiful stained glass! So that’s what Noisette “stole”!! Go to the center, and take the letter from the pedestal. Read it.
When you’re finished reading it, turn around. Oh no!! You’re locked in!! Go to the bars and open the little door. Another code, with the words “une derniere enigme, cher ami”, which means “one last puzzle, my friend”. You’ll see spaces under each word in the sentence. Time to use the M380 Decoder for the last time. If you’re playing Junior Detective, go to your journal and task list. It explains everything there. Basically, you have to put 380 over every letter, so 3 for “u”, 8 for “n”, and 0 for “e”. Then, you start over with the next word, with is “derniere”. 3 for “d”, 8 for “e”, 0 for “r”, 3 for “n”, 8 for “i”, and 0 for “e”. Then you start over with the next letter. The 380 comes from the name for the decoder. What the number for each letter means, is that you have to move that letter down the alphabet that number of spaces. For example, “u” moved down 3 spaces is “x”, “n” moved down 8 spaces is “v”, and “e” moved zero spaces is “e”. Keep doing this for the whole phrase. That is the explanation. Now here is the solution. Before you type into the decoder, turn the dials according the roman numerals at the bottom of Noisette’s letter: X IV III. So 10, 4, and 3.
Type in the following letters into the decoder, with no spaces: XVEGMRQQEUMEQQGPMCKMRDUI. This is what you get:
Translated into French, the numers are 2, 1, 5, and 7. So go to the lock and set the number slots to 2-1-5-7.
Once you do this, the bars lift up. Walk back through the secret passageway, and stop at the trapdoor. Hear footsteps and then voices, and listen to the conversation. Climb out of the trapdoor and walk towards the dress. It’s finally finished. Try to touch it, and then the culprit enters the room. Go back to the game before reading on, and find out who the culprit is. Then, if you need help, come back here once you know who the culprit is.
The Final Battle
When you are preparing to confront Minette, you must read through all of her moves to learn what sounds she makes with certain moves. You have nine different squares, and she has nine different moves. With each move, she makes a certain sound. For example, her move below, when she says Ehs SAH, ehs SAH! You block the middle square at the very top. It would have been helpful to read the Ichi-Do book Malika was selling!

Ehs sah! Ehs SAH! (Middle of the Top Row)

Huh huh huh HUH! (Right-Hand Top Corner)

Shirr RAH! (Middle of the Middle)

Shee TAH! (Middle Lower Corner)

Ssss SSSSS! (Right-Hand Middle)

Keee LAH! (Left-Hand Bottom)

Shuh ZAH! (Bottom Right)

Eeee KAH! (Left Middle)

Huh SAH! (Left Upper Corner)
If Minette runs out of energy before you do, she’ll collapse. Watch the ending sequence. However, if you run out of energy first, you’ll be directed to Second Chance. You both run out of energy – her from punching you, and you from blocking her. However, if you block her, she will run out of energy faster. Once you beat her, you’re done! Good luck.
The ending letter appears, and then you receive an award, and are directed to the trailer for CKC!
Click here to go to the top!
Was any part of this walkthrough confusing? If so, which part? Tell us here.
Walkthrough by:
CaseSolver