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Runaway: A Road Adventure

by Len Green 8 sections about 47 minutes to read

RUNAWAY A Road Adventure

WALKTHROUGH

August 20th 2003 (Revised 5th September 2003) Len Green

FOREWORD

Try not to use this walkthrough AT ALL! The game is not too difficult and with patience you can probably overcome your stuckness.

There are no slider or timed puzzles, mazes, cryptology boners; or music, chess, math, and other headaches that some players dislike. Also there are no protracted dialog trees or volumes of text to plough through. As far as I remember, there are absolutely no illogical puzzles (such as combining an elephant with a corkscrew!).

To the best of my recollection, there are not TOO many items in inventory. I don’t remember ever reaching 20, and most of the time there are only between about a half and one dozen. As far as I remember, all the items in inventory are actually used during the game!

Within each chapter there is quite a lot of flexibility in the order of performing many (but not all) actions and exploring various locations, so you do not have to follow the order below. But as in most Quest/Adventure games, there are some actions you must perform &/or locations you must visit before you can progress to others. From time to time you have to return to previous locations, objects, or people, and (sometimes maybe to your surprise) receive additional items &/or hints! Often you may try to do something with no success … later, as a result of some triggering action or hint from somebody, the identical location, object, or person, will react with something essential!

Below are only the VITAL actions you need to do to finish the game. Most discussions and non-essential actions, some mildly humorous &/or containing clues for progress, are not included here … but I would recommend performing as many as possible so as to enjoy the game to the maximum, fully participate in the story and progress without assistance.

A great deal of the narrative is developed through cutscenes triggered when you have concluded certain sections (in particular, a very great deal of chapter-6 is made up of cutscenes). This walkthrough contains spoilers of course. But I have deliberately refrained from spoiling the story-line by detailing ANY cutscenes … many of which may come as quite an entertaining surprise to players!

In this game you CANNOT get ‘killed’ even though the thugs are after you all through the game. :~ ))

But just the same, it’s worth saving pretty frequently in case you get stuck! N.B. There is an unlimited number of save-slots (certainly over a hundred)!

At first, you move from location to location by a single left click of your mouse. But after that, you can if you wish double click, which takes you directly to your destination immediately.

As always, pick up every item possible and exhaust all dialogs with as many folk as you can.

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PREFACE

Initially I highlighted a few places where you must talk to somebody, or read or do something, etc., before a certain object or location which was previously inert becomes active.

However this game is absolutely FULL of such situations. Hence it’s logical to either highlight all of these situations, or else none at all. IMO it would be misleading to include just the few cases which happened to occur to me.

Since it would be almost impossible to search for and include them all, I later decided to include none and to therefore delete all those which I had originally included. I left just the first one in as an example of the above ( see … [35] ) … but there are very many more throughout the game!

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{1} WAKE ME BEFORE DYING :-

[001] View all the intros and cutscenes. You finish up with Gina lying in a hospital ward, sleeping VERY deeply in bed. She is drugged so heavily that you can’t wake her up in order to get away quickly before the baddies catch up with her and Brian.

[002] From Gina’s bedside table pick up the package of pills (“Snoozitol”).

[003] Also the cracked drinking glass.

[004] Take the hospital-green sheet from the empty bed next to Gina’s.

[005] Look on top of the locker and take Gina’s bag.

[006] In inventory, look in the bag and obtain a box of matches (from a bar called “The Pink Iguana”).

[007] Enter the bathroom (the door on the right of the screen).

[008] Pick up the bottle of 196-proof alcohol which is on a shelf over the sink and under the mirror.

[009] Open the wastebasket by stepping on its lever, and take the jet-black marking pen.

[010] Return to the ward.

[011] Look at the emergency exit map fixed to the bathroom door. There’s a storeroom to the left of the ward.

[012] Exit the window and climb along the ledge to the storeroom … Yikes!

[013] There is a filing cabinet to the right of the window (when facing it). On top of this filing cabinet there is a book, vademecum (a pocket reference handbook, including some medical details) … take it.

[014] Sticking out of the top of the middle drawer is a piece of paper. It is a blank medical chart … Take it.

[015] Take the 2 big fluffy pillows from the floor to the left of the window.

[016] There is a human body in the right hand corner — grab its head (it’s got a hole in one side for examination of the brain) … ugh!

[017] Turn around and examine ALL the shelves carefully. Pick up a can of “Presto” spray cleaner.

[018] From just below it take an empty syringe (from the box of syringes).

[019] Climb back through the window and return to the ward.

[020] In inventory, look in Gina’s bag again, and this time obtain a blond wig.

[021] In inventory, place the wig onto the head, covering its hole.

[022] Put the pillows, wigged head, and sheet onto the empty bed, making a fairly realistic dummy there.

[023] You need to do something with the medical charts … Gina’s and the blank one in inventory.

[024] You have to fill in the blank chart with the marking pen … but it’s dried out!

[025] In inventory, fill your syringe from your bottle of alcohol.

[026] In inventory, moisten your marking pen with the alcohol in your syringe.

[027] In inventory, write fictitious details on the blank medical chart (Toni Crabb … appendicitis).

[028] Exchange Toni’s fake medical chart for Gina’s.

[029] In inventory, look at the genuine chart belonging to Gina … apparently her full name is Gina Timmins.

[030] Place Gina’s medical chart into the holder at the end of the dummy’s bed.

[031] Enter the bathroom. A cut scene ensues … A mafia type enters, looks at Gina’s chart and then the dummy’s. He shoots bullets straight into the dummy thinking it’s Gina, and exits.

[032] You must get Gina out QUICKLY … but you still can’t wake her up! In inventory, take a look at your vademecum. It says that the only way to wake somebody sleeping under the influence of “Snoozitol” is to put them under a cold shower.

[033] You can’t lug Gina into the bathroom … and in any case the shower there is not functioning.

[034] There is a fire alarm sprinkler on the ceiling. Use your spray can on it.

[035] Together with your matches (in inventory) the flammable spray acts as a flame thrower. It starts a fire and the sprinkler sends a shower of water downwards … { NOTICE:- You can’t get the sprinkler to work until you’ve first acquired the vademecum, and secondly read its ‘instructions’ … even though you may guess what to do without one or both of these steps! }.

[036] Gina wakes up and they both beat a very hasty exit. After a fairly lengthy cutscene they arrive at the Chicago Museum of Archeology and Natural History.

{2} THE MYSTERIOUS CRUCIFIX :-

[037] There is quite a long cutscene involving Brian’s friend Clive. It finishes with Dr. (Susan) Olivaw reiterating that she can only deal with the crucifix when she has finished ALL her many other very urgent assignments! Exhaust all dialogs with her. Brian’s urgency does not move her at all!

[038] On the shelf to the left of Dr. Olivaw, look at the items to be worked on. They are arranged with numbered stickers in the order they are supposed to be dealt with.

[039] Take the crucifix from inventory and exchange it for the next (number 1) artifact to be restored … some strange Mayan object has now replaced your crucifix in inventory.

[040] The crucifix is now the next item on the list of jobs to be done. But first Dr. Olivaw has to finish whatever she’s doing now.

[041] Go to the right hand side of the room (where the laser etc. are).

[042] Take the brush and container of talcum powder (to the left of the helium tank), and look at them in inventory … they look like a police finger printing kit.

[043] Look at the briefcase containing varnishes … to the right of the skeleton’s head.

[044] Take a bottle of colorless varnish.

[045] Exit Olivaw’s room. Get Brian to turn left and walk towards the right edge of the screen. Go past the Analysis Laboratory and panel, and descend the stairs to the exhibition area.

[046] Talk to the Janitor, Willy. He’ll give you his ‘business’ card (William P. Dustin) with telephone number.

[047] No matter which of the dialog choices you make, almost immediately his mobile phone will ring and he’ll receive an order from a customer (Mr. Potter … Harry???).

[048] He jives upstairs to the Analysis Lab, operates the tone keypad and enters !?! Brian realizes he’s operating a racket!

[049] Willy won’t emerge so long as Brian is in the exhibition area. So get Brian to temporarily enter the Mayan Art Exhibition, or back upstairs. As soon as Brian returns, Willy’s back there again. Continue the dialog tree to the end.

[050] Go back upstairs and use the transparent varnish on the numerical tone keypad panel.

[051] Get Brian to go past the stairs (towards the right edge of the screen), and use the public telephone there. Watch the cutscene where Brian talks to Willy and gets him to enter the Analysis Lab again.

[052] Enter and exit the Mayan Art Exhibition again to get Willy back sitting downstairs.

[053] Return to the keypad and sprinkle the talcum (fingerprint) powder on it.

[054] 4 keys have been pressed … numbers 1, 3, 7, & 8. You do not however know the order of these digits.

[055] The crudest way of determining the 4 digit number is by (‘ordered’) trial and error until you hit upon the correct number. There are 24 different combinations (not a VERY big job)!

[056] A better way is to listen to the tones emitted … you can do that as many times as you wish.

[057] If you are tone impaired, the order (of both tones and numbers) is the ‘highest’; the ‘lowest’; the ‘one above the lowest’; and finally the ‘one below the highest’..

[058] Enter the Analysis Lab.

[059] Look at the strange golden object close to the door. It’s a key … Take it.

[060] Underneath it is a note. Read it! The key belongs to Clive.

[061] Try to open the thermal chamber. You can’t do that manually!

[062] Press the button of the voice recognition lock. You are given a choice of names but none fits Brian’s voice.

[063] Exit the Analysis Lab. Brian turns right (i.e. towards the left edge of the screen) and walks past the Restoration Laboratory and the fire extinguisher. Continue, and enter Clive’s Office.

[064] Pick up the 2 anthropology books on Clive’s desk

[065] This exposes a crack which looks like a keyhole to open a lock.

[066] Use the strange golden key with the crack, and a hidden safe slides open.

[067] You can’t take papers or money, but there is a device, a voice recorder there … borrow it!

[068] Exit Clive’s Office … you must close the safe first!

[069] Return to the Restoration Lab. Use the voice recorder on Dr. Olivaw and get a recording of her name and voice.

[070] Return to the Analysis Lab (no problem about entering now!). Use the voice recorder on the voice recognition button. The recorder starts but immediately fizzles out … the battery is dead!

[071] Walk to the far side of the Analysis Lab (i.e. to the extreme right edge of the screen) and look at the cylinder of liquid nitrogen. You can’t do anything with it as is, because it’s too dangerous.

[072] Hanging on the wall a little to the left of and above the cylinder is a ladle … grab it.

[073] In inventory, place the dead battery into the ladle … it fits nicely.

[074] Dip the ladle (with the battery) into the liquid nitrogen and remove it. The battery has been cooled down to a very low temperature.

[075] In inventory, place the frozen battery into the voice recorder.

[076] Put the voice recorder onto the button of the voice recognition pad.

[077] The chamber opens. Fairly quickly take the Mayan Mask from inside. The chamber will close in 30 seconds, but if you haven’t got the Mask by then, you can repeat [076] and [077] as many times as you need to!

[078] You can try to take the red ruby from the forehead of the Mayan Mask, but you can’t remove it with your bare hands. So in inventory, prize the ruby out using the strange Mayan object.

[079] Return to the Restoration Lab. Walk towards the right to the laser.

[080] Replace the small ruby in the laser with the huge one you got from the mask.

[081] Dr. Olivaw uses the powerful laser on the artifact she’s restoring, and it smashes into little pieces.

[082] This has never happened to her before … she needs an iced mocha (coffee) to calm her nerves and continue working.

[083] Exit the Restoration Lab. Brian turns right (i.e. towards the left edge of the screen) and walks past Clive’s Office to the coffee machine.

[084] There’s a red warning light on … looks as though the machine may be out of coffee. Try it just the same. It IS out of coffee.

[085] Continue a step or two, turn right and go downstairs. Get Brian to walk past Willy, and enter the Mayan Art Exhibition.

[086] In the middle of the chamber is a statue of a Mayan King with some bowls at his feet … seems they hold seeds and stuff like that.

[087] Look at the Maya’s bowls and jars (Mayan Objects) and Brian automatically picks up a bowl of seeds that look like coffee beans.

[088] Go to Willy, talk to him, and try to get him to fill the coffee machine. Nothing doing!

[089] Show him your ‘coffee’ beans. He says that apart from looking strange, they’re no good since the machine will only take ground coffee!

[090] Go upstairs and enter the Restoration Lab again. Dr. Olivaw is still moaning beside her laser. On one corner of her unoccupied desk is an electric lathe. Use your beans on it. You get a bowl of ground ‘coffee like stuff’.

[091] Return to Willy and hand him your ground ‘coffee’ … he doesn’t like the look of it (understandably), and in any case he’ll only use the museum’s regular Java ground coffee.

[092] Upstairs again. Look at the wastebasket below the fire extinguisher. There’s an empty packet of (museum brand) coffee there. Take it.

[093] In inventory, fill the empty packet with your ground ‘coffee’.

[094] Downstairs to Willy again. Give him the ‘new’ packet. He goes off and fills the machine … upstairs, the red light is off now.

[095] Use the coffee machine to get a cup of hot ‘coffee’.

[096] Re-enter the Restoration Lab and give the ‘coffee’ to Dr. Olivaw. She perks up, goes back to work with a vengeance, and collapses. Brian takes the cleaned crucifix. Whilst this is going on, the hoods arrive outside the museum and prepare to enter it … with very evil intents.

[097] Exit the Restoration Lab.

[098] Enter the Analysis Lab.

This triggers a long cutscene. The high-tech scanner reveals a clear picture of the restored crucifix and some relevant details … there’s some mention of the Arizona tribe of Hopi Indians. The crooks go completely on the rampage, and finish by capturing Brian and Gina. They are transported by helicopter to an old cabin … somewhere!

{3} THE GREAT ESCAPE :-

[099] Brian wakes up after having been pistol whipped. Through a crack in the door he sees Gina being very roughly interrogated by a couple of thugs in the adjoining room. He has to get them both away from there !!

[100] Have a good look around. There are various items that may be useful. Try the two windows… no egress from either. The door is obviously out of the question.

[101] Look at the freezer. Try to move it — you can’t; it’s too heavy … if it’s full!

[102] To the right of the telephone is a bottle of cleanser. Pick it up.

[103] To the left of the freezer is a chamois rag. Take it.

[104] Just a little to the left of the rag is an iron crowbar. Grab it.

[105] And just a little to the left of the crowbar and on the floor is a round piece of wood. It’s a peg which has fallen down from the coat rack on the wall. Pick it up.

[106] Across the other side of the room, midway between the door and the barred window, is a bellows. Take it.

[107] In inventory, moisten the rag with cleanser.

[108] Use the cleaning rag with the filthy window (above the freezer) … “Let the sunshine in”!

[109] Open the lid of the freezer to allow it to defrost … it’s full of huge blocks of ice.

[110] You need to remove the freezer’s electric plug from its wall socket for quick defrosting.

[111] The ice has all melted into water — but that’s just as heavy … and you still can’t move the freezer.

[112] There’s a bung at the bottom of the freezer (near the electric socket). Pull this out, and all the water drains out.

[113] Move the much lighter freezer … revealing a trapdoor beneath it … Eureka!

[114] The trapdoor is closed with a padlock. Use your crowbar to pry it off.

[115] Open the trapdoor.

[116] Escape outside, via the opened trapdoor.

There is now quite a long cutscene involving the three characters Carla, Lola and Mariola … also Brian’s three part operational plan for progressing. Brian finishes up outside the trio’s broken down bus.

PART-3 of Brian’s escape plan :-

[117] Outside the middle of the bus is a prop-trunk. Look inside it. The only item of interest is a deflated basket ball which needs stitching … nevertheless, take it.

[118] Enter the bus. On the left is what looks like a triple bunk bed. Sticking out from underneath it (on the floor to the left of the teddy bear) is a white object which looks like a handle to something.

[119] That white object is actually a hand held vacuum cleaner … pick it up.

[120] Opposite the beds on an upturned trunk are 3 shelves. The right hand shelf is full of a pile of lipsticks. Take one.

[121] Just below the lipsticks is a pair of sunglasses. Grab them.

[122] Walk to the back of the bus and talk to Carla … exhaust all dialogs. She gives some useful info.

[123] Try to obtain Carla’s lost pill from the grating. You can’t … The grating’s firmly fixed to the floor.

[124] Use your vacuum cleaner on the grating. Bingo! … you have the pill.

[125] Behind Carla on a low table between a pair of high boots are a large needle and thick shoe repair thread … pick them up.

[126] Exit the bus. ‘Walk off’ the right edge of your screen.

[127] MAP :- You have already visited 2 locations, the Thugs’ cabin and the Drag Queen Bus. There are 4 more locations marked with question marks (?’s) which will be labeled, but only after you visit them first time. You will have to visit them ALL eventually (and probably more than once), and do things at each during chapter-3 of the game. The order in which you visit them is unimportant. Since there are 3 stages to the escape plan, the order in which different players will tackle these will vary … but this will not affect the outcome since they all have to be completed sooner or later!

But as in many Quest/Adventure games, there are some locations you must visit and actions you must perform before you can make any progress at certain other locations!

Some players may wish to make the round of ALL the locations immediately, doing whatever seems possible at each, before settling upon a plan of action(s). You certainly cannot do any harm by so doing. But this walkthrough (with the advantage of hindsight) will try to deal with actions as far as possible in some ‘logical’ order!

[128] On the map go to the location to the upper right of the Thugs’ cabin. It looks similar to a double sized version of same, but turns out to be a Hangar with a tough guy guarding it. There’s no way you’re going to let him see you.

[129] Look at the barred doors … there’s a crack there. There’s a helicopter inside.

[130] Try to enter the doors. Instead you circle behind the hangar on the side away from the guard, and enter through a rear window.

[131] Attempt to grab a can of beer from behind the muscle-man whenever he places one on the drum. You can always reach them, but are frightened he may see you.

[132] Mixing Carla’s pill with alcohol makes a potent knock out draught. How about trying that?

[133] As before, he’ll kill you (literally) if he catches sight of you. You’re going to have to find a way of distracting him.

[134] Return to outside the bus where Lula’s limbering up with her musical aerobics. Try to get her to help you … Nothing doing.

[135] In inventory, use your needle and thread to repair the basketball.

[136] Also in inventory, inflate the basketball with the bellows. Good! … it holds.

[137] Throw the ball to Lula. As you suspected earlier, Lula is an ex professional basketball player called Lou Lamerre with a ‘history’. She/he rather reluctantly agrees to get Mr. Biceps (Rocco Wallace) out of range … albeit with a couple of conditions!

[138] You’re all set, with Brian at his side window behind the hunk and Lula ready for a competition. You have to be (only) reasonably speedy with the next action … but if you flunk it, you can repeat [137] as often as you like and need! Whilst Lulu is playing ‘toss the cans’ with Rocco, fairly quickly spike his beer with Carla’s pill.

[139] The hunk drinks the doctored beer and is physically paralyzed. The door to the Hangar is open and free access to the chopper is enabled. Go round the zombie (the macho man) and look at the motor cycle and bottle of peanut butter (with spatula) … {N.B. These items were inactive previously!}

PART-2 of Brian’s escape plan :-

[140] Take the peanut butter. Listen carefully to the stud’s comments!

[141] Watch the following carefully! Whack the motorcycle with your crowbar. A piece of metal drops off (not too easy to see on the ground!).

[142] The piece of metal is a motor cycle “sidekick’s” foot rest … pick it up.

[143] Go to the junk pile in the bottom left hand corner of the monitor screen (there IS a “?” there, but it’s a bit difficult to see). It is an Airplane graveyard.

[144] Look at the machine gun in the gunner’s cockpit, and try to move it. It’s all rusted up from disuse and would need a good grease up to operate.

[145] On the stump of the plane’s broken off right hand wing is a World War II infantry helmet. Take it.

[146] Hanging over the side of the gunner’s seat and near to the machine gun is an empty bullet belt. Pick it up.

[147] Return to the bus and look at Mariola who’s sunbathing on the bonnet (hood). Look at the suntan lotion … it contains carrot extract!!

[148] Try to get the lotion by asking Mariola if you could borrow it. No dice … she needs it for a sufficient tan!

[149] See if you can get her sunglasses when she takes them off and puts them on the hood of the bus. Apparently not a good idea.

[150] Go to the “?” location nearest to the top left hand corner of the map. It’s an Oil well.

[151] Walk forward to the oil puddle and dip your sunglasses (from inventory) into the oil. This gives them a darker tint.

[152] Return to Mariola. When she puts her sunglasses down, exchange the for your darker ones.

[153] Ask Mariola again if you could borrow her lotion. She looks at herself and is satisfied with her ‘dark tan’. You take her suntan oil.

[154] Return to the Airplane graveyard.

[155] Grease the machine gun with the tanning oil. It’s now operational, and the Thugs’ cabin is within shooting range. It should shoot … if Brian can obtain any ammunition that is!

[156] Return to the Thugs’ cabin. On the ground almost exactly below the rocking chair is an old battered bucket. Take it.

[157] Go to the “?” location near to the top right hand corner of the map. It’s an Old abandoned train car.

[158] Walk towards the right and enter the old freight car. A little to the right of the entrance (almost middle screen) is a barrel of gunpowder. Brian wouldn’t mind getting some but the gunpowder barrel is closed up tight.

[159] Try putting your battered bucket (from inventory) onto the barrel of gunpowder. Not a satisfactory idea.

[160] Near to the bottom left hand corner of the screen is an old bucket containing oodles of screws. Grab one.

[161] Try drilling a hole in the gunpowder barrel with your screw. You can’t … it’s impossible for your fingers to get a proper grip on the screw to turn it.

[162] In inventory, look again at your coat rack peg. It has an octagonal opening. Still in inventory, fit it together with the screw and you have a makeshift corkscrew. Presto!

[163] Try boring a hole in the barrel with your makeshift corkscrew to collect some gunpowder. You can’t do that unless you have something to collect the gunpowder in.

[164] Again put your battered bucket onto the barrel of gunpowder. Now it will stand on the floor below the barrel. Apply your corkscrew again and gunpowder pours from the barrel filling the bucket.

[165] Pick up the bucket of gunpowder.

[166] In inventory, place the lipstick into the bucket of gunpowder and you obtain a high-caliber bullet.

[167] Again in inventory, put the bullet onto the empty bullet belt. Cool! It fits … but one bullet will hardly be enough.

[168] Return to the bus and grab all the rest of the pile of lipsticks from the previous same right hand shelf.

[169] In inventory, place the pile of lipsticks into the bucket of gunpowder and you obtain a quantity of bullets. A coincidence … there is just enough gunpowder to fill all of the lipsticks.

[170] In inventory again, fit the pile of bullets into the bullet belt. Another coincidence … there are exactly the correct number of bullets to fill the whole bullet belt.

[171] Back to the airplane graveyard. Fit the belt of bullets into the machine gun. It’s now ready for firing.

PART-1 of Brian’s escape plan :-

[172] Try to open the refrigerator. You can’t … it’s locked. According to Carla, the other ‘girls’ have hidden the key to stop her from gorging too much butter. She has looked and looked but hasn’t found it.

[173] In the front of the bus is an axle to the left of the shelves holding necklaces and earrings, etc. (a little below and to the right of center screen). It‘s cross section is hexagonal. Try turning the axle … but there’s no way of doing that manually.

[174] Use the motorcycle foot rest as a crank on the axle.

[175] Turn the makeshift crank on the axle, and the folding door of the bus closes. Look at it carefully.

[176] There is a pocket of leather on the inside of the door … not visible when the door is open.

[177] Look inside the pocket and take the key.

[178] Use the key to open the fridge door and take the large tub of brand new butter from inside.

[179] Return to the Old abandoned train car location.

[180] On the extreme left of the screen is an ant hill and to the right of it an old hut probably containing explosives. The tough guy said something about peanut butter causing the ants to go on a wood eating frenzy. Maybe all this adds up to a plan?!

[181] Enter the freight car again. To the left of the broken clock are 3 barrels supporting one other on top. One of the barrels only is closed … the others are open and empty.

[182] Open the sealed barrel with your crowbar, and get …… a package of shelled peanuts which are not TOO stale!

[183] In inventory, put the butter and the peanuts into the infantry helmet. Hopefully this will give you something resembling peanut butter. Maybe … but the mixture needs melting and stirring.

[184] Return to the Thug’s cabin. It‘s stupid and impossible to enter the front door. But close to the pile of tires (and a bit difficult to see) is an entry through the escape trapdoor. Enter the rear room of the cabin.

{N.B. It might not be too obvious that you CAN re-enter the Thugs’ cabin whenever you need to … and you CERTAINLY NEED TO HERE!}.

[185] Place the helmet containing the mixture of butter and peanuts onto the freezer … its lid is now sizzling hot from the sun.

[186] Stir with the spatula from the bottle of authentic peanut butter and …. You have a helmet full of ersatz peanut butter.

[187] Return to the Old abandoned train car location. Splash the load of ‘peanut butter’ over the narrow wooden hut containing explosives.

[188] A myriad of ants from the adjoining ant hill descend upon the hut and eat up the wood in no time, leaving a pile of sawdust.

[189] All that is left is enough dynamite to blow up a mountain together with its detonation equipment. Take it all.

[190] Go to the Oil well and fix the dynamite and detonation equipment onto it.

[191] Watch the VERY long cutscene in which the whole escape plan is put into operation. After this, there is a pretty long introduction to chapter-4.

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