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Sally Face: Episode Three, The Bologna Incident

by lenin 17 part 3 of 5 about 16 minutes to read

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

Sally Face: Episode Three, The Bologna Incident is the third instalment of Steve Gabry’s horror adventure. Sal, awaiting trial, tells a journalist about the day the school cafeteria’s bologna became a matter for investigation. This walkthrough covers the main story and all seven of the episode’s achievements, including all eleven pages of the journal.

How the game plays

  • Controls: keyboard.
  • Menu: the Esc key.
  • Inventory: the Q key. Items are used automatically.
  • Saving: automatic, into a single slot, SallyFaceGameSave_0.sav. On Windows it lives at C:\Users\<user name>\AppData\LocalLow\Steve Gabry\Sally Face. This episode has two pressure-plate puzzles that lock you out if you step wrong, so copy the save into a folder of your own before each of them.

The story so far

Sal Fisher is having nightmares. In one he relives the accident that left him with the terrible injuries to his face as a small boy. In another he takes Larry’s place and watches the murder of Mrs. Sanderson with his own eyes. He meets Charley and sees that behind the mask of a harmless collector is the Red Demon.

Larry Johnson is sceptical about the nightmares, but confides his own grief: he is taking his father’s disappearance badly and does not believe he walked out on them.

Sal wants to introduce his friend to Megan, the ghost he met in apartment 504, but she will not come. Larry suggests his classmate Todd Morrison, who studies the paranormal. At Todd’s apartment Sal meets Ashley Campbell, who will soon be a close friend. Todd improves Sal’s Gear Boy into a detector for abnormal zones, and the test in Todd’s bathroom is answered by the ghost of Gregory Montague, who blames himself for the deaths of Megan and her mother Stacy.

Todd starts digging into the history of the Addison Apartments while Sal explores the building, finding hidden symbols and speaking to the ghost of Larry’s father, Jim Johnson. Back with Todd, Sal learns that the policemen who arrested Charley were not on the police database, and that the Charley Mansfield who was arrested did not look like the man they knew. Todd also unearths the deaths of the Holmes family and of Megan herself.

Having found Megan’s crucifix, the same one that appears in the photograph in Todd’s file, Sal and Larry go to the bathroom of 504. This time Megan appears, and Larry is convinced. With the crowbar borrowed from David, Sal opens the boarded bedroom in 504 and finds the ghost of Stacy Holmes pinned to the mattress and the body of her husband Luke, hanged. Luke sheds his skin and the Red-Eyed Demon is underneath. Larry arrives in time to help.

The episode ends with the death of Dr. Enon, who goes to the tree house at Sal’s request and meets the ghost of Larry Johnson.

Prologue

Sal is in a room flooded with white light. The ghost of Jim Johnson, whom he met in the tree house in the second episode, speaks to him, some of it backwards. He says that the one man who believed Sal, Dr. Enon, is dead, suggests finding him in the white room, and tells Sal to run, because a monster is coming at him from the right.

Achievement: completed the full intro in episode three

The whole prologue is timed, so read it through before you start.

Note where the blades sit on the guillotine-like machines and run left.

  • On the first machine, pull the lever on the left once; the blade rises.
  • On the second, turn the lever on the right twice; the blade drops.
  • On the third, turn the lever on the left twice; the blade rises.
  • On the fourth, turn the lever on the right once; the blade settles halfway.

Run to the door standing in the middle of the room and go through it.

The number sequences

The ghost speaks to Sal again and reads out a series of numbers with gaps in them:

9-8-  9-7-3  -7  -6-  6-  6-6-
-6-7  -6-5-  4-  6-3  -3  -2-9

The two rows interlock. The top row fills the odd positions and the bottom row fills the even ones, so reading each pair of groups together gives the complete sequences:

9687, 96753, 47, 663, 63, 6269

Run left. Because you are moving right to left, enter the sequences in the reverse of the order you worked them out, so 6269 first, then 63, and so on.

Run to the book hovering in the air and hear the ghost again, reminding you there are 73 hours until the trial. The JOURNAL appears in your inventory, with pages missing, and the achievement is yours.

Sal Fisher, awaiting trial, is being interviewed by the journalist Clare Nettles. She asks him about the bologna incident, and Sal agrees to tell it.

The bologna incident

Sal’s daydream in class

Sal is first to finish the problems and starts drawing little figures in his exercise book. He drifts off without noticing and dreams.

You control the drawn figure. Talk to the shapes you meet and head for the Wise Prophet, who lives beyond the Meadows of Death. Talk to him about the Great Beast. Carry on to the Black Hole.

Sal is woken by his teacher, Mrs. Packerton. He tells her he has already finished the test. Travis watches him with hatred.

At break, Travis attacks Sal, who is standing with Ashley by the school lockers. Afterwards Ashley wipes the blood off Sal’s face. Larry comes over, and Ashley whispers to him that she will help him get Travis back.

The next day is bologna day, and the pupils are in the cafeteria. Ashley points out the strange smell of the bologna. Sal remembers that after last week’s bologna day a lot of pupils were off school feeling ill. The four of them withdraw to confer. Sal and Larry will collect information about the bologna, while Todd and Ashley go to the lab to run tests.

Go right.

  • For the “had a private moment with Travis” achievement: talk to Travis, who is working his way through a bologna sandwich.

Go on and speak to Kim, the lunch lady. She gives nothing away, and Sal and Larry confer. Larry wonders whether Kim is poisoning the food herself. Sal suggests Larry slip into the principal’s office and look at her file, while Sal calls in on Todd in the lab.

Goal: check on Todd

Go out into the hall and into room 104. Pick the PAPERCLIP up off the floor; there is no highlight for it. Back into the corridor, go right into hall 2 and into room 201, the science lab. Go left and take the PUTTY from the table.

The putty is needed either to finish this part of the story or for the “beat Clumpy bonus level” achievement, not both. Decide which before you use it.

Go right and talk to Todd, who says Ashley went to the janitor’s closet for some ingredients and should have been back by now.

Goal: help Ashley

Leave the room and go right. Ashley is standing at the janitor’s closet. She has been trying to pick the lock with a hair clip and it has jammed.

  • For the “beat Clumpy bonus level” achievement, do NOT give Ashley the putty. You can hand it over to close this goal and simply start the game again later; either way round works.

Goal: help Larry

Go left into hall 1. Larry is standing at the principal’s office door, waiting for the teachers to be distracted so he can slip in.

Go out into the yard through the door marked Exit. Go right and look in at the window. Sal decides to draw the teachers’ attention to help Larry. Go left, shake the tree, which has no highlight, and pick up the TENNIS BALL. Go back to the window and throw the ball through it. The teachers decide it was birds.

Go back inside and talk to Larry. He is pleased with the distraction; he got as far as looking at Kim’s file but had no time to read it.

Go right to the lockers and press the action key. Click “Lockers” and choose Ashley’s locker from the menu. Take the POLAROID out of it, close the locker and take the camera to Larry. Go out into the yard and throw the TENNIS BALL through the window again, then go back inside. Larry hands Sal a photograph of the file.

Goal: get the bologna from Kim

Read the photograph of the page from Kim’s file and note the remark about her liking to feed the birds. Go out into the yard and right. Stop at the tree with birds in its branches and point the POLAROID at the foliage. Take a PHOTOGRAPH of a bird.

Go back to the hall and into the cafeteria. Show Kim the photograph of the bird. She says the bologna is delivered by Mrs. Packerton, and gives Sal a piece of BOLOGNA.

Achievement: had a private moment with Travis

Leave the cafeteria and go left into the boys’ toilets. Pick the crumpled note up off the floor beside the bin and read it. Go right. Travis is in the third cubicle from the left. Talk to him, choosing in order:

  • “Why do you hate me so much?”
  • “Is that your dad talking?”
  • “Yeah, but…”
  • “I’m sorry, man.”

You get page 1 and page 2 of the journal, and the achievement.

Goal: give the bologna to Todd

Go to the science lab, room 201, and tell Todd you have brought the bologna for testing.

The four of them decide to work out where Mrs. Packerton gets the meat. Todd and Ashley stay in the lab to run the tests while Sal and Larry head for Mrs. Packerton’s classroom.

Goal: search Mrs. Packerton’s classroom

Go up to the teacher’s desk. Sal finds the drawer locked with a combination. Enter 3141, the value of pi written above the blackboard.

Sal finds a hidden compartment in the drawer, and inside it a strange metal object that looks like Jim’s puzzle box.

For a moment Jim’s ghost surfaces in Sal’s mind, but the connection is unstable. The friends go to confer with Todd, and agree to keep the new investigation to themselves.

Later the same day

The action moves to the Addison Apartments. Todd goes off to get everything ready and Larry heads for his room. Sal suggests meeting at Todd’s when everyone is set.

Achievement: painted a picture for Larry

Go down to the basement and into Larry’s room. Click the empty canvas on the easel. Sal paints a picture on it and signs it, and the achievement is yours.

Achievement: beat Clumpy bonus level

You need to still be carrying the PUTTY from the science lab.

Go up to the third floor and talk to Chug, who tells you about the strange noises he has been hearing. Talk to him about every topic. He would like some chocolate to cheer himself up.

Go down to the ground floor. Read the notice by apartment 103 and learn that Addison’s tea now costs money, twenty-five cents for regulars. Go up to apartment 401 and talk to its tenant, Robert. Note the poster peeling off the wall, which has no highlight, and stick it back up with the PUTTY. Robert gives you a QUARTER.

Go to your own apartment, 402, and take the TEA CUP from the cabinet in Sal’s room. Go down to the ground floor and buy a CUP OF TEA from Mr. Addison. Go up to apartment 202 and trade the TEA to Todd’s parents for a CHOCOLATE BAR. Go up to the third floor and offer the bar to Chug.

Chug asks you to take a games console to Larry. Go down to the basement and into Larry’s room, connect the console to the television and play. Score 1,000 points in the game to earn the achievement.

Towards the “collected all 11 pages of the journal” achievement

Go up to the fourth floor and into your apartment. Go into your father’s room and pull the old photograph of your mother out from under the bed. Sal reads the inscription on the back and puts it away.

Go to your father’s computer. Logging in needs a password. Sal’s mother was called Diane, and the password is her name written as the positions of its letters in the alphabet: D=4, I=9, A=1, N=14, E=5, so type 491145 and press the upper button, OK.

The computer flickers and dies. Pick up the letter that appears on the floor and find page 8 of the journal in it.

Go into your room and take the GEAR BOY. The remaining pages are all found the same way, by switching the Gear Boy on at the right spot and picking up the envelope the ghost leaves behind:

  • Apartment 403. Switch the Gear Boy on and talk to the ghost of Mrs. Sanderson. Pick up the envelope she leaves.
  • Apartment 501. Switch the Gear Boy on beside the nail where the newspaper should be hanging. Take the envelope with page 5.
  • Apartment 304. Go to the kitchen and switch the Gear Boy on. Pick up the envelope.
  • The ground floor. Take the letter out of the mailbox.
  • Apartment 102. Talk to Mrs. Rosenberg and switch the Gear Boy on. Send the old woman on her way and take the envelope with page 3 from the chair.

Goal: meet in 202

Go to apartment 202 and into Todd’s room, where Larry is already waiting. Answer yes to Todd’s question about being ready.

Goal: search 201

Sal and Larry go to Mrs. Packerton’s apartment. Larry picks the lock and they go in.

Look the room over:

  • The hands of the clock are stuck at 15:14 and spring back when you turn them.
  • There is an odd mechanism fitted to the handle of bedroom 1.
  • The old radio will not switch on.

Talk to Larry. He asks for a minute to get the lock on the refrigerator open. A minute later it clicks, and inside the two of them find a goat’s head.

The radio and the clock

Switch the Gear Boy on over the bloodstain on the floor and try to talk to the goat’s ghost. Count the sounds it makes: 1 2 1 2.

Open the refrigerator again and note the digits on the tag on the goat’s head: 1047. Go to the radio, which is now working, and tune it to 104.7. Go to the clock and set the time to 12:12.

The door to bedroom 1 opens. Go in. There is a man lying on the bed with life-support tubes running to him.

Try to talk to Mr. Packerton, who is in a vegetative state. Read the newspaper cuttings pinned to the wall. Switch the Gear Boy on beside the bed and talk to Mr. Packerton’s ghost. Ask how you can help him. He asks you to switch the machine keeping his body alive off. Choose Yes.

The front door lock turns: Mrs. Packerton is back. The two of them hide behind the chest of drawers. With the sinister shadow bearing down on them they swear friendship. Then Ashley walks in; hers were the footsteps they heard. Larry says he found a bunch of keys under the chest.

The freezer

Go out into the living room and unlock the door of bedroom 2 with the key you found. Look around a room that resembles a slaughterhouse.

Look at the freezer, which has a combination lock. Note the blood marks that look like Morse code, compare them with the sheet on the wall, and you get the code 1413. Enter it and open the freezer.

What the friends find inside leaves them in shock.

Sal realises they cannot go for help, because the police are clearly covering the whole thing up.

Clare Nettles, still interviewing Sal, promises to broadcast the interview unedited if he tells her the end of the story.

Ashley finds a rubbish chute behind a picture on the wall of Mrs. Packerton’s apartment, going who knows where. Leaning carelessly into it, she falls in. Sal is ready to go after her, but Larry stops him. The ghost of Jim Johnson tells Sal where the chute leads. Sal asks him to fetch Todd and wait for him in the basement.

Goal: find Ashley

The friends push the cabinet aside, opening up the door of the second basement apartment.

Go forward and into bedroom 2. Go right and you find the carpet torn in one place. Sal rolls the carpet back and calls the others, because he has found a hatch.

Down in the undercroft the friends find themselves in the hall of an ancient temple. From the layers of dust on the floor Todd works out that nobody has been here in a very long time. Sal suggests splitting up and searching the room for the hidden mechanisms that open the gate.

  • Towards the “collected all 11 pages of the journal” achievement: go right, off the edge of the screen, by holding the right movement key until Sal comes out at a chest. Open it and take page 9 of the journal.

The gate

Go left, back to the hall. Note that one of the light fittings has an unlit bulb. Go to the left-hand side of the hall and pick up the green BULB; there is no highlight for it. Then stand in front of the empty fitting, open the inventory, put the cursor on the bulb and choose “Place”.

Switch the Gear Boy on and light the bulb. Go right, switch the Gear Boy on again and light the second bulb. The obelisks on either side of the gate rise.

Turn the levers: the left one twice, the right one once. The picture on the circle in front of the gate is restored, and the pressure plate on the right rises.

Stand on the plate and the gate opens. Step off it and the gate closes. Sal asks Todd to stand on the plate, and he and Larry go through the gate. Beyond it Sal suggests splitting up.

Playing as Larry

Go left and through the door at the back of the screen. You are in a maze of rooms. It is worth going into the menu with Esc, opening the settings and turning the music volume down, because the puzzle is solved by listening.

Take the third door from the left, the one with a hum coming from it. Then the second from the left, which also hums. In the next corridor take the first from the left, again the humming one.

  • For the “spoke with the ghost of a cultist” achievement: move left off the edge of the screen, holding the left movement key until Larry reappears. Go left and stand on the plate, then turn the lever on the obelisk that slides out. Larry says he is not sure it did anything.

Go back into the maze and take the third door from the left, the humming one. You come to a room with a lowered grate and five pressure plates.

Quit the game and copy your save into your own folder now. That lets you retry the plates if the sequence goes wrong.

Number the plates right to left, 1 to 5, and step on them in this order:

1, 2, 3
2, 3
2, 1
2, 3
2, 3, 4, 5

The grate rises. Go through the door.

Playing as Sal

Take the central door, the one with no hum coming from it. Then the first from the left, also silent. Then the third from the left.

  • For the “spoke with the ghost of a cultist” achievement: go right, off the edge of the screen, holding the movement key until Sal reappears. Stand on the plate and turn the lever on the obelisk that slides out. Sal notices something shift in the next room.

Go back into the maze and take the first door from the left, the silent one. You reach a room with a lowered grate and five pressure plates.

Again, quit and copy the save before you start.

Number the plates left to right, 1 to 5, and step on them in this order:

2, 3, 4
3, 4, 5
4, 3, 4
3, 1

The grate rises.

Achievement: spoke with the ghost of a cultist

Go right and through the door. Light the bulbs with the Gear Boy and talk to the ghost of a cultist. After he vanishes Sal picks up an envelope with another journal page in it, and the achievement is yours.

Go back to the room with the raised grate and through the door. Sal talks to Larry, waiting for him in the room in front of the gate.

Turn the lever on the obelisk on the left and interact with the structure that rises out of the floor. Sal fits the metal part from Mrs. Packerton’s desk into it and the gate lifts.

Achievement: collected all 11 pages of the journal

Go right and take the last page, page 11, from the altar.

Finding Ashley

Go left and find Ashley lying unconscious. She is unhurt and comes round, and they all head back to the Addison Apartments together. Clare Nettles promises to broadcast everything Sal has told her in full. She hands Sal a newspaper and tells him about Todd.

  • Achievement: finished episode three.

Parts of this guide

One guide by lenin 17, in 5 parts. They read in order, and the part you are on is marked.

  1. Episode One, Strange Neighbors
  2. Episode Two, The Wretched
  3. Episode Three, The Bologna Incident
  4. Episode Four, The Trial
  5. Episode Five, Memories and Dreams