| Monet and the
Mystery of the Orangery
Walkthrough by Jen
At the start of a new game/new player, you will have to do a
brief "practice" session. Walk around the pond to the
boat, pick up the glasses, and return to Monet and use the glasses
on him. Now you can play the game proper.
Dockside
Take Monet's card from the mayor and put it in your inventory.
Turn around and talk to the captain twice. Turn to the left; you
will see a wooden shack to the left of some barrels. Head over
toward that shack and turn left. You will see a barrel close to
the shack's wall. Click on the barrel to move it and reveal a
key. Take the key.
Turn to the right and go past the shack, then turn back around
to see the door of the shack. Use the key on the door. Enter the
shack. (I had to run to get in.) Turn to the right and look up
to see a hook. Pay attention to its location.

The hook
Go as far as you can to the other side of the desk and look down.
There are two drawers that you can open; there is nothing in the
upper one, so you need to open the lower one. It's kind of hard
to line up your cursor with it. Take the key.
Leave the shack and go around to the back side of it. To the
right there is a pole with a box on it. Approach the box and use
the key from the drawer on it. Throw the switch that's revealed.
Go back inside the shack and save your game. Take the watchmaker's
card from the phone, then use the phone to eavesdrop on Ernest
and Derrick. When their conversation is over, a timed sequence
ensues. The door will close. Take the rope and use it on the hook
that you saw earlier. You will automatically climb up the rope
and find yourself on the rooftop.
Once on the roof, cross at the V that's opposite the ocean view,
and jump down when you get to the other side.

The rooftop V
Walk to the other side of the central building and use the lever
to change the train track. Go back to the handcar and get on it
on the side closest to the roof you jumped off from. To use the
handcar, just continue pushing your forward arrow key. Ride to
the end of the line.
Train Station
Run up onto the sidewalk paralleling the train. Pass the chestnut
woman and turn right and go into the train station's waiting area.
Turn to the left and take the board that's broken off the bench.
Exit the waiting room, turn right, and go down a couple of windows
and talk to the ticket seller. Offer him your 100 francs, but
he says he doesn't have change.
Return to the chestnut woman, talk to her, give her your 100
francs, and take the chestnuts. A magpie flies away with your
change. Follow the magpie. You'll see it sitting in the snow,
but when you approach, it flies away. Continue in the same direction,
and you should see the magpie alight on a footbridge on the opposite
side of the frozen stream. Don't try to cross the stream or you
will die. Across from the footbridge, on your side of the stream,
are some bird footprints. Use the board on the footprints and
cross to the other side. You have to be careful to line up the
board in the center of your screen; if you miss it, you will fall
through the ice and die. When you get to the other side, save.
Use the chestnuts on the bird. It will take your chestnut and
drop your coin, and a timed sequence ensues. You must pick up
your coin, return to the ticket seller only to find he's asleep,
talk to the chestnut woman who says the ticket seller is hard
of hearing and you should make some noise, go look in the train
across from the ticket window, pull the whistle chain, go give
the ticket seller your coin, take the ticket, and give it to the
conductor who's roughly across from the chestnut woman. You can
skip the part where you look at the ticket seller to see him sleeping
and the part where you talk to the chestnut woman, and just go
directly from the magpie to the train whistle. As long as you
know what to do, though, there's plenty of time for all of it.

The train whistle
Rouen
Turn around and talk to the clown. He gives you a postcard of
the cathedral. Turn to the right, approach the policeman, and
talk to him. Give him the watchmaker's card. (You can go knock
on the watchmaker's door first, but there's not much point.)
After the cutscene, you will be positioned such that you see
a filmmaker on the right of the screen. Approach him and talk
to him. Pick up a film reel from between his feet and put it on
the projector.
Turn slightly to the right and approach the caravan on the other
side of the plaza. Take the film reel from the left front wheel
as you face the door. Return to the cameraman and give it to him.

Where to find the film
Return to the caravan and click on the window shutter at the
back of the caravan to spy on Zim and his coconspirator Ernest.
After the cutscene, turn to the right and talk to the filmmaker,
who is now sitting under the tree near the caravan.
Go to the front of the caravan and look down under the steps
on the cathedral side. You will see a key. Save here, then pick
up the key and use it on the door. Enter the caravan, then turn
to the right and quickly enter the closet. After Zim leaves, go
back out into the caravan and touch the trunk that's in front
of you. Touch it again to move it, then look down and take the
dynamite that's behind it. Leave the caravan and talk to the filmmaker
again.
Approach the policeman. Pay attention to the location of the
clown's skittles on the sidewalk. Stand in front of the policeman,
save your game, then give him the dynamite. He will put you under
arrest; to escape, you must quickly turn around and go to the
bicycle that suddenly appears near the clown's skittles, and click
on it to ride away.
Giverny
Go forward, then left. Take the jar from the table. Turn to the
left, and use the jar on the flowerpot to the left of the blue
door with the steps leading up to it. Take the purple tube of
paint. Turn back to the right, continue past the table, and knock
on the door. Give Monet his calling card. Follow him into the
studio. Let him finish talking, then give him the purple paint.
Wait for Monet to finish his painting, and he'll talk to you again
and then walk over to the table. Follow him and give him the Rouen
cathedral postcard.
After the cutscene, pick up the glove. Go down the steps into
the garden. Turn left and follow the path. Take the ladder that's
leaning on the tree, turn left, and use it on the window to Monet's
studio. Turn back and follow the path past the boat and take the
fishing pole that's leaning against another tree. Continue down
the path until you come to a trunk; open it and take the two oars
that are inside. Return to the studio to find Monet bound and
gagged. Ernest will lock you in the studio and throw the key into
the pond.
Click on Monet to remove his gag. Take the cork from the bottle
on the table next to Monet. Go back toward Monet's big water lily
painting that he was working on a few minutes ago. Behind the
canvases against the wall is a hammer. Click on the canvas hiding
the hammer to move it, then pick up the hammer. Cross the room
and use it on the window outside of which you previously leaned
the ladder. Go through the window back out into the garden.

The hammer
Go stand on the bridge and look down into the water that's on
the opposite side from the boat. Locate the key. Return to the
boat. Use the cork on the front of the boat. Use one oar in each
oarlock. Get on the boat by walking forward toward it, and use
your forward arrow to move the boat until you pass under the bridge
and are almost to the water lilies. The key should be visible
near the right edge of the boat. Use the fishing pole on the key,
then use your forward or backward arrow to return to the boat's
landing place. Turn toward the pond shore and use the jump key
to get out of the boat.
Return to the studio door and use the key on it to release Monet.
Leave the garden by returning to the gate where you originally
came in.
Paris
Go forward, turn to the right when you get onto the bricks, go
forward a little bit more, and go down the first hallway on the
left. Talk to the man in the window on the left side. Wait for
the dog to come and jump up on the attendant. Use the glove on
the dog. Watch as the dog enters the door across the hall; you
hear Derrick curse the dog, and then the dog will come back from
the back side of the room whose door it went in. If you try the
door the dog had entered, it will be locked, so go back around
in the direction the dog emerged from and then through the open
door that you find. Touch the broken grating to go through the
vent, and you will find yourself in a locker room. Save here.
Now go forward without quite rounding the corner, and note the
string tied to a nail to the left of the locked door. Now round
the corner, and you will face Derrick. A timed sequence will ensue;
you must turn around, look up, and use the nail that's holding
the chandelier string.

The string
Turn around and look at the base of the chair that's holding
the doors closed, and pick up the key. Turn back toward the lockers
against the wall to the right of Derrick and use the key on the
locker third from the right side, second row from the floor. Take
the painting. Touch the chair to open the door. Approach the dog-owning
attendant and give him the painting. Go back toward the trains
and take a right. Continue as far as you can go, and you'll get
on the bus automatically.

The locker
Outside the Orangerie
There is a sniper on the roof of the main building; he will shoot
you if you approach. So don't go that way. Instead, head over
to the shed that's on the right side of the screen and open the
door and go in. You'll see the gardener passed out in one corner.
Pick up the watering can and use it on him. Take the scissors.
Leave the shed and return to where you started this scene, then
go toward the Orangerie across the grass, following the fence,
so the sniper can't see you. When you get to the side of the Orangerie
building, take the crowbar that's leaning there. Keep going down
toward the back of the Orangerie and you will spot a manhole cover
in the grass. Use the crowbar on it.
Go about halfway down the ladder, just to the dividing line between
light and dark, and turn around to see the switch. Save your game,
then use the switch.
Under the Orangerie/Endgame
Throwing the switch begins a lengthy timed sequence. You have
plenty of time as long as you know what to do, and you can save
anywhere in the middle of the sequence. Run when you are on the
straightaways to save time.
Go forward, following the path until you come to a board. Cross
the board. Be careful not to fall in the water, or you will die.
It's a good idea to save right before you cross a board because
these are pretty touchy. Line yourself up so that when you are
facing the board, it's centered on your screen, then go forward,
and you should be okay.
Continue until you come to another board. When you get across,
turn to the right, go all the way to the wall, and pick up the
pickaxe. Go back to the board and cross it again, then turn to
the right and go all the way almost to the grate blocking further
progress. There will be a smaller grate on the left side; touch
it to open it.
Go in, through the opening to the left, then through the opening
to the right, and then use the pickaxe on the far corner of that
room (the bricks are a little lighter there).

Where to use the pickaxe
Go in through the hole you made, up the stairs, and use the pickaxe
again. Go in through this new hole, find the barrel with the dynamite
on top, and use the scissors on the dynamite.

The dynamite
The end. Yep, that's it. 
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