Chapter four - Liz
Cure Adrian of frigophobia
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After conversation with FitzRandolph, go to the next room (to the left). Talk to a robot named Adrian at the counter on the right. During the conversation he'll tell Liz, that he has frigophobia.
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Get a door on the right and go inside a cooler room. Check supplies in an open fridge. Take a look at boxes with Cuban cancers (on the left at the door). Return to the dining room (in the room with the robot move cursor to the bottom right corner of the screen) and inform FitzRandolph what you want to eat for dinner - choose a set with refrigerator contents.
Render FitzRandolph powerless
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Take a syringe from a countertop where a robot was doing something previously. Go to the room on the left.
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Look at the dartboard, and then take a box of darts. Examine it with close-up - it appears that they contain a drug with immediate effect. Fill the syringe with narcotic darts containing. Go back to the dining room. Once FitzRandolph put his hand with a pipe on a cart, inject the fluid from a syringe to his pipe. Having FitzRandolph powerless, Liz will get his speech on changes in MKO.
Help the poor, nervous creature
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Again, go to the room with a large polar bear and darts. Take a look at the chest on the left, no doubt with live content. A pet inside (Malay pheasant) is irritable and restless - kindly Liz decides to calm it down. In order to do so, take a gun from a bookcase on the left to the door.
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Load it with a narcotic dart and shoot a creature to put it to sleep.
Steal a Big Albert's brain
A Big Albert's brain is located in a safe in the dining room. Liz, of course, may try to find a correct combination, but this is time consuming job and rather futile. You have to act in a different way.
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Take a cart standing near the FitzRandolph's armchair. Use it on a safe and Liz will take a cart there and put a safe's upper part on a cart.
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Now you have to fasten a safe to a cart somehow. Go to the room with the Malay pheasant sleeping in the chest. Since the creature is harmless, Liz can lower a chest. Tell her to spin a crank at the bottom of mechanism maintaining ropes in tension. Then click on the chest with hand-shaped cursor and Liz will take a belt from it.
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Return to the dining room. Take a parachute hanging near a cooler room on your way. Being in the dining room, attach a safe to a cart with a belt and then attach a parachute to it.
Escape from the zeppelin
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Now you have to leave the zeppelin somehow. Go to the balcony in the dining room. It would be nice to open the dome. Note that there is a ring at the top but it is too high to each it.
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Go outside the dining room and take the baking pan with the remnants of chocolate from a counter at which a robot worked. It has some kind of hook which will be useful soon. Go to the room with a big polar bear and take a ski pole from the bookcase on the right.
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Return to the balcony. Put a baking pan on a ski pole and use this kit to turn the ring. This will open the balcony dome. Liz will look down and see something that should help her with escape.
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Return to the dining room and change a cursor into a cog then click on a safe attached to a cart. Liz will take it to the balcony and ... hello freedom.
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