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- ************************************************************
- Bureau 13 Hints and Walkthru
- ************************************************************
-
- Introduction:
- -------------
- This walkthrough is divided into two sections. The
- first section contains hints for each area. The areas are
- not listed in the order that you should go to them. They're
- just all there. If you need a hint for a
- particular area, just search for that area.
- The second section is a blatant no-nonsense walkthrough
- with all the puzzles solved for each character in the order
- that you should go. I wanted to be sure to include the
- solves for each character since that's one of the nice
- things about the game... the puzzles change depending upon
- which characters you've chosen. Each character also has a
- different perspective of things they see or hear. For
- example, some computer parts may be easily identified by the
- hacker, but the thief won't have a clue what they are.
- If you find any errors or omissions, please e-mail me
- at one of the above addresses. I check my ibm.net address
- more often (several times a day) than I do my Delphi mail
- (about once a day), but either address
- will do. I hope you enjoy this and it helps! Let me know
- what you think. Thanks!
-
- Conventions
- -----------
- H - Isaac Richards, the Hacker
- M - Delilah Littlepanther, the Mech
- P - Father Jonathan Blank, the Priest
- T - Jimmy Suttle, the Thief
- V - Alexander Keltin, the Vampire
- W - Selma Gray, the Witch
-
- In the walk-through section, actions that can be taken
- are accompanied by the appropriate letters before the
- action, denoting which characters can accomplish the task
- (for example: [T] Pick the lock). If
- any character can accomplish the task, there is not an
- indication (for example: Read the book).
-
-
- ==================
- Section #1 - Hints
- ==================
-
- General Guidelines
- ------------------
- To start with, make sure you listen to the guy in the
- briefing room during the introduction. He tells you to make
- sure you don't draw attention to yourself so as not to have
- that attention lead back to the
- Bureau. This is important, especially if you want to finish
- the game with a high score. Leaving doors open to houses
- that you've broken into is a sure way of drawing attention
- to yourself! Smashing things is
- another good way. Killing people is the best way! The Bureau
- doesn't like that sort of behavior! :-)
- To get the highest score possible, close everything you
- open. Try to leave everything the way you found it. It's not
- always possible, but the more you can do it, the higher your
- score will be.
- Make sure that you click on everything, read everything
- you find, and make a note of it. Most of the information you
- come across will eventually be put to use. This isn't always
- the case, but... better safe
- than sorry, eh!?!
- Save your game often so you can come back to something
- if you get stuck (this goes without saying for most
- experienced adventure-gamers, but I thought I'd throw it in
- anyway). On the same note, PICK UP
- EVERYTHING YOU CAN!!! There's no weight limit for any of
- your characters. It seems the Bureau only hires agents with
- superhuman strength when it comes to carrying things! :-)
- Most of the puzzles have a logical solution. Notice I
- said "most." As with almost all adventure games, sometimes
- you have to just try stupid stuff! :-) Okay, here we go!
-
- NEWS VENDING MACHINE
- Search the vending machine. You'll find something with
- which to open it. Alternately, the thief is pretty good at
- breaking into stuff. The newspaper will tell you about
- recent happenings. Take note!
- You need to find evidence and clues. Where should you look,
- according to the newspaper?
- Check out the boxes and the signs on the wall, too.
-
- OUTSIDE POLICE STATION
- All the garbage is just that - garbage. The Bureau
- probably wouldn't want you to play garbage collector.
-
- INSIDE POLICE STATION
- Look at everything. The sargeant seems to be a heavy
- smoker, judging from the ashtray. I wonder if he's concerned
- about the fire hazard? Of course, there's a fire
- extinguisher nearby that he could use, but if it wasn't
- available, I guess he'd need to go elsewhere for one. By the
- way, I wonder if he's armed? Maybe if there was a way to get
- his gun...? Would you need a gun later?
- He won't let you in any of the other rooms, either.
- I'll bet there's good stuff in that evidence locker, huh?
-
- SHERIFF'S OFFICE
- Check out the security monitor. It shows the evidence
- locker. It probably wouldn't be a good idea, as far as the
- Bureau was concerned, to show up on a security video tape
- while stealing evidence.
- Be curious enough to search through someone else's
- desk. Miss Manners would have a fit, but she's not watching.
- What do you suppose the fuse box on the wall controls?
-
- EVIDENCE LOCKER
- Take everything and look at it, read it, whatever.
- Since you're not on the security camera, you're at liberty
- to snitch whatever you like without penalty (would that life
- were so easy!).
-
- OUTSIDE RICK'S ELECTRONICS
- You'd probably like to get inside, wouldn't you?
- Thieves and misting vampires make it easy to get into
- places, but the others have no such "breaking and entering"
- prowess. The plate glass door doesn't look
- like it would stand up to much, does it?
-
- INSIDE RICK'S ELECTRONICS
- Junk, junk everywhere! You'll find all kinds of useful
- things inside the store. Search everything. Take everything
- you can. Open things. Use things. If you're in desparate
- need of some easy cash, I'll bet there's a
- lot of cash in the register. Rick must do a pretty good
- business since he doesn't seem to have time to tidy up.
- Those cassette tapes might be interesting to listen to,
- as well.
-
- OUTSIDE AI CORPORATE HEADQUARTERS
- Pretty tough security lock on the door. Seems to have
- good weather stripping, too. Even the vampire can't mist
- through the cracks! Go ahead and push on the buzzer. Talk
- to and look at the guard when
- he opens the door. He's not too bright. Maybe that could
- work to your advantage.
- Witches have a way of "divining" certain things (like
- security codes). Sorry. That's sort of a spoiler, but I
- couldn't help myself.
-
- BEHIND AI BUILDING
- Not much here but a big old dumpster. Check it out,
- though. You never know what you might come across rooting
- through someone's trash. Ignore the cat for now. You'll see
- it later.
-
- INSIDE AI CORPORATE HEADQUARTERS - SECRETARY'S DESK
- Lotsa stuff here! Look around. Take and read everything. If
- you don't, you'll be an unhappy camper later!
-
- SECURITY OFFICE
- Check out those videotapes! Nothing exciting for the most
- part, but you should probably hang onto them.
-
- TED SIMPSON'S OFFICE
- Nice office, eh? (It's just like mine, by the way. NOT!)
- Most of the stuff is pretty mundane. I wonder what that
- button's for? Think about where someone might hide valuable
- stuff (think of classic movie
- stuff). It seems that remote control has no battery. You'll
- need one and it's in the room.
-
- GYM AND MESSENGER SERVICE
- Nothing's outside, it seems, except for that
- scaffolding between the windows upstairs.
-
- INSIDE MESSENGER SERVICE
- Messenger-man seems to be more interested in the ponies than
- he does in conducting business, but he still won't let you
- go upstairs... unless there's some sneaky way to get by
- him.
-
- DELIVERY BOYS' LOCKERS
- There's probably a bunch of useful stuff in the
- lockers. They're sort of a mess behind them, though. It's
- kind of tough to see in the dark, isn't it? That fuse panel
- must be blown.
-
- INSIDE GYM
- Sorry guys. It's the WOMEN'S locker room. Ladies, go right
- in. The attendant must work two jobs, 'cause she keeps
- leaving. Not a high security gym, if you ask me.
-
- INSIDE WOMEN'S LOCKER ROOM
- Guys, if you're in here and the women see you, they'll
- probably kick you out. There must be some way to conceal
- yourself, so that woman in the shower doesn't scream (it's
- not here, though).
-
- OUTSIDE HOSPITAL
- Just go inside.
-
- INSIDE HOSPITAL
- The guard is a tough character. Best not mess with him.
- Check out that crash cart, though. It's strange how dry ice
- doesn't vaporize when it's sitting in the open like that
- (that's why they call it "interactive
- FICTION"). I'll bet if you put that dry ice somewhere where
- there's water...
-
- USED RV LOT
- The Bureau must use some pretty good security to protect
- their vehicles. It seems there's no way to jimmy the lock
- and get in. What kind of lock is that, anyway?
-
- OUTSIDE AMERICAN TEMPORARY STORAGE
- Nothing here but a pretty sign. :-)
-
- INSIDE AMERICAN TEMPORARY STORAGE
- The kid's gonna ruin his ears. What's that music he's
- listening to? I'll bet you'd like to hear that band live,
- huh? Regardless of his musical listening habits, he
- seems pretty stubborn when it comes to letting federal
- agents in the safe. I guess you'll have to use the proper
- channels to gain entrance. How do you
- suppose the safe-deposit boxes are opened?
-
- IN THE RV
- Did you find anything in the RV? It has critical information
- to your investigation.
-
- ____________________________________
-
-
- AI MANUFACTURING PLANT - FROM THE RV
-
- RV PARKING SPOT
- That's all. Just a parking spot.
-
- FOREST ROAD
- Notice a truck goes by every now and then (Nice trees,
- too, if you're a nature lover).
-
- CLEARING
- Looks like a storm has passed through. That big branch on
- the ground looks pretty heavy, but I'll bet you could carry
- it anyway (remember that "superhuman strength" comment I
- made earlier!).
-
- AI MANUFACTURING PLANT
- Pretty nastly looking fence. I don't think I'd wanna touch
- it. That gate looks too tough to open, even for a thief.
- Those delivery trucks don't seem to have a problem, though.
- If you could just get into one of those trucks...
-
- AI PLANT SOUTHWEST CORNER
- Nice view. That scaffolding looks like it could easily
- hold two people.
-
- INSIDE MAIN GATE
- The scaffolding obviously doesn't work. Hmmpf! (You can't
- get in the truck again, either, so don't even try!)
-
- IN LOADING BAY
- Take whatever you can (as always)! What's that fuse box
- on the wall for?
-
- SCAFFOLDING
- It goes up.
-
- CORRIDOR
- What's behind door #1 or door #2? It seems like you don't
- have clearance to get inside either one. Do you feel a
- breeze from gaps between the door and the frame?
-
- LEVEL 4 ELECTRONIC STOCKROOM
- Lots of junk in bins. Is it useful? It sure is, if you're in
- the top secret weapons manufacturing business... otherwise,
- no. he keypad at the elevator seems to be jury-rigged. Code!
- Code! I need a code!
-
- SECURED CORRIDOR
- The sign says "Danger," but do you see why? Better make
- sure the coast is clear!
-
- SECURED LABORATORY
- Creepy place. Interesting book. Are the names of those
- people in the book important? (Duh.)
-
- LEVEL 6 GUARD POST
- This guard is putting down coffee like there's no tomorrow.
- He'll never fall asleep! Maybe he'll have to go to the
- bathroom soon, though. This place is the kind of place that
- would have secret passages all over the place.
-
- LOCKED OFFICE/PROGRAMMER'S ROOM
- She's dead to the world. Ted Simpson must really overwork
- this woman. I wonder how you can wake her up? I'll bet she's
- got some information that would certainly be helpful
-
-
-
- CORRIDOR TO EMP LAB
- The programmer probably has information about how to get
- into that lab. There are probably more secret passages here,
- too.
-
- INSIDE EMP LAB
- This must be the device that the programmer talked about. I
- guess I'd better use it somewhere to stop that virus. I
- wonder if this thing can be recharged?
-
- CORRIDOR TO SIMPSON'S OFFICE
- Another door that needs a scancard pass. Well, you should
- have three of them by this time. One of them ought to work.
-
- TED SIMPSON'S OFFICE
- This is as nice as the one at AI Corporate Headquarters!
- This guy must really rake in the bucks! I wonder if it's got
- the same gadgets in it that his other office has?
-
- MAINFRAME ANTECHAMBER
- Oh sure! Another voice lock! And you without a VCR. I guess
- you'll have to disable the electronic computer lock another
- way. What was it the programmer said this EMP thing does? I
- wonder if it will damage
- anything when I use it? It would be terrible if that door
- got screwed up. Then you'd have to find another way into the
- mainframe room.
-
- MAINFRAME ROOM
- So here's the big computer! Ted Simpson doesn't look too
- good, but from the looks of the monitor behind him, he got
- the job done. Have you even been in Virtual Reality? Have
- you even been in Virtual Reality when there's a killer
- computer virus on the loose who's not looking out for your
- best interests?
-
- IN VIRTUAL REALITY
- Man, does this virus have a sharp eye! He won't let you
- anywhere near that terminal! Hmmm... How can I blind this
- thing?
-
-
- _________________________
- THE SUBURBS (from the RV)
-
- ELM STREET
- Nice family house. Does the family's name ring a bell? The
- Bureau probably wounldn't approve of your just breaking into
- people's houses if it wasn't critical to your
- investigation... but it is kind of fun!
-
- DOGWOOD DRIVE - EDDIE HOUSTON'S HOUSE
- You'll need to gain entrance, obviously, before you can get
- anything juicy. Hmmm... Would a thief help? A vampire? A
- mech? If you can't get in, don't fret. You'll find a way to
- get your way in, "bar"ring anything unfortunate happening.
-
- EDDIE HOUSTON'S LIVING ROOM
- Is this guy a slob or what!?! There's lots of worthless junk
- and garbage in this house. Take what you can. Someone might
- think it's useful! Remember what the RV database said about
- Eddie Houston? Maybe you
- can find some of his stuff that he uses to hunt vampires.
-
- EDDIE HOUSTON'S KITCHEN
- This guy has a door to his kitchen and he leaves it open! I
- guess that's consistent with the rest of his surroundings.
- Something in this place makes me think of that kid at
- American Temporary Storage and the
- music he was listening to.
-
- DOGWOOD DRIVE - DENNIS STERLING'S HOUSE
- Now THIS house is more like it! This guy has some class! If
- you got into Eddie Houston's house, you'll have no problem
- getting in this one.
-
- DENNIS STERLING'S LIVING ROOM
- Nice furniture! Is that real leather on that couch? (It's
- just like the one I have at home...) Is his answering on?
- Are there any messages?
-
- DENNIS STERLING'S BEDROOM
- Hey! Hey! You're getting a little personal here, aren't
- you?
-
- DENNIS STERLING'S GARAGE
- It seems the man has good taste in cars as well as
- furniture! He keeps his place a little neater than Eddie
- Houston, doesn't he?! I wonder if the inside of the cabinets
- are as tidy as the rest of the garage?
-
- LIBRARY PARKING LOT
- That car sure looks beat up. Noone in their right mind would
- leave anything of value in a car like that in the middle of
- the night, right? Have you gotten into Eddie Houston and
- Dean Sterling's houses yet? Why
- not? Doors locked? These are prying times we live in. (No,
- it's not a typo, but it's pretty bad, huh? :-) )
-
- FRONT OF LIBRARY
- Did you only ever use the book return bins outside the
- library when you knew your books were overdue and you didn't
- feel like fessing up at the moment? No? (No Dan, just you.)
- Maybe someone else felt that
- way, too. I'll bet that book return bin opens up just like a
- house does.
-
- INSIDE LIBRARY
- Those damn computers in the libraries. The keys are always
- color-coded to the commands and someone always peels off the
- color stickers. :-) What do you need to look up in the
- computer? Need some specific
- books? It's a pretty big library. You might not find the
- right one just by browsing.
-
- LIBRARY BASEMENT
- Books, books, and more books. Unless you know exactly what
- you're looking for and where to look, it doesn't seem like
- there's much hope in finding it.
-
- FRONT OF SCHOOL
- Looks just like my Junior High School looked. Students use
- libraries a lot, don't they (theoretically). If you could
- get inside, you might find something to confirm this fact.
- Check out the windows.
-
- INSIDE LIBRARY
- Most of these classrooms seem to be shut and locked. The one
- up the hall, however, is yours for the taking!
-
- INSIDE CLASSROOM
- Do they still use those flip-top desks for kids? The teacher
- has a REAL desk and there's stuff on it, too! Maybe you can
- confirm that "library-student" thing.
-
- CARVER'S BAR
- Not much business here, is there? Maybe it's because the
- bartender isn't too friendly. Perhaps if you come back
- later, there'll be more customers.
-
- BASEMENT OF CARVER'S BAR
- It's a recovering alchoholic's nightmare!!! Too bad you
- can't take some of this stuff with you. It looks like a good
- place to go if you want to be alone, though.
-
-
- STALKER'S PARKING LOT
- Nice car. I wonder if there's anything in that bus? There
- must be lot of room in that baggage compartment in the back
- since the band is playing inside and all there stuff has
- been removed.
-
- FRONT OF STALKER'S NIGHTCLUB
- That ticket guy seems to be pretty adamant about making sure
- you've got a ticket. After all, Mike and The Nightstalkers
- are a pretty popular band.
-
- INSIDE STALKER'S
- You'd think there'd be more of a crowd, since they're so
- popular, huh? That guy up front seems to be enjoying the
- show, though. Everyone else seems to be doped up.
-
- BACKSTAGE AT STALKER'S
- This guy's not much of a bouncer, is he? He's mumbling crazy
- stuff, it sounds like. I wonder who nailed him?
-
- DRESSING ROOM AT STALKER'S
- It's where all the groupies want to be!!! I'll bet if they
- were there without the band, they want to take something for
- a souvenir! Cool coffin. The band's got a wierd schtick,
- but they've got cool props.
-
- OUTSIDE HERBALIST'S SHOP
- Is this one of those health food places?
-
- INSIDE HERBALIST'S SHOP
- There's all kinds of stuff lying around for sale. The
- shopkeeper seems to have no problem giving away free
- samples, though. The amulet on the counter looks like it
- might be pretty valuable. Since the shopkeeper gave you all
- the other stuff for free, don't you thnk you shouldn't be
- too greedy? Maybe you outta leave her something?!
-
- SIXTH STREET
- What a mess! I guess the garbage men don't visit this
- part of town.
- Read all the posters.
-
- INSIDE GANG HIDEOUT
- This guy looks like a druggie. You'd better take his stash
- so he won't be tempted and he can recover. Isn't Sixth
- Street the hangout of Sawbuck (Clyde Carver)? Maybe this guy
- knows where he is.
-
- THE CEMETARY (from the RV)
-
- RV PARKING SPOT
- That's all.
-
- THE PARK
- Nice and peaceful. According to the statue's plaque,
- Statusburg has been around for some time now!
- Can you identify any of these plants?
-
- OUTSIDE THE CHURCH
- It's supposedly a wonderful church, but it looks kind of
- creepy at night, doesn't it?
-
- INSIDE THE CHURCH - SANCTUARY
- Looks like a pretty standard church to me. The father seems
- to be staying up a little late, doesn't he?
-
-
- CHURCH KITCHEN
- The father must not be much of a cook. It looks like he cut
- himself at the kitchen counter. There's blood everywhere!
-
- CHURCH BEDROOM
- Simple living quarters. I don't know if I'd want that view
- out my back windows though... creepy!
- We're hunting demons, right? Symbols of holiness might be of
- assistance in the investigation. The floor sounds a little
- hollow in places. Shoddy construction?
-
- CEMETARY GATES
- From the looks of that tombstone, there's probably some
- demonic activity going on. I wonder who's in that grave?
- (Hey, you probably took the crucifix from the church, you
- might as well try grave robbing!) It's been said that a
- crucifix is a good thing to have at the ready when you're in
- creepy graveyards at night. It might scare away demons.
-
- BACK OF CEMETARY
- It's the back of the cemetary.
-
- OUTSIDE VERONICA COTTON'S HOUSE
- The door's open. She must be home. This place looks like it
- should be made out of gingerbread.
-
- INSIDE VERONICA COTTON'S HOUSE
- Wow, is this woman powerful! I'll bet, in a fair fight, she
- could even take out Samantha Stevens! I wonder what gives
- her her power? Maybe if her power source was far away, she
- wouldn't be so tough.
-
- THE MAUSOLEUMS
- The cemetary just keeps getting creepier and creepier. Isn't
- this the view from the church bedroom? *Shiver* That
- mausoleum in the back is even open!
-
- INSIDE THE MAUSOLEUM
- What was the grave robbing comment I made earlier? It seems
- someone beat you to it... and to make matters worse, the
- door disappeared!!! Aaaaargh! I think Stellerex is baiting
- you! Remember that Stellerex is the master of illusion and
- deception. Things aren't always as they seem. Think about
- the layout of the
- mausoleum. Is there someplace that should be accessible that
- isn't (other than outside)?
-
-
-
- =============================
- Section #2 - The walk-through
- =============================
-
- NEWS VENDING MACHINE
- Get the newspaper:
- Search the coin slot. You'll find a quarter. Put it in
- the machine and open it. Take a newspaper. Read it.
- Alternate ways of getting the newspaper.
- [T] Pick the lock and open it.
- [M] Smash the vending machine and take a paper.
-
- OUTSIDE POLICE STATION
- Go inside.
-
- INSIDE POLICE STATION
- [T] Pick the sargeant's pocket to get the gun.
- Take the superglue and glue the fire exinguisher door shut
- and then push the ashtray into the trashcan.
- SHERIFF'S OFFICE
- Open the sheriff's desk and take his keys. Open the fuse
- box. Take the spare fuse. Push the lever to shut off the
- power. [W] Cast a light spell to see better. The thief
- doesn't need light because he's used to working in the dark.
-
- EVIDENCE LOCKER
- Unlock the door with the sheriff's keys. Go in and take the
- camera, the police report, and the bomb fragments. Read the
- report and look at the fragments.
-
- OUTSIDE RICK'S ELECTRONICS
- To get inside:
- [T] Pick the lock
- [V] Mist in.
- [M] Smash the door in. (kinda fun!)
- Search the wall of the store. You'll find a brick.
- Throw it through the plate glass window. (Surprisingly
- enough, you don't lose points for this.)
-
- INSIDE RICK'S ELECTRONICS
- Take the wire cutters. Take the cassette tapes on the
- desk. Search the desk to find another tape. Play the tapes.
- Open the filing cabinet and take the customer records file.
- To get some money:
- [T] Pick the lock on the cash register.
- [M] Smash the register.
-
- OUTSIDE AI CORPORATE HEADQUARTERS
- Unless you have the witch, you'll need to go behind the
- building to search the dumpster for an empty box (see
- below). Once you have the box, press the doorbell. The guard
- will open the door. Show him the package. He'll tell you
- leave it on Mr. Simpson's desk. You can then go inside (the
- guard doesn't seem to care if you wander around once you're
- inside).
- [W] Cast a divination spell. The lock's code will be
- revealed.
-
- BEHIND AI BUILDING
- Open the dumpster. Ignore the cat. Search the dumpster
- to find the small package (empty box) addressed to Ted
- Simpson. Use the box to trick the stupid guard out front.
-
- INSIDE AI CORPORATE HEADQUARTERS - SECRETARY'S DESK
- Take the note. Read it. It mentions a keycode 2112. Open the
- copy machine and take and read that paper, too.
-
- SECURITY OFFICE
- Take the video tapes.
-
- TED SIMPSON'S OFFICE
- Open the smoke detector and take out the battery. Get the
- remote control and put the battery in it. Press the button
- on the desk. Open the painting. Put video tape #3 in the VCR
- and use the remote to start
- it. The safe will open. Get the tape in the safe and put it
- in the VCR. Use the remote again.
-
- INSIDE MESSENGER SERVICE
- (Go to the News Vending Machine and then the left of the
- screen.)
- [T] Sneak upstairs into the Delivery boys' locker room.
- Unless you have the thief, you can't go upstairs directly.
- You need to get there via the gym (see below).
-
-
-
- INSIDE GYM
- [W,M] Go into the women's locker room. [H,T,P] Go to the
- hospital and get the dry ice from the crash cart. Go back to
- the gym and wait for the gym attendant to leave the room and
- then throw the dry ice in the
- locker room to steam the place up. Go inside. [V] Wait for
- the gym attendant to leave, go "mist form" and go into the
- locker room.
-
- INSIDE WOMEN'S LOCKER ROOM
- Go through the window at the far end of the locker room.
- This will put you in the DELIVERY BOYS' LOCKER ROOM.
-
- DELIVERY BOYS' LOCKERS
- Open the fuse box and take out the bad fuse. Put the new one
- that you got in the sheriff's office in the fuse box. The
- lights come on. Search the locker to the right of the
- fusebox. You'll find J.P. Withers'
- delivery jacket. Search the jacket to get his van keys.
- Search the lockers at the right of the screen to find the
- gloves. Take the trashcan.
-
- AMERICAN TEMPORARY STORAGE (ATS)
- (Go to Rick's Electronics, then the Used RV Lot, then ATS.)
- Show J.P.'s van keys to the attendant. He'll get your stuff.
- Look in the box and take everything.
- [H] Build a bomb with the components by tinkering with
- any one of them.
-
- USED RV LOT
- Use the scancard to get into the RV, then get out. You'll
- have J.P. Withers's Battle Journal. Read it. Unless you have
- the vampire, go to the hospital and get the Level 4 scancard
- from the sheriff (it will happen automatically. You'll meet
- J.P., too). Go back to the RV. Use autodrive to go to the AI
- manufacturing plant.
-
- CLEARING IN THE WOODS
- Get the branch.
-
- FOREST ROAD
- Put the branch in the middle of the road. When the truck
- stops and the driver leaves to move the branch, get in the
- truck.
-
- LOADING BAY
- Open the loading bay door and go inside. Get the wood saw.
- Open the fuse box and turn on the power by pushing it. Go
- outside.
-
- SCAFFOLDING TO CORRIDOR
- Take the scaffolding up to the corridor with the Level
- 4 and Level 6 security doors.
- [V] Mist through the Level 4 door.
- All others must first go back to the hospital to visit
- the sheriff. He'll give you a Level 4 passcard with which
- you can open the Level 4 door.
-
- ELECTRONIC STOCK ROOM
- Push the control panel by the elevator and enter the
- code "2112" into the keypad. The elevator is now active.
- Take it down to the secured corridor.
-
- SECURED CORRIDOR
- Use the wire-cutters from Rick's Electronics to cut the trip
- wire. Open the door to the Secured Laboratory.
-
- SECURED LABORATORY
- Get the drone ledger. Read it. Go back to the RV.
-
-
- RV
- Enter these names into the RV database: Cotton,
- Houston, Sterling, Carver (Sawbuck and Carver are the same
- person). You'll now have a new location that you can auto-
- drive to (The Suburbs). Go there.
-
- LIBRARY PARKING LOT
- (Go left two times: Dogwood Dr., Dogwood Dr., Parking Lot)
- Open the back of the parked car. Get the crowbar and the
- flashlight. Go back to the RV and go right to Elm Street.
-
- ELM STREET
- Use the crowbar to break the lock on the door. Go inside and
- pick up the book. Read it.
- Alternately, once you learn about the family and the book
- (from the school and library) you can [M] smash the door or
- [T] pick the lock to get inside. You can't do that before
- you learn about the book because
- the Bureau doesn't support illegal actions unless it helps
- the investigation.
-
- DOGWOOD DRIVE - EDDIE HOUSTON'S HOUSE
- (The first house left of the RV)
- Pry open the door, [T] pick the lock, [M] Smash the
- door, or [V] mist inside.
-
- EDDIE HOUSTON'S LIVING ROOM
- Get the vampire hunter's kit (green bag). Search it to find
- the shovel, garlic, and stake. Go into the kitchen
-
- EDDIE HOUSTON'S KITCHEN
- Close the door. Search the garbage to find a ticket to see
- Mike and the Nightstalkers. Leave the house
-
- DOGWOOD DRIVE - DENNIS STERLING'S HOUSE
- (the second house left of the RV)
- Pry open the door, [T] pick the lock, [M] smash the
- door, or [V] mist inside.
-
- DENNIS STERLING'S LIVING ROOM
- Play the answering machine (push on it). Go into the
- garage.
-
- DENNIS STERLING'S GARAGE
- Open the 2nd cabinet door. Take the book on bombs. Read it.
- Open the 5th cabinet. Take the radio (it seems to have no
- purpose other than play music). Leave
-
- FRONT OF LIBRARY
- (through Library parking lot)
- Pry open the book return, [T] pick the lock on the book
- return, or [M] smash the book return. Get the book on
- Botany. Read it. Pry open the library door, [T] pick the
- lock, [M] smash the door, or [V] mist inside.
-
- INSIDE LIBRARY
- [H] Hack the computer. Turn on the computer. Enter "demons"
- at the console. Go downstairs.
-
- LIBRARY BASEMENT
- Search the second shelf of books. You'll find that the book
- on demonology is checked out.
-
- FRONT OF SCHOOL
- Two ways to get in:
- Open the unlocked window
- Pry open the door, [T] pick the lock, [M] smash the
- door, or [V] mist inside.
- If you went through the door, go into the classroom in the
- back. If you went through the window, you'll already be in
- the classroom.
-
- INSIDE THE CLASSROOM
- Get the assignment list from the teacher's desk. Read it.
- (This is what lets you break into the Gembeck's house on Elm
- street if you don't have the crowbar.) Leave
-
- FRONT OF STALKER'S NIGHTCLUB
- (Past Carver's Bar and Stalker's parking lot)
- Go backstage through the door at the front right of the
- room.
-
- DRESSING ROOM
- (through backstage hallway)
- Search the coffin for the garlic and the note. Read the
- note. Leave
-
- SIXTH STREET
- (past the Herbalist's shop)
- Search the ballet poster. Open it. Go inside the gang
- hideout.
-
- INSIDE GANG HIDEOUT
- Ask the guy about the location of Sawbuck (Clyde Carver).
- Get the stimulants and the depressants. Leave. Go to
- Stalker's parking lot.
-
- STALKER'S PARKING LOT
- Open the bus. Search Eddie Houston to remove the drone chip.
- Go to Carver's Bar.
-
- CARVER'S BAR
- Click on Sawbuck six times until he's out of bullets. (You
- can attack him and kill him, too, but you lose points.)
- Follow him into the basement.
-
- BASEMENT OF CARVER'S BAR
- Search Sawbuck to remove the drone chip. Go to the
- Herbalist's shop. Get the healing powder, the warding charm,
- the sleeping drug, and the love potion. Pick up the amulet
- next to the cash register. When Veronica Cotton appears and
- asks if you want to see her, agree with her. She says she'll
- send Elmo. Give the amulet back to the herbalist woman. Go
- outside. Follow the cat, but don't get ahead of it. Let it
- leave the screen before you follow. It will wait. It will
- lead you back to the RV.
-
- AT THE RV
- A message will appear to tell you to follow the cat to the
- cemetary. Ignore it for now.
- Search Dennis Sterling to remove the chip. He'll tell you he
- rigged the RV to explode. Disable the bomb with the wire-
- cutters. Get in the RV and drive to the cemetary. Elmo the
- cat will be waiting for you.
- Follow him to Veronica Cotton's house.
-
- VERONICA COTTON'S HOUSE
- Go inside (the door's not locked). As she's speaking to you,
- search her to remove the drone chip. If she sends you back
- to the RV (magically), try again. If you still have the
- amulet from the herbalist, she'll keep sending you back. You
- have to go inside without the amulet. If you have the
- amulet, split up your characters and leave one at the RV. Go
- inside her house with the other one and you'll be able to
- search her. After you remove the chip, Stellerex will
- appear to you and he'll be pissed. Go to the cemetary gates.
-
- CEMETARY GATES
- Stellerex will be there screaming threats. Ignore him. Use
- the camera to take a picture. Use the shovel from Eddie
- Houston's vampire hunter's kit to dig just behind the marked
- gravestone. Take a finger bone from the body in the grave.
- This guy was a convicted murderer. Go to the park (past the
- RV).
-
-
- PARK
- Search the tree. You'll recognize it as a dogwood tree if
- you read the Book on Botany. Use the saw from the AI
- Manufacturing Plant to cut of a limb, then use the saw on
- the limb to cut off a small disk. Go to the church and go
- inside.
-
- INSIDE THE CHURCH
- Go into the church kitchen through the door on the
- right.
-
- CHURCH KITCHEN
- Dip the finger bone into the blood on the kitchen counter.
- It's the priest's blood. He's a virgin. Use the finger bone
- on the dogwood disc to create a disc to bind a demon. It
- will glow with a faint blue light (from the description, not
- actually on the screen) if you do it properly. Go into the
- bedroom through the door on the right.
-
- CHURCH BEDROOM
- Get the crucifix off the wall. Search the floor at the foot
- of the bed. Open the trapdoor and take the Tome of
- Banishment. Read it. Leave and go back to the cemetary
- gates.
-
- CEMETARY GATES.
- Stellerex will have a different message now that you have
- all the powerful demon-banishing stuff. Scare him away with
- the crucifix. You can now go to the mausoleums on the left
- side of the screen.
-
- MAUSOLEUMS
- Open the door of the mausoleum in the back. Go inside.
-
- INSIDE THE MAUSOLEUM
- Relative to the screen, go down, right, right, and up. Click
- on the left wall of the chamber. You'll go through the wall
- and will automatically banish Stellerex assuming you have
- the prepared dogwood disc and the Tome of Banishment. He'll
- give you a Level 6 passcard and will send you back outside
- the mausoleum.
- Go back to the RV and drive to the AI Manufacturing Plant.
- Go up the scaffolding again to the corridor.
-
- CORRIDOR
- Use the Level 6 passcard to open the door on the right.
- Go in.
-
- LEVEL 6 GUARD POST
- Stay behind the filing cabinet until the guard has to leave
- for the bathroom. Put the depressants in his coffee. Leave.
- Come back. He'll be unconcious. Search him to get a Level 7
- passcard. Open the door to the locked offic with the
- passcard.
-
- LOCKED OFFICE/PROGRAMMER'S ROOM
- Give the stimulants to the programmer. Talk to her. She'll
- tell you all about the virus and give you the security
- cipher-code to the EMP lab. You don't have to write it down.
- Go into the corridor on the right.
-
- CORRIDOR TO EMP LAB
- Open the door to the EMP lab. It should open automatically
- if you've listened to the programmer.
-
- IN THE EMP LAB
- Get the EMP device. Go back out to the corridor.
-
- CORRIDOR TO EMP LAB (again)
- Go through the passageway on the bottom left of the screen.
- You'll be in another corridor that leads to Ted Simpson's
- office.
-
- CORRIDOR TO SIMPSON'S OFFICE
- Use the Level 7 passcard to open to door.
-
- TED SIMPSON'S OFFICE
- Push the statue on the desk. A passageway will open behind
- the desk. Go into the mainframe antechamber.
-
- MAINFRAME ANTECHAMBER
- Use the EMP device to shut down the security locks. It will
- damage the door to the mainframe room, so you can't get in
- that way. Go back to the EMP lab and recharge the EMP
- device by clicking on the pedastal where you found it. Go
- back to the Level 6 Guard Room.
-
- LEVEL 6 GUARD ROOM (again)
- Search the panel at the bottom left of the screen. You'll
- find an access tunnel to the mainframe computer. (The
- program says it's locked, but it isn't anymore, assuming you
- used the EMP device already.) Go into
- the mainframe room.
-
- MAINFRAME ROOM
- Talk to Ted Simpson. He'll give you a code for disabling the
- virus. With your character who's carrying the EMP device,
- sit in the VR chair by clicking on it. You'll go into VR.
-
- IN VR
- Listen to the virus doing his scare dialog and then use the
- EMP device (that'll shut him up! :-) ). Push the computer
- panel at the left of the screen and everything will blow up.
- You'll go back into reality with your other character and
- the game is over. It's got a pretty cheesy ending. A lot of
- people are bitching about that.
-
- Ta-dah! You've won!
-
-
- --
-