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PC/CD Gamer UK 44
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PCGAMER44.bin
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dreamweb.txt
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1997-01-27
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10KB
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158 lines
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 ╨ 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...