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  Cheat Codes

City of Lost Children


Part One: The Receipts Hut Break-In

Classroom

The game begins in the 3 Doves orphanage's classroom. Pieuvre (the director) orders Miette to commit a theft in the receipt hut, and tells her to see Pelade to get the key of the hut door.

  • Speak to Pieuvre, and ask for the key to the cashier's hut.

  • Pick up the bag of marbles from the shelves.

  • Pick up the sponge at the blackboard.


If you stay too long in the classroom, you'll be thrown in the cellar as punishment.


Orphanage Cellar

There are three solutions to getting out of the cellar:

  • Close the box cover and climb on it to go out through the window.

  • The door can be opened.

  • Pick up a rusty hook in the alcove and pull the door locker.


Orphanage Courtyard

  • Find Pelade, and ask him for the key.

  • Pick up a bone from the dustbins.

  • On the top of the stairs you'll find two bottles.

  • Now go to the lighthouse.


Footbridges Between the Orphanage and the Harbor's Storage

  • Pick up the brush.

  • Pick up an empty bottle.


Footbridges Between the Receipt Hut and the Harbor's Storage

  • Go to the lighthouse.


The Lighthouse Pier

  • At the entrance of the pier you'll find some bundles. Pick up the metal bar you find there.

  • When next to the lighthouse's electric wires, throw the metal bar on it to switch off the light.

  • Run quickly to the opposite side of the lighthouse, and bend down behind the boxes to hide.

Movie Sequence: The watchman will arrive to repair the fuses but will not see you.


The Harbor's Storage

If you fail to hide and are caught by the watchman, you'll be thrown in storage with the tramp.

  • To get out, climb on the two boxes.

  • Activate the circuit breaker.

  • Next, climb to the top of the stairs and activate the switch on the left of the door to open it.

Movie Sequence: Miette will turn left and walk down the stairs.


The Receipt Hut

  • Go to the receipt hut and open the door with the key.

  • Once inside, switch on the light to your right.

  • Open the cash register. You need to jam it with the bone or brush to deactivate the electric safe.

  • Pick up the cash and leave.

  • Movie Sequence: The watchman is waiting for you come out but is killed by One, your friend. One tells Miette that his younger brother Denree has been kidnapped by the Cyclops. He needs Miette's help to find him. The sequence will take you back to the orphanage.



Part Two: The Loan Shark's House

In the Classroom

Pieuvre instructs you to go to the loan shark's house and steal some jewels.

  • Go out in the courtyard (make sure you have the sponge and bag of marbles).


Courtyard

You have to get into Pelade's bedroom to obtain the key to gain access to downtown. To get into the bedroom, you'll have to make Pelade fall asleep first. There are two ways to do this:

One:

  • Go into the kitchen on the right of the classroom exit.

  • Grab the chicken, cake, and cheese from the cupboard.

  • Pick up the empty bottles (if you haven't already) on the way back to the tramp, who is now under the footbridge leading to the pier.

  • The tramp will exchange your food for wine, which he'll put in the empty bottles.

  • Go back and give the bottles to Pelade. He'll then fall asleep.

Two:

  • Go into the kitchen and exchange your bag of marbles with Boule for his potion.

  • Give the potion to Pelade.

Before you go up to Pelade's room, pull down the basket on the pulley and grab the door handle and the sausage.


Pelade's Bedroom

  • Climb up the stairs and use the handle to get into the room.

  • Switch on the light.

  • Find the courtyard key under the mattress.

  • Give the sausage (or bone) to the dog so he doesn't bark and wake Pelade.

  • Use the key to open the door and get downtown.


The Factory Courtyard

  • Get into the factory courtyard.

  • When the worker by the truck is bent over the truck's engine, steal his pliers.

  • Pull the bell out with pliers.

Downtown Wharves

  • At the wharves, use the bell to scare the Cyclops (they hate noise).


Loan Shark's House

  • Get close to the model and pick up the miniature safe.

  • Put it on the scales.

  • The safe will open. Take the jewels.

Movie Sequence: As you emerge from the loan shark's house, a Cyclops will attack you. You'll automatically fall in the canal.



Part Three: Release of the Children

The Diver's Cave

To escape, you'll need to switch down both handles at the same time. Unfortunately, you can only move one at a time.

  • Find the piece of wood on the floor behind the periscope.

  • Block the right handle and pull the left yourself.

  • The periscope will now come down, setting off an alarm. The sleeping scaphander will wake up and bump his head. This will make a bottle unbalanced, revealing a key hidden behind it.

  • Look in the periscope to see children being kidnapped onto a boat.

  • Take the key on the shelf.

  • The bottle will fall down, spilling smoke and enraging the scaphander.

Movie Sequence: Children being kidnapped.


Outside the Pier

  • Once in the pier, find the lighter behind the crane.

  • Climb the stairs and you'll see the bar courtyard. Climb on the boxes to go in.

  • Once in the courtyard, attract Lune the prostitute. She'll let you in the bar. To do this:

  • Find the candle on the right part of the courtyard.

  • Put the candle under the winch rope.

  • Light the candle with the lighter in the courtyard. Hide behind the door. The noise from the falling boxes will lure Lune out into the courtyard. Don't use the scissors to cut the rope, or Lune will catch Miette and the game will be over.

Move Sequence: Miette meets One in the bar and tells him of the kidnappings. One asks her for a map while he is looking for a boat.


The Docks

One is now in a boat waiting for Miette to bring him a map and compass.

To find the map:

  • Go to see the sailor who is painting his boat. The sailor must be at the right can of paint to be able to steal his paintbrush. If he is at the left, go away and come back.

  • Take the paintbrush and dip it into the paint.

  • Go to see the Cyclops near the docks. Put paint on his optacon (eye piece).

Movie Sequence: The Cyclops falls in the water. You then cross over the footbridge and see the fisherman.

  • The fisherman will tell you how to get the map if you give him a tin. The tin is on a window at the corner of the footbridge. Use the stairs next to the sailor to get it. Bring it to the fisherman and he'll tell you where the map is.

  • Go and see the tatooist. The map will be on the counter but you won't be able to take it.

  • Go on the side of his shop. Press Enter and Miette will unscrew the sign. The plank will fall on the tatooist's head and stun him.

  • Take the map and bring it to One.


To find the compass:

  • Find the stick on the pier next to One's boat.

  • Go and find the DDT near the tatooist's house.

  • Go to see Marcello. There is a jar of fleas on his right.

  • Use the stick to make the jar fall.

  • Go to the organ and play it. The fleas will get excited and sting Marcello to death.

  • Once Marcello is dead, kill the fleas with the DDT.

  • Take Marcello's compass watch.

  • Go back to One and give it to him.

Movie Sequence: While crossing to the platform, Miette meets Irvin. He tells her what is happening on the platform with mad scientist and the children. Miette rescues the children and while they're escaping in the boat the platform explodes.

 


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