John Pollack, a young American of Polish descent. Pollack has unlimited funds at his disposal, complete a Rubik's Cube in under three minutes, and can kill with his bare hands. He takes his gadget briefcase, boards a submarine, and sails to the Pacific Ocean. Pollack follows Wadner to San Ambrosio, an island off the coast of Chile. He completes a reconnaissance mission at a cafe by working there for weeks to complete trained movements like placing a napkin on a counter. During this time, the cafe changes ownership but there is no progress on the case. Pollack interrogates a bartender, who says Wadner has recently been there. Players can choose to mix a range of cocktails for Pollack. Wadner visits a beach and watches three young girls, none of whom pay any attention to him. At one point, the player is captured and tasked with escaping from a cell, a task that requires the splitting of doors, their frames and handles, the use of electricity to paralyse a guard, and to counteract throat dryness caused by drinking from a puddle. From this point on, the quest continues through cities and tourist centers, and the crime eventually takes on a satanic, occult feel. Development Tajemnica Statuetki was conceived by Adrian Chmielarz. Sometime during the 1990s, he figured out that the time was right for him to create the first Polish adventure game. He "and a few friends hatched a plan to take photographs from his vacation to France and turn them into a video game". The group realised they could service the untapped Polish software market, where many people had PCs but were unable to become immersed in adventure games because they did not understand English. Chmielarz was not worried about the Polish gaming market being small because the market had already been tapped by developer X-Land and realised the market had potential, noting the number of people who attended conventions. This project evolved into Tajemnica Statuetki. The game was conceived by Chmielarz after he visited Côte d'Azur, photographing the area and building a plot around his experiences. He and his high school friends, Grzegorz Miechowski and Andrzej Michalak, collaborated on the game. Chmielarz took on a directing-scriptwriting role and set the creative tone. According to Miechowski, until March 1993, Chmielarz wrote sixteen hours daily for the game. Miechowski dealt with business stakeholders and marketing while Michalak applied physiognomy to the