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Pleurghburg: Dark Ages

by Len Green 12 sections about 39 minutes to read

DAY 3; EVENING.

(117)    Phone ringing … Lucas calling; answer him
… “Somebody’s trying to break into my house” — Go to Lucas’s house.

Lucas’s House.

(118)    Front door won’t budge — Go to side window
— Interact with window … a robed guy from the Order is threatening
Lucas … crash through glass into room — As soon as you regain control,
QUICKLY draw gun from inventory & shoot the intruder before he shoots
you! (If you prefer, draw your gun *before* going through window.) —
Explain to Lucas — You are taken automatically back to the PDA ………………..
{255}

PDA.

(119)    Use sec-1 elevator to go up to 4th floor —
Tell boss about attempt to kill Lucas — Go to Jake’s home.

Jake’s home.

(120)    Enter — Lucas has left 3 boxes of junk in
hall — Interact with box furthest away from front door … get pair of
lenses — Go to City Hall ……………….. {256}

City Hall.

(121)    As you get there, a van drives off (in the
darkness) — Follow it — Lose van … lost! — Finish up in entrance
to Redstone Park ……………….. {258}

Redstone Park.

(122)    It’s dark, so neutralize panther … see (088)
— Make your way to Samuel Jones’s hut & enter — Now you’re in for
a real shoot-out with a member of the Order — When you succeed, you are
automatically returned to outside Jake’s home — Return to Redstone Park
……………….. {260}

<<<<<<    A number of players
have had (considerable) difficulties with this shoot-out at Samuel’s. 
You may need some patience if you have to repeat many times, but if you
persevere you will almost certainly succeed eventually.  If you are
manipulatively challenged and just CANNOT do it, in V1.1 (but not V1.0)
you can bypass the shoot-out completely by interacting with the small green
window “Skip Scene” at bottom right screen, albeit forfeiting the 2 points
score for so doing!

There are doubtless different ways of winning.  This is the way
I eventually found to succeed (almost) every time … you may find a better
method!

(a)    Adjust monitor gamma setting, or brightness &
contrast, so that the rock(s) behind which the baddie is hiding can be
seen *clearly*.  [ I also found it helpful to play this part of the
game in near darkness. ]   (b)    Although I managed
to succeed at maximum speed, it is helpful to set the speed [ in options
window ] to minimum.   (c)    I did not jump to
the side of the screen at all.   (d)    As soon
as you get control, identify the cleft between the 2 rocks where the baddie’s
HEAD appears … not a little to the left of this where the gunshot flashes
appear!   (e)    As soon as you get control, VERY
QUICKLY move the cross-hairs onto this spot and  fire off 2 or 3 shots
at the guy’s head as fast as you can.   (f)   
Do not move the cross-hairs … i.e. from this position keep your mouse
stationary — As soon as his head appears again, fire off as many shots
as you can, and as fast as you can.

This should kill the member of the Order.   >>>>>>

Redstone Park.

(123)    Back in the Park — It’s dark, so neutralize
the panther again … see (088) — Go to the large rock with the hole
& the stick, the landscape with the old mansion surrounded by trees,
etc. … see (096) — In inventory, put either the pair of lenses or the
spectacles into cardboard pipe making a spyglass — put spyglass onto
the forked twig … it’s now steady — Spy on mansion … nothing worth
seeing! ……………….. {264}

DAY 4; MORNING.

(124)    You’re taken automatically back to Jake’s bedroom
— Jake sleeps.

(125)    [ This could have been done earlier! ] —
Switch on computer — Click on ‘Search’ — Type Michael Davidson; 
Get his details & address for checking out — Log out — Exit Jake’s
home — Go to the PDA ……………….. {266}

**~**    An optional SHORT-CUT
PATH
“.


The Davidson house is now on the map — You can enter it if you like
since there’s nobody there … you’ll get no points for this, and no ‘penalty’
either — But unless you *deliberately wish* to end the game prematurely,
do NOT open the warning message on the desk … if you do, a short-cut
will FORCE you into the second-rate endings described later on, with VERY
many points less than the maximum achievable … See “Endings ~ (i) &
(ii)” [ at section (130). ]   **~**

PDA.

(126)    Use sec-1 elevator to go up to 4th floor —
Talk to boss … Jake is close to finding Order’s HQ — Go again to Redstone
Park.

Redstone Park.

(127)    The panther won’t trouble you during the day!
— Go to the large rock with the hole & the stick and put spyglass
onto the forked twig … [ see (123) ] — Spy on mansion — NOW you see
a member of the Order … Hooray; you’ve found their HQ!! — Exit Park.

PDA.

(128)    Use sec-1 elevator to go up to 4th floor —
Talk to boss … Jake tells his boss that he’s found the Order’s HQ! ………………..
{268}

DAY 4; EVENING.

You’re taken automatically to the mansion.

N.B.    There IS  NO  “Day 4; Afternoon”!

The mansion (HQ of the ‘Order’).

(129)    Ignore the robed guard in the hut, at least
for now — Walk West & round that side of the mansion — Look at
the open window … the bottom left hand one — Enter (interact with)
that window … dark inside; a good place to sneak in ………………..
{269}

ENDINGS ~ (i) & (ii).

(130)    These are the ‘bad’ ending & the ‘not too
good’ ending.  Many actions can set you onto this route during this
last section of the game … e.g. talking too much or too long to the outside
guard; gatecrashing the Order’s meeting unrobed; recklessly opening a creaking
cupboard inside the mansion; etc.  One ‘frequent’ path to these endings
is described as follows:-

(131)    Enter 1st door on left … a bedroom — Look
at robed Order member sleeping on bed — Open creaking cupboard.

(132)    Too noisy … seized by Order members — Jake
is tied up in an attic … stripped of ALL inventory items.

(i) ~ Very bad ending.

(133)    Shuffle forward along right hand wall … floor
makes loud creaking noise — repeat 3 or 4 times — Floor collapses —
Everything & everybody, including Jake, blown up and killed in bomb
explosion — Pleurghburg suffers but eventually recovers — FINITO! {269
points
}


(ii) ~ Mediocre endings.

(134)    After (132), shuffle along to the left until
you touch the bookcase — Bump into (interact with) the shelf 3 or 4 times
— Statue head falls on guard & neutralizes him ………………..
{271}

(135)    Shuffle back right to rusty old pipe — Interact
with pipe; i.e. scrape rope bonds against pipe … when freed take Order
member’s robe & exit attic ……………….. {273}

(136)    Descend stairs (near mid screen) — Enter
door on the far  left — Enter door on the very far left — Enter
door again on the extreme left … (where you may have heard voices) —
As a member of the Order, participate in the meeting … planning to overrun
Pleurghburg ……………….. {275}

(137)    Grab matchbox from table ………………..
{276}

(138)    Throw burning match from inventory into trash
can — Fire — Everybody exits — All members of Order captured —
OK; a (moderately) happy ending, with fairly lengthy concluding sequences!
{276
points
}


(139)    If you are a ‘point-score-enthusiast’, you
can actually whip up 6 extra points by performing actions which are only
REALLY relevant to the better endings, BEFORE you execute step (138)!

You can exit the conference room and collect some chloroform from the
bathroom {+1 point} & a handkerchief {+1 point} from upstairs. 
You can combine the two in inventory to obtain a chloroformed handkerchief
{+2 points}.  You can exit the mansion & obtain a screwdriver
from the (now empty) guard’s hut {+2 points}.

If you need hints on any of these, look at sections (141) thro’ (145).

You can then return to the conference room and proceed with section
(138).

The above will raise this ending’s point score to {282 points}

ENDINGS ~ (iii) & (iv).

(140)    These are the ‘good’ & ‘excellent’ endings.

(141)    After (129), enter (interact with) door on
the right of the screen — Enter door on the far right … ignore the
voices — Enter the door on the extreme right — Enter door just to the
left of the stairs … you’re in a bathroom ……………….. {269}

(142)    Look at cabinet with small mirrors — Open
cabinet — Take chloroform — Exit bathroom ……………….. {270}

(143)    Walk up the stairs — Look at handkerchief
on small table & take it — In inventory, combine handkerchief with
chloroform … you’ve now got a chloroformed handkerchief ………………..
{273}

(144)    Walk down stairs — Enter door on extreme
left — Walk out of mansion through the front door at the bottom of the
screen (directly opposite the poster).

(145)    Outside the mansion walk East to the shed —
Talk to the robed guard just to get his attention — Quickly use the chloroformed
handkerchief on him — Search the incapacitated guard & take his key
ring — Look at toolbox in hut … Take screwdriver ………………..
{279}

(146)    Return West & enter mansion through window
as in (129) — Enter 1st door on the left — Use chloroformed handkerchief
on sleeping robed guard — Open the wardrobe & take one of the Order’s
robes … you put on robe & exit bedroom ……………….. {287}

(147)    Enter door on extreme left … (inside, you
don your robe automatically) — ‘Participate’ in meeting of Order —
Look at matchbox on table & take it — Exit room … you need to visit
the bathroom; hehehe … (you disrobe automatically outside) ………………..
{290}

(148)    Look at the white steel door … locked —
Use steel key that the old alcoholic gave you (from inventory) on white
door … enter mansion basement.

(149)    Look at poisonous green liquid in barrels —
Take some liquid from the barrel in the corner … can’t; it’s dangerous
— Use plastic bag from inventory to get a sample of green liquid —
Open oven … but adjusting controls won’t help! ……………….. {292}

(150)    Open fuse-box … can’t; it’s stuck … use
screwdriver from inventory to open fuse-box — Interact with fuse-box
… all lights in the mansion switched off … panic! — Try switching
lights on, off, & on again — Exit basement ……………….. {294}

(151)    Enter door on far right — Open door to the
left of the poster … can’t it’s locked — From inventory, slide plastic
Liquorama card along side of door … Bingo! — Now interact with door
to open it … it’s a storage room.

(152)    Look at green box & open it … can’t it’s
locked — From inventory, use guard’s key ring to open box — Look at
bomb inside … it’s unarmed, but leave it well alone! — Look at crates
& try opening them … no go; you need something more than bare hands
— From inventory use iron pipe to prise open one of the crates … full
of weapons … however, you can’t take or use any — Exit storeroom ………………..
{298}

(153)    Enter door at far right — Enter door to the
right of the stairs … can’t; it’s locked — From inventory, use guard’s
key ring to unlock door & enter what is probably just a closet 
— Meet George Anderson — Untie him (i.e. interact with him) — Talk
to George & quiz him as to everything that’s happened — Exit closet
……………….. {300}

(iii) ~ Good ending.

(154)    Enter door at far left — Enter door at extreme
left — Re-enter the white door to the basement … you have to use the
steel key again.

(155)    Throw chloroform (from inventory) into the
fire in the boiler — Everybody anaesthetized — Jake manages to escape
outside … all members of Order captured — Wow! … Happy ending! {300
points
}


(iv) ~ BEST ENDING.

(156)    After (154), interact with fuse box to douse
all lights in the mansion — Exit basement.

(157)    Turn left & stand *outside* the room where
the Order meeting is continuing — Speak through the door … ‘ghosts
talking’; etc. ……………….. {310}

(158)    EUREKA!! — The order members are totally
confused & afraid — In the panic, they spray bullets around &
kill each other — ALL Order members dead … peace & tranquility
return to Pleurghburg … Jake & the PDA are the heroes of the day.

*** ‘REAL‘   E N D *** {310 points}

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THE “HYPER PRINT” PATH.

[ After (099), carry on from here. ]

(100 H-P)    Choose “At a Publisher (Hyper Print)” —
Your boss tells you to come back later for address — Leave his office
& immediately return for info — Exit office & PDA building —
Hyper Print building now (temporarily) on the map — Go to it & enter
……………….. {198}

Hyper Print building.

(101 H-P)    Look around, etc. — Talk to secretary
— Ask to speak to whoever is in charge of Hyper Print — You automatically
get taken to owner/manager Mr. Cornieoly — Exhaust all conversations
with him — From inventory, show him your photo of symbol (from Smith’s
blackboard) … unnerves Cornieoly … get ushered out — Enter supply
closet … you can’t; it’s for janitor’s only — Exit building ………………..
{200}

(102 H-P)    Look at white coat on car bonnet — Take
coat … can’t; it belongs to the woman talking incessantly on her cellphone
— Talk to woman … you’re interrupting her conversation! — Talk to
her twice more & she turns away in annoyance — Grab the white coat
whilst she’s not looking ……………….. {202}

(103 H-P)    Reenter Hyper Print building — Use white
coat (from inventory) on bathroom door — You change into janitor’s clothes
… your everyday (dark-coloured) coat is now in inventory — Enter supply
closet — Look at cardboard boxes — Take book with Order symbol …
print smudged; unreadable! — Use everyday clothes (from inventory) on
bathroom door & change back — Exit Hyper Print building ………………..
{204}

PDA.

(104 H-P)    Use sec-1 elevator to go up to 4th floor
— From inventory, show boss the unreadable book with Order symbol …
told to return when checked — Leave his office & immediately return
— Told of troubles again at old man’s apartment — Jake & Parker
are taken there automatically ……………….. {206}

DAY 3; AFTERNOON.

Old man’s apartment.

(105 H-P)    Talk to Parker — Look at blood on the
floor — Use plastic bag from inventory to take blood sample — Look
at door & take piece of torn brown cloth — Take cloth from inventory
& show it to Parker … you are taken automatically back to the PDA
……………….. {209}

PDA.

(106 H-P)    Take sec-1 elevator to 3rd floor — Walk
West — Talk to Harold — Give him blood sample from the old man’s apartment
& torn piece of cloth — Return to elevator  — Go up to 4th
floor — Talk to boss … Told to go & liaise with team at the old
morgue — You are taken automatically to the old morgue ………………..
{211}

Morgue.

(107 H-P)    Look at fireman’s axe — Take axe —
Enter room where search team found symbol — Look at all (35) boxes …
only one has the Order’s logo on it … 5th column from left & 5th
(bottom) row down — Look at & open this box … You can’t open it;
it’s stuck — Use axe from inventory to prise open box — Look at small
button inside open box — Press button in box, & hatch opens ………………..
{217}

(108 H-P)    Look at ladder — Climb down (interact
with ) ladder — Look around — Open steel door & enter room — 
Browse around … nothing particular to do there — Look at desk &
on it a copy of the Order’s book … this copy is readable — Take book
— You are taken automatically back to the PDA ……………….. {219}

[  After here, ‘return’ to (109), & carry on till the end
of the game. (Your scores will be about 10 points LESS than those listed
above at every stage).  ]


 

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