Bureau 13

Bureau 13

17.10.2013 17:55:13

German

Büro 13

Dieser Lösungsweg wurde mit den Charakteren
Alexander Keltin und Isaac Richards durchgeführt.
Doch bis auf einige Einzelheiten (z. B. kann nur eine
Frau durch die Umkleidekabine der Turnhalle zu
den Spinds des Kurierdienstes gelangen, der Vampir
hingegen schwebt in Nebelgestalt direkt am
Nachtwõchter vorbei zu den Spinds) ist der
Lösungsweg mit anderen Charakteren der gleiche.
Zu Beginn des Spiels befindet man sich bei einem
Zeitungsautomaten. Sobald man diesen
untersucht, findet man ein Geldstück im
Rückgabefach. Dieses wird mit dem Automat benutzt.
Der
Automat wird geöffnet und die Zeitung entnommen.
Aus ihr geht hervor, daß sich einige
Beweisstücke im Polizeigebäude befinden. Ab zur
Polizeiwache und den Kleber auf dem Tresen
nehmen. Damit verklebt man die Luke, hinter der sich
der Feuerlöscher befindet. Jetzt wird der
Aschenbecher des Polizisten "gedrückt" und er fällt in
den Papierkorb. Dieser fängt an zu brennen,
und da die Luke zum Feuerlöscher verklebt ist,
verschwindet der Polizist. Nun begibt man sich in das
Büro des Sheriffs und holt aus der
Schreibtischschublade den Schlüssel zum
Beweismittelraum. Jetzt
noch schnell den Sicherungskasten öffnen und den
Hebel betätigen. Dadurch wird die
+berwachungskamera im Beweismittelraum
ausgeschaltet. Nachdem man eine Sicherung aus
dem
Kasten genommen hat, mit dem Schlüssel die Tür zu
den Beweismitteln öffnen. Den Photoapparat
und aus dem Regal die Beweisbox und den
Polizeibericht nehmen.
Danach begibt man sich zu Ricks Elektronikladen,
untersucht die Mauer und wirft mit dem gefundenen
Ziegelstein die Glastür ein. Im Laden nimmt man die
Drahtschere (links unten, auf einem Regal). Die
Anrufbeantworterkassetten auf dem Tresen nehmen
und die 2. und die letzte (im Inventar von links
aus gesehen) mit dem Anrufbeantworter anhören.
Jetzt noch schnell den Aktenschrank (rechter
Bildrand) öffnen, die Akte herausnehmen und lesen.
Nun geht man hinters AI-Hauptquartier, öffnet
den Container, und findet durch Untersuchen eine
Kiste. Diese gibt man dem Pförtner des AI-
Hauptquartiers, nachdem man die Klingel rechts
neben der Tür benutzt hat. Er gewährt Einlaß. Den
Kopierer öffnen und die Memo nehmen (= alle
Angestellten sollen niemandem etwas von dem
Einbruch erzählen, der vor kurzem verübt wurde).
Den Zettel der Sekretärin auf dem Schreibtisch
nehmen. Jetzt geht man in Ted Simpsons Büro. Man
öffnet das Gemälde und findet dahinter einen
Tresor mit Spracherkennung (Ted Simpsons Stimme).
Den Rauchmelderkasten öffnen und die
Batterie entnehmen. Diese mit der Fernbedienung auf
dem Schreibtisch verwenden. Zurück in die
Rezeption, von dort ins Sicherheitsbüro. Da nimmt
man die drei Videokassetten. Zurück in Simpsons
Büro drückt man den Knopf auf dem Schreibtisch. Es
erscheint ein Videorekorder und ein Fernseher.
Die letzte Videokassette des Inventars mit dem
Rekorder benutzen (Mr. Simpson beim Tresoröffnen).
Durch Simpsons Stimme öffnet sich der Tresor. Wenn
man die Videokassette, die man im Tresor
findet anschaut, sieht man Withers mit einem RV
flüchten.
Daraufhin geht man vor das Gebäude des
Kurierdienstes. Alexander benutzt die Nebelgestalt
um
unbemerkt im Kurierdienstbüro an dem Nachtwächter
vorbei, zu den Spinds zu gelangen. Dort
verwandelt man ihn zurück, öffnet den
Sicherungskasten und entnimmt die kaputte
Sicherung. Dann
setzt man die unversehrte Sicherung aus dem
Polizeigebäude ein, woraufhin das Licht angeht.
Alexander muß den Spind am rechten unteren
Bildrand untersuchen. Er findet ein Paar Handschuhe,
die er gleich anzieht. Jetzt öffnet man den Spind links
oben (er gehörte Withers) und nimmt die Jacke.
Wenn man sie untersucht, findet man ein
Schlüsselpaar. Nachdem man wieder raus zu seinem
Partner
gegangen ist, geht man zum AZL-Gebäude. Man gibt
dem Punk, der drinnen sitzt, den
Schlüsselbund aus der Kurierjacke, woraufhin dieser
eine Kiste Wither`s bringt. Wenn man sie
untersucht, findet man eine Scankarte und
verschiedene Bombenteile. Isaac "tüftelt" daraus eine
Brandbombe.
Nachdem man zum RV-Parkplatz gegangen ist,
benutzt man die Scankarte mit der Tür des linken
RVs.
Man kann jetzt in den RV gehen. Esc drücken, und
wenn man wieder aus dem RV draußen ist,
berichtet ein Agent, daß er Withers Tagebuch
gefunden hat (Withers will den Sheriff im
Krankenhaus
töten). Daraufhin begibt man sich schnell zum
Krankenhaus, wo eine kleine Filmsequenz auf einen
wartet (Man erhält von Tucker eine Sicherheitkarte für
die AI-Fabrik). Mit dem RV fährt man nun in den
Wald. Von dort aus geht man zur Rodung und nimmt
den großen Ast. Diesen benutzt man auf dem
Waldweg mit der Straße. Der AI-Lkw wird
aufgehalten, und man kann unbemerkt einsteigen.
Auf dem Fabrikgelände angekommen, die
Ladebereichtür öffnen, reingehen und die Holzsäge
vom
Boden aufheben. Die Treppe hoch, den Kasten öffnen
und den Knopf drücken. Dadurch wird die
Energiezufuhr eingeschaltet. Jetzt auf das Gerüst
außerhalb des Lagebereichs steigen. Man gelangt
in einen Korridor. Mit der Sicherheitskarte die linke
Tür öffnen, und im Raum dahinter zum Schaltpult
gehen und den Code, den man dem Zettel der
Sekretärin entnimmt (2112) eingeben. Mit dem nun
funktionsfähigen Aufzug gelangt man in den Keller.
Unter dem Schild an der Decke befindet sich ein fast
durchsichtiger Stolperdraht. Diesen mit der
Drahtschere durchschneiden, und schon ist das
Sicherheitssystem lahmgelegt. Ins Labor gehen, wo
man das gelbe Buch vom OP-Tisch nimmt. Aus ihm
geht hervor, daß 4 Personen, u. a. Sheriff Tucker,
ein Chip implantiert wurde, der einen zum Drohnen
macht (Veronica Cotton, Eddi Houston, Dennis
Sterling, Sawbuck = Mr. Carver)
Man begibt sich wieder zum Waldweg, wo man die
Säge mit dem 2. großen Baum von links benutzt.
Von dem abgesägten Hornstrauchast sägt man noch
eine Scheibe herunter. Zurück beim RV holt man
sich mit dem Bordcomputer Informationen über die
manipulierten Personen. Dann fährt man mit dem
RV zu dem 2. RV-Parkplatz (Straßenecke + Wald).
Jetzt so lange nach links, bis man zum Parkplatz der
Bibliothek gelangt. Dort öffnet man den Kofferraum
des Autos, wo man ein Brecheisen und ein
Blitzgerät findet. Nun 2 Bildschirme nach rechts. Man
befindet sich bei Eddi Houstons Haus. Indem
man die Tür mit dem Brecheisen aufbricht, gelangt
man ins Haus. Die grüne Sporttasche nehmen und
untersuchen, dann in die Küche gehen und die Tür
schließen.
Wenn man die Mülltonne hinter der Tür untersucht,
findet man eine Konzertkarte und eine Mitteilung.
Ein Bildschirm weiter den Dogwood Drive hinunter
findet man Dennis Sterlings Haus.
Die Tür wieder mit dem Brecheisen öffnen. Den
Anrufbeantworter abhören, dann in die Garage. Dort
öffnet man die 2. Tür von links, anschließend die 5.
Tür von links des Schränkchens. Man findet ein
Bombenbastelbuch und ein Radio (wenn man "B" auf
der Tastatur drückt, kann man die CD-Audio-
Musik genießen).
Jetzt geht man zur Bibliothek und bricht den
Bücherrückgabekasten mit dem Brecheisen auf. Man
findet ein Buch. Dieses wird untersucht und man
findet eine Nachricht eines Lehrers. Zur High School
und das hinterste Fenster öffnen. Durch das Fenster
gelangt man in ein Klassenzimmer. Dort nimmt
man die Nachricht auf dem Pult. Zurück zur
Bibliothek. Brechen Sie die Tür wie gewohnt auf. Den
Computer benutzen. "Mord" eingeben. Der Computer
gibt die Information, daß der einzige Mörder in
Stratusburg der verstorbene Spike Clemmins ist
(diese Information braucht man für später).
Zum Nachtclub gehen und dem Wärter die
Eintrittskarte von Eddi geben. Im Nachtclub spielt eine
nicht allzu unbekannte Band (Die der Audio-CD-
Tracks!). Nun rechts durch die Tür hinter die Bühne.
Dort liegt ein verletzter Rausschmeißer, der von Eddi
angegriffen wurde. Durch die Tür geradeaus in
den Umkleideraum der Band. Dort wird der Sarg in
der Mitte des Raumes untersucht und man findet
eine Knoblauchzehe und einen Zettel, auf dem eine
Drohung Eddis an die Band steht. Zurück im Saal
wird der Fan neben der Tür ausgequetscht. Dieser
erzählt, Eddi sei während der Vorstellung wütend
rausgerannt. Daraufhin begibt man sich zum
Parkplatz des Nachtclubs und öffnet den Kofferraum
des
Busses. Eddi kommt aus dem Kofferraum. Nachdem
man ihn zur Rede gestellt hat (Sätze 3-1-1)
entfernt der Agent den Chip aus Eddis Hals, und er ist
wieder neutralisiert.
Wenn man zum RV zurückgeht findet man Sterling.
Nachdem man kurz mit ihm geredet hat entfernt
man mit dem "Nehmen"-Symbol den Chip aus
seinem Hals. Er gesteht das er eine Bombe im RV
gelegt hat. Diese entschärft man einfach indem man
die Drahtschere mit der Tür des RV benutzt.
Anschließend noch schnell in die Elm-Steet, das
Haus aufbrechen und drinnen das Buch auf dem
Tisch nehmen (Es beschreibt die Herstellung einer
Dämonen-Einschluß-Scheibe).
Im Laden der Kräuterhändlerin nimmt man die drei
Tränke und den Talisman links im Bild. Dann das
Amulett auf der Ladentheke nehmen, es ansprechen
und die Frage, die die Frau stellt bejahen. Das
Amulett an die Verkäuferin zurückgeben (wichtig!) und
dann rausgehen. Dort folgt man der Katze bis
zum RV und fährt ihr dann bis zum Friedhof hinterher.
Wenn man ihr dort zu Fuß weiter folgt, führt sie
uns direkt zu Veronica Cottons Haus. Nachdem man
hineingegangen ist, greift man die verunsicherte
Veronica an und sie wird niedergeschlagen. Nun ist
auch sie "neutralisiert". Anschließend sucht man
auf dem Friedhof Spike Clemmins Grab und hebt dies
mit dem Spaten aus der grünen Sporttasche
aus. In einer kleinen Filmsequenz wird dem Skelett
ein Finger abgenommen. Nun geht man in die
Kirche und von dort in die Küche. Auf der Theke
findet man jungfräuliches Blut von Pater Dominic.
Dieses wird mit Spike Clemmins Finger benutzt. Den
in Blut getauchten Finger benutzt man jetzt mit
der Hornstrauchscheibe, und man besitzt eine
Dämonen-Einschluß-Scheibe. In Pater Dominics
Kammer untersucht man den Fußboden, wo man eine
Falltür entdeckt. Diese wird geöffnet und das
Buch der Bannsprüche herausgenommen.
Darauffolgend nur noch das Kruzifix von der Wand
nehmen.
In der Sixth Street untersucht man das große Plakat
und entdeckt dahinter einen Geheimgang. Wenn
man hindurchgeht, findet man das Versteck einer
Gang. Dort nimmt man die zwei Dosen mit grünen
und roten Pillen (Beruhigungs- und Aufputschmittel).
Nachdem man das Gang-Mitglied über Sawbuck
ausgefragt hat, geht man zu Carvers Bar, wo dieser
eine Geisel genommen hat. Man greift ihn
schlichtweg an, und nun ist auch der letzte Drohn
außer Gefecht. Dem Dämon Stellerex paßt das gar
nicht und er meldet sich, er habe den Friedhof unter
seine Kontrolle gebracht.
Man fährt sofort zum Friedhof, wo Stellerex schon
wartet. Man hält ihm das Kruzifix vor die Visage, und
er verschwindet. Jetzt nach links zu den Mausoleen.
Man öffnet die Tür des hintersten und gelangt
hinein. Scheinbar gibt es keinen Ausgang mehr, aber
man kann einfach mit dem Agenten, der die
Bannscheibe besitzt, links durch die Wand gehen, die
nur eine Illusion von Stellerex ist. Stellerex
verlangt, daß man Ted Simpson findet und man
bekommt eine Level-6 Scankarte von ihm. Dann
verschwindet er, der Bannscheibe wegen, ins
Jenseits.
Mit dieser kann man in der AI-Fabrik die Level-6
Sicherheitstür öffnen. Durch Untersuchen der
hinteren Panzertür erfährt man, daß jemand dahinter
eingesperrt ist und daß eine Level-7 Scankarte
benötigt wird, um sie zu öffnen. Man benutzt die
Beruhigungspillen mit dem Glas des Wächters auf
dem Tresen und geht kurz raus. Wenn man den
Wachraum wieder betritt, ist der Wächter
eingeschlafen. Nachdem man ihn untersucht hat,
öffnet man mit der Level-7 Karte, die er bei sich trug,
die Tür zum verschlossenen Büro.
Eine Programmiererin liegt bewußtlos an ihrem
Schreibtisch. Doch nachdem man ihr die
Aufputschpillen verabreicht hat, ist sie wieder wohlauf.
Nachdem man mit ihr geredet hat geht man
zum EMP-Labor (erst rechts, dann nach oben). Dort
nimmt man das EMP-Gerät und verläßt den Raum.
Jetzt in den linken Korridor und mit der Level-7 Karte
die Tür zu Simpsons Büro öffnen. Hier wird die
Büste auf dem Schreibtisch gedrückt, woraufhin sich
eine geheime Tür öffnet. Durch diese gelangt
man in den Vorraum des Großrechners, wo man, um
das Sicherheitssystem auszuschalten, das EMP-
Gerät mit der Tür zum Großrechnerraum benutzt. Da
diese jetzt jedoch verklemmt ist, geht man erneut
zum EMP-Labor.
Dort wird das EMP-Gerät wieder aufgeladen, indem
man es mit der Plattform in der Mitte des Raumes
benutzt. Nun zurück in den Wachraum. Die vordere
linke Wand untersuchen, woraufhin man einen
geheimen Weg zum Großrechnerraum findet. Da
angelangt, spricht man mit dem am Boden liegenden
Ted Simpson. Er verrät den Code zur Zerstörung des
Viruses, der es sich im Großrechner mit Hilfe von
Stellerex gemütlich gemacht hat. Nun mit dem
Agenten, der das EMP-Gerät besitzt, den Virtual
Reality-Stuhl benutzen. In der virtuellen Welt verrät
der Virus seine bösen Zukunftspläne. Diese macht
man ihm jedoch zunichte, indem man das EMP-Gerät
mit ihm benutzt. Das scheint ihn irgendwie zu
stören, und man kann in aller Ruhe zum Eingabegerät
für den Code, links, gehen. Nachdem man den
Code eingegeben hat, wird der Virus, und damit all
seine finsteren Zukunftspläne, zerstört.
Constantin v. Zitzewitz

English

Bureau 13 Hints and Walkthru

Written by Dan Gilbert (dgpc001@ibm.net)

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 the above address.

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
Section #2 - The walkthrough

________________________________________________________________________________

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.

The 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 walkthrough

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!

 
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