Nightlong – Cheats

by Steve Metzler about 24 minutes to read

 

Nightlong: Union City Conspiracy

A Walkthrough, by Steve Metzler

Nightlong is an inventory based adventure in the classic

vein. You must be prepared to search each screen carefully for ‘hotspots’

that you can interact with (text description pops up), and solving some

of the more obscure puzzles will come down to trying every inventory object

with every other object you see!

All you have to remember as far as the controls are concerned is:

  • Left-click to get a description of an object.

  • Right-click to use.

And … be sure to get the description of each object that comes into your

inventory. Sometimes, a hint is provided in the description as to how the

object may be used. The conventions used throughout this walkthrough are:

  • Locations and objects are all capitalised (Like This) just as they appear

    in the game.

  • I’ll always provide a link back to where an object was originally found,

    in case you missed it! For instance: there is a piece of Aluminium Foil

    that you pick up early on in the game, but it’s called Foil

    Paper in the inventory, and that’s how it will be represented when

    it’s used.

Now that you’re mentally prepared for a moderately difficult game …

Ruby’s Apartment Building

Hugh Martens drops you off on the Rooftop Auto-park of Ruby’s apartment

building. You begin the game with the following objects already in your

inventory: Credit Notes, Minicom, Elevator

Card, Magnetic Pen, Small

Key. Pick up the piece of Aluminium Foil

found between the two Aircars. Enter the Building via the Door, and press

the Button to call the Elevator. Oops! Get the Fuse from the Panel, and

combine it with the Foil Paper. Then, use this

new object on the Panel to repair it. Press the Button once again to call

the Elevator, and use the Elevator Card that

Hugh gave you in the Slot (inside the Elevator). Ask for the floor to Ruby’s

apartment. Use the Credit Notes with the Vending

Machine to buy a Can of beer. Be sure to retrieve

the Coin that comes as change.

Examine all the doors. You find that Ruby lived in Apt. 17, but you

don’t know what his hand-writing looked like so you can’t forge his sig

on the Pen Pad. Take the Elevator back to the Rooftop Auto-park. Be sure

to look at the Map next to the Letterboxes, or you

won’t be able to find the Subway later on! Use the Small

Key to open the Letterbox for Number 17 (you have to hunt carefully

through all the letterboxes to find the right one). Take the Letter,

and now you have a sample of Ruby’s hand-writing! Head back to Ruby’s apartment,

then use the Letter on his Pen Pad, and finally,

the Magnetic Pen on the Letter. We’re in!

Ruby’s Apartment

Pick up the Notepaper from the coffee table.

Get the Bottle of vodka from the Refrigerator,

and the Subway Card that’s in the Trashcan. Take the Photo

of Ruby and a “gorgeous brunette” from the frame on the kitchen table.

Go through the door on the right to enter Ruby’s Bedroom. Opening the

Wardrobe and examining the Clothes will reveal a Safe,

but you can’t open it yet. Examine the Glass on the table. It had vodka

in it, and was used recently. Press the down-arrow on the Switch near the

Window to lower the Roller Shutter. Then open the Window to reveal a piece

of Tape stuck to the inside of the Roller Shutter. Examine the Tape, and

you now have another Key. Use this Key to open the Safe.

You find a Pistol, a Tube

of what turns out to be powerful acid, and a copy of an interesting Report

that Ruby sent to Hugh just a short while ago. It looks like Rotmall 17

(which you found a reference to on the Note Paper)

is the place where Ruby was supposed to meet the terrorists before he disappeared

Exit Ruby’s apartment, and take the Elevator to the Rooftop Auto-park.

Head out the Door, and examine the Barrier that someone has crashed through

on the left-hand side of the screen. Use the Tube of

acid on the Barrier to free a Bar, and take it.

Re-enter the building and take the Elevator down to the Subway.

Subway Entrance

Talk to the Cop, and find that you’re not allowed to take the Escalator

to the street because of a bomb alert. Look at the Map above the Ticket

Machine, and you will notice Rotmall 17, but only if you previously examined

Ruby’s Note Paper. Use the Ticket Machine to

purchase a trip to Rotmall 17. Only the 5 credit Coin

that was returned to you from the Vending Machine upstairs will work, because

the slot that takes notes is jammed. Use the Scanner on the Gate to get

to the trains.

Rotmall 17 Subway Entrance

Pick up the Plastic Plate underneath the Graffiti, and use it to repair

the ID plate of the Fax on the left. Show

the Photo to the Bum, but he won’t help you out until

you give him the Bottle of vodka. Then he remembers

that Ruby was with a woman, but not the one in the Photo. Give him the

Can of beer next, and he also remembers that the woman

Ruby was with owns a nightclub called the Free Climax. Buy the Skate

from the poor Bum, and then head up the Escalator.

Rotmall 17 Square

Talk to the Doorman outside the Free Climax. You need a membership card

to get in. Enter the Liquor Store to the right of the Free Climax and watch

the scene between the Storekeeper and his wife. Then look at the Membership

Card behind the Counter. Talk to the Storekeeper. When you befriend him,

he’ll tell you it’s illegal to sell alcohol after 8:00 PM. Then ask him

what cocktail he’s making. He’ll tell you it’s for Eva Tompson, owner of

the Free Climax. Finally, you find out that he’ll give you the Membership

Card if you manage to bring him a bottle of Chateau Lafitte ’85. Hmmm.

Exit the Liquor Store and climb over the Railings to the left to enter

the Alley.

Use the Tube of acid on the Padlock, then proceed

into the basement of the Liquor Store via the Trapdoor. You won’t be able

to get into the basement until you get the Storekeepers Wife to leave.

Go back up to the Alley, and use the Bar on the Manhole.

Pick up the dead Rat near the Grating on the right-hand side of the screen,

and return to the Liquor Store basement. Combine the Skate

with the Rat, and use the Skate to scare off the Storekeepers Wife. Take

the Bottle of Lafitte ’85 from the Case on the floor. Exit through the

alley, and present the Storekeeper with his own Bottle of Lafitte ’85 in

exchange for the club Membership Card! Use

the Membership Card with the Doorman to gain access to the Free Climax.

Free Climax Club

You talk to Eva Tompson. She knows about Ruby, but is obviously being evasive.

Nothing more to do here for the moment. Exit to The Square, and head back

down to the Subway.

Now that you finally have something to report, call High Martens using

the Minicom he gave you. He’ll send a Map of the

subway system to you via the Fax. Examine the

Map. Head back to the Alley, and go down the Manhole.

Examine the Grating, and you’re finally into the Subway Tunnel.

Subway Tunnel

Use the Pistol on the Door behind you to blow off

the Padlock. Enter the Storeroom, and get a rusty old Key

from inside the Cabinet on the far right. Take the Poster off the middle

Cabinet, then open it and get the Leads, Screwdriver,

and socket spanner Tool from the Bag. Exit the

Storeroom, and use the Screwdriver to remove

the Metal ‘S’ from the Logo on the bottom right of the large Advertisement.

Attach the Metal ‘S’ to the Chain on the floor, and use the Makeshift Grapple

on the overhead Pipe to swing across the gap (this was a very weak puzzle,

BTW. When you first try to pick up the Chain, Joshua comments that “it

weighs too much”! So … how he then manages to lift it and throw it over

the Pipe once the Metal ‘S’ is attached is beyond me).

Anyway, you’ve made it to the other side of the platform. Head for the

Passageway. Use the socket spanner Tool to open the

Panel on the wall. Then attach the Leads to the Contacts.

Pull down the Lever to apply power, then use the Leads with the Magnetic

Field in the doorway to short the whole thing out. Now you can enter the

Deserted Station which leads to the Zoo.

Deserted Station

Once through the door into the Deserted Station, note the collapsed ceiling

that has destroyed the Bridge over the tracks that leads to the Zoo Entrance.

Use the ‘Go to …’ on the left side of the screen to move down the platform.

Use the Bar to knock down the Loudspeaker hanging over

the Info Booth, and pick up the Magnet that drops

onto the floor. Take the Pliers from the Shelf

in the small room at the end of the platform. Open the Trapdoor in the

floor, and enter the Passageway. You can’t get to the other side, so head

back up. Go back to the Deserted Station, and head up the Bridge to where

the Sign is hanging from a Cable in the ceiling. Use the Pliers

to cut the Cable so that the Sign falls. Now head back down the Staircase,

and use the newly created Passage to get across the tracks to the Zoo Entrance.

Zoo Entrance

Enter the concealed doorway near the Palm tree. It’s a Bar. Open the yellow

Curtain, and take the Cylinder and Broom.

Take the Can from the Counter, and the empty

beer Can from one of the tables. Exit to the

left, and there’s an exhibit of a Goddess that you can’t do anything with

yet. Proceed onwards to the left, and you find yourself at the Bookstore.

You can look through the glass, but can’t get inside. Go all the way back

(past the Goddess and through the Bar) to the Zoo Entrance. Then, take

the path by the sign at the left to arrive at the Sphinx exhibit. Right-click

on the Sphinx to get the access code. Here it is:

“Under the supreme eye of the father of the gods … Sits the solar

protector of all men … To the right of he who delights in the eternal

coming of his being”

Hmmm. Under the Statue of the dog (actually, the Egyptian god Anubis)

there are 3 Wheels used to enter the access code.

Have a good look at them to familiarise yourself with the symbols, but

unless you happen to be an Egyptologist, you don’t know enough yet to solve

this puzzle! Exit the Zoo, and proceed all the way back to where you left

the Chain hanging from the Pipe in the middle of the subway tracks. Combine

the steel Bar with the Magnet

to obtain a Magnetic Bar, and use it with

the Chain to swing back across. Enter the Storeroom again.

Storeroom

Use the Small Can (of oil!) on the Hasp of the

Door, and now you can finally open it. Proceed inside, and try to turn

on the light using the Switch, but the Bulb has gone. Remove the burnt-out

Bulb from the light fixture. Open the Trapdoor on the floor, and go through

it. Aha! We’re on the other side of that impassable fissure. Use the Key

you got earlier (from one of the Cabinets in the Storeroom) on the Door

… and you emerge through the Well into the Bookstore!

Bookstore

On the middle shelf just to the left are some books on Egyptology (how

convenient). Take the Book and examine it. You’ll

see pictures of the gods that correspond to those found on the code Wheels

near the Sphinx, along with a description of the gods. Take the Bulb

from the Reading Light on the Desk. Exit through the Well, and head back

to the …

Storeroom

Put the good Bulb into the light fixture Socket, and

use the Switch to turn on the light. Take the Three-way

Adaptor from the Shelf on the right. Now, return to the Sphinx exhibit

at the Zoo.

Sphinx

Using the Book as a reference, set the 3 code Wheels

on the Statue as follows:

Top wheel – Ra (“father of the gods” – hawk’s head with sun symbol above)


Bottom left wheel – Kheprer (“delights in the eternal coming of his

being” – scarab beetle holding sun symbol)


Bottom right wheel- Horus (“solar protector” – falcon symbol)

and press the Button. Now you can enter the Sphinx, which is actually

a …

Control Room

Pick up the microwave Gun. Set all the Buttons on

all the functioning Control Panels to green. This turns off all the magnetic

fields that are protecting the exhibits. Exit the Control Room, and head

left to the …

Fissures

Cross the Footbridge, and you are attacked by a mechanical Dinosaur. Use

the microwave Gun to zap him into oblivion. Cross the

other Footbridge, and enter the Cave. Take the Flare

from the Table, and head back to the Zoo Entrance. Back through the Bar

again, to the Goddess (the snakes should not be moving. If they are, return

to the Control Room and ensure that all of the Buttons on the functioning

Control Panels are green). Examining the Bush at the base of the statue

of Kali reveals a Faucet. If you turn it once, the Flames in the Brazier

are extinguished. Use the Faucet a second time, and you may now collect

some Fuel in the empty beer Can.

Head back to the Zoo Entrance,  and this time proceed to the exit

on the right of the screen which leads to …

The Pond

Some strange things happening here! Notice the Kid (wearing a jet propulsion

pack?) who is mysteriously hovering in the distance. If you examine the

Panel on the Machinery to your left, Joshua will rip the Panel right off,

shorting out some circuits in the process. The Kid drops to the ground

across the pond. Now, use the gas Cylinder on the

Tank of the Machinery, and do the same with the beer Can

full of fuel. Then use the Flare on the Tank to ignite

the fuel mixture, blowing open the Sluice Gate and making it possible to

cross the previously submerged Bridge. Take the Remote

Control from the Kid, and head back to the Cave in the Fissures. Use the

Remote Control on the Key set into the wall

(that opens and closes the Cage), and the entrance to a secret Elevator

is revealed! Use the Elevator to enter a large Warehouse.

Warehouse

Get the telescopic Pincers and the hologram Projector

from the open Crate to the left. Head up the Elevator to the top of the

Warehouse. Use the Push-buttons in the ceiling to open the Trapdoor, and

go up the Staircase to the Roof. Oops! Locked out. Use the Magnetic

Bar to jimmy open the Door of the maintenance Building (you lose the

Magnetic Bar in the process, but you don’t need it any longer). Use the Lever

on the red Mixer Faucet to cut off the gas supply. Then, use the Pliers

to cut the flexible Pipe coming out of the Mixer Faucet. Use the cut Pipe

to bend it upwards. Go back outside and detach the Hose

from the water Faucet, then attach it to the flexible Pipe

through the Window (huh? I thought there was glass in the Window, so this

one had me stumped for a bit). Go back inside and use the Lever

to restore the gas supply, then head back outside once again and place

the damaged Minicom on the trapdoor Lock. Use the

Hose on the sparking Minicom to create a home-made

torch and Joshua uses it to cut through the Trapdoor, but sets off the

fire alarm in the process. A workman comes out of a secret entrance to

shut off the alarm, but accidentally leaves the Control

Panel open and also drops a Match on the floor.

Head back down the Stairs and the Elevator, and open the Control

Panel. Use the Screwdriver to remove the

inside Cover. Use the middle Wire to free one

end of it from the Earth contact. Then, use it again, attaching the free

end to the ground Contact (right next to the Switch). Finally, put the

Cover back on and pick up the Match

the workman dropped in the middle of the floor. Head back up the Elevator,

and combine the Match with the Broom to obtain a makeshift

Torch. Use it on the Sensor in the ceiling to set off the fire alarm again.

This time, when the workman opens the Control Panel and throws the Switch,

he gets a shock and is rendered unconscious. You can now enter the terrorist’s

Hideout via the secret door he left open on the way out!

Hideout

Use the Three-way Adaptor on the wall

Socket just inside the entrance. Insert the hologram Projector

into the Three-way Adaptor, and turn on the Projector. The remaining terrorist

comes to investigate, and Joshua knocks him out. Search the terrorist to

obtain a Laser gun and yet another Key. Take the

Elevator to a Deserted Room, and use the Key to open the desk Drawer. A

Security Card is in the Drawer. Use the

Computer on the Desk to view an important email that leads Joshua to suspect

that Hugh Martens knows a lot more about this affair than he has so far

revealed. Examining the Picture on the wall produces a hidden Piece

of Paper. Head back to the Hideout, and use the Laser

gun to blow open the blue Panel that houses the Security System. Use the

security Card to enable it. Then, hit the

Buttons according to the order of the black to white transitioning colours

on the Piece of Paper. If you number the

Buttons 1 to 7 from top to bottom, the order to press the Buttons is as

follows:

6, 4, 3, 7, 2, 1, 5

The Security System is now disabled. Go back into the Elevator, then

enter the Door on the far right of the Deserted Room. Examine the green

Panel. It’s Ruby! Open the white Panel to obtain a Stethoscope, Syringe,

and a Report on Ruby’s critical health situation. Go back to the Deserted

Room, and use the Stethoscope on the other Door

to eavesdrop on a conversation between Eva Tompson and one of the terrorists.

Then, Joshua figures he has nothing to lose and enters the room. A long

explanation of what has been happening ensues …

Cyberspace

Of course, you lose all your worldly possessions once you enter cyberspace.

You have a Positioner though. You can record

your present position by pressing the red button, and go to any previously

saved position by using one of the yellow buttons underneath the display.

Proceed straight ahead into the maze. Now, this is a very simple maze

to negotiate, so it’s not even worth bothering to map it out. Just follow

the ‘Go To …’ indicators to visit places you haven’t been yet. You must

find the following 4 locations:

  • Water Font. Take the Coin.

  • Skeleton. Take the Cloth.

  • Werewolf. Just record the location.

  • Sculpture with flowing lava. Record this location

    too.

After you’ve found all 4 of these places, use the first yellow button to

return to the place where you first entered cyberspace (Slot Machine).

Go to the next screen on the left-hand side, and use the Hammer

with the Drum to hit the Bell. The Hammer breaks, and you almost knocked

the Bell off. Pick up what’s left of the Hammer. Go to the right again

to return to the Slot Machine. Use the Hammer on

the Spider, and the Spider’s damaged leg will now hold one of the skulls

for you. Put the Coin in the Slot, then use

the Slot Machine. Wahey! “In cyberspace, no one can see you cheat” (sorry,

Alien joke 🙂 Collect the 6 silver half credit Coins

you just won, and go to the next screen on the left again. Enter the Hut

via the Door. Go down the stairs to the basement. Use the Cloth on the

boiler Handle. Once the spider is gone, pick up the Gunk

from the floor, and scrape the Mildew off

the wall. Exit the Hut. Go left to the Shooting Range. Use the Mud

with the Runners to slow the targets down. Put the Coins

in the slot on the pillar, and then use the Gun. Collect the Puppet

as your prize.

Return to the Hut, Open the left-hand Drawer of the Ticket Office, and

take the Packet of matches. Open the right-hand

Drawer, and place the Puppet inside. Go back outside

and get into the Cage. Use the Remote Control, and you wind up at the …

Castle

Go into the entrance to the right of the Spider. Open the Brazier, and

get the Dust. Pick up the Skull

from inside the Pentacle (I think it’s actually a Pentagram), and on the

way out, get the Torch from the right-hand side

of the steps. Exit the Church to the Courtyard, use the entrance to the

left of the Spider this time to enter the Alchemist’s Study. Get the small Bag

and the Jar from the shelves on the right. Read

both Parchments on the Table. One tells you how to make gunpowder (but

we already knew that. We’re seasoned adventurers, aren’t we?) and the other

tells us we have to fog up this mirror over the fountain. Read the Book

on the pedestal, and learn how to kill werewolves. You also learn that

their blood is able to corrode metal. Pick up the small Shaft

leaning against the wall near the fountain. Use the Skull

with the Tile under the fountain. Put the Torch in

the Skull. Light the Torch with the Match, and then

use the Torch again to kick the Skull out of the way. The Mirror

fogs up, and you can read the numbers:

7, 8, 4, 5

Exit the Alchemist’s Study, and take the entrance at the base of the

Tower to the right of the screen. Use the Shaft on

the Meridian Circle to place it in the centre hole, then right-click on

the holes near the Roman numerals to move the shaft to each one in the

order you found on the Mirror:

VII, VIII, IV, V

The housing of the Meridian Circle opens, revealing a Book. Click on

the Book to finally get the lowdown on what Hugh Martens has been up to!

You are transported to Hugh’s cyberspace office.

Hugh’s Cyberspace Office

This receptionist is one tough cookie to get past! So, use the small Bag

of sleeping drug on the Chocolates. When she conks out, press the Button

on the panel next to her. This unlocks the door to the Meeting Room. Take

the Pistol and the Iron

Balls from the Showcase, and the Club from the

suit of Armour. Then use the first yellow button on the Positioner

to return to


the place where you first entered cyberspace. Go left to the Cablecar,

and use the Club to strike the Drum, this time knocking

the Bell clear off the Totem. Pick up the Bell,

and use the Positioner again to return to the Sculpture

with flowing lava. Put the Bell into the Lava. Place

the silver Coin into the Bell, followed by one of

the Iron Balls. Use the Cloth

with the Bell, and pick the Ball up from the ground.

Use the Positioner one more time to return to the location of the Werewolf.

Combine the Saltpetre with the Charcoal

Slack, then combine the Powder with the Jar. Finally,

use the Powder with the Pistol. Use the Pistol

to shoot the Werewolf, then collect his Blood in the empty Jar. Use the

Positioner to return to Hugh’s cyberspace office, and use the Jar to corrode

the Lock on the Door in the Meeting Room. Look at the Sheet of Paper on

Hugh’s desk. Open the desk Drawer, and get the Slide.

Go back into the Meeting Room and use the Slide in the Projector. What

you see projected is a mask that can be used with a 7-segment LCD numerical

display (such as the one hanging right above the unconscious Receptionist

in the next room)! When you apply the mask across 6 digits (red means:

leave out segment), you get the following:


 

 _ 


|_ 


 _| 


 

 _ 


|_ 


|_|

 _ 


 _| 


|_

 _ 


 _| 


 _|

 _ 


|_| 


 _|

 _ 


|_ 


|_|

562396

Go back into Hugh’s office and key this number into the Computer on

his Desk. Now we’re really clued in as to what’s going on! Joshua exits

cyberspace and travels with Al and Eva in the Aircar to the prison island

of Rocas Perdida in an attempt to track down Hugh Martens. Al gives you

a high tech device called a Parallel

Cutter to aid in the break-in on the island.

Rocas Perdida

You’re deposited on a beach. Right-click on the portion of the turtle Tracks

nearest you to obtain an Egg. Head off to the right, and use the Egg on

the Snake. Then zap the Snake with the Laser. Pick

up part of the Snake using the Pincers.

Return to the Beach, and continue onwards past the Aircar to the Pond.

Use the Laser again to break the Padlock so that the Grating swings open

to allow access to a large Conduit. Use the Snake

on the Pond to distract the Piranhas therein, and Joshua goes up the Conduit.

Laundry Room

Close the Conduit Grating (you have to pixel hunt for this one)! Move the

Sheets on the shelves to reveal a box of Detergent. Use the Detergent on

the Bucket, then use the Bucket. Joshua empties the contents into the Conduit.

Put the empty Cans into the Washing Machine,

turn it on, and watch the show. One less guard. Be sure to take the Keys

the guard left in the Door, then head into the …

Corridor

Use the Keys to open the door to the LA-5 Detention

Area. Look in the Window of Cell 2, and talk to Dr. Moreau. Ask him how

to open his cell door. Then ask him about the governor, and where the laboratory

is. Leave him for the moment. Exit to the Corridor, and head to the right

of the screen. Take the MDVD camera from the Desk, and use it on the Keypad

next to the red Door. Return to Dr. Moreau, and Joshua gives him the camera

with all possible keystrokes recorded. The combination for the red door

is: 446677. Return to the Sentry Post, and use the Keypad. Joshua enters

the combination and we’re into …

Laboratory

Pick up the Gloves off the Chair. Take the Tester

and Tubes from the shelf. Then look at the Symbols

on the Blackboard. Rather than just giving you the solution to this puzzle

outright, I’ll attempt to show you how to actually solve it. Please bear

with me! In the place of the symbols, I’m going to substitute letters,

because they’re easier to work with, so let’s translate the symbols on

the board to:

ABC x DC = DEFC

 DEFC


+CBFC


—–


AGECB

Immediately, we can deduce that ‘A’ = 1, because two numbers summed

could never produce a carry into the last column that was greater than

1.

Next thing we notice is that the last digit, ‘C’, is the same in all

3 numbers in the multiplication at the top. The only numbers this can hold

true for are: 0, 1, 5, 6 because: 0 x 0 = 0, 1 x 1 = 1, 5 x 5 = 25, 6 x

6 = 36! We can rule out ‘C’ = 1 because we already know that ‘A’ = 1.

In the sum at the bottom, ‘C’ + ‘C’ = ‘B’. Therefore, ‘C’ cannot = 0.

Here comes the slightly tricky part … that still leaves 5 and 6 as possibilities

for ‘C’. Let’s try 6. Then 6 + 6 produces a carry out of the 1st column,

but this won’t work, since ‘F’ + ‘F’ + 1 in the 2nd column must produce

an odd number, and 6 is an even number. So … ‘C’ = 5! That means that

‘B’ = 0, and ‘F’ + ‘F’ + 1 = 5. So ‘F’ = 2 as well. Now we’re really getting

somewhere. Here’s what we know so far:

105 x D5 = DE25

 DE25


+5025


—–


1GE50

Some further work on the sum at the bottom eliminates 3 and 4 as possibilities

for ‘D’. Since ‘E’ + 0 cannot produce a carry out of the 3rd column, then

neither 3 + 5 or 4 + 5 is sufficient to produce the necessary carry out

of the 4th column. 6 is eliminated because 6 + 5 = 11, and ‘G’ cannot =

1 as ‘A’ = 1. Same for 7, because 7 + 5 = 12 and ‘F’ = 2, not ‘G’. ‘D’

cannot = 9 because: 105 x 95 = 9975, but the result must end in 25. So

… ‘D’ = 8! And finally: 105 x 85 = 8925, so ‘E’ = 9. Thus:

105 x 85 = 8925

 8925


+5025


—–


13950

Was that fun, or what?

Exit the Lab, and use the Screwdriver to

open the Panel under the Window. Joshua converses with Al, but we already

know how to figure out which wire carries 100,000 volts. Use the Tester

on the box, then use the Parallel Cutter

on the Box. Al and Eva get inside, but are surprised by Martens and his

men. Poor Al is killed, and Eva is locked up to be dealt with later. Exit

to the Corridor, then use the Keys again to open the Infirmary Door (underneath

the cross).

Infirmary

Look out the Window of the Infirmary, then right-click on the middle Window

in the outdoor view to talk to Eva. Afterwards, get back into the Infirmary.

Examine the Coat behind the bars to get a Thermometer and dental Floss.

Use the Gloves with the Cylinder inside the bars

to inflate them. Then use the Tubes with the Syringe,

the Floss with the Syringe, and finally the Syringe

with the Gloves. Look out the Window again, then use the Syringe on Eva’s

cell Window. After Eva uses the Syringe on the Guard,

use the Keys to re-enter the Detention Area. Joshua

searches the Guard and comes up with a Laser. Talk to Eva in Cell 1, and

she gives you the Code. Have a look. Having done our homework already in

the Lab, we know the number at the bottom is:

958320

Click on the Keypad behind you, key this number in, sit back and relax

as you watch the conclusion.



Copyright © Steve Metzler  for the Games Domain,

November 1998. Not to be reproduced without the author’s permission.