Callahan's
Crosstime Saloon
This is a fun game with a great sense
of humour. In order to keep it as short as possible this walkthrough
mainly notes the important actions, so don't, whatever you do,
follow it too slavishly. Please, try everything, click on
everything, or you'll miss some really hilarious moments.
You start off at Callahan's. It seems that Callahan's is an OK
place, and you are an OK guy with a liking for doing good deeds.
That's what this game is about, doing good deeds, and to that end
you just search around to find out who needs help. In all there are
6 mini quests.
But first up the quiz because you'll need money. Chat long and
hard with Callahan if you are at a loss ... you'll get lots of
suggestions. If all else fails, the answers are Crosby Stills Nash &
Young, Fleetwood Mac, Supertramp, Aerosmith, Grateful Dead, Rolling
Stones, Led Zeppelin, Righteous Brothers, Partridge Family, The
Doors.
Now find Josie and offer to help. Follow her outside
Josie ... Aim to find Kiscolon and save the rain forest
Busy Street looking for office of Faxon-Casteroga. Note you have the
brochure. Look around, buy a pretzel if you like, it makes no
difference. Note Souvenir Shop and poster advertising Fake IDs ...
might be useful. The Office you want is across the road, beyond the
parking inspector, so go in. Look around. Note applicant, Human
Resources Office, closed air vent and dallying employees. Take
bamboo from plant box.
Talk to secretary, Miss Hassleblad, and ask to see Mr. Kiscolon.
You can't get into his office, but maybe you can lure him out ...
talk to Miss Hassleblad again for a clue. Tell her you're expected,
then follow conversation path till you ask 'does he ever come out?'
(experiment, you'll find it!)
Now for your plan ... open the air vent with the bamboo so that
the noise of the coffee break carries through the building. Kiscolon
appears to quieten things down. Talk to him, quick. Not much help,
but he hands his secretary some tickets to Brazil ... just what you
want to go to the scene of the crime and solve the problem. The
tickets are on the notice board ... they'd be very useful if you can
get rid of Miss Hassleblad.
You can access the corner of the office now so look around. Read
the note on the coffee machine for clue. Yes, take the coffee pot,
empty it in the pot plant then replace it. Turn on the burner and
wait. When the secretary leaves take tickets. You also get a
pushpin.
Right, you're ready to fly, but no passports. Remember the fake
IDs outside, but you'll need some photos. So take an application
form and pencil from the top of filing cabinet and fill out the
form. Deliver it to the Human Resources Office in return for some
snaps. That's it ... outside and purchase passports from shopkeeper.
Talk to limo driver, tell him you're staying at the Leigsen Hotel
and you're away.
Plane -- Listen to Guzman's welcome then look around and take the
pipe wrench and naval jelly. You can't get into the crates ... yet!
Before long you'll be 'sprung' and Guzman will inform you he's going
to circle till the authorities arrive. You must escape, but you
can't open the door. Press the call button and get Guzman to open
it. Unfortunately the parachute in the knapsack is useless, you
can't escape. Press button again and get Guzman to close door ...
note how he swings on the handle.
Take careful look at handle and remove screws (the naval jelly is
useful here). Get Guzman to open and then close the door again.
Whoops ... luckily Josie can pilot the plane. But Guzman's hanging
on, so pry his fingers off the door. Doesn't work? Try the naval
jelly to loosen his grip. Fortunately he's got a parachute.
When plane lands open the glove box and take blue box (medicine
kit) and look at your new goodies. Exit plane and examine shack. You
can't get anywhere without that map, so how to get rid of Alaniz?
Put morphine on pushpin then load it into bamboo pole. Aim blowgun
at Alaniz then get map and nutcracker. Look at map and head for
jungle (to right of shack). Take sugar cane from thicket and reel in
parachute pack to left of monkey. Take walkie talkie.
Continue on to temple and climb steps. Move vines to reveal
pedestal. Approach pedestal and have some fun with pebble puzzle,
it's easy. This opens the entrance and you gain two gold stones.
Inside temple put stones in eye sockets of elaborate carving to
open altar room of Qwytachocaholic. Take cauldron. Exit and note
tree blocking your path to grove. Hmm, you need something to move
it.
Back to shack. Tune walkie talkie to C5 to call jeep. When it
appears get tyre iron and jack. Remember the crates, back into plane
to open them with tyre iron. The one near the knapsack has a useful
cable. Return to temple and put jack under tree and operate it with
tyre iron. Take branches from tree and enter grove.
At well, turn and take cacao pods to get dirty beans which need
cleaning. Tie cable to cauldron and lower it in well to get water.
You must now make some chocolate as per directions in the brochure,
so read it. Guzman reappears and takes your map and walkie talkie.
Return to altar, put beans in cauldron to clean them. Empty water
and put cauldron on tripod. Put branches in firepit then light fire
with matches. Take bellows, they need repairing. Try using the gauze
from the medicine kit. Use bellows on fire to get roasted beans. Use
nutcracker on beans to get nibs. Now, how to crush them? Step
outside altar room and face elaborate carving. Put nibs on marble
slabs below door. Remove gold stones from eyes ... door will close
and crush nibs. Open again to get ground nibs in cauldron. Add sugar
cane, put cauldron on tripod to make chocolate then put it in
medicine kit to get chocolate bar. Leave temple and talk to Kiscolon.
Give him chocolate ... you've saved the cacao trees. Back to ...
Callahan's and talk to Callahan about Pyotr and offer to go see
him.
Pyotr ... Aim to get him to return to Callahan's
Outside and find your truck. At Pyotr's talk to removal guy to learn
Pyotr and his possessions are headed for Transylvania, you'll want
to follow. Try to open steamer trunk, the removal guy won't let you.
How to distract him? Phone his removal company and get them to do
the job for you. You need their number so push ramp on truck to read
bumper sticker. Also get license of removal van (top rear). There's
a phone in the house so open window, it takes 3 tries. Still can't
reach it? Get the antenna from your truck to help you out. Ring
truck company and complain about driver. When he leaves to answer
call open trunk and get inside for your trip to Transylvania.
At Castle Florescu talk to Chives the butler. Look around, take
magic book and read it for hint re headless trick. Take headless box
in front of painting and grab spirit slate. Open chest near door and
take silver coins. You're ready to go to town to find Pyotr.
In town look around and talk to everyone, especially the woman in
Starbucharest and the bouncer outside Casimir's to learn you need a
curse to enter. Ask him about curse to learn about Gypsy. Take trap
to Gypsy and ask about curses. The werewolf curse is important and
she gives clue about wolfbane and pentagram. Back to town and visit
Wereworth's to buy pentagram tattoo. You have no money so take your
cue from the beggars, but you need a sign. Go to Starbucharest and
get chalk from blackboard. Whilst you're there grab the wolfbane
from the counter. Back out to beggars and write 'help, I have no
head' on the slate. Sit near barrel, wear headless box and open it
to collect some money. Now buy tattoo and 'wear' it. Back to Gypsy
to get your curse.
Now you can enter Casimir's. Inside talk to Pyotr till he tells
you he misses Sasha and you hear about their favourite tune. You
can't move him till you solve this little problem. Return to
Starbucharest and talk to woman at table. She's Sasha, but she won't
budge either. So, Casimir's again and examine juke box near fire and
try to play it for a useful clue ... Pyotr begs you not to play B17.
(The butler at Castle Florescu has another hint for you to get Pyotr
moving ... annoy him). Return to Casimir's and play B17, but the
juke box doesn't work, so take it, and fix it. The Frankenstein
solution works here, remember the lightning outside? Load it into
dumb waiter behind bar for recharging on roof. Return jukebox to
fireplace. Play Pyotr's song (B17). He now leaves with you.
Sasha again and talk to her. Pyotr misbehaves. Leave and talk to
him about Sasha to learn about curse on her. The Gypsy is now in
town so quiz her about curse. You need a description of the curse
mark, an impression, maybe? Into Wereworth's and buy wax lips. You
need to soften them so return to Starbucharest and buy hot Java
Coffee. Dip lips in hot drink and wear them to kiss Sasha and get
curse imprint. She leaves. Return to Gypsy with lips to learn you
need tanna leaves, mako root and tears from cursee to break the
curse.
Casimir's -- talk to him about Mako Root, he points you to the
Fugato. Talk to them, they will give you the root if you can answer
contest riddles for them. Stuck here? Well visit Wereworth's there's
a few good clues about the place if you look carefully. If all else
fails ... Answers: Bela Lugosi, Lon Chaney Junior, Boris Karloff,
Christopher Lee, Charles Laughton, Elsa Lancaster, Peter Cushing,
Peter Lorre, Vincent Price and Fay Wray.
Gypsy again and look at ledger to get Sasha's address. Take trap
to Sasha's. Talk to her, she's allergic to werewolves. Search house,
take hairbrush from bathroom and note locked desk drawer. Is there a
way to be rid of Sasha and get into that drawer? Casimir's again and
use brush on werewolf. Back to Sasha's, she will sneeze and leave.
Sit on her couch to find key then unlock desk drawer. Take vial of
tears. Re-lock drawer then leave.
That leaves the tanna leaf, you can buy tanna leaf tea at
Wereworth's. Open tea box and then open teabag to get leaves. Give
Gypsy the three items she needs to get anticursulant which must be
taken with a warm drink.
Back to Sasha's and chat. How to give Sasha the anticursulant
when she doesn't want just any ol' drink? Well, drink anticursulant
and offer Sasha your blood. During ensuing fight get steak bone from
floor and give it to Sasha. Job well done. Leave and Pyotr will
return with you to ...
Callahan's ... talk to Squish and offer to help him with his
problem. He'll tell you about the satellite sending
anti-testosterone pulses towards Earth and hands over his keys to
his shuttle, sort of. Noah will accompany you.
Squish ... Aim to get rid of that satellite
Outside with keys and use them to call shuttle. Step on platform for
a ride up to the craft.
Look around and pick up sushi tray from trash to get palm leaf.
Open cabinet to get gloves, and locker to get EVA suit and helmet.
Search suit to get putty tube and contact lenses. Grab the tree
airfreshner from above control panel.
Now for the controls. As Squish said, they're idiot proof, so you
can just fiddle around till you take off and navigate to the
satellite, but if your patience fails, here's the way.
There's a panel of six buttons to the left of the display and one
of five buttons above the display, these are the important ones. On
the group of six press the first button, it's the only red one, to
take off. This will light up the second button which is for landing.
Next, go to the group of five buttons and press the red 'u' until
the satellite image appears in the display. This will light up the
third button on the other panel that looks like an up arrow. Press
this one umpteen times to increase speed until the asterisk button
next to the 'u' turns red. Press this one for your trip to the
satellite.
Now on the first panel, press the fourth button to unlock the
hatch, turn around and open it. Exit and try to walk forward,
there's a decontamination barrier that gives you grief. You need to
'cover up' so wear EVA suit, gloves and helmet. Try again. Still
can't cross, your suit has four arms so another pair of gloves is
essential. Back to shuttle and find the 'somethingorother' which is
a replicator. Pop in the gloves and get a second pair and wear them.
Now you can cross in comfort. Remove all and place them on conveyor
belt, press button below light to send them back to Noah. He will
return them to you.
Open hatch and enter. Turn around and push off from the left
bumper to float to next hatch (the one with three circles-- it's the
only one unlocked at this time). A robot appears and you must
convince it that you are Squish-like. So apply putty on yourself,
wear EVA suit, two pairs of gloves, airfreshner, and palm leaf , put
on lenses last. Press key ring or talk to robot to find out you're
not Squish-ish enough. Talk to Noah and tell him to stand behind and
operate the spare arms. Press key ring again. The robot will let you
pass and move off to carry out an urgent repair.
Enter control room. The panel to your right allows you to unlock
the other doors, so examine it and locate the room you are in. It
should have a red outline and a gap on the circumference denoting an
open door, click on it to shut the door and it will then show a
single, thin blue line. To unlock the other doors all the other
displays should look the same. Just to the left of this display are
three buttons. Press the bottom red button (with a circle) so the
other rooms are outlined in red. Now click on each of these in turn
to unlock the doors. If you investigate the other rooms now you will
learn that one has a forcefield and the other has some storage
compartments which you can't reach because the robot is repairing
the ladder. Back to the control room and look at satellite controls
(middle panel). Press top button to stop satellite spinning (turns
off gravity so you have no need of the ladder) and bottom button to
turn off forcefield.
You can now enter the circuitry room, but Noah needs to be
anchored so he can work. You need some special equipment. Move on to
store room and now you can float to the compartments. Open them to
get boots, gun and tool. Back to circuitry room and Noah will take
the boots. Give him the tool and he will get to work disabling the
anti-testosterone emitter. He may be some time ...
For fun, if you push off from the lower button outside the door
you can visit other rooms that take you into scenes from previous
Legend Games.
Return to control room and look at room controls. You must open
the door to the storeroom where the robot is working ... this seems
to be just to move time on! Click the top red button so that only
the room you are in is outlined in red. Now click on that room so
that all the rooms are outlined in red, then click on the storeroom
(with 't' symbol) to open it.
Return to Noah where the robot has spotted him through the open
door and is annoying him. You must distract the robot and shooting
it doesn't work. Shoot the bulkhead instead so the robot will move
to repair it.
You will now be whisked back to the communication panel in the
control room where you learn the mothership has been alerted. Try to
communicate, but don't know if this is important. Back to shuttle
and watch Noah's transformation before he joins you.
Shuttle controls again, press button to lock the hatch (you'll
find it), set destination to Callahan's, increase speed until the
asterisk button turns red. Try to leave, but you can't break away
from the tractor beam. Switch on shields ... still not enough. You
need to press up arrow to increase speed to maximum (TTT). Press
asterisk having completed your very good deed and back to ...
Callahan's ... Some new people have entered the bar. Talk to Al
Phee and agree to help him. Go up to the roof to find his sled then
sit on it. Don't know where to go? Return to the bar and ask
Callahan for a Mickey Finn to help Al Phee. He lacks the basic
ingredient so give him the morphine then ask him again -- you'll get
the Mickey Finn and give it to Al Phee. You'll get his beanie. Now
search Al to get recipe for hint on the numbers you need ... CIVIC
(Roman numerals). Write down each number individually and you get
100151100. Enter these numbers on the sled and leave the last number
as 0. This will bring up your destination as Shady Hood. Pull lever
and off you go.
Al Phee ... Aim to find Dr. Dupliscidus and get the
voyatrazine neutralizer
On arrival talk to Junkie and Ratzass for a bit of background and to
learn you'll need to join the Organization. Ratzass wants his kidney
back and he'll help you with an all important lift code if you find
it. Take the bottles if you like, but you won't need them. Look
around and chat with the locals then enter Underworld Centre and
talk to receptionist about joining the Organization. You have to
become a Certified Thug and she'll tell you the requirements -- a
uniform (pony tail, tattoo and sunglasses), a mentor and a completed
harassment voucher. She'll hand you a blank voucher so read list on
the notice board to learn who to harass, and check out the lifts and
the fridge which are inaccessible to you at the moment. You can't do
more here, so pick up the rubber band (useful for pony tails) and a
mentor card from the desk before you leave.
Outside, check out tattooist, you need some money. Chat to
glazier then pinch his glass cutter and marker. For a bit of fun you
can cut the base off the bottles, but it isn't necessary. However,
when you kindly return the cutter and marker to the glazier for your
ill gotten monetary reward he will note that some inept has been
playing with his cutter. Grab the tinting when he returns to work.
Chat to Maitre D' (Perry Yais) and harass him. He won't oblige
till everyone has left the restaurant, so how to get rid of them?
Chat to punk again he'll give you a stink bomb in exchange for an
ice-cream, but the ice-cream wagon is locked and the vendor is busy
eating. He won't talk to you.
You now have some money, so back to the tattooist and purchase
your personal decoration. Afterwards take the discarded needle from
the wastecan. Outside, and use the needle to pick lock on the
icecream wagon, then open it. This brings the vendor quick smart.
Talk to him and you offer him some chocolate in return for an
icecream. Give icecream to punk to get stink bomb and throw it at
the restaurant You can now harass Maitre D' (with a bit of
prompting) and get your harassment voucher signed.
Next, talk to woman in park and ask her if she's in the
Organization to get her to sponsor you. Whilst you're here, admire
the statue and relieve it of its glasses. Back to the glazier for
some more thievery, pinch his utility knife. Cut the tinting to make
coloured lenses and stick them to the glasses.
You now have all you need to join the Organization so tie up your
hair, wear your glasses and show your mentor card to the
Receptionist. She'll check that you have all the other prerequisites
before handing over your Thug License. Now you can enter the lounge
and get the kidney from the fridge. Oh no, the thug is too smart, he
catches you every time. You have one more thing to do, so return to
Maitre D' and tell him you're hungry, ask for snake and kidney pie
to get kidney. Now you can fool the Thug and swap it for a kidney
jar in the fridge. The one you want, by the way, is the one that
rattles, so shake it and check. Out to Ratzass and return his
kidney. He'll give you the code you need.
Underworld again and enter code on keypad to call elevator. In
laboratory examine Biochambre for a familiar sales pitch. Talk to
Cecil to learn that the good Dr. is in the Biochambre, you need to
get him out. Look around, take wipe (didn't find a use for it) and
note sliding blackboard and control panel, Cecil is diligently
guarding both so to get at them you'll have to deal with him. Use
the beanie on Cecil to hypnotise him then slide the blackboard to
reveal antidote formula. Now access the control panel and press red,
pink, purple, brown. (Worked out by trial and error -- where is the
clue, there must have been one?).
The Doctor emerges, talk to him and make a deal -- offer to help
him. When you are strapped on the table show him your photo that
reminds you of your most painful moments ... for your troubles you
get the antidote and are transported back to Callahan's to 'save' Al
Phee from his dilemma.
Callahan's ... Talk to Joe (near Noah) agree to help him rescue
Ralph. Follow him to carpark. Chat again then drive your truck
Joe ... Aim to rescue Ralph
Talk to Joe again, you get a whistle and he will offer to distract
the guard. Take knapsack from back of truck, sneak into guardhouse.
Inside examine phone to get number. Examine control panel, you need
to rig it, so open knapsack and use pocket knife on screws to remove
panel. Rotate the green and red strips then switch them. Now switch
the strip in the centre and replace panel and screws. Flip switches
and out.
Use wire cutters on fence and enter. At door, try to climb ...
you're too exposed. Examine scaffold, take tarp and turn winch.
Attach tarp to clamps and turn winch to raise tarp as a curtain. Use
suction cups to climb door and open vent with tyre lever. Enter and
wear night goggles. To navigate the duct maze blow the whistle at
each intersection and follow the dog's bark. You will have to turn
off a few fans along the way. When you find the grille to Ralph's
stuffy cell, look down. (the clue is stuffy). You must get rid of
the interrogators so move forward and turn off all fans. Back to
grille and remove it.
Use grappling hook to descend. Take cap/uniform and search it for
key. Unlock desk with key and read memo and make note of the
passwords. Chat to Ralph, wear uniform and don't forget to admire
yourself in the mirror. Jiggle lock on the door with your license
then exit. You need to find Tina, the other dog, before you leave so
sniff around the doors, especially the small one to the left of the
edifice, just above the stairs. Ralph finds his long lost sister.
And now to escape. Remember the phone in the guardhouse and the memo
re various drills? Well you can get the guard to open the gate for
you. When you reach for the phone the dogs will hide in the scaffold
near the entrance. Phone guardhouse, you need the password. Enter a
few of the words you copied down for clue on phonetic spelling. If
in doubt the correct word is gmougn, pronounced moan. Ralph and Tina
have escaped, everyone's happy and back to ...
Callahan's ... The Biker Dude will now speak up and introduce
himself as Parabolus and you'll get some disquieting news. Offer to
help :-) and you'll find yourself in possession of a glass. Take the
bottle that's appeared on the bar and pour yourself a drink. You'll
collect some helpers for this particular task -- Josie, Noah, Pyotr,
Al Phee. Joe and Ralph -- step outside for your last adventure.
Parabolus ... Aim to save Raymond (the Universe as we know it)
Climb steps and 'look' at all the closed doors ... another word
game. You must knock on each in a particular order. Use the same
strategy as with the previous 'quizzes'. Having problems? Pyotr will
come up with the answer, eventually. It's 'my mother says to pick
the very best one' or mime, other, says, toothpick, thieve, airy,
best, won.
Enter opened door to find Parabolus. Look around till you are
summoned. In boardroom wait until you are asked for 'tangible
evidence' and hand over the whistle then the chocolate. To no avail,
Gingranich will have his way. Watch him carefully. Something's
afoot. When you leave the boardroom return immediately and take
Gingranich's notepad to see what he's up to. Use pencil to read
impression of torn-off bit ... passwords, interesting. Back in
Parabolus' room search brief case to learn of Gingranich's dirty
work. Listen to your companions' conversation for your final act.
Access the computer, log on as Gingranich (Schott) and change
password so what you are about to do can't be tampered with. Pick
any word from the list. Make transaction to reverse the dirty deed
... sell humour from Flutwig. Log off then on again as Parabolus (Glinda).
Change password again and make transaction ... buy humour for
Raymond. Return to Boardroom to talk to members to reveal
Gingranich's duplicity. That's it. All's over and all's well.
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