Chapter five - Liz The Next Big Thing Guide
Last update: 11 May 2016
Professor failed to completely remove the chip from Liz's brain. A broken piece of it is still inside and the girl is in coma. You'll get into a world which is created by Liz's subconscious. Poet gives her two buttons. Her task is to beat shame and fear, which will allow her to find the deepest desire of her heart.
Five scenes for Quennie
You're in the elevator. Push the white button next to number 11th. Go to the easel and take a look at the canvas. It perceives an association with Liz's beautiful sister, a painter. It turn out automatically, that you're in a Quennie Parisian flat. You'll learn that she has to paint five more paintings for tomorrow's exhibition but she lacks inspiration. Liz would help her sister gladly, but she can't recall anything.
Before you leave the room, take a look at a straw bale hanging on the left side of the bookcase. Dig up a sewing kit from inside. Go to the elevator (inside the bookcase) and push the white button next to number 80th.
You'll be in a studio, where second Liz is preparing for a recording. Walk to a desk among a stack of boxes and take a notepad from the desk. It will remind you a break-in scene (with Big Albert and FitzRandolph office).
Take a look at the cactus-shape coat rack (on the left) and click it with hand-shaped cursor - Liz will take an election badge from a jacket hanging there. It will remind her of FitzRandolph's big plans, which she read in his speech.
Now select the 14th floor. This is child's bathroom in a Liz's family house. From a bizarre coat rack at the door take a motorcycle helmet, which will remind Liz of her spectacular escape from a zeppelin.
Return to the elevator and insert one of the buttons you've received from Poet into any of holes in the lift keyboard, let's say - first from the left (you must have a sewing kit taken from Quennie room in order to "sew" the button). This way you'll get to floor 73 (or 5 or 25 - it depends where you've put the button). This is a ballroom in Liz's family house.
After conversation with a robot named Armand, go to the bar. Pick up a hip flask left on the floor (on the left), which will remind Liz of Dan. Examine also a tray of ice cubes installed on the left side of the bar. You'll see a plush bear inside. Pull it out. It will remind Liz of a polar bear from the zeppelin.
Now you got 5 memories from Liz's life. Return to her sister (the 11th floor) and give her all items successively: a notepad, a badge, a helmet, a hip flask and a teddy bear. Quennie will paint five paintings on the basis of each scene. At the end it will turn out that she run out of a red paint she uses to sign her paintings.
Do something for Spencer McDundee
Take the elevator to the bathroom (14th floor). Examine the safe on the left. Try to open it - Liz doesn't know the combination. A Scot from the image will talk to you - he knows the correct code. Unfortunately, a conversation with him won't bring any results. You have to do something for him.
Return to the ballroom (73rd floor) and take a juicer from the right side of the bar. Being in the elevator, insert the second button you got from Poet into one of two remaining holes in the bottom of keyboard, let's say into the middle one (you must have a sewing kit taken from Quennie room in order to "sew" the button). You'll get to the 5th floor (or 25th or 73rd - it depends on where you've put this and previous button). There is a tree on the left with the extinguisher attached to it. Use a juicer on it and you'll get a red paint for Quennie.
Go to your sister (11th floor) and give her red paint. Quennie will paint a portrait of Scot, who has a head on his place. The grateful man will give Liz a code to the safe. She will find a symbol of courage in a form of a medal inside.
Overcome the strongest inhibition
Being in the ballroom for a first time, during a conversation with Armand, Liz realizes that she is ashamed to dance. She decides to overcome but she needs a carnet in order to dance. Go to the 5th (or 25th or 73rd - it depends where you've put buttons) floor and take a closer look at a tree growing in a pot on the left. There are passes of various kinds on it. Unfortunately they are still immature and the tree is almost withered. You have to water it then.
So move to the bathroom (14th floor), go to the bathtub and remove a shower head. Return to the 5th floor. Install the shower head under the tree. Now return to the bathroom. Go to the bathtub and turn the functional (left) tap. Once you go again to the 5th floor, all passes on the tree are ripe. Take a carnet you need.
Go to the ballroom and show Armando the carnet. The first dance is tango. Unfortunately, it is not in the orchestra's repertoire. So you have to teach floral orchestra (on the far right) how to play tango. Armando will provide Liz with two important clues: instruments must keep the rhythm and not all should take part in a performance of tango. So go to the orchestra and click it with a cog-shaped cursor.
A close-up appears where you have to choose instruments that to play tango. What are important are their type, sequence and tempo of marking them. At the beginning, listen to all instruments - these are flowers. Each of them has a centre of different color (green, yellow, red, blue, pink and orange. Once you recognize what kind of instrument it is, click this flower again to stop playing and to check another one. You have to choose 4 flowers out of 6, which sound like drums, violin, piano and bass guitar - exactly in that order. This puzzle is also random and after each failed attempt flowers wilt and with the next check it turns out that there is a different instrument behind different color. Once you're sure that you've chosen flowers correctly, click them at steady tempo, so Armando can recognize that the rhythm is correct. It is described by notes when you play particular instrument. When the note disappears it is a sign that another instrument has to be played. If you successfully complete this task, Liz will start to dance. As a reward she'll receive a half of the third button.
Overcome the greatest fear
It is time to overcome fear and from the conversation with Quennie Liz knows that she's most afraid of crocodiles. Besides, her reaction when she saw a crocodile on the 5th floor was more than meaningful. Go there and walk into the crocodile's jaws (use RMB to change cursor for directional one) or click on it with the medal you've found.
You'll receive a second half of the button which means that another floor in the elevator is accessible (25th or 73rd or 5th - it depends where you've put buttons). You'll get there automatically. Talk to Dan-Tarzan. Liz will learn what the deepest desire of her heart is, although it will be hard for her to believe it...