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<BODY><B><U><FONT size=3D+3>PLEURGHBURG: </FONT><FONT size=3D+2>Dark=20
Ages</FONT></U><FONT size=3D+3> </FONT><FONT size=3D+1>- </FONT><FONT=20
size=3D+2><U>WALKTHROUGH</U>.</FONT></B> <BR><B><FONT size=3D+1><U>20th =
February=20
2002</U>.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbs=
p;&nbsp;=20
<U>Len&nbsp;=20
Green</U>.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nb=
sp;&nbsp;=20
<U>lengreen@hotmail.com</U></FONT></B>=20
<P><B><FONT=20
size=3D+2>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nb=
sp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbs=
p;&nbsp;&nbsp;&nbsp;=20
<U>GENERAL&nbsp; NOTES</U>.</FONT></B>=20
<P><B>[A]</B>&nbsp;&nbsp;&nbsp; This walkthrough has been written for =
the (new)=20
second version of the game ... V1.1.&nbsp; It should however be =
applicable also=20
to the previous original version V1.0. <BR>N.B.&nbsp;&nbsp;&nbsp; Saves =
made on=20
V1.0 *cannot* be used on V1.1 and vice versa! =
<BR><B>[B]</B>&nbsp;&nbsp;&nbsp;=20
There is one excellent ending, two 'reasonable' endings and one 'bad' =
ending ...=20
all very different and finishing with considerably different point =
scores.&nbsp;=20
All four endings are dealt with in this walkthrough. <BR>The game =
branches near=20
the middle [ see (099) below ] and gives the possibility of two very =
different=20
paths ... which rejoin later.&nbsp; This walkthrough deals with both of =
these=20
routes. <BR><B>[C]</B>&nbsp;&nbsp;&nbsp; At the end of each action, or =
series of=20
actions, I have included {in curly brackets} MY point score.&nbsp; By=20
subtracting from the previous score, it is easy to see how many points =
were=20
achieved for each such action(s). <BR>My final score is most probably a =
few=20
points less than the absolute maximum possible, since I've more than =
likely=20
missed out on some non essential but point scoring actions &amp;/or =
paths!&nbsp;=20
However, in general, I don't think that the score is to be taken TOO =
seriously,=20
but simply as an indication of vital progress, since essential actions =
(and=20
maybe also some arbitrary ones) are always scored.=20
<BR><B>[D]</B>&nbsp;&nbsp;&nbsp; As with all Quest/Adventure games, grab =

everything which is not nailed down.&nbsp; Look at, manipulate &amp; =
interact=20
with everything possible ... including all items in inventory.&nbsp; =
Combine=20
suitable items inside inventory wherever appropriate.&nbsp; Talk to =
everybody=20
you meet and carry on until you exhaust all conversational possibilities =
... but=20
take care; sometimes an inappropriate dialog choice can cause a blockage =
of=20
further topics with subsequent loss of points! etc.=20
<BR><B>[E]</B>&nbsp;&nbsp;&nbsp; Save as often as possible.&nbsp; You =
are=20
frequently in dangerous situations &amp;/or those in which you can get=20
killed.&nbsp; Also there are MANY different paths you can take, and you =
may wish=20
to backtrack to try out a previous option.&nbsp; There are only 9 save =
slots but=20
you can overwrite them when they are full.&nbsp; It is easy to save =
previous=20
batches of 9 saves ... you can zip them to reasonable sizes for more =
permanent=20
saving if you so wish. <BR><B>[F]</B>&nbsp;&nbsp;&nbsp; For some action=20
sequences it's worth while (maybe even *essential*) to reduce walking =
speed in=20
the options window to minimum ... then returning to 'normal' afterwards. =

<BR><B>[G]&nbsp;</B>&nbsp;&nbsp; Occasional scenes are VERY dark ... =
generally=20
in the 'evenings'.&nbsp; Many players will have to turn up their monitor =

brightness, maybe even to maximum, for such scenes.=20
<BR><B>[H]</B>&nbsp;&nbsp;&nbsp; Some computers &amp;/or monitors may =
have=20
trouble with the "Fog" effect.&nbsp; If so, simply switch it off in the =
options=20
window. <BR><B>[I]</B>&nbsp;&nbsp;&nbsp; There are quite a few pretty =
gruesome=20
'pictures'. Some are amplified even more in closeups, which, if you are=20
squeamish, you can eliminate by turning off "Extra Gore" in the options =
window.=20
<BR><B>[J]</B>&nbsp;&nbsp;&nbsp; Sometimes you just walk out of a =
location and=20
you are 'on the map'.&nbsp; However, whenever Jake's car is present you =
MUST use=20
the key(ring) on the vehicle in order to access the map.=20
<BR><B>[K]</B>&nbsp;&nbsp;&nbsp; Sometimes this walkthrough will tell =
you to=20
perform an action (e.g. combining items in inventory) before you =
absolutely need=20
to do so ...&nbsp; occasionally WELL before!&nbsp; You can either do =
what is=20
suggested, or leave it until some later time when you are *obliged* to =
do so.=20
<BR><B>[L]</B>&nbsp;&nbsp;&nbsp; If you're stuck, look at the "Hints =
&amp; Tips"=20
in the game's manual. <BR>Also you frequently have to go to the PDA =
&amp; talk=20
to your boss in order to progress. <BR>From time to time it is wise to =
go to=20
Jake's home &amp; switch on the computer :-&nbsp; there is sometimes =
essential=20
incoming email ... and occasionally you may have to search for details =
on a name=20
you have obtained previously.=20
<P><B><FONT size=3D+2><U>DAY 1; MORNING</U>.</FONT></B> <BR><B><U>Jake's =

home</U>.</B> <BR>(001)&nbsp;&nbsp;&nbsp; Look around bedroom --- Go to =
wardrobe=20
--- Look --- Take all gear needed for work ... Glock (Jake's favourite =
handgun);=20
Ammo; Bunch of plastic bags; Pair of plastic gloves; Camera; Wallet =
(&amp; ID)=20
.................... {7} <BR>(002)&nbsp;&nbsp;&nbsp; Load glock with =
ammo=20
.................... {9} <BR>(003)&nbsp;&nbsp;&nbsp; Go to desk --- Look =
---=20
Take notebook &amp; pen .................... {11} =
<BR>(004)&nbsp;&nbsp;&nbsp;=20
Look at computer --- Switch it on --- Receive emails --- Look at email =
from PDA=20
--- Look at email from Lucas .................... {14}=20
<BR>(005)&nbsp;&nbsp;&nbsp; Log out --- Go to bathroom --- Look --- Take =
soap=20
.................... {15} <BR>(006)&nbsp;&nbsp;&nbsp; Go to living room =
--- Look=20
--- Try everything --- Whatever you do achieves nothing --- Go to =
kitchen ---=20
Look --- Take candy bar .................... (16) =
<BR>(007)&nbsp;&nbsp;&nbsp; Go=20
to hall --- Look at locker --- Take key ring .................... {17}=20
<BR>(008)&nbsp;&nbsp;&nbsp; Open door --- Look around outside --- Try to =
enter=20
locked car --- Can't: car door locked and car key missing; lost =
somewhere ---=20
Return to living room --- Search sofa (AGAIN) --- Get car key &amp; =
attach to=20
key ring ..................... {19} <BR>(009)&nbsp;&nbsp;&nbsp; Use =
key(ring) on=20
car --- This is the most frequent method of travel between locations --- =
You're=20
on the map ... 3 locations are accessible:- Jake's Home; Lucas's Home; =
Old man's=20
apartment .................... {21} <BR><B><U>Old man's =
apartment</U>.</B>=20
<BR>(010)&nbsp;&nbsp;&nbsp; Knock &amp; try to enter --- The old man =
won't let=20
you in until you present your (police) ID --- Talk to him --- Make sure =
he tells=20
you that the scream came from the morgue; the OLD morgue =
....................=20
{24} <BR>(011)&nbsp;&nbsp;&nbsp; Exit --- The old morgue now added to =
the map.=20
<BR><B><U>Lucas's House</U>.</B> <BR>(012)&nbsp;&nbsp;&nbsp; Look around =
---=20
Talk to Lucas ...&nbsp; he tells you where the DNA Scanner is;&nbsp; he =
also=20
tells you that he wants the 'latest issue of Science &amp; Industry'; =
maybe=20
there's one at Ahatma's shop? --- Get DNA Scanner from the kitchen floor =
(it has=20
dropped down from the table!) .................... {26}=20
<BR>(013)&nbsp;&nbsp;&nbsp; Look at grenades --- Get red grenade; Lucas =
won't=20
let you have it --- Grab window curtain ... whilst Lucas is distracted, =
open=20
window --- Exit &amp; go round the house (East) to the now open window =
--- Take=20
anti-lock-grenade .................... {30} <BR>(014)&nbsp;&nbsp;&nbsp; =
Exit ---=20
Use key(ring) on car --- Ahatma's shop is now added to the map.=20
<BR><B><U>Ahatma's shop</U>.</B> <BR>(015)&nbsp;&nbsp;&nbsp; Look around =
the=20
shop --- Look at Ahatma's 'free sample of pickles' --- Take jar of =
pickles=20
.................... {31} <BR>(016)&nbsp;&nbsp;&nbsp; Talk to Ahatma --- =
Request=20
copy of 'latest issue of Science &amp; Industry' --- Get magazine from =
counter;=20
you can't until you've paid for it --- Hand Ahatma your wallet for =
payment &amp;=20
take magazine .................... {32} <BR>(017)&nbsp;&nbsp;&nbsp; Look =
at=20
poster "50% reduction on Chocopaint" --- Talk to Ahatma --- Request a =
bucket of=20
chocopaint --- Get chocopaint from counter ... you can't --- Hand Ahatma =
your=20
wallet for payment &amp; take chocopaint .................... {33}=20
<BR>(018)&nbsp;&nbsp;&nbsp; Exit Ahatma's. <BR><B><U>Lucas's =
House</U>.</B>=20
<BR>(019)&nbsp;&nbsp;&nbsp; Give Lucas the magazine;&nbsp; he thanks you =
&amp;=20
promises he'll make it up to you somehow --- Leave his house &amp; =
return ---=20
Lucas 'offers' his box of scrapped inventions --- Look at box --- Search =
through=20
the box --- Take 'wrapping unwrapper 5000' .................... {36}=20
<BR>(020)&nbsp;&nbsp;&nbsp; [ You can leave this sequence until later if =
you=20
prefer! ] <BR>In inventory, dip bar of soap into chocopaint giving choc =
coated=20
soap --- Use wrapping-unwrapper on candy bar ... this produces an empty =
wrapping=20
and a chocolate bar separately --- Put choc coated soap into empty =
wrapper=20
making a fake candy bar (you can eat the genuine chocolate bar if you =
like; you=20
won't need it, &amp; it contracts your inventory slightly!) --- Exit =
Lucas's=20
house &amp; surrounds .................... {42} =
<BR><B><U>Morgue</U>.</B>=20
<BR>(021)&nbsp;&nbsp;&nbsp; Enter --- Look at the desk --- Search papers =
there=20
... take report of horrible sounds, etc. .................... {43}=20
<BR>(022)&nbsp;&nbsp;&nbsp; Go North then follow the fainter bloodstains =
to the=20
East --- Look at plant --- Look at the severed hand buried in =
plant;&nbsp; Ugh!!=20
... [ If you are squeamish, you can eliminate the grisly graphic by =
turning off=20
"Extra Gore" in the options window. ] --- Get the severed hand ... you =
can't=20
take it with your bare hands, so use a plastic bag from inventory=20
.................... {45} <BR>(023)&nbsp;&nbsp;&nbsp; Return to the=20
morgue-'crossroads' &amp; continue West along the heavier bloodstains =
--- Look=20
at the closet door --- Open the door ... you can't, it's locked --- Use =
your=20
anti-lock-grenade from inventory ... you move out of the way of the =
explosion=20
--- Enter closet .................... {47} <BR>(024)&nbsp;&nbsp;&nbsp; =
Look at=20
corpse ... Ewww! --- Use camera &amp; photograph corpse --- Search =
corpse &amp;=20
get wallet --- Look at wallet in inventory and get the murdered guy's =
name; John=20
Smith --- Use DNA scanner on corpse ... blood groups AB+ &amp; O+ --- =
Collect=20
blood sample in plastic bag from inventory .................... {55}=20
<BR>(025)&nbsp;&nbsp;&nbsp; Look at bloodstained knife --- Pick it up; =
not with=20
bare hands, leaving fingerprints (it's evidence) ... use plastic gloves =
from=20
inventory .................... {57} <BR>(026)&nbsp;&nbsp;&nbsp; Exit =
closet ---=20
Go East to morgue-'crossroads'; then South; then follow bloodstains to =
West ---=20
Enter men's bathroom. <BR>(027)&nbsp;&nbsp;&nbsp; Look at blood soaked =
piece of=20
clothing under toilet door --- Use DNA scanner on robe (blood groups O+ =
&amp;=20
AB+) --- Drag out robe from under door --- Look at it;&nbsp; it's too =
big to=20
carry around ... put it back .................... {60}=20
<BR>(028)&nbsp;&nbsp;&nbsp; Exit morgue. <BR><B><U>Jake's home</U>.</B>=20
<BR>(029)&nbsp;&nbsp;&nbsp; Go to bedroom --- Switch on computer --- =
Click on=20
'Search' --- Type John Smith;&nbsp; get his details &amp; address for =
checking=20
out --- Log out .................... {62} <BR>(030)&nbsp;&nbsp;&nbsp; =
Exit home=20
--- Go to map --- John Smith's house is now added to the map --- Go =
there.=20
<BR><B><U>John Smith's house</U>.</B> <BR>(031)&nbsp;&nbsp;&nbsp; Open =
front=20
door --- Locked; you need another way in --- Walk West, round the house =
--- Look=20
at partly open window &amp; vines --- Climb vines --- Open window --- =
Jump into=20
room BUT BE QUICK BEFORE YOU'RE KILLED!! .................... {66}=20
<BR>(032)&nbsp;&nbsp;&nbsp; Look at blackboard --- Photograph blackboard =
symbol=20
--- Jump out of window QUICKLY (unless you want to repeat!) --- Time to =
report=20
back to Police Detective Agency (PDA) .................... {70}=20
<BR>(033)&nbsp;&nbsp;&nbsp; Go to map --- The PDA is now added to the =
map --- Go=20
there. <BR><B><U>PDA</U>.</B> <BR>(034)&nbsp;&nbsp;&nbsp; Enter --- Try=20
elevator/section-2 red button; no good --- Click on plastic plant =
between=20
elevators; this exposes elevator/section-1's green button --- Press =
green button=20
(EXACTLY) --- Inside elevator, press button #3 to go to floor #3 (floor =
#2 is=20
not available) --- Press button #3 again to exit elevator =
....................=20
{71} <BR>(035)&nbsp;&nbsp;&nbsp; Walk West --- Talk to Harold who runs =
the=20
evidence storage office --- He will ask you for evidence --- Keep giving =
it to=20
him (1 point per item!) until you have no more:- Report of weird sounds; =
Wallet=20
from corpse; Bloodstained knife; Blood sample from corpse; Severed hand; =
Photo=20
of corpse .................... {77} <BR>(036)&nbsp;&nbsp;&nbsp; Return =
to=20
elevator --- Go up to 4th floor --- Walk West --- Open 3rd door --- Talk =
to your=20
boss --- Exhaust ALL topics of conversation --- Learn that Detective =
Stephen=20
Hughe has gone missing, and that you &amp; Parker (female colleague) are =
to go=20
and look in his apartment --- Give your boss a verbal report on your =
activities=20
on the case (N.B.&nbsp; You will score 2 points less if you click on the =
topic=20
"I think he was completely defenseless"!)&nbsp; .................... =
{80}=20
<BR>(037)&nbsp;&nbsp;&nbsp; Exit boss's office. <BR><B><FONT =
size=3D+2><U>DAY 1;=20
AFTERNOON</U>.</FONT></B> <BR>(038)&nbsp;&nbsp;&nbsp; Return to elevator =
&amp;=20
ground floor --- As soon as you exit elevator an automatic cut scene =
plays:-=20
meet Parker in downstairs lobby ... travel to Stephen Hughe's apartment, =

chatting on the way ... Parker disappears into kitchen; Jake is in the =
hall.=20
<BR><B><U>Stephen Hughe's apartment</U>.</B> <BR>(039)&nbsp;&nbsp;&nbsp; =
Enter=20
bedroom (the only 'productive' action possible) --- Open wardrobe --- =
Examine=20
robe ... it's similar to the bloodstained robe at the morgue --- Exit =
bedroom=20
... you're taken back automatically to the lobby of the PDA =
....................=20
{82} <BR><B><U>PDA</U>.</B> <BR>(040)&nbsp;&nbsp;&nbsp; Use sec-1 =
elevator to go=20
up to 4th floor --- Report to boss on visit to Hughe's apartment, robe, =
etc. ---=20
Exit PDA ..................... {84} <BR><B><U>John Smith's =
house</U>.</B>=20
<BR>(041)&nbsp;&nbsp;&nbsp; Walk round the house; climb vines; jump into =
room=20
through open window ... all as previously --- This time there's nobody =
there so=20
you can take as long as you like. <BR>(042)&nbsp;&nbsp;&nbsp; Switch on =
computer=20
--- Notice the long narrow vertical 'slot' --- Look at the square button =
a=20
little to the left of the word "FILES" ...&nbsp; it's a scroller --- =
Interact=20
with the bottom of the scroller --- Look at the upper file ... see the =
corner of=20
the logo --- Interact with top of scroller --- Look at middle file --- =
Look=20
again at this file ... the text is encrypted --- Interact with this =
document ...=20
it's worth printing after all --- Interact again to print document=20
.................... {87} <BR><B><FONT size=3D+2><U>DAY 1; =
EVENING</U>.</FONT></B>=20
<BR>(043)&nbsp;&nbsp;&nbsp; Take order list file from printer --- Exit =
house=20
.................... {88} <BR><B><U>PDA</U>.</B> =
<BR>(044)&nbsp;&nbsp;&nbsp;=20
Enter --- You receive message to view corpse at docks --- You are =
automatically=20
put back onto the map --- Interact with 'docks icon'. <BR><B><U>The=20
Docks</U>.</B> <BR>(045)&nbsp;&nbsp;&nbsp; Look around and take note of =
objects=20
&amp; landmarks there --- Interact with corpse --- Two masked armed =
goons appear=20
--- You can order them around but unless you perform the necessary =
actions (when=20
you regain control) you get killed! <BR>(046)&nbsp;&nbsp;&nbsp; There's =
only ONE=20
thing you CAN do --- jump (interact) into the river (South). =
<BR><B><U>Jake's=20
home</U>.</B> <BR>(047)&nbsp;&nbsp;&nbsp; Experience some cut scenes ... =
down at=20
docks ... arrival back (automatically) in Jake's bedroom ... nightmare=20
.................... {92} <BR><B><FONT size=3D+2><U>DAY 2; =
MORNING</U>.</FONT></B>=20
<BR>(048)&nbsp;&nbsp;&nbsp; Switch on TV --- A dangerous panther has =
escaped ...=20
be careful in Redstone Park ... loud screeching noises scare it! --- =
Exit home.=20
<BR><B><U>PDA</U>.</B> <BR>(049)&nbsp;&nbsp;&nbsp; Enter --- Go up to =
4th floor=20
(using the same sec-1 elevator) --- Talk to boss about Hughe &amp; the =
case,=20
etc. --- Give boss the order list file printout for decryption=20
.................... {96} <BR>(050)&nbsp;&nbsp;&nbsp; Go down to ground =
floor=20
--- The right hand elevator/section-2 button is green &amp; working --- =
Go up to=20
floor #3 --- Jennifer Parker is occupied with an interrogation.=20
<BR>(051)&nbsp;&nbsp;&nbsp; Go down to floor #2 --- Talk to Dr. Emmerson =
about=20
autopsy report on John Smith .................... {97}=20
<BR>(052)&nbsp;&nbsp;&nbsp; Return to boss --- Report findings to him =
--- He has=20
decrypted the file --- He mentions 3 partial names &amp; 2 complete =
names=20
...&nbsp; a 1st name Michael (plenty of folk in Pleurghburg named =
Michael);=20
surnames Reed &amp; Steenkae; full names Joey Miller &amp; Frank Uhrman =
(N.B.=20
Frank Uhrman is the mayor of Pleurghburg) --- You've also been given the =
address=20
of Joey Miller ... will check him out .................... {99}=20
<BR>(053)&nbsp;&nbsp;&nbsp; Exit PDA --- Joey Miller's house is now =
added to the=20
map --- You can look around as much as you like ... but however you =
attempt to=20
enter, you can't! <BR><B><U>Jake's home</U>.</B> =
<BR>(054)&nbsp;&nbsp;&nbsp; As=20
you get out of your car at Jake's, a guy with a brief case passes &amp;=20
accidentally drops something --- Look at the drain --- Interact with the =
drain=20
--- Something shiny down there ... some sort of ring ... but you can't =
reach it=20
--- No need to enter home --- Exit location. <BR><B><U>Lucas's =
House</U>.</B>=20
<BR>(055)&nbsp;&nbsp;&nbsp; A magnet has NOW 'appeared' on the floor =
near the=20
window --- Pick it up --- Exit house .................... {100}=20
<BR><B><U>Ahatma's shop</U>.</B> <BR>(056)&nbsp;&nbsp;&nbsp; Talk to =
Ahatma ---=20
"Do you&nbsp; sell string here?" --- Hand Ahatma your wallet for payment =
&amp;=20
take string --- Exit shop .................... {101} <BR><B><U>Jake's=20
home</U>.</B> <BR>(057)&nbsp;&nbsp;&nbsp; Stay outside home ... In =
inventory,=20
tie string to magnet --- Slip magnet/string down the drain --- Get =
diamond ring=20
... no need to enter home --- Exit location .................... {105}=20
<BR><B><U>Joey Miller's house</U>.</B> <BR>(058)&nbsp;&nbsp;&nbsp; Use =
ring on=20
(secluded) window --- Enter house through broken window --- Open closet =
--- Look=20
at corpse --- Use camera to photograph corpse --- Exit house=20
.................... {110} <BR><B><U>PDA</U>.</B> =
<BR>(059)&nbsp;&nbsp;&nbsp;=20
Enter --- Go up to 3rd floor (using the same sec-1 elevator) --- Walk =
West ---=20
Talk to Harold who will ask you for evidence --- Give him the photograph =
of the=20
corpse in Joey Miller's house .................... {111}=20
<BR>(060)&nbsp;&nbsp;&nbsp; Return to elevator --- Go up to 4th floor =
--- Talk=20
to boss about your visit to Joey Miller's house --- He suggests you =
visit Frank=20
Uhrman, the mayor --- Exit PDA --- City Hall (containing the mayor's =
office) is=20
now added to the map .................... {113} <BR><B><U>City =
Hall</U>.</B>=20
<BR>(061)&nbsp;&nbsp;&nbsp; Enter --- Browse around --- Enter mayor's =
office ...=20
no go, the mayor's not there &amp; his secretary/security guard won't =
allow you=20
to go in --- Look at the box of candy on her desk ... apparently she has =
a very=20
sweet tooth! --- Give her the fake candy bar from inventory --- Exit =
City Hall=20
&amp; return immediately --- She's gagging in the women's bathroom --- =
Open the=20
mayor's door ... you can't, it's locked --- Interact with the security =
guard's=20
desk ... hidden away in a box you get the key to the mayor's office=20
.................... {116} <BR>(062)&nbsp;&nbsp;&nbsp; Enter mayor's =
office ---=20
Look at &amp; read piece of paper on the floor partly under the desk ... =
it's a=20
printed email from F.U@Pleurgh.gov to Z.Reed@Biguns.com outlining plans, =
etc.=20
--- Copy email into (inventory) notebook --- Exit mayor's office ... you =

automatically return the office key to the desk --- Exit City Hall=20
.................... {120} <BR><B><U>PDA</U>.</B> =
<BR>(063)&nbsp;&nbsp;&nbsp;=20
Enter --- Use the sec-1 elevator to go up to 4th floor --- Parker's with =
your=20
boss ... tell them about visit to mayor's office &amp; his involvement, =
etc. ---=20
Parker leaves --- Exit boss's office .................... {121} =
<BR><B><FONT=20
size=3D+2><U>DAY 2; AFTERNOON</U>.</FONT></B> =
<BR>(064)&nbsp;&nbsp;&nbsp; Exit=20
elevator at ground floor --- You're informed of a car crash &amp; =
requested to=20
check it out --- you are automatically put on the map --- A 'car-crash =
site' is=20
now (temporarily) added to the map. <BR><B><U>Car-crash site</U>.</B>=20
<BR>(065)&nbsp;&nbsp;&nbsp; Look at trunk of crashed car ... it's locked =
---=20
Look at &amp; take iron pipe --- Use iron pipe to prise open car trunk =
--- look=20
at body of Stephen Hughe --- Use camera to photograph body =
.....................=20
{126} <BR>(066)&nbsp;&nbsp;&nbsp; Look at manhole cover --- Notice small =
puddle=20
of transparent liquid --- Use a plastic bag from inventory to take =
sample of=20
liquid from manhole cover --- Exit car-crash site .................... =
{129}=20
<BR><B><U>PDA</U>.</B> <BR>(067)&nbsp;&nbsp;&nbsp; Enter --- Use sec-1 =
elevator=20
to go up to 3rd floor ---&nbsp; Walk West --- Talk to Harold who will =
ask you=20
for evidence --- Give him the sample of unidentified liquid &amp; photo =
of=20
crashed van .................... {131} <BR>(068)&nbsp;&nbsp;&nbsp; =
Return to=20
elevator --- Go up to 4th floor --- Talk to boss about the crashed van =
&amp;=20
Stephen Hughe's body ... He has 'identified' Z. Reed --- you are taken=20
automatically to Zack Reed's apartment .................... {132} =
<BR><B><U>Zack=20
Reed's apartment</U>.</B> <BR>(069)&nbsp;&nbsp;&nbsp; Take care here ... =
you can=20
easily get sprayed with bullets &amp; killed --- Move QUICKLY ... if =
necessary=20
reduce Jake's walking speed (in options window) --- Knock on his door =
and talk=20
to him ... as soon as you regain control walk quickly South-East keeping =
close=20
to the wall --- The bullets he fires from his automatic weapon will miss =
you and=20
hit the wall opposite his door .................... {133}=20
<BR>(070)&nbsp;&nbsp;&nbsp; Use your loaded 'glock' (handgun) from =
inventory on=20
the door --- You burst into the apartment but he has gone --- Look at =
the open=20
window --- He has escaped through that window&nbsp; --- Follow (Interact =
on) him=20
through the window &amp; onto the roof .................... {136}=20
<BR>(071)&nbsp;&nbsp;&nbsp; Reed is hiding --- If you try to go after =
him *in=20
any way* he'll shoot you to death --- Look at the brick lying nearby on =
the=20
roof, and pick it up --- Throw the brick to the other end of the roof =
(i.e.=20
'click the small brick icon' onto the roof near to the bottom of the =
screen) ---=20
Zack emerges --- QUICKLY get your handgun from inventory &amp; shoot him =
before=20
he kills you! .................... {142} <BR>(072)&nbsp;&nbsp;&nbsp; =
Search Zack=20
Reed's body &amp; get tiny red book ... apparently a phone book --- Look =
at the=20
small phonebook &amp; its listed phone numbers --- You are taken back=20
automatically to the PDA .................... {144} =
<BR><B><U>PDA</U>.</B>=20
<BR>(073)&nbsp;&nbsp;&nbsp; Enter --- Use sec-1 elevator to go up to 4th =
floor=20
--- Talk to boss about the death of Zack Reed, his phonebook, etc. --- =
Exit PDA=20
.................... {145} <BR><B><U>Jake's home</U>.</B>=20
<BR>(074)&nbsp;&nbsp;&nbsp; Interact with the living room telephone --- =
Dial ALL=20
SEVEN of the phone numbers listed in Zack's phonebook (N.B. don't forget =
to=20
insert the hyphens after each 555!) --- 3 numbers yield "Nobody at =
home"; 1=20
number "does not exist"; 2 numbers belong to folk you have already =
'encountered'=20
... both belonging to the Order --- One number is 'new' ... that of =
George=20
Anderson who is apparently the Order's weapon supplier (In my case his =
number is=20
555-352093&nbsp; ... I assume this will be the same for everybody, but =
it's=20
possible that there's some randomizer here?!) .................... {149} =

<BR>(075)&nbsp;&nbsp;&nbsp; Go to bedroom --- Switch on computer --- =
Click on=20
'Search' --- Type George Anderson --- Get his details &amp; address for =
checking=20
out --- Log out .................... {150} <BR>(076)&nbsp;&nbsp;&nbsp; =
Exit home=20
--- Go to map --- George Anderson's store is now added to the map --- Go =
there.=20
<BR><B><U>George Anderson's store</U>.</B> <BR>(077)&nbsp;&nbsp;&nbsp; =
Look=20
around --- Walk down the alley --- Look at garbage can filled with junk =
--- Take=20
coupon ... not with your bare hands in that old rubbish! ... use plastic =
glove=20
from inventory --- Look at coupon for a 'free Liquorama member card'=20
.................... {152} <BR>(078)&nbsp;&nbsp;&nbsp; Look at the back =
door to=20
the store --- Open door &amp; enter --- Exchange comments with the old =
alcoholic=20
bum there ... he imagines he's Jesus Christ --- Talk to the crazy old =
man &amp;=20
exhaust all topics of conversation --- He informs you that he has =
something for=20
you if/when you bring him what he needs for his "Lascht Schupper"! --- =
Exit=20
location. <BR><B><U>Ahatma's shop</U>.</B> <BR>(079)&nbsp;&nbsp;&nbsp; =
Give=20
Ahatma your coupon and receive a member card to the Liquorama night =
club, plus a=20
bonus ... a cheap bottle of cheap red wine --- Leave Ahatma's=20
.................... {154} <BR><B><U>George Anderson's store</U>.</B>=20
<BR>(080)&nbsp;&nbsp;&nbsp; Give the old geezer the bottle of wine --- =
Now he=20
wants something to go with it ... Jeez! --- Exit location =
....................=20
{155} <BR><B><U>PDA</U>.</B> <BR>(081)&nbsp;&nbsp;&nbsp; Enter --- Use =
sec-1=20
elevator to go up to 4th floor --- Tell boss you've checked phonebook =
&amp;=20
there are more members of the Order --- Talk to him about George =
Anderson's=20
weapon store --- Give him Zack's phonebook --- Exit PDA =
....................=20
{157} <BR><B><U>Jake's home</U>.</B> <BR>(082)&nbsp;&nbsp;&nbsp; Go to =
bedroom=20
--- Switch on computer --- Interact with (email) 'receive' --- Look at =
the email=20
from Samuel Jones --- Exit home &amp; go to the docks =
.................... {159}=20
<BR><B><U>The Docks</U>.</B> <BR>(083)&nbsp;&nbsp;&nbsp; Talk to Samuel =
Jones=20
... he wants Jake to meet him after dark in Redstone Nature Reserve Area =
in=20
Pleurghburg Forest ... you'll find a path to his cottage behind a =
triangular=20
shaped rock --- Look at bread floating on the water --- Get bread ... =
can't=20
reach it --- Use iron pipe from inventory --- Exit docks =
....................=20
{163} <BR><B><U>George Anderson's store</U>.</B> =
<BR>(084)&nbsp;&nbsp;&nbsp;=20
Give the alcoholic bum the wet bread (from inventory) ... he gives you =
his=20
present; a steel key --- Exit location ..................... {164}=20
<BR><B><U>City Hall</U>.</B> <BR>(085)&nbsp;&nbsp;&nbsp; As you =
arrive,&nbsp; a=20
van leaves &amp; disappears (containing 1 or more people in robes ... =
mayor=20
Uhrman??) --- You can enter the building but there's nothing of =
significance=20
there --- Exit location .................... {166} =
<BR><B><U>PDA</U>.</B>=20
<BR>(086)&nbsp;&nbsp;&nbsp; Enter --- Use sec-1 elevator to go up to 4th =
floor=20
--- Tell boss about the van at City Hall &amp; future meeting with =
Samuel Jones.=20
<BR><B><FONT size=3D+2><U>DAY 2; EVENING</U>.</FONT></B> <BR>Exit PDA =
--- Redstone=20
Park now added to the map --- you can go there now but it's unlikely =
you'll=20
survive the fierce panther roaming the woods. <BR><B><U>Jake's =
home</U>.</B>=20
<BR>(087)&nbsp;&nbsp;&nbsp; *Outside home* hide in doorway --- When the =
boy=20
passes, shout "Boo" at him --- You surprise &amp; frighten him &amp; he =
drops=20
his whistle ... if you miss him, he'll indulge in his 'nightly dosage of =

terrorism' by blowing his whistle; and if so you can enter Jake's home =
&amp;=20
exit immediately ... you'll eventually catch him! --- Look at the boy's =
small=20
red whistle on the ground &amp; pick it up --- Exit, without entering =
Jake's=20
home itself .................... {168} <BR><B><U>Redstone Park</U>.</B>=20
<BR>(088)&nbsp;&nbsp;&nbsp; You're at the entrance to the 'Redstone =
National=20
Reservatory (Redstone Park)' ... you can successfully take more than one =

direction to negotiate this forest --- Go North --- A panther attacks =
you --- As=20
soon as you get control, go to inventory &amp; blow whistle (INTERACT =
with=20
whistle ... Don't try to *use* it on panther) --- The panther can strike =
again,=20
but only if you leave the Park &amp; return, in which case you'll have =
to repeat=20
this (N.B. The panther ONLY emerges during evenings when it's very dark =
...=20
otherwise you are safe!) .................... {170} =
<BR>(089)&nbsp;&nbsp;&nbsp;=20
Walk West &amp; follow the path a couple or so screens --- The path =
winds North=20
one screen --- Look at the triangular shaped rock --- Interact with rock =
... see=20
small path behind it --- Interact again with rock ... climb through =
bushes ---=20
Follow the path North to the cottage .................... {172}=20
<BR>(090)&nbsp;&nbsp;&nbsp; Open door of cottage --- Have a lengthy =
conversation=20
with Samuel Jones --- exhaust all dialog topics. <BR><B><FONT =
size=3D+2><U>DAY 3;=20
MORNING</U>.</FONT></B> <BR><B><U>Jake's home</U>.</B>=20
<BR>(091)&nbsp;&nbsp;&nbsp; You are taken automatically back to Jake's =
bedroom=20
--- Jake sleeps .................... {176} <BR>(092)&nbsp;&nbsp;&nbsp; =
Switch on=20
TV --- "Old fellow abducted by 2 robed men; etc., etc." ... must go =
&amp; see=20
boss at PDA about this! <BR><B><U>PDA</U>.</B> =
<BR>(093)&nbsp;&nbsp;&nbsp; Enter=20
--- Go up to 4th floor (using the same sec-1 elevator) --- Tell boss =
about the=20
alcoholic bum; the corpse at Miller's; meeting with Samuel Jones; info =
re=20
morgue; etc. --- Leave boss's office, take elevator &amp; exit at ground =
floor=20
--- You're informed of a corpse in a garbage can at Murry Lane ... OK; =
will look=20
at it! --- Exit PDA --- A 'garbage can site' is now added to the map=20
.................... {179} <BR><B><U>Garbage can site (Murry =
Lane)</U>.</B>=20
<BR>(094)&nbsp;&nbsp;&nbsp; Have a good look around at everything --- =
Pick up=20
cardboard pipe from the ground --- Pick up wallet from garbage heap --- =
Open=20
wallet in inventory ... get Hyper Print card --- Look at small white =
card in=20
inventory --- Push garbage can ... it tips over --- Pull corpse out of =
garbage=20
can --- Look at corpse ... Ugh! --- Use camera from inventory &amp; =
photograph=20
corpse --- Use plastic bag from inventory &amp; take blood sample --- =
Exit site=20
.................... {188} <BR><B><U>Redstone Park</U>.</B>=20
<BR>(095)&nbsp;&nbsp;&nbsp; [ You can leave this whole stage until later =
... you=20
could have actually done it previously! ] <BR>Return to triangular =
shaped rock=20
--- You can go to the cottage &amp; talk to Samuel again if you like ... =
but=20
nothing essentially new materializes from this --- Walk one screen East =
from the=20
triangular rock --- Look at the log which acts as a bridge --- Notice =
the small=20
twig at the bottom of the log, near the middle --- Take the twig=20
.................... {189} <BR>(096)&nbsp;&nbsp;&nbsp; Continue East on =
the path=20
for about 3 screens &amp; take the lower fork --- Look at the large =
rock, the=20
old mansion surrounded by trees, the landscape, etc. --- Look at the =
hole in the=20
rock --- Place the twig from inventory into the hole ... nothing =
additional you=20
can do with this at present --- Exit West 1 or 2 screens --- Exit South =
from=20
Redstone Park .................... {191} <BR><B><U>PDA</U>.</B>=20
<BR>(097)&nbsp;&nbsp;&nbsp; Take sec-2 elevator --- Go to floor #2 --- =
Talk to=20
Dr. Emmerson about the autopsy on the unidentified man, and also about =
liquid=20
found by the manhole .................... {193} =
<BR>(098)&nbsp;&nbsp;&nbsp; Go=20
down to ground floor &amp; then up to 3rd floor using sec-1 elevator --- =
Walk=20
West &amp; talk to Harold who will ask you for evidence --- Give him the =
photo=20
&amp; blood sample of the corpse at the alley crime scene.=20
<BR>(099)&nbsp;&nbsp;&nbsp; Return to elevator --- Go up to 4th floor =
---Talk to=20
boss ... tell him to cancel search for old boozer; he's been shot dead=20
.................... {195} <BR><B>Your boss wants to know if you intend =
to=20
continue your investigations "by searching the sewers under the crash =
site" or=20
"At a Publisher (Hyper Print)".</B>=20
<P><B><FONT=20
size=3D+1>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nb=
sp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbs=
p;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;=20
<U>S&nbsp; A&nbsp; V&nbsp; E&nbsp;&nbsp;&nbsp;&nbsp; H&nbsp; E&nbsp; =
R&nbsp;=20
E</U> !!</FONT></B>=20
<P><B><FONT size=3D+1>*~*~*~*~*~*&nbsp;&nbsp;&nbsp; At this point (099) =
the game=20
splits into two different paths i.e. "Sewers" &amp; "Hyper Print".&nbsp; =
The two=20
paths join up again at (109).</FONT></B> <BR><B><FONT size=3D+1>After =
you continue=20
from here, you cannot get onto the alternate track without returning to =
this=20
Save (and with whatever point score you have achieved up to =
here).</FONT></B>=20
<BR><B><FONT size=3D+1>Since "The Sewers" yields more points, I am =
continuing with=20
that route here.&nbsp; If/when you wish to take the "Hyper Print" path, =
return=20
to this Save, go to the very end of this walkthrough and implement (100 =
H-P)=20
thro' (108 H-P)&nbsp; [ instead of (100) thro' (108) ].&nbsp; You will =
then be=20
able to continue from the same joint section (109) but with 10 (I think) =
points=20
less at every step afterwards.&nbsp;&nbsp;&nbsp; *~*~*~*~*~*</FONT></B>=20
<P><B><U>THE "SEWERS" PATH</U>.</B>=20
<P>(100)&nbsp;&nbsp;&nbsp; Choose "searching the sewers" --- Your boss =
tells you=20
it's too dangerous to continue alone &amp; instructs you to get someone =
to=20
follow you --- Return to ground floor &amp; take sec-2 elevator to the =
3rd floor=20
--- Talk to Jennifer Parker --- She agrees to accompany you --- You are =
taken=20
automatically into the sewers .................... {199} <BR><B><U>The=20
Sewers</U>.</B> <BR>(101)&nbsp;&nbsp;&nbsp; Look around at everything =
... Phew;=20
what a smell down there! --- Look at corpse --- Talk to Parker --- Open =
steel=20
door to proceed ... can't it's locked --- Look at the 4 pipe valves to =
the left=20
of Parker --- Go East as far as you can ... there's a large gap to your =
right=20
--- Look at the set of pipes which run along the wall --- Grab the set =
of pipes=20
... Wow! Too hot to handle --- Return to pipe valves ... only one is =
helpful in=20
this situation --- Interact with 2nd valve from the right ... fairly low =
down=20
--- Return to the gap ... now the pipes will be cool enough to help you =
cross=20
--- Look at the body parts &amp; clothing floating on the 'water' --- =
Search the=20
blood-soaked piece of a robe at the edge of the wall --- Get the rusty =
old key=20
--- Return to the steel door ... use the set of pipes again --- Use the =
rusty=20
key on the door ... it doesn't work ... there's some gunk clogging up =
the=20
keyhole .................... {200} <BR>(102)&nbsp;&nbsp;&nbsp; Take =
Ahatma's=20
pickles from inventory &amp; pour into the sewage ... you get an empty =
jar ---=20
Put empty jar underneath the strong acid dripping down from one of the =
pipes ...=20
get a jar containing acid --- (If using any pipe valve has caused the =
acid drip=20
to stop, renew it by interacting with the 3rd pipe valve from the right) =
--- Put=20
the acid on the door ... it cleans it .................... {206}=20
<BR>(103)&nbsp;&nbsp;&nbsp; Open door with rusty key --- Enter =
underground=20
office .................... {208} <BR><B><U>Underground office</U>.</B>=20
<BR>(104)&nbsp;&nbsp;&nbsp; Door to inner room partly open --- Voices of =
men=20
belonging to the 'Brotherhood of Carnage' (the Order) talking about =
'Book of=20
Carnage', etc. --- Parker returns to PDA for backup --- Look at desk =
&amp; its=20
drawer --- Open drawer --- Interact with drawer again ... you get a =
small tape=20
recorder with tape inside --- In inventory, operate tape recorder ... =
can't; the=20
tape needs rewinding &amp; the rewind button on the recorder is missing; =
but=20
tape has popped out of recorder --- In inventory, rewind tape using your =
pen ---=20
Replace tape in recorder .................... {211} =
<BR>(106)&nbsp;&nbsp;&nbsp;=20
Place tape recorder close to the partly open door &amp; record =
conversations of=20
Order members --- Pick up old mop --- Place mop on very big door handle =
to stop=20
those inside from escaping --- Jake is automatically taken back to PDA=20
.................... {224} <BR><B><U>PDA</U>.</B> =
<BR>(106)&nbsp;&nbsp;&nbsp;=20
Use sec-1 elevator to go up to 4th floor --- Tell boss about =
'Brotherhood of=20
Carnage' &amp; its plans to overthrow Pleurghburg, etc. --- Jake needs =
to find=20
Order's HQ --- Trouble at old man's apartment again --- Jake &amp; =
Parker are=20
taken there automatically. <BR><B><FONT size=3D+2><U>DAY 3;=20
AFTERNOON</U>.</FONT></B> <BR><B><U>Old man's apartment</U>.</B>=20
<BR>(107)&nbsp;&nbsp;&nbsp; Talk to Parker --- Look at blood on the =
floor ---=20
Use plastic bag from inventory to take blood sample --- Look at door =
&amp; take=20
piece of torn brown cloth --- Take cloth from inventory &amp; show it to =
Parker=20
... you are taken automatically back to the PDA .................... =
{227}=20
<BR><B><U>PDA</U>.</B> <BR>(108)&nbsp;&nbsp;&nbsp; Take sec-1 elevator =
to 3rd=20
floor --- Walk West --- Talk to Harold --- Give him blood sample from =
the old=20
man's apartment &amp; torn piece of cloth .................... {229}=20
<BR>(109)&nbsp;&nbsp;&nbsp; Return to elevator --- Go up to 4th floor =
--- Talk=20
to boss ... Jake's going to look for Order's HQ .................... =
{231}=20
<BR><B><U>Redstone Park</U>.</B> <BR>(110)&nbsp;&nbsp;&nbsp; Go to the =
Park ...=20
if the "Fog" is troublesome here, switch it off in the options window =
...&nbsp;=20
(The panther won't trouble you during the day!) --- Go North &amp; then =
1 screen=20
East ... take the upper fork --- Follow (interact with) the trail of =
drag marks=20
mixed with blood on the ground ... they lead through the trees into the =
woods.=20
<BR><B><U>Forest glade</U>.</B> <BR>(111)&nbsp;&nbsp;&nbsp; Noises! ... =
trouble?=20
... no; it's Parker coming to join you --- Look at &amp; photograph the =
4=20
corpses ... Yikes! .................... {239} =
<BR>(112)&nbsp;&nbsp;&nbsp; Pick=20
up Smith's severed head ... can't with bare hands; use plastic bag from=20
inventory --- Look at piece of wood in tree ... it's an axe handle --- =
Get axe;=20
not with bare hands, leaving fingerprints (it's evidence) ... use =
plastic gloves=20
from inventory --- Get old man's spectacles .................... {243}=20
<BR>(113)&nbsp;&nbsp;&nbsp; Have a (fairly long) conversation with =
Parker ---=20
Time to return to PDA --- Exit glade ... you get returned automatically =
to PDA=20
.................... {245} <BR><B><U>PDA</U>.</B> =
<BR>(114)&nbsp;&nbsp;&nbsp;=20
Take sec-1 elevator to 3rd floor --- Walk West --- Talk to Harold --- =
Give him 4=20
photographs, John Smith's head, bloodstained axe .................... =
{251}=20
<BR>(115)&nbsp;&nbsp;&nbsp; Return to elevator --- Go up to 4th floor =
--- Talk=20
to boss ... tell him about the mayhem at the forest glade, etc. --- Exit =
PDA=20
.................... {253} <BR><B><U>Jake's home</U>.</B>=20
<BR>(116)&nbsp;&nbsp;&nbsp; Enter --- Go to living room. <BR><B><FONT=20
size=3D+2><U>DAY 3; EVENING</U>.</FONT></B> <BR>(117)&nbsp;&nbsp;&nbsp; =
Phone=20
ringing ... Lucas calling; answer him ... "Somebody's trying to break =
into my=20
house" --- Go to Lucas's house. <BR><B><U>Lucas's House</U>.</B>=20
<BR>(118)&nbsp;&nbsp;&nbsp; Front door won't budge --- Go to side window =
---=20
Interact with window ... a robed guy from the Order is threatening Lucas =
...=20
crash through glass into room --- As soon as you regain control, QUICKLY =
draw=20
gun from inventory &amp; shoot the intruder before he shoots you! (If =
you=20
prefer, draw your gun *before* going through window.) --- Explain to =
Lucas ---=20
You are taken automatically back to the PDA .................... {255}=20
<BR><B><U>PDA</U>.</B> <BR>(119)&nbsp;&nbsp;&nbsp; Use sec-1 elevator to =
go up=20
to 4th floor --- Tell boss about attempt to kill Lucas --- Go to Jake's =
home.=20
<BR><B><U>Jake's home</U>.</B> <BR>(120)&nbsp;&nbsp;&nbsp; Enter --- =
Lucas has=20
left 3 boxes of junk in hall --- Interact with box furthest away from =
front door=20
... get pair of lenses --- Go to City Hall .................... {256}=20
<BR><B><U>City Hall</U>.</B> <BR>(121)&nbsp;&nbsp;&nbsp; As you get =
there, a van=20
drives off (in the darkness) --- Follow it --- Lose van ... lost! --- =
Finish up=20
in entrance to Redstone Park .................... {258} =
<BR><B><U>Redstone=20
Park</U>.</B> <BR>(122)&nbsp;&nbsp;&nbsp; It's dark, so neutralize =
panther ...=20
see (088) --- Make your way to Samuel Jones's hut &amp; enter --- Now =
you're in=20
for a real shoot-out with a member of the Order --- When you succeed, =
you are=20
automatically returned to outside Jake's home --- Return to Redstone =
Park=20
.................... {260} =
<BR><B>&lt;&lt;&lt;&lt;&lt;&lt;&nbsp;</B>&nbsp;&nbsp;=20
A number of players have had (considerable) difficulties with this =
shoot-out at=20
Samuel's.&nbsp; You may need some patience if you have to repeat many =
times, but=20
if you persevere you will almost certainly succeed eventually.&nbsp; If =
you are=20
manipulatively challenged and just CANNOT do it, in V1.1 (but not V1.0) =
you can=20
bypass the shoot-out completely by interacting with the small green =
window "Skip=20
Scene" at bottom right screen, albeit forfeiting the 2 points score for =
so=20
doing! <BR>There are doubtless different ways of winning.&nbsp; This is =
the way=20
I eventually found to succeed (almost) every time ... you may find a =
better=20
method! <BR>(a)&nbsp;&nbsp;&nbsp; Adjust monitor gamma setting, or =
brightness=20
&amp; contrast, so that the rock(s) behind which the baddie is hiding =
can be=20
seen *clearly*.&nbsp; [ I also found it helpful to play this part of the =
game in=20
near darkness. ]&nbsp;&nbsp; (b)&nbsp;&nbsp;&nbsp; Although I managed to =
succeed=20
at maximum speed, it is helpful to set the speed [ in options window ] =
to=20
minimum.&nbsp;&nbsp; (c)&nbsp;&nbsp;&nbsp; I did not jump to the side of =
the=20
screen at all.&nbsp;&nbsp; (d)&nbsp;&nbsp;&nbsp; As soon as you get =
control,=20
identify the cleft between the 2 rocks where the baddie's HEAD appears =
... not a=20
little to the left of this where the gunshot flashes appear!&nbsp;&nbsp; =

(e)&nbsp;&nbsp;&nbsp; As soon as you get control, VERY QUICKLY move the=20
cross-hairs onto this spot and&nbsp; fire off 2 or 3 shots at the guy's =
head as=20
fast as you can.&nbsp;&nbsp; (f)&nbsp;&nbsp;&nbsp; Do not move the =
cross-hairs=20
... i.e. from this position keep your mouse stationary --- As soon as =
his head=20
appears again, fire off as many shots as you can, and as fast as you =
can.=20
<BR>This should kill the member of the Order.&nbsp;&nbsp;=20
&gt;&gt;&gt;&gt;&gt;&gt; <BR><B><U>Redstone Park</U>.</B>=20
<BR>(123)&nbsp;&nbsp;&nbsp; Back in the Park --- It's dark, so =
neutralize the=20
panther again ... see (088) --- Go to the large rock with the hole &amp; =
the=20
stick, the landscape with the old mansion surrounded by trees, etc. ... =
see=20
(096) --- In inventory, put either the pair of lenses or the spectacles =
into=20
cardboard pipe making a spyglass --- put spyglass onto the forked twig =
... it's=20
now steady --- Spy on mansion ... nothing worth seeing! =
....................=20
{264} <BR><B><FONT size=3D+2><U>DAY 4; MORNING</U>.</FONT></B>=20
<BR>(124)&nbsp;&nbsp;&nbsp; You're taken automatically back to Jake's =
bedroom=20
--- Jake sleeps. <BR>(125)&nbsp;&nbsp;&nbsp; [ This could have been done =

earlier! ] --- Switch on computer --- Click on 'Search' --- Type Michael =

Davidson;&nbsp; Get his details &amp; address for checking out --- Log =
out ---=20
Exit Jake's home --- Go to the PDA .................... {266}=20
<BR><B>**~**&nbsp;&nbsp;&nbsp; <I><U>An optional</U></I></B><I> =
<B>"<U>SHORT-CUT=20
PATH</U>".</B></I> <BR>The Davidson house is now on the map --- You can =
enter it=20
if you like since there's nobody there ... you'll get no points for =
this, and no=20
'penalty' either --- But unless you *deliberately wish* to end the game=20
prematurely, do NOT open the warning message on the desk ... if you do, =
a=20
short-cut will FORCE you into the second-rate endings described later =
on, with=20
VERY many points less than the maximum achievable ... See "Endings ~ (i) =
&amp;=20
(ii)" [ at section (130). ]&nbsp;&nbsp; <B>**~**</B> =
<BR><B><U>PDA</U>.</B>=20
<BR>(126)&nbsp;&nbsp;&nbsp; Use sec-1 elevator to go up to 4th floor --- =
Talk to=20
boss ... Jake is close to finding Order's HQ --- Go again to Redstone =
Park.=20
<BR><B><U>Redstone Park</U>.</B> <BR>(127)&nbsp;&nbsp;&nbsp; The panther =
won't=20
trouble you during the day! --- Go to the large rock with the hole &amp; =
the=20
stick and put spyglass onto the forked twig ... [ see (123) ] --- Spy on =
mansion=20
--- NOW you see a member of the Order ... Hooray; you've found their =
HQ!! ---=20
Exit Park. <BR><B><U>PDA</U>.</B> <BR>(128)&nbsp;&nbsp;&nbsp; Use sec-1 =
elevator=20
to go up to 4th floor --- Talk to boss ... Jake tells his boss that he's =
found=20
the Order's HQ! .................... {268} <BR><B><FONT size=3D+2><U>DAY =
4;=20
EVENING</U>.</FONT></B> <BR>You're taken automatically to the mansion.=20
<BR>N.B.&nbsp;&nbsp;&nbsp; There IS&nbsp; NO&nbsp; "Day 4; Afternoon"!=20
<P><B><U>The mansion (HQ of the 'Order')</U>.</B> =
<BR>(129)&nbsp;&nbsp;&nbsp;=20
Ignore the robed guard in the hut, at least for now --- Walk West &amp; =
round=20
that side of the mansion --- Look at the open window ... the bottom left =
hand=20
one --- Enter (interact with) that window ... dark inside; a good place =
to sneak=20
in .................... {269}=20
<P><B><U>ENDINGS ~ (i) &amp; (ii)</U>.</B> <BR>(130)&nbsp;&nbsp;&nbsp; =
These are=20
the 'bad' ending &amp; the 'not too good' ending.&nbsp; Many actions can =
set you=20
onto this route during this last section of the game ... e.g. talking =
too much=20
or too long to the outside guard; gatecrashing the Order's meeting =
unrobed;=20
recklessly opening a creaking cupboard inside the mansion; etc.&nbsp; =
One=20
'frequent' path to these endings is described as follows:-=20
<BR>(131)&nbsp;&nbsp;&nbsp; Enter 1st door on left ... a bedroom --- =
Look at=20
robed Order member sleeping on bed --- Open creaking cupboard.=20
<BR>(132)&nbsp;&nbsp;&nbsp; Too noisy ... seized by Order members --- =
Jake is=20
tied up in an attic ... stripped of ALL inventory items. <BR><B><U>(i) ~ =
Very=20
bad ending</U>.</B> <BR>(133)&nbsp;&nbsp;&nbsp; Shuffle forward along =
right hand=20
wall ... floor makes loud creaking noise --- repeat 3 or 4 times --- =
Floor=20
collapses --- Everything &amp; everybody, including Jake, blown up and =
killed in=20
bomb explosion --- Pleurghburg suffers but eventually recovers --- =
FINITO!=20
<B>{<U>269 points</U>}</B> <BR><B><U>(ii) ~ Mediocre endings</U>.</B>=20
<BR>(134)&nbsp;&nbsp;&nbsp; After (132), shuffle along to the left until =
you=20
touch the bookcase --- Bump into (interact with) the shelf 3 or 4 times =
---=20
Statue head falls on guard &amp; neutralizes him .................... =
{271}=20
<BR>(135)&nbsp;&nbsp;&nbsp; Shuffle back right to rusty old pipe --- =
Interact=20
with pipe; i.e. scrape rope bonds against pipe ... when freed take Order =

member's robe &amp; exit attic .................... {273}=20
<BR>(136)&nbsp;&nbsp;&nbsp; Descend stairs (near mid screen) --- Enter =
door on=20
the far&nbsp; left --- Enter door on the very far left --- Enter door =
again on=20
the extreme left ... (where you may have heard voices) --- As a member =
of the=20
Order, participate in the meeting ... planning to overrun Pleurghburg=20
.................... {275} <BR>(137)&nbsp;&nbsp;&nbsp; Grab matchbox =
from table=20
.................... {276} <BR>(138)&nbsp;&nbsp;&nbsp; Throw burning =
match from=20
inventory into trash can --- Fire --- Everybody exits --- All members of =
Order=20
captured --- OK; a (moderately) happy ending, with fairly lengthy =
concluding=20
sequences! <B>{<U>276 points</U>}</B> <BR>(139)&nbsp;&nbsp;&nbsp; If you =
are a=20
'point-score-enthusiast', you can actually whip up 6 extra points by =
performing=20
actions which are only REALLY relevant to the better endings, BEFORE you =
execute=20
step (138)! <BR>You can exit the conference room and collect some =
chloroform=20
from the bathroom {+1 point} &amp; a handkerchief {+1 point} from=20
upstairs.&nbsp; You can combine the two in inventory to obtain a =
chloroformed=20
handkerchief {+2 points}.&nbsp; You can exit the mansion &amp; obtain a=20
screwdriver from the (now empty) guard's hut {+2 points}. <BR>If you =
need hints=20
on any of these, look at sections (141) thro' (145). <BR>You can then =
return to=20
the conference room and proceed with section (138). <BR>The above will =
raise=20
this ending's point score to <B>{<U>282 points</U>}</B> =
<BR><B><U>ENDINGS ~=20
(iii) &amp; (iv)</U>.</B> <BR>(140)&nbsp;&nbsp;&nbsp; These are the =
'good' &amp;=20
'excellent' endings. <BR>(141)&nbsp;&nbsp;&nbsp; After (129), enter =
(interact=20
with) door on the right of the screen --- Enter door on the far right =
... ignore=20
the voices --- Enter the door on the extreme right --- Enter door just =
to the=20
left of the stairs ... you're in a bathroom .................... {269}=20
<BR>(142)&nbsp;&nbsp;&nbsp; Look at cabinet with small mirrors --- Open =
cabinet=20
--- Take chloroform --- Exit bathroom .................... {270}=20
<BR>(143)&nbsp;&nbsp;&nbsp; Walk up the stairs --- Look at handkerchief =
on small=20
table &amp; take it --- In inventory, combine handkerchief with =
chloroform ...=20
you've now got a chloroformed handkerchief .................... {273}=20
<BR>(144)&nbsp;&nbsp;&nbsp; Walk down stairs --- Enter door on extreme =
left ---=20
Walk out of mansion through the front door at the bottom of the screen =
(directly=20
opposite the poster). <BR>(145)&nbsp;&nbsp;&nbsp; Outside the mansion =
walk East=20
to the shed --- Talk to the robed guard just to get his attention --- =
Quickly=20
use the chloroformed handkerchief on him --- Search the incapacitated =
guard=20
&amp; take his key ring --- Look at toolbox in hut ... Take screwdriver=20
.................... {279} <BR>(146)&nbsp;&nbsp;&nbsp; Return West &amp; =
enter=20
mansion through window as in (129) --- Enter 1st door on the left --- =
Use=20
chloroformed handkerchief on sleeping robed guard --- Open the wardrobe =
&amp;=20
take one of the Order's robes ... you put on robe &amp; exit bedroom=20
.................... {287} <BR>(147)&nbsp;&nbsp;&nbsp; Enter door on =
extreme=20
left ... (inside, you don your robe automatically) --- 'Participate' in =
meeting=20
of Order --- Look at matchbox on table &amp; take it --- Exit room ... =
you need=20
to visit the bathroom; hehehe ... (you disrobe automatically outside)=20
.................... {290} <BR>(148)&nbsp;&nbsp;&nbsp; Look at the white =
steel=20
door ... locked --- Use steel key that the old alcoholic gave you (from=20
inventory) on white door ... enter mansion basement. =
<BR>(149)&nbsp;&nbsp;&nbsp;=20
Look at poisonous green liquid in barrels --- Take some liquid from the =
barrel=20
in the corner ... can't; it's dangerous --- Use plastic bag from =
inventory to=20
get a sample of green liquid --- Open oven ... but adjusting controls =
won't=20
help! .................... {292} <BR>(150)&nbsp;&nbsp;&nbsp; Open =
fuse-box ...=20
can't; it's stuck ... use screwdriver from inventory to open fuse-box =
---=20
Interact with fuse-box ... all lights in the mansion switched off ... =
panic! ---=20
Try switching lights on, off, &amp; on again --- Exit basement=20
.................... {294} <BR>(151)&nbsp;&nbsp;&nbsp; Enter door on far =
right=20
--- Open door to the left of the poster ... can't it's locked --- From=20
inventory, slide plastic Liquorama card along side of door ... Bingo! =
--- Now=20
interact with door to open it ... it's a storage room.=20
<BR>(152)&nbsp;&nbsp;&nbsp; Look at green box &amp; open it ... can't =
it's=20
locked --- From inventory, use guard's key ring to open box --- Look at =
bomb=20
inside ... it's unarmed, but leave it well alone! --- Look at crates =
&amp; try=20
opening them ... no go; you need something more than bare hands --- From =

inventory use iron pipe to prise open one of the crates ... full of =
weapons ...=20
however, you can't take or use any --- Exit storeroom =
.................... {298}=20
<BR>(153)&nbsp;&nbsp;&nbsp; Enter door at far right --- Enter door to =
the right=20
of the stairs ... can't; it's locked --- From inventory, use guard's key =
ring to=20
unlock door &amp; enter what is probably just a closet&nbsp; --- Meet =
George=20
Anderson --- Untie him (i.e. interact with him) --- Talk to George &amp; =
quiz=20
him as to everything that's happened --- Exit closet =
.................... {300}=20
<BR><B><U>(iii) ~ Good ending</U>.</B> <BR>(154)&nbsp;&nbsp;&nbsp; Enter =
door at=20
far left --- Enter door at extreme left --- Re-enter the white door to =
the=20
basement ... you have to use the steel key again. =
<BR>(155)&nbsp;&nbsp;&nbsp;=20
Throw chloroform (from inventory) into the fire in the boiler --- =
Everybody=20
anaesthetized --- Jake manages to escape outside ... all members of =
Order=20
captured --- Wow! ... Happy ending! <B>{<U>300 points</U>}</B> =
<BR><B><U>(iv) ~=20
BEST ENDING</U>.</B> <BR>(156)&nbsp;&nbsp;&nbsp; After (154), interact =
with fuse=20
box to douse all lights in the mansion --- Exit basement.=20
<BR>(157)&nbsp;&nbsp;&nbsp; Turn left &amp; stand *outside* the room =
where the=20
Order meeting is continuing --- Speak through the door ... 'ghosts =
talking';=20
etc. .................... {310} <BR>(158)&nbsp;&nbsp;&nbsp; EUREKA!! --- =
The=20
order members are totally confused &amp; afraid --- In the panic, they =
spray=20
bullets around &amp; kill each other --- ALL Order members dead ... =
peace &amp;=20
tranquility return to Pleurghburg ... Jake &amp; the PDA are the heroes =
of the=20
day. <BR><B>*** '<U>REAL</U>'&nbsp;&nbsp; <U>E N D</U> *** {<U>310=20
points</U>}</B>=20
<P><B>=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D</B>=20

<P><B><U>THE "HYPER PRINT" PATH</U>.</B> <BR><B>[ After (099), carry on =
from=20
here. ]</B>=20
<P>(100 H-P)&nbsp;&nbsp;&nbsp; Choose "At a Publisher (Hyper Print)" --- =
Your=20
boss tells you to come back later for address --- Leave his office &amp; =

immediately return for info --- Exit office &amp; PDA building --- Hyper =
Print=20
building now (temporarily) on the map --- Go to it &amp; enter=20
.................... {198} <BR><B><U>Hyper Print building</U>.</B> =
<BR>(101=20
H-P)&nbsp;&nbsp;&nbsp; Look around, etc. --- Talk to secretary --- Ask =
to speak=20
to whoever is in charge of Hyper Print --- You automatically get taken =
to=20
owner/manager Mr. Cornieoly --- Exhaust all conversations with him --- =
From=20
inventory, show him your photo of symbol (from Smith's blackboard) ... =
unnerves=20
Cornieoly ... get ushered out --- Enter supply closet ... you can't; =
it's for=20
janitor's only --- Exit building .................... {200} <BR>(102=20
H-P)&nbsp;&nbsp;&nbsp; Look at white coat on car bonnet --- Take coat =
... can't;=20
it belongs to the woman talking incessantly on her cellphone --- Talk to =
woman=20
... you're interrupting her conversation! --- Talk to her twice more =
&amp; she=20
turns away in annoyance --- Grab the white coat whilst she's not looking =

.................... {202} <BR>(103 H-P)&nbsp;&nbsp;&nbsp; Reenter Hyper =
Print=20
building --- Use white coat (from inventory) on bathroom door --- You =
change=20
into janitor's clothes ... your everyday (dark-coloured) coat is now in=20
inventory --- Enter supply closet --- Look at cardboard boxes --- Take =
book with=20
Order symbol ... print smudged; unreadable! --- Use everyday clothes =
(from=20
inventory) on bathroom door &amp; change back --- Exit Hyper Print =
building=20
.................... {204} <BR><B><U>PDA</U>.</B> <BR>(104=20
H-P)&nbsp;&nbsp;&nbsp; Use sec-1 elevator to go up to 4th floor --- From =

inventory, show boss the unreadable book with Order symbol ... told to =
return=20
when checked --- Leave his office &amp; immediately return --- Told of =
troubles=20
again at old man's apartment --- Jake &amp; Parker are taken there =
automatically=20
.................... {206} <BR><B><FONT size=3D+2><U>DAY 3;=20
AFTERNOON</U>.</FONT></B> <BR><B><U>Old man's apartment</U>.</B> =
<BR>(105=20
H-P)&nbsp;&nbsp;&nbsp; Talk to Parker --- Look at blood on the floor --- =
Use=20
plastic bag from inventory to take blood sample --- Look at door &amp; =
take=20
piece of torn brown cloth --- Take cloth from inventory &amp; show it to =
Parker=20
... you are taken automatically back to the PDA .................... =
{209}=20
<BR><B><U>PDA</U>.</B> <BR>(106 H-P)&nbsp;&nbsp;&nbsp; Take sec-1 =
elevator to=20
3rd floor --- Walk West --- Talk to Harold --- Give him blood sample =
from the=20
old man's apartment &amp; torn piece of cloth --- Return to =
elevator&nbsp; ---=20
Go up to 4th floor --- Talk to boss ... Told to go &amp; liaise with =
team at the=20
old morgue --- You are taken automatically to the old morgue=20
.................... {211} <BR><B><U>Morgue</U>.</B> <BR>(107=20
H-P)&nbsp;&nbsp;&nbsp; Look at fireman's axe --- Take axe --- Enter room =
where=20
search team found symbol --- Look at all (35) boxes ... only one has the =
Order's=20
logo on it ... 5th column from left &amp; 5th (bottom) row down --- Look =
at=20
&amp; open this box ... You can't open it; it's stuck --- Use axe from =
inventory=20
to prise open box --- Look at small button inside open box --- Press =
button in=20
box, &amp; hatch opens .................... {217} <BR>(108=20
H-P)&nbsp;&nbsp;&nbsp; Look at ladder --- Climb down (interact with ) =
ladder ---=20
Look around --- Open steel door &amp; enter room ---&nbsp; Browse around =
...=20
nothing particular to do there --- Look at desk &amp; on it a copy of =
the=20
Order's book ... this copy is readable --- Take book --- You are taken=20
automatically back to the PDA .................... {219}=20
<P><B>[&nbsp; After here, 'return' to (109), &amp; carry on till the end =
of the=20
game. (Your scores will be about 10 points LESS than those listed above =
at every=20
stage).&nbsp; ]</B> <BR>&nbsp;=20
<P><B>=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D</B>=20
</P></BODY></HTML>
