96 Mill
by Ethereal Darkness
Official walkthrough by
Raymond
November 2016
This walk-through is the most direct
way for a 'win', but I'd urge you to play around a bit to discover
various secrets and alternate endings.
With this walk-through you'll likely miss several scares and
secrets.
And no worries, 96 MILL does not contain any 'no win' scenarios,
where you mistakenly make the game unwinnable.
Burnside & Mill:
You start the game at the intersection of Burnside Ave & Mill
Street.
Left click once (or tap) on the HDC Van (white van) represented by
the icon at the top left of the screen to see what is in it.
Left click once on the 'gate key' found inside the van to select it,
then click on an empty slot inside your inventory on the right to
take the key.
Click the RDX button (tablet computer icon) at the bottom right of
your screen to close your inventory.
Click the NE arrow to travel to the 'South Gate'.
South Gate:
Click on the RDX button (bottom right) to open your inventory.
Select the key from your inventory, once selected, click on the gate
lock icon
at the top left of the screen, to unlock the gate.
The gate lock icon will disappear and a new arrow will appear,
leading to the South Lot.
Click the NW arrow to travel to the South Lot.
South Lot:
Try clicking on the various door icons at the top left of the
screen, locked or blocked eh?
Click on 'Frank's Truck' to open it.
Take the wrecking bar, welding torch, and two demolition charges
(you will need to take them one after another, one at a time).
Click the top left W arrow to travel to 'Beneath the Skybridge'.
Take note of the 'Building C' door, its locked for now.
Setting Demolition Charges
If you've got the gist so far, you're supposed to
be helping frank rig the building for implosion. This is done by
setting demolition charges at 'charge points' usually pointed out by
RDX messages previously recorded by Frank.
Open your inventory and click on a demolition
charge.
Click on the highlighted charge point, to set the
demolition charge.
Repeat this process for the second charge.
Whew, that was tough right?
Click the E arrow to travel to 'Gravel Lot North'.
Gravel Lot North:
Use the wrecking bar on the 'Building B' door icon to break it open.
Use the newly visible NW arrow to enter Building B, of the Edmont
Worsted Industrial Complex.
Dark Hall Entry:
You are in Building B, Level 2
Fun Fact! Building B is the largest of the three buildings in the
complex, with several floors.
Note the skybridge rollup door, it's locked for now.
Use the NE arrow to travel to the Fountain Room.
Use the NE arrow to travel to the Side Office.
Click on the ‘busted key safe' to open it, and take the Building A
key.
Heading to building A
You may either retrace your steps back to 'Gravel Lot North', or
click on the 2nd from the right button at the top right, to open the
fast-travel map.
The fast travel map gives you a birds-eye view of all the locations
you have discovered, and immediately adjacent locations you haven't
yet visited.
In addition the travel map will show lock icons to represent that
the ability to travel between two locations is being blocked,
usually by a locked door, but sometimes by other events that have
yet to unfold.
To use the travel map, click and drag to scroll the map, click once
on a location icon to highlight it and see its name, and then click
again to travel to that location.
Gravel Lot North:
Click the NE arrow to travel to 'Overgrown Lot'.
From here the building A door is visible; use the building A key in
your inventory to unlock it.
Enter building A by clicking on the newly visible W arrow.
Grungy Entryway:
What a mess, eh? Use the E arrow to travel to the front office.
Click on the desk drawer icon to open it, and take the 'Southern
Corridor Key'.
Note there is a charge point here, but we don’t have any more
charges yet, so we’ll need to come back later.
Use the SE arrow to travel to 'The Wearhouse'.
Use the NE arrow to travel to the 'Tooling Room'.
Use the E arrow to travel to the 'Metal Stairwell'.
Metal Stairwell:
Examine the metal grate, screwed down tight? what a surprise.
We'll need something like a slotted screwdriver to open it.
Click on the door icon to create a passage way to 'Gravel Lot
South', use the newly visible S arrow.
Gravel Lot South:
Note the dirt icon, and the buried metal box you can’t get yet.
From here you can either manually walk to Gravel Lot North, then
Dark Hall Entry, or just use the fast-travel map to jump to Dark
Hall Entry.
Dark Hall Entry:
Click on the N arrow to travel to Dark Hall Stairwell.
Use your Southern Corridor key to unlock the door with 'Level2-SC'
stenciled upon it.
Click on the newly visible W arrow.
Payphone Room:
Click on the payphone icon to open the coin slot.
What luck, a quarter! Take the quarter.
Retrace your steps, or fast-travel to the Metal Stairwell in
Building A.
Use the coin on the metal grate to unscrew it.
Click on the grate to open it.
Take the Level 1 Basement key from the grate.
Travel or fast-travel to the Payphone Room.
Use the SE arrow to travel to Level 2 Access.
Use the Level 1 Basement Key to unlock the Basement rollup door.
Use the newly visible S arrow to travel downward to the basement.
Level 1 Access:
Rummage through the bag of trash and take the 'My Pad' Key.
Note there is another charge point here.
Use the SE arrow to travel to the Utility Room.
Utility Room:
Click on the Utility Shelf icon, and take the ladder.
...and note, another charge point.
Use the SE arrow to travel to the Parts Room.
Parts Room:
Creepy. Creepy.
...and yet another charge point.
It seems Frank has set up shop here, open the HDC toolbox, take the
rotary hammer, implosion detonator and three implosion charges.
Try setting an implosion charge at the charge point.
...ah, that’s new, the surface must be prepared by drilling.
Use the rotary hammer on the charge point.
Now that the surface has been prepared, try setting the charge
again.
...much better.
Use the NE icon to travel back to the Utility Room.
Utility Room:
Prep the charge point surface by drilling, and set a charge.
Use the W arrow to travel to Level 1 Access
You know the drill ...erm, sorry; prep the surface, and set a
charge.
Travel back to the parts room, through the utility room.
Open the toolbox and grab three more charges.
OK Let’s get outa’ here.
Click on the door icon to unbar the door leading to the South Lot,
use the newly visible W arrow.
South Lot:
Whew, was it just me or was that basement oppressive?
Anyhow you can see we’ve come full circle, through building B, let’s
explore the grounds some more.
Click on the lower W arrow to travel to the river path.
River Path:
Another charge point, drill and set one.
Loading Dock:
Let’s use our gate key on the gate lock, and then use the SW arrow
to travel to the Shipping Lot.
Shipping Lot:
Use the SW arrow to travel to the overgrown path.
Overgrown Path:
Use the SW arrow to travel to the east gate.
East Gate:
Use your gate key to open the east gate, and use the newly visible
NE arrow to travel to the overgrown lot.
From the overgrown lot, travel to the grungy entryway, and then the
front office.
Front Office:
Now that you have some charges, set one in the charge point.
...ah, a different kind of surface preparation is needed; use the
portable welding rig to prepare the surface, and then set the
charge.
From here we need to travel back to the building B payphone room.
Payphone Room:
Click on the SW arrow to travel to the safe room.
Safe Room:
Note the locked safe, you don’t know the combination yet.
Use the ‘my pad’ key on the ‘my pad’ door.
Use the newly visible E arrow to travel to the squatter room.
Squatter Room:
Feels a bit drafty in here.
Click on the squatter stash icon, and take the building C key.
Remember where the building C door is? Beneath the skybridge,
manually travel or fast travel there.
Beneath the Skybridge:
Use the building C key on the building C door, and use the newly
visible NW arrow to enter building C.
Dark Trench Room:
The third building in the Edmont Worsted Industrial complex, roughly
the same size as building A.
Use the NE icon to travel to Packaging and Shipping
Packaging and Shipping:
Use the SW arrow to travel to the molding room.
Molding Room:
Another charge point, drill and set as usual.
Click on the tool cabinet to open it, and take the grubby note.
Use the W arrow to travel to the machine room.
Machine Room:
Another charge point, but we’re out of charges.
Click on the crate icon to open it and take the trenching shovel.
Use the SW icon to travel to the boiler room.
Boiler Room:
...and another charge point, make a note of it.
Click the rollup door icon, to open a path back to the South Lot,
and use the newly visible SE arrow.
South Lot
We need more charges, thankfully the parts room door is now open,
use the NE arrow to travel to it.
Parts Room:
...was that door there before? Weird.
Anyway, open the HDC toolbox and grab three more charges.
Either fast travel or manually travel from the parts room, back to
the boiler room, and then the machine room adjacent to it, drilling
and setting a charge in each room.
After setting both charges, return to the parts room.
Parts Room:
I could have sworn there were some pallets in front of that door
before.
Anyhow, grab two more charges from the toolbox, to replace the ones
you just set.
From here we need to travel to the Gravel Lot South, now that we
have a shovel we can dig up that metal box.
Gravel Lot South:
Use the trenching shovel on the dirt icon.
Click on the dirt icon again to open the metal box.
Take the Level 3 Rollup Door key, and the moldy file.
From here we need to return to Building B, dark hall stairwell to
unlock the level 3 rollup door.
Dark Hall Stairwell:
Use the L3 Key on the L3 Rollup door icon to open it, use the newly
visible N arrow to travel to the crossroads.
The Crossroads:
Level 3 of Building B, the crossroads leads to gravel lot south,
which is a shared lot between building B and building A.
Click the door icon, to open a shortcut to gravel lot south, but
don’t travel there.
Instead click the NE arrow to travel to the large mill floor.
Large Mill Floor:
Two charge points here, prep both with the welding rig, and set both
charges.
Return to the crossroads with the SW arrow.
The Crossroads:
Use the SW arrow to travel to the Radiator Room.
Radiator Room:
Click the SE icon to travel to the paper box room.
Paper Box Room:
Click the paper file box icon to open it, and take the work order,
employee file, and lawyer letter.
Now that we have the safe combination it is time to open the safe.
Return to the radiator room with the NE arrow.
Radiator Room:
Click the door icon to unlock the level 3 access door, and use the
newly visible SW arrow to travel there.
Level 3 Access:
You are now in the building B stairwell that spans from the Level 1
Basement, all the way to the Level 5 Access.
Use the SE arrow to travel to the Level 2 Access.
Level 2 Access:
Use the SW arrow to travel to the Payphone Room, and then the SE
arrow to travel to the Safe Room.
Safe Room:
Now that you know the safe combination, click on the safe to unlock
it.
Once unlocked, click on the safe again to open it, and take the
admin office key, and the C.E.O memo.
It’s time to travel back to the dark hall stairwell so we can unlock
the admin office.
Dark Hall Stairwell:
Use the Admin Office key on the Admin Office door, to unlock it, and
then click the newly visible SE arrow.
Dark Offices:
Click on the Filing Cabinet and take the Skybridge Key, and the UEC
office memo.
Return to the dark hall entry, either manually or via fast-travel.
Dark Hall Entry:
Unlock the skybridge rollup door using the skybridge key, and use
the newly visible E arrow to travel to the burned skybridge.
Burned Skybridge:
Use the NE arrow to travel to the burned room.
Burned Room:
Click on the rubbish pile icon to sift through the junk, and pickup
the school ID, and the fire axe.
From here return to the parts room either manually or via fast
travel.
Parts Room:
I know I didn’t open that door, did you?
Grab two more charges from the hdc toolbox.
Click the N arrow to travel to the dark tunnel.
Dark Tunnel:
This is a very bad place.
I won’t stop you if you’re curious enough to click the W arrow and
see where the dark tunnel leads.
But if you’re not interested in that route, then read on.
Click on the leather wallet to open it.
Take Frank’s drivers’ license.
Uh oh, I’m afraid something bad has happened to Frank.
Take the implosion charge diagram from Frank’s wallet.
We now know the final remaining charge point locations, and the code
to arm the detonator and blow the charges.
From here manually or fast travel to Level 3 Access.
Level 3 Access:
Click the NE arrow to ascend to the Level 4 Access.
Level 4 Access:
Note the door icon, it’s locked of course.
Use the NW arrow to ascend to Level 5 Access.
Level 5 Access:
Note the door icon, it’s boarded up, but we’ve got something for
that, use the fire axe on the door, and then click the NW arrow to
enter the tower attic.
Tower Attic:
Ah hah, a charge point; weld a fixture and set a charge.
Click on the drawer icon to open it, and take the journal page, and
l4 key.
Leave the attic and descend to the level 4 access.
Level 4 Access:
Use the L4 key on the L4 Access door to open it, and the click the W
arrow to enter the Hendrix room.
Hendrix Room:
More vandalism.
Drill and set a charge here.
Use the E arrow to travel to the junk office.
Junk Office:
Drill and set a charge here.
Alrighty we have one more charge to set, but we’re out of charges.
Return to the parts room for the final implosion charge, and then
return back to the Hendrix Room; you can manually travel or fast
travel.
Hendrix Room:
Click on the hatch icon ...locked eh? Of course.
Use the student id, or frank’s driver’s license to trip the latch.
Use the newly visible NW arrow to travel out onto the rooftop.
Rooftop:
Windy out here!
Notice the ledge icon and click on it. Can’t reach eh?
Thankfully we’ve been carrying a ladder around (surprisingly
unakward eh?).
Use the ladder on the ledge to gain access to the HVAC room.
HVAC Room:
Ah the final charge point, weld on a fixture and set the charge.
Endgame:
At this point you’ve probably realized there is something evil
brewing in this building, and its brashness has only increased as
you’ve sought to destroy the building.
While there are a number of ways to complete the game, here is one.
Travel to a safe exterior area, such as Burnside Ave. & Mill Street.
Burnside & Mill:
Open your inventory and select the implosion detonator.
Notice at the bottom of the inventory a ‘use’ icon is now present,
press this button to detonate the implosion charges.
Enjoy the endgame, and maybe, try some others.
Thanks for Playing!
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