Nightlong is a game that is styled on the classic private eye movies, protagonist Joshua Reev even sounds like Bogart. It is a typical adventure game in that it is inventory driven, and you have to carefully move the cursor over the screen to find all the items and hotspots that are used to progress through the action. It is also one of the most linear games that you are likely to encounter. As usual, many of the things that Joshua must do defy logic, at least until after they are done, but that is what makes adventure games. Sometimes it comes down to trying to use just about every item in inventory with every hotspot in the screen, and that includes other inventory items as well, and before long there are a lot of these. Some disappear when no longer needed, some do not, and you may pick up two or three that are never used. There are a great many red herrings, hotspots that have no effect on the game, and several blind alleys, but again, that is part of the game.
The sound effects in Nightlong are very good, and the graphics throughout are excellent, a particular example being the cyberspace church maze, as well as the way in which Joshua moves about. The game has some very good operational features, not the least of which are adjustable volume and a closed caption option, and right click jump action when a "go to..." appears on the screen. There are deficiencies, however, and the primary one is the limited number of save game allocations. The astute Adventure gamer saves many times, but Nightlong allows you only 12 opportunities, and the thumbnail views are too small. You can, however, record over a previously saved game at the expense of that game. Another annoyance is that every time the game is launched it must be done from disc 1; this is rather unprofessional as well as aggra-vating. There are several long conversations in which important plot infor- mation is revealed, and many games have a provision in which these become available should you wish to recall them for reference, but unfortunately, such a convenience is not provided in Nightlong.
As an observation, it may be noted that the names of the people listed at the beginning of the credits for this game appear to be Italian, and a reasonable inference is that it originated in that country. This matter is brought up only because you will note that the lip movements are not well synchronized, in most cases not at all, with the spoken and written dialogue, so the characters are in all likelihood speaking Italian. Admittedly not a large matter, what you hear (and read) is what is important. In addition, some of the terminology encountered to describe items is strange to American eyes and ears.
It may take you a little time--not much--to become accustomed to the game interfacing. Keep in mind as you guide Joshua through this game that generally speaking, you left click the mouse on a hotspot object to "observe" it (Joshua will usually make a comment; you get a lot of action indications from him), and you right click to "use" it--either acquire it or do something with it, and frequently it will be to your advantage to click both buttons on the same item, first the left and then the right. Left clicking through the inventory may provide descriptions that are different than left clicking on the item before being acquired. To use an inventory item you right click on it, whereupon it starts revolving, then search with your cursor for the spot where you which use it, keeping your eye on the somewhat hard to see blue legend for this location to be stated.
The walkthrough that follows this commentary will present very detailed steps initially, and will assume that you soon become familiar enough with techniques so that after a short time playing less detail will suffice. Also, please note that though you are acting as Joshua, sometimes the given directions are to have him do something, other times the statement is to have you do it (or no subject at all).
Should you want minimal direction without the detail of the walkthrough, an appended document called a stepthrough is included. This will only guide you from place to place and save a lot of wandering around, though of course looking for the correct location for the next action is integral to the Adventure game experience. The guidance provided by the stepthrough is limited; what you find and do at each site is up to you and how skillful you are. Within the limits, Save Often!
Use the positioner red button to record the locations of items (b) and (d) when you find them:
Use the positioner to return to the church courtyard. An elementary diagram of the maze is attached; keep in mind that the perspective changes as you go from room to room.
Go left to the next screen in which there is a hut, a fuming castle on a large pedestal, and a carnival ring the bell to test your strength game.
The latter is called a totem; it does bear somewhat of a resemblance to a totem pole. Click on the hammer on the ground next to this totem to have Joshua test his strength. When he hits the drum the hammer handle breaks.
Pick up the hammer head and return the courtyard and the slot machine. Left click on the sign on the slot machine to learn the payoffs.
Hit the spider with the hammer head; the spider's leg clamps the skull readout wheel in place. At least a one skull payout is now assured.
Use the half credit coin on the slot, then right click on the machine to pull the handle. Coins can be heard to fall. Right click on the coins for Joshua to pick up his winnings. When he moves away from the machine you will see by the wheels that he is a two skulls winner: 3 credits.
The slot machine winnings are enough to try the shooting gallery that is in the screen to the right of the church courtyard, so go there.
Read the rules posted to the left of the range. Put the winnings in the slot below the rules.
Left and right click on the gun that is on the range counter. You will find that the game is fixed, not strange for a carnival. Joshua will have to take care of that problem.
The half credit coin is somehow still in inventory. Return to the slot machine and get another set of winning coins.
Go to the hut that is in the screen to the left of the courtyard. Enter the hut and go down to the basement, where there is a glowing furnace and a large spiderweb (don’t worry about the spider).
One of the pipes from the furnace has a wheel valve (handle) that is too hot to touch, but Joshua can turn it if he uses the blanket. The escaping steam melts the spiderweb.
Left and right click on the resulting white material on the floor. It is labeled gunk, but is called mud in inventory after Joshua picks some up.
On the wall is a white patch labeled mildew, but Joshua says it smells like saltpeter, and that is what it is called in inventory when he scrapes some from the wall.
Back to the shooting gallery, where Joshua can win if he first puts mud on the tracks in order to slow down the targets. Do that, and again put the coins in the slot in the pillar.
Right click on the gun and Joshua will shoot all the targets. The glass front of the prize cabinet slides down and Joshua can take his prize, the remote controlled puppet.
Go back to the hut. Next to it is a cage that is the cablecar to the castle. Inside the hut is a desk labeled ticket office, on which is an orange button that sends the cage to the castle; however, Joshua can’t push the button and then get to the cage before it takes off.
The ticket office desk has two drawers. Open the near one to find a match packet containing one match; take the packet and close the drawer. Open the other drawer, which is empty but is next to the orange button. Put the puppet in the empty drawer.
Go outside and get in the cage, then right click on the puppet remote control that is in inventory, whereupon the puppet pushes the orange button, and Joshua is off to the castle.
Castle
In the castle courtyard ignore all but the three "go to’s". Go to the center one, which takes Joshua to a chapel.
In the center of the chapel floor there is a skull with a hole in it. Pick up the skull.
Locate the brazier and open it to get some of what the program calls dust, but Joshua recognizes it for what it is: charcoal.
Leave the chapel and pick up the torch by the exit on your way out.
Go to the entrance on the lower left, which takes Joshua to an alchemist’s study.
Get the jar of sulfur and the bag of papaverine sleeping powder from the shelves next to the entry steps.
Left and right click on the two parchments on the table, one of which goes into inventory.
Read the Lycanthropy book about werewolves on the stand in the far corner.
Pick up the small shaft leaning against the wall near the bookstand.
Running water has been heard all the time in this room, and a stream of water can be seen coming out of the mouth of a devil’s head below the mirror on the left wall. Have Joshua step on the green floor tile beneath the mirror to stop the stream.
Left click on the mirror.
Put the skull on the tile to stop the water flow, then put the torch in the hole in the skull. Use the match to light the torch.
Left and right click on the torch to have Joshua kick it, which somehow steams up the mirror. Note the four numerals that Joshua reads from the misted mirror. (Really, note them.)
Leave the alchemist’s study and go to the last exit from the castle courtyard, the one to the right. This takes you to the top of a tower that has a prominent pedestal in the center.
Save your game here because another long exposition is coming up.
Left and right click the pedestal, which Joshua calls a "lunar sundial" (!) and says the central shaft is missing. Put the shaft from inventory in the hole in the center of the dial.
Right click on the perimeter holes to move the shaft to those that have numbers corresponding to the numbers from the mirror, and in the same order.
A door in the pedestal opens and Joshua finds Moreau’s journal. A long reading ensues, during which it is revealed that Hugh Martens is the villain behind all the trouble. The journal has the location of Martens cyberspace office, so Joshua uses the positioner to transport there.
Marten's Cyberoffice 1
The secretary in the outer office says Martens is not in but he can wait while she tries to locate him. Note the artwork above her desk. It is six 7-segment standard computer number bases.
When Joshua tries the door she gives him a hard time. There is a box of chocolates on her desk—put sleeping powder on them and she will soon be out. Quick acting stuff.
Push the button on the left edge of her desk to release the door and go into the conference room.
Get the pistol and small iron ball bullets from the display case to the left of the door as you enter, and the club (actually a flail) from the suit of armor. Don’t bother with the projector at this time.
The reinforced door to Martens’ inner office has a sturdy metal lock, and Joshua must undertake an involved and obscure set of steps to open it. From the alchemist book on Lycanthropy you know that werewolves blood will dissolve metal, and you know where one of these creatures is. It is not going to donate blood, so you need a silver bullet to kill it.
Churchyard and Maze 2
Use the positioner to return to the courtyard by the slot machine where you first entered cyberspace, then go to the carnival strength test game.
Use the club (flail) on the drum to knock the bell from its position at the top of the totem. Pick up the bell; from the description there must be a small spherical depression in the center.
Use the positioner to go the sculpture and flowing lava.
Float the bell on the lava, then put the silver coin in the bell, followed by one of the iron balls.
Use the blanket to remove the bell from the lava and dump the silver coated ball on the ground. Pick it up: a silver bullet.
In inventory combine the charcoal with the jar of sulfur to get a pile of mixed powder, then the pile of powder with the saltpeter to get gunpowder.
Use this gunpowder on the pistol, followed by the silver bullet.
The positioner will take Joshua to the werewolf. Shoot the beast with the pistol and use the now empty sulfur jar to collect blood.
Marten's Cyberoffice 2
Use the positioner to return to Martens’ office where Joshua can use the werewolf blood on the inner office lock. Right click on the door and go into the private office.
You can look at the computer on Martens’ desk, but you need an access code to operate it. Open the drawer in the desk, and from it get a slide. Go to the projector in the conference room.
When you put the slide in the projector you will see six rectangles with vertical red lines; this is a mask for the computer artwork over the secretary’s desk. Eliminate the segments in the artwork corresponding to each red line and you will have a series of six numbers, which is the computer access code.
Return to the computer on the desk and right click on the keypad to enter the code.
Once more, save your game before you do this because there will be a long series of e-mails, after which Joshua uses the positioner to leave cyberspace.
His cyberspace inventory is gone and the items he had when he entered it are back. He confers with Al and Eva for a while, and they all take off in an aircar for the prison on Rocas Perdida.
Rocas Perdida
- There is more conversation and planning in the aircar on the way to Rocas Perdida. Al and Eva are to get into prison Section B and Joshua must use an old drainpipe to get into Section C. Al prepares a map of the prison complex. Their aircar puts them down at night next to a stream on a deserted beach.
- Left and right click on the stream, then click on the "go to..." to exit screen left to the pipe that leads into the prison.
- The grate over the pipe opening is secured by a padlock, but Joshua can take care of that with the laser gun, and the grate swings open.
- When he moves to get into the pipe he finds the pool below it that he must cross is filled with piranhas. Return to the beach.
- Locate some tracks (two are indicated) in the sand, then left and right click on them to find turtle eggs. Get an egg. Go to the right and you will be at the prison fence.
- Left click on the boulder, then on the snake. You must stay shielded behind the boulder.
- Use the turtle’s egg on the snake, then shoot it with the laser gun.
- Use the extendible pincers on the snake, then return to the beach and on to the drainpipe.
- Toss the snake into the pool to distract the piranhas.
- Joshua hurries into the pipe. He goes through it to a floor grate below the prison laundry, where he uses the last of the laser gun charge to open the grating so he can climb up out of the pipe and into the room.
- The laundry room door is locked, and if you right click on it, a guard may be seen at a desk across the hall. Look around the laundry room if you wish, but there is not much to see.
- Right click on the floor grating (left edge of opening) so that Joshua refastens it.
- Right click on a pile of sheets on a shelf on the back wall. The sheets move aside to reveal a box of detergent.
- Take the detergent and empty some into the pail of water on the floor left of the grating, then right click on the pail to empty the soapy water into the grating.
- Put the empty cans from inventory into the open washing machine.
- The trap is set: right click on the washing machine containing the empty cans. The guard will come in and fall through the grating.
- Take the keys he has left in the door lock and leave the laundry.
- Joshua can’t open either of the doors by the guard’s desk. Just pick up the audio-visual unit (MDVD) from the desk and go down the hall to the LA-5 Detention Area.
- The guard’s keys will open this door. Here is another place to save the game because Moreau is in cell 2 and there is a lot of information presented by talking with him using the questions at the top of the screen. Jason needs to get into the laboratory, the red door with the code lock to the left of the guard’s desk. Moreau says he knows the code by tone but not by number.
- Go to the guard’s area and use the MDVD on the code keypad to get the tones for all the digits, then go back and give the MDVD to Moreau who will be able decipher the code.
- Go back to the keypad. Left and right click on it to enter the code that Moreau has given you, then enter the laboratory.
- Pick up the surgical gloves from the chair, and the induction tester and vials from the shelf.
- Look at the blackboard. On it is some mathematics written in symbols that must be deciphered; it can be done using deduction and elimination. See if you can do it. The solution is on an attachment to this walkthrough.
- Exit the laboratory. There is a panel below the barred window behind the guard's desk; Joshua can remove the panel cover using the screwdriver, giving access to a circuit box with three cables.
- Use the tester on the box to determine which one is the high voltage security cable, then use the parallel cutter on the box.
- A lot of action is heard over Joshua’ wrist-com, at the conclusion of which Al is shot by Martens and Eva put in the first LA-5 isolation cell.
- Go to the Infirmary, the door next to the LA-5 cells in the corridor. The guard’s keys will open the Infirmary door.
- Go in and right click on the window for a view of the courtyard. Left click on the middle window to confirm that it is the first isolation cell. Right click on it for a long conversation with Eva. Click on the large window to return the screen view from the courtyard to the Infirmary.
- Search the lab coat on the other side of the partition to get some dental floss and a thermometer.
- Left and right click on the red cylinder. There is a little gas left in it, possibly ether Joshua says. Use the surgical gloves on the cylinder to inflate them, then use the dental floss on the gloves to tie them off.
- Now use the tubes of unknown fluids from the laboratory on the syringe, and finally the syringe on the gloves.
- Right click on the window to view the courtyard, then right click the gloves on Eva’s cell. A video shows Joshua using the prevailing wind mentioned earlier to float the syringe to Eva, after which she injects the guard and finishes him off. More quick acting stuff.
- Go to the LA-5 cells and get a gun from the dead guard, then get the code from Eva in cell 1.
- Right click on the code now in inventory. The code is written on a map of Section C, and is composed of the symbols that were on the blackboard in the laboratory.
- Use those deciphered symbols to get a six digit number to use on the keypad to the left of the LA-5 room entry door. The keypad will open the door to the prison governor’s office.
- This is the last action of the game; watch the somewhat hokey concluding video.
Notes
You have to suspend a lot of common sense when playing Nightlong, but this usually the case when it comes to adventure games. For instance, the inventory: no matter what Joshua picks up, all goes into the front of his jacket, whether it is an open can of grease or a handful of charcoal. After engaging enough of these games, one accepts such a situation with scarcely a second thought.
There are other situations or contradictions that defy natural laws or common practice; most are trivial, but some make it difficult to know what to do without a hint.
- When viewing the malfunctioning elevator control box in the apartment lobby, Joshua says that "the wire between the contacts is burned out". Replacing the fuse will not repair a burned out wire, so it must actually be the fuse that is burned out.
- If you try to have Joshua pick up the chain on the Rotmall 17 subway platform, he says it is too heavy, yet when used to make a grapple he tosses it over a ceiling pipe. It is to be hoped that the chain left hanging over the center of the track will not be a problem when the service resumes and the trains are running again.
- The impression is given that the zoo has been abandoned, or at least closed, for quite some time, yet power is available and the exhibits are in working order. Also, as a matter of small interest, no animals are seen, nor cages or other evidence of there having been any. The place is more a museum than a zoo.
- The procedure for breaking down the magnetic shield that blocks access to the zoo subway platform makes no sense to anyone who has any experience with electromagnetic principles and circuitry.
- That magnetic shield, and the several ones in the zoo exhibits, are not likely to prevent access. If disturbed by a penetration attempt they could set off an alarm, but it is not probable that they would prevent anyone from moving quickly through. The nature of electromagnetism is such that it is difficult to imagine how they could be configured as depicted.
- The described use of an oxygen/hydrogen mixture as a cutting torch to remove the lock on the warehouse roof door is impractical and dangerous; it would be unlikely to work, and the hose and the rest of the apparatus would blow up. Cutting equipment uses two hoses and the gases are not combined until they are mixed at the tip of the cutting torch.
- Why combine the match with the broken broom to make a torch? Joshua has already demonstrated that he can reach the staircase switch right next to the sensor, and thus all he needs is the match. Just an arbitrary game impediment.
- A 3-way adapter provides three electrical outlets from one. Only one outlet is needed for the holographic projector; the one into which the adapter is plugged is sufficient for the projector. Another impediment.
- Saltpeter has no odor. (Mildew does.)
- The bell knocked off the totem will have a hole in the center where it was fastened, and therefore it would probably not float in the lava nor hold the melted silver coin. Depends upon the density of the lava, but this is likely to be less than that of a steel bell.
- No one with any knowledge of high voltage would make a lethal check for 100,000 volts with a small hand held tester.
- If the gas in the cylinder in the prison infirmary is ether as Joshua suggests, it will not make the surgical glove balloons buoyant, even without the attached syringe.
There are more of these, and all such must be expected and accepted when playing a computer game.
Flags:
- If you don’t view the map in the apartment house lobby, you won’t get the option to go to the subway.
- If you don’t talk to the doorman outside the Free Climax club, the liquor store proprietor will not offer to exchange his club membership card.
Laboratory Blackboard Code
The symbols on the blackboard cannot be reproduced by any normally available computer font, so letters will be substituted by assigning one to each new
ABC x DE = DEFC
_DEFC
+CBFC
AGECB
symbol encountered. Also, the multiplication and addition operations will be treated separately. Thus the symbol to letter transformed blackboard mathematics is (compare these to the blackboard). Note that in the following column numbering is from right to left.
Consider first the addition. No matter how big the numbers DEFC and CBFC are, the value for A cannot be greater than 1, and since it exists (no leading zeros), that must be the value for A.
In the multiplication, all three numbers end in C, the same digit. For this to be true, C has to be 5 or 6. Check it out. In the addition, with C either 5 or 6, there will be a carry of 1 into the 2nd column, the latter containing the same digit, F, for both numbers in this column. Any number added to itself (as in the 2nd column) must result in an even number, but with the carry of 1 from column 1, the sum of column 2 must be odd. Since the sum is C, this eliminates 6 for the value, and C=5. With this value for C, the 1st column is 5+5=10, therefore the value for B must be 0, and with the carry of 1, the only way the sum of the 2nd column could be 5 is if F=2.
So far we have A=1, B=0, C=5, and F=2. Thus
105 x D5 = DE25
_DE25
+5025
1GE50
The values 0, 1, 2, and 5 are eliminated for the remaining digits D, E, and G. Now using 3, 4, 6, 7, 8, and 9 for D in the multiplication:
3: 105 x 35 = 3675 6: 105 x 65 = 6825 8: 105 x 85 = 8925
4: 105 x 45 = 4725 7: 105 x 75 = 7875 9: 105 x 95 = 9975
Since the last 2 digits of the product must be 25, the values 3, 7, and 9 are eliminated, and D must be 4, 6, or 8.
The 3rd column of the addition cannot produce a carry and the 4th column must do so, so 4 is eliminated, leaving 6 or 8 for D. If D=6, the sum of the 4th column is 11 and G would be 1, but that digit is already assigned to A and therefore cannot be used for D, and thus D=8. Furthermore, with D being 8, the 4th column is 8+5=13, and so G=3, leaving 7 or 9 for E.
Having established that D=8, the product 105 x 85 = 8925 applies, and focusing on the 3rd digit of the product, comparing with the original symbolic expression shows that E=9.
Thus A=1 B=0 C=5 D=8 E=9 F=2 G=3