Cairo, Part Two- Samuel Johnson wants the amulet and Diamon Jones dead! You are once again, playing the part of Billy Smith.
- Take the dice from the left end of the bar and talk to the Sea Dog at the first table.
- Billy wants a favor repaid, but the Sea Dog hits him with the candlestick. Use the dice to challenge him to a match.
- This mini-game is similar to Blackjack. You need to get as close to 30 points as possible without going over, but scoring high enough to beat your opponent. If you lose the first time, the Sea Dog will take your gun. The second time, he will take your ammunition. Keep playing until you win money. If you run out of items to wager, load your last save point and try again. Remember to save often!
- Click on the lower center button to start shaking the dice and again to roll. To stop before 30, select pass.

- Exit the bar and talk to the constable to discover Diamon's whereabouts. He's not talking, so give him the cash as a bribe.
- Talk to Andy Rain.
- Walk down screen to the hotel and find that the door is blocked. Flashback to a few minutes earlier, and you are Diamon again, in his hotel suite.
- Walk left to the living room and talk to Mary Ocean. She insists the amulet must go to Tibet to restore the world balance upset by someone having taken the amulet in the first place. Mary leaves for the ship. Take the note off the desk. Mary apologizes and asks Diamon to join her on the ship.
- Walk to the bedroom and look out the window. Diamon notices Billy Smith approaching.
- Time to escape! Exit the bedroom and go through the living room to the corridor.
- Look at the door. Mary has taken the key! Diamon needs to find something to secure the door.
- Walk to the living room and take the candlestick.
- Return to the corridor and use the candlestick on the door.
- Go back to the bedroom and look at the trunk. It holds Diamon's gun.
- Mary has boxes of artifacts piled on top. Click on them to open a mini-game.
- Number the boxes 1-6, from the smallest to the largest; label the bench as position A, the chest as position B, and the floor as position C. Make the following moves: 1A, 2C, 1C, 3A, 1B, 2A, 1A, 4C, 1C, 2B, 1B, 3C, 1A, 2C, 1C, 5A, 1B, 2A, 1A. 3B, 1C, 2B, 1B, 4A, 1A, 2C, 1C, 3A, 1B, 2A, 1A, 6C, 1C, 2B, 1B, 3C, 1A, 2C, 1C, 4B, 1B, 2A, 1A, 3B, 1C, 2B, 1B, 5C, 1A, 2C, 1C, 3A, 1B, 2A, 1A, 4C, 1C, 2B, 1B, 3C, 1A, 2C, 1C.

- Try to leave through the window, but find it’s too high.
- Go to the living room and take the tablecloth.
- Return to the bedroom and take the sheets.
- Combine the sheets and tablecloth in the inventory to make a rope.
- Tie the rope to the bed and climb out the window.
- To get past the henchmen, click on the grate below the stairway to open a mini-game.
- Remove the screws in the proper sequence. You will see red holes if you have made a wrong move. Starting center left and going around clockwise, assign the following numbers: 1,6,2,5,3,4,7 (this may be randomized). Remove the screws in numerical order.

- Crawl though the grate and head to Main Street.
- Talk to Mary Ocean. She missed the last boat.
- Enter the pub and talk to Fuffy Wilson. He is still upset with Diamon for crashing his plane.
- Talk to the Sea Dog. He wants to be drunk for three days.
- Talk to him again to trigger a shooting gallery mini-game.
- Each round has five bottles that you must shoot. You have eight rounds of ammunition for each round of the game. After each round, Diamon and the Sea Dog both take a drink, resulting in each subsequent round being a bit more difficult. If you lose a round, you have to leave the pub to sober up. You must to win five times.

- The Sea Dog sends Diamon to the port to find out if the ship is ready to sail. Exit the pub and walk up-screen to the landing.
- Look at the covered boat.
- Look under the tarpaulin and take the boat hook.
- Talk to the gentleman to learn he has lost his wallet.
- Walk up to the schooner and talk to the sailor. Learn that he is ill.
- Look at the boxes in the foreground and see the wallet.
- Try to recover it from the boxes only to find that your hand is too large.
- Use the boat hook on the boxes, and retrieve the wallet.
- Walk to the landing and return the wallet to the gentleman. He rewards you with his trophy silver razor.
- Take the bucket and combine it with the boat hook.
- Use the combination on the seawater.
- Return to the schooner and use the seawater on the sailor.

- He demands stiff drinks for the crew before he will tell the captain they are ready to sail. Leave the schooner and enter the warehouse.
- Use the boat hook on the boxes in the rear to open a mini game.
- Slide the crate of rum from the upper left corner to the lower right corner.
- Take the crate of rum and return to the schooner.
- Give the crate of rum to the sailor.
- The ship still cannot leave, because someone has tied the ship’s line into knots! Use the razor on the rope and talk to the sailor. He now tells Diamon that he can advise the captain that they are ready to sail.
- Return to the pub and tell the Sea Dog.
- Leave the pub and talk to Mary Ocean.
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