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Runaway 2: The Dream of the Turtle

by Len Green 9 sections about 45 minutes to read

{4}CLOSE ENCOUNTERS OF THE FOURTH KIND:-

[192]Brian and
Gina arrive in Hopi territory.Gina has
an accident and Wupuchim materializes.He is a Hopi chief and gives advice to Brian who continues alone,
arriving at a deserted town called Douglasville.

Exhaust all dialog options with Sushi Douglas and learn about the history
of Douglasville.

[193]Enter the sheriff’s office
and look around.

[194]There’s a cell with a 100
year old dead man inside it.There’s
nothing you can do about him since the cell is locked.

[195]Take the pile of wood
stacked alongside the cell … 5 nice logs.

[196]Enter the wrecked bank and
look around.

[197]Behind
the cash register are shelves broken and open.Take the metallic object from the bottom shelf.It’s an old fashioned stapler with only 3
staples (like old rivets used by cobblers).

[198]Look at
what was probably J.T Douglas’ desk (roughly center screen) and get something
from it.It’s a bank-stamp … with the
letters “BD”, Bank of Douglasville, embossed on it.

[199]A huge
blunt instrument has made a large hole to the basement (at the bottom middle of
the screen).Brian doesn’t see why he
should try to go down there!

[200]Return
and talk to Sushi again.Find out all
about the dead man in the cell and the safe in the basement of the bank.

[201]Go back
to the bank and try to go down to the basement using the large hole.That doesn’t work … there’s too much dirt
and rubble.

[202]Enter the
saloon (the building at the bottom right corner of the screen).

[203]Just
below the foot of the stairs is a flower pot … take it.

[204]Immediately
to the right of the foot of the stairs is an opening to a small room … it’s a
gardening shed.Go in and have a look
around for something useful.You come
out with a pair of pruning shears.

[205]Go
upstairs and talk to the guy who’s sculpting there.His name is Kevin, but everybody calls him Saturn.Exhaust all dialog options with him and get
more info.

[206]Look at
the statues and other items up there.Around the middle of the room is a wood and metal device.On it stands a 10 pound bucket of red paint.

[207]Pull the
lever on the device … maybe it’s some kind of brake?

[208]GEEZ!It’s a catapult and the bucket of paint is
launched sky high landing in the ruins of the bank.Saturn is NOT amused!

[209]Go to the
bank and look at the results of Brian’s not minding his own business, i.e. the
wasted red paint.

[210]Between
the hotel and the sheriff’s office is a passageway.Look at the supply wagon there and the strapping attached to it.

[211]Use your
pruning shears to cut off 6 to 8 yards of strapping.

[212]Leave town (bottom left hand
corner of your monitor screen) and you’re on another map … see [127].

[213]Go to the
“?” fairly near to the bottom right hand corner of the map … Mama Dorita’s house.

Exhaust all dialogs with Oscar, the huge but placid guy who is guarding
the entrance to the house.You can’t
get past him to see Mama Dorita.Oscar
is constantly chewing “menthol chewin’ tobacky” … it helps him pass the time.

[214]To the
left of Oscar is a ladder leaning up against a wall.Look at and pick up the clay vessel that’s on the ground next to
the ladder.

[215]Move back
towards a skull and shrunken head.On
the ground beside the well (to the right of the skull) is an unusually artistic
weird looking stone, with a hole in the middle like a doughnut!Pick it up.

[216]Return to
the map and go to the “?” location near to the top right of the map.It’s a Crater and when Brian descends he meets Joshua, a strange man
wearing a telepathic helmet for communicating with “Trantor” and other extra
terrestrials.

[217]Exhaust
all dialogs with Joshua.He has a very
large ‘communication machine’ which is supposed to open a door and facilitate
contact with these beings.Trouble is,
the machine’s rotor is not receiving any power and hence won’t work!

[218]Brian has
the bright idea of hitching the rear wheel of Joshua’s motorcycle to the
communication machine and gives him the long strap.

[219]But first
the strap has to be made into a large loop.In inventory use the ancient stapler to join the ends of the strap.

[220]Leave
Joshua for 5 minutes.He hasn’t done
it.Brian should have threaded the
strap through the rear axle first but forgot.The only solution is to remove the rear wheel of the motor cycle.But Joshua needs a number-10 wrench to do this
… and he hasn’t got one.

[221]Return to Douglasville.Enter the saloon.Go upstairs to Saturn and talk to him … ‘You see, “mon ami”,
there’s something I wanted to ask you…’.Then ask him for a number-10 wrench.He tells you to take it from the set of tools hanging on the wall.

[222]Go to the tool board.Look at it and take a number-10 wench.DARN!All the wrenches are there except the particular one you need.

[223]Talk to Saturn again.He forgot, he just used it and it’s in his
pocket.He carelessly flips it
over.But Brian fails to catch it, and
the wrench flies through the open door across the balcony, and down into the
street.

[224]Go down to the
street.The wrench doesn’t seem to be
there.Hold on … it’s submerged in a
literally stinking trough.Brian is NOT
going to stick his hand into that mess!

[225]Go back into the saloon, upstairs and out
onto the balcony.

[226]About half way along the
balcony and next to the middle fold-back door (and fairly easily overlooked) is
an object on the floor.Pick it
up.It is a sanding block.

[227]Drop the flower pot onto the street.

[228]Go downstairs and out.The trough has been overturned.Get the wrench.

[229]Return to the crater.Give the wrench to Joshua.He says it will take him 5 minutes.So leave and immediately return.

[230]Trouble again!Joshua tells Brian that his motorcycle has run out of gasoline.

[231]Back once more to Douglasville
and talk with Saturn.Again talk to him
… ‘You see, “mon ami”, there’s something I wanted to ask you…’.Then ask him for some gasoline.Problem … consumables!!He can only barter these with
you … he wants something artistic and inspirational made by Brian in exchange
for his can of gasoline.

[232]Give Saturn your strange stone.No! — too crude and rough … unfinished!

[233]Polish up the stone with your
sanding block and try again.It’s still
not inspirational &/or artistic enough for him … incomplete!

[234]In inventory, place your
amber stone into the hole in the strange stone.Hooray … this makes a ‘stone of light’ and is now sufficiently
arty crafty for Saturn.He tells Brian
to stand it in the doorway in the sun.FINE!Brian can help himself to
the can of gasoline … it’s a deal!

{{{ NOTE:-Coming up are 2 very old chestnuts in novel
disguises.They stretch back over a
quarter of a century on computers.The
puzzles themselves (one in the form of a game) were around a long time before
personal computers came on the scene. }}}

[235]Saturn:- “Oh — by the
way; just one problem” ………. The gasoline in the tank is concentrated.To get the correct dilution you must mix 1
liter of water with 40 CCs of the concentrated gasoline.And incidentally, there is no 40 CC
measuring tube … just one of 50 CC and one of 30 CC.

[236]In inventory you now have
a can of concentrated gasoline, a 1 liter empty bottle, and two empty measuring
tubes one of 50 CC and the other of 30 CC.

[237]Just to the left of the middle door to the balcony is a green
colored 50 gallon water machine.From
it, fill your 1 liter bottle with water.

[238]There is more than one way of solving the
rest of this puzzle.The simplest
method is described below :-

[A]Fill
the 50 CC tube with concentrated gas from the container.

[B]Fill the 30 CC tube from the 50 CC
tube (leaving 20 CC in the 50 CC tube).

[C]Pour the whole contents of the 30 CC tube back into the gas can so that
the 30 CC tube is now empty.

[D]Pour the remaining 20
CC of concentrated gas from the 50CC tube into the 30 CC tube, leaving the 50
CC tube empty.

[E]Fill the 50 CC tube again from the concentrated gas can.

[F]Remembering
that the
30 CC tube has 20 CC of
concentrated gas in it already, fill it from the full 50 CC tube.Only 10 CC can be transferred from the 50 CC
tube to the 30 CC tube, and so 40 CC of concentrated gas are left in the 50 CC tube
.

[239]Pour your 40 CC of concentrated gasoline from the 50 CC tube
into the 1 liter bottle of water, making your correct usable mixture (just a
little over a liter actually
).

[240]Return to Joshua in the crater.Pour the bottle of diluted gasoline into the
motorbike’s tank.

[241]Go to Joshua who explains
how to find the combination to open the dimensional door.{{{NOTE:-This is the old old game/puzzle which once
used to be called ‘Bulls and Cows’! }}}

There
are 7 buttons.You have to press the
correct 5 and also press them in the correct order … you can’t use any button
more than once.Each button has a
musical note associated with it (which appears in the dialog/instruction
taskbar below the game.The notes run
from “A” thro’ “F”, together with the instructions “Note already pressed” and
“Leave the panel”.).Also, each
button/note has an associated colored panel.Joshua will tell you how many you pressed were correct ones, and how
many were both correct AND in the correct position.

It is
a nice game/puzzle and not too difficult since you are allowed as many attempts
as you like/need.But you really need
to list your tries and their results, and work logically.You will quite likely have to make quite a
number of attempts.If however you are
REALLY stuck, the order of the notes is “C”;“G”;“E”;“B”;“A” (and the colors are … orange; yellow; mauve; pink; violet).

[242]When you succeed in
getting the exact correct combination, there is a strange noise and an intense
beam of light from the sky down into the center of the crater.You see Joshua getting beamed up to join his
Trantorians … or whatever/wherever.Brian walks down into the center of the crater to have a look around.

[243]Brian:-“Oh Well … I don’t think we’ll be seeing Joshua
again”!The only thing he has left
behind is a black mark in the center of the crater and his blue telepathic
helmet.Pick up the helmet.

[244]Walk up from the crater to
Joshua’s camping tent (which you couldn’t enter previously).From the tent take a flashlight you can
attach to your head, and a climbing rope.

[245]Return to the map and go
to the abandoned mine.Look at the
enormous boulder which blocks the mine entrance.Move it (there’s a small crack in the entrance) … impossible it’s
much too heavy.

[246]Peer into the hole that Gina fell into … the
ladders broken so nothing can be done there.

[247]Below a huge rock and a wheelbarrow (middle
left edge of the screen) is an empty oil can.Pick it up.

[248]Return to Douglasville and
go to Saturn.Again talk to him … ‘You
see, “mon ami”, there’s something I wanted to ask you…’.Then ask him how he moves the enormous
heavy rocks he uses for his sculptures … a crane?No!Apparently Oscar
moves them for him and he repays Oscar with menthol chewing tobacco.

[249]Saturn needs inspiration
and brilliant ideas.Give Saturn
Joshua’s telepathic helmet.He puts it
on his head and it seems to be the answer to his crisis.He leaves his workshop to look for suitable
stones.

[250]Whilst he’s out of the way, pick up his blow
torch.

[251]Fill up your oil can with water from the
green colored 50 gallon water machine.

[252]Go downstairs and into the gardening shed
again.Now you find some tobacco
leaves.

[253]Go out and walk to
the end of the street, past the bank, and to the right of it.Examine the ancient locomotive lying on its
side.

[254]Pour the water
from your oilcan into the locomotive’s water tank.

[255]Return to the water
machine in the upper floor of the saloon and again fill up your oil can with
water from the water machine.

[256]You have to repeat [254]
and [255] another 4 times until the locomotive’s water tank is full (i.e. FIVE
times altogether.If you do it less,
you won’t progress … if you try it a sixth time, it will tell you that the
tank’s full!).

[257]To the
left of the locomotive is the reddish colored driver’s cab.Jump up and into the cab.Look around at the levers and gauges, etc.,
there.

[258]Look at
the empty boiler.Pop your 5 logs of
wood in.

[259]Light up
the boiler using your blow torch.

[260]There is
a wheel with a handle in the cab — turn it once only … enough pressure!

[261]There are a couple of levers.Pull the one just above the 4 gauges on the
right … releases steam!

[262]This causes the smokestack
to eject a blast of steam under pressure.Together with the steam emerges akey (not too easy to see on the ground!).

[263]Pick up the key from the
ground in front of the smokestack and very close to the yellowish
colored plant.

[264]Go back to the Sheriff’s office and use the
key to open the cell (ignoring the nauseating smell!).

[265]Open the dead man’s briefcase on the floor
and take the liniment.

[266]Exit the cell and the
sheriff’s office.Go to Mama Dorita’s and
ask Oscar to help you i.e. to move the rock at the entrance to the abandoned
mine.But he won’t!

[267]In inventory
make a mortar and pestle using your clay vessel and bank stamp, and fill with
liniment and tobacco leaves (you need to ‘play around with’ ALL 4 of these
items..

[268]Manufacture some ersatz menthol chewing tobacco.

[269]Give the ‘tobacco’ to Oscar to entice him to
help you.

[270]Ask Oscar again for
help.He accompanies Brian and easily
moves the huge rock from the entrance to the abandoned mine.

[271]Go to the bank and look at the can of paint
which you launched earlier with the catapult.

[272]Yet again return to the
upper floor of the saloon.Now that
Saturn’s out of the way, press the red buttons which control the crane.This causes the heavy statue to be moved
onto the catapult.

[273]Use the catapult lever and the heavy statue
goes flying into the bank on top of the red paint.

[274]Go to the bank.There is now a huge hole there leading to the basement … go
there.

[275]Look at the safe and try to open it.You should try, but you can’t without the
combination!

[276] {{{ NOTE:-This step is helpful, but not essential!
}}}Return to Sushi and talk to
her.When you ask her, she will give
you some minor hints as to the safe’s combination.Unfortunately, this in itself is insufficient.

[277]Again return to the
sheriff’s office and enter the cell.Look in the briefcase again.This time you find a stethoscope {N.B. You may have obtained this
earlier!}.

[278]Again, back to the bank.Place the stethoscope onto the safe.

[279]Turn the knob SLOWLY,
first to the right and then to the left and then to the right again.Listen to the tumbler clicks and you get the
combination.You can’t go wrong here …
the dial stops automatically and the combination number revealed for each
correct position (it’s NOT a puzzle!).

[280]The combination is ….… right,85;left,29;right,54.

[281]This opens the safe.Get the map of the abandoned mine.

[282]You are now at last able
to enter the mine … providing that (a) the rock no longer blocks the entrance;
(b) you have the head-flashlight and the rope; and (c) you have obtained the
mine-map!

[283]Go in, and you are in a cutscene which takes
you to chapter-5.

 

{5}GIFTS FROM THE CRYPT:-

[284]Brian goes spelunking through the mine shaft and, despite the
ghastly bats, emerges into the sunlight.He teeters on the edge of a cliff with the Hopi village down below.It’s impossible to just climb down … the
cliff is much too steep.

[285]On the
ground and close to the entrance (and exit) of the mine is a long piece of wood
… Take it.

[286]Beneath
that piece of wood is a metal object.It is the head of a miner’s tool … without a handle.

[287]There’s a
miner’s skeleton at the entrance to the cave.Grab a bone … Grave robbing?It’s a human femur!

[288]In
inventory combine the femur with the head of the mining tool and get a hammer
with nail remover.

[289]In the wooden
left hand cross-strut of the cave entrance is a somewhat rickety nail/

[290]Remove
the nail with your makeshift hammer.

[291]Insert
the nail into the hard ground (using your hammer) at the cliff’s edge … where
you first stopped after exiting the cave..

[292]Tie your climbing rope onto this nail and climb down to the level
of the Hopi village.

[293]Surprise, surprise!A happy reunion with Gina … alive and well
except for a broken leg.They exchange
some past experiences.

[294]They decide that Brian should first see what can be done in the
Hopi village by himself, and then return and see to Gina

[295]He sets off to the left (edge of the screen) and almost
immediately turns left again into the unexplored area.He treks towards a cliff, over a rickety
suspension bridge, until he reaches the entrance to the crypt … which is what
he’s been looking for.{{{ NOTE:-The moving figure of Brian is very tiny on
this broad panoramic scenery. }}}

[296]He confronts a monolith in the shape of a Hopi deity which looks
rather like it’s guarding the opening.It’s mouth looks like a keyhole.

[297]Place your crucifix/key into the mouth of the monolithHa!No, it all seemed too easy … the mouth is full of desert sand and the
key won’t fit in.

[298]Look at the plant to the left of the monolith.The stem has pods growing on it like green
beans.

[299]Break off a branch of this unknown plant.

[300]Use the branch to clean out the mouth of the monolith.

[301]Insert the crucifix/key again.

[302]This time it works fine!The monolith moves aside revealing the entrance to a cave.

[303]Enter the cave and watch the cut scene in which Wupuchim gives
Brian more advice and a closed bottle.The bottle is filled with formaldehyde in which floats a human finger ….
Ugh !

[304]Brian exits the cave and returns to the path leading back.

[305]Make for the Hopi village (near to the top left corner of your
screen).

[306]You will reach the village facing towards Gina. Return to her and
continue (almost) in the same direction, to the huge ominous statue which seems
to be guarding a cave.

[307]Enter the cave (you can’t go far) and face the front of the
statue.To the right of the statue is a
Hopi symbol in the shape of a cross.In
front of that is a stone against which is leaning an object (not too easy to
discern!).

[308]Pick
up the object.It is a special Indian
tomahawk which can be used as an axe or a (peace?) pipe.

[309]Return to Gina and continue as far as you can in a straight line
(don’t turn left as you did previously).On Brian’s right is a ground level door … get him to turn towards
it.

[310]Enter the door and Brian (rather small) emerges from a door a
floor above.

[311]Get Brian to turn to his left, walk past a ladder and enter the
adjacent door.This brings him out of a
door high up in the building.{{{ NOTE:-The figure of Brian is extremely small and
unclear! }}}

[312]Make Brian turn to his right, pass a door and then a ladder and
enter the door after that (the last one in that row).

[313]He pops out again from a door high up in the building to the
right of the one he entered.He is
standing next to a ladder, and a little to the right of that is another door …
enter it.

[314]Brian walks along to the right and stops immediately behind the
mauve colored climbing rope.

[315]Use your tomahawk to cut the rope as high off the ground as you
can.Grab the cut-off length of rope.

[316]Return to Gina.You need
to make splints for her broken leg.

[317]In inventory,
use your tomahawk again to split your long piece of wood into two to make a
pair of splints for Gina’s broken leg.

[318]Put either the rope or the pair of
small pieces of wood onto Gina.You
need them both to apply the splints and tie them in place.

[319]There is now a cutscene where Brian and Gina make their way
through the mine tunnel and back to Douglasville.They finish up consulting Mama Dorita (back on the map and near
to Douglasville).

 

{6}THE INDIAN, THE NUN AND
THE FINGER
:-

{{{ NOTE:-Quite a large part of this last chapter is taken up with
cutscenes, some of them quite lengthy.I shall try to avoid anything except vital info so as not to spoil the
twists and turns of the surprising narrative!! }}}

[320]Brian says to Mama Dorita “I need to speak
with a dead person”.Exhaust all the
dialogs on this subject.

[321]It seems a medium has to
be found.Brian volunteers but
apparently he would “need to lower his level of consciousness”!

[322]Ask to speak to Gina.Go through all dialogs with her.

[323]Leave and return to
Douglasville.Enter the Hotel.For the first time, Sushi asks you to join
her upstairs.Brian tells her the whole
story to date.

[324]Sushi is surrounded by
tons of extremely sophisticated hi-tech apparatus.It turns out that she is one of the many top class female hackers
(not the insidious virus spreading breed!).She can do almost anything with computers.Talk with her and go through all topics of
conversation.{{{ NOTE:-For the first time you can now browse around
inside the hotel, both downstairs and upstairs. }}}

[325]Leave the hotel and enter
the saloon.Meet Rutger at last,
playing on his bongo drums!Talk to him
about everything possible.In particular
quiz him on the existence of a plant or something like that to put Brian into a
trance (or as Rutger expresses it, “… to trip out”).

[326]Give him (barter again)
your fine Hopi axe-pipe, and he prepares a puff of his (presumably narcotic)
concoction.This automatically takes
Brian to Mama Dorita.His level of
consciousness has been lowered by this, but not sufficiently!

[327]Return to Rutger … “That
stuff you put in the pipe didn’t work … I need something stronger”.Brian shakes the branch he found at the Hopi
village and 3 pods are obtained in inventory.These must be pods of the ‘yawaskel’ that Rutger said the Indian
medicine men and Shaman talked about.

[328]Try to open the pods in
order to get the famous little lumpy red balls which are needed.You can’t … the shells are too hard to open
manually.

[329]Exit and go into the cell
in the sheriff’s office.Open the
corpse’s briefcase yet again (for the THIRD successful time!) and, lo and
behold, you get a scalpel!!

[330]In inventory use the
scalpel to open the pods and obtain the little ‘yawaskel’ balls.No luck! … the pods are too hard and the
scalpel too dull.

[331]Exit the cell and the sheriff’s and enter
Sushi’s … ground floor.

[332]Heat the scalpel in the fireplace (the fire
is lit) and be careful you don’t get burnt.

[333]The scalpel is red-hot and
so now cuts the pods open (no matter how hard they are).

[334]Next to the fireplace is a
(rather sooty) poker … take it with you.

[335]Return to Rutger in the saloon and give him
the ‘yawaskel’ balls.

[336]This sparks off a very long cutscene
involving a séance which unveils REALLY sensational revelations.

[337]Return to
Douglasville.You automatically enter
the hotel and talk with Sushi and tell her the full true story!She recommends asking Rutger or Saturn if
they’ve seen a trailer around.

[338]Go to the saloon.Rurger doesn’t remember seeing a trailer.

[339]Go upstairs and ask Saturn
about a trailer.He saw an old
abandoned one several months back and gives some general directions.

[340]Go to the map.A new location has appeared (top left hand corner of the
map) … Path to Johnny’s trailer.

[341]Go onto this path and continue until you see
the trailer.

[342]Open the door.No luck … it’s locked up tight.

[343]Lever the door open with your poker.

[344]Have a good look around inside.How weird … a nun’s habit ???

[345]Immediately after leaving the trailer, look
at the tray on the inside of the open door.

[346]The tray is full of papers.Rummage through them and find an
advertisement for the Mojave Bank!!

[347]Return to Sushi in Douglasville.Talk to her about the trailer, and give her
the bank brochure.

Ask her if she can hack out any info on the bank on her computers … Sure
thing; in a short while!

[348]Exit the hotel, go onto the map, and immediately return to
Sushi.She has a LOAD of vital
information for Brian.

[349]Exit the hotel and return to Johnny’s trailer.Nab the nun’s habit.

[350]Exit the trailer.Brian
hears a car in the distance and hides.The two dumb goons, Gustav and Feodor, enter the trailer and wait for
Gina &/or Brian to turn up there.Brian quietly returns to Douglasville.

[351]Enter the hotel and talk to Sushi again.It’s essential to think up a good plan … to
save EVERYBODY!

[352]Leave the
hotel again and enter the derailed locomotive’s drivers cab.

[353]Repeat [261] thro’ [263], except that this time a golden colored
solid object is ejected in the same place.

[354]Pick
up the golden colored object.It’s a
sheriff’s badge.

[355]Go outside Mama Dorita’s and presentthe badge to Oscar and swear him in as Sheriff.

Give Oscar his first assignment to bring Law &
Order to Douglasville.A fairly long
cutscene follows this.

[356]After talking to Sushi and sheriff-Oscar, go to the cell in the
sheriff’s office and gloat over the prisoners there.

[357]Look on the table at the jail bag of stuff belonging to the 2
hoods, and take it.

[358]Leave the sheriff’s.Return to the hotel and give the jail bag to Sushi … maybe she can
somehow apply them for use on the Internet.

[359]Exit the hotel, go onto the map, and immediately return to Sushi
and talk to her.But she hasn’t found
anything of interest, except that Gustav is a movie fan.

[360]Brian and Sushi both love movies and start discussing best
Directors and their best films.You can
have some fun here and also waste some time until you hit on their mutual
favorites … Woody Allen; and “Manhattan Murder Mystery”.This gives Sushi an idea.After explaining all about it she gets Brian
to take the crook’s MP3 recorder.

[361]Leave the
hotel and go to the cell again.Record
the 2 hoods voices.

[362]Leave
the sheriff’s.Go to Mama Dorita’s
again and rehearse Gina in reciting a very short ‘speech’.After she’s got it reasonably well, record
her.

[363]Return for the last time to Sushi and let her work on her voice
emulation etc. programs.

Return
after an hour ………. And …………………………..

[364]T H EE N Dof the interactive
game.

There is an extremely long series of
endgame cutscenes.Don’t turn
off your computer when you get to the Credits or even the black screen with
only music.There’s an IMPORTANT
postscript to the story … and the promise of a sequel to the game (which at the
time of writing is apparently already in production!).

And so we say goodbye to Brian, Gina,
the Sandretti’s, and everybody else …… for the time being anyhow!

Other guides for Runaway 2: The Dream of the Turtle