Mata Hari: Betrayal is Only a Kiss Away

2020: Walkthrough by: Louis Koot   

This is an English transltion of my 2009 Dutch Mata Hari walkthrough

What happens to Mata Hari at the end of the game depends on the number of Skill Points, Empire Points and Espionage Points you have earned during the game. During the game, Mata Hara has to complete certain missions. However, the game is very flexible, so there are always many ways in which you can ensure that Mata manages to achieve her goals. This walkthrough is therefore certainly not the only way to play the game. Different solutions are always possible and that is why it is a game that you can play several times in different ways.

You start with the menu screen.

Before you click on New Game, first go to the Options.

In the 1st screen, the Gfx screen, you can adjust the graphics quality of the game via the sliding arrows. How high or how low you can set everything depends on the quality of your video card. In the Sfx screen you can set various sound options to your own preference. In the 3rd screen, the Game screen, you can also check or uncheck various options.

If you want to skip the MINIGAMES in the game, you need to tick off "Show Minigame Panicbutton" here in this GAME screen. If you do not do this, you will not be able to skip the Minigames in the game. If you have set everything to your own preference in the Options screens, do not forget to SAVEN your settings via the Save button. Then return to the main menu screen and click on "New Game" to start the game. The game starts with a short Intro.

Intro: March 14, 1963:

Apparently they are working on a book about the life of Mata Hari, exotic dancer and spy in the 1st World War. The author of the book interviews various people who played a role in the life of Mata Hari. One of these people is Elsbeth Schragmuller and she is being interviewed by the author of the book. Mata Hari's real name was Margreet Geertruide Zelle McLeod and she is Dutch by birth, from the province of Friesland. Margreet Geertruide Zelle went to Paris in 1905 to start a career there as an exotic dancer.

NB: in the walkthrough I call Mata Hari by her adopted first name Mata.

Chapter 1: Paris: 1905:

Mission 1: Find an Impresario for Mata Hari:

Theater:

Margreet Geertruide Zelle, artist name Mata Hari, has only been in Paris for a few months. Mata has already done a few shows and has already been noticed. Mata stands in front of the entrance of the theater where the Artists Ball takes place. The Diary is automatically opened for a moment and you hear Mata explaining what her intention is. At the dance, Mata hopes to meet an important impresario who can take her career as a dancer to the next level.

You scroll through the pages of the diary by clicking at the bottom of the diary pages and then turning the page with your left mouse button. Your scores are recorded on the second page of the diary. So you can earn Espionage Points, Empire Points and Skill Points. At the top right is a playing card with a red cross from the diary and a question mark at the bottom right. Click on the playing card to close the diary. At the bottom of the screen is the Inventory. At the bottom right you see 3 icons with which you can open the Menu screen, save and load and open the diary.

So Mata stands in front of the entrance of the theater. A porter is guarding the entrance. Place your cursor on the doorman. Your cursor changes to the talking cursor. Click with the talk cursor on the doorman to talk to him. Mata wants to go in but unfortunately .... she has lost her invitation to the ball. So Mata is not allowed in. You get the red conversation topic "Invitation" in your inventory. A mysterious man then appears on the scene. Talk to the mystery man.

Mata tells the mysterious man that she is not allowed to enter the theater and the man then asks what the problem is. 

So in the inventory you have the red conversation topic "Invitation".

Pick up the red Need invitation and click it on the man to use this topic of conversation and ...

Mata says she left her invitation in her dressing room. The mysterious man shall be Mata's guide and they now enter the theater together. 

We have then ended up in the dance hall.  Gabriel Astruc is standing in the middle of the dance hall.

This Gabriel Astruc is an impresario and therefore someone who can help Mata's career further. Click on Gabriel Astruc with your talk cursor to talk to him.

Unfortunately ..... Gabriel Astruc has a dry throat and does not want to talk. Astruc asks Mata if she wants to get him a drink. You get the red Cocktail glass topic in your inventory.

The conversation is then automatically ended. Walk to the right and you will see the bar. Talk to the bartender who is behind the bar.

The bartender asks if Mata would like to order a drink.

 Take the red Cocktail glass from your inventory and click it on the bartender and the man pours a glass of Champagne for Mata.

The champagne glass is then on the bar to the right of Mata. Grab the Champagne Glass with your grabbing hand cursor.

You then have the green Champagne glass (Drink) in inventory.

Take the green Champagne glass straight from your inventory and click it on Gabriel Astruc to give him the drink.

Astruc is grateful to Mata for the drink, but is not ready to become her impresario. He first wants to know if Mata is really a dancer and not just a "lady from the street", So Mata needs an introduction from one of the other guests to convince Gabriel Astruc that she is really the one and only Mata Hari is. You get the red Introduction topic.

Behind Gabriel Astruc is a middle-aged lady. Talk to the middle-aged lady. This lady is Elsbeth Schragmuller. Mata feels a little out of place in this chic company. Elsbeth Schragmuller tells Mata that she has to small talk to the other guests and so you get 4 "Small Talks and Calves" topics of conversation in your inventory. As soon as you have received the 4 Smalltalk topics from Elsbeth Schragmuller, this conversation is over.

Mata now has to talk to some other guests using the 4 Smalltalk topics: City smalltalk, Fashion smalltalk, People smalltalk and Weather smalltalk. 

At the entrance of the hall, the mysterious man who guarantees Mata is chatting with a young journalist.

Talk to the young journalist and use the 4 blue Smalltalk topics. Click on the journalist with each of the 4 "narrow talk" topics to talk to him about it. Especially the City smalltalk topic is important here, but use the other 3 first because if you use the City topic first you can no longer use the other 3. Once you have used the City topic, click with the Introduction topic on the journalist and ....

The journalist is willing to introduce Mata to Gabriel Astruc, but first he wants to interview Mata and that interview takes place immediately. So Mata tells about herself and says, among other things, that Mata Hari means "Eye of the Dwan". At the end of the conversation, the journalist says that Mata should tell Gabriel Astruc that his newspaper, the Morning Herald, is saying hi. You will now get the blue Introduction topic back from the journalist.

When the conversation with the journalist is over, click with your talk cursor on Gabriel Astruc again to talk to him again. This is necessary because otherwise you will not be able to give the blue introduction to Astruc. Astruc still wants to see an Introduction, so click on him with the blue Introduction icon.

Astruc now wants to become Mata's impresario, but he wants to hear from 2 others how good Mata is. Mata has to bring 2 compliments to Astruc and Mata has to get those compliments from 2 of the other guests. In inventory you then have the red Compliments icon (Need a compliment). To the right of Gabriel Astruc is a Handsome gentleman and his name is Rupert Zollinger. Go talk to Rupert Zollinger.

Use the 4 blue Small talk topics on Rupert to talk about all 4 "little talks" first. However, use the Fashion topic last. Via the Fashion topic, Rupertje talks about his mistress, who is here only to be seen in her latest dress. After you have used all 4 smalltalk topics, click the red Compliments topic on Rupertje.

Mata then asks if Rupert has seen her show. Rupert has of course seen Mata's show but he refuses to admit this and he doesn't want to compliment Mata either. The conversation with Rupertje is then over and has not yielded Mata anything. Go back to the left and talk to the mysterious man again, the man who is talking to the young journalist. The man now introduces himself as Oscar Samsonet and he is a Swiss businessman. First use the Small talk topics again, but do the People topic last. Then use the Compliment topic on Oscar and .....

Oscar is willing to compliment Mata, but only if Mata manages to get a compliment from ice-cold Rupert Zollinger first. Oscar suggests that Mata should talk to Rupert about his mistress. You will get the Mistress Inquiry So go talk to Rupert Zollinger again and use the Mistress Inquiry topic. After some talking back and forth, Rupert gives Mata a Compliment because he says that Mata "Lights up the ball", so that Mata is the star of the ball.

Now that you have received a compliment from Rupert you are going to talk to Oscar Samsonet again. Use Zollinger's Compliment on Oscar and ... Oscar doubts Gabriel Astruc will settle for Zollinger's compliment, so Oscar embellishes Zollinger's compliment by adding a few words and you have Samsonet's Compliment. 

After these conversations with Zollinger and Samsonet, Mata only has one compliment, while she needs two. Outside, on the balcony, there are also a few people. So go to the outside balcony. Outside on the balcony are 2 women and a man. The woman on the left is a fashionably dressed young woman (Stylish young woman). The woman on the right is a married woman.

Talk to the fashionably dressed young woman. Her name is Danielle Rouyer and she is Rupert Zollinger's mistress. Use all 4 smalltalk topics and this time it doesn't matter in what order you do that. The conversation will then end automatically. Talk to the Married Woman and use the 4 small talk topics but use the Weather topic last. Then use the Compliment topic and this woman will give Mata her 2nd compliment.

Back to Gabriel Astruc. So click at the bottom of the screen (Door to ballroom) to return to the dance hall. Then click with the talking cursor on Gabriel Astruc. Then click with Samsonet's Compliment on Astruc and then with the Elegant Dance Compliment on Astruc and .....

Astruc will now become Mata's impresario and he will give you his Business card (Astru's card). 

Walk to the left and then exit the theater through the outside door (door to street). Outside, Mata is then addressed by Oscar Samsonet.

Samsonet sketches Mata's bleak future as a dancer and he now makes Mata a proposal. Oscar Samsonet is Swiss and he trades in State Secrets. So Samsonet is the leader of a group of spies and he now proposes to Mata to work for him. Samsonet also tells that the middle age lady Elsbeth Schragmuller also works for him. Mata's 1st assignment is then to seduce Rupert Zollinger so that she can make an imprint of the Zollinger's Company Signet Ring. To make it easier for Mata to seduce Rupert, Samsonet wants to separate Rupert from his mâtraisse Danielle.  Samsonet scribbles a few sweet sentences on a piece of paper and then hands this Love Letter to Mata. With the love letter Mata must try to disconnect Rupertje from Danielle. We then end up in:

Mission 2: Seduce Rupert and make an imprint of his Signet Ring:

We are automatically back in the dance hall of the theater. In inventory you have the green Astruc's Card and the Love letter. Rupert is still standing on the right and his mistress Danielle Rouyer can still be found on the balcony. Elsbeth Schragmuller is now in the middle of the ballroom, and the young journalist is at the balcony doors talking to another guy.

Walk through the balcony doors back to the outside balcony and speak to Danielle Rouyer again. Then click with the green Love letter or Danielle. Danielle is very flattered by the letter and wants to write a reply. Danielle doesn't have a pen, so Mata has to find a pen somewhere. Go back into the ballroom and speak to the young journalist again and then click with the red Pen icon on the journalist. The journalist then hands Mata the green Pen. So back to Danielle on the balcony. Click with the green Pen on Danielle and Danielle will write an answer to the love letter. You then have the answer (Rouyer's reply) in your inventory. Go back into the ballroom and to Rupert Zollinger. Click with Danielle's reply (Rouyer's reply) on our Little Caterpillar and .....

Rupert goes crazy and now wants nothing more to do with Danielle. You get the Mistress Complaint from Rupert. 

So back to the balcony and talk to Danielle again. Then click the Mistress Complaint on Danielle and .....

Mata kindles the fire between Rupert and his mistress a little higher. Danielle now gives Rupertje the thump and Mata has to tell him that via the Broken Heart (Parting Shot) topic. So back to Rupert. Talk to Rupert again and then use the Parting shot topic on Rupert.

Rupert has now been freed from Danielle and he is grateful to Mata for that. You will then have received the Zollinger Gratitude icon. 

Use the Zollinger Gratitude on Rupert to seduce him now.

You then get the red Rules of Seduction in inventory. Use the Rules of Seduction on Rupert to talk to him about it and you will get 4 red Seduction icons.

Use all 4 Seduction topics on Rupertje and ....... 

Well ..... Zollinger then gives Mata a necklace as a present (Trinket) and invites her for a nightly drink in his hotel room. Of course it does not stop with consuming a drink:

Bij Rupert in zijn hotelkamer:

So Mata is not only an exotic dancer but also a whore ..... an expensive whore but nonetheless a whore. What a woman doesn't do to make a career. After a wild lovemaking, Rupert lies floored in bed because he can't keep up with Mata. However, Mata did not get tired of it at all. Rupertje falls asleep and Mata gets out of bed and then stands in the sitting room.

Mata stands in front of the bed and in front of a low cupboard with a pillow on it. In the corner, behind Mata, is a chest of drawers and on that cupboard is a Bottle of Wiskey. A Stick leans against the chest of drawers to the left. The skylight of the middle window is open. On the round table, in front of the bench, is Rupert's Signet Ring. To the left of the red sofa is the round sink with a piece of Soap on it. On the cupboard, which is in front of the sink, is a Lighter. In the foreground is a cupboard and on that cupboard is a Wine glass with red wine in it

Grab the Pillow. Grab the Wiskey bottle. Grab the stick (Rod).

Click with your magnifying cursor on the signet ring to view it. But before you can view the signet ring, Rupert calls Mata back to bed and Mata walks back to the bed. Take the whiskey bottle from your inventory and click it on the bed (Restless Rupert) and .... Mata gives the whiskey to Rupert in the hope that he will drink it and then go back to sleep. Click again with the magnifying cursor on the signet ring and Mata will look at it now, but says she can't get the ring now. Grab the piece of Soap. Grab the Lighter.

Your first Espionage Points:

Note: Collecting Espionage Points, Empire Points and Skill Points is OPTIONAL. So you don't have to do it.

Mata can now also earn her first 50 Espionage points. On the cupboard, which is at the bottom of the screen, is a Wine glass. 

Click with your gripping hand on the wine glass and ..... Mata will find a Note from the German Secret Service.

In the note, the German Spy reports that the French Navy can now make valves of stainless phosphorus for their submarines. 

You have earned your first 50 Espionage points.

Now make an imprint of the Signet Ring in order to complete this mission. Click with the Lighter on the signet ring. Unfortunately ..... the skylight of the middle window is open so there is a draft, and the lighter does not stay on. Click with the Walking stick (Rod) on the open window and Mata closes the skylight.

Rupert has woken up again and wants to make love again. Give the Pillow to Rupert so that he goes back to sleep. When Rupert is asleep again, click with the lighter on the signet ring to heat the ring. Then click with the piece of soap on the signet ring to make an imprint of the signet ring in the bar of soap and .....

Chapter 1 is then over

Cutscene: 1965: The interview with Elsbeth Schragmuller continues. We skip 3 years and end up in:

Chapter 2: Paris 1908

Mata has been in Paris for 3 years now and has also been working for Oscar Samsonet for 3 years. Mata has meanwhile become more professional and has lost her naivety. The money is good, but Oscar has only let Mata do "small work" so far. However, Mata also wants to do the bigger work. We are in Mata's hotel room and Mata is staring out the window. Walk to the right and .... there is a knock on the door and the famous chemist Marie Curie steps in.

Marie Curie's husband was killed in a car accident, so Madame Curie is a widow. Marie Curie is now a bit tired of het widow status. Marie Curie knows a man that she likes and she asks Mata for some advice on how best to seduce the man. Naturally, Mata is only too willing to give Marie Curie any advice on seduction. Marie Curie then disappears again.

Now click on the door to exit. We end up on the street. Mata's hotel is the building to the right behind the fountain. The building to the left on the corner is the theater where Mata performs her daring dances. In the middle of the street stand a barrel organ man. In the foreground you see a bistro and on the terrace of the bistro sits Elsbeth Schragmuller. As you learned at the end of Chapter 1, Elsbeth is Oscar Samsonet's assistant and thus also a spy.

Talk to Elsbeth Schragmuller. Elsbeth tells that boss Oscar Samsonet wants to talk to Mata. Elsbeth also says that Samsonet is in Monte Carlo, Monaco. So Mata has to take the train to Monte Carlo, but Elsbeth warns that the train journey will be dangerous. You now get 4 destinations in inventory

Foreign agents have now heard of Oscar Samsonet's spy network and Mata is now also known to the foreign spys. The train will therefore be populated by foreign agents who will make it difficult for Mata to reach Monte Carlo. The conversation is then over and Elsbeth disappears. Mata has to go to Monte Carlo by train, so she has to go to the station first. Walk to the left and ..... There is a yellow taxi on the corner. Click with your talking cursor on the yellow taxi.

De taxichauffeur vraagt waar Mata naar toe wil, dus pak het Monaco icoon uit je inventory en klik ermee op de taxi en......we belanden bij het Gare Du Nord station

The taxi driver asks where Mata wants to go, so take the Monaco icon from your inventory and click on the taxi and ... we end up at the Gare Du Nord station

Gare Du Nord station:

Mata's in the station. The Gare Du Nord is a so-called end station. Anyone who has ever traveled to Paris by train knows the Gare Du Nord because it is the arrival station for all trains from the north, including those from the Netherlands. On the left is the Ticket office. SAVE YOUR GAME NOW, because once you have bought a ticket, one of the many MINI GAMES that are in this game will start and these are Random games that differ per game.

Click with the talking cursor on the Ticket Office and then buy a ticket to Monaco and ...... You will end up in the first of the:

Train trip Minigame: Avoid the foreign agents:

During the rest of the game, Mata will have to travel by train from one European Capital to another a number of times. Each time you get this train journey minigame presented and each time this game is slightly more difficult. This 1st time, the minigame has EASY difficulty.

  • You now have the train card in your screen. You always play these train journey minigames on the map. Mata has explained what the intention is.
  • Unfortunately, these minigames are different in each game, so I cannot give you a ready-made solution. I can only explain what is intended.
  • Every time Mata has to travel by train from one city to another city, you will be presented with this train puzzle. So by solving these train puzzles you earn Skill Points.
  • The number of skill points you earn depends on the number of attempts you need to complete the puzzle.
  • If you manage to bring Mata safely from the start station to the end station on the first attempt, you will earn the most points.
  • However, every subsequent attempt  will costs you points, so if you need 2 attempts, you will earn less points than with 1 attempt and so on

You can skip these train puzzles, but then you will not earn any Skill Points. The number of points you score in the game ultimately determines which ending of the game you see. However, the minigames do not affect the story of the game. So even if you skip every minigame, the story of the game remains the same, but you will thet only see the "bad" ending at the end.

You can skip the train journey minigames by clicking the red "Skip This Minigame button". This button is the so-called PANIC BUTTON, but you will only see it if you have checked the Show Minigame Panicbutton option in the game options. By clicking the red panic button you skip the minigame and Mata reaches her end station safely. However, you will not have earned any Skill Points.

The second option to guide Mata safely through these puzzles is this one. You will encounter auxiliary spies at various locations in the game. These auxiliary spies then offer Mata an alternative train (a train ticket for the Express train) with which she can then travel safely to her destination. If you use this Express Train ticket at the stations, you also skip the Train Minigames.

Now I will explain how to play these train travel games.

On the map you will always see various routes that go from the start station to the end station.It is up to you to decide which route is best for Mata to travel. However, enemy agents keep appearing on the map and block certain routes. So you have to avoid those enemy agents.If you come into contact with an enemy agent it is Game Over and you have to start the minigame again. 

But each subsequent attempt will earn you fewer points. You can see the stations on the map. The stations are therefore the cities. Stations marked with a red circle are stations that are out of use. Green circles are the Safe Stations and stations with blue circles with a 2 in them are stations where you can change routes.

You move Mata from station to station by simply clicking on the stations. However, you can only move Mata 1 station further. Whenever you move Mata to a next station, you will see the enemy agents move to another station as well. They will try to enclose Mata. You must therefore always determine the correct tactic / route for you. It's like checkers or chess.

So Mata now has to travel from Paris to Monaco. Well .... as said ..... if you want to do this minigame then you are now on your own because I cannot give you a ready-made solution. My solution, as shown on the map above, may not work for you.

So you have to figure it out for yourself now. Play the minigame or skip it, it's entirely your decision. In this 1st train journey minigame, there is only 1 enemy agent. Later in the game these minigames get more difficult because then there are more enemy agents to dodge who then also work together to contain Mata.

 If you win this first train journey puzzle on your first attempt, you will earn 100 Skill Points. If you need more attempts, you will earn fewer and fewer points. Whether you play the minigame or skip it via the Panic button, Mata ends up in the station of

Monaco:

Mission 3: Make a photo of the Secret Note in the British Embassy:

Leave the station via the exit behind Mata. We end up on the street. 

Oscar Samsonet is waiting patiently for Mata on the terrace of a bistro. Talk to Samsonet and Mata will get her new assignment.

Mata has to return to Paris to enter the British Embassy there. She has to take pictures of the notes of the talks between the British and the French. Mata also needs a camera and she can get it from Elsbeth Schragmuller. You get the Camera subject in your inventory.

2nd Train Minigame:

You should now know how it works in this game. After the conversation with Samsonet, go back to the left and click with the talk cursor on the yellow taxi, which is also parked here on the left corner. Then click with the train icon on the taxi and we will end up in the station of Monaco. Click with your talk cursor on the ticket office and buy a ticket to Paris. So you will again be presented with the Train minigame. So it is now the reverse route. Mata has to return from Monaco to Paris in one piece. This 2nd train puzzle is also easy because there is only 1 enemy agent. Do or skip the puzzle, whichever you prefer. If you win the game on the first try, you have again earned 100 Skill Points.

Up on arrival in Paris, Mata is arrested by Captain George Ladoux of the French Secret Service and Mata disappears into the cell.

Paris

In jail:

Mata is locked up in the cell. You see Mata in the cell. There is a table to the right of Mata. There is a metal Cup on the table. The lock is in the cell door. 

So to the left of the cell door there are metal bars. Along the edge of the floor there is a gutter (Sewer).

Look at the lock in the cell door. Mata says it should be easy to crack the lock. Grab the metal Cup from the table. Look at the beginning of the sewer with your magnifying glass. Mata fishes a piece of wire from the gutter. You can now do 1 of 2 things to open the cell door. Either you click with the Cup on the bars, to the left of the cell door, or you click with the piece of Wire on the lock in the cell door. Both methods have the same result, namely that Captain George Ladoux appears and a conversation follows.

Ladoux now explains that Mata has been arrested for the theft of Zolliger's wife's bracelet. The bracelet that Mata got from Rupert Zollinger. However, Rupert was not the owner of the bracelet, so his wife has reported the theft. Ladoux demands that Mata give him the bracelet. So give the bracelet to Ladoux and ..... Ladoux will now blackmail Mata. Ladoux wants Mata to spy for him now. Ladoux wants Mata to steal the plans of the German Jules Verne Project for him. For this Mata has to hook up with Major Arnold von Kalle, a German officer. Major von Kalle is a big fan of Mata Hari, so Mata has to do a dance performance for the major.

Mata has no choice, so she has to do what Ladoux wants her to do. Ladoux then lets Mata out of the cell. Now Mata is serving "2 masters". Take a look at the closet, which is in the left room behind the red curtain, and then go up the stairs to the police station. Ladoux is here, but don't talk to him. On the table, in the foreground, is a Cipher machine. View the Coding Machine with your magnifying glass.

Then disappear through the doors and Mata ends up back at the theater and her hotel. Continue to the right and then turn right into the street (way to side road). On the next screen you walk further to the right and .... Elsbeth Schragmuller will then be just past Henri Fouquet's camera shop.

Talk to Elsbeth and then click with the Camera icon on her and ..... Mata will receive the camera from Elsbeth. Mata needs the camera to photograph the notes in the British Embassy. Go back to the left, to the square. Walk to the right again on the square until you see the yellow taxi again, which is in front of the theater again. Click again with the talk cursor on the taxi and then use the British Embassy icon on the taxi and the taxi will deliver Mata to the:

British Embassy:

Mata has ended up in the front yard of the British Embassy. A British soldier is guarding the entrance. Talk to the soldier. Mata asks if she can enter. However, the soldier says that Mata needs a pass. No one can enter without a pass. Mata tries to entice the soldier to let her in, but without success.

Get the Embassy pass:

A man then comes out of the embassy. Quickly click on the clerk with your talking cursor. Mata calls the man and the man stops and you can talk to the man. The man is a clerk who works at the Embassy. Your Seduction icons will appear. Mata has to seduce the clerk so that he gives her the pass that allows her to enter the embassy. So use the Seduction icons on the man. However, if you use the wrong icon, the man will disappear, but another man will walk out of the Embassy and you can try again. There are 3 or 4 men who keep leaving the embassy but also go back inside. 1 of those 4 men is the clerk who is susceptible to Mata's seduction skills and from that man Mata eventually gets the coveted pass.

So this is again a "random" puzzle because I cannot tell you which of the 3 men who go in and out of the embassy, ​will be the man from whom you get the pass. So you have to address the men and then use the seduction icons. 1 of the men then responds to the "Dance Seduction Icon". This man is looking forward to a hot date with Mata in his hotel room, but he first wants to make sure that Mata is really the seductive Mata Hari. You get the "perform a dance" icon. Use this on the man and Mata does a dance. This makes the man even hornier than he already was and he gives Mata the Embassy pass.  This picture shows the clerk from whom Mata gets the pass in my game. However, I do not know if in your game you will get the pass from the same man. It may well be that you have to get the pass from 1 of the other 2 men.

Hide the camera and then enter:

In any case ......... If you have received the pass then it is not convenient to enter the Embassy right now because Mata will be searched by the soldier and he will find the camera. Mata first has to hide the camera for a while. Follow the path to the left and then stand in front of the middle window. In front of the middle window you see a small green hedge (happy little bush).

Take the camera from inventory and click it on the hedge to hide the camera in the hedge. 

Then walk back to the soldier who is guarding the entrance and give him your Embassy Pass. 

Mata is allowed in, so go in and end up in the:

Office of the British Ambassador:

So Mata is looking for the secret notes concerning the consultations between the French and the British. On a table, to the left of Mata, is a Bottle of Scotch Wiskey. To the right of Mata is the desk. On the desk is a card holder. In front of the desk is a large chest (big chest). Between the windows you can see the fireplace (chimney). There is a piece of coal on the floor in front of the fireplace.

Check out the large chest. The chest is locked with a combination lock. Click with your gripping hand on the Card holder on the desk. Mata takes a blank piece of paper from the holder and reports that she sees a faint impression on the piece of paper, then grab the lump of charcoal. Combine the charcoal with the sheet of paper in inventory (so click in inventory the charcoal on the sheet of paper) and ... with the charcoal, Mata makes the imprint of the numbers visible on the sheet of paper.

Then click the sheet of paper on the large chest and .... Mata opens the lock with the number combination. Click again with your magnifying glass on the chest and .... Mata will take out the Ambassadors notes. Click with the Ambassadors notes on the right window to stick the paper on the window ... unfortunately ... the note does not stick to the window. The Secret Note falls down and remains in the windowsill.

Now grab the bottle of Scotch whiskey from the table by the door. Then use the Bottle of Scotch Wiskey on the Secret Note, which is in the windowsill. Mata gets what you want to try but she won't because the Wiskey will make an ugly stain on the note. And then they would know that someone took the note out of the box. The idea of ​​the Wiskey is good, but Mata needs something other than Wiskey. Now leave the room. Mata is then outside again. Now follow the path to the right, to the wall of the garden. There is then a tap on the wall and under the tap is the drain grate.

Pour the Bottle of Wiskey into the sink, so click with the bottle on the grid. Fill the empty bottle with water from the tap, so click with the bottle on the water tap. Go back inside and then use the bottle again on the Ambassadors notes, in the windowsill. The Secret Note is now soaking wet and Mata will have pasted the papers to the window.

Go back outside and to the left and click on the hedge where you hid the camera to get the camera again. You see the Secret Notes stuck on the left window.

So click with the camera on the left window and .... Mata now takes the picture of the Secret Notes.

Of course, Mata can't leave those Secret Notes stuck to the window. So hide the camera in the hedge again and then go back inside. Inside, grab the Ambassadors notes from the right window and then put them back in the large chest. Mata says she's done here. However, don't go back out just yet. Behind the desk is the desk chair and in front of the desk chair there is a document on the desk that you can grab with your Grasping Hand. You have to search the desk carefully with the cursor to find the right place where you get the gripping hand. Grab that document.

The document is a communiqué with the specifications of the new torpedo launch tubes of the French submarines. So the British also spy on their allies. You have earned 50 spy points. To the left of the fireplace is a filing cabinet and between that filing cabinet and the fireplace is a long black overcoat. Look at that black coat with your magnifying glass and Mata will find a Password Note for the submarine base of the French Navy.

Now leave the office. Back outside, go left again and grab the camera from the hedge again. Then walk back to the right and then click your green arrow cursor at the bottom of the screen (leave embassy) to leave the embassy. Mata ends up back in the square near the theater and her hotel. The yellow taxi is again on the corner in front of the theater. Click again with the talk cursor on the taxi and then with the train station icon and Mata ends up at the Gare Du Nord station again.

Gare Du Nord station:

There are now several people in the Gare Du Nord station. 

They are 2 women and 3 men. However, the man standing at the right pillar is a spy (Spy) of the British Secret Service. 

Go talk to that spy and then use the password note on the spy.

Mata says the password and the spy then gives her a sketch of the Torpedo Launcher. You will receive the Submarine icon and have again earned 150 spy points. Close the diary and you will see a newspaper article for a moment. Mata has to return to Monaco to inform her boss, Oscar Samsonet, about her successful mission 3. So click on the ticket office again and buy another ticket to Monaco and ... you have to decide again whether you want to do the Train Minigame again or not. The Minigame is very easy again because there is only 1 enemy agent to avoid. But you will probably have to take a different route now. Play or skip the minigame. If you pass again in 1 attempt, you have again earned 100 Skill Points. If you skip the minigame, you will not earn any points. Anyway, Mata ends up in:

Monaco:

Exit the station and you are back at Oscar Samsonet, who still stands on the terrace of the bistro. Give the Camera to Samsonet. There is then a conversation about the Secret Notes and Mata tells that she now also works for the French Intelligence Service because she is being blackmailed by that Ladoux. Samsonet does not find this a problem, however. When the conversation is over, Mata will start to carry out the assignment of that Captain George Ladoux and to do so she must first seduce that German Major von Kalle. First Mata has to go back to Paris, so take the taxi back to Monaco station and buy another ticket to Paris at the station. You then have to do the Train puzzle again, or you skip the puzzle. You earn 100 Skill Points again if you solve the puzzle in 1 attempt.

Paris:

Mission 4: The Jules Verne Project:

Back at the Gare du Nord you leave the station and Mata ends up at the square near the theater. Now enter the Theater, so click on the door of the:

Theater:

Mata ends up in her dressing room and her is Gabriel Astruc too. Talk to Astruc. The conversation continues automatically.

To seduce that Major von Kapa, ​​Mata has to perform a dance show in the theater, because that German Major will then sit in the audience. But Gabriel thinks Mata should first rehearse a few new dances, because the audience is a bit fed up with Mata's old dances. Gabriel tells Mata to look around for things that might inspire her for a new dance. The conversation will then end automatically.

So Mata first has to find inspiration for a new dance. So you first have to look for something that gives Mata the inspiration for rehearsing a new dance. Exit the Theater again.

Get inspiration for a new dance:

Mata is back out in the square. So in front of the fountain is the barrel organ man. The barrel organ man turns the wheel of his barrel organ. If you look at the sky you keep seeing a plane flying back and forth. Both the barrel organ man and the plane in the sky are sources of inspiration for Mata, but you can only use 1 of the 2. So you have to choose which source to use. I choose the organ man here. However, if you want to choose the plane, you have to put your magnifying cursor on the blue sky, above the fountain.

Click with your magnifying glass on the barrel organ man. Mata looks at the barrel organ man for a moment and says that she can do something with the rotating movements that the man makes when the barrel organ wheel spins. You get the Light Bulb icon as a sign that Mata has had an idea for a dance. There is a spy at the theater. Go talk to the spy. This is a back up spy for Mata and he gives Mata a "Train ticket for the Express Train from Paris". With this ticket you can therefore buy a ticket for a safe train from Berlin to Paris. You do not have to do the Train puzzle. The spy also tells that if Mata wants to have other safe train routes, she must also talk to his fellow spies in the other cities. Go back into the theater.

Theater:

Mata is back in her dressing room. Talk to Gabriel Astruc again and then use the Inspiration icon on him.

Mata then changes behind the screen in her dance outfit and then does a few dancing moves for Astruc.

Astruc thinks it is sensational and now wants her to perform again. Astruc then hands Mata a letter from Marie Curie and Mata reads the letter aloud. 

Mata's advice has worked and Marie Curie has hooked up with her guy. You have also received the "Dance permit" icon.

Use the "Dance permit" icon on Astruc to start the Dance Minigame.

The Dance Minigame:

Mata is on stage and she explains what the intention is. An explanation will appear on your screen. Read the explanation and then click away these text screens. You can also skip these Minigames again via the red Panic button, top right, but then you will not earn any Empire Points. When you have clicked away the text screens, the Minigame starts.

4 transparent circles appear on the screen. Mata starts to dance and Musical Notes appear on your screen. The musical notes come from the left and right and also from the top and bottom of the screen. The musical notes move to the 4 circles. The musical notes are worth points. Each musical note has a value from 0 to 10 points.

You have to TOUCH the music notes with your arrow cursor to make them disappear. But only if you hit the musical notes exactly in the middle of the Circles they are worth 10 points. The further away from the circles you touch a musical note, the fewer points it will give you. Only exactly in the center of each circle are the musical notes worth 10 points

So you have to react quickly and try to hit the musical notes when they are exactly in the middle of the circles, because that will yield 10 points per musical note. You do NOT have to CLICK on the music notes, you only have to TOUCH them with your arrow cursor. You will see a bar at the top left. As soon as that bar has turned half green, you have SUCCESS and you earn the minimum 500 Empire Points. But the faster you are, the more musical notes you can touch and thus the more points you can earn. If you manage to fill the bar completely, you will earn the maximum score of 3000 points. Didn't succeed .... I got 1000 points.

When Mata has finished the dance, and you have the bar half green, the audience will start cheering and clapping loudly.

You will then get the SUCCESS message on your screen. You must then click away this message to continue the game.

If you fail to make the bar at least half green, you have FAILED. The audience will then shout boo and bah and you will receive the FAILED message on your screen. You must also click away this announcement. The dance of Mata Hari only lasts for a certain time and just before the end of the dance there are no more musical notes, so you should really try to touch the available music notes exactly in the middle of the 4 circles to get the highest score possible. 

If you touch the musical notes outside the circles, they are worth much less points. So each musical note earns you 0 to 10 points, but they are only worth 10 points exactly in the middle of the circles. AGAIN ... DO NOT CLICK on the music notes ... you just have to TOUCH them with your arrow cursor 

Note: This first time this minigame is relatively easy, but for the rest of the game you will play this dance minigame several times. Each time the puzzle is more difficult because you then get to crack a lot more notes, which then move faster and faster over your screen. You will then have less and less time to respond. Also for these Dance Minigames you have to decide for yourself whether you want to play it or whether you want to skip it via the red Panic button. If you skip the Dance minigames, you will not earn Empire Points, but just continue with the main storyline.

There is 1 more important fact you should know and that is this: If you decide to do this Dance Minigame then you win or you loose it. You will then receive either the SUCCESS message or the FAILED message. Click away that announcement and you will return to the dressing room. If you had SUCCESS, or if you left the minigame via the Panic button, the game will continue with the main storyline. However, if you FAIL, the game will not continue with the main storyline. You MUST start the dance minigame again by clicking Astruc with the Dance Permit again. You can then try again to achieve success or you can still decide to skip the minigame. Only if you successfully close or skip the Dance minigame, the game will  automatically continue with the main storyline. I assume that you are playing the Minigame and that you have achieved success in the end, so that you have earned at least 500 Empire Points.

After the Dance minigame, Mata returns to her dressing room. The diary will appear on your screen. Click away the diary and ...... Mata then changes clothes again and then automatically leaves the theater. Outside, Mata is approached by the German Major Arnold von Kalle, who was thus in the audience.

Major Arnold von Kalle is an admirer of Mata and invites her to visit him in Berlin, at the Grenadiers Club. The Major then gives Mata the "Grenadiers Club Invitation". The next morning we are in Mata's hotel room. Leave the room and take the yellow taxi again from the square to Gare du Nord train station. Buy a ticket to Berlin at the ticket office and ..... do the Train Minigame again, or skip it again via the Panic button. Anyway ... Marta ends up in:

Berlin:

Mata has landed at Berlin's Spandau train station. Behind Martha you see a public telephone. Examine the phone with a magnifying glass. This phone is out of service. Walk to the right and you will see the exit and the ticket office. At the pillar to the right of the ticket counter is another backup spy.

Talk to the spy. Mata tells the spy that she thinks the train journeys are becoming too dangerous because of the enemy spies. This man advises Mata to take the Rocket train from the Gare du Nord when she has to travel from Paris to Berlin again. The Rocket train is a safe train without enemy spies. You get the Rocket train icon. Exit the station and Mata takes a taxi to the center of Berlin. Mata is then next to the yellow taxi.

To the right, behind the trees, is the Hotel where Mata has taken a room. On the left is the Grenadiers Club. Walk to the left and you will see the entrance to the Grenadiers Club.

Grenadiers Club:

A uniformed doorman is guarding the entrance. Talk to the doorman. The doorman asks if Mata has an Invitation, so show him the Grenadiers Club Invitation and Mata can enter. So click on the door of the club and Mata will enter. Mata is then inside and in the great hall of the Grenadiers Club. Walk to the right and ..... You will see Major Kalle who is talking to Colonel Manfred Holtz. At the left window is a gentleman with a top hat. That top hat gentleman is the Attaché.

Mata would like to overhear the conversation between von Kalle and Holz, so walk on to Major Kalle and ...... Mata does not reach the Major because she is approached without being asked by the talkative Attaché. This Attaché is teasing Mata, and as long as this guy is standing here, Mata cannot overhear the conversation between von Kalle and Holz. Mata then walks back automatically and is approached by one of the other men.

The man tells that the Attaché is an incredible old man, but that he is very afraid of his wife. Whenever the Attaché's wife calls the Grenadiers Club to order the Attaché home, the Attaché quickly disappears home. This man also tells you that the Attaché is Count Bauman and you get the "Call butler" icon. Well ..... to make that annoying Attaché disappear, Mata has to call the club and pretend to be the Attaché's wife. Leave the club again. So Mata needs a phone to call the Grenadiers Club butler. There is a public telephone at the Berlin station, but you know that it is out of order. Walk to the right and then past the yellow taxi and then over the tram rails. On the right side of the street is the Hotel, where Mata has now rented a room.

Enter the hotel. Mata is then in her hotel room. On the left wall is a table on which the telephone is placed. 

Click on the phone with your gripping hand to pick up the phone. Then click with the Call the Butler icon on Mata and ....

Mata calls the Grenadiers Club pretending to be the Attaché's wife and summons the butler to send the Attaché home. Exit the hotel and go back across the street to the Grenadiers Club. Show the doorman the Grenadiers Club Invitation again and then re-enter. Back inside you walk to the right again and see ... that annoying Attaché has now disappeared. Major Arnold von Kalle is thus talking to Colonel Manfred Holz. Do not click with your talking cursor on the two men, but just walk towards them and ..... Mata then stops behind the thick round pillar to eavesdrop on the conversation between von Kalle and Holz.

The Major and the Colonel talk about a major flaw in the Jules Verne Project. It appears that the steel used for the Jules Verne Project suffers from metal fatigue. The Jules Verne Project is thus the submarine building program of the Germans. The Germans urgently need a process to make harder steel for their submarines. Mata finds this highly interesting and thinks she can use this information. You have then received the "Jules Verne Failure" icon.

When Mata has automatically walked back, click with the talk cursor on Major von Kalle to talk to him now. After the introductory conversation, use the Jules Verne Failure icon on von Kalle. Mata shows that she knows about the problem with the Jules Verne Project. Colonel Manfred Holz then walks away angrily and stops to the left of the thick pillar. Now click with the Marie Curie letter on von Kalle and .......

Mata then convinces Kalle that she can be of use to him because the famous chemist Marie Curie is her friend. Kalle will then tell you more about the Jules Verne Project. It turns out that the Germans need better quality steel for the project. Kalle also tells something about the DuMolier process. The DuMolier process appears to be a chemical process that makes the steel harder. Von Kalle is willing to pay Mata a lot for information about that DuMolier process. The conversation is then over.

Read your diary. You read that Mata thinks Marie Curie could help with information about the DuMolier process because after all it is a chemical thing and Marie Curie is a chemist. Exit the club and then take the taxi back to Spandau train station outside. Back at the station, click with the talk cursor on the ticket counter. The ticket seller asks again where you want to go. Ok .... now you have the choice .....

Play theTrain Minigame or skip it:

The backup spy in Paris has given you the Paris Express ticket. You can now use this ticket to travel back to Paris on this safe Express Train.

 So if you take the Express Train you don't have to do the Train Minigame, but then you don't earn any Skill Points anymore.

If you are not interested in collecting as many points as possible and you are fed up with the minigame, then click with the Paris Express icon on the ticket seller and ... Mata will immediately, after loading, return to Gare du Nord in Paris, but if you are interested in getting the highest score possible, you should play the Train minigame again. Then click with the normal Paris train icon on the ticket seller and .... play the Train Minigame again and try to do this again in 1 attempt to get the highest score of 100 points. So you have to determine this yourself. In this walkthrough I always try to use all minigames to get the highest possible score. So if you play the minigame you have to bring Mata, on the map, safely from Berlin to Paris

Paris:

Marie Curie:

Anyway ..... whether you've taken the Express train to Paris or played the Minigame, Mata will be back at Gare du Nord station. Leave the station and we are back on the square in front of the theater. Click on the taxi with the Marie Curie calling card to be driven to Marie Curie's lab. The taxi delivers Mata to Marie Curie's lab.

Click on the front doors and Mata goes inside. Marie Curie is in her lab by the left window. Talk to Marie Curie. 

Marie is happy to see Mata but she doesn't have time to chat.

Marie is busy with an experiment and Mata can help her. You now have to find some things for Marie and then give them to her. 

Marie asks if Mata can get her some Magnesium. Various hotspots are now available.

There is a table at the bottom right. There are 2 glass bottles on that table. The left glass bottle contains Epsom Salt. Grab Epsom Salt from the bottle. Then click right with the Epsom Salt on Marie Curie to give it to her.

Now Marie wants Mata to find some Vitriol for her. Under the right window are 2 cupboards. The white Potash powder is on the blue box. On the chest of drawers you will find, on the left, yellow tubes with Sulfate Acid (Sulfuric acid) and Acetone Acid on the right. Grab the yellow tubes of Sulfuric acid and give it to Marie.

Now Marie asks for Saltpeter. To the left of Marie Curie is an open cupboard containing various acids and other junk. The cabinet is divided into 2 halves and each half has 3 shelves. In the left half of the cupboard you will find the Sodium nitrate  in the middle shelf. Take the Sodium Nitrate and give it to Marie Curie.

Mata asks if Marie is making gunpowder, but that is not the case. Now Marie can talk to Mata. Use the DuMolier icon (Need Du Molier details) on Marie. Marie then tells that her new lover, Jacques Brunel, knows more about the DuMolier process. Marie then takes Mata to the other room where Jacques Brunel is and introduces Mata to her lover.

 

Mata asks if Marie is making gunpowder, but that is not the case. Now Marie can talk to Mata. Use the DuMolier icon on Marie. Marie then tells that her new lover, Jaques Brunel, knows more about the DuMolier process. Marie then takes Mata to the other room where Jaques Brunel is and she introduces Mata to her lover.

Jaques Brunel declares that he is not allowed to tell anything about the DuMolier project. But he also says that the book with his note on the DuMolier project is behind him on the table. Because the DuMolier project is top secret, Brunel has written his notes with invisible ink.

On the far right of the work table is a Photographic Plate (photo plate). On the left you see a workbench with a vice. Brunel's Notebook is on that workbench. However, you cannot grab these 2 items while Marie Curie and Jaques Brunel are here. So Mata has to get those 2 out of this room. Go back right and then through the door back to the front room.

At the top of the right half of the shelf you will find Radium Salt and on the middle shelf you will find Hydrobenzene. Grab the Radium Salt and grab the Hydrobenzene from the shelving unit. At the bottom of the left part of the cabinet you will find a Plastic Bag (Foil pounch). Grab a Plastic Bag. On the far right of the low chest of drawers, which is near the right window, hangs a pink tube of Acetone Acid (acetic acitd). Grab the tube of Acetone Acid.

The low table in front of the left window shows the 3 chemicals that you gave to Marie Curie a moment ago.

 From left to right they are the: Sodium Nitrate, Epsom Salt and Vitriol. Have a look at these 3 chemicals with your magnifying glass.

Mata then gets the idea of ​​causing an explosion. Click with the plastic bag (Foil pounch) on each of these 3 chemicals and ...... Mata succeeds in making Marie's experiment fail and that happens with a bang. Marie Curie then comes back and is a little angry. Then Brunel also comes out of the left room and now disappears to drink tea.

Go back to the left room. The coast is now clear. So grab the Photographic Plate. Use the Photographic Plate on Brunel's Notebook (notebook), which is on the left of the vice table. Mata thinks she can photograph the notes, even though the notebook is locked. Mata lies the notebook on the photographic plate.

Now click successively with the following items on the notebook and also in this order: Radium Salt, Hydrobenzene and finally the Acetone (acetic acid) and ...... on the photographic plate is a photographic print of the notes visible. Marie then grabs the DuMolier Notes and you have this icon in inventory.

Go back to the other room and then go out the door on the right. Click on the yellow Taxi and then use the Train icon to return to Gare du Nord. In the station, click on the ticket office again and then you decide whether you go back to Berlin via the Train Minigame or whether you do this via the safe Berlin Rocket Train. So with the Berlin Rocket Train you skip the train minigame but you don't earn any skill points. Anyway ... make sure Mata returns in:

Berlin:

Grenadiers Club:

Mata is back at Berlin's Spandau train station. Leave the station again through the exit at the ticket office. Mata is then outside in the center, at her hotel. Walk to the left again, to the Grenadiers Club. Show the porter the Grenadiers Club Invitation again and enter again. Walk to the right again inside. On the far right 2 men are talking to each other. Click with your magnifying glass on these 2 men so that Mata will listen to the conversation for a moment.

The conversation is about Marconi, the inventor of radio telegraphy. The men then notice that Mata is eavesdropping on their conversation and they don't really like that. However, you did get the Marconi topic. The Attaché has also returned and is standing in front of the left window, behind Colonel Manfred Holz. Talk to the Attaché and then use the Marconi topic on the Chatty Attaché.

The Attaché now talks about a new invention by Marconi, the "Radio signal finder", with which the Germans can intercept radio traffic from the French submarines. It will be noted in your diary. Click away the diary. You have earned another 50 Spy points. Now go talk to Major Arnold von Kalle again and then give him the DuMolier Notes

At von Kalle:

Mata ends up in bed with von Kalle in his bedroom. Apparently no man has the stamina to keep up with Mata because von Kalle is also exhausted after the love game with Mata.

Mata gets out of bed to take a look around, hoping to learn more about the German submarine program known as the Jules Verne Project.

On the wall to the right of the bed is a large closet that also serves as a desk. There is a pencil on this cupboard. On the right you see the window whose red curtains are now closed. Under the window is a low cupboard with blank writing paper (sheet of paper) on it. There is also a door in the window cupboard and the Safe is located behind that door.

Grab the pencil and grab a piece of paper. To the right of the window is also a high cupboard with books. In the cupboard you see a cannon. Take the "From earth to moon" book to the left of the cannon and the "Twenty thousend miles under the sea" book to the right of the cannon.

Then move your cursor down to the bottom box in this cupboard. At the far right, in the bottom box, you will get the magnifying cursor. So click there with the magnifying cursor and .... Mata picks up a blue map and in it she will find a sea chart showing all the shipping routes of the French merchant ships and their radio frequencies. Mata wonders if this is the Jules Verne Project, but she doesn't really think so. Finding this card will be noted in your diary and it will also earn you 50 Espionage points. Close the diary.

The low cupboard under the window has 2 drawers and 2 doors. Click with your magnifying glass on the right door in the low cupboard. Mata opens the door and .... sees that there is a Safe (Strongbox) in the box. Click with your magnifying glass on the safe and ... Mata says she cannot open the safe.

Walk back to the bed and then click on von Kalle with the "From Earth to Moon" book. Mata asks if the Germans plan to go to the moon. That is not so, but von Kalle now tells something about a great Cannon. You will get the Big Gun item in inventory. Use this Big Gun item on von Kalle and he tells you more information about this can be found on page 102 and he falls asleep. 

Then click in inventory with the Page 102 icon on the "From Earth to Moon" book to read that page 102 and ..... Mata finds the combination for the safe and that is 7/21/14. You will get the Lock combination icon. Then use the Slot Combination on the Safe (Strongbox) and .... Mata fetches, opens the safe and finds the plans of the large cannon.

Of course, Mata cannot take these plans with her, because then von Kalle would know that she is spying for the French. The opened safe is now called "Cannon plans". Now click on the safe (cannon plans) with the sheet of paper. Mata takes the plans from the safe and lays them on the cupboard and puts the blank paper on top (Cannon Plan Overlay). Then click with the pencil on this Cannon Plan Overlay and .... Mata makes a pencil print of the plans. You then have the Big Gun Tracing in your inventory.

Mata has now had enough of dancing to the tune of men such as Samsonet, Ladoux and von Kalle. She would now like to earn some money for herself. Click with the Big Gun Tracing on von Kalle in the bed and ...... Mata is now trying to blackmail von Kalle. She asks von Kalle for money or else she will give the cannon plans to her French friends. Von Kalle says, however, that the big gun is no good because it hardens steel. It takes Boron, in a certain composition, to make the steel for the gun harder. If Mata can deliver that Boron formula, Kalle will pay her.

It is the next morning and Mata is, fresh and cheerful as always, in her Berlin hotel room. So Mata has to find out the formula for Boron and so she must now return to Marie Curie in Paris. So leave the hotel and take a taxi to Spandau station, buy at the station or a ticket for the unsafe train to Paris or take the safe Express train. You have to know it all yourself again. In other words ... play or skip the train minigame again.

Paris:

Marie Curie:

Back at the Gare du Nord, go outside again and take a taxi to Marie Curie on the square by clicking on the taxi again with the Marie Curie card. At Marie Curie's lab, Mata first meets with Rupert Zollinger and has a short conversation with him. Zollinger disappears again, Enter the lab and then to the left room and ...... Marie Curie is in the left room and also Jaques Brunel but ..... Brunel is murdered and Marie walks out of the room. Mata is in a hurry because the police could show up at any time, so she must quickly find information about Boron.

Brunel's corpse is lying on the floor in front of the large work cupboard and its head is on the white tiled floor. Look closely at the gray drawers. On the far left there is a piece of paper under the leftmost drawer. Grab that Paper. It is a note about small crystals with which radio frequencies can be fine-tuned. This will be recorded in your diary and you have earned another 50 spy points. Close the diary. You will briefly see a newspaper report and you will receive 50 espionage points.

On the vice table is a fountain pen and a notebook (notebook). Grab the Pen and grab the Notebook. There is nothing written in the notebook and ...... Captain Ladoux arrives and confiscates the notebook but because there is nothing in it he returns the booklet. Then give Ladoux the Big Gun Tracing. Mata tells Ladoux what she found out about the Jules Verne Project, but he is not satisfied.

Combine the fountain pen with the notebook in inventory and Mata and Ladoux will know that Brunel has written his notes in invisible ink. Perhaps Marie Curie knows how to make the notes visible again. So go to the front room. Ladoux is on board. Click with the fountain pen on Marie Curie and she will then tell you that you must use Iodine to make the notes visible. Go back to the second room. So now you have to look for Iodine. To the left of the door is a white table and to the left you can just see the bottom of a shelving unit. At the bottom of that shelf is a jar of Iodine.

Grab the Iodine. In inventory you then click with the Iodine on the notebook and ..... Mata and Ladoux read Brunel's notes about the Boron. Ladoux changes the numbers in the formula in order to bother the Germans and he sends Mata back to Berlin to give this, false, Boron formula to von Kalle. You then have the "Heat treatment note" in inventory. Mata is then out on the street again. Take the taxi back to Gare du Nord and buy another ticket to Berlin. Again you have to know for yourself whether you are taking the unsafe train, and therefore play the train minigame again, or whether you are taking the safe Rocket train.

Berlin:

Exit the Spandau station and go to the Grenadiers Club. Show the doorman the Invitation again and then re-enter. Von Kalle is now at the left window. Give the Heat treatment note to von Kalle and ...... von Kalle disappears immediately, without paying Mata for her services. Colonel Holz is still standing at the round pillar. Talk to Colonel Holz and then use the Big Gun icon on him. The Colonel tells us that Paris is in range of the cannon from the river Rhine and that the barrel of the cannon is 29 meters long. Ok ... leave the club and travel back to Paris. So take a taxi to Spandau station and buy another ticket for the unsafe train or for the safe Express train.

Paris:

Police station:

Back in Paris, leave the Gare du Nord and take a taxi to the Police Station. So talk to Ladoux in the police station and ..... Ladoux is satisfied and wants to use Mata later. Mata hopes not but .... Mata .... you are a spy and the only way out is ... death ... END OF CHAPTER 2

1963: You see the cutscene in which Elsbeth Schragmuller is interviewed again and then you end up in:

Chapter 3: 1912

We are 4 years further in time. The year is now 1912. Two more years and Prince Frans Ferdinand of Austria-Hungary will be murdered in Sarajevo and this murder will cause the outbreak of World War 1. The German war industry is running at full speed. The Daimler car factories are developing a revolutionary powerful aircraft engine for the German fighter aircraft. Spies from every nation populate the various European capitals and ..... Mata Hari is still immensely popular, although she doesn't perform that often anymore.

Mission 5: Airplane Plans:

Monaco:

Mata has a meeting and conversation with Oscar Samsonet. Samsonet wants Mata to find out the details about the manufacture of a particular Foil by aircraft manufacturer Fokker. Samsonet says that Emil Jelinek's daughter, Mercedes Jellinek, is a big fan of Mata. Emil Jellinek is a major investor in the Daimler automotive factories. The Daimler factories are of great importance to the German industry, especially in the field of heavy engines.

Emile Jellinek keeps walking back and forth, but he always pauses behind the sign on the sidewalk. Look at the sign. Mata then walks over to the sign and she reads that tonight is Diva Douglas's funeral. When Emile Jellinek stops at the sign, quickly click on the man with your talk cursor to talk to him.

The conversation is not going so well for Mata. She already starts wrong by mentioning the name Louis Renault and she should not have done that. Jellinek is also not charmed by Mata herself and he wants to end the conversation immediately. In desperation Mata then starts talking about Mercedes, Jellinek's daughter, but Jellinek wants to dismiss this too. The Seduction icons will then appear. You now have to use the correct seduction tactic on Jellinek, Use the "Seduction by Dismissing" icon on Jellinek and ... he now tells Mata that his daughter is in Berlin and then gives Mata his daughter's phone number.

When you get Jellinek's phone number, you will talk to Oscar Samsonet again. Oscar orders Mata to go back to Berlin to arrange a meeting with that Mercedes. Mata must pretend to be someone who loves cars and ask Mercedes to get a tour of the Daimler car factory. So take the yellow taxi to Monaco station. You don't immediately buy a ticket at the station. On the left you see the train and a street artist who is painting. Behind the street artist you see a thick pillar and to the right behind that pillar is an backup spy.

Train Minigame Medium difficulty:

If you decide to do the train minigames from now on, they have become a bit more difficult (Medium difficulty). There are now 1 or 2 enemy agents trying to catch Mata. The game itself determines whether you have to deal with 1 or 2 enemy agents. But you now also get the option to put 1 station out of service by clicking a red circle on it. Or you will be given the option to place a backup spy with a green circle on 1 station.

With the red circle you can block a station to block the route of the enemy agents. But Mata cannot travel through that blocked station either. With a green circle you can place a backup spy on a station. If an enemy agent lands on the station on which you have placed the green circle, that enemy agent will be eliminated. If you now win the minigame in 1 attempt, you will earn 200 skill points. Each subsequent attempt yields 40 points less. The game determines whether you have to avoid 1 or 2 enemy agents and whether you can place a red circle or a green circle on 1 of the stations. Anyway .... make sure that Mata gets to Berlin from Monaco via the train minigame or via the safe Rocket train.

Berlin:

Mercedes Jellinek:

Back at the Spandau station in Berlin, you cannot call that Mercedes Jellinek on the public telephone because it is still out of order. So leave the station and Mata ends up in the center where the hotel is and also the Grenadiers club. Turn right and enter the hotel. Pick up the phone in Mata's hotel room and ..... she automatically calls Mercedes Jellinek and 5 minutes later Mercedes Jellinek enters the room. Talk to Mercedes.

Mercedes wants to try to get Mata into the Daimler car factory, but only if Mata teaches her a few nice new dance steps. You get the light bulb icon again because Mata has to find inspiration for a new dance somewhere and then rehearse that dance.
Mercedes then disappeared again. Leave the hotel and then cross the street to the Grenadiers club. However, do not enter the Grenadiers club. To the right of the Grenadiers Club you see a man cycling in circles on a Byciclette. This man cycling around is a source of inspiration for Mata.

Click with your magnifying glass on the man cycling around and Mata gets an idea for a new dance. You get the dance icon again. Go back to the hotel room and call Mercedes again on the phone and 5 minutes later Mercedes is back. Talk to Mercedes again and then click with the Dance icon on her and ...

Mata performs a few dance moves that are repeated by Mercedes and ..... we end up in the:

Daimler car factory:

Assembly hall:

It is a Sunday, so the factory is not working. Mata and Mercedes are in the assembly hall and cars are on the assembly rails. On the left you see the door of the office. You will see a workbench between the cars. Behind you see the entrance to the Hangar. Mata has to find out where in the factory the planes are built

.

Click with your magnifying glass on the work table. Mata continues to the work table and you are then in the close-up of the table. 

There is everything on the work table, but the only thing you can get is a Mercedes Badge.

Take the Mercedes Badge. Then click left or right with the green arrow to get out of the close-up. Walk back to Mercedes and show her the Mercedes Badge. Mercedes then says that her father has demanded that Daimler name a car model after her. Not the ugly model you see here in the hall, but a new model. Mercedes now takes Mata to the office, where the plans and drawings for the Mercedes car are kept.

Office:

To the left is a large bookcase and also the safe. Click with your magnifying glass on the bookcase and .... Mercedes opens a secret Safe in the cupboard and wants to remove the drawings for the Mercedes car. But then Mercedes realizes that this secret field also contains the very secret plans of the planes. Mercedes begins to have doubts and she asks Mata to leave the office. Mata is then back in the car hall, but now alone. So at the top right is the entrance to the Hangar (Gate to hangar). Go to the Hangar:

Hangar:

Mata is then in the entrance of the airplane hangar. On the right is a box with a piece of pipe sticking out. Grab the pipe from the box. View the large hangar windows with a magnifying glass. The windows are too high and Mata reports that she has to find another window, so that she can come in tonight. There is a covered airplane in the hanger and a Toolbox near the airplane. Click with your gripping hand on the Toolbox and Mata takes out a pair of pliers.

There are lathes under the windows, but also a large orange barrel. View the orange barrel with your magnifying glass. Mata says that there is oil in the barrel. In your inventory you still have the Metal Cup that you stole from the cell in Paris. Click with the cup on the orange barrel to fill the cup with oil. Return to the car hall via the bottom edge of the screen and then walk to the right. You will see a window at the back of the hall. Look at the window with your magnifying glass. This window is on the ground floor level and through this window Mata could sneak in tonight.

However, the window is locked and the lock is rusty, so Mata cannot open the window. So click with the oil-filled Cup on the window to lubricate the lock. Then click again with your magnifying glass on the window, but the window does not open yet. Click with the Nippers on the window and ..... Mata tells that she can now slide open the window, but she does not yet. Mercedes comes back and talks to Mata for a moment and then we leave the factory. It is Night then and Mata is back in the Daimler factory. She climbed into the car hall through the ground floor window. At night in the Daimler factory:

To get into the Office:

So Mata is standing in front of the window. She has put on burglar's clothes for the occasion. You can see that there is a light on in the aircraft hangar because someone is working there. On the left side of the window is an Electrical panel on the narrow wall.

View the electrical panelwith your magnifying glass. 

Mata sneaks up to the box and tells her that she can turn off the lights with it, so that she can sneak further through the factory unseen. 

You then end up in the:

A: Minigame: Electric Puzzle:

Explanation will appear on your screen. The goal is to make sure that only the light stays on in the hangar. Click in the explanation screen to click it away. Bottom right is the red Panic button with which you can skip this minigame. However, you will not earn any Skill points. On the left is an explanation of how to do the game.

In the panel you see Electrical segments. On the left the power comes in and on the right the power goes out of panel and to the lamps in the assembly hall and the Hangar. You need to swap a number of Segments so that the power only goes to the Hangar. The floor lamps will then be off but the light in the hangar will remain on.

You pick up a Segment by clicking on it and then click on a Segment with it. The 2 Segments then swap places. You can also rotate the Segments by double clicking on them. Name the Segments, from top left to bottom right as: A, B, C, D, E, F, G, H, I. The Segments keep their letter, even if you pick it up and click another place.

Solution:

Pick up the C Segment and click it on the D Segment. You have then swapped C and D with each other.

Pick up the C Segment again and click on the I Segment. You have then swapped C and I. Pick up the I Segment and click on the E Segment. You have then swapped I and E Double click on the I Segment a few times to flip it so that it is attached to the B and G Segments, but with the curve to the right.

Then double-click on the C segment to flip this too so that it is attached to the G segment and .... SUCCESS.

Now power only flows to the Hangar, Via A, B, I, G and C. Click away the SUCCESS message to close the puzzle.Only the light in the hangar is still on. You have then ended up in Part 2 of the puzzle:

B: Sneaking into the office

Mata now has to sneak through the car hall to the office, but there are rats in the hall and those animals make a noise when Mata comes near them. The sound of the rats will alert the person working in the hangar and they will come and see what's going on. Mata will then automatically hide behind a car. So you have to sneak through the hall via a certain route.So you start from the electrical box. Always move forward small pieces and watch the rats. Here is the first part of the route you should take.

From the electrical box you first go to point A. Sneak, from A, then between the 2 cars to point B. Mata is then exactly between 4 cars. Sneak from point B down to point C. From point C, sneak left and then up to point D

Then sneak left between the cars on D, to point E. At point E you will see the door to the office.

Wait until you don't see any more rats and then click on the door of the Office and ... Mata sneaks through to the door and then notices that the door is locked.

Mata needs something to break open the door. For this she has to go back to the work table that is between the front and the middle cars. While Mata is standing at the office door, click with your magnifying glass on the work table and ...... Mata will automatically sneak all the way to the work table.

Click again with your magnifying glass on the work table and Mata then grabs a Metal Strip that is on the work table. From the work table Mata then has to return, via B, C, D to E.

So first sneak to the right, to B you to the right and then again to C, D and then to E. On E you click with the Metal Strip on the office door and .....

Mata sneaks back to the door and opens it with the metal strip and ends up in the office.

Office:

On the right is a table with a paper (Scratch of paper) on it. Grab the Paper. There is a book on the floor near the bookcase. Take a close look at that book. Mata does not find the book interesting. Click again with your magnifying glass on the bookcase, which is next to the safe. You end up in the 3rd part of the Puzzle:

C: Open the Secret Safe in the bookcase:

You enter the close-up of the book compartment where the Secret Safe is hidden. The box has 2 shelves and there are 13 books. The Safe is hidden behind the books on the top shelf.

So in the top box you have to place 7 books of which the first letters of the book titles make the name DAIMLER. So in the top box you have to place, from left to right, the books of which the first letter of the title has the: D, A, I, M, L, E, R is. 

However, the M book is not there and that is the book lying on the floor in front of the cupboard. You pick up a book and then click on another book to make the 2 books switch places. So you also need books from the bottom compartment.

You play this puzzle in 2 parts. First, on the top shelf, make the following with 6 books: DAI ... LER.

You automatically zoom out but the puzzle is not yet solved.

Grab the book on the floor. Click on the bookcase immediately with this book and then zoom in on the bookcase again.

Mata has then put the book in the boxes and now you can really make the puzzle, but it is now a MINIGAME that you can now skip via the red Panic button.

So now swap the books again so that the books on the top shelf spell DAIMLER, with the 1st letters of the book titles.

You earn 10 points with it and Mata opens the hidden safe and tells you what is in the safe, including the plane plans and the note about the Airfoil. Of course, Mata cannot steal the secret plans and the like from the safe because that would stand out. She has to copy them.

First move your cursor, carefully, over the now opened safe. You get the magnifying glass on the safe, but also the Griphandje. Make sure you have the Grab Hand on the safe and then click and .... Mata then takes the "Half of a Diagram" from the secret safe. DON'T FORGET THIS because you will not get another chance to take this Half Diagram from the safe. If you have the Diagram then Mata has to copy the airplane plans. To do this, do the following

Combine the fountain pen with the paper sheet in inventory. Then click with the Pen and Paper icon on the opened safe and ..... with the invisible ink of the fountain pen Mata now copies the Airfoil details on the paper.

It is the next morning of course and Mata is outside the hotel. Take the yellow taxi to Spandau station and buy a ticket to Paris. So you have to decide for yourself whether you take the safe Express train or the unsafe train. If you take the unsafe train, you have to do the train Minigame again at Medium level.

Paris:

Back at the Gare du Nord, Mata is met by Ladoux. Ladoux gives Mata a new mission. Mata has to get hold of a German Decoder Wheel for Ladoux. Mata hands over the Airfoil details to Ladoux. Ladoux disappears and Oscar Samsonet shows up.
Samsonet and Mata have a conversation. Samsonet wants Mata to immediately return to Berlin and the Daimler factory to sabotage the aircraft engine that Daimler is developing for the German war planes. All this is noted in the diary.

Close the diary and receive the 200 Skill Points, if you have done the Train Mini Game from Berlin to Paris. So Mata has to return to Berlin immediately. So buy another ticket to Berlin. This can be done again via the Rocket train or you can do the Minigame at Medium level again.

Berlin:

Leave the Spandau station and .... Mata is right back in the

Daimler car factory:

Mata climbed back into the assembly hall of the Daimler factory through the window. Of course it is night again. The light is on again in the airplane hanger and the guy is still working. You have to sneak again via a certain route and the rats are there too. So you have to start sneaking again. Follow the same shortcut as before to the office, so via A, B, C, to D.

At D you go again to the left, to E and then you click again with the Metal Strip on the office door and Mata opens the door again and is back in the:

Office

On the table to the right is now a white coffee cup and a dirty cheese sandwich. Grab the white Cup and the Sandwich. On the table, which is at the bottom of the screen, is a screwdriver. Grab the Screwdriver. Go back outside via the green arrow on the door. You see 3 metal grids in the floor of the car hall. There is a grille in the floor in front of the office door and, to the right of the office, there are 2 smaller grids in the floor. View those 2 smaller grids with your magnifying glass. Mata says there is rat shit on the top small grate. Click with the Cheese Sandwich on the grid (Metal grate) and .... rats run to the grid, but because Mata is still there, the rats quickly run back again.

You can also click with your magnifying glass on the Hoo) of the car that is in front of the top small grille. But if Mata wants to take a closer look at that hood, then this does not work because the rats run in the way, causing the worker to keep coming out of the hangar. Mata has to go back to the window because it's time to get rid of that pesky worker. Sneak back down to F at the bottom of the screen. Then sneak past the bottom car to the right and on to point C and From point C you sneak further to the right, to the back of the bottom rear car. Mata is then at point G.

Then, sneak past the cars, up to A and then back to the window. To the left of the window are boxes on the wall. 1 of those boxes is the "Empty Box". 

Click with the "Moldy cheese sandwich" on that "Empty Box" and ....

Mata puts the cheese sandwich on the floor in front of the empty box and ..... a group of rats approach the treat and make a lot of noise. That worker in the hangar has had enough now and is leaving for home. Now that the worker has disappeared, Mata no longer has to sneak. Go back to the front car in the top row of cars. That's the car you tried to look at the hood. Now use the screwdriver on the hood of this car.

Mata then opens the hood with the screwdriver. Then view the engine with your magnifying glass. Under the hood, Mata sees the battery. Then click with the white cup on the engine (Car engine) and Mata fills the cup with battery acid from the car's battery. Now go to:

Hangar:

In the hangar, the aircraft engine for the aircraft is now hanging from chains. The Toolbox is still with the plane. Something is sticking out of the toolbox.

Click with your gripping hand on the toolbox and ... Mata takes out the second half of the diagram. Combine the 2 diagram halves in inventory into 1 whole and ....... Mata finds oit that what Fokker thinks the French are planning to hang airplanes under a huge hot air balloon. This will be noted in your diary. Click away the diary. You have earned another 50 spy points. Check out the airplane engine. The hood is partially open. Use the cup of battery acid on the airplane engine to sabotage the thing. Mission accomplished. You will see another newspaper report reporting your sabotage.

Monaco:

Mission 6: Acquire the German Decode Wheel:

Mata is back on the terrace in Monaco, where she speaks with Oscar Samsonet again. Samsonet now gives her her new assignment. Mata has to help Samsonet to decode a decrypted message from Rupert Zollinger and for this she has to get that Decoder Wheel for Ladoux. In inventory you now have the "Zollinger Code Message", which Mata received from Samsonet. Mata is at Monaco station. Buy a train ticket to Paris and you have to decide for yourself whether you travel via the safe Paris Express train or whether you want to do the Train Minigame again.

Paris:

Mata has to seduce that Major Kalle again and for that she has to perform a new dance in the theater. Exit the Gare Du Nord station and re-enter the Theater. In Mata's dressing room you talk to Gabriel Astruc again to arrange a dance performance. Well ... it has been a long time since Mata did a dance performance, so Astruc says that Mata has to rehearse a new dance first. So Mata has to find new inspiration for a new dance.

Go back outside. Outside in the square that organ grinder is still spinning his organ. However, you have used the organ grinder for inspiration before. You cannot use the organ grinder again now. Above the fountain a red plane keeps flying back and forth. Click with your magnifying glass on the blue sky above the fountain and ...

Mata has her inspiration for a new dance. Go back to Astruc in the theater and talk to him again. Then click with the light bulb icon (Inspiration) on Astruc and .... Mata demonstrates her new dance in her new dance outfit. Astruc is satisfied. Click with the Dance Permit on Astruc and ..... He arranges a dance performance and you end up for the 2nd time in the:

Dans Minigame:

I already explained extensively how to play this minigame the first time. So I'm not going to do this again now. However, it is now going a bit faster, so you have to react faster. If you don't feel like it, click the red Panic button to skip this minigame. However, you will not earn any Rijkdompunten. I earned 500 points with this minigame. After this minigame, whether you play it or not, Mata is back in her dressing room and records her success in her diary. Close the diary. Mata then changes clothes and leaves the theater. Outside, Mata has a meeting with von Kalle. 

Von Kalle tells that he shouldn't be seen with Mata anymore because Germany and France are now enemies of each other. However, Von Kalle is coming to say goodbye as he will be transferred to Madrid. Mata is then in her hotel room. To get the Decoder Wheel, Mata has to hook up with von Kalle again. However, Kalle has been transferred to Madrid. So Mata has to go to Madrid. Exit the hotel and take a taxi to Gare Du Nord. Buy a ticket to Madrid at the station. You don't have a ticket for a safe train to Madrid yet, so you should play the Train Minigame now, or of course skip via the Panic button.

Madrid:

Mata ends up at the Plaza in Madrid and she is outside the ticket office of the station. To the right of the fountain is a Juggler in front of the art gallery. You can go one screen to the right, to the Jongleur, but don't do that yet. Walk to the left and past the fountain. You will then arrive at the German Embassy. A German soldier is guarding the entrance to the embassy. Through the 1st floor window, above the entrance door, you can see von Kalle in the room.

Click with your magnifying glass on the window. Mata then tells von Kalle is on the phone and she wonders if she can't overhear that phone call. Walk a little further to the left. To the left of the German Embassy is an alley. However, the alley is closed by a gate. Continue to the alley, via your green arrow. You are then in the close-up of the entrance to the alley.

Behind the fence is Indiana, the guard dog. Indiana is a German Shepherd Dog. If you get too close to the gate, little dog Indiana will bark and then that soldier will come over here and he will send Mata away. On the corner is a barrel full of trash. There is a telephone box on the facade. Mata can't reach that phone box because that rotten dog will start barking and she will be sent away by the guard. Doggy Indiana must be distracted for a moment. Look into the waste bin with your magnifying glass and Mata fishes out a German sausage. So give the sausage to dog Indiana and then click with your magnifying glass on the telephone box. Mata says that if she had the necessary eavesdropping tools, she could eavesdrop on von Kalle's telephone conversation.

So Mata has to get hold of a telephone receiver in order to be able to listen in on the telephone conversation in the telephone box. Well ..... in Berlin there is a public telephone at the Spandau station. Go back to the Plaza. So walk to the right and then back to the right behind the fountain. So behind the juggler is the ticket office of the station (Bilettes). Click with your talking cursor on the ticket office and buy a ticket to Berlin. You have to know for yourself whether you are taking the safe Rocket train to Berlin or taking the unsafe route that will allow you to play the train minigame again. However, the Train Minigame is now at the highest difficulty

Train Minigame at Hard level

From now on you have to play the Train Minigame on the most difficult level. There are now 3 or 4 enemy agents that Mata has to avoid. You can now only make a limited number of moves. So this minigame is getting really difficult and almost impossible to win in 1 try. If you decide to keep playing the Treingame you will now need several tries, so you will not get the highest score.

Berlin:

So Mata is back at Berlin's Spandau station. A train conductor is now to the left of Mata. A man (Nattering fool) is using the public telephone. Click with the talking cursor on the calling man. Mata does not talk to the man but listens to what he says. You hear the man say that he will be leaving Berlin on the 5:00 PM Express train. On the right you see the large station clock. The clock says it is half past four. The Clock control box is located on the pillar, where the station clock is attached.

The station clock indicates that it is only 4:30 PM. So it'll be another half hour before that guy on the phone leaves with the 5 o'clock Express. Mata really doesn't want to wait here for half an hour. So click with your gripping hand on the Clock Control box and .... Mata advances the station clock 30 minutes. The Station clock now indicates that it is 5 o'clock.

 Walk back to the left and speak to the train conductor. Click with the Clock icon (Time to get the train ready) on the conductor. Mata asks what time it is and the conductor checks the station clock and thinks it was 5 o'clock. The conductor blows his whistle to release the Express. The guy on the phone runs off to catch his train.

The public telephone is now free again. Click with your magnifying glass on the phone. Mata tells you that the horn is screwed down. So click with the screwdriver on the telephone and ..... Mata unscrews the receiver from the telephone. Walk to the ticket office and buy a ticket to Madrid. You can't take a safe train to Madrid yet, so the train minigame will be presented to you again. Play the minigame or use the Panic button to skip it.

Madrid:

Go back to the alley to the left of the German Embassy. Continue to the gate. Dog Indiana is still eating the sausage, so click with the Telephone receiver on the telephone box.

You end up in:

Phone Tap Minigame:

This works in exactly the same way as the Elektra Minigame in the Daimler factory. However, this puzzle is in 2 parts. You have to connect the segments so that the incoming wire is connected to both outgoing wires. The incoming wire can be seen above and the outgoing wires can be seen below and on the right. You can of course also skip via the red Panic button. This is how it should be:

Once you have solved the puzzle, you will hear von Kalle's telephone conversation. Major von Kalle talks on the phone to the agent who must bring the code wheel to Madrid and hand it over to von Kalle. The cop and von Kalle do not know each other, but von Kalle says the cop can recognize him from his portrait. The eavesdropping will then stop automatically. Then immediately click on the telephone box again with the Telephone handset to continue listening. But you have to do the Telefoontap puzzle again, which is now slightly different

You will then hear where the murder of Prince Frans Ferdinand will take place and that is in Sarajevo. You have earned another 50 spy points with this eavesdropping. Exit the alley and go back to the fountain and then continue to the Juggler. Walk all the way to the right (to the gallery). You are in the close-up of the juggler. De Jongleur stands in front of the entrance of the art gallery. On the right is a black and white portrait of Major Arnold von Kalle.

The spy who brings the coding wheel does not know who to give the wheel to, but through this portrait he knows who to give the coding wheel to. Look at the von Kalle portrait with a magnifying glass. Mata now feels that she needs a portrait of herself. Walk back to the left to get out of the close-up. So Mata needs a portrait of herself to exchange it with the von Kalle portrait. So she must have that portrait painted. Where have you seen a painting street artist again? Yes .... at Monaco station. So buy a ticket to Monaco at the ticket office. So you can take the safe Rapide train to Monaco or you can take the unsafe regular train. So you have to choose again between fast and safe or the train Minigame.

Monaco:

The artist is therefore still painting at Monaco station. Talk to the artist and then click with the Portrait Icon (Need portrait) on the artist and .... the artist will make a portrait of Mata in charcoal. In inventory you then have The Portrait of Mata. Well ..... travel back to Madrid. Because you still cannot travel to Madrid by a safe train, the Minigame train will start again. Play the minigame or use the red Panic button to skip it.

Madrid:

First walk to the left of the fountain. Under the tree, behind the fountain to the left, is an backup spy. 

Talk to the spy and he will give Mata the Eagle card. The Eagle is a safe train out to Madrid.

That Juggler is getting in the way. As long as the juggler is standing in front of the art gallery, Mata cannot replace the von Kalle portrait with her own portrait. Go to the Juggler again. Now talk to the Juggler. You get the 4 Seduction Icons again. Use the Seduction by Daring on the Jongleur and Mata challenges the Juggler to show his skills on the street. The juggler is then standing in the street behind the fountain performing his ball act. Go back to the art gallery so you are back in the close-up. Click with Mata's portrait on the von Kalle portrait and ...... Mata exchanges the von Kalle portrait for her own portrait.

The courier who will bring the code wheel will now think that Mata is his contact person. Walk to the left to get out of the close-up and then wait patiently. Almost immediately a man approaches Mata. The man looks at Mata's portrait and then at Mata and thinks that Mata is the one he should give the Code Wheel to.

The man talks to Mata and he then hands her the Coding Wheel and disappears. You now have the Code wheel in your inventory. Ok .... now that Mata has the Code wheel, she has to go back to Paris to give the Code wheel to Ladoux. So buy a train ticket to Paris. You have to know for yourself whether you are taking the safe Express train or whether you want to play the Minigame again.

Paris:

Exit the Gare Du Nord station and re-enter the Theater. In Mata's dressing room you talk to Gabriel Astruc again because Mata wants to do a dance show again. Astruc says again that Mata has to learn a new dance. So Mata needs to find some inspiration again. You will get the light bulb icon again. Exit the theater. You have already used the 2 sources of inspiration, the organ man and the blue sky, on the square. So you now have to look elsewhere for places that give Mata inspiration for a new dance. Take the yellow taxi to:

Police station:

Give the Code wheel to Ladoux. 

However, Ladoux wants to know if the coding wheel works, so he tells Mata to put the wheel in the cipher machine and then try to decipher the coded message.

So place the Code Wheel in the Code Machine, which is at the bottom of your screen, on the table. You end up in:

Decode puzzle:

This is a random puzzle and it also matters whether you play the German version or the English version of the game. In the German version everything is in the German Language and in the English version everything is in the English Language. So it matters whether you play the German version or the English version. My game is the English version. If you find it too difficult, there is always the red PANIC BUTTON with which you can skip the puzzle. The puzzle is then solved but you will not receive any points.

You see 3 large rotary knobs. You will see letters in the 2 gray bars. The letters that you get as starting letters in the 2 gray bars are different for each game. So the letters are Vowels and Consonants. You can change the letters with the rotary knobs. The Vowels button is to get other Vowels. The Consonant button is to change the Consonants. With the Alphabet button get whole new series of letters. You see arrows under the 3 rotary knobs. By clicking on the arrows you turn the buttons and the letters will change.

The letters you see at the top are therefore always different. By turning the Alphabet knob you get different letters in the 2 gray bars. If you have the English version then the message you should get after decoding is this: March thru Low Countries. War plan approved by GHQ.

Click on the arrows below the Vowels button to change the CLINKERS. Keep turning the Vowels knob until you have A as the second letter in the top bar.

If you have the A as the 2nd letter, then Click on the arrows below the Consonant button and keep doing that until the entire decoded sentence appears in the 2 gray bars. You will then receive the SUCCESS message because the puzzle has been solved.

If you are unable to get the A as the 2nd letter with your starting letters, click on the arrows under the Alphabet button to get a different series of letters as the starting letters. So you can always choose a new series of starting letters with the Alphabet button, I cannot explain it more clearly. So you will have to make do with it. If you don't succeed, there is always the red PANIC BUTTON with which you can have the puzzle solved.

The decoded message thus reads: "March thru Low Countries. War plan approved by GHQ" The Germans will therefore attack France from Belgium, because the Low Countries are the Benelux countries Belgium, Luxembourg and the Netherlands. But of course we all know that the Netherlands was neutral during the 1st World War and did not participate.

Whether you solve the puzzle yourself or do that via the panic button, Mata and Ladoux drink a glass of champagne afterwards. In your inventory you also have the Zollingers Coded Message, which Mata received from Samsonet. Click with the Zolligers Coded Message on Ladoux and .....

Mata asks if she can use the decoding machine to decode Zollinger's message, but Ladoux will not allow this. Ladoux is, however, willing to let Mata use the decoding machine if she does a job for him first. Ladoux's boss is Colonel Malbec and Ladoux suspects his boss is a traitor. Ladoux wants Mata to place a wiretap on Malbec's private phone so that he can eavesdrop on his phone calls. Ladoux gives Mata Malbec's address.

Mission 7: Prove Colonel Malbec is a Traitor:

Mata will then be back on the square near the theater. So click on the yellow taxi and let the taxi take you to Malbec's address:

The gate to Malbec's house is closed with a fence. In front of the gate is a manhole cover in the street. The telephone cable hangs on the right wall in the gate. On top of the gate you can always see birds landing. Those birds are a source of inspiration for Mata for a new dance. So first click with your magnifying glass on the birds if they are on top of the gate. Mata has gained inspiration for a new dance.

View the manhole cover. Mata reads that this pit is entrance 318 of the sewer. Check out the telephone cable. Mata wonders where the switch box is. You get the Switchbox icon. To the left of the gate is a rain barrel. The barrel is under the downspout. Get the gripping hand on the bottom end of the downspout, just above the barrel. Then click with the gripping hand and Mata fishes a note about the French blimps from the rain barrel. You have earned another 50 spy points. Mata can't do anything else here, so take the taxi back to:

Police station:

Back in the police station you talk to Ladoux again. Use the Switch box icon (Unable to reach switchbox) on Ladoux. Mata says she suspects that the switch box for Malbec's phone is in the sewer. Ladoux says that the police station also has an entrance to the sewer. That entrance is downstairs in the basement where the cells are. Ladoux gives Mata the sewer key. Go left through the door to the:

Cells:

You have been here before, but then Mata was locked up in the right cell. On the far left you can see another cell door. Use the sewer key on that left cell door and ... Mata is sick of the terrible stench and refuses to enter the sewer in her beautiful dress. So there is a cupboard behind the red curtain.

Click with your magnifying glass on the closet and ..... Mata is going to change. Then enter the sewer through the cell door.

Sewer:

Mata is in the sewer, so she has to find section 318. The sewer is a variant of the well-known maze that comes back in one form or another in almost every adventure. The number plates are on the walls, left and right. So look at the number plate. So to the left it goes to entrance 116. To the right you go to entrance 118. You are here in section 117. So the Celing entrance is entrance 117 of the sewer. 

Follow this route: Go one screen to the right. Mata ends up in section 118. At 118 you can go back to the left, to the right or, over the bridge, go down one screen.

Go down one screen. Mata ends up in section 218. Mata groans that she's lost, but don't let it bother you. The left is 217 and the right is 219.

Go one screen to the left, to 217. 217 has another bridge.

Go over the bridge, go down one screen and you are in section 317. 

To the left you can go to 316 and right to 318. Mata has to go to 318, so go one screen to the right and you are in section 318.

Mata reports that she is in the right place and that she has found Malbec's switch box. The Phone box is on the wall to the left of the stairs.

Click with the Telephone receiver on the box and then solve the Telephone Tap puzzle again, or use the Panic button to skip the puzzle.

You then hear Malbec talking to his contact Kris Kringel about Airships that can be used to bomb from the air. Mata notes all this.

Back to Ladoux in the police station. So go 1 screen left back to 317, then 1 screen up (Passages) back to 217. Right to 218. Up to 118 and then left to 117 and then up to the cells. Back in the cells, click on the cupboard again, behind the red curtain to let Mata change into her beautiful dresses. Then continue up the stairs and talk to Ladoux again in the police station. Then click with the Malbec Telephone call icon on Ladoux to tell him that Malbec is indeed a traitor. Ladoux then leaves to arrest Malbec. Mata is now alone in the police station. So click with the Zollinger Coded Message on the decoding machines and solve the decoding puzzle again, or use the panic button to solve the puzzle.

Decode Puzzle 2

It works just like the 1st time. Again, the solution in the German version is different from the English version. 

In the English version, the solution is: Gas Research goes well. Factory production next.

So make sure that with the Vowels button you first get the A as the 2nd letter in the top bar and then with the Consonant button you make the whole message. Use the Alphabet button to get other series if it doesn't work right away. Behind Mata is Ladoux's desk. You will see 2 cahiers on the desk. There is a book on the desk for those 2 cahiers. Grab that book.

Mata reads about the French police being ordered to guard a secret Airship Hangar. This secret hangar is close to Paris. This will be noted in the diary and you will see another newspaper report. You have again earned 150 spy points. Exit the police station and take a taxi in front of the theater to Gare Du Nord station. Buy a ticket to Berlin at the Gare Du Nord. You have to know for yourself whether you want to do the train minigame again or take the safe Rocket train.

Berlin:

Exit the station and go to the:

Grenadiers Club:

Show the guard the Grenadiers Club Invitation again and enter. When you are inside, the fireplace is right on the right. 

There is a code letter in the fireplace. Grab the Code Letter from the fireplace with your gripping hand.

Leave the club and return to the station by taxi and travel back to: by Express or minigame:

Paris:

Take the taxi again to:

Police station:

There is now an officer in the police station. Click on the decoder with the code letter you stole from the fireplace of the Grenadiers club and solve the decoding puzzle again, or use the panic button.

Decode Puzzle 3:

If you want to solve the puzzle yourself (English version) then you first make sure, with the Vowels button, that the 2nd letter in the top bar is E. 

Then click on the Consonants button until the entire message is decoded. You then read: Beograd agent ready to stop archduke.

If you can't get this, use the Alphabet button to get other series of letters as starting letters. Mata leaves this, now decrypted, letter at the police station for Ladoux. You have again earned 50 espionage points. Exit the police station and take a taxi to Gare Du Nord. Now travel to Monaco again. Do this via the minigame or via the safe Rapide train. You can know it all yourself again.

Monaco:

Mata is then at Monaco station. Leave the station and we end up at the bistro. Both Samsonet and Emil Jellinek sit on the terrace. First, talk to Emil Jellinek, because if you talk to Samsonet first, you won't get a chance to talk to Jellinek anymore. So talk to Emil Jellinek first.

So first click on Jellinek with the talking cursor. The Smalltalk icons will appear. Click with the Weather icon on Jellinek. Jellinek says the weather in Sarajevo is very suitable for a murder. Mata makes a note about this in her diary. Click away the diary. You will see another newspaper article. You have again earned 150 spy points. Click with the Decoded Zollinger icon on Oscar Samsonet and then listen to the conversation between Mata and Samsonet. Samsonet says that Zollinger produces poison gas in his factory. Mata must find out where Zollinger and his poison gas factory are located. You have reached the end of Chapter 3. 

1963; The interview with Elsbeth Schragmuller continues. We end up in:

Chapter 4: 1914:

Mission 8: Destroy Rupert Zollinger's Poison Gas Factory:

Paris:

Another 2 years has passed. Prince Frans Ferdinand has been murdered and World War I is about to break out. Mata was taken to the police station by an agent from Ladoux. Mata and Ladoux are talking in the police station. Mata and Ladoux agree that Rupert Zollinger murdered Marie Curie's lover, Jacques Brunel. You will get a Knife icon. Ladoux wants Mata to find out where Rupert Zollinger is. Fritz Haber, a chemist and friend of Zollinger, maybe able to learn more about this.

In this chapter you are constantly going back and forth between Paris, Berlin and Monaco and vice versa. You always have to know for yourself whether you are going to travel back and forth via the safe trains or whether you are always going to play the train mini-game. If you travel via the safe trains, you will not earn any skill points. You really have to know for yourself, but you need a certain amount of Skill Points and also Empire Points if you want to experience the Good Ending of the game.

Meet Frits Haber:

After the conversation with Ladoux, Mata is back on the square near the theater. Elsbeth Schragmuller is sitting on the terrace of the bistro again. Go talk to Elsbeth. Mata asks Elsbeth for help because of Ladoux. Elsbeth says that Mata should talk to Samsonet. Samsonet is in Monaco. Use the Knife icon (Zollinger murdered Brunel) and the Frits Haber icon on Elsbeth to talk to her about this. Elsbeth says that Samsonet and Zollinger used to be business partners.

However, Samsonet and Zollinger have fallen out over Zollinger's plans to manufacture explosives. Elsbeth does not know Frits Haber. Click with the "End Chat" icon on Elsbeth to end the call. After this call, take a taxi to Gare Du Nord station and then travel to Monaco. Do this with the safe Rapide or play the train minigame.

Monaco:

Leave the station and talk to Samsonet, on the Bistro terrace. Also use the Knife and the Frits Haber icon here. Samsonet now talks about his past relationship with Zollinger and advises Mata to ask Marie Curie about Frits Haber. So take the taxi back to the Monaco station and then travel by Express train or minigame back to:

Paris:

Leave the Gare Du Noord and take a taxi from the theater to the lab of:

Marie Curie:

Enter (door to lab). Marie Curie is again busy with her experiments. Talk to Marie. Use all conversation topics. Marie thinks Zollinger killed her lover Brunel while stealing the nerve agent formula from the lab. According to Marie, Frits Haber will win the Nobel Prize for Industrial innovation. Marie gives Mata an Introduction letter for Frits Haber. In Inventory you will have the "Curie Introduction Letter". Exit the lab and take the taxi back to the Gare Du Nord. Then travel by Berlin Rocket or the minigame to:

Berlin:

Exit the Spandau train station. Outside you click with the talk cursor and then with the Frits Haber icon on the yellow Taxi and .... the taxi then delivers Marie to

Frits Haber:

Mata introduces herself to Haber. Click the "Curie Introduction letter" on Haber. Haber is impressed that a simple dancer has the confidence of someone like Marie Curie. Mata tells Haber what Zollinger is up to. Use the Knife icon and also the Giffle bottle icon (Zollinger super weapon) on Haber to continue talking about these 2 topics. After everything Mata has told about Zollinger, Frits Haber is convinced that Zollinger should be stopped. Haber then gives Mata a pass to the Zollinger factory.

However, the seal of the pass is broken and Haber also does not know where Zollinger's factory is, because every time he had to go to the factory he was taken there in a blinded car. Haber also explains to Mata how she can sabotage Zollinger's poison gas factory. To do this, Mata has to change the mixture of oxygen, ammonia and phosphate in the mixer in which the gas is made. Haber gives Mata the "Sabotage Formula" for this.

After this conversation with Haber, you then have the Sabotage Formula icon and the Secret Factory Pass in inventory. To the right of Mata is a portrait photo of Frits Haber on the wall. Click on the photo with your grasping hand. Mata asks if she can have the photo, but then she is not allowed. Exit Haber's office. Mata is in the center of Berlin. Take the taxi back to Spandau train station and then travel again, by Monaco Rapide or train minigame, to:

Monaco:

In Monaco station Elsbeth Schragmuller stands behind the front right pillar.

Talk to Elsbeth. Elsbeth tells that Oscar Samsonet has been arrested by Captain Ladoux for espionage. Samsonet had gone to Paris to warn Mata that the French are in the process of capturing all foreign and double spies. Mata is shocked by the news of Samsonet's arrest, so travel to Paris. So take a ticket for the Express train or do the train minigame again.

Paris:

Take the taxi, in the square, to:

Police station:

Talk to Ladoux then use the Samsonet in Jail topic. Samsonet is locked up in the cell and Mata demands that she can speak to him. That is allowed, but not after Mata Ladoux has briefly scolded. Mata automatically ends up in the cellar. Samsonet is therefore locked up in the right cell. Talk to Samsonet. Oscar now regrets recruiting Mata as a spy. He wants Mata to stop. Use the Secret Factory Match topic on Samsonet and then the Sabotage Formula topic on Samsonet.

Mata talks about her idea to disguise herself as Frits Haber in order to enter Zollinger's factory. At first Samsonet thinks this is a crazy idea, but through the Sabotage topic he thinks it could work. Oscar tells Mata that she must be Haber. Mata shouldn't just look like Haber ... she should be him. Mata will also have to find a limousine to take her to the factory and of course she still has to find out where the factory is.

 You get the Haber Disguise topic icon and the Haber Vote icon. The diary appears, because Mata records all this in her diary. Close the diary. Exit the police station and re-enter the theater.Talk to Gabriel Astruc again in Mata's dressing room. Use the Haber Disguise (Need Haber disquise) topic. Astruc needs a picture of Haber. Then use the Haber Stem (Need Haber Voice) topic. Struc thinks it's impossible for Mata to imitate Haber's voice. But then Astruc comes up with a brilliant idea and tells Mata to shout something. So use the Scream icon on Astruc and .... Mata shouts "HABER IS A COWARD".

 Now keep clicking with the Scream icon on Astruc until Mata's voice has become completely hoarse and cannot speak anymore. I had to do this 6 times. So Mata doesn't have to imitate Haber's voice if she makes her hoarse. So that's Astruc's idea. Close the conversation with the End Chat icon, Exit the theater and go to Gare Du Nord and take the safe or the unsafe train to: 

Berlin:

Exit Spandau station and take the taxi to the office of:

Frits Haber office:

A surprise awaits Mata in Haber's office. Haber's wife is now in the office and she is stinkingly jealous. Frau Haber thinks whore Mata is messing with her husband. Frau Haber will report Mata to the police and she locks Mata in the office. Mata has to get out of the office before she will be arrested.

Grab the Portrait of Haber, which hangs on the wall and which you were not allowed to grab before. Behind the portrait you will see a small door. It's a Chimney door, because the portrait hung on the chimney. There is a press paper (Paperweight) on the desk. Grab that Presspaper. The press paper was on a book that you can also grab. So grab the book too. Mata finds the paperweight too heavy and useless and the book doesn't need them either, so both items disappear from your inventory immediately.

Haber's Agenda (Appointment schedule) can now be seen where the book and the Presspaper lay. Click with your grasping hand on the Agenda and ... Mata then reads that Haber has an appointment to be taken to the poison gas factory with Colonel Holz in the limo. So Holz knows where the poison gas factory is On the cupboard, which is against the desk on the left, is a stack of blank paper. Click with your grasping hand on that pile of blank papers and .... Mata finds a letter that Harper started on and the letter starts with "Dear Mata" ..... Harber's wife probably saw this too and will be the reason for jealousy. You then have a sheet of paper in inventory

In front of the left window is a box of chemicals on the chest of drawers. Click with your gripping hand on that box of chemicals and Mata will grab a handful of Copper Nitrate. On the left is a matchbox on the cupboard. Take the Matchbox. If you have read Haber's Agenda and have taken the Copper Nitrate, Haber's photo, the matchbox and a piece of paper, now open the door in the chimney. Then use successively the paper (sheet of paper), the Copper Nitrate and the Matches on the opened door and ..... Mata makes a fire in the chimney and screams "FIRE" and .... Haber comes in to extinguish the fire. . Mata disappears and returns to her hotel and the Grenadiers Club. Go to the:

Grenadiers Club:

Show the porter the Grenadiers Club Invitation again. Because Major von Kalle has been transferred, Mata is not allowed in now. However, use the Holz icon (Holz knows factory address) and ..... Mata can still enter. So go inside. Inside you walk to the right. Colonel Manfred Holz is back to the right at the back of the right window.

Talk to Holz and use the Factory Address icon on him, but Holz doesn't want to tell him the factory address. The Seduction icons will appear. Use the Seduction by Flattering icon on Holz and then the Seduction by Yielding icon and ..... Holz melts and wants to please Mata. So click again with the Factory Address icon on Holz and he now tells you that the poison gas factory is in Monaco because Monaco is neutral territory. Holz is the one who always takes Haber to the factory in the limo.
Mata says goodbye to Holz and warns him to forget her. Leave the club and take the taxi back to Spandau station and buy a ticket for the train to Monaco. Again you decide for yourself whether you take the safe Rapide train or the unsafe train.

Monaco:

Elsbeth is still behind the pillar at Monaco station. Talk to Elsbeth again and use the Limousine topic. Elsbeth advises Mata to talk to Emil Jellinek because he has a fat limousine car. You can also use the other topics, but Elsbeth has nothing useful to say about that. So close the conversation with the End Chat icon.

Leave the station and then walk to the right again, to the bistro. Emil Jellinek is still sitting on the terrace. Talk to Jellinek and use the Limousine topic. Jellinek wants to borrow Mata's limo, but only if Mata convinces his daughter, Mercedes, that she is coming back home. Mercedes has run off with a young guy named Ludi. Ask Jellinek about Mercedes and he tells you that Mercedes is probably in Berlin. Gradually, the various European railways are allowed to let you travel for free, I have not covered that many kilometers by train in years. However, there is nothing else to it. Head back to Berlin either with the Rocket or via the train minigame.

Berlin

Go to the Hotel, opposite the Grenadiers Club. In Mata's hotel room you pick up the phone and Mata calls Mercedes. Mercedes wants to meet Mata again, but only if Mata teaches her a new dance. It's getting a bit ridiculous now, but you have to go back to Paris to do the Dance Mini Game again. So make sure you get back to Paris, via the safe Express train or the train minigame.

Paris:

Go to Astruc in the theater. Use Haber's Photo on Astruc and .... Mata is now dressing up as Frits Haber. 

Now use the Inspiration icon on Astruc and .....

Because Mata has gained inspiration at the gate of Malbec, she performs Astruc her new dance and Astruc is willing to let Mata perform again. Mata says the performance should take place in Berlin. So use the Berlin Dans Permit icon on Astruc and Mata will perform in Berlin. So you have ended up in the:

Dans Minigame:

The minigame is now more difficult because the notes now come across your screen very quickly. To score many points you now have to react very quickly. It is almost impossible to do now, but I still achieved 500 riches points here. But with a lot of effort.

NB: Unfortunately if you don't get SUCCESS in the dance minigame the game will not continue. In this case, Mata ends up back in her hotel room in Berlin. You will not meet Mercedes and will have to return to Paris to start the dance game again. However, if you use the Panic button, the game will continue and you will meet Mercedes, but you will not score any richness points.

You have to know for yourself, but make sure you don't FAIL. If you think the minigame is too difficult for you now, use the panic button. If you have SUCCESS or if you use the panic button, Mata will have a meeting with Mercedes, outside the Theater in Berlin

Mercedes is delighted with Mata's performance but she refuses to go back with Mata to Monaco. Mercedes gets angry and disappears. Mata is then back in her hotel room in Berlin. A ruse must be devised to force that stupid Mercedes to give up her lover and return to her daddy's safe lap. Exit the hotel and take a taxi to Spandau train station and either take the safe Express to Paris or do the train minigame.

Paris:

Go to the police station. In the police station, talk to Ladoux and then use the Limousine icon on him. Mata asks if Ladoux can't arrest Mercedes's friend on a trumped-up charge. Ladoux wants that but he has to know the full name of the friend and Mata only knows his first name. You get the Boyfriend's Name icon So travel back to Mata's hotel room in:

Berlin:

In the hotel room, call Mercedes again on the phone. When Mata has Mercedes on the phone, use the need boyfriends name on Mata. Mata invites Mercedes and her boyfriend to Paris and Mercedes now tells her boyfriend's full name, which is Ludwig Engelbreit, so travel back to:

Paris:

Go back to the police station and tell Ladoux Mercedes friend's full name. Ladoux issues Mata with an Arrest warrant. Exit the police station. Back in the square near the theater, Mercedes and her lover Ludwig Engelbreit are already sitting on the terrace of the bistro.

Talk to Mercedes and Mata is introduced to Ludi. Mata is still trying to convince Mercedes to go back to her father. But Mercedes refuses again. So use the Arrest Warrant on Mercedes and ... fearing that dear Ludi will be arrested, Mercedes admits and she disappears to Monaco. It wasn't quite neat from Mata, but there are bigger interests at stake than Mercedes' love life. So travel to:

Monaco:

Go to the bistro terrace and talk to Jellinek. Use the "Mercedes Coming Home" topic.

 Jellinek says that his daughter is already home and that Mata can use his limo. Travel back to:

Paris:

Exit the Gare Du Nord station and take the taxi to:

Police station

Walk to the left and then click, behind Ladoux, in the entrance to the cellar. Mata politely asks Ladoux if she can visit Samsonet and that is allowed. Mata is downstairs at the cell where Oscar Samsonet is still locked up. Talk to Samsonet and then use 1 of the 4 conversation topics on Samsonet.

Mata says that all preparations for a visit to the poison gas plant have now been made, but Samsonet says that Mata still has to talk to Elsbeth Schragmuller because there is one more thing to be done. So leave the police station again and, on the square in front of the theater, take a taxi to Gare Du Nord station and take the train to:

Monaco:

At Monaco station, Elsbeth is still waiting patiently behind the thick pillar. Talk to Elsbeth and then click all the topics on her to talk about it, but use the "Secret Factory Pass" last. Elsbeth then uses the soap imprint of Zollinger's signet ring to provide the Pass with the seal again and ..... Mata, dressed as Frits Haber, ends up in the:

Rupert Zollinger's Secret Gas Plant:

The guard has checked the pass and Mata is driving in. Inside, Mata, who now pretends to be Frits Haber, is welcomed by Rupert Zollinger. The 4 Seduction icons will appear. Use the "Seduction by Daring" on Rupertje and ..... Mata is lying about it saying that Haber's poison gas formula is no good and that if they continue production, the whole factory will fly into the air. Mata then ends up at the:

Mixer machine:

The Mixer Machine is at the back of the stage. There is a huge wheel on the middle boiler. To the left of the huge wheel is the "Main Controls" box. Even further left see a pipe on the wall. On that pipe is the "Pump valve." To the right of the stage is a rack with barrels. A Note is stuck to one of the barrels. Read the note with your magnifying glass. Mata reads "Change the combination to everything is green. "So if you are going to change the combinations in a moment, you should get the green color.

Behind the rack with barrels you see a pump machine with 3 red Rotary Valves. In the front right of the stage is a machine of which the left part are the "Displays". Look at those "Displays" with your magnifying glass. Mata walks onto the stage and then reads the Operation Instruction aloud, which are:

  1. Turn on the Pump.
  2. Open the valve of the pump.
  3. Set the Gas level
  4. Activate the process with the Mixer Control

If you have read this instruction then that machine with the 3 red rotary valves has become the "Gas Adjust Controls". Walk down the stage again and then continue to the left. On the left side of the stage is the Pump switch on the wall.

Click with your gripping hand on the Pump switch. Mata will then tell you that the Pump is already on. Walk back onto the stage and then click with your grabbing hand on the "Pump valve", which is on the pipe that is on the left of the wall. Mata opens the valve and this makes the huge wheel turn. So there is pressure now. Now go to the right, to the "Gas Adjust Controls" rotary wheels. Click with the "Sabotage Formula" on the "Gas Adjust Controls".

You will now end up in the END PUZZLE of the game. This END PUZZLE consists of 3 parts. If you have solved Part 1 you will automatically go to Part 2 and if you have solved Part 2 you will automatically go to Part 3. When you have solved all 3 parts you will see the FINAL MOVIE of the game. Depending on how many Spy Points, Empire Points and Skill Points you have accumulated, the Game will end for you with the BAD END or with the GOOD END.

The Gas Pumps Minigame:

Mata explains and you can also read the explanation in the text screens. Click away the text screens to start the puzzle. You can also skip this puzzle again via the red Panic button. The puzzle is then solved, but you do not earn any points, so the puzzle consists of 3 parts. You will automatically proceed to Part 2 and Part 3. You can skip this puzzle completely in any part (Let it solve) via the red Panic button, but I do not recommend this because this puzzle is not that difficult 

Part 1: The 3 Pumps:

You will see a "Shield". In the "Shield" you see 3 Pumps. The left Pump will turn red, the other 2 pumps will remain empty when the puzzle starts. You will also see 3 buttons. Name the 3 buttons, from left to right, Button A, Button B, Button C. Below the 3 pumps is the Reset switch with which you can reset the puzzle to its initial position. 

The three buttons, A, B, C change the color in the 3 pumps. Each of the 3 pumps consists of segments. If you click on the 3 buttons you change the color of a segment in a pump. The intention is that each of the 3 pumps will turn completely green. To do this, you now have to click on the 3 buttons in a certain order. And this is the only correct order: So we start with the left pump to first color it green:

Left Pump:

Click once on button A,
Click once on Button B,
Click once on Button C.

The left pump empties and in the middle pump you have the colors blue, purple, blue.

Middle Pump:

Click once on button B,
Click once on Button A,
Click once on button C,
Click once on button A,
Click once on button B.

The middle pump deflates and the right pump shows the colors yellow, purple, blue.

Right Pump:

Click 3 times on button B, Click once on button A and ....the right pump now turns green and you move to part 2 of the puzzle:

Part 2: The Pipes puzzle:

You will see a screen with pipe segments and a red wheel, on the left you will see the 3 Elements Red, Green and Yellow. Above you see the Phosphate pipe, the Ammonia pipe and the Hydrogen pipe. You have to connect the pipe segments to the 3 elements so that the elements Red, Green and Blue are connected to each of the 3 top pipes. 

It works the same as the telephone tap puzzle or the Electrical puzzle. So you pick up a pipe segment and click it on another pipe segment to make them switch places. By double clicking you turn a pipe segment. That's how it should be

If you have solved the pipe puzzle, the screen will scroll up and you will end up in part 3 of the puzzle:

Part 3: Mix the 3 Elements into a Critical Mix:

You see 3 glass holders. Under the glass holders see 3 switches and 3 turning wheels. Under each holder is also a round light that is now off. At the top left you see a Wheel with an Arrow and above it is the Reset button. The Cross button is the Exit button and below that is the Panic button. Inside the holders is, from left to right, Phosphate, Ammonia and Hydrogen. 

According to Haber's instructions, Hydrogen should be added 2 percent, Ammonia should be reduced by 3 percent, and Phosphate should be added 5 percent. Name the top left wheel, wheel A. Name the switches and the wheels under the containers, left to right, B, C, D, E, F, G 

You must first fill the 3 containers completely and that with Wheel A and then you will reduce the liquid in the containers. Click twice on Wheel A. The 3 holders are then almost completely full. There is then the same amount of liquid in all 3 containers

Now you have to make the correct mixing ratio and you do that as follows:

                                 Click on 2 switch F. The liquid in the blue container drops and the light under the blue container starts to flash.
Click once on Wheel E and twice on switch D. The light under the green holder starts to flash
 Click once on switch B and ...... the 3 lights will now flash all 3 .... you have set the correct ratio

Now sit back and watch the game ENDING.

You are  out of the puzzle and Mata reports that she has it done

Rupert comes and now recognizes Mata. Rupertje desperately tries to stop the process

Unfortunately for Rupert it is not possible to stop the process and ... his poisoness gas factory explodes.

The Diary briefly appears to announce the End of Chapter 4.

We are back in Paris, in the cellar of Ladoux. Oscar Samsonet is released by Ladoux and hugged by Mata.

Mata thinks she too is free to go, but Ladoux has an unpleasant surprise for Mata. Mata is arrested for treason and through a number of newspaper articles and a photo of a blindfolded Mata you learn that Mata has been sentenced to death and that she has been executed.

THIS IS THE BAD END OF THE GAME

If you didn't gain enough Espionage points, Empire Points and Skill points during the game, the game ends here for you.  But  if you have collected enough Espionage points, Empire points and Skill points during the game then it is not over yet and the game will still treat you to the

Good Ending

NB: This Ending is historical incorrect because Mata Hari didn't survive World War 1, She was executed by the French, so this Ending is fiction from the makers of the game

After the execution of Mata Hari we are back in the Police station of Ladoux.

Ladoux is in the cellar and he walks into the left room where the body of Mata Hari is laid out

Ladoux shouts "MATA" and .... a living Mata Hari crawls out from under the rug. It turns out Ladoux's execution platoon fired LOOSE FLODDERS, so Mata Hari is ALIVE. Ladoux shouts "MATA" and .... a living Mata Hari crawls out from under the rug. It turns out Ladoux's execution platoon fired LOOSE FLODDERS, so Mata Hari is ALIVE.

Ladoux's gift to Mata Hari is thus her LIFE and her FREEDOM. Mata is free to go. Mata Hari will continue her life with Oscar Samsonet.

We end up in 1963 again

The interview with Elsbeth Schragmuller is almost over. The interviewer has a surprise in store for Elsbeth, as he has unearthed a 1934 death certificate. It is the death certificate of one Elsbeth Schragmuller. So Elsbeth Schragmuller died in 1934. The woman who has been interviewed here all along is none other than the famous MATA HARI, who everyone has always thought was put to death by the French. The diary appears and Mata explains as she flips through her diary. You see your different scores and also what you could have achieved to the maximum. Then the last page appears.

Mata tells, and you read, that she and Oscar Samsonet survived both the 1st and the 2nd World in neutral Switzerland where they started in a castle on a more of a 5 star hotel.

THE END:

Bad Ending and Good Ending:

Whether the game ends for you with the Execution of Mata, or whether you see the "GOOD" ending afterwards depends on the amount of Skill Points and Empire Points you have accumulated.

If you have too few Empire Points and Skill Points, you will only see a "bad" ending. However, if you have accumulated enough Empire Points and Skill Points, you will also see the "Good" ending.

There are 1,000 Espionage Points, 10,000 Skill Points, and 14,000 Empire Points in the game. To see the "Good Ending" you must have at least 1000 Espionage Points, 6000 Skill Points and 2000 Empire Points.

Spy Points and Skill Points:

If you have followed the walkthrough faithfully, you have scored all 1000 Spy Points. If you have often played the Train Mini Games and you have solved the puzzles yourself, you will also have enough Skill Points. If you don't have at least 6000 Skill Points before you go to the Poison Gas Factory, you can always travel endlessly back and forth between the various capitals to do the Train mini-games to collect at least 6000 Skill Points.

Empire points:

You earn Empire points with the Dance Mini Game. If you have always used the Panic button in the Dance Mini-game, you will have none or very few Empire Points. You must always score at least 500 points in the Dance Minigame to have enough Empire  Points at the end of the game. 

If you are in Monaco and Emil tells Jellinek that his daughter is back home, if you do not have at least 2000 Empire Points  then do not continue with the storyline of the game. You can first try to do the Dance Mini Game a few more times to get at least 2000 Empire Points. You do this as follows:

To start a Dance Minigame, Mata must always get permission from Gabriel Astruc to perform and Mata must always gain inspiration for a new dance. So you always have to talk to Astruc in the theater in Paris first. Astruc then says that Mata needs to get inspired and you get the Inspiration icon. You then have to go to locations where Mata can find inspiration and these locations are:

In Paris:

the organ man at the fountain and the theater.
The sky above the fountain in the square near the theater.
The fountain in the garden of the English Embassy.
Gare Du Nord: The Woman with Umbrella. The smoke coming from the locomotive.
The birds atop the gate of Malbec's house

In Berlin:

Spandau station: The smoke from the locomotive.
The cyclist next to the Grenadiers Club.

In Monaco:

The hot air balloon / Clouds in the sky at the bistro

In Madrid:

The Fountain and the Juggler

Whenever you have gained inspiration in one of these places, you will return to Astruc in Paris. Then click with the Inspiration icon on Astruc so that Mata shows him the dance. Then click on Astruc with the Dance Permit to start the Dance Minigame. Make sure you earn at least 500 points at a time with the dance minigame so that you have at least 2000 Empire when you go to the Poison Gas Factory, renamed as Frits Haber.

Again .... it is entirely up to you whether you want to see the GOOD Ending. If you find the Dance Mini Games and the Train Mini Games (and also the other puzzles) too difficult or simply not fun to do, then have them all solved via the red PANIC BUTTON. You will not earn Skill Points and Empire Points and Mata Hara will then actually be put to death, which is of course also historically correct.

Walkthrough by: Louis Koot