DreamWeb - Complete Solution Starter For Ten... If you have a dark monitor and you want the graphics to look a bit brighter, at the DOS prompt in the DreamWeb directory type DREAMWEB /B for a lighter palette. Read the diary! It's a damn good read and you'll find some useful information: 1) Your password for the Network - BLACKDRAGON 2) The door number for your flat - 5106 3) Name of church needed for a code - SEPTIMUS 4) A symbol (see below) needed to open a door NOTE! - When we say 'go left' or 'go right', we mean always go to YOUR left or right and not your character's left and right. Dream One Starting in Eden's flat, pick up your wallet from the desk and put it in your inventory. Exit the room and examine the microwave in the kitchenette and take the key from inside. Walk to the door and USE the control panel to the right, use the lift to get to the garage below. Walk to the car and pick up the screwdriver, then exit. Out in the open, walk to your left. Head to your flat and enter the code 5106 on the keypad. Walk to the bedroom, pick up the knife from the bed and the mug from the dresser. Get the red cartridge marked 'Important' from the bed and use it with the network interface on the left- hand wall. Go to the network screen and wait for the prompt. Type 'LOGON RYAN', then enter the password 'BLACKDRAGON'. Type 'LIST' then type 'READ' followed by any of the file names you want to have a look at. 'LIST CARTRIDGE' and then 'READ PRIVATE' to find Louis and Eden's flat numbers: Louis - 5238, Eden - 2865. Exit your flat and pay Louis a visit - your trainers get nicked and you won't be able to leave here until you find some more! Use his keypad number (5238) to enter his room, then talk to Louis. After he tells you were to get a gun take his trainers and then examine the cupboard with the unit on top where you will find a pool club card. Examine the card to find the address on the back. Before you leave put the trainers on by using them, and twang the guitar just for something to do! Exit and head to Sparky's Bar. Talk to the bartender (Sparky) and after the conversation open your inventory and take your cash card from the wallet, now USE the cash machine with your cash card. Next talk to the guy on the right to gain information about the Regency Hotel and David Crane. Leave and head to the Pool Hall. Talk to the assistant in the booth, and then USE the keypad to the right of the door with your pool club card. Enter and go down into the basement, then talk to the guy behind the bar Ð he tells you where to find Mr Silverman and gives you his door code (5222). Walk as far as you can to the left and enter the code to Silverman's office. Talk to Silverman then USE the cash machine with your cash card to get the gun. Exit and head to the hotel. Enter the hotel and talk to the receptionist. To get a keycard for your room USE the cash machine with your cashcard and take the small orange key that materialises on the machine itself. Go to the lift and once inside USE the panel with your hotel keycard. On the next floor head left and open the firepoint to find an axe, now head back to the lift (there's nothing of interest in your room, which is to the right by the way). In the lift examine the control panel and USE the knife - this prises open the panel. Examine the bare wires and again USE the knife - this stops the lift from moving. Examine the small handle to the right of the lift and USE - you now find yourself on top of the lift. Open your inventory and examine the axe then USE it - Ryan consequently prises the lift door open. Now, being very quick, enter your inventory and USE the axe whereby Ryan swings the axe leaving it embedded in the fat guy's chest. This gives you time to open your inventory and USE the gun, causing Ryan to shoot the guard before he can reload. Go left into the next room and then down, where you find a rather naughty shagging scene. Don't stare for too long, again open your inventory and USE the gun - close your eyes at this point if you're offended by a bit of blood and guts! You now get transported into the DreamWeb. Talk to the mad monk, exit and then enter the right-hand corridor. Examine the left-hand door and enter the room beyond, now use the key you got from Eden's microwave in the plinth. Dream Two You wake up to find yourself in an alleyway, exit and head back to your flat. Log on to the Network and 'LIST NEWSNET' then 'READ TVSPECIAL', you'll find out information regarding Sterling and the TV studio address. Now head to the TV Studio and continue to walk off to the right until you find a painted sign on the floor, turn left here and talk to the guard. He won't let you into the studio, so shoot him - obvious really! Now USE the control panel in the guard room and then exit off to the left, where you'll find the studio's back door open. Enter the studio and take the brochure off the receptionist's desk, underneath you'll find a pass card. Go left and walk to the small door at the bottom of the screen, where you can use your newly acquired passcard on the keypad to the left of the door. Enter the storeroom and find the fusebox, USE the fusebox with the screwdriver and then take the very small orange fuse which appears on top of the box. Exit the room and go as far as you can to the right and then enter the small door located at the top of the screen. USE the ladder to climb up. Directly in front of you is a winch control, examine and then open it. Exchange the blown fuse for the new one you've just found, then USE the winch control. Now sit back and watch your handy work! Once in the DreamWeb, talk to the monk and find the purple crystal located at the bottom of the vertical corridor. Then exit through the right-hand door in the left corridor - use the key in the plinth. Dream Three You materialise outside Sparky's. Go to Eden's flat and use the number you found on the Network (2865) to enter - Eden is now in the bath. Find Eden's diary on the bed and examine it to find the address of Sartain Industries (use 'N' to skip through the addresses), then take the blue network cartridge from her coffee table in the lounge. Exit and head back to your flat and use the blue cartridge in the network - you will get the door number 7833. Go to Sartain Industries and enter 7833 on the keypad. Enter and approach the computer screen - you will be denied help so USE the gun. Go left, enter the lift and when you exit on to the next floor examine and then USE the purple crystal to get you past the guards. Walk down and open the briefcase, take the papers and then examine them to obtain two important addresses. Enter the door to the right, climb the stairs and exit out on to the roof. Go left and USE your gun. In the DreamWeb, talk to the monk and exit via the right-hand corridor. Dream Four You awake in a car-park. Head left and take the wire-cutters from the van, exit to the top of the screen and then go to Chapel's house. Examine the wall and then USE to climb over, take a look around and find the blue cartridge situated next to the painting. Go back to your flat. Use the cartridge in the network and type 'LOGON BECKETT'. You now need a password and this is where reading the diary comes in useful - through the diary there is continuous reference to a church, St Septimus, and seeing as you're trying to glean information about the church it's worth typing 'SEPTIMUS' in as the password. Hey, you never know! Ignore the church for now, instead head off to the Boathouse. While still standing on the steps take the railing directly in front of you, then go down to the pipe and USE the outlet with the mug you picked up from your flat. Walk right and examine the metal plate at the top of the screen then USE the plate with the railing to open it. Now you need to disable the security device, so USE the exposed circuitry with the full mug. Climb through the hole on the right and then through the window to enter the boathouse. Underwood is lying dismembered on the floor but she can still hold a coherent conversation! Talk to her first and then USE the gun. In the DreamWeb, talk to the monk and exit through the left-hand corridor. Dream Five You wake up on the beach. Exit and go to the church, you will find the gates locked but the church door open. USE the chained gate with the wire-cutters and then enter the church. Walk down and pick up the skeletal hand found half-way down the isle, then examine the altar. Take all the items off the altar and then examine the hole found in the centre of the stone slab, USE the hole with the skeleton and then examine and USE the altar to push it out of the way. Climb down the hole. Examine the jar and take the crystal and then open the tomb where you'll find a rock, a dagger and two gems - take all of these. USE the stone tablet in the centre of the room with all three gems and exit the room to the right. The next section of passageways are blocked by a gate so go to the top of the corridor and examine the statue - again the manual comes in handy here, on the middle pages you'll find a diagram which can be used as the code to this puzzle. When you have the right configuration, push the purple crystal above the diagram. Wander through the passageways and collect the rocks that are scattered on the floor, you need to find eight - one is hidden rather sneakily in the Priest's bedroom. Find the cart and USE it with all the rocks, then USE the cart again to push it down the corridor. Exit into the Entropy room, you can do nothing here so exit through the hole to the right. Dream Six You are now in a subway. Exit to the top of the screen and wander up the rail track until you find a hole in the left-hand wall - here you find the Dealer. Listen to his sycophantic waffle and then when he says something about dying you will be given back cursor control, simply turn and exit the room as quickly as possible. You run back out over the rail track where the Dealer follows you and consequently gets hit by a very fast train and... well you can imagine the rest. Congrats, that's it. But don't expect any great rewards...