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Runaway 2: The Dream of the Turtle

by Len Green 9 sections about 45 minutes to read

RUNAWAYA 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.

 

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

 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!

 

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

{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
sprinklersends 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 sincethe 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 Hangarwith 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.

 

Other guides for Runaway 2: The Dream of the Turtle