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- "Urban Runner" walkthrough by Darksheer
- ---------------------------------------
- Game Notes:
- This game is too easy in my opinion and it has built-in
- hint system but there are only 3 so-called 'jokers' at
- user's dispose so it will not be very convenient to leave
- a game for patching a file 'cat.inf' at offset 9Fh at
- value 03 again and more - 'jokers' are disabled in some
- areas.
- Also there are places in the game when you must choose
- whether to control Max or Adda - dont worry - these are
- not forks, when you finish first hero's part, you'll
- automatically switched to another one. Also at the very
- end of the story you will have a choice whether Adda dies
- or survives - but I wont suggest you replaying the game
- ending once more because the outcome is almost the same.
-
- Turn to the right. Check a locker for fishing line. Use
- it on stairs. Go up to the door. Then use hook on body-
- guard's feet. When he falls click on him to get a nail
- file. Go to the other side of the warehouse and look for
- a brick wall. At closeup use nail file on central brick.
- You end up in another place. Run to the room with the
- cubbyholes. Check a well with water. Go to the shelves,
- turn switch on and click on shelves to get a map of the
- place (you can access it now with a memory option in the
- menu). Go to the room with document transporter - there
- is a fusebox on the wall. Move fuse from the section
- where it is now to the one, called "wall panel fuse".
- Then go back to the room where you started in this area
- and check a wall panel on the left wall. Write down codes
- for operating a transporter up and down (red/green rec-
- tangles). Go back to fusebox and move fuse to the 'docu-
- ment transporter' section. Then using buttons near
- transporter you should operate it to lift you pump manual.
- (I dunno why but codes we wrote down dont work so its
- trial and error situation). Now move fuse to the 'pump'
- section of the fusebox. Go to the room with pump and turn
- the wheel to the right some times with a goal to set a
- corresponding meter to 576. And the left one is to be
- moved to the left until meter is pointing at 2. Then start
- a pump and run to the well and escape from bodyguard. At
- your house quickly click on halogen flashlight, ball,
- revolver and film. Then you run to another warehouse. To
- trick first thug click on ladies' room door, click on
- switch, then on plank, then on hiding place, when you see
- movie with thug entering ladies' room leave your sanctuary
- and use plank on the door. Now, the second thug. First,
- turn the switch on the left wall off. Then click twice on
- electric cables hanging on the ceiling, then click on can
- and use it on a spot called 'floor'. Now just turn switch
- back on and wait for the show. The next area you will be
- at - a Buena Vista Hotel. Talk with receptionist. Use
- police ID on the girl to the left, then on the girl to the
- right. Go upstairs, pick up earring, try unlocking a room
- 227 with a key, use earring on girl, then unlock room 227
- again. Try room 225 - its locked. Go down, talk to recep-
- tionist and a girl - you need information that room is
- reserved. Girl will attract receptionist while you use
- match on rubbish bin. You will be able to peek at the
- register when she runs away. Now use a photo from your
- inventory on matchbox, you will get a telephone number
- of club Zanzibar in your memory option, check it. Now
- use telephone and call there, then call the receptionist
- and cancel reservation. Now go and talk with her to get
- keys to room 225. Then check a paper near your room'
- telephone. Call room 227, then room service. Click on Adda
- to (ahem) pick her up.
- Now you go to the pool hall. Click on entrance, use police
- ID on Sergio, give him watch. Then at the evening you and
- Adda go to Lagrange's office. Use chalk on keypad, try se-
- lected numbers. Now when you note a woman approaching you
- need a perfect timing for Adda to overlook part of the code
- she enters. For that when Max says "Go on Adda!" click the
- forward arrow. If you are unlucky it may take some time to
- get it right. The code by the way is 249A. Inside, pick up
- a plastic cup on right hand of the guard, click on his key-
- board to unlock elevator, use elevator. Upstairs check a
- cupboard. Click on card punch, then on confetti on the floor.
- Unlock Lagrange's room with office key. Inside turn back to
- lock it from inside. Click on light switch, on all 3 docu-
- ments on clipboard, click on pencil holder twice. Click on
- safe. Click a wire from pencil holder on electronic diary in
- your inventory, then use diary on safe. Turn diary on, enter
- 227, adda at prompts. After your presence have been noticed
- turn light off, click on closet door, enter closet, use magnet
- to lock closet from inside. Wait for guard's checking this
- room and leave. Exit room, click on cupboard again to hide
- inside it.
- Your next mission features Adda. Click on blanket inside van.
- Use it on documents to reach them. Examine documents and note
- the warehouse's telephone number (you need to click on its
- closeup for Adda to say that now she knows it; otherwise she
- cant do anything here). Click twice on jacket in van and on
- the holiday card on the left side of the van. Examine all the
- papers to find out delivery man's name and his girlfriend's
- number. Call her from van to find out van's telephone number.
- Now go to the far side of the building, get into the parked
- car, use one telephone to call warehouse worker and another
- telephone to call delivery man's van. Then use one receiver
- on another to trick them and run out of the building alive.
- Next time you are given control is when you are chased by
- Eraser - turn right and when he tries to smash you with car
- roll under it to escape.
- Next moment you will find Max at hotel with inspector going
- to search your room for evidence. Use capsule on bowl with
- candies. Use ink from your inventory on document there. Open
- minibar, get a whisky bottle, use police ID on whisky's
- label. When inspector comes he wont find anything but will
- try to kidnap you. Use ink on blanket, use car's rear lid to
- get rid of the inspector van Dalle. Then you will switch to
- Adda at the newspaper office. Look at the mail area. Pick up
- glue and mail. Go to the coffee area, boil some water and use
- mail on steam, then use Max's message on mail and use glue on
- envelope. Enter Freddy's door. Use mail on him. Click on
- paperclips to distract inspector. Talk to Freddy. Go out and
- make some coffee, use cups on tray and tray on Freddy's door.
- Then use tray on raincoat and pick up raincoat to get it out
- of the room. Next, you feature Max at the graveyard. Use
- whisky on chaffeur. Then approach mourning people, look at
- Dr.Dramish, click on her glove. Return back and go to the
- parking near the graveyard, look at central car, look through
- window, click on glove. Use tailgate to get inside and pick
- up a music score and a heart medicine. Use medicine on whisky.
- Use any of keyrings on valve of Doc's car and go offer a drink
- to her chaffeur. Now Adda has more time to explore Doc's lab.
- Pick up a stick. Use it on caramels in your inventory and then
- use stick on mailbox. Examine papers thoroughly. Go to the
- garden (arrow in the upper right corner). Click on magpie's
- nest to get keys. Click on binoculars and search for hotspots
- called 'glint' on the screen (there are 3 of them) and then
- safely approach door, unlock it. Get glasses, search rubbish
- bin twice. Exit to garden, use recorder on magpie's nest to
- record audiocode. Now back to the audiocode detector, use
- glasses, enter code EEFGGFED. Click on lab coat. Click on wires.
- Use wire stripper on them. Use wire from inventory on stripped
- wires. Get films. Use them on microscope. Look for MIV and CLI
- codes on it. Exit. Next time you act as Max, quickly take
- shelter (arrow at the bottom of the screen). Then dispose of the
- glasses when you walk past trashcan. Play with hustler to win
- Sergio's watch - you need to guess the location of Queen among 3
- cards (not consecutive 3 times god bless). Then use Tony's
- keyring to enter club Zanzibar from the backdoor - you need to
- use keyring 4 times on leftmost lock, 2 times on central, once on
- leftmost. After some kills you end up near the white door. Get a
- bell nearby, turn right, use it on window sill, when timer runs
- out, enter door and use knife on Kevork. Then use magnet on a box
- on the wall to survive poisonous gas. Next, examine watch. Pull
- winder, remove it, use on center of the watch, reverse watch,
- click on central ring once, then on outer ring once + on winder
- 3 times. Use activated watch on system.
- Inside, exit terminal view. Click on 2 drawers to get laser and
- remote control. Click behind the drawer to get insecticide.
- Examine remote contoller and choose room A2 and the hottest
- temperature. Then use it on remote control receiver. Wait till
- time runs out, kill Kevork with insecticide, Eraser with laser.
- Search Kevork's pocket for keyring. Now start the system, eject
- 4th from the left cartridge, insert it. To configure switches
- you need to solve jigsaw puzzle of electronic schematic in your
- inventory. Then if jumper 1 is on then turn on the 1st switch
- and so on. For those who doesnt like jigsaw puzzles turn on the
- 2nd, 3rd and 6th switches. Enter keycode 151, use Paul's keyring,
- 1004, use Tony's, 10, use Lev's keyring.
-
- GAM< OV<R
- dsheer. MCMXCVI.
-