Walkthrough - Chapter one - Liz The Next Big Thing Guide
Last update: 11 May 2016
Two reporters, Liz Allaire and Dan Murray, go to an award ceremony at this year's horror movies festival. But it appears on the spot that Dan doesn't intend to help his colleague with professional duties. Liz goes to a theater alone, and when she returns to a car parked in front of a William A. FitzRandolph's villa, who is film magnate and owner of MKO Studios, our reporters see Big Albert, one of the popular actors-monsters, breaking through the window into the William's office. Liz wants to check this immediately, while her partner Dan doesn't want to move and stays in the car.
Convince Dan to talk to FitzRandolph, part 1
As Liz go to the villa (twice to the right). Being inside you'll see that the owner instead of having fun with guests, sits on a couch in a lobby, which means that Liz can't sneak into his office. Talk to FitzRandolph - Liz finally gets an idea to ask her stubborn colleague for help, and more specifically to divert tycoon's attention from Liz. Unfortunately, Dan still doesn't want to get out of the car.
Convince Edgar, that he can be new Vulcan Flash
Return to the villa and take first entrance on the left (behind the stairs). You'll enter the dressing room, where you'll meet Edgar. Talk to him. He thinks that with his appearance he will never play a monster convincingly. After the conversation is over take a look at a paper model of Vulcan Flash (on the right), the main character in acclaimed horror movie. The actor who played this monster is missing. You can notice that Vulcan resembles Edgar. Of course Liz will get a brilliant idea to create a new Vulcan out of Edgar and the image of a monster will appear in your equipment.
Now you need few gadgets more. To get the first, go to main hall (to the right). You'll see a pumpkin with glasses stuck on the stairs knob. Take the glasses (click RMB on the pumpkin to get a hand icon and the click LMB to collect the glasses). In order to get next item go to the second room on the left (next to the dressing room). This is a library which looks more like untidy room or waiting for a renovation. There is the vest on the left stairs handrail. It is useful so take it. Examine also a bookcase next to the stairs (to the right). You'll find a bottle of blue paint. Combine it with the image of a monster and add the glasses and the vest.
Return to the dressing room and use the upgraded image of a monster on Edgar. He will transform into a Vulcan after a while and Liz will get his jacket he was wearing earlier. Take a closer look at it in inventory (click RMB on the jacket to get an eye icon and then click LMB to get a close-up). You'll find two tickets for a boxing match.
Convince Dan to talk to FitzRandolph, part 2
Leave the dressing room and the hall (a directional cursor at the bottom of the screen) and go back to the car (to the left). Show Dan tickets for the match. It is enough to encourage him to talk to FitzRandolph. When they join the rest of guests, go to the hallway by the stairs on the right. Liz will check last and middle door on the right, leading accordingly to FitzRandolph's and his secretary's offices. Unfortunately, they're closed.
Persuade Jimmy Love to open the office
Accost a robot sleeping at the beginning of the hallway. His name is Jimmy Love. Ask him to open the office, pretending to be a secretary of FitzRandolph. A robot will scan Liz and will categorically assert that she's not Beverley Torrance. So you have to use a bit of cunning.
Leave the hallway (a directional cursor at the bottom of the screen) and the villa. Go to the car again. Take a flask left by Dan on the mask. Open the trunk - you'll find an empty engine oil canister there. Pour the contents of the flasks to the canister.
Return to the villa and go to the corridor to the right. Treat Jimmy to the canister with alcohol. Then accost him again and ask him to open the second door. This time the identification is positive and after small perturbations with a lock, Liz can come to the secretary's office.
Read a message from Big Albert
Big Albert, who fled through the window after seeing Liz, has left a message. She would like to read it but unfortunately a notepad is currently in a dog kennel. You need to get some tidbit to lure Tobby out of his kennel.
Being in FitzRandolph cabinet, go to the secretary office (an open door on the left). Walk over to her desk and take a pencil from a cup. Exit to the hallway (a directional cursor at the bottom of the screen) and go to the main hall.
Head to the recess with armchairs where the owner of this villa was sitting. There is a crank arm on an armchair on the right. Take it.
Go to the FitzRandolph cabinet through the secretary office. Install the crank arm in the phonograph standing there. You'll hear strange noise. Go to the Beverley office - you'll see a big bed instead of a desk there. Go to the bookcase located on the left side of the bed and take a tin of caviar.
Go outside the villa and use caviar to lure the dog out of his kennel. Liz will automatically take the notepad out of the kennel. Now you need to make an old trick - use a pencil on a seemingly clear sheet, where previous writings are imprinted. Follow the writings and go to the rear of the house where you'll find unconscious Albert.