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<!--- AD END BANNER --></CENTER><PRE>BLADE RUNNER

Adventure by WESTWOOD


A (kind of) Solution by Lu Richardson
-------------------------------------


General:

Play in Easy Mode, at least the first time.  Move the cursor=20
carefully over all the screen, it's very easy to miss clues.  Talk=20
to absolutely everybody until they begin to repeat themselves.  If=20
you do something else related, speak again to the available people.

As to the shooting in the training range, keep the sights in the=20
center so that you can move quickly to the right spot.  Don't rush=20
it - wait till you see a gun on the dummies (blue) and don't shoot=20
if you don't.  It is a very good idea indeed to practice.

During the game, if you find the character equipping the gun
automatically, try and shoot whoever gets in your sights - remember=20
you get paid for the replicates you kill and you might well need the=20
money later on.

I didn't find that changing the attitude of the character had a=20
great effect on the outcome of his enquiries - but you might like to=20
have a bash at that.

By the way, when I say "up" I mostly mean go up to the top edge of=20
the screen.  If there are stairs, then the direction is obvious. =20
When I say "left" or "right", I mean the left side of the screen or=20
the right side of the screen.  The same applies to "down", unless=20
there are stairs.  When I say "Watch" it's because there is a scene=20
over which you have no control.

IMPORTANT:  The most minute details can change the course of the=20
game; also, every time you start playing, the nature of the=20
characters with artificial intelligence will be chosen at random and=20
they will act accordingly.  If you were to play the game three=20
times, you'd get three slightly different versions, depending also=20
on the order in which you do things and how quickly you react to=20
situations.  As well, if you are not at the right place to speak to=20
the right person, or you do something or speak to someone out of=20
sequence, you may get totally stuck.  So:  save very often.  If you=20
do get stuck, reload your last game and try something different.

What follows consists ONLY of one of the possible solutions.  This=20
is not THE solution (in fact, I understand there are 13 different=20
endings to this game, and so there can't be such a thing).  I am not=20
even sure I did the correct things myself, or whether you'll meet=20
with exactly the same situations - I am only writing this hoping=20
that it will give you some ideas.  Please don't blame me if things=20
don't pan out exactly as I describe them; that's built into the game=20
and there is nothing I can do about it.


ACT I

The Scene of the Crime
----------------------

Talk to the policeman; look at the door; pick up the item off the=20
floor; look at the hydrant.  Click on the crowd to get the policeman=20
questioning witnesses.  Go inside and talk to the owner; keep=20
talking till he gives you the letter of reference and until he=20
starts repeating himself.  Then click on the camera and he will give=20
you a disk.  Look around and go up.  Get the toy dog, the candy bar=20
and the chopsticks.  Leave and go outside.  Speak to the policeman=20
till he has nothing else to say.  Click on the crowd again and then=20
get into the car.  Go to...

The Police Station
------------------

Enter the lift and go to floor 2.  As you come in, listen to the=20
TV.  Go right and then click on the screen to the right.  Click on=20
the screen in the center.  Look at both pictures in detail,=20
enhancing everything that can be enhanced - from one you will get a=20
menu on the desk at the top and from the other, a picture of one of=20
the suspects, one of the car's licence and one of the whole car. =20
Exit.  Click on yourself and go through all the clues (go through=20
this routine everytime you get new clues).  Leave. =20

Now you can click on the ashtray at the bottom of the screen and=20
enter the door to the top left.  Go through the various parts of the=20
shooting range, following the instructions you'll hear - you'll be=20
told when to move on to the next stage.  Outside, check the blue=20
monitor to see your score.

Leave this floor and go to floor 3.  Talk several times to the guy=20
at the lab till he has nothing else to tell you (he disappears=20
shortly afterwards and is not available for the rest of the game). =20
Leave and go to the ground floor.  Speak to the boss.  Leave and go=20
to the Basement.  Talk to the prisoner.  If you go back to the main=20
frame computer, you should be able to upload details about this=20
prisoner.  You can go visit him again, if you like, or leave it for=20
later.  Leave the Police Station and go to...

China Town
----------

Talk to everyone at the bar, starting with the big man behind the=20
counter.  Then go around the back and talk to the cook (be ready to=20
dash)  - keep talking till he takes fright, chucks the stew at you=20
and runs off.  Jump right immediately and follow him quickly, going=20
up - I tried to shoot him but wasn't quick enough.  You will see a=20
guy looking into the skip.  Talk to him.  Look into the skip and=20
you'll find a licence plate - THE licence plate.  Continue through=20
the door, up the stairs; here you will find the cook.  Shoot him and=20
click on his body, you get a photo.  The door at the top, you'll=20
notice, is locked.  Go down.  You will see that, now, one of the=20
doors is open.  Going outside you'll meet another Blade Runner and=20
will have a conversation with him.  Leave and go to the Police=20
Station to talk to the boss, who will be very pleased with you - you=20
get a bonus (see if you can sneak a look at the folder and paper on=20
his desk). You also get the chance to process the new clues.  When=20
you've finished go to...

The Flat
--------

Click on the dog and on the counter.  Go left into your room.  Use=20
the answering machine - there is a message waiting for you.  Go=20
outside to the balcony, just to have a look.  Back in, use the bed. =20
Watch.  (By the way, you should go to your flat now and again to=20
feed the dog and find out if there are any messages in the answering=20
machine.)


ACT II

You get a message in your answering machine.  A crime has been=20
committed.  Go to the car and go to the new location.  Talk to the=20
guy at the desk - he will give you a disk.  Go in through the door=20
to the right and examine the computer to the right - look around. =20
Then click on the door to get through to the scene of the crime. =20
Examine everything very carefully and talk to the photographer -=20
finding the dog collar, by the door, will give you the clue to the=20
password.  At the end, go out and use the computer again - you get=20
some data.  Leave and you will meet Steele.  Talk to the guard once=20
more, till he has nothing more to say.

Go back to the Police Station to use the main frame computer. =20
Enhance the picture you got from the new disk and look closely at=20
the culprit's face.  Also, you will see a food carton.  Check all=20
your clues once more.  You might like to visit all the locations in=20
the Police Station again.

Get back to the car and go to...

Animoid Row
-----------

Talk to the woman at the fish counter.  She directs you elsewhere. =20
Talk to the lady in the Dragonfly stand.  Talk to the guy by the=20
other counter.  Now go into the precint and start talking to=20
everybody; begin with Bob.  I even got to do a retina scan of Bob's=20
eye.

Continue walking around and talk to the lady in the Takeaway.  Then=20
on to the barman at the China Bar.  Walk right and speak to the guy=20
by the shop.  He will get annoyed at your questions and run away -=20
you get left with two photos and a camera.  Enter the shop and shoot=20
the door open.  Go down and examine the guns.  Go further in and to=20
the top of the screen.  You cannot cross the green gunge.  Out.  Go=20
up the ladder.  You are assaulted by Izo and he can either get away=20
or be shot by Steele - you will not be able to shoot him yourself,=20
no matter how much you try.

Return to the Police station.  Go to the shooting range and click on=20
the box, then talk to the guy - you get a form.  If you hadn't=20
managed it before, nip downstairs now to floor 1 to get a weapon=20
order - the office will be empty and on the desk there is a folder=20
which contains it.  Go down to the Basement and talk to the prisoner=20
again.  Go to the main frame computer and process all your clues. =20
Look at all the new ones.  Don't forget to scan the new photos!

OK, get into your vehicle and go to...

DNA Row
-------

You might or might not meet the guy in the red coat straightaway,=20
also Gaff.  Go up and to the right and talk to Chew in the ice=20
room.  Leave and go left.  Before you enter Dermo Design, save your=20
game.  This is very tricky.  Enter, and you will see a bomb and a=20
guy chained-up; as soon as you have the chance, shoot at the chain=20
close to his hands.  Put away the gun immediately and run to the=20
left; as soon as you are out, click twice on the floor to the left=20
to move away quickly.  If you get away without getting killed, talk=20
to the dying guy.  A policeman will appear and you can leave him to=20
clear up the mess.

Go up the stairs and click on everything.  You'll get a message from=20
the answering machine and an envelope from the dummy on the left. =20
Leave.  Enter the bombed building.  Out.

Go to the right and visit Chew once more.  Keep talking to him till=20
you find out where Sebastian is.  Leave.

Now you can go to the right, into the alley that leads to the=20
house.  Go in and enter Sebastian's flat.  Explore around.  When you=20
get to the bathroom, go up the stairs and find the tall piece of=20
furniture; smash the glass on the shelves to create a ladder.  Go=20
up and get a good dusting.  Watch the scene.


ACT III

The Secret Flat
---------------

When you are in charge, click on the window just up from the tied up=20
guy.  He will free himself.  Search around and you will get a cheese=20
and a token.  If you go out through the top door you will see where=20
you are.  Heaven alone knows how you got there.  Go back in and now=20
leeave through the bottom door, to the left.  Watch.  Talk to the=20
guy.  Go up and you'll come to a room.  You'll find a scale in the=20
bath and a badge in the drawer.  Leave the same way the guy went.
Ouside the hotel, click on the car to the right twice.

Go to Sebastian's flat and you'll find him there.  Talk to him.  Go=20
back to the hotel and talk to the manager, who should be on his feet.
Next, go to...

Hysteria Hall
-------------

Fist talk to the couple on the right.  Then go into the Used Car=20
shop and talk to the man in the wheelchair.  You can also get up the=20
stairs, but you won't get much joy.  Leave.

Enter the Hall and go left.  If Lucy is there, speak to her - if she=20
is not, go through the Hall of Mirrors (click twice on the exit to=20
the right and you'll get out automatically) and come back.  She will=20
be there.  Talk to her - she runs away.  Sometimes you are on her=20
right, and sometimes on her left, and you cannot move to the other=20
side of her for love nor money.  If you find yourself on her left,=20
be ready to follow her into the Hall of Mirrors, where she'll lead=20
you a merry dance.  Don't even bother to try and shoot her, just run=20
after her.  The exercise will do you good.  Whatever happens, you=20
won't catch her.  Get your spinner and go to...

Animoid Row
-----------

Talk to the Fish lady and you'll ask about the scale. =20
Unfortunately, the guy with the snake is no longer there.  Anyway,=20
talk to the Dragonfly lady and she'll give you another clue.  Move=20
on to the Takeaway lady and talk to her.

OK, do whatever you think you must (always a good idea to use the=20
mainframe computer and maybe visit the flat) before we head for...

Nighclub row
------------

Enter the club to the left and talk to the bouncer.  Note the=20
rotating seat to the left.  Leave and enter the club to the right. =20
Talk to the guy with the red jacket and watch what happens.  When he=20
runs out, equip your gun and run out after him.  Take a pot shot at=20
him, but he gets away.

Enter the club to the left.  Talk to the Bouncer - you don't get=20
much of an answer.  Talk to the girl on the stage till the Bouncer=20
comes close.  Then run to the rotating seat and you'll go into the=20
dance floor.=20

Talk to the guy in the colourful clothes until he doesn't talk=20
anymore.  You can move briefly to the left to see what there is and=20
then return to the dance floor, i.e, when Early goes left, you can=20
follow him if you like (you might enjoy the show), but then come=20
back and use the rotating seat to get to the bar.  With the Bouncer=20
gone, you can go up into Early's rooms.  Save before you do anything=20
else because this is tricky.

Pick up a bill from the desk.  Pick up the disc to the left.  Early=20
appears and talks to you.  As you as you can, equip the gun.  When=20
Early has sat down, put away the gun.  After the conversation, you=20
return the disk; you get a photo. =20

Leave and take it to the Police Station to process it.  You get a=20
picture of Lucy in the mirror.  Take the photo to the Used Car lot=20
to check with the salesman.

Come back to Nighclub Row, to the club on the left and go to the=20
dance floor and then left and left again, down the stairs and right=20
to talk to the blonde and do a retina scan.  The next sequence is=20
pretty well out of your hands - just sit back and enjoy the show. =20
When you are in control, you just go up the stairs to the right;=20
enter the door on the right and you will be shot at.  Follow the rep=20
up the stairs and then start shooting by the windows.  You will kill=20
her.  You'll next find yourself outside talking to Steel and then=20
comes the nasty surprise:  you are being hunted and you no longer=20
have your spinner to travel with.  Watch.


ACT IV

The Sewers
----------

You will find yourself at the bottom of the stairs.  First of all,=20
bear in mind the police are after you and you are going to be shot=20
at all the time - either shoot back or run.  SAVE A LOT.  Ignore the=20
poor creatures you will see around and about the sewers.

OK, from the bottom of the stairs, go to the left and through the=20
tunnel to the room from which Steele rescued you.  Go through the=20
door and you will find yourself in the sewers.  Go to the center of=20
this chamber.  A lever will create a bridge which will take you to=20
Izo's cache.  Look at it again and (if you got the weapons order=20
form and the shipping form, and so on), you will realize that your=20
boss framed you.  Go back into the sewer.  Go to your left and along=20
all the way until, at the end, you can go up some stairs.  You come=20
out at your block of flats.  Go into it and you'll be in the lift. =20
Go to your flat and get the next shock. =20

Go back down and into the sewers.  Go to where the lever was. =20
Save.  Go through the openning opposite the entrance to Izo's. =20
Sometimes you meet cops here, who kill you.  If you do, reload, do=20
something else for a while and come back.  When the coast is clear=20
(and having gone up the stairs and through the openning), go through=20
to the right.  You will see a yellow vehicle.  Enter it and you will=20
go down.  Talk to the tramp.  At the end, go to the left and look at=20
the large chamber with the circular platform in it.

Come out and go to the right.  Save because this is very tricky. =20
Equip the gun.  Click on the entrance to the right and, as soon as=20
the rat appears, click on the entrance to the left to get away; but=20
before going through, shoot the rat.  If the body of the rat is on=20
the bridge, don't attempt to cross it because your combined weights=20
will break it.  Go back to where the tramp is and then come out=20
again.  The rat will have disappeared and you can now cross safely.

In the next room you will find the Siamese twins.  Keep talking to=20
them till you run out of lines.  Step outside this room and come=20
back in; the twins will be gone.  Go to the monitors on the right=20
and click on them.  Finally, go through the door next to the one=20
through which you came initially.  Go up the stairs twice.  You will=20
find yourself in the Tyrrel building.  The guard is asleep, so move=20
quickly to the door on the right which, amazingly, this time leads=20
to some sort of boardroom.  Pick up the DNA off the table and get=20
out quickly the way you came.  Give the DNA to the twins and you get=20
the lowdown on Guzza. Leave through the door leading to the=20
bridge/tramp and get into the lift.  Go up and fight/dodge your way=20
to Nightclub Row.  Go into the building to the right and use the=20
phone.

After that conversation, make your way to the chamber with the=20
circular platform.  Save before you go in.  There will be a long=20
conversation, at the end of which Guzza will move to the railing. =20
This is your cue to start moving, the best you can, towards the exit=20
- you won't be able to get through till right at the end, but then=20
run!  Get to the lift and leg it to your flat (don't stop to fight,=20
if you can help it, and if Clovis tries to grab you, shake him off=20
and keep going).  Save before you go up the final stairs.

When you come out at the block of flats, you'll meet Gaff.  He'll=20
talk to you but won't try to arrest you.  Sometimes a policeman=20
appears and kills you.  If so, reload - it doesn't happen everytime.
I hope you make it safely inside.  Watch.


ACT IV

At the end of this scene, go to the flat in the lift - you'll notice=20
there is no Maggie to wellcome you and that the phone is ringing.  Go=20
and answer it.  It's Steele, and you've got a date.

Go to the lift and down, get back into the sewers.  This time,=20
though, go through the openning to the left as you come to the first=20
set of stairs.  You will see you can go up - equip your gun before=20
you go through.  You will be met by two huge rats, so kill them.  Go=20
to the left and you'll see Steele.

Next, you will see Maggie and, as you call her, Steele remarks she=20
has something around her neck.  Sure enough, as the animal comes=20
close it explodes.  You get pretty mad and ask for the Rasta to show=20
himself.  He does.  Shoot him.

Now you advance to the ship.  As you enter, click on the contraption=20
to the left to warn Steele of a booby-trap.  You walk around it. =20
Then you insist that you are going in alone to deal with Clovis. =20
You do so, but Clovis is dying.  Don't bother to shoot him, though=20
you could.  He will croak soon enough, so let him gasp out the last=20
bit of poetry.

All you have to do now is go out to join Steele and watch...

                                THE END


At least, one of the ends.  Now play the game all over again and try=20
something entirely different!


=20
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