Demetrios Walkthrough

by lake.kubilius

Please note that the game has a built-in hint system that is more than capable of solving most problems. This guide is provided by request, but I strongly advise against using it in general. Certainly don't play your game to it! You'll miss the vast majority of the fun!

Chapter One

--Play with the pottery on the wall until it falls down. Take the funfair coins.

--Enter the closet.

--Examine your wallet.

--Open the top drawer. Take the batteries. (They're in the drawer, but how exactly will depend on the settings you chose.)

--Enter the bedroom.

--Examine the statue.

--Take the flashlight.

--Use the batteries on the flashlight.

--Return to the closet.

--Use flashlight on box.

--Take key.

--Use key on cabinet in main room.

--Take money.

--Enter bathroom.

--Open cabinet.

--Take scissors.

--Head deeper into the bathroom.

--Examine receipt.

--Note the seller's phone number.

--Exit to the hallway.

--Chat completely with Sandra. She'll request a cookbook.

--Return to your bedroom.

--Take cookbook.

--Give cookbook to Sandra.

--Get the lighter.

--Go to Thonen Antiques.

--Take the newspaper on the ground outside.

--Exit left and chat with the ice cream man.

--Enter the antique store.

--Take cell phone.

--Call Mr. Basse.

--Go to the police department.

--Use your ID on the desk clerk.

--Talk to the clerk completely.

--Show the desk clerk the newspaper.

--If you have done all of the above, the desk clerk will now ask for an ice cream.

--Go to the ice cream man and buy an ice cream.

--Give the ice cream to the desk clerk.

--Return to the ice cream man. Talk to him until he sells you an ice cube in a cone.

--Return home and enter your bathroom.

--Use the ice cube on your deodorant.

--Give the new cone to the desk clerk. He will now give you an appointment to see the inspector tomorrow.

--Go to Dumoulin

--Examine the sign with the phone number.

--Ask the guard about Hector.

--While the guard is gone, unlatch the bulletin board, take it down, and take the ring of keys.

--Call Tom.

--While the guard is distracted, use the keys on the door.

--Enter the archives.

--Open the middle drawer. Find Hector in the directory. He's #C4

--Pull File C4 from the bottom drawer.

--Open the latch on the window.

--Open the window.

--Exit through the window.

--Go to Tom's apartment.

Chapter Two

--Use scissors on the trash bag string.

--Go to the police station. Talk to the desk clerk.

--Head up to talk to the inspector. He is unwilling to help without more proof.

--Go to Hector's house. Look at the eggs in the tree.

--Knock on Hector's door. Exit the conversation immediately.

--Go to Les Deux-isles. Go down to the fishing spot.

--Talk to Hector completely. When you leave, he will make several suggestions.

--Go to Sandra's apartment. Talk to her completely. She will ask you to find several ingredients for her recipe.

--Go to the antique store. Talk to Caroline completely.

--Exit to the ice cream man. Try to take the tennis ball.

--Return to Caroline. Ask her to create a distraction. After she does, take the tennis ball. Exchange it for the eggs.

--Enter your store. Offer the man 10,000 Euros for the gun.

--Attempt to exit to the upstairs. The route will open.

--Actually exit upstairs.

--Take the broomstick to get a wig.

--Take the jar/urn.

--Return to Les Deux-Isles. Take the mushrooms.

--Return to Tom. Try to take the rum. He says you can have it if you catch a fish.

--Play the fishing minigame. Continue playing until you catch at least one fish and the computer mouse. Obtain the rum bottle.

--Use the lighter on the reeds.

--Use the jar on the beehive.

--Return to the upstairs of the antique store.

--Use the string on the computer mouse.

--Use the cat toy on the cat.

--Take the valuable statue. Exchange it for a "gun" downstairs.

--Return to the inspector's office. When he gets a phone call, take his badge after he leaves.

--AFTER he returns (not while he's gone), repeatedly click on the fingerprint kit until he lends it to you.

--Return to your bedroom.

--Use the fingerprint kit on the tablet drawings area of the statue. Get fingerprint.

--Return to your closet. Take the handcuffs.

--Visit Sandra. Give her the ingredients in exchange for her tape recorder.

--Visit the funfair. If needed, win addition funfair coins by playing the games. (The easiest way to win many coins easily is at the horse races. If you want to avoid playing as many minigames as possible, it's possible to obtain more than enough coins without playing any at all. You can get an extra 30 by taking the can of cassoulet in Bjorn's bedroom and using it on the punching bag at the funfair.)

--Catch the cat head plush in the first claw game.

--Catch the Pico-WD card in the second claw game.

--Talk to the spin-wheel guy. Exchange funfair coins for the police disguise.

--Return to Caroline. Give her the cat head doll. Get the picture on your Pico-WD card.

--You should now have all parts of the disguise and the evidence. Return to Hector's house. You will disguise yourself automatically.

--Inside Hector's apartment, note the numbers on the air conditioner.

--Note the odd patch on the wall.

--Use your ID on the odd patch.

--Examine the pack of yogurt. Get the magnet.

--Use the magnet on the mouse hole.

--Use the key on the safe.

--Enter 1463 into the safe.

--Take the airplane tickets.

--Take the money.

--Take the tablet.

Chapter Three (Paris)

--Talk to Sandra.

--Talk to Sandra.

--Go to your store.

--Search the sarcophagus.

--Return to your apartment.

--Search behind the curtain in your closet.

--Enter the bedroom.

--Search the coffin.

Chapter Three (Nogo)

--Enter your room.

--Take screwdriver.

--Go downstairs.

--Take the appetizers.

--Take the glass.

--Attempt to head outside.

--Talk to the bartender completely.

--Take the room service to room 204.

--Agree to help Henri.

--Talk to the bartender again to get the map.

--Head outside.

--Attempt to enter the museum.

--Go to the underground bar.

--Talk to the bouncer.

--When both the bouncer AND the woman walking in circles aren't looking, take the card from the jeans.

--Return to the hotel.

--Use the scissors on your ID card.

--Knock on doors in the hotel looking for glue.

--Enter your hotel room.

--Exit to the hallway.

--Use your picture on the mess.

--Use the sticky photo on the membership card.

--Return to the underground bar.

--Use the membership card on the bouncer.

--Talk to the sorcerer comletely.

--Exit the bar. Pick up the root on the ground.

--Go to the bazaar.

--Enter the shop.

--Take crowbar.

--Ask the merchant about Malaki juice.

--Exit the shop. Go to the excavation site.

--Enter the tent.

--Take a hook.

--Use the hook on the string.

--Use the hook & string on the crowbar.

--Use the appetizers on the fishing pole.

--Examine the pond. Take the plant with red flowers.

--Use the fishing pole on the pond.

--Catch a piranha.

--Return to the bar. Discuss the plant with red flowers with the sorcerer.

--Return to the excavation site.

--Take the plant with blue flowers.

--Return to the hotel. Check on Henri.

--Enter your room.

--Use the lighter on the fireplace.

--Use the root on the fire. Get ashes.

--Return to the bazaar.

--Buy the malaki fruits.

--Ask around in the hotel about a juicer. Sandra will have one.

--Plug in the juicer.

--Examine the cup slot.

--Ask around for a cup. Talk to Sandra to confirm she doesn't have it.

--Use the glass you already have on the slot.

--Return to the bazaar.

--Buy the pottery machine being sold outside.

--Return to your room.

--Make a pot with a 5cm radius, as shown below.

--Use the pot on the juicer.

--Put the fruit in the juicer.

--Switch on the juicer.

--Take the juice.

--Return to the sorcerer. Talk to him completely.

--Talk to the sorcerer again, if needed. He will make the potion.

--Return with Henri. Interact with him until he wakes up.

--Check on Sandra.

Chapter Four (As Bjorn)

--Try to check on Sandra

--Go to the museum.

--Use the Quizz machine. Answers (found variously by talking to people and looking around): The capital of Nogo is "Nogo." There is "1" hotel in Nogo. The name of the bazaar merchant is "Big." The excavations were conducted "Between 1948 and 1948." The shop's mascot is "Mud Cat." Demetrios' crown is "A hideous color." The turnstile will fall apart if you answer all questions correctly.

--Enter the museum.

--Read about the 5 exploits inside. Roger will appear.

--Talk to Roger completely.

--Return to your hotel room. Click your pillow. The tablet is gone.

--Return to Roger. Talk about the new topics completely.

--Go to the underground bar and enter.

--Talk to the man with a bent spoon tattoo on his back.

--Return to your hotel room.

--Put the plant with red flowers in the juicer. Turn it on. Take the juice.

--Return to the bar.

--Talk to the sorcerer. Ask him about his bird's tricks.

--While the bird is flying, use the drug on the sorcerer's drink.

--Go to the pond at the excavation site.

--Take back the crowbar.

--Return to the museum.

--Use the screwdriver on the electrical panel. Note the two wires that were cut previously.

--Recut the wires that show damage from the last break-in.

--Use the crowbar on the vase's case.

--Return to the bar.

--Give the vase to the man with the spoon tattoo.

--When given the choice, use the medallion.

--Return to the museum.

--Talk to Roger. Tell him, "The five you shall lay..."

--Accept the mission.

--Go to the hideout.

--Click on the window.

--Look at the chimney on the roof.

--Use the crowbar on the crate.

--Enter the truck.

--Take the shears.

--Use the shears on the hand in the fountain.

--Use the fingers on the ladder.

--Climb the ladder.

--Use the shears on the tree.

--Use the branch on the barrels.

--Use the soaked branch on the drug.

--Use the lighter on the branch.

--Use the lit branch on the chimney.

--Go to the right side of the roof.

--Timing your movement to avoid the bullets, use the crowbar on the far right tire.

Chapter Four (As Sandra)

--Enter Bjorn's room.

--Go downstairs.

--Take the rest of the appetizers.

--Go to the museum.

--Head to the back and talk to Henri.

--Return to the hotel and knock on room 204.

--Go to the bazaar.

--Talk to the merchant.

--Go to the underground bar.

--Talk to the fortune teller.

--Go to the excavation site.

--Use the appetizers on the lizard.

--Exit to the map, then return to the excavation site.

--Take the fat lizard.

--Return to the underground bar.

--Give the lizard to the fortune teller.

--Return to the bazaar.

--Use the pendant on the merchant.

--Choose "Alakaschist!"

--Return to the hotel.

--Check Bjorn's room.

Chapter Five (At the Hideout)

--"Insult him"

--Examine your pants.

--Look at the window.

--Click the hair ribbons.

--"No one's here!"

--Take the medallion.

--Look at the window.

--Talk to Caroline.

--Use the medallion on the knife.

--Use knife on ropes.

--Click the light bulb.

--Look out the window.

--Talk to Caroline.

--After she returns, talk to Caroline again.

--Click on the door.

--Talk about the light bulb.

--Click the leys.

--In the close-up, move your hand to just over the keys from directly to the right, click & hold, then move the cursor straight to the left.

Chapter Five (Munich Cemetery)

--Use the screwdriver on the sign.

--Take the key.

--Enter the cemetery.

--Press the first, ninth, eight, then third key on the violin keyboard.

--Play pinball until you get at least 5000 points.

--Return to the front of the cemetery.

--Click the "???" brick.

--Take the rectangle.

--Examine the tomb with nine buttons. Press them in chronological order: arrowhead, wheel, writing, glasses, toilet paper, light bulb, vacuum, television, phone.

--Click the heart.

--Use the three shape blocks on the heart.

--Enter the tomb.

--Use the flashlight on the darkness.

--Find and use the screwdriver on the coffin with the two hinges. (Unscrew both.)

--Press the lever on the toaster.

--Take the "toast."

--Leave Germany.

Chapter Six (The Desert)

--Talk to Sandra.

--Examine the parchment.

--Examine the map.

--Dig here:

Chapter Six (The Temple)

--Examine the puzzle on the wall.

--Click "6" for the house and "2" for the wheel.

--Play and win the memory game on the wall. (Technically, you can also just keep losing and the game will skip the puzzle for you after a few attempts.)

--Turn the knob next to the door three notches left then one notch right.

--Cross the trap door puzzle. Never step onto an eye that's been crossed out. If that's all that comes up, don't move. If two uncrossed out eyes appear, also don't move. One will collapse quickly. Otherwise, keep moving!

--"Wait for a miracle."

--Talk with Tom completely.

--Shoot Tom in the head. (If you miss, the game will let you try again repeatedly.)

--Click the microphone. Say "Demetrios."

--"Run away."