Skip to content
Search the archive

    Type to search every page in the archive.

    Advanced search

    This walkthrough follows the English Fade 1.09 from New Game to the credits. It was worked out from the game’s own data files: its scene scripts, its inventory scripts and its journal, which say what every action needs before it works and what it changes.

    How to play

    • Tap an object, then choose an action from its popup. An action such as Inspect often opens a close-up with more objects in it.
    • Use with means: select an inventory item, choose that action, then tap the object in the scene. Open the close-up first when the target is inside one.
    • Combine with means: choose that action on one inventory item, then select the other item.
    • The red chest opens the inventory, the green book the journal, and the emblem at the bottom left the main menu.
    • Use the up and down arrows beside the text to read further pages. The down arrow also moves many story scenes on; in the opening you must press it, as waiting does nothing.
    • Dialogue choices can continue below the visible text: scroll before deciding an option is missing.
    • Doorways can also have an Open, Enter or Go to action. There are three save slots: save often and rotate them, so you can always go back to an earlier point.
    • Examine a clue and read its text to the end even when this guide gives you the answer. Some puzzles check that Louis has actually found it.

    Get ready and meet Belleville

    Anne in the bedroom at the start of Part 1

    Wake up and find the pills

    1. Start New Game. Read the bedroom introduction and press the down arrow to continue.
    2. When Anne Everett talks to you, choose the reply about wanting coffee before taking the pills. Carry on into the daytime bedroom.
    3. Inspect the chair and search Anne’s jeans. Take the train ticket from the pocket.
    4. You can inspect the bedroom table, but for now the notebook only holds work papers. You’ll come back to it after Félicienne’s phone call.
    5. Leave the bedroom. Inspect the corridor’s table with the plant and take the safe key.
    6. Go through the lounge to the kitchen of the house. Drink Louis’ coffee if you haven’t yet. When Anne is in the kitchen, ask her about the pills and then, when it appears, about the safe’s code and key. She points you to your diary.
    7. Go to the bathroom. In the inventory, Examine My Diary, then Use it with the bathroom mirror. Louis reads the backwards writing: 1974.
    8. Back in the bedroom, inspect the small picture of a village street and Move it to uncover the safe.
    9. Choose Open on the safe. There is no keypad: the game only checks that you have the key and have read the code.
    10. Take the pills from the safe. Louis takes the day’s dose by himself.

    Help Anne and prepare the file

    1. Back in the corridor, Anne calls from the bathroom about the blocked bath. Agree to help.
    2. In the toilet, take the plunger. This knocks your car keys into the toilet bowl.
    3. Use the plunger on the bathroom door in the corridor, where Anne is calling. That deals with the bath.
    4. In the lounge, inspect the fireplace and take the poker.
    5. Back in the toilet, open the toilet bowl close-up and use the poker on the car keys to fish them out.
    6. Answer the hall telephone when it rings. Tell Félicienne you have the file and the photos, and hear her out about the appointment. Now go back to the bedroom table and Flip through the notebook: the call is what lets you take the Antique picture.
    7. Leave by the front door into the garden. Inspect and open the mailbox, and take the envelope.
    8. In the inventory, Open the envelope to get the Incomplete file, then Combine it with the Antique picture to make File complete.
    9. Get into the car. Adjust the rear-view mirror if you like, then choose Start on the dashboard. If Louis says something is missing, finish the file first.
    10. Agree when Anne asks for a lift, and keep talking until you reach the village.

    Meet your customer

    1. Go to the antiques shop. A stranger stops you outside: end the conversation with the reply telling him to leave or you’ll call the police, then go in.
    2. Talk to Félicienne, who is balancing precariously above the floor, and agree to fetch something to help her.
    3. First go to the office: inspect the electric box, Open it and Switch on the breaker, which lights the back room. In the back room take the ladder, then Use it with Félicienne. The dialogue talks about a stool, but the ladder is what she needs.
    4. Félicienne now talks at length. In the office, open the desk drawer and take the cigarettes. If the room is too dark, open the electric box and switch the power on.
    5. Go back to Félicienne and choose Smoke, or use the cigarettes’ Smoke action. The smell drives her out.
    6. Back in the office, choose Work on the desk, and read through the interruption about Belleville’s arrival.
    7. Talk to Belleville in the shop and invite him into the office. Agree to hear about his urgent job. The story moves to Paris.

    Return from Paris

    The reception of the Hôtel des Lilas

    Get your wallet, coffee and pills

    1. Answer the phone in your room at the Hôtel des Lilas and finish the wake-up call.
    2. Choose Dress on the bed, then leave the room and cross to the café across the street.
    3. Choose Order on a café table. Louis realises his wallet is missing, which makes searching the hotel bed worthwhile.
    4. Back at the hotel, take the Room315 key from the key shelf at reception when you can.
    5. If the maid won’t let you back upstairs, talk to the nervous man at the café about his relationship, admit that Anne proposed to you, and encourage him to go and see his girlfriend. That clears the maid out of the way.
    6. At your door, use the Room315 key if it’s locked, and go in.
    7. Search the bed and take the wallet.
    8. Go back to the café and Order again. Louis has his coffee and remembers his pills in the hotel bathroom.
    9. Upstairs in the hotel bathroom, Take the pills. Louis takes a dose by himself.
    10. Talk to the café customer who knows about transport. Ask about a taxi, then about the nearest metro station. This opens the way to the station.

    Buy a ticket

    1. At the station, go to ticket desk 3. Ask for a ticket to Robertville sur Angeais and read through the reply sending you to another desk.
    2. At desk 6, ask to join the waiting list, and keep going until the clerk sends you to desk 8.
    3. At desk 8, say you want to get to Robertville sur Angeais. When asked about a discount card, choose the reply about having a slight disability but forgetting the card. That gets you the ticket; a plain No sends you back round the desks.
    4. Board the train. In the carriage corridor, open the compartment door.
    5. Talk to the young woman. Keep going until she asks for a cigarette and the inspector comes along, then follow the conversation about the missing ticket and hiding in the toilet.
    6. Read on through the scene in the train’s toilet. Louis passes out and wakes up in Jean’s bathroom.

    Find evidence of Anne’s disappearance

    Le Père Tranquille, the village bar

    Get the power back on at home

    1. Leave Jean’s bathroom, talk to Jean in his living room, then leave his house for your own garden.
    2. Go into your house. The electricity is off. Make your way through the dark lounge and corridor to the bedroom.
    3. Inspect the alarm clock on the bedside table, Open it and Take the batteries.
    4. Inspect the other bedroom table and take the battery-powered lamp.
    5. In the inventory, Combine the battery with the lamp.
    6. In the dark lounge, Use the lamp on the Wallpaper. It needs a flat surface, and the room lights up.
    7. Inspect the fireplace, Move what’s in the hearth, and Take the shining object: the cellar key.
    8. Outside, go up to the cellar door, use the cellar key on it and go down the cellar stairs.
    9. Inspect the circuit breaker, choose Think, and take the burnt fuse. Thinking it over is what lets you ask Jean for help.
    10. At Jean’s front door, inspect the flower pot and take the hidden Jean’s key. Use it on the door and go in.
    11. In the bedroom stacked with cigarette cartons, inspect a carton and take a pack of cigarettes.
    12. In the inventory, Open the pack to get Aluminium, then Combine it with the fuse to make a Repaired fuse.
    13. Back on your cellar stairs, open the breaker close-up, Use the repaired fuse on the fuse’s slot, and Turn on the breaker.

    Collect the camera and fix the darkroom

    1. Go to the village centre and into your ransacked antiques shop.
    2. In the back room, Shake Félicienne to get her attention, and hear out her account of the burglary. She gives you your camera, with the film she shot of the damage.
    3. In your office, inspect the handbag on the desk and take the Trankill 2000.
    4. Go to the bar and talk to the bartender. Ask about Xavier, which opens up the back alley.
    5. In the bartender close-up, Use the Trankill 2000 on his beer. He falls asleep.
    6. Outside the bar, inspect the decorative lights and take the red bulb. If he told you off earlier, try again now that he’s asleep.
    7. At home, go down to the cellar and up to the darkroom. Try the safelight to find that its bulb is broken, then Use the red bulb on it. Switch it on and go into the working darkroom.
    8. In the inventory, Open the camera. You get the Robbery film and the empty camera.
    9. In the darkroom, Use the Robbery film on the Tray. You get three Picture evidence items. Keep all three, even the blurred one.

    Find Anne’s recording and photograph the graffiti

    1. In the bar’s back alley, inspect the garbage and take the crowbar.
    2. Visit Astrid, the clairvoyant: go up to her door in the dark alley and use the door knocker.
    3. Tell her your wife has disappeared. Accept the card reading and read every page of it. She gives you the Dairy key.
    4. At the village dairy, Use the Dairy key on the door and go in.
    5. Inspect the cashbox, then Use the crowbar on its drawer in the close-up. Inspect the open drawer and take Anne’s tape recorder.
    6. In your house’s hall, listen to the strange noise on the phone, then Use the tape recorder on the Phone. Louis records it.
    7. Go to the bus stop. Inspect the abandoned bag, Search the camera inside it, and take the Empty film.
    8. Combine the Empty film with your empty camera.
    9. At your garden mailbox, open its close-up and choose Take a picture on the graffiti.
    10. In your lounge, inspect the globe and choose Take picture on its symbol.
    11. Only now Open the loaded camera in the inventory. Louis takes out the Roll of film with both pictures; it won’t do any good until both are taken.
    12. In the darkroom, Use the Roll of film on the Tray. The mailbox and globe photographs are developed.
    13. Go to the police station and Open the front door. Read through the conversation with the officers and the disturbing scene that follows.

    Escape the asylum

    The park of the San Lazzaro institute

    The first night, and the patients

    1. Hear out the singing stranger in the park, then head for the main building of the San Lazzaro institute.
    2. Go in to reception. Ask where you are and insist on leaving. Zampano takes you to your cell.
    3. In My Cell, choose Sleep on the bed and read on until morning.
    4. Go to the refectory and talk to the patient with the conspicuous shoes, who doesn’t trust the food. Keep going until he asks to meet at the feeding mother: the she-wolf statue.
    5. After the meal, talk to him at the she-wolf statue. Ask about getting out and about what he eats. He wants insects, and Parx has escaped before.
    6. Go to the infirmary and tell the nurse you feel really sick. He gives you a sample container, the Bowl, and sends you back to your cell.
    7. In your cell, inspect all four places: the wash basin, bucket, shelf and floor. In each close-up, Take the bug.
    8. Back at the she-wolf statue, Use the bowl of insects on the patient. You need all four bugs. He gives you a Denture.

    The treasure, and Zampano

    1. At the chapel entrance, talk to the other patient. Ask about his tricks and keep going until he tells you about a hidden treasure and the poem, Panting stars crying with spleen.
    2. In the library, ask the librarian about that phrase and hear her out. This lets you search the treasure’s hiding place.
    3. Before you leave the library, inspect the register and Read its page: the cook keeps borrowing Terrestrial Feeds by Gides. Remember it for the kitchen.
    4. On the park’s left path, inspect the tree stump and Use the denture on the stones in the close-up. You find a Flask of white wine and a small key.
    5. In the chapel, talk to the priest and offer him white wine. He wants kir: white wine and blackcurrant.
    6. Go into the kitchen from the refectory. Tell Mario that someone is about to borrow Terrestrial Feeds. He leaves to guard his favourite book.
    7. Inspect the kitchen bottles and Use the flask on the blackcurrant bottle. You now have Kir.
    8. Back with the priest, offer him the kir and keep him company. He gives you a Bible.
    9. At the toolshed, Use the Bible on the meditating patient. He swaps it for his Playman magazine.
    10. In front of the main building, Use the Playman on Zampano. He heads off to the staff toilets, and you can talk to reception properly.
    11. Tell Gelsomina at reception you want to see the doctor. She takes you to him.

    The doctor’s two tests

    1. Ask the doctor about the formalities for leaving, and answer the first five questions with real answers rather than asking him to explain.
    2. The first test always ends in failure. That’s expected: it opens up clues around the grounds, and no combination of answers sets you free.
    3. You can look at the new clues if you like: the fountain says 1924, and the librarian names Antonio Guiseppe as the author. They are story clues; the doctor’s next test changes the answers anyway.
    4. Go back to the doctor and agree to the second test. Answer all four questions. You fail this one too and are taken back to your cell, which is how the story moves on.
    5. Sleep on the bed. In the morning, go to the refectory and read through the scene with the choking patient. New rooms and conversations open up.

    Parx’s fire

    1. Upstairs, visit Parx in Cell 3 and ask him to help you escape. He wants the gardening hut burnt down.
    2. To get the doctor out of the morgue, set the two quarrelling patients on each other: the patient in Cell 1 and Salvatore in Cell 4.
    3. Start with Cell 1’s message calling Salvatore a Terrone. Tell it to Salvatore, take his reply back to Cell 1, and keep carrying each new insult to the other man until both are threatening violence.
    4. At reception, tell Zampano about the trouble upstairs. He sends you to the doctor in the autopsy room.
    5. In the morgue, tell the doctor the patients are fighting, and let him go. Inspect the table and take the M-Oroid instant camera.
    6. In the laundry in the basement, take the broom, then inspect the table and take the two clothespins.
    7. Upstairs, Use the broom on the attic trapdoor at the dead end of the third corridor, and climb into the attic.
    8. Talk to the silent man if you like; what matters is Search on the crate he points at. Take the matches.
    9. Go back to Gelsomina and tell her about the man in the attic with a cloth over his head. Keep going until Louis gives up explaining: this sets up the next distraction.
    10. Go to the staff toilets, choose Talk to on the occupied toilet door, and tell Zampano that Gelsomina likes him. He leaves to see her.
    11. Go into the toilets and take the toilet paper.
    12. In the back room off the lobby, Take a bottle from the crates: the White-spirit.
    13. At the toolshed, choose Photograph on the hut, or Use the M-Oroid on it. You get a Picture of the shed in one piece.
    14. Combine the picture with the clothespins.
    15. At the entrance gate, inspect the security camera and Use the picture with the clothespins on it. The camera now sees the shed undamaged.
    16. Combine the white-spirit with the toilet paper to make a Cocktail, then the cocktail with the matches to make a Burning cocktail.
    17. At the toolshed, Use the burning cocktail on the hut. If Louis mentions the camera, do the photograph trick first.
    18. Choose Think on the burning shed to leave.
    19. Go back to Parx. He tells you to hide in the laundry going to the village.
    20. In the laundry, choose Hide in on the pile of laundry, and read on.

    The way out underground

    1. After the failed escape, read through the doctor’s talk and the scene of writing all over your cell. You’re put in a padded cell.
    2. Choose Call on the cell door three times, reading each answer. The third time you hear it unlock: choose Open and go out.
    3. While the strange sound plays, go to the empty reception. Inspect the table, then its drawer, and take the Envelope.
    4. In the same close-up, choose Turn off on the Tape Recorder. The hospital sound stops and the clues work normally again; do this before trying to read the fountain statues.
    5. Go upstairs to your old cell and Inspect the bed to get back the small key found with the wine; your inventory was emptied when you went into the padded cell.
    6. At the burnt toolshed, Search what’s left of it and take the wrench.
    7. At the she-wolf statue, inspect the panel, Use the small key on the lock, then inspect the opened section and Use the wrench on the pipes. The well drains.
    8. In the inventory, Open the reception envelope to get a Sheet, and Use the sheet on the embers of the burnt shed. The heat brings out a Letter. Read it: the fourth sign is Cancer, and the signs must follow the order of the zodiac.
    9. At the fountain, inspect and Examine the three statues with signs: Libra, Leo (called Lion in the game) and Gemini. The fourth statue has no useful sign.
    10. Go to the well, inspect it, and Go down the drained shaft.
    11. At the bronze door, Push GEMINI → CANCER → LION → LIBRA, then Push the central button. Open each symbol’s popup and choose Push; just reading it doesn’t enter it.
    12. Follow the tunnel and the slope into the cave, and read through the ritual and the sacrifice until Louis wakes up at home.

    Follow Anne’s trail in Paris

    45 rue de Haxo, the building where Gisèle is caretaker

    Anne’s hidden message

    1. Leave the bedroom and answer the hall telephone. Say you’re Louis and hear the police out: they want you at the Love Woods.
    2. Back in the bedroom, inspect the chair and choose Wear it on the jeans. Louis takes his pills and gets dressed.
    3. Leave by the front door for the glade. Examine the body, then Turn it to see the face.
    4. Read through the funeral and the gathering at the church. At the gathering, talk to Belleville and Félicienne, then to Jean when his second conversation appears.
    5. After the flashbacks, examine and turn the body again. Choose No, it’s not her, I’m sure of it for the clearest account of what Louis noticed; all three answers lead on to the same scene.
    6. At home, go to the toilet and choose Fix on the flusher. Try to Open the water tank: Louis says he must turn the water off first.
    7. In the kitchen, choose Turn valves off on the plumbing under the sink.
    8. Back in the toilet, Open the water tank and take the Plastic bag of photographs.
    9. Read through the three photographs. They point to Louis’ mother’s apartment in Paris, and the journey there follows.

    Your mother’s apartment

    1. In the apartment at 45 rue de Haxo, go into the bedroom and choose Sit on the bed. The grating sound gives you Look under: open that close-up and take the Key A.S. from the springs.
    2. Open the armoire. Take the Coathanger; Louis also packs the clothes into Anne’s Briefcase.
    3. In the bathroom, choose Refresh yourself at the wash basin. It doesn’t drain.
    4. Use the coathanger on the wash basin to fish out the music-box key. You keep the bent coathanger for later.
    5. In the foyer, inspect the music box and Use its key on it. Take the Notebook from the box.
    6. In the inventory, Read every Notebook page: 2, 5, 7, 10 and 12. They give you the names and the phone choices that go with them.
    7. In the living room, Search the closet, then Take the bottle: Trankill 6000.
    8. Use the telephone in the foyer to Call Montfort. Gisèle hangs up, but now you can visit her. You can leave the apartment once you also have the Key A.S. and the Trankill 6000.

    Into Gisèle’s building

    1. At Gisèle’s building, inspect the intercom and read the names by the buttons.
    2. Ring Gradoux twice. Her second answer tells you about Ramon and his other relationship.
    3. Ring Josephine Petipas twice. The second call reveals that Ramon drinks with the doctor.
    4. Ring Doctor Ali Kafour once, then again after hearing the neighbours. Louis pretends to be Ramon, and the doctor lets him in.
    5. In the conversation with Gisèle, choose the forceful third reply that tells her to listen. Hear out her account of Anne’s childhood, the accident, and her visits to the EXIT.

    A night at the EXIT

    1. Outside the EXIT, talk politely to the streetsweeper: ask for information, then about the club’s special features. You learn you need to come as a couple, suitably dressed.
    2. At the hotel reception, ask the clerk about couples who aren’t married, about the couple with a red-haired woman and a man with a ponytail, and whether they’ve been in lately. When he asks whether you’re an investigator, say Yes, something like that. Hear him out as he names Saint Arman. This opens up the visit to Félicienne upstairs.
    3. In room 315, inspect the poster and read the handwritten clue. It is worded differently from the journal, so take it as a story clue; the keypad later uses 2319.
    4. Talk to Félicienne and invite her to dinner and a nightclub. When you’re ready, choose OK, let’s go.
    5. At dinner at the Tour d’Ivoire, explain that the club is the kind you need a couple for. She refuses. Hear her out, which makes Spill appear on the right glass.
    6. Spill the glass. She goes to clean her dress.
    7. While she’s gone, Use the Trankill 6000 on her Trankill 2000 on the table, swapping her usual medicine. The target is the medicine, not her drink.
    8. When she’s back, ask whether she’s still taking her medication, then suggest the club again. She agrees.
    9. Outside the EXIT, the bouncer turns your clothes away. In the inventory, choose the new Wear action on the Briefcase to put on the club clothes.
    10. Talk to the bouncer again. He lets you and Félicienne in.

    Christine, and the way out

    1. At the bar, talk to the man trying to pick up Félicienne and ask him to take your friend for a walk along the Seine. That keeps her busy.
    2. Take the Napkins from the bar.
    3. On the couches, talk to the man about dancing. Say no; he gives you his Glass of alcohol.
    4. Combine the glass with the napkins to soak them in alcohol. You’ll need them to get out quietly.
    5. Ask the woman on the couches who knows Christine where she is. Move around the club and ask again until she says Christine is by the restrooms.
    6. In the restrooms, talk to Christine Leather about Anne, then about Saint Arman, and read on until he arrives.
    7. Louis hides in the bathroom. Unscrew the wash basin’s pipes, then Take the loose PVC pipe.
    8. Go to the window. Use the alcohol-soaked napkins on it, then Use the pipe on the covered window to break it quietly.
    9. Try Go through on the broken window. Louis won’t leave in club clothes: change back with the Briefcase, then choose Go through again.

    Saint Arman’s apartment

    1. At Saint Arman’s building, Open the door and get into the lift.
    2. Inspect and Open the toolbox, and Take what’s in it: a Screwdriver and a Hammer.
    3. Use the Key A.S. on the lift’s lock and Turn it. The key sticks, but you can get into the apartment.
    4. In the entrance hall, inspect the statue and take its Lance.
    5. In the kitchen, inspect and open the cupboard and take the Flour.
    6. In the bathroom, inspect the big mirror and Use the screwdriver on it. You get a Mirror and the Piece of paper with 2319 on it.
    7. In the lounge, inspect the window and take the Musket. Inspect the wine glass on the table and note the fingerprints.
    8. Open the corridor door and Use the flour on the Sides of the corridor. The flour shows up the laser beams.
    9. In the bedroom off the corridor, inspect the dressing table and take the Hand mirror.
    10. In the bloodstained room across the corridor, inspect the table and take the Roll of tape. Watch the camcorder tape if you want the story.
    11. Combine the mirror with the hand mirror to get Mirrors.
    12. Combine the lance with the roll of tape to wrap it. You keep the roll.
    13. Combine the wrapped lance with the mirrors.
    14. In the corridor with the laser beams, Use the lance with its mirrors on the Sides. That gets you past the beams; crawling or jumping won’t.
    15. Go to the far door and Open it into the office.
    16. Inspect the desk. Tear a blank page from the Notebook, then Read the notebook to learn Belleville’s address.
    17. Inspect all four photographs on the desk. Each one counts towards being allowed through the secret passage, so don’t skip any.
    18. In the inventory, Open the musket while you have the blank page. Louis catches the Gunpowder in the page.
    19. In the lounge’s wine glass close-up, Use the gunpowder on the glass to bring out the fingerprints.
    20. Choose Cut on the roll of tape, then Use the Piece of tape on the powdered glass. You now have tape with Saint Arman’s fingerprint, and the paper from the powder, which you’ll need later.
    21. Back in the office, inspect the bookcase’s digital scanner and Use the fingerprint tape on it. The bookcase opens onto a secret passage.
    22. Go through and Climb down the ladder. If Louis says he’s forgotten something, go back, Read the notebook and Inspect all four photographs.

    Belleville’s garage, and the bank papers

    1. Go to Belleville’s house, at the address from the notebook. Break in at the garage door twice: the first time loosens it, the second opens it.
    2. At the back of the garage, inspect the cupboard and take the Acid.
    3. Inspect the Digicode and push 2 → 3 → 1 → 9, then the confirm button at the bottom middle (the one that validates the code, not the hash or star).
    4. The car’s trunk can now be opened. Open it and Take the Painting and the notes.
    5. Search Anne’s shoes in the trunk. You find the Attorney paper, her authorisation for the bank.
    6. In the garage, Use the bent coathanger on the car door, and Open the car.
    7. Inside, Open the glove compartment and take the Note reporting on Anne.
    8. Leave the garage once you have the Attorney paper, the Note Belleville and the Note from the glove compartment: those three are what the game checks.

    Anne’s safe-deposit box

    1. Read through the argument with Félicienne at your mother’s apartment, and the phone call with Alex Eytellat. Ask where he lives, and you go to his apartment.
    2. Open Alex’s door. Inspect the floor and Open the cigarette pack to get a Lighter.
    3. Inspect Alex’s body and Search him for a Key. With both, the story moves on to the hotel and the bank.
    4. At the bank, go up to the banker. In the conversation about the authorisation, ask whether you have to come back with your lawyer. He takes you to the vault.
    5. Use Alex’s key on the box’s Lock, and take the Bible from it.
    6. In the inventory, Open the Bible. It holds an M-Oroid photo: choose Look at back to read the invitation, which sends you back to the EXIT.

    Complete the ritual

    Inside the EXIT
    1. At the EXIT, knock. Tell the bouncer you know Saint Arman and your name is Louis Everett. He lets you in.
    2. Talk to the cult member and ask to see Saint Arman. Follow the conversations down the stairs.
    3. In the crowd, ask the cult member to lead you to Saint Arman, then Go closer to Saint Arman at the altar.
    4. Ask Saint Arman all five main questions: Anne, Alex, the asylum ritual and Jean, Christine, and the tobacco. The next scene waits until you’ve covered all five.
    5. Read on through Belleville’s arrival and the fire. Choose Flee when it appears on the cultists.
    6. At the burning altar, Talk to Saint Arman, then Take the Painting he tells you to use. You’re taken back to your mother’s apartment.
    7. Use the lighter on the room’s Candles. The room lights up, and the lighter can now be used on the braziers.
    8. In the bathroom, look at the bank Bible under the ultraviolet light. The hidden writing appears; read the ritual through.
    9. Inspect the plants in the bath and Pick some Tobacco. Lighting the candles is what lets you pick it.
    10. Combine the tobacco with the paper to make Incense. Use the paper from the fingerprint work, not the note with the keypad code.
    11. In the living room, Use the painting from Saint Arman’s altar on the Spot where it belongs.
    12. Use the incense on the Brazier, then Use the lighter on the brazier to light it.
    13. Read through the smoke, the raid and the escape. You arrive beside Astrid’s boat.

    Solve the Isle of the Dead

    Astrid’s boat

    Arrive, and find Alex’s miniature

    1. Talk to Astrid by the boat and hear out her request for proof that your eyes are open.
    2. Use the Denarius on Astrid; it was added to your inventory as you arrived. Board the boat.
    3. Read through the recap of the journey and Astrid’s farewell on the island.
    4. Search the small boat and take the Boat hook. In the inventory, choose separate to get a Hook and a Staff.
    5. Climb the landing steps and follow the path to the Fountain. From here the right-hand path leads to the house, the left-hand one to the temple, and the mountain steps to the astrolab.
    6. Climb the mountain steps to the Astrolab. Inspect the bowl holding a small statue and take the Alex statue; you can also reach it from the close-up by the central hole.
    7. Back at the fountain, take the path past the house to the bridge. Follow it to the rock entrance called Tartar, open its door and go into the Amphitheater.

    Alex’s memory, and the fountain

    1. Examine the Alex statue in the amphitheatre and Use the miniature Alex statue on the Pedestal under the full-size one.
    2. In the memory of the village square, greet Alex as someone you remember, then ask him for a drink. Hear out the conversation at the bar. You return to the island, and Alex’s box is open.
    3. Inspect the open music box by Alex’s statue and take the Spike Roll.
    4. Examine the Empty Pedestal in the amphitheatre and Use the spike roll on its broken Music box. You hear water start to move.
    5. At the Fountain, inspect the drained basin and take the Christine statue.
    6. In the amphitheatre, Examine Christine’s statue and Use the miniature on its Pedestal.
    7. In the memory on the train, Talk to Christine and accept her offer to help with the ticket. She pays the inspector, and you return to her open box.
    8. Take the Babylon battery from Christine’s music box.

    Power the device, and the temple disks

    1. Go to the house off the fountain’s right-hand path, go in, and go up to the Device.
    2. Inspect its Power source and Use the Babylon battery on the Empty hole. The two indicator symbols light up, and the temple’s central buttons start to work.
    3. Back at the fountain, take the left-hand path to the Temple. Inspect its entrance, Enter, and go up to the structure in the middle, the Heart.
    4. Inspect the disk under Isis. Touch the symbol just left of the centre, at about 9 o’clock, and leave the other five alone. Then Touch the central Button once.
    5. Inspect the disk under Mnemosis. Touch the symbol at the upper right, at about 1 to 2 o’clock, and leave the other five alone. Then Touch the central Button once.
    6. The female sarcophagus opens. Inspect it and Search inside to take the Jean statue.

    Jean’s memory, and the second sarcophagus

    1. In the amphitheatre, Examine Jean’s statue and Use the miniature on its Pedestal.
    2. In the memory of Jean’s living room, say your vision is blurry and ask Can I sleep here? Hear him out, and you’re back on the island.
    3. Take the Dagger from Jean’s open music box.
    4. Back in the temple’s Heart, inspect the closed male sarcophagus and Use the dagger on it. The dagger breaks, but the sarcophagus opens.
    5. Search inside and take the Doctor statue.
    6. In the amphitheatre, Examine the doctor’s statue and Use the miniature on its Pedestal.
    7. Go through the doctor’s yes-or-no test. Either answer is accepted at each of the six questions; finish them all to return to his open box.
    8. Take the Rope from the doctor’s music box.

    Saint Arman’s miniature, and the stone

    1. Combine the rope with the hook to make a Grapnel.
    2. From the bridge, follow the route to the Mountain with the high stone table. Use the grapnel on the Table, then Climb up.
    3. Take the Oil Lamp from the table close-up.
    4. On the landing beach, inspect the moss-covered dog statue and Use the oil lamp on the Moss. The moss burns away.
    5. Inspect the cleared statue and Search the Hole. Take the St Arman statue.
    6. In the amphitheatre, Examine Saint Arman’s statue and Use the miniature on its Pedestal.
    7. In the memory of the fire at the EXIT, Talk to Saint Arman, then Take the Painting. This time Louis stays in the scene.
    8. Use the painting on the Flames. Read on as it burns, and you return to Saint Arman’s open box on the island.
    9. Take the Stone, the talisman with a piece missing, from Saint Arman’s music box.

    Reach Anne, and complete the talisman

    1. Go back to the Astrolab. Inspect the big Belleville statue and Use the stone on the Spot in his hand.
    2. Go up to the central Hole. A lift is now waiting below its rim: choose Jump to step into it and go down.
    3. Follow the gallery to the Lava lake, then Climb towards the figures on the ridge.
    4. Talk to Mr Belleville and go through his replies, especially the last one about how absurd it all is. Go back to the ridge.
    5. Talk to Anne Everett and hear her out about proving she didn’t betray you. Once you’ve had both conversations, the confrontation moves on.
    6. Read through the struggle and the shot. Talk to the wounded Anne, choose the reply offering to carry her to help, and promise to finish what she started.
    7. After her last words, Inspect Anne, then Take the Pendant from her hand in the close-up.
    8. Go back through the gallery and the lift to the Astrolab.
    9. Inspect Belleville’s statue again and Use the pendant on the Stone already in his hand.
    10. Read through the lightning and the memories until Louis wakes up beside the tubes.

    Reach the ending

    A door opening, in the last part of Fade
    1. In the tube room of the Damocles, Inspect the Screen by the door. It opens the controls close-up and counts as one discovery. Try Manipulate if you want its description; it isn’t a puzzle you need.
    2. Back in the room, Inspect the other Screen, the one with the landscape. That’s the second discovery.
    3. Go to Anne’s tube, then Inspect Anne. That’s the third. Go back to the main room if the rescue doesn’t start straight away.
    4. After those three, the door opens and the rescue begins.
    5. Keep pressing the down arrow through the doctors’ explanation and the last conversation. These are story scenes, not another escape.
    6. After Louis’ final I HAVE TO WAKE UP!!!, the ending and the credits play. You have finished Fade.

    If you’re stuck

    The opening text won’t move on
    Press the down arrow beside the text.
    A dialogue reply seems to be missing
    Scroll down through the rest of the choices.
    The bedroom safe stays locked
    Examine the diary, use it on the bathroom mirror, and take the key from the corridor plant.
    The car won’t start
    Open the envelope and combine the incomplete file with the antique picture.
    You can’t find the wallet at the hotel
    Try ordering at the café first, then search the hotel bed.
    You can’t get into Jean’s house
    Choose Think on the fuse at your cellar’s breaker, then inspect his flower pot for the key.
    The bartender won’t let you take a bulb
    Use the Trankill 2000 on his beer first.
    The police say evidence is missing
    Develop both films, keep all five photographs, and record the hall phone. Open the camera only after taking both graffiti pictures.
    The doctor never lets you go
    Take both tests. Failing them moves the story on.
    The asylum’s upstairs rooms stay shut
    Finish the second test, sleep, and go to the next scene in the refectory.
    You can’t get the doctor out of the morgue
    Ask Parx about escaping, carry the insults between Cell 1 and Cell 4, tell Zampano about the fight, then tell the doctor.
    Zampano won’t leave the staff toilets
    Use the broom to reach the attic, then tell Gelsomina all about the silent man.
    The shed won’t burn
    Photograph it, combine the photo with the clothespins, and put it over the gate camera.
    You can’t read the late clues at the asylum
    Turn off the tape recorder at the empty reception.
    The small key vanished after the padded cell
    Inspect the bed in your old cell.
    The zodiac door won’t open
    Clear the failed attempt with the centre button, then push Gemini, Cancer, Lion, Libra and the centre.
    You can’t leave your mother’s apartment
    Get the Key A.S. and the Trankill 6000, read notebook page 2, and call Montfort.
    The doctor at Gisèle’s won’t let you in
    Ring Gradoux twice and Josephine twice, then try Doctor Ali Kafour again.
    You can’t change back out of the club clothes
    See the note at the end of “Christine, and the way out”.
    You can’t leave Saint Arman’s secret passage
    Read the desk notebook and inspect each of the four desk photographs.
    You can’t leave Belleville’s house
    Search the shoes for the bank paper, take the notes from the trunk, and take the note from the glove compartment.
    The ritual says something is missing
    Put the painting from Saint Arman’s altar in its place, load the incense, then light the brazier.
    The temple disk buttons do nothing
    Put Christine’s Babylon battery in the device in the villa.
    The female sarcophagus stays shut
    Reset any wrong disks. Submit only Isis’s left symbol and Mnemosis’s upper-right symbol, once each.
    The male sarcophagus stays shut
    Use Jean’s dagger on it; the disks open the other sarcophagus.
    The tube room seems dead
    Inspect both screens, then go to Anne’s tube and inspect her.