DOGDAY
A WALK-THROUGH, BY DOUG MILLSAP (02/1998)

 THE STARTING ROOM AND THE ALLEY
In this walkthrough, "R" means right, "L" means left, "F" means forward.  Turn R, then click on the box on the floor to approach it.  Open the box and take an empty bottle.  Leave the close-up, turn R, then approach the box of dog wine.  Use the empty bottle on the wine tap, then click on the tap to fill the bottle.  Take the bottle of wine, leave the close-up, turn R, then click on the shelves.  Take the axe from the top shelf.  Leave the close-up, turn R, then approach the desk.  Click on the gold disk on the R portion of the desk, then click on the button that is revealed, which opens the desk drawer.  Take the keys from the drawer.  If you try to make a phone call right now, you just get a busy signal.  Leave the close-up, then approach the filing cabinet at L.  Use the keys on the cabinet’s lock, then open the top drawer.  Take the lamp and door key from the drawer.  Leave the close-up, turn R, click on the window at upper R, then try to exit through the window.  Well, that didn’t work.  Leave the close-up,  then approach the door.  If you click on the door, you’ll learn that it’s locked.  Use the door key on the door’s lock, then exit to the alley.  Click on the toilet bowl at the lower L part of the screen.  Hmm, can’t see anything inside of it right now.  Leave the close-up, and you’ll be facing a bum.  Approach him, give him your bottle of dog wine, and he’ll repay your kindness with a voucher for 5 game tokens.  Take the voucher.  For fun, throw the axe at the bum.  He’ll just remove it and toss it away, but there’s nothing else that can be done with the axe, anyway.  Use your bundle of keys on the bum to hear his interesting voice.  Use the door key on him and he’ll hang on to it for safe-keeping.  If you want, you can return to the room where the game started and fill the remaining bottles with wine (only one can be carried at a time) and give them all to the bum.  Unfortunately, this accomplishes nothing, but I just had to make sure, didn’t I?!  Turn your back to the bum, then click on the garbage can at L to move half-way down the alley.  Turn R and notice the manhole cover; we’ll be spending a lot of time down there, but not yet.  Turn L to face the open end of the alley, then click on the door at L.  Click on the trash can that’s immediately to the R of the door to move to a close-up.  Click on it again to find a newspaper that provides fair warning about the dangers of roaming the streets.  Leave the close-up, then click on the door to approach it.  Click on the button at the far R and a cigarette butt will be flicked at you.  Back up, then click on the ground where the butt landed and pick it up.  Each time you press the button at the R of this door, a cigarette butt will be flicked at you; anytime you need one, just come over to this door and get one.  The cigarette butts only stay lit for a minute or two, then they disappear from inventory.  OK, now that you have a cigarette butt, walk back toward the bum, then move to a close-up of the toilet again.  Use the lamp on the toilet bowl and the lamp will remain on-screen.  Use the cigarette butt on the lamp to light it.  Now you can see inside the toilet bowl.  Take the flea powder.  The lamp will eventually turn off automatically.  If you want, you can give the flea powder to the bum, but he’ll just throw it away, so I chose to use it elsewhere.  You will also notice that the wine has taken it’s toll on the bum, who now has a serious case of hic-ups.

THE SOUP KITCHEN
Go to the end of the alley to reach Lovemeat Street.  There are several areas along this street where you are allowed to try to cross to the other side of the street.  If you do try, you’ll be hauled away to the Dog Pound.  Eventually, you must allow yourself to be taken to the Dog Pound, but let’s not get taken there just yet.  Turn L and go along the sidewalk until you reach a dead-end.  Click on the trash can at the extreme lower L of the screen for a close-up.  Click on it again to view a flier, and notice the references to Chegga.  Turn around and head away from this dead-end, pass the alley, and watch for the Soup Kitchen on the R.  There are two doors that lead to the Soup Kitchen.  If you enter through the customer’s door that has a sign stating "Help Needed!  Next Door -->", you’ll be taken to the Dog Pound.  Instead, enter the Soup Kitchen through the door that the sign is pointing toward to reach the back/employee entrance area.  Continue down the hall and go through the door on the L.  Take a step further into the Kitchen.  Like the bum, this cook has a flea problem and is constantly scratching himself.  Use the flea powder on the cook and he’ll offer you $10.  Take the money.  Turn L and take the ladle.  Turn around and use the ladle on the pot of stew.  Turn back around and a customer will approach the window.  Use the full ladle on their bowl to serve them, then another customer approaches the window.  Turn around and get another full ladle of stew, then serve the second customer.  After serving the second customer, turn R and the cook will offer you another $10.  Take the money.  You can earn $10 for serving two customers, each time you exit then re-enter the kitchen.  For now, $20 is all you need.  Return to the street, then turn R.

THE ARCADE
Go F a couple of steps.  Notice the steps that lead down to the subway; we’ll check that out, later.  Turn R and enter the Arcade.  Approach the clerk and notice the sign behind him.  It says "Hi Score, Collect Prize".  There are three different arcade games in here:  Pac Dog, Puss Invaders, and Droids.  And yep, you have to achieve a high score for each of the different games.  Give the clerk your voucher to receive 5 game tokens.  If you run out of tokens, just give the clerk $10, and you’ll receive another 5 game tokens.  Just go serve a couple of customers at the Soup Kitchen, when you need to buy more game tokens.  Back away from the clerk, then turn L.  Unless you’re really into arcade games, I suggest you find the machines with the lowest high scores to beat.  The Droids machine on the R has the lowest Droids high score to beat (610).  Turn around.  The Puss Invaders machine in the middle has the lowest Puss Invaders high score to beat (1790).  And the Pac Dog machine on the R has the lowest Pac Dog high score to beat (1560).  OK, have at those arcade games.  After achieving a high score for a game, approach the clerk to collect your prize.  Your first high score earns you a VIP pass for the Pluto Nite Spot.  Your second high score earns you nothing.  But your third high score earns you a personal alarm.  If you don’t have at least $10 when you leave the Arcade, go earn $10 at the Soup Kitchen next door.

PLUTO’S NITE SPOT
Return to the alley and approach the door where the dog had flicked a cigarette butt at you earlier.  Click on the button at R, and the dog inside will now wait a moment before flicking his cigarette butt at you.  Quickly show him your VIP pass and he’ll open the door for you.  Go inside, then turn R and go through another door to reach the bar.  Turn L and ring the bell twice to get the bartender’s attention.  Give her $10 and you’ll receive $4 in change (coins).  Take the cork that she tossed onto the bar, then enjoy the drink that you just bought.  Note that you can get drunk, by drinking 4 (or 5) more shots; you’ll black out and wake up next to…the toilet, of course.  Turn R and approach the dimly lit table in the far corner.  Click on the table for an extreme close-up, then turn on the light at the upper part of the screen.  Oh my.  Someone got angry and ripped a perfectly good strip club voucher to shreds.  Well, we can certainly make good use of it, so let’s put it back together.  This puzzle is just a plain-old-fashioned son-of-a-gun.  I can offer a few tips:  1) When a puzzle piece is properly placed on the table, it will "shift" into place; you can still pick it up again, if you want to.  Why would you want to?  Because... 2) Be sure not to cover up any improperly placed pieces with properly placed pieces, or you won’t have all of the pieces needed to complete the voucher.  And finally, 3) The stripper is at the lower R, and the voucher reads "Present this voucher and receive / FREE ENTRY / to / Mistress Shylo’s / Strip Club and Cocktail lounge / Relax with a drink and watch the show, / or visit one of our many pleasure chambers; / guaranteed to satisfy the most unusual of tastes. / Discretion assured. / Open ‘til late every night. / 2a Whalebone Lane, Section 4X".  Once it’s complete, click on the voucher to take it.

THE SUBWAY
Exit back to the alley, then go back out to Lovemeat Street.  Turn R and continue F until you reach the steps that lead down to the subway.  Go down the steps, then go F and turn L to face the clerk.  Notice that the cost for a "Full" section ticket is $14,000.  You know, I didn’t have the patience to earn $14,000, $10 at a time, at the Soup Kitchen.  But I wonder what would happen if I did!  No matter; we’ll get $14,000 another way.  Turn L, go F, then turn R to face a dog catcher.  We could get past this goon right now by giving him the strip club voucher, but we’ll save that for later.

THE DOG POUND
For now, just try to walk past him and he’ll haul you off to the Dog Pound, where you’ll be stripped of your belongings and tossed into a cell.  You can flush the toilet, if you want.  Move to a close-up of the radio on the small table near the feet of your cell mate.  Notice the three round buttons near the center of the radio.  Click on the R button to turn the radio on.  There are nine stations to choose from, by clicking on the large dial at the upper R of the radio.  Number the stations 1 through 9, from L to R.  Select station number 8, then back away from the radio, and you’ll see that your cell mate is now tapping his feet.  Now that you’ve made him happy, turn R and click on his face.  He will give you the phone number for C.A.T.S.  Click on the bed below your cell mate.  Take the pin from the L side of the dumbbell.  Turn the radio off (so you can hear better), then approach the lock on the cell door.  Use the dumbbell pin on the keyhole and it is placed in the keyhole.  The combo is randomized for each game,  but it won’t change while you’re trying to pick the lock.  Notice that there are 8 different directions in which you can move the pin in the keyhole (N, NE, E, SE, S, SW, W, NW).  Move the pin in each direction, until you hear a "click", then note which direction caused that "click".  Now, move the pin in one of the 8 directions, and listen to learn if it causes another "click".  If it doesn’t, move the pin in the direction that caused the first "click", then try a different direction than you tried earlier to see if you can get two "clicks" in a row.  When you get two "clicks" in a row, go through the same procedure, until you can get three "clicks" in a row.  Once you are able to produce four "clicks" in a row, the pin will automatically be returned to inventory.  Exit the cell, turn R and go past the cells on the R.  Continue through the doors, until you’re facing a set of three dryers in the laundry room.  Save your game.  Turn L and try to leave through the door ahead.  An alarm will be triggered, so quickly return to your cell and turn around to look out of the cell door.  Wait a moment, and you’ll see the guards rush down the hall.  After they pass, exit your cell, then turn L and go through the now unlocked door.  Turn L and click on the desk to get behind it, then turn around.  At the lower R is the box of your belongings.  Take your stuff back, then quickly return to your cell again.  Turn around to look out of the cell door and wait for the guards to rush back to their station.  The alarm will be turned off.  Now that you have your stuff back, it’s time to escape.  Exit your cell, then turn R and click on the door in the distance.  Turn R and look into the cell.  Notice the colored tick marks on the wall.  There are several sets of three colored tick marks that have not yet been crossed out.  There is a set that follows a pattern of purple, green, and sky blue.  That’s the one that will be important.  Return to the set of three dryers in the laundry room.  If you look inside each of these three dryers, by clicking on their door handles, you’ll notice that the middle dryer has an outline of a square on it’s back wall.  A secret tunnel?  You bet, but you can’t just open it by clicking on it.  Also notice the controls at the upper R of the middle dryer.  There’s a large white button, two switches, and three small lights (which are all currently black).  Click on the top switch, until the first light matches the purple color of the first tick mark that you noted earlier; it’s the lighter shade of the two shades of purple.  Click on the bottom switch, then click on the top switch, until the second light is green.  Click on the bottom switch, then click on the top switch, until the third light is sky blue.  With the colors properly set, click on the large white button.  Nothing seems to happen.  Climb into the dryer.  If you’ve set the colors properly, when you click on the square outline in the back of the dryer, you’ll enter an escape tunnel.  Click to go F through the escape tunnel and you’ll automatically return to the alley.

CONTACT C.A.T.S AND DISCOVER SOME NEW STREETS
Go back into the room where you started the game.  Go to the phone and pick up the handset.  Use the C.A.T.S. phone number inventory item on the phone, and it’ll appear at the bottom of the screen.  Dial 677-3897.  Their phone will ring a few times, then your call is finally answered.  Unfortunately, the dog on the other end of the line just grunts at you and hangs up.  But this call is important.  If you don’t make this call, the C.A.T.S. won’t answer their door, when you knock later in the game.  Go back out to Lovemeat Street and turn R.  Go F until you reach the steps that lead down to the subway, then go down the steps.  Turn L and approach the dog catcher again.  This time, give him the strip club voucher and he’ll make like the wind and blow.  Go up the steps to reach a new area of the city.  As before, don’t try to cross the street, unless you want to be taken to the Dog Pound.

THE TOY STORE
Go F and notice the steps leading up.  We’ll return to these steps in a few moments.  Walk past the steps and continue to the dead-end.  Turn L and enter the Toy Store.  Go F, turn L, then click on the far L middle shelf to move to a close-up.  Click on the small opening in the "cage", then take the toy rocket #2.  Go behind the counter, face the cash register, then click on the lower R cabinet to move to a close-up.  Take the toy rocket #1; this rocket is a red herring...well, I was unable to find even a strange use for it.  Exit the Toy Store, then return to the steps that you passed by earlier.

THE CRANE AND THE WORKBENCH
Click on the steps to climb them.  Turn L and click on the bucket, then take the broken earmuffs.  Leave the close-up, turn R, and go F toward the metal gate.  Turn around and click on the shelves on the R.  Take the hot glue gun from the top shelf.  Leave the close-up, then click on the table at L.  Place the broken earmuffs on the table.  Use the hot glue gun on the earmuffs.  Take the fixed earmuffs.  Place the toy rocket #2 on the table.  Drag the hot glue gun from inventory onto the toy rocket #2, then use the cork on the toy rocket #2.  Back away from the table and you’ll automatically take the rocket bomb and hot glue gun.  Turn around to face the metal gate.  Click on the top part of the gate to move it a little, then click on the bottom part of the gate to move it a little more.  Do that four more times and you’ll be able to get past the gate.  After getting through the gate, hop onto the seat of the crane for a view of it’s controls.  Click on the red/white knob at the bottom middle part of the screen (it’s the choke), then click on the small yellow button to start the crane’s engine.  Click on the big orange knob at L and the hanging truck will be lowered to the street (a "bridge" to the other side is created).  Click on the yellow button to shut off the engine, then back away from the controls.  Go back down the steps to the street, then turn L.

CHEGGA’S OFFICE BUILDING
Click on the truck to cross to the other side of the street.  After you cross, the truck is automatically returned to it’s hanging position.  Turn R, then follow the sidewalk around the corner to the L.  Keep going and you’ll eventually have your progress stopped by an electric robo-dog.  He guards the C.A.T.S.’ headquarters.  We’ll have to figure out a way to eliminate this nuisance.  But you can’t do anything about it right now.  Turn around and return to the area where you first arrived after climbing over the truck.  Continue past the hanging truck and notice the gold colored double doors on the R at the top of a small set of steps.  This is the entrance to Chegga’s office building, but it’s locked.  We’ll have to find another way inside.  Just past these double doors, you’ll see a blue paper box on the R.  There’s also a red phone booth further down, but I couldn’t figure out if anything can be done there.  Anyway, approach the blue paper box, and use a coin on it’s slot.  Since this paper box is out of papers, the only logical thing to do is to climb inside it.  Right?  Eventually, you will fall into the basement of Chegga’s office building, and you’re trapped inside, because your exit ladder breaks.  Turn R and go to the back of the basement where an air conditioner is producing icicles.  Click on the red a/c for a close up.  Watch as a small icicle forms.  Wait a moment, and it’ll grow to be a medium icicle.  Wait yet another moment, and it’ll grow to be a large icicle.  Wait even longer, and it’ll break off and fall to the floor.  You will need to take one medium and one large icicle.  After getting these two icicles, back away from the a/c, turn R, then go F to reach a very strange puzzle.  First of all, notice the set of steps that are up against the ceiling.  These steps are held in place by a hook.  You need to knock the steps loose from the hook.  Approach the scale sitting on the floor.  Place the medium ice on the R bowl, then leave the close-up.  Notice the device at the L side of the screen; it has a gold body and a cylinder-shaped cage on top of it.  Click on that device for a close-up.  Click on the black rectangle and it opens to reveal the number 632.  You can adjust this "thrust" number by clicking on the "+" and "-" buttons.  Through trial and error, I found that setting this "thrust" number to 730 will shoot the large ice directly onto the scale’s L bowl.  After setting the "thrust" number to 730, place the large ice in the cylinder-shaped cage, then leave the close-up.  Just wait a moment, and the large ice will be fired at the scale’s L bowl, then the medium ice will be catapulted into the air and knock the steps free from the hook.  Climb those steps to reach the lobby.  Click on the stool.  Turn around to face the stool, then click on it again.  Click on the stool one more time, and it tips back.  Take the purple key that’s been hidden under the stool’s seat.  Leave the close-up then turn L and go F twice to get out from behind the counter.  There are six newspapers spread out over two tables in this lobby.  Check them out, if you want.  After that, go down the hall that’s to the R of the counter.  Approach the door on the R that’s just past the elevator doors.  Use the purple key on it’s lock, then go through the door.  This is Chegga’s office.  Turn around and click on the light switch.  Turn back around to face the book shelves again.  On the R side of the bottom shelf is a blue book titled "Archives".  Click on that blue book, and the letter "C" will glow green.  On the L side of the third shelf is a ruby colored book that’s leaning to the R.  Click on that leaning book, and the letter "H" will glow green.  Near the middle of the second shelf is a blue book titled "Archives".  Click on that blue book, and the letter "E" will glow green.  Click on the left-most book on the second shelf titled "Dogma A-Z", and the letter "G" will glow green.  Click on the huge purple book on the bottom shelf, and another letter "G" will glow green.  Finally, click on the ruby colored book at the far R of the bottom shelf, and the letter "A" will glow green.  Now that you’ve spelled out "CHEGGA", the last book you clicked on moves toward you.  Click on this book again, then take the gold key that’s inside.  Put the book back, turn L, and go over to the desk.  Open the upper L drawer and take the floppy disk.  Move closer to the computer.  Click on the pad of paper to reveal the number 612.  We’ll come back to this computer in a few moments.  Exit this room, turn L, then approach the elevator doors.  Click on one of the elevator buttons at R, then go into the elevator.  Turn around and notice the 5 security buttons in the shape of a paw at the lower R.  Also notice the repetitive music that’s playing.  You need to duplicate the tune, by pressing the security buttons in the proper sequence.  Number the four "finger" buttons as 1 through 4, from L to R, and number the large "palm" button as 5.  Press the security buttons in the following order, to duplicate the first five notes of the tune:  5, 3, 2, 4, 1.  If you’ve done it correctly, the elevator will automatically go up one floor.  Exit the elevator, then click on the safe at the lower R.  Based upon the clue from the notepad on Chegga’s desk, click on the number 6, then click on the number 1, then click on the number 2, then click on the safe’s handle to open it.  Take the PC access code from inside the safe.  Drag the PC access code on-screen to view it.  At the very top, notice the "L" shaped highlighted area.  The white dot in this highlighted area represents "finger" number 1.  Remember the paw-shaped security buttons in the elevator, which are also on the computer’s keyboard.  The "L" shape represents that paw, where the group of four dots are the "fingers", and the lone dot is the "paw".  In your mind, form another "L" shape directly below (but in the opposite direction) the highlighted "L" shape.  The off-color dot in this next "L" shape is in the "finger" number 3 position.  So, the first number of the 8-digit PC access code is 1, and the second number is 3.  If you continue to translate this PC access code paper, you’ll learn that the complete PC access code is 1, 3, 5, 4, 2, 5, 1, 1.  Climb in the elevator, turn around, and it will automatically take you downstairs.  Exit the elevator and turn R.  Go back inside Chegga’s office and approach the computer again.  Click on the computer’s power switch at the far R to turn it on.  Number the paw-shaped buttons just as you did for the security buttons in the elevator, and enter the PC access code:  1, 3, 5, 4, 2, 5, 1, 1.  If you’ve entered the correct code, the Operating System will allow you to access Chegga’s files.  Place the floppy disk in the computer’s floppy drive.  Click on the "In" bin icon to view it’s contents.  Feel free to read the files.  Click on the "Backup" button at the bottom of the screen to copy these files to your floppy disk.  Click on the "Exit" button, then click on the "Out" bin icon to view it’s contents.  Click on the "Backup" button to copy these files to your floppy disk.  Click on the "Exit" button, then click on the "Junk Box" icon to view it’s contents.  Click on the "Backup" button to copy these files to your floppy disk.  Click on the "Exit" button, retrieve your floppy disk, then back away from the computer.  Exit this room, turn L, then approach the gold double doors in the distance.  Use the gold key to unlock these doors, then go through them to return to the streets.

THE SEWER CONTROL BUILDING
Go down the short flight of steps, turn R, and continue F to a dead-end.  Notice the yellow poles at the R of the screen.  Click on either one to climb to the top of the canopy.  Now, click on the Toy Store on the other side of the street and you’ll fly/jump to the other side.  Turn L, then go F until you reach the steps that lead down to the Subway.  Enter the Subway.  Go F, turn R, then climb the steps to leave the Subway and you’ll end up back outside of the Arcade.  Turn around, then click on an area of the sidewalk beyond the Subway entrance to walk around it.  Turn R, then click on the door below the red cross.  A guard will prevent your advancement.  You’ll need to use your personal alarm to chase him off, but first, you need to protect your ears.  Drag your fixed earmuffs on-screen and they’ll automatically be placed over your ears.  Drag your personal alarm on-screen, then press it’s button to send the guard packing.  Return the alarm and earmuffs to inventory.  If you continue past the Sewer Control Building, you’ll find that the electric robo-dog can stop you from this side of the street, as well.  Anyway, enter the Sewer Control Building and you’ll reach a locked door.  Place the rocket bomb on the bars at the R side of the door.  Click on the red wire at the upper R part of the screen to attach it to the rocket bomb’s fuse.  Turn around, go F to the small white button mounted on the stone wall, then click on the button.  Turn back around to see that the rocket bomb has done it’s job.  Go through the now unlocked door.  Turn L and notice the small table in the corner.  Believe it or not, this is a very important area of the game, but you can’t do anything here yet.  Turn around and go around the corner to the R.  Approach the two diagrams that are mounted on the wall.  The R diagram has a small hot spot near it’s bottom.  When you’ve clicked on the correct spot, you’ll hear a rumbling sound.  You know, there’s a control panel to the R of these two diagrams, but I haven’t got the foggiest idea what it does.  Return to the table in the corner and you’ll see that a panel of seven colored levers has been exposed.  These levers control the opening and closing of the doors down in the sewers.  Click on the yellow, green, and red levers to open the sewer doors that currently impede your progress to an important area in the sewers.  Be certain to leave the other four levers alone, or you may close doors that are already open.  Well, the sewers await.  Can you smell it?

THE SEWER MAZE
Return to the alley where you started the game.  Approach the door that leads to Pluto’s VIP Lounge.  Click on the button at R and wait for the dog inside to flick his cigarette at you.  Pick up the cigarette butt, turn L, go F one step, turn L, then click on the manhole cover for a close-up.  Bring your lamp on-screen and light it with the cigarette butt.  Push the manhole cover aside and descend into the sewers.  Turn R, go F, then turn around and click on the switch at the lower R (on the railing) to give light to the entire sewer maze.  After turning on the sewer lights, turn around again.  Save your game.  I will now describe how to get to the two important spots in these sewers.  At each intersection, go in the direction that I state.  Note that you’ll sometimes have to curve around "bends", but since these are not intersections, I will not include them in my instructions.  Here we go!  At the intersections, go R, L, R, L, R, L, R, L, R, R, L, R, R, R, R, R, R, R, R, L, L, L, L, R, R, L, L, R, L, L, L, L, L, R, R.  Now, go F one step, then turn L and climb out of the sewers, which will also "unlock" this manhole cover.  Turn around and go back inside the Sewer Control Building.  Approach the set of seven colored levers again.  Click on the purple, yellow, and green levers to open several doors that are blocking your progress further into the sewers.  Back away from the levers, then turn L, go F through the door, F, turn R, F, turn R, F, turn L, then click on the manhole cover that’s in the middle of the street.  Descend into the sewers, turn R, and at the intersections, go R, R, L, R, L, and continue around all of the "bends" until you reach a circular metal gate.  Turn L and click on the little door in the wall to open it.  Click on the wires to reconnect them; this action will later trigger an event that results in the destruction of the electric robo-dog.   Now, turn L, and follow the "bends" back to the maze.  At the intersections, go R, R, L, R, L, L, R, L, R, R, L, R, L, R, L, L, R, L, R, R, L, L, R, L, L, L, L, L, R, L, L, L, L, L, L, L, R, L, L. Now, go F one step, then turn R and climb the ladder to Chegga’s secret hideout.  Click on the door to the L of the TV to reach a hallway.  Turn R and go through the door on the R.  Turn L and go into the bathroom.  Open the cabinet above the sinks and take the stethoscope.  Leave the bathroom, turn L, then click on the picture hanging on the wall near the center of the screen.  You’ll find a safe behind the picture.  Use your stethoscope on the safe.  Similar to the logic used to unlock the Dog Pound’s cell door, you need to figure out which order to click on the combo numbers, in order to produce eight consecutive clicks.  Through trial and error, I learned that you need to click on the combo numbers in the following order:  5, 1, 9, 8, 3, 1, 6, 4.  Nothing seems to happen, but when you click on the safe’s handle, it opens.  Take Chegga’s disk.  Exit this room, go down the hallway and return to the room where you climbed in from the sewers.  Click on the middle couch cushion to return to the sewers.  Turn R, and at the intersections, go R, R, L, R, R, R, R, R, R, R, L, R, R, R, R, R, L, R, L, R, L, R, R, L, R, R, R, R, R, R, R, R, L, L.  Now, go F one step, then turn R and climb the ladder out of the sewers never to return again!

THE END-GAME SEQUENCE
You are currently outside of the Toy Store.  Go F to the steps and climb them.  Go F to the metal gate and nudge it aside to reach the crane again.  Use it’s controls to lower the truck to the street, then go down and climb over the truck to reach the other side of the street.  Turn L and go F one step, then turn R and go through the gold double doors that you unlocked earlier.  Go down the hallway and enter Chegga’s office again.  Use his computer to check out the contents of his green disk.  Yep, Chegga is Pure Evil.  Retrieve the disk and exit back to the street through the gold double doors.  Go down the small set of steps, turn L, go F past the hanging truck and continue around the corner to the L.  Just keep going, and eventually the electric robo-dog will jump out at you, but this time his circuitry will be fried.  Turn L and knock on the C.A.T.S.’ door.  When the C.A.T.S. member answers the door, give him your floppy disk.  He’ll leave for a moment, then he’ll return with a reward of $7,000.  Now, give him Chegga’s green floppy disk.  Again, he’ll leave for a moment, then he’ll return with another $7,000 reward.  Now you’ve got enough for your subway ticket out of here.  Turn around and follow the sidewalk  back to the Arcade.  Turn around and go down the steps to the Subway.  Approach the clerk.  Give her $14,000, $7,000 at a time, to receive the elusive full subway ticket.  Turn R and go F to the subway train.  The End

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