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