PLEURGHBURG: Dark Ages - WALKTHROUGH.
20th February 2002.
Len Green.
lengreen@hotmail.com
GENERAL NOTES.
[A] This walkthrough has been written
for the (new) second version of the game ... V1.1. It
should however be applicable also to the previous original
version V1.0.
N.B. Saves made on V1.0 *cannot* be used on
V1.1 and vice versa!
[B] There is one excellent ending, two
'reasonable' endings and one 'bad' ending ... all very different
and finishing with considerably different point scores. All
four endings are dealt with in this walkthrough.
The game branches near the middle [ see (099) below ] and gives
the possibility of two very different paths ... which rejoin
later. This walkthrough deals with both of these routes.
[C] At the end of each action, or series
of actions, I have included {in curly brackets} MY point
score. By subtracting from the previous score, it is easy
to see how many points were achieved for each such action(s).
My final score is most probably a few points less than the
absolute maximum possible, since I've more than likely missed out
on some non essential but point scoring actions &/or
paths! However, in general, I don't think that the score is
to be taken TOO seriously, but simply as an indication of vital
progress, since essential actions (and maybe also some arbitrary
ones) are always scored.
[D] As with all Quest/Adventure games,
grab everything which is not nailed down. Look at,
manipulate & interact with everything possible ... including
all items in inventory. Combine suitable items inside
inventory wherever appropriate. Talk to everybody you meet
and carry on until you exhaust all conversational possibilities
... but take care; sometimes an inappropriate dialog choice can
cause a blockage of further topics with subsequent loss of
points! etc.
[E] Save as often as possible. You
are frequently in dangerous situations &/or those in which
you can get killed. Also there are MANY different paths you
can take, and you may wish to backtrack to try out a previous
option. There are only 9 save slots but you can overwrite
them when they are full. It is easy to save previous
batches of 9 saves ... you can zip them to reasonable sizes for
more permanent saving if you so wish.
[F] For some action sequences it's worth
while (maybe even *essential*) to reduce walking speed in the
options window to minimum ... then returning to 'normal'
afterwards.
[G] Occasional scenes are VERY dark ...
generally in the 'evenings'. Many players will have to turn
up their monitor brightness, maybe even to maximum, for such
scenes.
[H] Some computers &/or monitors may
have trouble with the "Fog" effect. If so, simply
switch it off in the options window.
[I] There are quite a few pretty
gruesome 'pictures'. Some are amplified even more in closeups,
which, if you are squeamish, you can eliminate by turning off
"Extra Gore" in the options window.
[J] Sometimes you just walk out of a
location and you are 'on the map'. However, whenever Jake's
car is present you MUST use the key(ring) on the vehicle in order
to access the map.
[K] Sometimes this walkthrough will tell
you to perform an action (e.g. combining items in inventory)
before you absolutely need to do so ... occasionally WELL
before! You can either do what is suggested, or leave it
until some later time when you are *obliged* to do so.
[L] If you're stuck, look at the
"Hints & Tips" in the game's manual.
Also you frequently have to go to the PDA & talk to your boss
in order to progress.
From time to time it is wise to go to Jake's home & switch on
the computer :- there is sometimes essential incoming email
... and occasionally you may have to search for details on a name
you have obtained previously.
DAY 1; MORNING.
Jake's home.
(001) Look around bedroom --- Go to wardrobe
--- Look --- Take all gear needed for work ... Glock (Jake's
favourite handgun); Ammo; Bunch of plastic bags; Pair of plastic
gloves; Camera; Wallet (& ID) .................... {7}
(002) Load glock with ammo ....................
{9}
(003) Go to desk --- Look --- Take notebook
& pen .................... {11}
(004) Look at computer --- Switch it on ---
Receive emails --- Look at email from PDA --- Look at email from
Lucas .................... {14}
(005) Log out --- Go to bathroom --- Look ---
Take soap .................... {15}
(006) Go to living room --- Look --- Try
everything --- Whatever you do achieves nothing --- Go to kitchen
--- Look --- Take candy bar .................... (16)
(007) Go to hall --- Look at locker --- Take
key ring .................... {17}
(008) Open door --- Look around outside --- Try
to enter locked car --- Can't: car door locked and car key
missing; lost somewhere --- Return to living room --- Search sofa
(AGAIN) --- Get car key & attach to key ring
..................... {19}
(009) Use key(ring) on car --- This is the most
frequent method of travel between locations --- You're on the map
... 3 locations are accessible:- Jake's Home; Lucas's Home; Old
man's apartment .................... {21}
Old man's apartment.
(010) Knock & try to enter --- The old man
won't let you in until you present your (police) ID --- Talk to
him --- Make sure he tells you that the scream came from the
morgue; the OLD morgue .................... {24}
(011) Exit --- The old morgue now added to the
map.
Lucas's House.
(012) Look around --- Talk to Lucas ...
he tells you where the DNA Scanner is; he also tells you
that he wants the 'latest issue of Science & Industry'; maybe
there's one at Ahatma's shop? --- Get DNA Scanner from the
kitchen floor (it has dropped down from the table!)
.................... {26}
(013) Look at grenades --- Get red grenade;
Lucas won't let you have it --- Grab window curtain ... whilst
Lucas is distracted, open window --- Exit & go round the
house (East) to the now open window --- Take anti-lock-grenade
.................... {30}
(014) Exit --- Use key(ring) on car ---
Ahatma's shop is now added to the map.
Ahatma's shop.
(015) Look around the shop --- Look at Ahatma's
'free sample of pickles' --- Take jar of pickles
.................... {31}
(016) Talk to Ahatma --- Request copy of
'latest issue of Science & Industry' --- Get magazine from
counter; you can't until you've paid for it --- Hand Ahatma your
wallet for payment & take magazine .................... {32}
(017) Look at poster "50% reduction on
Chocopaint" --- Talk to Ahatma --- Request a bucket of
chocopaint --- Get chocopaint from counter ... you can't --- Hand
Ahatma your wallet for payment & take chocopaint
.................... {33}
(018) Exit Ahatma's.
Lucas's House.
(019) Give Lucas the magazine; he thanks
you & promises he'll make it up to you somehow --- Leave his
house & return --- Lucas 'offers' his box of scrapped
inventions --- Look at box --- Search through the box --- Take
'wrapping unwrapper 5000' .................... {36}
(020) [ You can leave this sequence until later
if you prefer! ]
In inventory, dip bar of soap into chocopaint giving choc coated
soap --- Use wrapping-unwrapper on candy bar ... this produces an
empty wrapping and a chocolate bar separately --- Put choc coated
soap into empty wrapper making a fake candy bar (you can eat the
genuine chocolate bar if you like; you won't need it, & it
contracts your inventory slightly!) --- Exit Lucas's house &
surrounds .................... {42}
Morgue.
(021) Enter --- Look at the desk --- Search
papers there ... take report of horrible sounds, etc.
.................... {43}
(022) Go North then follow the fainter
bloodstains to the East --- Look at plant --- Look at the severed
hand buried in plant; Ugh!! ... [ If you are squeamish, you
can eliminate the grisly graphic by turning off "Extra
Gore" in the options window. ] --- Get the severed hand ...
you can't take it with your bare hands, so use a plastic bag from
inventory .................... {45}
(023) Return to the morgue-'crossroads' &
continue West along the heavier bloodstains --- Look at the
closet door --- Open the door ... you can't, it's locked --- Use
your anti-lock-grenade from inventory ... you move out of the way
of the explosion --- Enter closet .................... {47}
(024) Look at corpse ... Ewww! --- Use camera
& photograph corpse --- Search corpse & get wallet ---
Look at wallet in inventory and get the murdered guy's name; John
Smith --- Use DNA scanner on corpse ... blood groups AB+ & O+
--- Collect blood sample in plastic bag from inventory
.................... {55}
(025) Look at bloodstained knife --- Pick it
up; not with bare hands, leaving fingerprints (it's evidence) ...
use plastic gloves from inventory .................... {57}
(026) Exit closet --- Go East to
morgue-'crossroads'; then South; then follow bloodstains to West
--- Enter men's bathroom.
(027) Look at blood soaked piece of clothing
under toilet door --- Use DNA scanner on robe (blood groups O+
& AB+) --- Drag out robe from under door --- Look at
it; it's too big to carry around ... put it back
.................... {60}
(028) Exit morgue.
Jake's home.
(029) Go to bedroom --- Switch on computer ---
Click on 'Search' --- Type John Smith; get his details
& address for checking out --- Log out ....................
{62}
(030) Exit home --- Go to map --- John Smith's
house is now added to the map --- Go there.
John Smith's house.
(031) Open front door --- Locked; you need
another way in --- Walk West, round the house --- Look at partly
open window & vines --- Climb vines --- Open window --- Jump
into room BUT BE QUICK BEFORE YOU'RE KILLED!!
.................... {66}
(032) Look at blackboard --- Photograph
blackboard symbol --- Jump out of window QUICKLY (unless you want
to repeat!) --- Time to report back to Police Detective Agency
(PDA) .................... {70}
(033) Go to map --- The PDA is now added to the
map --- Go there.
PDA.
(034) Enter --- Try elevator/section-2 red
button; no good --- Click on plastic plant between elevators;
this exposes elevator/section-1's green button --- Press green
button (EXACTLY) --- Inside elevator, press button #3 to go to
floor #3 (floor #2 is not available) --- Press button #3 again to
exit elevator .................... {71}
(035) Walk West --- Talk to Harold who runs the
evidence storage office --- He will ask you for evidence --- Keep
giving it to him (1 point per item!) until you have no more:-
Report of weird sounds; Wallet from corpse; Bloodstained knife;
Blood sample from corpse; Severed hand; Photo of corpse
.................... {77}
(036) Return to elevator --- Go up to 4th floor
--- Walk West --- Open 3rd door --- Talk to your boss --- Exhaust
ALL topics of conversation --- Learn that Detective Stephen Hughe
has gone missing, and that you & Parker (female colleague)
are to go and look in his apartment --- Give your boss a verbal
report on your activities on the case (N.B. You will score
2 points less if you click on the topic "I think he was
completely defenseless"!) .................... {80}
(037) Exit boss's office.
DAY 1; AFTERNOON.
(038) Return to elevator & ground floor ---
As soon as you exit elevator an automatic cut scene plays:- meet
Parker in downstairs lobby ... travel to Stephen Hughe's
apartment, chatting on the way ... Parker disappears into
kitchen; Jake is in the hall.
Stephen Hughe's apartment.
(039) Enter bedroom (the only 'productive'
action possible) --- Open wardrobe --- Examine robe ... it's
similar to the bloodstained robe at the morgue --- Exit bedroom
... you're taken back automatically to the lobby of the PDA
.................... {82}
PDA.
(040) Use sec-1 elevator to go up to 4th floor
--- Report to boss on visit to Hughe's apartment, robe, etc. ---
Exit PDA ..................... {84}
John Smith's house.
(041) Walk round the house; climb vines; jump
into room through open window ... all as previously --- This time
there's nobody there so you can take as long as you like.
(042) Switch on computer --- Notice the long
narrow vertical 'slot' --- Look at the square button a little to
the left of the word "FILES" ... it's a scroller
--- Interact with the bottom of the scroller --- Look at the
upper file ... see the corner of the logo --- Interact with top
of scroller --- Look at middle file --- Look again at this file
... the text is encrypted --- Interact with this document ...
it's worth printing after all --- Interact again to print
document .................... {87}
DAY 1; EVENING.
(043) Take order list file from printer ---
Exit house .................... {88}
PDA.
(044) Enter --- You receive message to view
corpse at docks --- You are automatically put back onto the map
--- Interact with 'docks icon'.
The Docks.
(045) Look around and take note of objects
& landmarks there --- Interact with corpse --- Two masked
armed goons appear --- You can order them around but unless you
perform the necessary actions (when you regain control) you get
killed!
(046) There's only ONE thing you CAN do ---
jump (interact) into the river (South).
Jake's home.
(047) Experience some cut scenes ... down at
docks ... arrival back (automatically) in Jake's bedroom ...
nightmare .................... {92}
DAY 2; MORNING.
(048) Switch on TV --- A dangerous panther has
escaped ... be careful in Redstone Park ... loud screeching
noises scare it! --- Exit home.
PDA.
(049) Enter --- Go up to 4th floor (using the
same sec-1 elevator) --- Talk to boss about Hughe & the case,
etc. --- Give boss the order list file printout for decryption
.................... {96}
(050) Go down to ground floor --- The right
hand elevator/section-2 button is green & working --- Go up
to floor #3 --- Jennifer Parker is occupied with an
interrogation.
(051) Go down to floor #2 --- Talk to Dr.
Emmerson about autopsy report on John Smith ....................
{97}
(052) Return to boss --- Report findings to him
--- He has decrypted the file --- He mentions 3 partial names
& 2 complete names ... a 1st name Michael (plenty of
folk in Pleurghburg named Michael); surnames Reed & Steenkae;
full names Joey Miller & Frank Uhrman (N.B. Frank Uhrman is
the mayor of Pleurghburg) --- You've also been given the address
of Joey Miller ... will check him out .................... {99}
(053) Exit PDA --- Joey Miller's house is now
added to the map --- You can look around as much as you like ...
but however you attempt to enter, you can't!
Jake's home.
(054) As you get out of your car at Jake's, a
guy with a brief case passes & accidentally drops something
--- Look at the drain --- Interact with the drain --- Something
shiny down there ... some sort of ring ... but you can't reach it
--- No need to enter home --- Exit location.
Lucas's House.
(055) A magnet has NOW 'appeared' on the floor
near the window --- Pick it up --- Exit house
.................... {100}
Ahatma's shop.
(056) Talk to Ahatma --- "Do you
sell string here?" --- Hand Ahatma your wallet for payment
& take string --- Exit shop .................... {101}
Jake's home.
(057) Stay outside home ... In inventory, tie
string to magnet --- Slip magnet/string down the drain --- Get
diamond ring ... no need to enter home --- Exit location
.................... {105}
Joey Miller's house.
(058) Use ring on (secluded) window --- Enter
house through broken window --- Open closet --- Look at corpse
--- Use camera to photograph corpse --- Exit house
.................... {110}
PDA.
(059) Enter --- Go up to 3rd floor (using the
same sec-1 elevator) --- Walk West --- Talk to Harold who will
ask you for evidence --- Give him the photograph of the corpse in
Joey Miller's house .................... {111}
(060) Return to elevator --- Go up to 4th floor
--- Talk to boss about your visit to Joey Miller's house --- He
suggests you visit Frank Uhrman, the mayor --- Exit PDA --- City
Hall (containing the mayor's office) is now added to the map
.................... {113}
City Hall.
(061) Enter --- Browse around --- Enter mayor's
office ... no go, the mayor's not there & his
secretary/security guard won't allow you to go in --- Look at the
box of candy on her desk ... apparently she has a very sweet
tooth! --- Give her the fake candy bar from inventory --- Exit
City Hall & return immediately --- She's gagging in the
women's bathroom --- Open the mayor's door ... you can't, it's
locked --- Interact with the security guard's desk ... hidden
away in a box you get the key to the mayor's office
.................... {116}
(062) Enter mayor's office --- Look at &
read piece of paper on the floor partly under the desk ... it's a
printed email from F.U@Pleurgh.gov to Z.Reed@Biguns.com outlining
plans, etc. --- Copy email into (inventory) notebook --- Exit
mayor's office ... you automatically return the office key to the
desk --- Exit City Hall .................... {120}
PDA.
(063) Enter --- Use the sec-1 elevator to go up
to 4th floor --- Parker's with your boss ... tell them about
visit to mayor's office & his involvement, etc. --- Parker
leaves --- Exit boss's office .................... {121}
DAY 2; AFTERNOON.
(064) Exit elevator at ground floor --- You're
informed of a car crash & requested to check it out --- you
are automatically put on the map --- A 'car-crash site' is now
(temporarily) added to the map.
Car-crash site.
(065) Look at trunk of crashed car ... it's
locked --- Look at & take iron pipe --- Use iron pipe to
prise open car trunk --- look at body of Stephen Hughe --- Use
camera to photograph body ..................... {126}
(066) Look at manhole cover --- Notice small
puddle of transparent liquid --- Use a plastic bag from inventory
to take sample of liquid from manhole cover --- Exit car-crash
site .................... {129}
PDA.
(067) Enter --- Use sec-1 elevator to go up to
3rd floor --- Walk West --- Talk to Harold who will ask you
for evidence --- Give him the sample of unidentified liquid &
photo of crashed van .................... {131}
(068) Return to elevator --- Go up to 4th floor
--- Talk to boss about the crashed van & Stephen Hughe's body
... He has 'identified' Z. Reed --- you are taken automatically
to Zack Reed's apartment .................... {132}
Zack Reed's apartment.
(069) Take care here ... you can easily get
sprayed with bullets & killed --- Move QUICKLY ... if
necessary reduce Jake's walking speed (in options window) ---
Knock on his door and talk to him ... as soon as you regain
control walk quickly South-East keeping close to the wall --- The
bullets he fires from his automatic weapon will miss you and hit
the wall opposite his door .................... {133}
(070) Use your loaded 'glock' (handgun) from
inventory on the door --- You burst into the apartment but he has
gone --- Look at the open window --- He has escaped through that
window --- Follow (Interact on) him through the window
& onto the roof .................... {136}
(071) Reed is hiding --- If you try to go after
him *in any way* he'll shoot you to death --- Look at the brick
lying nearby on the roof, and pick it up --- Throw the brick to
the other end of the roof (i.e. 'click the small brick icon' onto
the roof near to the bottom of the screen) --- Zack emerges ---
QUICKLY get your handgun from inventory & shoot him before he
kills you! .................... {142}
(072) Search Zack Reed's body & get tiny
red book ... apparently a phone book --- Look at the small
phonebook & its listed phone numbers --- You are taken back
automatically to the PDA .................... {144}
PDA.
(073) Enter --- Use sec-1 elevator to go up to
4th floor --- Talk to boss about the death of Zack Reed, his
phonebook, etc. --- Exit PDA .................... {145}
Jake's home.
(074) Interact with the living room telephone
--- Dial ALL SEVEN of the phone numbers listed in Zack's
phonebook (N.B. don't forget to insert the hyphens after each
555!) --- 3 numbers yield "Nobody at home"; 1 number
"does not exist"; 2 numbers belong to folk you have
already 'encountered' ... both belonging to the Order --- One
number is 'new' ... that of George Anderson who is apparently the
Order's weapon supplier (In my case his number is
555-352093 ... I assume this will be the same for
everybody, but it's possible that there's some randomizer here?!)
.................... {149}
(075) Go to bedroom --- Switch on computer ---
Click on 'Search' --- Type George Anderson --- Get his details
& address for checking out --- Log out ....................
{150}
(076) Exit home --- Go to map --- George
Anderson's store is now added to the map --- Go there.
George Anderson's store.
(077) Look around --- Walk down the alley ---
Look at garbage can filled with junk --- Take coupon ... not with
your bare hands in that old rubbish! ... use plastic glove from
inventory --- Look at coupon for a 'free Liquorama member card'
.................... {152}
(078) Look at the back door to the store ---
Open door & enter --- Exchange comments with the old
alcoholic bum there ... he imagines he's Jesus Christ --- Talk to
the crazy old man & exhaust all topics of conversation --- He
informs you that he has something for you if/when you bring him
what he needs for his "Lascht Schupper"! --- Exit
location.
Ahatma's shop.
(079) Give Ahatma your coupon and receive a
member card to the Liquorama night club, plus a bonus ... a cheap
bottle of cheap red wine --- Leave Ahatma's ....................
{154}
George Anderson's store.
(080) Give the old geezer the bottle of wine
--- Now he wants something to go with it ... Jeez! --- Exit
location .................... {155}
PDA.
(081) Enter --- Use sec-1 elevator to go up to
4th floor --- Tell boss you've checked phonebook & there are
more members of the Order --- Talk to him about George Anderson's
weapon store --- Give him Zack's phonebook --- Exit PDA
.................... {157}
Jake's home.
(082) Go to bedroom --- Switch on computer ---
Interact with (email) 'receive' --- Look at the email from Samuel
Jones --- Exit home & go to the docks ....................
{159}
The Docks.
(083) Talk to Samuel Jones ... he wants Jake to
meet him after dark in Redstone Nature Reserve Area in
Pleurghburg Forest ... you'll find a path to his cottage behind a
triangular shaped rock --- Look at bread floating on the water
--- Get bread ... can't reach it --- Use iron pipe from inventory
--- Exit docks .................... {163}
George Anderson's store.
(084) Give the alcoholic bum the wet bread
(from inventory) ... he gives you his present; a steel key ---
Exit location ..................... {164}
City Hall.
(085) As you arrive, a van leaves &
disappears (containing 1 or more people in robes ... mayor
Uhrman??) --- You can enter the building but there's nothing of
significance there --- Exit location .................... {166}
PDA.
(086) Enter --- Use sec-1 elevator to go up to
4th floor --- Tell boss about the van at City Hall & future
meeting with Samuel Jones.
DAY 2; EVENING.
Exit PDA --- Redstone Park now added to the map --- you can go
there now but it's unlikely you'll survive the fierce panther
roaming the woods.
Jake's home.
(087) *Outside home* hide in doorway --- When
the boy passes, shout "Boo" at him --- You surprise
& frighten him & he drops his whistle ... if you miss
him, he'll indulge in his 'nightly dosage of terrorism' by
blowing his whistle; and if so you can enter Jake's home &
exit immediately ... you'll eventually catch him! --- Look at the
boy's small red whistle on the ground & pick it up --- Exit,
without entering Jake's home itself .................... {168}
Redstone Park.
(088) You're at the entrance to the 'Redstone
National Reservatory (Redstone Park)' ... you can successfully
take more than one direction to negotiate this forest --- Go
North --- A panther attacks you --- As soon as you get control,
go to inventory & blow whistle (INTERACT with whistle ...
Don't try to *use* it on panther) --- The panther can strike
again, but only if you leave the Park & return, in which case
you'll have to repeat this (N.B. The panther ONLY emerges during
evenings when it's very dark ... otherwise you are safe!)
.................... {170}
(089) Walk West & follow the path a couple
or so screens --- The path winds North one screen --- Look at the
triangular shaped rock --- Interact with rock ... see small path
behind it --- Interact again with rock ... climb through bushes
--- Follow the path North to the cottage ....................
{172}
(090) Open door of cottage --- Have a lengthy
conversation with Samuel Jones --- exhaust all dialog topics.
DAY 3; MORNING.
Jake's home.
(091) You are taken automatically back to
Jake's bedroom --- Jake sleeps .................... {176}
(092) Switch on TV --- "Old fellow
abducted by 2 robed men; etc., etc." ... must go & see
boss at PDA about this!
PDA.
(093) Enter --- Go up to 4th floor (using the
same sec-1 elevator) --- Tell boss about the alcoholic bum; the
corpse at Miller's; meeting with Samuel Jones; info re morgue;
etc. --- Leave boss's office, take elevator & exit at ground
floor --- You're informed of a corpse in a garbage can at Murry
Lane ... OK; will look at it! --- Exit PDA --- A 'garbage can
site' is now added to the map .................... {179}
Garbage can site (Murry Lane).
(094) Have a good look around at everything ---
Pick up cardboard pipe from the ground --- Pick up wallet from
garbage heap --- Open wallet in inventory ... get Hyper Print
card --- Look at small white card in inventory --- Push garbage
can ... it tips over --- Pull corpse out of garbage can --- Look
at corpse ... Ugh! --- Use camera from inventory & photograph
corpse --- Use plastic bag from inventory & take blood sample
--- Exit site .................... {188}
Redstone Park.
(095) [ You can leave this whole stage until
later ... you could have actually done it previously! ]
Return to triangular shaped rock --- You can go to the cottage
& talk to Samuel again if you like ... but nothing
essentially new materializes from this --- Walk one screen East
from the triangular rock --- Look at the log which acts as a
bridge --- Notice the small twig at the bottom of the log, near
the middle --- Take the twig .................... {189}
(096) Continue East on the path for about 3
screens & take the lower fork --- Look at the large rock, the
old mansion surrounded by trees, the landscape, etc. --- Look at
the hole in the rock --- Place the twig from inventory into the
hole ... nothing additional you can do with this at present ---
Exit West 1 or 2 screens --- Exit South from Redstone Park
.................... {191}
PDA.
(097) Take sec-2 elevator --- Go to floor #2
--- Talk to Dr. Emmerson about the autopsy on the unidentified
man, and also about liquid found by the manhole
.................... {193}
(098) Go down to ground floor & then up to
3rd floor using sec-1 elevator --- Walk West & talk to Harold
who will ask you for evidence --- Give him the photo & blood
sample of the corpse at the alley crime scene.
(099) Return to elevator --- Go up to 4th floor
---Talk to boss ... tell him to cancel search for old boozer;
he's been shot dead .................... {195}
Your boss wants to know if you intend to continue your
investigations "by searching the sewers under the crash
site" or "At a Publisher (Hyper Print)".
S A V E H E R E !!
*~*~*~*~*~* At this point
(099) the game splits into two different paths i.e.
"Sewers" & "Hyper Print". The two
paths join up again at (109).
After you continue from here, you cannot get
onto the alternate track without returning to this Save (and with
whatever point score you have achieved up to here).
Since "The Sewers" yields more
points, I am continuing with that route here. If/when you
wish to take the "Hyper Print" path, return to this
Save, go to the very end of this walkthrough and implement (100
H-P) thro' (108 H-P) [ instead of (100) thro' (108)
]. You will then be able to continue from the same joint
section (109) but with 10 (I think) points less at every step
afterwards. *~*~*~*~*~*
THE "SEWERS" PATH.
(100) Choose "searching the
sewers" --- Your boss tells you it's too dangerous to
continue alone & instructs you to get someone to follow you
--- Return to ground floor & take sec-2 elevator to the 3rd
floor --- Talk to Jennifer Parker --- She agrees to accompany you
--- You are taken automatically into the sewers
.................... {199}
The Sewers.
(101) Look around at everything ... Phew; what
a smell down there! --- Look at corpse --- Talk to Parker ---
Open steel door to proceed ... can't it's locked --- Look at the
4 pipe valves to the left of Parker --- Go East as far as you can
... there's a large gap to your right --- Look at the set of
pipes which run along the wall --- Grab the set of pipes ... Wow!
Too hot to handle --- Return to pipe valves ... only one is
helpful in this situation --- Interact with 2nd valve from the
right ... fairly low down --- Return to the gap ... now the pipes
will be cool enough to help you cross --- Look at the body parts
& clothing floating on the 'water' --- Search the
blood-soaked piece of a robe at the edge of the wall --- Get the
rusty old key --- Return to the steel door ... use the set of
pipes again --- Use the rusty key on the door ... it doesn't work
... there's some gunk clogging up the keyhole
.................... {200}
(102) Take Ahatma's pickles from inventory
& pour into the sewage ... you get an empty jar --- Put empty
jar underneath the strong acid dripping down from one of the
pipes ... get a jar containing acid --- (If using any pipe valve
has caused the acid drip to stop, renew it by interacting with
the 3rd pipe valve from the right) --- Put the acid on the door
... it cleans it .................... {206}
(103) Open door with rusty key --- Enter
underground office .................... {208}
Underground office.
(104) Door to inner room partly open --- Voices
of men belonging to the 'Brotherhood of Carnage' (the Order)
talking about 'Book of Carnage', etc. --- Parker returns to PDA
for backup --- Look at desk & its drawer --- Open drawer ---
Interact with drawer again ... you get a small tape recorder with
tape inside --- In inventory, operate tape recorder ... can't;
the tape needs rewinding & the rewind button on the recorder
is missing; but tape has popped out of recorder --- In inventory,
rewind tape using your pen --- Replace tape in recorder
.................... {211}
(106) Place tape recorder close to the partly
open door & record conversations of Order members --- Pick up
old mop --- Place mop on very big door handle to stop those
inside from escaping --- Jake is automatically taken back to PDA
.................... {224}
PDA.
(106) Use sec-1 elevator to go up to 4th floor
--- Tell boss about 'Brotherhood of Carnage' & its plans to
overthrow Pleurghburg, etc. --- Jake needs to find Order's HQ ---
Trouble at old man's apartment again --- Jake & Parker are
taken there automatically.
DAY 3; AFTERNOON.
Old man's apartment.
(107) Talk to Parker --- Look at blood on the
floor --- Use plastic bag from inventory to take blood sample ---
Look at door & take piece of torn brown cloth --- Take cloth
from inventory & show it to Parker ... you are taken
automatically back to the PDA .................... {227}
PDA.
(108) Take sec-1 elevator to 3rd floor --- Walk
West --- Talk to Harold --- Give him blood sample from the old
man's apartment & torn piece of cloth ....................
{229}
(109) Return to elevator --- Go up to 4th floor
--- Talk to boss ... Jake's going to look for Order's HQ
.................... {231}
Redstone Park.
(110) Go to the Park ... if the "Fog"
is troublesome here, switch it off in the options window
... (The panther won't trouble you during the day!) --- Go
North & then 1 screen East ... take the upper fork --- Follow
(interact with) the trail of drag marks mixed with blood on the
ground ... they lead through the trees into the woods.
Forest glade.
(111) Noises! ... trouble? ... no; it's Parker
coming to join you --- Look at & photograph the 4 corpses ...
Yikes! .................... {239}
(112) Pick up Smith's severed head ... can't
with bare hands; use plastic bag from inventory --- Look at piece
of wood in tree ... it's an axe handle --- Get axe; not with bare
hands, leaving fingerprints (it's evidence) ... use plastic
gloves from inventory --- Get old man's spectacles
.................... {243}
(113) Have a (fairly long) conversation with
Parker --- Time to return to PDA --- Exit glade ... you get
returned automatically to PDA .................... {245}
PDA.
(114) Take sec-1 elevator to 3rd floor --- Walk
West --- Talk to Harold --- Give him 4 photographs, John Smith's
head, bloodstained axe .................... {251}
(115) Return to elevator --- Go up to 4th floor
--- Talk to boss ... tell him about the mayhem at the forest
glade, etc. --- Exit PDA .................... {253}
Jake's home.
(116) Enter --- Go to living room.
DAY 3; EVENING.
(117) Phone ringing ... Lucas calling; answer
him ... "Somebody's trying to break into my house" ---
Go to Lucas's house.
Lucas's House.
(118) Front door won't budge --- Go to side
window --- Interact with window ... a robed guy from the Order is
threatening Lucas ... crash through glass into room --- As soon
as you regain control, QUICKLY draw gun from inventory &
shoot the intruder before he shoots you! (If you prefer, draw
your gun *before* going through window.) --- Explain to Lucas ---
You are taken automatically back to the PDA ....................
{255}
PDA.
(119) Use sec-1 elevator to go up to 4th floor
--- Tell boss about attempt to kill Lucas --- Go to Jake's home.
Jake's home.
(120) Enter --- Lucas has left 3 boxes of junk
in hall --- Interact with box furthest away from front door ...
get pair of lenses --- Go to City Hall .................... {256}
City Hall.
(121) As you get there, a van drives off (in
the darkness) --- Follow it --- Lose van ... lost! --- Finish up
in entrance to Redstone Park .................... {258}
Redstone Park.
(122) It's dark, so neutralize panther ... see
(088) --- Make your way to Samuel Jones's hut & enter --- Now
you're in for a real shoot-out with a member of the Order ---
When you succeed, you are automatically returned to outside
Jake's home --- Return to Redstone Park ....................
{260}
<<<<<< A number of
players have had (considerable) difficulties with this shoot-out
at Samuel's. You may need some patience if you have to
repeat many times, but if you persevere you will almost certainly
succeed eventually. If you are manipulatively challenged
and just CANNOT do it, in V1.1 (but not V1.0) you can bypass the
shoot-out completely by interacting with the small green window
"Skip Scene" at bottom right screen, albeit forfeiting
the 2 points score for so doing!
There are doubtless different ways of winning. This is the
way I eventually found to succeed (almost) every time ... you may
find a better method!
(a) Adjust monitor gamma setting, or brightness
& contrast, so that the rock(s) behind which the baddie is
hiding can be seen *clearly*. [ I also found it helpful to
play this part of the game in near darkness. ]
(b) Although I managed to succeed at maximum
speed, it is helpful to set the speed [ in options window ] to
minimum. (c) I did not jump to the
side of the screen at all. (d) As
soon as you get control, identify the cleft between the 2 rocks
where the baddie's HEAD appears ... not a little to the left of
this where the gunshot flashes appear!
(e) As soon as you get control, VERY QUICKLY
move the cross-hairs onto this spot and fire off 2 or 3
shots at the guy's head as fast as you can.
(f) Do not move the cross-hairs ... i.e. from
this position keep your mouse stationary --- As soon as his head
appears again, fire off as many shots as you can, and as fast as
you can.
This should kill the member of the Order.
>>>>>>
Redstone Park.
(123) Back in the Park --- It's dark, so
neutralize the panther again ... see (088) --- Go to the large
rock with the hole & the stick, the landscape with the old
mansion surrounded by trees, etc. ... see (096) --- In inventory,
put either the pair of lenses or the spectacles into cardboard
pipe making a spyglass --- put spyglass onto the forked twig ...
it's now steady --- Spy on mansion ... nothing worth seeing!
.................... {264}
DAY 4; MORNING.
(124) You're taken automatically back to Jake's
bedroom --- Jake sleeps.
(125) [ This could have been done earlier! ]
--- Switch on computer --- Click on 'Search' --- Type Michael
Davidson; Get his details & address for checking out
--- Log out --- Exit Jake's home --- Go to the PDA
.................... {266}
**~** An optional
"SHORT-CUT PATH".
The Davidson house is now on the map --- You can enter it if you
like since there's nobody there ... you'll get no points for
this, and no 'penalty' either --- But unless you *deliberately
wish* to end the game prematurely, do NOT open the warning
message on the desk ... if you do, a short-cut will FORCE you
into the second-rate endings described later on, with VERY many
points less than the maximum achievable ... See "Endings ~
(i) & (ii)" [ at section (130). ] **~**
PDA.
(126) Use sec-1 elevator to go up to 4th floor
--- Talk to boss ... Jake is close to finding Order's HQ --- Go
again to Redstone Park.
Redstone Park.
(127) The panther won't trouble you during the
day! --- Go to the large rock with the hole & the stick and
put spyglass onto the forked twig ... [ see (123) ] --- Spy on
mansion --- NOW you see a member of the Order ... Hooray; you've
found their HQ!! --- Exit Park.
PDA.
(128) Use sec-1 elevator to go up to 4th floor
--- Talk to boss ... Jake tells his boss that he's found the
Order's HQ! .................... {268}
DAY 4; EVENING.
You're taken automatically to the mansion.
N.B. There IS NO "Day 4;
Afternoon"!
The mansion (HQ of the 'Order').
(129) Ignore the robed guard in the hut, at
least for now --- Walk West & round that side of the mansion
--- Look at the open window ... the bottom left hand one ---
Enter (interact with) that window ... dark inside; a good place
to sneak in .................... {269}
ENDINGS ~ (i) & (ii).
(130) These are the 'bad' ending & the 'not
too good' ending. Many actions can set you onto this route
during this last section of the game ... e.g. talking too much or
too long to the outside guard; gatecrashing the Order's meeting
unrobed; recklessly opening a creaking cupboard inside the
mansion; etc. One 'frequent' path to these endings is
described as follows:-
(131) Enter 1st door on left ... a bedroom ---
Look at robed Order member sleeping on bed --- Open creaking
cupboard.
(132) Too noisy ... seized by Order members ---
Jake is tied up in an attic ... stripped of ALL inventory items.
(i) ~ Very bad ending.
(133) Shuffle forward along right hand wall ...
floor makes loud creaking noise --- repeat 3 or 4 times --- Floor
collapses --- Everything & everybody, including Jake, blown
up and killed in bomb explosion --- Pleurghburg suffers but
eventually recovers --- FINITO! {269 points}
(ii) ~ Mediocre endings.
(134) After (132), shuffle along to the left
until you touch the bookcase --- Bump into (interact with) the
shelf 3 or 4 times --- Statue head falls on guard &
neutralizes him .................... {271}
(135) Shuffle back right to rusty old pipe ---
Interact with pipe; i.e. scrape rope bonds against pipe ... when
freed take Order member's robe & exit attic
.................... {273}
(136) Descend stairs (near mid screen) ---
Enter door on the far left --- Enter door on the very far
left --- Enter door again on the extreme left ... (where you may
have heard voices) --- As a member of the Order, participate in
the meeting ... planning to overrun Pleurghburg
.................... {275}
(137) Grab matchbox from table
.................... {276}
(138) Throw burning match from inventory into
trash can --- Fire --- Everybody exits --- All members of Order
captured --- OK; a (moderately) happy ending, with fairly lengthy
concluding sequences! {276 points}
(139) If you are a 'point-score-enthusiast',
you can actually whip up 6 extra points by performing actions
which are only REALLY relevant to the better endings, BEFORE you
execute step (138)!
You can exit the conference room and collect some chloroform from
the bathroom {+1 point} & a handkerchief {+1 point} from
upstairs. You can combine the two in inventory to obtain a
chloroformed handkerchief {+2 points}. You can exit the
mansion & obtain a screwdriver from the (now empty) guard's
hut {+2 points}.
If you need hints on any of these, look at sections (141) thro'
(145).
You can then return to the conference room and proceed with
section (138).
The above will raise this ending's point score to {282
points}
ENDINGS ~ (iii) & (iv).
(140) These are the 'good' & 'excellent'
endings.
(141) After (129), enter (interact with) door
on the right of the screen --- Enter door on the far right ...
ignore the voices --- Enter the door on the extreme right ---
Enter door just to the left of the stairs ... you're in a
bathroom .................... {269}
(142) Look at cabinet with small mirrors ---
Open cabinet --- Take chloroform --- Exit bathroom
.................... {270}
(143) Walk up the stairs --- Look at
handkerchief on small table & take it --- In inventory,
combine handkerchief with chloroform ... you've now got a
chloroformed handkerchief .................... {273}
(144) Walk down stairs --- Enter door on
extreme left --- Walk out of mansion through the front door at
the bottom of the screen (directly opposite the poster).
(145) Outside the mansion walk East to the shed
--- Talk to the robed guard just to get his attention --- Quickly
use the chloroformed handkerchief on him --- Search the
incapacitated guard & take his key ring --- Look at toolbox
in hut ... Take screwdriver .................... {279}
(146) Return West & enter mansion through
window as in (129) --- Enter 1st door on the left --- Use
chloroformed handkerchief on sleeping robed guard --- Open the
wardrobe & take one of the Order's robes ... you put on robe
& exit bedroom .................... {287}
(147) Enter door on extreme left ... (inside,
you don your robe automatically) --- 'Participate' in meeting of
Order --- Look at matchbox on table & take it --- Exit room
... you need to visit the bathroom; hehehe ... (you disrobe
automatically outside) .................... {290}
(148) Look at the white steel door ... locked
--- Use steel key that the old alcoholic gave you (from
inventory) on white door ... enter mansion basement.
(149) Look at poisonous green liquid in barrels
--- Take some liquid from the barrel in the corner ... can't;
it's dangerous --- Use plastic bag from inventory to get a sample
of green liquid --- Open oven ... but adjusting controls won't
help! .................... {292}
(150) Open fuse-box ... can't; it's stuck ...
use screwdriver from inventory to open fuse-box --- Interact with
fuse-box ... all lights in the mansion switched off ... panic!
--- Try switching lights on, off, & on again --- Exit
basement .................... {294}
(151) Enter door on far right --- Open door to
the left of the poster ... can't it's locked --- From inventory,
slide plastic Liquorama card along side of door ... Bingo! ---
Now interact with door to open it ... it's a storage room.
(152) Look at green box & open it ... can't
it's locked --- From inventory, use guard's key ring to open box
--- Look at bomb inside ... it's unarmed, but leave it well
alone! --- Look at crates & try opening them ... no go; you
need something more than bare hands --- From inventory use iron
pipe to prise open one of the crates ... full of weapons ...
however, you can't take or use any --- Exit storeroom
.................... {298}
(153) Enter door at far right --- Enter door to
the right of the stairs ... can't; it's locked --- From
inventory, use guard's key ring to unlock door & enter what
is probably just a closet --- Meet George Anderson ---
Untie him (i.e. interact with him) --- Talk to George & quiz
him as to everything that's happened --- Exit closet
.................... {300}
(iii) ~ Good ending.
(154) Enter door at far left --- Enter door at
extreme left --- Re-enter the white door to the basement ... you
have to use the steel key again.
(155) Throw chloroform (from inventory) into
the fire in the boiler --- Everybody anaesthetized --- Jake
manages to escape outside ... all members of Order captured ---
Wow! ... Happy ending! {300 points}
(iv) ~ BEST ENDING.
(156) After (154), interact with fuse box to
douse all lights in the mansion --- Exit basement.
(157) Turn left & stand *outside* the room
where the Order meeting is continuing --- Speak through the door
... 'ghosts talking'; etc. .................... {310}
(158) EUREKA!! --- The order members are
totally confused & afraid --- In the panic, they spray
bullets around & kill each other --- ALL Order members dead
... peace & tranquility return to Pleurghburg ... Jake &
the PDA are the heroes of the day.
*** 'REAL' E N D
*** {310 points}
====================================================================================
THE "HYPER PRINT" PATH.
[ After (099), carry on from here. ]
(100 H-P) Choose "At a Publisher (Hyper
Print)" --- Your boss tells you to come back later for
address --- Leave his office & immediately return for info
--- Exit office & PDA building --- Hyper Print building now
(temporarily) on the map --- Go to it & enter
.................... {198}
Hyper Print building.
(101 H-P) Look around, etc. --- Talk to
secretary --- Ask to speak to whoever is in charge of Hyper Print
--- You automatically get taken to owner/manager Mr. Cornieoly
--- Exhaust all conversations with him --- From inventory, show
him your photo of symbol (from Smith's blackboard) ... unnerves
Cornieoly ... get ushered out --- Enter supply closet ... you
can't; it's for janitor's only --- Exit building
.................... {200}
(102 H-P) Look at white coat on car bonnet ---
Take coat ... can't; it belongs to the woman talking incessantly
on her cellphone --- Talk to woman ... you're interrupting her
conversation! --- Talk to her twice more & she turns away in
annoyance --- Grab the white coat whilst she's not looking
.................... {202}
(103 H-P) Reenter Hyper Print building --- Use
white coat (from inventory) on bathroom door --- You change into
janitor's clothes ... your everyday (dark-coloured) coat is now
in inventory --- Enter supply closet --- Look at cardboard boxes
--- Take book with Order symbol ... print smudged; unreadable!
--- Use everyday clothes (from inventory) on bathroom door &
change back --- Exit Hyper Print building ....................
{204}
PDA.
(104 H-P) Use sec-1 elevator to go up to 4th
floor --- From inventory, show boss the unreadable book with
Order symbol ... told to return when checked --- Leave his office
& immediately return --- Told of troubles again at old man's
apartment --- Jake & Parker are taken there automatically
.................... {206}
DAY 3; AFTERNOON.
Old man's apartment.
(105 H-P) Talk to Parker --- Look at blood on
the floor --- Use plastic bag from inventory to take blood sample
--- Look at door & take piece of torn brown cloth --- Take
cloth from inventory & show it to Parker ... you are taken
automatically back to the PDA .................... {209}
PDA.
(106 H-P) Take sec-1 elevator to 3rd floor ---
Walk West --- Talk to Harold --- Give him blood sample from the
old man's apartment & torn piece of cloth --- Return to
elevator --- Go up to 4th floor --- Talk to boss ... Told
to go & liaise with team at the old morgue --- You are taken
automatically to the old morgue .................... {211}
Morgue.
(107 H-P) Look at fireman's axe --- Take axe
--- Enter room where search team found symbol --- Look at all
(35) boxes ... only one has the Order's logo on it ... 5th column
from left & 5th (bottom) row down --- Look at & open this
box ... You can't open it; it's stuck --- Use axe from inventory
to prise open box --- Look at small button inside open box ---
Press button in box, & hatch opens .................... {217}
(108 H-P) Look at ladder --- Climb down
(interact with ) ladder --- Look around --- Open steel door &
enter room --- Browse around ... nothing particular to do
there --- Look at desk & on it a copy of the Order's book ...
this copy is readable --- Take book --- You are taken
automatically back to the PDA .................... {219}
[ After here, 'return' to (109), & carry on till the end of the game. (Your scores will be about 10 points LESS than those listed above at every stage). ]
====================================================================================
GameBoomers Walkthroughs and
Solutions