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Pleurghburg: Dark Ages Walkthrough by 133MHz

by 133MHz about 22 minutes to read

The unaltered guide: no contents list, no checkboxes, no page breaks. This is what the archive holds. Back to the reading view

This is,
by far, the best AGS game I’ve played. A mix of ‘Gabriel Knight’ with
‘Police Quest’, with good background and interface art, involving
plot and, maybe the game’s highest point, excellent soundtrack. It
is a big game (comparing to other AGS games) and also offers replayability
by letting the player follow different paths and reach various endings.

NOTES:

·
The walkthrough will follow the storyline
of the game, but some of the goals in each day can be reached in different
sequences; some of them are not extremely necessary, but will give
you extra points.

·
By following the walkthrough you can
choose both paths in day 3, the “shortcut” and all the different endings.

·
Don’t worry about being stuck in a
“dead end” without an important item, it doesn’t happen.

DAY 1
– MORNING

You
wake up as Jake McCurk, a detective in the city of Pleurghburg, in
his bedroom. First things first: get all your gear inside the closet,
get your notebook and pencil on the table and turn on the computer.
Click on ‘Receive Mail’ (hand-icon); you should receive two mails,
one from the PDA and one from your friend Lucas. Read both of them
(lens-icon); looks like you have some investigation to do. Turn off
the computer and get out of the bedroom through the south door.

In
the corridor, open the north door to enter the bathroom. Get the soap
in the sink and get back to the corridor. Go through the door on the
left to enter the TV room. Turn on the TV (hand-icon on buttons);
you should see something about the scream. Open the north door to
the kitchen; get the candy bar on the chair, near the table. Get back
to the TV room and enter the south door to the entrance hall.

Get
your keys from the box in the wall and exit the building through the
left door (the north one does not open). Try to open your car with
your keys; looks like the car key is missing. Go back to the building
and enter the TV room; look under the sofa (hand-icon on sofa) to
find the car key. Go back to the street and enter your car.

Head
to Lucas’ house. Enter the house and talk to Lucas; make sure you
ask him about the analyser and offer to bring the magazine to him.
Take the DNA analyser under the table in the kitchen (northwest).
Look at the grenades in the table near the window and try to take
the red one; looks like Lucas has other plans for it. Open the window
behind the grenades and go outside the house; go to the right until
the screen changes to the window, and take the red grenade. Enter
your car.

Head
to Ahatma’s store. Examine the poster in the wall (50% off on the
chocopaint) and talk to Ahatma; buy the magazine and the chocopaint.
Pay Ahatma using your wallet to get the items. Before going away,
look at the pickles on the counter and take one. Exit the store.

Go
back to Lucas’ house and give him the magazine. Exit again to the
map.

Head
to the old man’s house. Knock on the door; after the conversation,
use your wallet on the door to show your ID. Enter the house and talk
to the old man; make sure you ask about the scream and the morgue.
Exit the building.

Head
to the morgue and enter. Check the papers on the table and get one
of them. Go left, following the trail of blood, until you enter a
bathroom. Take a look around and you should notice something inside
the toilet door. Get it (it’s a robe). Use the DNA analyser (from
Lucas’ house) in the robe and take it again several times until you
notice a piece of paper in a pocket. Exit the bathroom.

Follow
the trail of blood up the corridor and head left until you find a
locked door. Use the anti-lock grenade (the red one, from Lucas’ house)
in the lock. When you enter the room, look at the corpse and the knife
on the floor. Take a picture of the crime scene. Get the knife with
your plastic gloves and search the corpse (hand-icon) to find the
wallet. Examine the wallet. Use the DNA analyser on the corpse and
get a blood sample with one of your plastic bags. Exit the room.

Go
right following the blood drops until you find a bloodied plant. Look
at the plant and try to search it (hand-icon); get the severed hand
with one of your plastic bags. Exit the morgue and enter your car.

Head
back to your apartment and go to your bedroom. Turn on the computer
and use the search button (hand-icon) to search for ‘JOHN SMITH’.
Exit the apartment and enter your car.

Head
to Smith’s house. Try to enter through the front door; you can’t.
Go to the left until the screen changes to the side of the house.

·
It is a good idea to save the
game now –

Look
at the upper-right window; climb the vines and enter the window. Look
at the blackboard and take a picture of the symbol. Exit the room
back through the window and go to your car.

Head
to the PDA. Enter the building and push the plant that’s hiding the
left elevator button. Press the button to enter the elevator of sector
1 (you have to click exactly in the little green light). Go to the
3rd floor (Evidence Room). Talk to Harold (the man behind
the counter) and wait ‘till you give him all the evidence you found.
Go back to the elevator.

Go
to the 4th Floor (Your Boss). The door to your boss’ room
is the third one from right to left (it has a green light on the side);
knock and enter the room. He’ll tell you about Hughe’s disappearance.
Talk to your boss to tell about all the events of today.

ATTENTION: When you’re talking to him, don’t say that the guy was defenseless;
tell him that there was a big struggle.

Ask
him more about Hughe’s disappearance; he’ll tell you to check out
Hughe’s apartment with Parker. Exit the room.

DAY 1
– AFTERNOON

Meet
Parker in the 1st floor. After a cut scene you will be
inside Stephen Hughe’s house. Open the door on the right to enter
his bedroom. Open the closet and search through the clothes until
you find the robe. Go back to the corridor and wait ‘till you’re back
at the PDA. Go talk to your boss to tell him about the robe you just
found. Exit the building and enter your car.

Head
to Smith’s house. Go to the left side of the house, climb the vines
and enter the window again. Look at the blackboard, then turn on the
computer. Scroll down the bar and look at an image file called ‘Order
Logo’, then scroll back up and look at a text file called ‘Order List’.
Print the file (hand-icon).

DAY 1
– EVENING

Turn
off the computer and take the printed file. Exit the house and go
to your car.

Head
to the PDA. When you arrive you should receive a message from Mick
(the ‘Help Desk’ guy) telling you to investigate a corpse at the docks.

·
It is a good idea to save your
game now –

Head
to the docks. Look at the corpse and search it for clues. When the
two guys arrive and point their guns at you, jump to the water. After
a cut-scene the day is over.

DAY 2
– MORNING

After
waking up, go to the TV room and turn on the TV; you should see something
about a panther. Leave your apartment and enter your car.

Head
to the PDA. Enter the elevator to sector 1 and go talk to your boss
(4th floor). After a small dialogue, give him the encrypted
text (from Smith’s computer). Exit the room, go down to the 1st
floor and enter the elevator to sector 2. Go to the 2nd
floor (Autopsy Room) and talk to Dr. Emmerson. Go back to your boss’
room and talk to him; he’ll give you the address of Miller’s house.
Exit the PDA and enter your car.

Head
to Miller’s house. Try to enter through the front door; you can’t.
Look at the window on the left, partially hidden by the tree; try
to open it. Go back to your car.

Head
to your apartment. When you arrive, a person will drop something on
the sewer hole. Check the hole to see the ring. Try to take it; you
will need some string and a magnet.

Head
to Lucas’ house. When you enter, (if you didn’t come here after giving
him the magazine) he’ll tell you about the box with some tools that
he left for you; search the box to find the unwrapper. Get the magnet
lying on the floor, near the kitchen. Exit the house and enter your
car.

Head
to Ahatma’s store and buy some string. Exit the store.

Head
back to your apartment. If you have the magnet and the string, combine
the two items. Use the ‘magnet tied to the string’ in the sewer hole
to get the diamond ring. Enter your car.

Head
to Miller’s house. Use the diamond ring on the window and enter the
house. After looking around, open the closet doors. Take a picture
of the corpse and exit the house.

Head
to the PDA. Go to the Evidence Room (Sec. 1 – 3rd floor)
and leave the picture with Harold. Go to your boss’ room on the 4th
floor and talk to him. Tell him about the corpse you just found and
he’ll tell you to check the mayor’s office. Exit the PDA.

Head
to the City Hall and enter. Go down the corridor until you meet the
security guard; talk to her. Look at the candy box on the counter.
To get past the guard you need to make a fake candy bar with soap.
Mix the soap (from your bathroom) with the chocopaint (from Ahatma’s
store); use the unwrapper (from Lucas’ box) with the candy bar (from
your kitchen); now combine the choco-soap with the candy paper and
eat the real candy. Give the fake candy bar to the security guard.

NOTE: If you gave the real candy to the guard without faking it, you can
buy more in Ahatma’s store.

Get
out of the city hall then go back inside; the security guard will
be on the bathroom. Try to open the door to the mayor’s office, then
search the counter for the key. Enter the mayor’s office.

Inside
the mayor’s office, get the paper under the desk. After you read it,
make a copy with your notebook. Get out of the office and leave the
city hall after leaving the key on the counter.

Head
to the PDA. Talk to your boss about the note you found on the mayor’s
office.

DAY 2
– AFTERNOON

Go
down to the 1st floor. Mick will tell you to investigate
a car crash.

Head
to the car crash. Take the iron pipe under the van and use it to open
the trunk doors. Take a picture of the corpse and search it. Look
at the blood that leads to the manhole cover; try to open it, then
take a sample of the liquid with a plastic bag. Enter your car.

Head
to the PDA. Leave all the evidence with Harold and go talk to your
boss. After telling him about the crash and Hughe’s corpse, he’ll
give you the address for Zack Reed.

·
It is a good idea to save your
game now –

When
you arrive at Reed’s place, knock on the door. When you hear a ‘click’
from inside, get away from the door. Load your gun (if you haven’t
done this yet) and shoot at the door. Inside the apartment, look at
the window, in the kitchen. Climb out through the window. In the roof,
get the brick on the ground and throw it to the other end of the roof
(south). When Reed appear, shoot him. Search the corpse to find the
phonebook. You’ll automatically return to the PDA from here.

Go
to your boss’ room to tell him about Reed. After a small dialogue,
exit the PDA and go to your apartment. Read the phonebook and use
the phone on the TV room to call all the numbers from the list. When
you’re finished, you should have a new name on the order: George Anderson.
Go to your bedroom and turn on the computer. Use the search icon to
search for ‘GEORGE ANDERSON’. When you get his address, exit the apartment
and enter your car.

Head
to the weapons store. Go around the corner on the right; look at the
trash can and use a plastic glove to take the coupon. Enter the store;
after you look around, talk to the old man. Make sure you ask him
about all the subjects, then he’ll tell you to find two things to
finish his last supper.

The
two things are a bottle of wine and bread (info on how to get them
later in this same afternoon). Exit the store and go to your car.

Go
to the PDA and talk to your boss about the phonebook. Exit the PDA
and go to your apartment. Turn on the computer and click on ‘receive
mail’; you should receive an e-mail from Samuel Jones telling you
to meet him in the docks. Exit the apartment and enter your car.

Head
to the docks. Talk to Samuel; when he’s gone, try to take the bread
in the water, then use your iron bar to get it. Go to your car.

Go
to Ahatma’s store and show him your coupon (the one from the trash
can). When you get the Liquorama card and the bottle of wine, leave
the store.

Head
to the weapons store. Enter the store and give the wine and the bread
to the old man. After you get the key, leave the store and go to your
car.

Head
to the city hall. After the small scene of the robe guy getting a
ride on a car, go back to the map.

Head
to the PDA and talk to your boss about the new events.

DAY 2
– EVENING

Exit
the PDA. Before going to the meeting on the park, remember that a
panther is walking loose around that area. You need something to scare
it; go to your apartment and wait in the dark area near the door until
a kid appear with a whistle, then scare him. Get the whistle on the
ground and enter your car.

·
It is a good idea to save your
game now –

Head
to the park. To get to Samuel’s house, walk on any path (left or right)
until you find a triangle-shaped rock on the upper-left part of the
screen (the left path is faster).

Somewhere
in the path you’ll meet with the panther; when it appear, blow the
whistle by clicking the hand-icon on the whistle inside your inventory.

When
you find the triangle-shaped rock, look at it then check it out with
the hand-icon. Climb through the rock and you’re in the path to Samuel’s
house.

After
your conversation with Samuel, the day is over.

DAY 3
– MORNING

Go
to the TV room and turn on the TV; you should see something about
the old man in the weapons store. Exit your apartment and go to the
PDA. Talk to your boss about the incident and go back down to the
1st floor; Mick will tell you to investigate a corpse.
Exit the PDA.

Head
to the building with a corpse in a trash can. Take the cardboard pipe
in the ground. Look carefully at the pile of clothes in the ground
until you find a wallet; take it. Open the wallet (in the inventory)
to find the Hyper Print card.

Push
the trash can. Take a picture of the crime scene, use the DNA analyser
in the corpse and get a blood sample with a plastic bag. Go back to
your car.

Head
to the PDA. Go to the autopsy room and talk to Dr. Emmerson. Make
sure you ask him about the liquid you found at the manhole. Go to
the evidence room and leave all the evidence with Harold.

·
It is a good idea to save your
game now –

Go
talk to your boss. He’ll tell you to choose what to do next; depending
on what you’ve done so far, you have 2 paths to choose:

·
The Sewers:
If you got a sample from the liquid in the manhole, gave to Harold
and asked Dr. Emmerson about it, you may choose this path.

·
The Hyper Print:
If you got the wallet in the pile of clothes from the dead old man’s
crime scene, opened it and saw the Hyper Print card, you may choose
this path.

Both
are described below:

The
Sewers

After
you told your boss you want to investigate the sewers under the crash
site, exit his room and go to the interrogation room (Sec. 2 – 3rd
floor). Tell Parker you need her help. When you exit the room you’ll
automatically go to the sewers.

Inside
the sewers, keep going right until you find Parker. Behind her you
can see 4 valves: Turn the second one from right to left. Go a bit
down then go right until you’re at a dead end; hold on to the pipe
in the roof to cross to the other side. Keep going right until you’re
at a pool full of body parts. Search the piece of robe closer to the
margin to find a rusty key.

Go
back to where Parker stand and try to open the door with the key.
Empty the jar of pickles by throwing the contents in the water; turn
the third valve from the right to the left and use the jar to get
some acid that’s dripping from the pipe (a bit to the right). Use
the acid on the door and open it using the rusty key.

After
a small dialogue with parker, open the lower drawer at the desk and
take the recorder inside. Open the recorder, and use your pencil to
rewind the cassette. Put the rewinded cassette inside the recorder
and put the recorder under the door. When they finish talking, take
the mop near the ladder and use it to lock the door. From here you’ll
automatically go back to the PDA.

In
the PDA, go talk to your boss and he’ll direct you to the old man’s
house (Day 3 – Afternoon).

The
Hyper Print

Tell
your boss you want to investigate a publisher. After you ask him to
find the address, go out of the office then go back in. He should
give you the address for Hyper Print. Exit the PDA and head to the
Hyper Print.

Enter
the builiding. Talk to the secretary and tell her you want to talk
to the person in charge of Hyper Print. When you’re done talking to
Corniedly, show him the picture of the order symbol. Get out of the
Hyper Print and talk to the woman in the phone 3 times, then get the
white coat when she looks away. Enter the Hyper Print and put on the
coat by clicking it on the bathroom door to the right. Enter the door
near the secretary and search the box in the back of the room to find
an order book.

Go
back to the PDA and show the book to your boss. Get out of the office
then go back inside; You’ll be taken to the old man’s house (Day
3 – Afternoon
).

DAY 3
– AFTERNOON

At
the old man’s house, use the DNA analyser in the pool of blood near
the door on the right. Take a sample of the blood with a pastic bag
and talk to Parker. When you’re done talking, take the piece of brown
clothing in the door knob and show it to Parker.

Back
in the PDA, leave the evidence with Harold and go talk to your boss.

·
If you followed the Sewers path, you
can choose between using The Shortcut to the Mansion or investigating
The Park Carnage;

·
If you followed the Hyper Print path
you’ll be directed Back to the Morgue;

The
Shortcut to the Mansion

While
you were in the sewers, you heard the order members talking about
some “Davidson” guy (well, at least you should). Since you already
had a first name “Michael” from the order list without a last name,
you can make out a “Michael Davidson” from all of this. Go to your
computer and search for ‘MICHAEL DAVIDSON’ – Bingo.

Head
to his apartment and take a look at the piece of paper on the desk.
You’ll be knocked down and taken to the order headquarters as a prisoner.
From here you can achieve ENDING 1 (FIRE) and ENDING 4 (EXPLOSION).

Back
to the Morgue

When
you arrive at the morgue, take the axe on the wall and talk to the
man. Enter the room to the north and look at the boxes until you find
one with the order symbol. Try to open it, then use the axe on it.
Press the button inside the box and go down the stairs. There’s a
copy of the order book on the desk to the right, take it. Back at
the PDA, tell your boss about the order plans. Head to the park (The
Park Carnage
).

The
Park Carnage

Walk
around the park until you find a trail leading into the woods (upper-right).
Look at the trail and examine it closely (hand-icon). A few seconds
after you arrive at the scene with various corpses, Parker should
arrive too. Take pictures of all the corpses, use the DNA analyser
with the old man and take his glasses (If you didn’t get a sample
of his blood from his house, get it now). Put the severed head inside
a plastic bag; try to take the piece of wood in the bush, then take
the axe with your plastic gloves. Talk to Parker and leave to the
PDA.

In
the PDA, leave all the evidence with Harold and go talk to your boss
about the corpses. Leave the PDA and head to the City Hall.

·
It is a good idea to save your
game now –

After
you follow the van into the Park, go to Samuel’s house to warn him
about the order. ATTENTION: You should slow down the game speed
now. When you start talking to him, bullets will come flying through
the window; shoot the guy when he appears behind the rock (if the
game speed is slow it shouldn’t be hard). After the scene you’ll be
taken to your apartment.

Enter
the apartment and examine the boxes until you find a pair of lenses.
Leave to the Park and walk all the way east until you find a big rock
and a mansion in an island. To observe the mansion you’ll need a sling-shaped
stick and an improvised spyglass.

You
can take the sling-shaped stick from the log in the park. Walk around
until you find a ‘bridge’ log and get the stick from it.

To
make the spyglass combine the cardboard pipe with either the old man’s
glasses or the pair of lenses you found at the box in your apartment.

Put
the stick into the hole in the rock and use the spyglass with the
stick. Look around the mansion a bit until he says something and the
day is over.

DAY 4
– MORNING

Leave
your apartment and go to the PDA. Talk to your boss then go talk with
Dr. Emmerson in the autopsy room. When you’re done with him, leave
the PDA and head to the Park. Put the spyglass again on the rock to
watch the mansion. After the scene, go back to the PDA and tell your
boss about it. After some dialogues, you’ll be at the mansion.

DAY 4
– EVENING

Go
left until you find a window with the lights off. Look at the window
and sneak in. Go through the doors on the right until you find stairs
going up. Open the door in the middle of the room and get the cloroform
from the cupboard. Exit the room and go up the stairs; get the handkerchief
from the table.

Exit
the house; use the cloroform with the handkerchief and call the order
member standing on the small toolshed outside the house. When he gets
out, use the handkerchief on him. Search through his clothes to find
some keys. Get a screwdriver from the toolbox inside the toolshed.

Enter
the house again. Go to the hallway with the welcome poster. Use the
Liquorama card to pick the lock on the door left of the poster. Open
the unlocked door and go inside. Pry open a crate using the iron bar.
Unlock the green box using the keys you got from the guard.

Go
to the room with the stairs going up and unlock the door on the right
side of the stairs once again using the guard’s keys. Talk to the
man and untie him. Talk to him again and leave the room.

From
now you can reach the end of the game in 4 different ways depending
on what you do:

·
Ending 1
can be reached in any circumstances (even after being captured);

·
Ending 2
and Ending 3 can only be reached if you have the steel key
from the bum;

·
Ending 4
can only be reached if you’ve been captured;

ENDING 1 (FIRE)

If
you were captured, this is how you get away: Jump with the chair until
your near the shelf, behind the order member. Bump into the shelf
a few times until he’s knocked down. Go to the old pipe on the wall
and cut the rope.

If
you were not captured, go to the room with the sleeping man (north
door from the dark room where you sneaked in) and use the soaked handkerchief
with him. Open the closet and get the robe.

After
you’re wearing the robe, go to the meeting room (left door from the
room with a silver door). When the speech is over, get the matchbox
on the table and use it with the trash can full of paper.

Sit
back and enjoy it.

ENDING
2 (CHLOROFORM)

Open
the silver door with the steel key from the bum at the weapon’s store.
Open the furnace and throw the chloroform inside it.

NOTE:   
– If you want some extra points, you can take
a sample of the green liquid in one of the barrels on the left;

·
It doesn’t matter if you went to the
meeting or not.

ENDING
3 (SCARY)

Go
to the room with the sleeping man (north door from the dark room where
you sneaked in) and use the soaked handkerchief with him. Open the
closet and get the robe.

Go
to the meeting room (left door from the room with a silver door).
When the speech is over, get out of the room. Open the silver door
with the steel key from the bum at the weapon’s store. Open the fusebox
with the screwdriver and pull the lever.

Go
back up and use the dialogue-icon on the door to the meeting room.
Sit back and enjoy it.

NOTE: – If you want some extra points, you can take a sample of the green
liquid in one of the barrels on the left;

ENDING
4 (EXPLOSION)

After
you’ve been captured, jump around the room. You will find a place
where the floor makes a loud creaking noise. Jump in this place a
few times and you should fall through the ground.

Sit
back and… well… enjoy it.

Screenshots

Pleurghburg Dark Ages screenshot 1

Other guides for Pleurghburg: Dark Ages