Midnight Nowhere

by Zurreen Zubairie about 55 minutes to read

Midnight
Nowhere

(A Walkthrough by Zurreen Zubairie)

Copyright © 2006.  All rights reserved.

WARNING

           
Please, note that this walkthrough is copyrighted.  Hence, any
attempt to reproduce anything from this walkthrough will be severely
punished to the maximum extent of the law.

 

INTRODUCTION

           
I started playing computer games some five years ago, and have played several
since then.  While I loved to take notes and even "preserve"
them for "later generations," the very idea of writing an actual
walkthrough for a game always seemed too daunting.  Recently, however, a
friend suggested that I should be very good at writing a walkthrough, so I
decided to give it a try.  Thus, this is my very first walkthrough. 
If anything, I might have gone "overboard" in spelling out all the
details.  That’s okay though, since nothing would please me more than to
be able to help out anyone, no matter how adept at game-playing they
might be.  Any words of encouragement – as well as comments, questions,
and suggestions, of course – would be most welcome.  [Please, direct all
of these to .  Thank you.]

ABOUT
THE GAME ITSELF

           
I am sorry to say but this is really not the best game I have ever
played.  Indeed, I would strongly advise players under the
age of 18 (and people with good taste generally) against playing
this game.  In fact, the "good girl" that I have always been, I
was truly embarrassed by all the depiction of nudity, and offended by a lot of
the language.  The fact that none of that was even "necessary"
in this particular game, made it all the more
offensive.

           
In all fairness, however, I have to say this: if you can somehow
overlook, ignore, and overall de-sensitize yourself to the
nudity, depictions of violence, and offensive language, you will find that the
game has been designed rather cleverly, involving interesting twists and
turns.  My only recommendation to the designers and the developers would
be to just clean it up a little (actually quite a lot).  And
I do so hope, they will take this advice in earnest,
because the real game behind all this unnecessary clutter is
really worth a good revision.

           
Finally, I would give two pieces of advice to those with the aforementioned good
taste who might still like to try playing this game. 

(1)  
DON’T LOOK AT ANY OF THE PICTURES.  This means, all the posters on
the walls, the magazines on the tables, etc.  Unfortunately, however,
there are two EXCEPTIONS to this "rule."  [WARNING:
SPOILER COMING
].  The first one is the card that you must
retrieve from a book in the Security Room.  (See the section on that room
in the walkthrough.)  You really can’t avoid seeing the picture on that
page but try, because it is rather revolting.  Secondly, you would
have to see the pictures on those nine cards (but only on those nine
cards) to be able to answer Whip’s riddle in the jail cell.  Again, focus
your attention on the questions itself and not on the irrelevant
pictures.

(2)  
AVOID PAYING TOO MUCH ATTENTION TO THE HERO’S REMARKS.  Don’t try
to turn off the volume, of course, because a lot of his comments are actually clues
as to what you are looking for, if you should either use a different icon or repeat
the use of the same one, etc.  So I guess, the
real advice is just to ignore anything crude or callous that he (or some
other character) might say.

 

THE
WALKTHROUGH

 

Generally:

           
This is a point-and-click game.  There are four icons for navigating
through the game, as shown below.

 

1

2

3

4

 

1. 
The EYE icon = CLOSE UP, LOOK, EXAMINE.  Be sure to keep this icon
highlighted wherever you go.  It will "alert" you to all the
possible points.  Also, it is often only after the hero
"sees" something and makes a comment, will you then be allowed to
pick up or interact with a critical object.

2.  
The MOUTH icon = CONVERSATION.  This is actually critical in only
one place in the entire game (to be noted later), although you can often click
on this icon to hear the hero make some wise crack at many spots.

3.  
The HAND icon = PICK UP, RETRIEVE objects, for example, from a person,
safe, etc.

4.  
The POINTING-FINGER icon = USE, ACTIVATE, COMBINE.  This can be
used either to make some change in an item in the inventory, combine
two items in the inventory, as well as to interact with something in the
environment, for example, opening a door.

The
Hospital

The
Morgue

           
You step out of a body bag and find yourself in a morgue.  Go to the
desk.  Close up (i.e., click on the Eye icon).  Read the two
notes.  Pick up the microscope.  (You will have to change the icon to
the Pick-Up icon yourself to do so).  Step out of the close up, turn
right, and Use the microscope on the Fire-Axe case to break the glass
door.  Retrieve the Fire Axe and a Large Piece of Glass lying at the
bottom of the case right under the axe.

           
Turn right to find three bodies, also in body bags, laid out on
stretchers.  Close up on the body in the middle, that of a man.  Look
at his arm, folded over on his stomach.  The hero comments: An "Ariel"
tattoo.  Make note of ARIEL.

           
Step out of that close up and into that on the body on the extreme right, also
of a man, a hospital worker (you can see the badge spread out on his
chest).  Move his hand folded across his chest and the arm will fling
out.  Use the axe on that hand to cut off (retrieve) a finger.  (I
know, it’s nasty – but necessary, to proceed in the game).

           
Turn right, to face the two stretchers one of which you had previously
occupied.  Make a note of the number of your "bed":  270871
Move forward towards the freezer, to approach the control panel to its left.

           
Use your axe to cut off/retrieve the piece of cable (right where the Eye icon
is showing) under that control box.  Now open your inventory and Use the
piece of large glass on the cable, i.e., "combine" the two in the
inventory.  The plastic has thus been stripped off the wire. 

Now turn right and approach the door to find it
electronically shut off.  Turn to the big control box, to the right of the
door.  There is smoke coming out of it.  Use your axe to take off the
cover of the control box.  Use the Pick-Up icon to then remove
the burnt out fuse.  (See picture below)

 

 

Pick up the stripped wire in your inventory and
put it in the place of the old fuse you just removed. The electronic controls
for the door come on.  Before leaving the morgue, however, turn right and
come to the glass cabinet.  Open the third door to the right, move the
photo stuck at the back of this glass door, and make note of the Emergency
Password: 654321.

 

Return to the door.  Press (the Action
icon) the red button on the electronic control, to open the door.  Exit
the Morgue.  Move down to approach the elevator (which is to the left of
the door with the ladder sticking out).  Press the call button to the left
of the elevator.  Enter the elevator as it opens.  There are only two
buttons on the panel.  Press the upper one.  The elevator moves up an
unknown number of levels.  Step out to find yourself in a corridor with
offices on either side.  (See map below – You entered through
"Elevator A.")

The Security Room

 

           
Go down to the Security Office.  Use the finger in your inventory on the
finger-scanner to enter the office.  Pick up a key (looks kind of bent)
from the visible crack in the floor.  Pick up another
key (seems to have a tag with #1 on it) from the red lamp shade. 
Close up on the desk now and will get a close-up of its drawer.  Use your
axe to open the drawer and Look at the piece of paper inside.  When you
step out of this close up, you will see a blue card showing under that
piece of paper.  Pick it up.  Next, look at the shelf on the wall. 
Look at the second book from the left: The Encyclopedia of Calluses – Volume
1
.  Open it and tucked at the top, in the inner spine, you will find a
red card.  Pick it up and step out of that office for now.

The Big Screen Room

 

           
With your back to the double doors you see at this end of the corridor, move
forward and use the Red card on the card-scanner on the first door to your
left.  (Who knows what the sign on the door actually says, but the hero
reads it as "Entrance for terminators only.")  The room is dark
inside but you can see the side of a large white screen on your left. 
Close up on that screen where you will be asked to "enter
password."  Type ARIEL (or ariel)
directly on the screen.  (In other words, you will have to use your
own personal keyboard, because none appears in the game itself).  Five
menu options will appear.  Click on the one in the middle: "current
passwords
."  Again, you will be given a choice of five
items.  Click on "checkroom."  Make note of the
password it then gives you: 928374.  Now step out of this
room for now.

The
checkroom

           
Return to the Security Room.  Close up on the key pad to the left of the
door inside.

           
Click the numbers 928374.   Enter this inner room
(which was referred to on the Big Screen as the "checkroom").

           
Use the Action icon to get the hero to lift a corner of the brown mat on the
floor right in front of the entrance.  Next, use the Pick-up icon to
retrieve the key under the mat.  (This key looks like an upside-down
L.)  Next, Close up on the table against the wall
in front of you.  Use the Pick-up icon first to move the green coffee mug,
and then again to pick up another key from under the mug.  (This key looks
like an upside-down I.)  Step out of the close-up.

           
There is a table, on your left, with a computer keyboard on it.  Put the I-shaped
key in the box to the right, and the L-shaped key in the box to the
left, of that keyboard.  The red lights on the two boxes will turn
green.  Use the Action icon on the keyboard itself.  Click on: Morgue
Now click on: S. S. Belov. You will be asked to "enter
password."  Type 270871 (your bed
number in the Morgue).  Click File to get
some information about this person (apparently you?!).  Now click
on the name (Belov) and type in the bed number (270871) again, to be able to
now click on "personal belongings."  You will be told, "personal belongings issued."  Click "ok"
or just step out of the close up.  You will see a drawer has opened up,
behind the hero, in the light now showing behind him.  Close up on the
items spread out on this "drawer."  Pick up the notebook (looks
more like a PDR), and the pen will automatically be picked up as well.  A fifth
icon will now appear to the right of the original four, looking like a notebook
and lit up in green.

1

2

3

4

5

 

           
You can either click on this notebook icon OR go in your inventory and use the
Eye icon to read what is in the notebook.  Either way, as soon as you read
the new information that made the fifth icon light up green in the first place,
the green color will disappear and the notebook icon will return to its normal
non-green form.

           
Read the four news clippings also spread out on the table/drawer.  You are
now all done with this room as well as the Security Room.  So return to
the main corridor.

The Chief Doctor’s Office

           
Move the hero straight forward (that is, to the right on your screen). 
There is apparently a corridor that you enter, and end up in what appears to be
a secretary’s office.  Turn to the door on your right.  It has the
sign "Chief Doctor" on it and is unlocked.  So just use the
Action icon to open and enter.  You will see a portion of a large desk to
the right of the hero.  Move him straight forward instead (to the right on
your screen), on his side of the desk.  Use the Eye icon to get a
close up of the fax machine, hidden in a corner on that side of the desk, right
up against the wall.  Use the Action icon first to listen to one new
message and then to turn the fax on auto (so you will later be able to
automatically receive a fax there).

           
Now step out of the close up and go around the large desk to approach the
doctor’s body sitting upright in the chair.  Use the Eye icon to read the
note on the desk.  Then, use the Action icon first to make the body slump
over the desk, and then to retrieve a business card from its jacket.  Open
the inventory and use the Eye icon to get a close up of the business
card.  Make a note of the Fax number: 9-45-11.  Return
to the main corridor.

The Workshop

           
Approach the Workshop and open the door (with the key that appears to have a
tag with number 1 on it) to enter.  There is a light grey jacket hanging
in the large closet on the hero’s left.  Use the Action icon at the cuff
of the jacket to remove a flashlight.  Now move towards the work table on
the opposite side of the room.  Use the Action icon to remove the cloth
from the safe under that table.  Now open your inventory and use
the Action icon on the pen to turn it into some kind of a key.  Use this
"key" on the safe to open it.  Look inside the safe.  Pick
up the piece of paper (right in front of you, but to the left of the bottles),
look at it in the inventory, and make note of the code: BYRGR.

           
Step out of this close up and Look at the top of the table.  Pick up the
screw-driver.  Step out of this close up also and come back, to the now left
side of the entrance.  Read the note on yet another large cabinet. 
Look at the horseshoe that is holding up the note against the steel cabinet
door.  Pick up the horseshoe. You are done with this room, so step back
out in the corridor.

The Monitor Room

 

           
Go to the room immediately to your right and use what appears to be a bent
key in your inventory, to open the door and enter.  There will be a large
safe on your right.  Ignore it for now and come further down in the
room.  You will see several monitor screens, and videocassette recorders
(VCRs) right under them, on the wall to your right.  Use the Action icon
on the VCR at your extreme right, to remove a video cassette.  Step out of
this room for now.

The Staff Lounge

           
Use the Blue card in your inventory to open the door and enter the Staff
Lounge.  Use the Horseshoe on the ("Victoria Lollipop") calendar
on the wall (to the left of the entrance) to retrieve a magnetic key.  Use
this key on the blue locker marked "Kolya," on your
left.  Use the Action icon to open the box inside, and the Pick up icon to
retrieve the circuit-breaker from the box.  Step out of the close-up. 

Right in front of you, there is a
black leather armchair.  Use the Pick-up icon to remove a remote control
from its seat.  Now move to the right side of the room.  There is
some kind of a digital clock sitting on a small table between some shelves on
your left and a shut-off television set on your right.  Use the
screw-driver to remove a battery from this clock.  Now Use the remote
control on the darkened screen to turn the television on.  Next, move to
the shelves (with all kinds of knick-knacks) on your left, and place the
videocassette in the VCR on the third shelf from the top, on the left
side of the shelves.  (See the Action icon in the picture below).

 

           
The hero will walk towards the screen as the tape starts playing.  You
will see a nurse punch in the code in the keypad to open the double
doors.  Make a note of the code: 260731.  You then see
the security officer come and remove the circuit-breaker from the control
panel.  As the video concludes, you are done for now.  So return to
the main corridor and head for those double doors.

The Double Doors

           
Use the screw-driver on the cover of the control panel to the left of the Double
Doors.  Next, put the circuit-breaker in the control panel.  Now use
the Action icon to see the key pad on the left of the Double
Doors.  (You might have to fumble a little bit, because the hero is
blocking your view).  Click in the nurse’s code in the key pad: 260731
Now use the Action icon to go through the Double Doors and come down one floor.

The Operating Room

           
Go past the room marked Cardiology; past the double glass doors; and arrive at
the other end of the hallway.  Use the Action key on the first door to
your right, and enter what appears to be the Operating room.  You see a
cadaver (apparently of the security officer you had seen removing the circuit
breaker in the video) on a stretcher.  Move forward to him.  Use the
Action icon to partly remove the sheet covering him.  Pick up the scalpel
sticking out from his neck.  Move further down the room to find a nurse’s
body on the floor.  There seems to be a bug in the game here, so you will
have to alternate between the Action, the Eye and the Pick up icons, first to
remove the key (from apparently the upper pocket of her uniform), and
then to retrieve a condom from the hand folded on her stomach.  You
are done in this room, so come out.

 

 

 

The Bathroom

           
Turn to the hero’s right, and use the directional green arrow to go through a
second entrance down this same wall, to arrive in a bathroom. (See picture
below, although the green arrow failed to appear on the "dish"
you see on the hero’s right shoulder.)

           
Use the Action icon to open the tap in the left wash-basin (or sink).  Now
Use the condom on the tap to fill it up with water.  Turn the tap off with
the Action icon.  You are done in the bathroom, so come out and return to
the upper floor, using the stairs that lead down from the Double Doors you had
used earlier to enter this floor.

The Fan Room

           
Use the scalpel on the door (to cut open the rope that had been tying it shut)
to open it and enter.  Move forward and you will see the giant fan
whirling at the center of the floor.  Across the floor, on the wall to the
right of a doorway there, you will see an exposed control panel. 
Throw the condom (filled with water) at it.  This will cause a short
circuit, of course, and the fan will stop.  Move across the floor to enter
a room and find yet another body.  Use the Action icon to slump the body
to the floor.  Pick up the gun from his hand, and an ID card from his
jacket.  You are done here, so return to the corridor.

The Staff Lounge (again)

           
Enter the Staff Lounge and use the nurse’s key to now open the blue locker
marked "Lara."  Use the screwdriver on the red button at the
base of what looks like some kind of a vibrator, to open and show a
battery.  Pick up the battery.  Now open your inventory and load your
flashlight with the two batteries (by picking up one battery, at a time, and
then using the Action icon on the flashlight to combine the two). 
The flashlight is working now and you are done in this room as well.  So
head downstairs again, for the Cardiology Room.

The Cardiology Room

           
Enter the room, but it is too dark to see.  So open your inventory and pick
up the flashlight, to produce a halo of light around you.  Thus, locate
the light switch behind the hero. (See the Action icon in the picture
below).

Turn on the switch, to see the
jacket hanging just to the hero’s right and yet another dead body on a bed in
front.  Use the Action icon to examine one object after another in
the jacket’s pocket, although all that you actually retrieve is a big
key.  Now move one step towards the body and use the Action icon
to retrieve a cartridge clip from his right hand.  Load your gun
(by picking up the clip, in the inventory, and then using the Action icon on
the gun to combine the two).  You are done with this room, so head
upstairs to the Monitor room.

The Monitor Room

           
Use the big key on the safe (to the hero’s left) to open it, and Pick up a
floppy disk from inside.  You are done in this room also, so take the
floppy disk to the Big Screen room now.

The Big Screen Room

           
Close up under the big screen this time (somewhere close to the center
of the room) to see the floppy disk drive showing under the ashtray. 
Place your floppy disk in this drive, step out of this close up and into
the one on the big screen.  Type the password: ARIEL.  Click
on "floppy drive access."  Click on "fax."  Now
type: 94511 (the fax number that you had gotten from the Chief
Doctor’s card).  A message will pop up above the fax number box,
indicating that the "fax transmission interrupted.  48%
complete."  That’s okay.  You have what you needed.  You
are also done in this room, so head for the Chief Doctor’s office now.

The Chief Doctor’s Office

           
Go to the Fax machine in the corner. Close up on the machine and then on the
fax you have received.  Make note of the number for M. A. Katzman: 9994
You are done in this room also, so head back downstairs now.

 

The Elevator Below

           
There is an elevator to the hero’s right that keeps opening and closing because
the body of a man is blocking its doorway.  Use the Action icon on the
body and the hero will drag it out and into the bathroom across the
hallway.  Press the call button, to enter the elevator.  Close up on
the keypad and use (i.e., slide) the ID card you had gotten from
Katzman’s body in the Fan room.  You will be asked to "enter personal
password."  Click in: 9994 (the number you got from the
fax).  A message will appear on the keypad that the institution is in a
state of emergency, and you will be asked to "enter emergency
password."  Click in: 654321 (the number you got from
the back of the photo down in the Morgue).  You will automatically be
brought out of the close up.  The controls are working now.  There
are only two floors that are accessible by this elevator, however.  You
are presently at the second floor.  So press 1, to go down. 
Next, step out to enter the floor at the street level.

The Street Level

           
Here is the situation.  The Street Exit (see the diagram below) is
electronically sealed and the control panel is locked.  The key to that
lock is in a cabinet in the Bathroom, but this cabinet is also sealed — by a code
lock.  The code is inscribed on the hand of a body in a bathtub on the
other side of the bathroom.  But you cannot reach this body because a pipe
has burst, spewing out hot water, thus blocking your passage.  The water
valve is in the Reception Area but is blocked by the bulky body of a man whose
head is caught in the Office window.  So this is what you need to do, to
finally get out of the hospital.

           
As you step out of the elevator, turn to the hero’s right (the green directional
arrow will be pointing up).  You will see two doors.  Use the loaded
gun to shoot open the lock of the very first door to your left
Enter the office.  Move forward and use the Action icon on the top pane to
drop the window on the body’s head.  (Nasty, I know, but necessary to
proceed in the game.)  Now step out of the office and back to the front of
the elevator again.  Take the left this time and you will be in the
reception area.  Use the Action icon (see picture below) to lift off the
lower-right corner of the carpet.  Use the Action icon again to get the
hero to open some kind of a cover, and again to have him finally shut off the
valve.

           
Return to the corridor and turn to your right this time, to enter the
bathroom.  Move left, to reach the bathtub.  Close up on that body’s
hand.  The Notebook icon will flash green.  Click on it and
"flip through" the pages until the green light on that icon
disappears.  Make note of the code: MM = 2000
 Return to the cabinet and Close up on its
keypad.  Click the numbers 2000.  You will
automatically be brought out of the close up to see that the cabinet door is
now open.  Use the Action icon on the robe hanging inside, to
retrieve a key.  You are done in this room now, so head back to the
Reception Area.

           
As you enter, move in further to the left this time, thus going past the
area with the water valve.  Use your new-found key on the control panel
(appearing to the right of the Exit) to open it.  Close up on the panel
and you will see five rows of five letters each.  Click on the letters in
the following order, moving from TOP down, one letter at a time: BYRGR
(the code you had found in the Workshop’s safe).  NOTE:  You
may not even have to click all the letters.  Each letter represents a
color and the pressing of a letter lights up that color in the box to the right
in that row.  Thus, if a color is already lit up, there is really no need
to press its letter again.  The boxes must thus be lit up in the following
order, top down: Blue, Yellow, Red, Green, and Red.  Once this
order is achieved, the words "OPEN" will appear at the bottom of the
panel.  Step out of the Close up and then use the Action icon on the doors
to leave the hospital.

The Police Station

           
As soon as the hero steps out of the hospital, three officers approach
him.  It doesn’t really matter what answer you pick in response to their
question, until you finally click: "What business is it of yours?" 
The hero will then be asked for his ID.  Again, there is only one
"magic" answer: "I’m Katzman."  The picture on
the ID card does not match the hero’s face, of course, so he is searched, and
the police recover suspicious items (microscope, axe, gun, etc.).  The
hero is then arrested and carted off to jail.

The Jail

           
There are two men playing cards on the table, while a third one is sprawled out
on the top cot to the right.  Use the Mouth icon to speak to the two
men.  The big guy is called Hog, the skinny one Grinya, and the one lying
on the cot is Whip.  Grinya will then tell you to pick a cot for
yourself.  Turn around and Close up on the razor above the wash-basin
(sink).  Use the Action icon on it to find that it has no blade.  The
hero will automatically turn around then and ask the two men on the table for a
blade.  They will tell him to speak to the guard and you will be brought
back to your close-up of the razor.  Step out of this close-up and use the
Action icon to knock at the door and speak to the guard.  He will refuse
to give you a razor, complaining about how the men had lost the last one he had
given them.  Turn back towards the two men again, and use the green
directional arrow (pointing up) to move in closer to the cots.  Use the
Action icon on the three empty cots, one by one, each time to be told by Hog
that it was his cot.  [Note: There might be a bug in the game here,
but just try to get Hog to say this three times in a row, once for each
cot, without letting Grinya interrupt or even Hog say anything else.]

Step back again and ask Hog, which
cot was yours then.  He will answer curtly and return to his game. 
Address him again, saying, "It’s unfair."  Again, he will answer
and turn away.  Speak to him yet again, saying, "All the cots are
yours?"  This will start a fight.  The hero will punch out Hog,
but Grinya will pull out a knife.  Whip will intervene then, and the
conversation will continue between him and the hero.

           
You will have to ask all the questions that appear on the screen, but this is
good, because it will help explain some things both about the story plot as
well as the situation in town.  In the end, you will ask about what should
be done.  Whip will then tell you about a plan to break out, but one of
the men would have to serve as bait.  He suggests "casting
lots," but not including himself in the game.  The game is as
follows: everyone would have to find at least three of the cards that Whip has
hidden and then give the correct answer to the riddle on each one.  Hog
and Grinya have already found three cards each, but have not answered the
riddles yet.  Now the hero has to beat them to it, in order to avoid
becoming the bait himself.

           
Move closer to the players again, following the green arrow pointing up. 
Only this time, Close up on the radiator behind
Hog.  Use the Action icon to remove the three pieces of wheat bread, one
by one, until you retrieve the blade from the toast on the far right.  Step
out of this close up and into the one under the table.  Close up on
the piece of paper stuck on that side of the table and use the razor to expose
a card hidden behind it.  Pick it up.  (This is the first
hidden card that you needed.)  Step out of this close up and pick up, one
by one, each of the seven cards lying on the floor.  You will actually be
able to pick up only one of these, the one that is closest to you. 
(This is your second hidden card.)  Now step out of this close up
also and into the one at the foot of the bed under Whip’s cot.  Use the
Action icon, first to lift up the mattress and then to remove the wire wound on
the frame.  Step out of this close up too and into the one on Whip’s
pillow.  Use the Action icon to remove the black thread on the side of the
pillow towards you.  Step out of this close up also and move back to your
starting position where you can talk to the three men (if you wanted to do so).

           
Next, open the inventory and use the Action icon on the wire you just removed
from under the mattress.  It will turn in the shape of a hook.  Pick
up the hook and use the Action icon on the thread, to combine the two in the
inventory.  You now have a fishing hook of sorts.  Now turn around
and close up on the faucets.  Use the Pick up icon to remove the knob from
the right faucet.  Place this knob on the left of the two pipes by the
commode, and use the Action key on the knob to turn off the water running in
the commode as well as from the right tap.  Now pick up the knob and place
it on the right pipe, and then use the Action icon to turn off the water in the
left tap as well.  Use the Action icon to turn the left faucet
upside down.  (See picture below)  Now use your threaded hook to
"fish" out the card hidden inside that inverted faucet.  (This
is your third hidden card.)

Step out of this close up and use
the Action icon on the tank of the toilet.  It will give you a
close up of the inside of that tank.  Now use the Action icon to press the
handle sticking out from the top (left) of the tank, to drain it of all
water.  Use the Action icon on the center of the tank then to remove the
plastic tube (siphon) connected to the handle.  Now use your threaded hook
on the hole at the bottom of the tank to "fish" out six cards at
once.  Step out of this close up and turn to face the other men.

           
Look at the first card you had picked, the Ace of Diamonds.  Look
further to read its riddle which is said to be "dedicated to
cinematography."  Now pick up the card from the inventory and give it
to Whip.  He will ask, "How much did it come out to be?" 
Answer: 5 (five).  Next, look at the third card you
had picked, the Eight of Clubs.  Look further to read its
riddle, referring to "the headstone of someone named Viktor." 
Now pick up and give this card to Whip.  He will ask, "What’s the
date?"  Answer: 44 (forty-four).  Finally, look at
the second card you had picked, the Jack of Spades.  Look
further but you will not be able to read its riddle, because the writing
is too blurred.  So pick up this card, give it to Whip, and ask him for
his glasses.  But Whip will refuse, because the hero is so rude.  You
will see a thumbnail of the card in the upper-right hand corner of the screen,
indicating that you are still holding it.  So just click on Whip again,
and you will be able to ask for the glasses more politely this time.  Whip
will agree, but only if the hero will answer an extra riddle.  The hero
agrees.

           
The thumbnail of the second card is still up on the screen.  But
"turn it off" now by opening your inventory and looking at each
of the six cards that you had fished out of the toilet tank.  Look
further to read the question on each of these cards, and you will see
that every answer provides you with a letter of the answer to Whip’s extra
riddle.  Now pick up any one of the six cards and give it to
Whip.  He will ask, "And who is this man?"  Answer: Batman
He will compliment you and lend you his glasses.  You don’t actually
have to wear these glasses, however.
  Just look at the second card
again, i.e., the Jack of Spades.  Look further to read its riddle,
relating to a statement about "a forty-year-old woman."  Then,
pick up and give this card to Whip.  He will ask, "Whose statement is
this?"  Answer: Balzac.

           
Having now fulfilled all of Whip’s requirements, use the Mouth icon to speak to
him, asking, "Well, had enough games?"  He will then compliment you
on winning his game and then explain his escape plan in greater detail, but
leave it to the hero to come up with a way to lure the guard into the
cell.  So turn to the door now and use the Action icon to both
knock and speak to the guard.  You will actually have to use this icon five
times
and insult the guard, but it is only on the fifth insult that
the guard finally gets riled up.  You still have to get the hero to knock
a sixth time, and then the hero will automatically step back as a
cloud of gas starts pouring into the cell from under the door.

The Chief Officer’s Room

           
Thus, Whip’s plan fails and the following cut-scene shows the hero being
interrogated by the police.  You get a choice of five answers.  Feel
free to try them all out, one by one.  But it is only when you click the
last response, about the hero not being in the mood to chat, that
the story proceeds forward.  The lights in the office start to flicker,
the hero is sent to a punishment cell, and you see him standing there as some
commotion follows, ending up with his yelling for help before the controls are
finally returned to you again.

The Punishment Cell

           
Use the Action icon on the first-aid kit (lying on the other side
of the bars), to retrieve a pair of scissors and a roll of gauze.  Use the
scissors on your mattress to retrieve a ball of cotton, but the scissors break
in the process.  Open the inventory and use the Action icon on the broken
scissors to turn it into a kind of hook.  Now Pick up this "hook"
and use the Action icon on the roll of gauze, to combine the two items into a
"fishing rod."  Use this tool on the first-aid kit, to retrieve
a loaded gun from actually the officer’s body across the bars.

Next, use the Action icon on the
gray barrel you see to the left of the cell door.  You will have to use
this icon twice on that barrel before the hero will pick it up and place
it under the vent.  Use the Action icon on the barrel again to get the
hero to climb on it and look at the vent.  Next, use the Action icon
twice on the vent to retrieve a glove filled with "red
liquid."  Soak the cotton ball with this liquid, by picking up this
glove in your inventory and then using the Action icon on the cotton ball to
combine the two.

Step down from the barrel and place
the soaked cotton ball in the keyhole of the cell door.  Now use the
loaded gun to shoot at the keyhole.  The hole will explode, and the door
will open. Step out of the cell.

The Cell Corridor

           
You will find that there are three prison cells on the right side of the
corridor. (See the diagram below). The hero’s cell is the last one, at the
opposite end of the corridor, against the wall.  The body of a police
officer is lying in front of this cell.  Use the Action icon to
examine the remaining contents of the first-aid kit, retrieving only two items:
some "Dimedrol pills" and a vial of "liquid ammonia."

Enter the middle cell then, and you
will find the body of a big guy sprawled out on the bed to your left. 
Pick up the cellular phone from his hand, to find that the phone battery is
discharged.  Return to the corridor and enter the third cell, the one closest
to you, to find both Hog and Grinya dead.  Pick up (i.e., out) the
knife from Grinya’s neck, and return to the corridor again.  Pick up the
fire extinguisher from the wall across the corridor from the third cell. 
Enter the passage right next to where the fire extinguisher was hanging.

The Fingerprint corridor

           
You will find yourself against a barred door, with a red button showing on the
other side.  Use the fire extinguisher on this button, to short circuit it
and open the door.  Enter, and you will find a stack of fingerprint forms
on a bench to your right.  The ink placed next to the stack is dried
up.  Pick up one of these forms.  Now press the red button next to
the door on the opposite side of the room.  The door will open and the hero
will enter the Pool Room.

The Pool Room

           
Pick up the cue stick from the pool table. 

(See
the diagram below for directions from the pool room).

Maslova’s Office

           
Go straight forward (the directional arrow pointing up) and enter Maslova’s
office.  Look at the name plate on his desk.  Feel free to read the
two notes, but it is more important to look at his desk calendar.  Once you
have a close up of the calendar, click on the left side of the calendar,
and the fifth/Notebook icon will flash green.  Look up the notebook and
make note of the code: 8381.  Now click on the right
side of the calendar, and the Notebook icon will flash again.  Look up the
notebook and make note of the word: FLORALIFE.

           
Go to the bulletin board on the opposite wall and feel free to read the
different segments of the newspaper there.  More importantly, however, pick
up
the newspaper from the wall.  (You will still be able to read its
stories, inside your inventory).  Read the sign on the door to the
left of the bulletin board.  This is the Interrogation Room.  Place
the newspaper under that door and use the knife on the keyhole.  The key
will then drop onto the newspaper, and the hero will retrieve and use it on the
door to open it, without your having to do anything at all.

The Interrogation and Back Room

           
Go past the interrogation room, directly into the room behind it.  You
will find the Chief Officer’s body slumped on the floor, against the
wall.  Use the Action icon on his body to retrieve a magnetic strip
card.  You are done in these rooms now.

The Chief Officer’s Room

           
Return to the Pool Room and turn to your right, this time.  You
will enter a room with two desks in front of you, and two doors on your
left.  Use the magnetic strip card on the card-reader to the right of the first
of these two doors.  Enter to find yourself in the room where the chief
officer had interrogated the hero earlier.  Use the Action icon to open
the safe on your right, and feel free to look at each of the five folders
inside.  These are police reports on the prisoners, including the
hero.  Step out of this close up and into the one on the left
side of the desk.  You will see an ink pad sitting at the upper right hand
corner of the desk.  Use the Action icon on it and the fingerprint
form in your inventory will automatically appear on the upper right hand corner
of the screen, showing that the hero’s fingerprints have been taken.  You
are done in this room also, so return to Maslova’s office and turn left of the
Interrogation Room this time (through the door with the light coming out).

The Computer/Scanner Room

           
Move towards the computer.  You will see a scanner sitting to the left of
the computer.  Place the fingerprint form on the scanner.  Close up
on the computer, and use the Action icon on the screen to turn it on.  You
will see a circular arrangement of icons.  Right under these, you will
find three buttons: a round one in the middle, with two directional arrow-like
buttons on either side.  Use the left or the right "arrow" to
bring the figure of the dark, flat, rectangular icon right above the round button
and then press the round button to scan the fingerprint form.  (See
picture below).

           
A "scanning…" message will momentarily appear, and a cut-scene will
show the scanner running.  You will be brought back to the screen where
you will be given some details about the scanning.  Make note of the file
name: Scan 49.  The main menu or desktop, with the circular
arrangement of icons, will then reappear.  The preset icon above the round
button is a checkered rectangle.  (See picture below).  Press
the round button.

Click à "send message."

Click à "Scan 49." 

Finally,
click à
"T.S. Maslova" as the recipient. 

[Note:  There is a bug here in the game,
since Maslova’s name first appears in the middle, but on the top when you
actually try to click.  Clicking either the top or the middle name should
work perhaps; but click on the first name, just in case, which will then show Maslova’s
name as the one in highlight.]  The message will be sent, and you are done
in this room.  So return to Maslova’s office and enter the Bathroom now.

The Bathroom

           
Go behind the wash-basin (sink) area and to the stalls.  You will find the
door to the third stall on your right is closed.  Use the Action icon to
open it, and you will find an officer’s body inside.  Use the Pick up icon
to retrieve a key from his right (appearing left from your
view) arm.  You are done here as well, so head next for the Pool room.

The Special Door

           
As the hero appears in the Pool room, close up on the door to your left
this time.  You will see that it is marked as a special entrance, and your
fifth/Notebook icon will start to flash green.  Look in the notebook and
make note of the Special Door number: 30461.  Step out of
the close up, turn to your right and head for the room with the two desks now.

The (other) Computer Room

 

            Turn to the second
(the barred) door on your left.  Close up on the keypad to the right of
the door.  Click the code: 8381 (from Maslova’s desk
calendar).  The light will flash green indicating success, but then the
keypad will short circuit and you will be brought out of the close up. 
Across the bars, and to the left, you will see two small buttons under
the computer table.  Use your cue stick on these buttons and the door will
open.  Step inside the room and you will be given a close up of the
computer.

           
[Note: the parenthetical numbers are for reference only, and are given
here to avoid repeated description of certain steps that need to be performed
several times.]

 
(1)   Use the Action icon on the screen and three names will
appear.

 
(2)   Click à T. S. Maslova.

 
(3)   Type personal password à FLORALIFE
(or floralife ) and press ENTER.

 
(4)   Click à E-mail.  (There will
be two e-mails).

  (5) 
 Click à Incoming from OSM.  

 

Read the e-mail, but especially
note the website www.garbage/ru/tomatoes.

 

 
(6)   Click à OK.

 
(7)   Click on the other e-mail now à Incoming from
Red_Corner: file SCAN49.

 
(8)   Click à Save
attachment.  (You will be brought back to the choice of e-mails).

 
(9)   Click again on à Incoming from Red_Corner: file
SCAN49.

(10) 
 Click à Open attachment.  (You will be shown a
fingerprint form.)

(11)  
Click à OK.

(12)  
Click à Back.

(13)  
Click à Internet

(14)  
Click à www.garbage/ru/tomatoes.

(15)  
Click à News. 

 

Read the first page, then scroll
down to the second one and your fifth/Notebook icon will start flashing
green.  Click on the notebook and "flip" through the pages until
the notebook stops flashing and you find the notation: What is
"stuff"?
  Make note of the word stuff
Step out of the close up on the notebook.  Having opened the notebook,
however, you have apparently shut down the computer.  So,

(16) 
Repeat Steps 1 – 3, 13, and 14.

(17)  
Click à Access for agents.

(18)  
Click à  Karasko.

(19)   Type
registration number à 17653007 (written in
your notebook when you first got it).  Press Enter.

(20)  
Type personal password à stuff.  Press
Enter.

(21)  
Click à  Fingerprint identification.

(22)  
Click à  Scan 49.

           
Your fifth/Notebook icon will start flashing green again.  Click on the
notebook and "flip" through the pages until the notebook stops
flashing again and you find the name Gorin, as well as
his registration number: 17789006.  Make a note of both the
name and the number, and step out of the close up on the notebook.  Since
looking at the notebook has shut down your computer again,

(23)  
Repeat Steps 1 – 3, 13, 14 and 17.

(24)  
Click à Gorin.

(25)  
Type à  17789006.  Press Enter.

(26)   Type personal
password à eldorado (written in your notebook when
you first got it).  Press Enter.

(27)  
Click à  Special door opening.

(28)  
Click à  Black Lake.

(29)  
Click à  Police Department.

(30)   Type
door code: 30461.  Press Enter.  (You will be told that
the door has been opened, and you will be returned to the menu of five clickable
choices at the beginning of Step 27.)

(31)  
Click à  Cellular communication.

(32)  
Click à  Roy Makarovich Golovan.

(33)   Click à 
Activate Subscriber.  (You will be told that this subscriber is available
for cellular communication now.)

           
The last three steps were necessary to enable you to use the cellular phone you
are carrying because, apparently, in addition to the battery being discharged,
its service had been disconnected as well.  Step out of the close up of
the computer.  You are done in this room now, so head for the Special Door
in the Pool room next.

Beyond the Special Door

           
The door is unlocked, so just use the Action icon to go through.  As you
enter, you will find Whip on the floor, next to the door.  Ignore him for
now, and move to your left to go through the door on the opposite
side.  You will come out next to some kind of a holding cell.  There
are two dead bodies behind the bars, and a leather bag is lying between
them.  Use the cue stick to drag the bag closer to the hero, and then use
the Action icon five times to rummage through its contents until
you retrieve a partially used up cigarette of sorts.  The sixth attempt
will indicate that the bag is empty now.  Enter the door to the hero’s
right.

           
You will find a body sprawled out in the center of the floor.  Pick up the
piece of paper and the lighter (the same click picks up both objects) from the right
of the body, and a floppy disk from its left.  Open your inventory,
look at the piece of paper, and make a note of the code written on it: GRDA25.

Now, enter the door to your left
and you will find yourself in a large and luxurious office.  Up against
the wall in front of you, down on the floor, you will see a very large black
stereo or entertainment system.  (See the Action icon in the
picture below)

 

Use the Action key to
retrieve a CD from the center of that system.  Move towards the desk to
your left then.  Pick up a battery from a body in the chair behind this
desk.  Now replace your phone battery (by opening your inventory and
picking up this battery, and then using the Action icon on the phone to combine
the two).  The phone is now working.

 

Next, come down to a shredding
machine, to your left, and on your side of the room.  Pick up the
partly shredded piece of paper.  Now open the inventory, look at this
paper and make a note of the code written on it: Kay52.  You
will see yet another body sprawled out on the floor to the right of the
shredding machine.  Use the Action icon to get the hero to check
the time on the wrist watch on this man’s right arm.  Make a note
of that number: 2308.

 

You are done in this room, so step
back out in the central room and enter the door on your right this
time.  You will hear a phone ringing.  Click the directional arrow pointing
down, to bring the hero around the partition rail in the middle of the
screen.  Then click on the arrow pointing up, to take him towards the
ringing phone.  Use the Action icon to answer it.  You will hear some
officer trying to negotiate, but the hero will answer curtly and hang up. 
You will have to use the Action icon four more times, however, since the
officer will keep calling back until the hero has answered five times in all
before the ringing will finally stop.  Now step out of this close up, go
back around the partition rail, and enter the door on your left.

           
You will find yourself in a small hallway, with only two doors on your
left.  Use the key you had found earlier, on the first door right
next to the hero, and enter the room.  Pick up a packet of powder from a
stool against the wall in front of you.  At the bottom of your screen, you
will see a desk in the relatively dark part of the room.  On the upper
left side of this desk, there is an answering machine.  Use the Action icon
on the machine four times to hear all the messages left by a
single caller.

           
You have everything you need to finally attend to Whip
now, so return to the corridor where he is still lying apparently
unconscious.  Use the vial of liquid ammonia on him to bring him
around.  He will talk for awhile but then start complaining of pain and
ask for some "downers."  Give him the Dimedrol pills.  He
will then ask you for some "grass."  Give him the
cigarette.  He will then ask you to light it up, so use the lighter to do
so.  He will then ask you for some cocaine.  Give him the packet of
powder you had just found.  After all this, he will be able to talk at
some length, and die right after telling you to call someone nicknamed
"Stupor" and apparently jotting down a phone number in your
notebook.  The fifth/Notebook icon will start flashing green, of course,
so look it up and "flip" through the pages until it stops
flashing.  Make a note of Stupor’s phone number: 2-43-43.

           
Use the Action icon, first on the phone to bring it out of your inventory, and
then again on the numbers to dial 24343.  After clicking the
numbers, click the blue dash under the mini-screen on the phone. 
(See the Action icon in the picture below).

           
The conversation will carry forward without your having to do anything at
all.  Then, as Stupor hangs up, step out of the close up of the phone and
return to the hallway with the two doors on your left.  Approach the second
door, the one closest to you, this time.  Close up on the yellow
sign on the door.  It says, ""Lavatory out of order."
  Use the Action icon to move the sign aside and expose a
keypad behind.  Close up on this keypad and type (on your
keyboard): 2308 (the number from the dead man’s wristwatch in the
luxurious office).  The green light will flash, as a clicking sound will
indicate that the door has been unlocked.  You will then be brought out of
this close up automatically, but will still be in the one on the door. 
Step out of this close up also, and use the Action icon to enter the room.

           
You will see a very large computer in front of you.  Close up on it. You
will be asked to enter the operator password.  Type: GRDA25
(from the paper in the central room).  Next, you will be told to enter client
parameters
.  Click on: Sergey Sergeyevich Belov.  You will
then be asked to enter the administrator password.  Type in: Kay52
(from the shredded piece of paper).  At this point, the computer will
indicate that the cartridge issue is confirmed, and display the message:
"Unfreezing confirmation password: 8032000."  Your
fifth/Notebook icon will start flashing green.  Click on it and
"flip" through the pages until the notebook stops flashing. 
Make a note of this number.  [Note, however: you will never need to use
this code.  Thus, it might be something that is necessary to be automatically
used in the game, like the CD and the floppy disk you had found earlier but
never actually had to use at all.]

Step out of the close up of the
computer. You will see that one of the large drawers to your right is now
open.  Pick up a cartridge from it.  Open the inventory now and use
the Action icon, first to bring out the phone and then to dial 24343,
to call Stupor again.  Tell him that you found the cartridge.  He
won’t believe you, and ask you to describe it.  Tell him that it is orange
with a yellow stripe
.
  Stupor will then tell you that you would
have to make your own way out, but will also explain just how to do so. 
Follow his instructions and go back out to the Cell Corridor and approach the left
door against the wall (the one marked with a "?" in the earlier
diagram).  Use the Action icon on that door and the hero will automatically
knock the way Stupor had described.  The watchman will let you in, and you
will find yourself in a room with apparently no other door.

Use the Mouth icon to speak to the
man, and the hero will tell him that he needs to use the underground
passage.  You don’t have to do anything yourself as the conversation
carries forward, with the watchman first asking for a pass and then agreeing to
help if the hero would help him find the last word to complete a crossword
puzzle.  Go to the small table on your left and close up on the one
magazine lying at the lower left corner of the table.  (See the
close up icon in the picture below).

 

 

Close up on this magazine and see
that it has the picture of a rather dangerous-looking man on the cover. 
Use the Action icon on this page to turn it to show the one with the
crossword puzzle itself.  Now step out of the close ups, use the Mouth
icon to speak to the watchman again, and tell him that you have guessed the
word.  He will find it hard to believe.  Click on the fourth choice
then: NEBUCHADNEZZAR.  The watchman will indicate that it is
the right answer.  [Note:  If you looked carefully at the crossword
yourself, however, you might have noticed that the number of empty spaces is less
than
the number of letters in the above word.  Moreover, the letters
in this word do not even correspond to the letters already filled
in.  Nevertheless, the watchman will accept it as the correct
choice.] 

You won’t have to do anything
yourself then as the watchman will then tell the hero to be on his way, and the
hero will start moving towards the other side of the room.  A cut scene
will show the hero descending down a set of stairs and reappearing in some kind
of an underground passage.  There will be only one directional arrow in
this area, appearing on a ladder in the center of the lighted passage in front
of you.  Click on this arrow, the hero will move towards the ladder, and
then the last cut-scene will show the end of the story.

*
* * * * * * * * * * * *
* * * * * * * * * * * * * * * * * * * * * * *
* * * * * * * * * * * * * * * *

About the Ending (Spoiler):

           
The ending is rather vague, but here is my particular take on it. 
Apparently, our hero is the ultimate villain, i.e., the Black
Lake Executioner.  There are many clues throughout the game to support
this conclusion.  For one thing, it explains the hero’s frequent callous
remarks.  It also explains why everybody but the hero seems to get
killed off at both the hospital and the police station.  It even explains
the hero’s sensational "confession" at the interrogation that he is
in fact the Executioner that everyone is looking for.  After all, how
can a man seeking to avoid a dreaded punishment like the Deep Freeze,
even think about confessing to a series of crimes that would practically guarantee
his being placed in just that freeze — unless he was in fact crazy enough to
be the one committing all those crazy crimes, in the first place.

           
Again, there is no doubt that the "real" Belov was quite cruel
himself, as indicated by his own henchman’s remark at the end about their being
afraid that he might have "softened up" in the amount of time he had
spent in the freeze.  But then, Belov turns to the hero and chastises him
of being the cruel one, indicating that the hero had even outdone him. 
The most important clues to the hero’s being the real Executioner, however,
come from that "flashback," of course, when the hero is knocked out
by Belov’s men.  Thus, you hear someone shouting in the background about
the fact that the Executioner was on the loose, just as the hero
is speaking to the doctor, telling him that the Feds were after him and that he
needed the doctor’s help to hide in the morgue, etc.  Apparently, the
doctor had to give him some kind of a drug to make him look "dead
enough" to convince the Feds.  (Remember the syringe on the desk in
the morgue?)   Of course, the doctor might well have even tried to kill
him with a drug, knowing what a dangerous man he was.  Whether the
doctor actually co-operated or in fact tried to take advantage of the situation
to kill and thus get rid of a dangerous man, however, the end result appears to
be that the drug causes the hero to lose his memory, even though it obviously
helped him escape the police as well.

Now one might wonder, of course, as
to who was doing the killing when the hero was unconscious in the morgue
or in jail.  Very simply, it must have been Belov’s men.  Remember, their
whole purpose was to see to it, and probably even help, Belov’s
"clone" in securing and delivering to them the cartridge that would
help "thaw out" Belov.  They might even have been trying to
throw the suspicion off the hero to help him accomplish this task. 
Indeed, recall that that was precisely why the officer did not
"buy" the hero’s "confession" at the interrogation. 
Thus, the idea was to help the hero just long enough for him to deliver the
cartridge, and then Belov got rid of him himself because he was just way out of
control, attracting far too much attention from the police.  He didn’t
actually kill the hero, however, probably just in case he might need him
again later.  So, instead, he just put him in the Deep Freeze . . .

*
* * * * * * * * * * * *
* * * * * * * * * * * * * * * * * * * * * * *
* * * * * * * * * * * * * * * *

* * * * * * * * * * * *
* * * * * * * * * * * * * * * * * * * * * * * * * *