Carte BlancheCarte Blanche

For a Fistful of Teeth

Game Details:  Mystery, 2006

Links:  Moby Games, Adventure Gamers

Walkthrough Updated:  1/10/2010

Suggested Listening:  Where There's Smoke (Ash 25)

Carte Blanche is a black-and-white mystery adventure with comedic undertones. You play as Edgar Delacroix, a junior PI. As well as solving cases, you need to improve your statistics in several skills to advance through the game.

Day 1

Apartment

Examine the commode and take the keys, then use the telephone to call about the advertisement. Take the map from the wall, then leave your apartment. In the corridor, look at Mrs Malaki and talk to her, then listen to the bathroom door. Use the keys to open your uncle's locker on the left wall several times to read various advertisements.

Agency

Talk to Gaspard and Jeannine to get a job.

Day 2

Apartment

Look out your window to see Mrs Malaki spying on people with her telescope. Look at the stuffed animals about the room.

Agency

Talk to Jeannine then to Gaspard, who gives you the details of two cases. After his first few tests, look in the open drawer of the filing cabinet to find the magnifying glass. Talk to Gaspard about it and he will let you keep it.

Hotel

Look at the fire escape and look through the windows at the clerk. Now head inside and ring the bell (just to be annoying). Look at the cane and the plant, then talk to the clerk - you will get the cane and the room number. Head back outside and use the cane on the fire escape to pull it down. Now head up and you will take the photographs you need.

Agency

Give the camera to Jeannine to have her develop the photos, then give the photos to Gaspard and he will reward you with 2 dollars.

Antique Shop

When you enter, Telesphore the shop owner will talk to you and give you a photograph of the stolen item. Look at the suspicious area on the wall, and the muddy footprints on the floor. Also look at the anchor, amphora and glass case - you are not able to search it yet. The phone will ring and Telesphore will go into the back room. While he is gone, search the glass case. When he returns, talk to him about everything.

Police

Talk to the kid and agree to give him 1 dollar for the paper and information. Head inside and ring the bell, then talk to the desk sergeant. Look at the board, then leave.

Agency

Talk to Gaspard about the police and he will say to mention his name.

Police

Go back inside and talk to the desk sergeant again to get Romeo to come out and see you. Talk to Romeo about the stolen icon, then head back outside. Talk to the kid about Ivan Shopliftin, and get the kid to take you to him (don't pay any more money for this service though).

Cemetery

Examine the tombstone.

Agency

Gaspard will tell you to meet him at the bar on the corner.

Bar

Examine the piano and the note on the bar, then talk to the barman and Gaspard to end the day.

Day 3

Apartment

Search the camel to find a lighter, then leave your apartment. Talk to Mrs Malaki again, then check your mail to get a paperclip.

Agency

After your talk with the Notary, examine the briefcase to find an encoded note. Talk to Jeannine about everything, then leave.

Harbor

Pick up a brick, then talk to Remy about everything.

University

Examine the bookshelf, then talk to Eleanore about everything.

Bar

Examine the twins, then talk to the barman and buy a cheap bottle of wine. Talk to Alphetius and he will give you a lesson in bribery. Give the bottle of wine to the twins, then talk to them as much as you can. You will then follow one of the brothers out of the bar.

Strozzi Residence

Knock on the door, then pick the lock with your paperclip. Search the kitchen to find a herring. Try to search the living room, then use the lighter to start a small cleansing fire! Search again and you will find the Byzantine icon. Now enter the bedroom. Examine the twin and the photos, then wake him up with the herring. Talk to him about everything.

Cemetery

Use the fake Byzantine icon to summon Ivan - he is not pleased.

Police

Talk to Kid Butterfly about the Strozzi brothers, and get a new newspaper from him.

University

Ask Eleanore about Texas and you will get a US map.

Strozzi Residence

Go back into the bedroom and use the map on the sleeping Strozzi brother to identify him as Luigi. Go back to the kitchen to get another herring, then wake him up and confront him. He will admit to stealing the icon and give you the address of the person who hired them to do it.

McCullough Residence

Talk to Romeo outside the house. Try to knock on the door, but the inspector won't let you bother the old lady.

Harbor

Talk to Remy about Westmount, and he tells you the police will finish work at 5:00pm.

McCullough Residence

After talking to Remy, Romeo will have left the premises. Knock on the door and try to open it, but you can't get inside this way. Head around to the backyard (by going to the right). Try to open the cellar, but there is a locked padlock.

Harbor

Talk to Remy about the lock, and he tells you to hit it with a brick.

McCullough Residence

Head around to the back and use the brick on the lock. Now try to head inside, but the neighbor will see you. Bribe the neighbor, who wants a golf club to keep quiet. Head inside and take the golf club from against the wall. Examine the cat's skeleton with your magnifying glass and you will find a dead ant. Mrs McCullough will then see you and have a heart attack. Back outside, give the golf club to the neighbor, then leave.

Day 4

Apartment

Talk to Mrs Malaki in the hall, then leave.

Harbor

Talk to Remy to be taught a wrestling move that causes 15 minutes of amnesia.

Bar

Talk to Alphetius to get another lesson on scamming.

Police

Talk to Kid Butterfly to get the latest newspaper, then make sure you read the newspapers in your inventory.

Antique Shop

Talk to Telesphore about McCullough.

University

You will receive a book on ventriloquy. Ask Eleanore about the ant, and you will realize a link to the cow problem in Saint-Leonard.

Saint-Leonard

Talk to the group of farmers, who are harrassing a communist. Next talk to the priest, and bribe him with the Byzantine icon. Finally, talk to the communist to find out about a warehouse.

Warehouse

Examine the basin and the crate, then talk to McCullough until the Indian appears. Talk to the Indian, who will spare your life if you bring him the denture.

Police

Head inside and talk to Romeo about everything - you will get the location of the morgue.

Morgue

Talk to Dr Freeman, and try out your ventriloquy. Try to search the body, but you can't do it while the doctor is here. Talk to him again and you will convince him to leave. Now try to search the body, but the jaw is closed too tight.

Apartment

Talk to Mrs Malaki, who is trying to open the bathroom door with a crowbar. Leave the apartment building and come back in again, then take the crowbar.

Morgue

Use the crowbar on the body (you need to try 3 times to actually do it). Now search the body to get the denture, then use your taxidermy competence to improve her appearance a bit before you leave.

Warehouse

Give the denture to the Indian, but he still refuses to let McCullough leave. You now need your wrestling, scam or ventriloquy competence to reach level 7, to be effective against the Indian. Visit these people in this order to improve your wrestling competence:

  • Antique Shop - Telesphore
  • Saint-Leonard - Communist
  • Strozzi Residence - Luigi (first wake him with a herring)
  • Police - Kid Butterfly
  • Police - Romeo
  • Morgue - Dr Freeman

Or visit these people in this order to improve your ventriloquy competence:

  • Morgue - Dr Freeman
  • Strozzi Residence - Luigi (first wake him with a herring)
  • Antique Shop - Telesphore
  • Police - Kid Butterfly
  • Saint-Leonard - Communist
  • Police - Romeo

Or visit these people in this order to improve your scam competence:

  • Antique Shop - Telesphore
  • Strozzi Residence - Luigi (first wake him with a herring)
  • Saint-Leonard - Communist
  • Police - Kid Butterfly

Return to the warehouse when you are ready, and use any of these skills on the Indian.

Agency

Answer the phone with the appropriate phrase to complete the game.