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The Lost Paradise 0 out of 5 0 Reviews Review. The Lost Paradise is rated 3. I went into this game nearly blind on what to expect after what was available in the demo.
The visual and sound quality are amazing, as in the other games. The game opens with a flashback to when the young of the "tribe" young adults to children in age were sent away while the older generation stayed behind.
That was thrown away in the end The cut scenes are lovely, especially when you went to find the Lost Paradise and traveled underwater.
As a fan of this series, I have to admit that this is a great addition! Give it a try and see what you think. The puzzles in this can be quite challenging at times.
It was always interesting for me. A good game that was better than I was expecting Date published: Rated 5 out of 5 by nextgengranny from Actual Rating: I first saw the Toucan bird and marveled at the colors.
It a very colorful and beautiful game more so later on. I like the travel and adventure and learning from the fact cards.
The adventure got better and better. I now want to buy the CE for the extras. I buy for the Hops which they had twelve. I just know I enjoyed them, but would have liked more Hops and less puzzles.
But was happy I could do them. I Loved the storyline. If you click too much in the hops a round stone sphere will come at you and shatter your screen.
I played with the juke box and it will play all four songs. Got a big kick out of the parrot. Rated 5 out of 5 by denniann2 from find "the lost paradise" custom level and map.
Rated 5 out of 5 by jessphial from Great game I love the story and graphic. The game is relaxing but not boring. Enjoy the sun and waves and warm character of Costa Rica.
Excellent graphics and sound. The characters are believable and varied. The game builds to a resounding finish! HOPS about - all sorts.
Puzzles are mixed and some are tough! The storyline is weak, formulaic, and pedestrian, making it the weakest point of the game.
The puzzles are mostly easy. HOPs are rather scarce and completely uninspiring. Collectible fact cards, which are the schtick for this series, are disappointingly boring and unoriginal.
Once there it became more interesting. Learn that Cooper is afraid of the dark and about making a torch. Check the billboard at top of bridge.
Check the trash can by the fence and get the rag. Check the hole on the wire fence and Cooper gets a length of wire.
Combine the rag with the baseball bat and automatically tie it with the length of wire to get an unlit torch-baseball bat.
Combine the baseball bat-unlit torch with the gas can. Cooper soaks the rag in gasoline. Combine the soaked rag-baseball bat with the matches to get a lit torch.
Get another memory of the scoutmaster. Cooper walks the tunnel to be outside the lit train car. Take the cable left of the rubble that Henry left earlier left part of the stairs where the suitcase was located.
Take the iron bar leaning on the post that was left by Henry earlier. Get inside the train car: Check the door of the train car and the plank in front of the door.
Use the iron bar on the door of train car. Check the bullet ridden mannequin and take the bullets from the pocket. Check the pockets of the coat and take the plastic receiver.
Check the basketball hoop on the right post to take it. Check the rubble left of the stairways. Remove the rubble and see a door.
Look close at door and see a padlock. Use the iron bar on the door at far view. Enter the room and see that the floor is gone.
Check the bar at floor level and the pipe at ceiling level. Look at the coat closet at end of room and see a revolver in a holster.
In inventory combine the basketball hoop and the cable to get a makeshift grapple. Use grapple on the pipe at ceiling.
Cooper swings across and loses the grapple. Combine the bullets and the revolver to get loaded revolver. Go back and out: Check the iron door left of Cooper.
Take the iron door. Use the iron door on the bar across the empty floor. Walk the plank and Cooper jumps out to the outside.
If the rats, attacks Henry, he is innocent and have sent him to heaven. If the rats leave him alone, Henry will be shot. Check the well, Henry, Boris, Choke and the gun on the altar.
Use the loaded revolver on Choke-scoutmaster. Pent up anger is released. Boris pushes Henry down the well. There are no rats. Henry decides not to burn the 2 hobos.
In the van, Boris watches as the body of Choke rises. One year later, a changed Henry White talks to his administrative assistant.
John Yesterday is brought in. Talk to John completely. Learn that John has lost his memory and was hospitalized.
All expenses were taken care of by Henry. Learn the background of John: Learn what John found out in his investigation from Henry.
Henry wants him to get information about the Order of the Flesh. Click on dialogues until they are checked. It seems that there is a connection between the Order of the Flesh and the Notre Dame cathedral.
That is what John was investigating before his call to Henry. John was found by Henry in Paris with a Y mark on his palm and has taken mercury in his attempt to commit suicide.
Henry has been investigating a killer that has been burning hobos for years and lately has been torturing them using Satanic rituals. Albert the hotel clerk is weird.
Something is bothering John about the room. Use the phone to call mom-Mrs. Check all the paintings. Check the painting on the post left of the bathroom door and right of the desk.
Get a flashback of Albert the desk clerk holding an envelope and giving it only to the person that mentions 2 words - that includes John.
Check the paintings above the desk. John remembers that he was forced to take mercury. Take the notebook and fountain pen from right part of the desk.
Take the blunt letter opener from left side of the desk. Exit on the left and look around. Check the table with champagne.
John remembers cutting something from a similar Eiffel tower card. He takes the welcome card. Check the hot tub and the rough horse head sculpture.
Find the first word: Look for clues that will show the words that Henry needs to give the envelope to John. Take the Rosemary oil bottle at left and the hand cream.
Check the cologne behind the hand cream and it reminds John of Henry. John does not like it. Take soap and the towel from the right side of the faucet.
Turn on the hot water and see that the steam is sucked in by the extractor fan on the ceiling. Use the letter opener on the extractor fan.
The tip does not fit the screws. Exit the bathroom by clicking on the door image on the mirror. Exit to the balcony at left. Use the blunt letter opener on the rough horse head sculpture.
John sharpens the edge. Go back to the bathroom. Use the sharpened letter opener on the extractor fan. Use the towel on the spinning fan.
John places the cover back on. Now, turn on the hot water tap. Find the second word: Use the sharpened letter opener on all the paintings.
Open the cover of the safe again. Get an Eiffel card with cutout. It triggers a memory. Exit to the balcony.
Click the card with cutout on the view of the Eiffel Tower. Exit back to the room by moving the cursor to bottom of screen and get an exit arrow.
Use the phone and contact the front desk. Talk to Albert completely. The maintenance man was there to fix the extractor fan. Lastly, tell him the 2 words - Revolution and Alchemy.
Albert brings the envelope to John. Open-click the envelope in inventory. See a note - Evergreen, and swimming goggles. Find the item from the envelope clues: Use the phone and talk to Henry White completely.
Henry is interrupted by Cooper about a drunken woman. Henry mentions that The Evergreen refers to a chess move - knight to E7.
Go to the balcony and turn on the hot tub by using the control panel at the corner. The hot tub is lit up. Click the goggles on the lit hot tub and see an outlined 8x8 squares.
Use the sharpened letter opener on hot tub. John automatically removes the tile at E7. Get a plastic package.
Open the plastic package and get a key. Go back inside and to the safe. Use the key on the safe. Get a card - Le Tout Petit. It is an antique store run by Jean and Pauline Petit.
Memory of the girl returns. Learn that her father committed suicide 2 months ago. Learn also about the diary that he was supposed to pick up the next day.
John recalls the night they were together. They were both supposed to fly back to New York but he never came back from the hotel to pick her up.
Pauline tells John to get the diary himself from the place he hid it in the store. Pauline gives the key. Front part of the store: Check all the shelves and active spots.
Take the scissors at center table with statue. Take the loupe from the table with the candle holder at left.
Talk to the man in red, Marcel Drissard. He is the one tailing John. Check the shelves with the bird on top at right side to trigger a memory.
Talk to the tourists if you want. Check the tapestry hanging at right side of the top level. Search for the diary: Use the key given by Pauline on the door.
Take the small cross hanging on back wall. Note the 4 pivots on its back. Check the shelf with the duck, lamp and bull statue at center of room.
Automatically take lamp full of oil. Take the box with alchemy pieces-satanic symbol on the cover by left wall.
John opens it to show strange wooden pieces with symbols. Check the Notre Dame facade by the door. Try to take it and it triggers a memory. The secret is in the facade.
Take the alchemy symbol chart on the wall above the desk. It triggers another memory. Open the hatch above the desk and take the ultraviolet light.
Take the wooden bar with a Y at end on the table left of the large cross. The door at top level is locked. Study the large cross right of the stairs.
It has holes on each of its 4 arms and one at the center. Use the small cross on the large cross. Open the holes of the large cross: Use the alchemy box on the cross.
On the close up of the cross-puzzle, click the alchemy symbol chart on the alchemy box above. Use it as reference.
Remember the triggered memory clue seen on the tapestry at top level at the front part of the store. Click on a symbol and then click that symbol on the location-hole on the cross you want.
Place salt symbol above. Place the mercury on the right arm of the cross - right when facing the cross. Place the sulfur on the left arm of the cross - left when facing the cross.
Place fire at bottom hole. The secret compartment opens. Open the diary and it triggers memories. Learn the truth about Henry White, Cooper and Boris.
Boris is in Happy Dale, a mental hospital. Look for Scytale and then Boris at Happy Dale. Exit the room and talk to Pauline completely maybe 3 times.
Learn that her father is friends with Choke. Look for a scytale: Use the scissors on the diary to get the rubber band around the diary.
Use the rubber band around the Y wooden bar. John rolls the rubber band on the bar. Use the ultraviolet light on the scytale.
John updates Pauline about his amnesia. He wants the diary. He shoots the American tourists. He also poisoned John with mercury. John runs inside the back room.
Find a way to stop Marcel: Use the keys on the locked door at top level. The door makes noise. Use the lamp of oil on the door. Check the Samurai at left and get the katana.
Touching the katana brings memories. Somewhere in a snowy mountain centuries ago. Learn to be an adept: John pulls a sled in a snowy mountain.
He wakes and sees the aerie abode of the master he is searching for. John shows his palm with the Y. The blind master gives him a razor to cut his hair.
John undergoes training of his mind, body and soul. Talk to the blind master, Olhak Adirf. John wants to learn swordsmanship.
He is not ready. The master wants him to bring truth flower. Check the stationary and the left window. Take the ladle from the water jar at right.
Talk to the blind master completely. Look around and check the incense burner, the brick railing and the protruding wood at the corner.
Check the nest and the truth flower bush. It is too far. Exit to the middle entryway. Check the dead bush by the steps.
Check the pulley right of the bridge. Take the planks left of front part of the bridge. Check the head left side of the bridge. Make a plank walkway: Check the door of the meditation room and see decorations on the door.
Use the razor on the meditation room door. Get hinges plus some screws that are not enough to use with the planks. Enter the meditation room and talk to the blind master again.
At end of dialogue, a game will be played. You have to guess the total number of fingers held up by the master and yourself. Use the katana to open the window on the left.
It lets light and also shadow in the room. Now play again with the blind master. See that the shadow shows the fingers he holds behind his back.
You can now answer the game correctly. The small vices are screws. These are added to the screws taken from the door decorations.
Return the katana to the dragon yak and exit to the right. Combine the monster faces decoration and the planks.
Automatically make a long plank. Go right to the bell area. Turn a prayer wheel. Fix the bell ringer: Check the bell and the log used to ring the bell.
The log is missing a rope. It needs to be at level to be adjusted. Take cereal and legumes sack from floor. Take corn from the open sack.
Use the long plank on the log bell ringer. Place the sack of legumes on the right end of the inserted plank. Use the rope on the bell ringer.
Ring the bell by use of the log. The bluebird flies to the nest. The master teaches John the art of swordsmanship. Back to the present at the antique shop: Watch John show his swordsmanship after remembering the cold blooded murder of the tourists.
He shows the last lesson he learned - forgiveness. John tells Pauline to meet him in Inverness airport and he will be there after he meets with Boris at the mental hospital.
John is allowed to experiment with Boris because of his connection with Henry White who donates to this hospital. John is not allowed to touch, wake or upset Boris.
Call Ernie the orderly in case of help. Boris calls John as Choke. Choke saved him from torture at a warehouse.
John recalls being above the warehouse. Click on the roof of the warehouse and get John to jump. Recall the existence of Choke or John: Learn about the torturers: Recall what happened after waking up in the van.
Boris updated the young amnesiac Choke on what has happened since he died. Henry realizes that Choke is gone and leaves to look for him.
Get inside the warehouse: Check the outside gate of the warehouse. NYC metro tokens are in inventory. Pick up the rubber tires beside the second lamp post at left.
Go right and check the fence by the train cars. Check the wire gate in front of John. See that a clamp holds the gate shut. Use the tokens to release the clamp.
Pick up the wooden beam on the ground just across the gate. Open the rail car. Get a professional camera from the boxes at left.
Pick up the roll of tape in front of the boxes at right.