Skip to content

Unusual Findings

by Alina 14 sections about 99 minutes to read

Walkthrough for Unusual Findings

Gameplay Features

Cursor types

The red cross is the active cursor. When you click on an item or character, three submenu icons appear:
Hand – take / hit / interact with an object / character;
Magnifying glass – inspection of characters / objects at a location or in inventory;
Dialogue cloud – speak / blow.
Red arrow – move to another location / exit to an interactive map.
Left mouse button (LMB) – skip phrases in dialogues. Double click – accelerate the movement of characters.

The inventory is located in the bag in the lower left corner of the screen, opens by clicking the left mouse button. Items in the inventory can be combined with each other.
The “Space Invader” icon in the upper right corner of the screen highlights all active characters/objects in the location that you can interact with.

IMPORTANT. Dialogue in this game is essential because it opens up more options for story development and allows you to add essential items to your inventory that cannot be found in any other way.
Saving – automatic when you exit the game, is written to one file.

Obtaining various achievements for completion is optional and does not affect the course of the game, because they are just additional bonuses from the developers.

IMPORTANT . There are several possibilities to play through the same areas of the game based on different dialogue options. The choice of phrases or actions that you use will, in some cases, close some items, but open others. Of fundamental importance in the game is given to the relationship of the characters both within the team and when communicating with other game characters. General advice : try to be a decent and understanding friend, especially if you do not intend to get all the achievements and check all the plot developments.

First playthrough option

Note . Whenever we are offered a choice of TWO options, we choose ALWAYS the FIRST in this passage. Suppose the text says that we are talking about ALL topics. In that case, you will need to use ALL dialogue options so as not to miss a single key trigger that is necessary for further progress in the game and obtaining the corresponding achievements.

Winnie Falco’s house
We move the image of a space interceptor across the screen in order to shoot hordes of space aliens with the help of LMB. In a conversation with the father, we select the first remark. After the angry parent leaves, we hear the sound of pebbles on the glass.

Click on the window, select the “hand” icon to open the window. On the red arrow we look out, we speak with Nick.

We click on the balcony box for plants. We find in it the key to our own wardrobe. Again, follow the red arrow back inside the room.

The found key unlocks the wardrobe. We click with the cursor inside the cabinet, we find the old “roboto battlestation”. We turn around and pick up the bicycle footpegs (pedals). Open the inventory, drag the bicycle pedals to the game part and get a roller for descending the cable. We look out the window again.

We communicate with Nick on all available topics.

Again, select the first replica in the dialogue.

STEAM achievement: Chicken? Don’t ever call me chicken again!

When Nick opens the window in the tree house, we take out the created video from the inventory and apply it to the cable. We watch a long cut-scene.

Tony’s house

Select the first phrase in the dialogue.

STEAM Achievement: Pony Hater . Do not say that…

We continue to watch the cut-scene until the control again passes to us. We are in the forest.

At the entrance to the forest

We push a half-burnt tree. It falls and gives us the opportunity to cross to the other side of the stream. We continue to go to the left screen until we automatically stop near a suspicious bush. Wolves appear from the bushes instead of the stranger. We offer a course of action.

Select the first replica.

STEAM Achievement: Running Man . I am for survival.

We hear some strange sound, and the wolves instantly disappear, tails between their legs. Automatically, too, we run to the other side of the stream. Let’s watch the video. We move to the tree house.

Tree house

Catching our breath from the rapid run, we plan our actions for the near future.

STEAM Achievement: Close Encounter of the Fourth Degree. We’ve come with peace.

After a heated discussion, we come to an agreement and decide that we will act for sure, using all the proposed methods at once:

- Bear trap;

- Network;

- Pit trap.

We leave the tree house and move on the map to Tony Street.

Tony street

We pass to the left screen. We run our hands into the garbage container and fish out an infrared light bulb from there. Again we move to the left. We speak with neighbor Tony. We continue to move to the left.

On the vine we climb into Tony’s room.

Tony’s room

We take away from the table an old Geiger counter to measure the background radiation. We also grab the TOP GUN cartridge. We leave the room through the window, as we came. On the map we move to Nika Street.

Nika street

Already at the beginning of the street, the Geiger counter begins to show activity.

We take out the Geiger counter from the inventory and use it on the hedge. After a while, we pull out a red metal sphere from the bushes, very similar to the alien’s eye. Let’s watch the video. We follow to the right. We reach the homeless Robert, examine him.

We communicate with Robert on all available topics. We are especially interested in the question of what else Robert does on the street, besides drinking. It turns out that a homeless tramp collects pony cards and sells them to girls at the exit of the school. Tony is protecting Robert’s interests, so the bum hands us a Booze and Boobs club card. We leave on the map and on it we move to the district of shops.

Street with shops

We go to the right, we go into the Emerald Sword store.

Shop “Emerald Sword”

We communicate with the saleswoman of the store Janet, ask her all the questions from the proposed list. After the question: “Can we pay later?”, the topic of the exchange of goods appears.

We listen to the explanations of the saleswoman, then we show Janet the club card “Booze and Boobs”. Now we can start the exchange of goods.

We take out the cartridge with the Super Cruise game from the inventory, use it on the exchange box (or Janet). To check the goods, the saleswoman inserts the cartridge into the game console and announces that the game does not work. We click on the prefix, select the “Blow” command (the “talk” icon). We blow off the dust from the cartridge, and the game works again. Janet allows us to take what is in the exchange box.

We look into the box and take away the “Boy Scout’s Handbook for Knitting Basic Knots” from there. We leave the store and move to the right screen.

Near the bar

We examine the man near the bar. We try to talk to him, but run into rudeness. Hit him twice (hand icon).

We get a brochure about local rangers. We examine it in the inventory and find the phone number of the local ranger department. We leave on the map and move to Winnie’s street.

Winnie street

Climb up the ladder to the tree house.

We study the contents of the box with junk to the left of the old refrigerator. We find an old Polaroid camera that can make one SIM card in infrared light. We leave the house and follow to the right screen.

We select a bottle of sodium carbonate from the ground. On the map we move to the alley of lovers.

lovers lane

We move to the left screen until we find an oil canister, we take it away. We return to the red car we just passed by.

We pay attention to a couple of lovers who selflessly kiss in the car. Nick recognizes his sister’s friend in the guy. We decide to take a compromising photo.

We screw the infrared bulb into the backlight of the sign to the right of the car. We take out the camera from the inventory, use it on a couple of lovers to take a picture. On the map we head to the forestry.

Forestry

A dead bear and a bear trap next to it catches the eye.

We communicate on all the proposed topics with the ranger Troy. Having not achieved any results, we leave the forestry and move along the map to Nika Street.

Nika street

We go to the right and go into Nick’s house.

We speak with Diana, we try to convince her that she is being cheated on, but Diana does not take our word for it. Then we take out the photograph taken from the inventory and present it to Diana as evidence. An angry girl throws the phone and goes to take revenge on the insidious traitor. We speak with Kevin:

- Why do you need a phone?

- Who do you want to call?

In response, the boy invites us to decide if we have a subscriber in mind, whom he can also call for fun. We hand him a ranger brochure with a phone number. We leave Nick’s apartment and go to the forestry.

Forestry

We see that Troy turned away to the wall telephone. Kevin did not disappoint and has fun to the fullest. We seize the moment and calmly pick up the bear trap. From the forestry on the map we move to the entrance to the forest.

At the entrance to the forest

We move to the left, we move across the stream.

We are trying to turn the gate valve, with which the water pressure in the stream is regulated. The valve is rusty and won’t turn. We use a canister of penetrating lubricant on the valve and now turn it easily. We watch the stream fill with water. On the map we go to Earl’s farm.

Earl’s farm

We pass by a farmer who is enthusiastically fishing. Talking to the farmer does us no good. We go further to the left.

We search Earl’s truck, we get fertilizer. In the inventory, mix it with sodium carbonate and get smelling salt.

We pay attention to the hammock in which old Earl used to rest. We are trying to remove it, but we are confused in strong knots.

With the help of the Boy Scout’s Handbook for Knitting Basic Knots, we manage to manage the knots and take the fishing net into inventory. We leave the map and move to the vicinity of the Bull’s van.

Neighborhood of Bull’s Wagon

We move to the right past the van. We search the trash can behind the van. We find a toy “Jumpy Joe” and a wrench number 5. On the map we cross to the bridge.

Bridge

We communicate with Karl on all the proposed topics. When it comes to help, Carl asks us to show the colorblind worker the green cable.

We approach the skinny worker, ask him all the questions from the proposed list. Instead of a green cable, we point the worker to blue. The cables start sparking.

At the request of Andre, we ask Carl for a wrench. We get wrench number 6.

We return to the skinny color-blind worker. We take out the wrench number 5 from the inventory and give it to Andre. Thick black smoke begins to pour out of the repaired part of the bridge. Just in case, we step aside and offer Karl to take a look at the trouble that has happened. Carl goes to sort things out with his partner and closes the van door.

We approach the details of the bridge, examine the ball of cables on the right. We use the Boy Scout’s Handbook on tangled cables and easily cope with the task. In the form of a well-deserved prize, we get an extension cord. On the map we move to Tony Street.

Tony street

We go all the time to the left screen until we see Tony’s neighbor, who is fighting with a ball of Christmas lights.

We communicate with a neighbor on all proposed topics. Then we offer Harry an extension cord.

The developer kept his promise and tells us the correct answer to the riddle of the Unicorn, explaining long and confusingly where this number 115 came from. We leave for the Bull’s van.

Neighborhood of Bull’s Wagon

We go into the van, in which the Bull is enthusiastically playing a computer game.

We communicate with him on all available topics. We also find out that the Bull is fascinated by the same game, the correct answer to which we already know.

We ask for permission to join the game. We click on the LMB screen and we reach the choice of the correct door. We choose door number IV. We move on. Please note that when choosing the number IV, when zooming in, the number is displayed in a mirror image – VI.

We choose doors three more times: IV, III and I.

We get to the location with the Magic Unicorn.

STEAM achievement: I am a mistake. We hope you didn’t use brute force.

The unicorn asks us the very insidious riddle, over the correct answer to which all the players are fighting.

On the screen of the console, the Unicorn announces the winning code. Game over.

We examine the beaten man. He is alive but unconscious. We take out the smelling salt from the inventory and use it on the prisoner, who comes to his senses. We report this to Bull.

We get out of the van, as Bull ordered, and wait for him outside. The bull reports the coordinates of the place where the hole will be dug. Luckily, this is the same place where we met the wolves. We’re heading there.

At the entrance to the forest

We cross the stream and move all the time to the left screen until we reach a strange tree, under which a huge hole will be dug. In inventory, combine Jumpy Joe with a bear trap to repair him.

We examine the pit, decide to set a bear trap in it and hang the net over the trap.

No sooner said than done. We use the repaired bear trap on the pit, and the fishing net on a strange tree.

To lure the Alien into a trap, use a metal red sphere on the pit. Let’s watch the video. We automatically go to the location of the New Frontier Corp complex.

STEAM achievement: Terminator. God knows how long this trap has been set…

Complex ” New Frontier Corp”

Reception

As soon as we enter the building, the doors are locked.

Again, select the first replica of the proposed phrases.

STEAM Achievement: Same as Rocko III: Third Blood. Your worst nightmare

There is no electricity in the whole building. Sockets spark, hinting at a short circuit. Follow the arrow to the corridor.

Corridor

We inspect, then open the cleaner’s closet. We pick up an empty can from it.

Using a wrench, unscrew the bolts from the air duct grille and remove it. Down the arrow we go down to the laboratory.

Laboratories

We take laboratory notes and cable from the table. We look through the inventory of laboratory notes.

We study the designation of chemical elements on the board. In laboratory notes we find the composition of the active fire extinguishing composition.

We put the empty can in a special place for the container in the laboratory mixer.

Once we interact with the white lever for calcium. Three times we interact with the yellow lever for sulfur.

Then press the red mixer lever. We pick up a can with a ready-made green composition. We return to the corridor.

Corridor

Use the canister on the fire to extinguish the flames.

Now you can talk to the woman on the other side of the door.

We ask her all the questions that interest us. We ask the woman to press all the buttons, one of which turns off the electricity. Follow the arrow to the left screen to the reception area .

Reception

We connect the cable to de-energized sockets to prevent further short circuit. We head to the corridor.

Corridor

Again, we ask the lady at the door to press all the buttons. The light turns on. We move to the laboratory.

Laboratory

We look at the next composition that we want to cook.

We put an empty can in a designated container. Interact with the blue lever for silicon, then interact with the yellow lever for sulfur. Click on the red lever to mix the ingredients.

We pick up a ready-made can filled with a yellow liquid. We go to the reception.

Reception

There is electricity, so the coffee machine works, we interact with it. Instead of coffee, the machine gave us a glass of sugar.

In the started skirmish, we again choose the first replica.

STEAM achievement: No time to be smart. Nobody knows everything.

In the inventory we combine a glass of sugar and a can of prepared liquid, which changes color from yellow to red. We inspect the locker under the registration desk, in which, according to our assumption, pass cards for staff are stored.

We use a can of prepared liquid on a wooden cabinet. The liquid instantly corrodes the locker door, from which we take the pass card. We return to the corridor.

Corridor

We insert the pass-document into the card reader to unlock the door behind which there is a woman. Together we go to the reception.

Reception

Let’s watch the video.

When choosing replicas, we again prefer the first phrase.

STEAM achievement: Commando. Are you sure you can do it?

We observe the appearance of a tall alien and his short fight with imaginary “rescuers”.

Elevator

We automatically run into the elevator with the woman we continue questioning. We learn from Linda shocking information about aliens. Together with the tall alien who appeared, we go down the elevator to the underground railway station. The alien welds the elevator door with his laser.

STEAM achievement: Abyss. Okay… This is the point of no return.

Underground complex ” New Frontier”

Train Station

We ended up in a place that is connected by an underground railroad to the New Frontier complex in the North Forest. We decide that we will have to get off the train before it reaches the last station. There is an emergency exit through which you can get out. We give the alien the name Ralph. Linda decides she can fix the train controls, but we have to help her. We will need:

- Bring the keys to the train control panel;

- Get a battery with a certain degree of charge for the train engine;

- Find the option to approve the train departure in the Central Computer.

We receive a virtual map of the complex from Linda for moving around it. Now we can move around the entire complex.

We go to the world map. We move along it to the cells for prisoners.

Cells for prisoners

From the door we move to the right screen. We reach the cell with an alien prisoner. Let’s look at it first.

We communicate with Castillo (as he introduced himself to us) from the planet Morello on all the proposed topics. During the conversation, it turns out that the prisoner has the key to the train and is ready to give it to us in exchange for his freedom.

Use the card to open the cabinet door. We find in it a small key. On the map we move to the botanical laboratory.

Botanical laboratory

We remove the kitchen mitt-tack from the wall. A search of the drawers turned up nothing.

We examine the storage cabinet, then unlock it with the found small key. We take away from the shelf one of the test tubes we study in the inventory. In the test tube , there is an unknown substance F. On the world map we go to the construction site.

Construction

We examine the concrete mixer, then we dip the kitchen mitten into the rubber mixer.

Explore the cliff above, then climb up there. We take a matchbox from the box. We go down to the construction site and on the world map we move to the server room.

Server

We pay attention to the soldier who is hiding behind the boxes. We are trying to take a bottle of sesame oil from one of the boxes, but the soldier drives us away with shots.

We examine the liquid spilled on the floor, draw up a plan and proceed to its implementation. We use a matchbox for engine oil. We automatically go out the door and immediately return after the explosion.

We pick up a bottle of sesame oil from the box, which was not damaged by the explosion. We pass to the left screen.

We examine, and then interact with the server. Tony joins us to help.

Take a mop handle with you. On the map we go to the room with the computer.

room with computer

We enter into a conversation with the Central computer, which uses the security protocol 304.

We take the cable from the table.

We interact twice with a rubber mitten with a computer connector to the right of the control panel to restart the Central Computer.

We again start a conversation with the already rebooted Central Computer. This time the computer executes our command without the introduction of a security protocol. We completed one of Linda’s orders.

When choosing replicas, we again say the first phrase.

STEAM achievement: Look who’s talking. When he does this, he looks like a buggy robot.

On the world map we move to the geological laboratory.

Geological laboratory

We examine the huge magnet installed in the laboratory. We pay attention to the warning plate, which says that the magnet must not be beaten with electricity.

We enter into a conversation with a guard soldier.

Nick reacted to the soldier’s words of courage and hid behind the side of the table. We agree with Nick that he will return to the door on our “Go” command. We carefully observe the actions of the soldier. As soon as he comes out of hiding, click on Nick, thereby giving him a command.

The soldier misses and instead of Nick, he hits the electromagnet. The consequences of this action are catastrophic.

Note . If you leave the shelter ahead of time, then the soldier will miss without the consequences we need. Therefore, we again enter into a conversation with a soldier in order to achieve the desired result.

Despite Tony’s warning, we return to the room and take a container with caustic acid from the table.

With a container in hand, we retreat to the metal cabinets and inadvertently apply acid to the cabinet door. The acid makes a hole in the locker. We take a car flavor from the shelf of the locker.

We read the information on the board. We fix for ourselves information about the intercom number – 424 . On the map we move to the meeting room.

Meeting room

We pass to the right and inspect the intercom. Click on the interaction icon.

We dial the number 424 on the intercom, click on the green confirmation button.

The commander of the alien fleet on Earth appears on the screen.

We communicate with him on all proposed topics. We put forward a condition to the admiral and say that we want something to eat.

Delighted, the admiral gives us the access code to the kitchen robot chef. On the map we again move to the geological laboratory.

Geological laboratory

We pass to the right, we stop at the air duct.

Using a wrench, remove the air duct grate. We can’t get directly from the dining room to the kitchen, so let’s take a detour through the air duct .

Kitchen

We take a copper ladle from the pan.

We speak with the sheftronic 2000, we call him the code that the admiral kindly told us. We ask the robot to cook us an omelet. We pick up the dropped shovel. We open the door , which was locked from the inside. We go out to the dining room.

Dining room

We take a salt shaker from the table. We select a bag of cheese sticks from the floor . We watch a funny scene. We follow to the right. We pay attention to the fact that for the first time we see at least some remains of aliens, and not just blue mucus after them.

We note on the ceiling the torn off hand of the alien, but we cannot reach it. We combine in the inventory a kitchen spatula with a handle from a mop. This fixture is used on the ceiling. We get the cold hand of the alien. On the map we move to the geological laboratory.

Geological laboratory

We examine three soaring pyramids. We are interested in the central pyramid of improved zinc.

We recall the entry from the laboratory journal, which refers to the neutralization of the magnetic field of zinc with the help of ordinary salt.

Sprinkle the pyramid with salt and take it into inventory. On the map we head to the biological laboratory.

biological laboratory

We go to the right. In the terrarium we examine a bunch of waste products of an alien creature. Tony authoritatively states that they are just lemon seeds.

We examine the air duct in the cage, which is connected to the air duct in the room. We read the composition of the car fragrance in the inventory.

In the computer we find information on infernal mites. We learn that they can be calmed by the smell of potassium sulfide, which is available in car air fresheners. We decide to use it.

We use the fragrance on the air duct in the room. We observe how after that the alien monster quickly calms down. Interacts with the terrarium door to open it.

Select the first replica in the dialogue.

STEAM achievement: Really bad hand. Even Indiana had to deal with snakes.

We go into a cage with a sleeping poisonous mite. We collect lemon seeds in inventory. We move to the botanical laboratory on the world map.

Botanical laboratory

Again, we use information from the laboratory journal on how to grow the right plant quickly.

We put lemon seeds in a special Erlenmeyer flask. Fill them with sesame oil from a bottle.

Add alien substance F to this mixture . We take away the instantly grown lemon fruit.

In the microwave, warm up the alien’s cold hand to make it warm. On the map we move to the cells for prisoners.

Cells for prisoners

We use the still warm hand of the alien on the fingerprint scanner. Castillo did not deceive us, and we get the key to the train from him. Linda’s second assignment completed. Using the map, we go to the railway station, where Linda and the train are waiting for us.

Railroad station

We examine the stopcock, on which the permissive green signal is now on. We pass to the left. Let’s start repairing the train battery. In the inventory we combine the lemon and the improved zinc pyramid. We attach a copper ladle to them. Add a cable to the resulting lemon battery.

We hoist a home-made structure on a train engine. Insert the train key into the control panel.

We speak with Linda, who stands behind the control panel and the train starts moving. Let’s watch the video.

STEAM Achievement: Runaway Train. What a great getaway. Pliksen would be proud.

Runaway train

We speak with Linda. We ask her all the questions that interest us. Please speed up first.

We say we’ll try something. We take out an elongated spatula from the inventory and use it on the lighting at the top. A fallen lantern knocks down one soldier.

Now we suggest Linda slow down. We are trying to talk with the pursuers, Ralph saves us from one more soldier. We speak with Nick, who picked up the flying laser weapon and shoots from it at the last soldier on the pursuing train.

We are trying to persuade Nick to give us a laser weapon.

We can not stand it and by force we take away weapons from Nick. After that, we again offer Linda to speed up the train.

We take out a laser rifle from the inventory and shoot from it at the railroad tracks in front of the enemy train. The train crashes behind us, and we get rid of the last pursuer.

In the dialog, select the first replica.

STEAM achievement: One man army. You deserve praise for your work.

We stop at a hidden entrance in the forests of the North Forest. Together with Ralph we rise to the surface.

STEAM achievement: Short circuit. We must disappear.

Watch the video insert about the development of further events.

Bull Van

The bull offers to go to his car, in which we continue to communicate with our friend.

We decide to fix Ralph. For this we need:

- Welding machine;

- Some tin;

- Computer with preinstalled dictionary.

We leave everyone in the car and go outside.

At the trailer

We go to the left, we stop near the cab of the truck.

We search the cabin, we find a flashlight in it. We leave the map and move along it to the entrance to the New Frontier complex.

At the entrance to the New Frontier complex

We carefully move to the left screen along the bushes past the wary soldiers.

We stop near the garbage container, we search it. We find in it a basket from the fryer. On the map we go to Samantha Silverman Street.

Samantha Silverman Street

We search the trash can. We find in it a very short hose. On the map we move to Director Smith Street.

Director Smith Street

We pass by the director, who is enthusiastically looking through a telescope.

We search the door mat, we find the key to the door. Use this key to open the glass door to the right of the front door. We enter the apartment of Director Smith.

Using a deep fryer basket, we catch a fish from an aquarium.

We go to the right. We examine the broken monitor. We take away the computer from the table.

We examine the director’s memoirs. We click on them, select the “Speak” icon and read an excerpt from the memoirs, which talks about Mrs. Perez’s hobbies. We leave the house and approach Director Smith. We ask him questions that interest us.

We give the director advice based on the information received in the memoirs. Delighted, Principal Smith throws out an empty beer can, which we immediately pick up. Follow the map to the secret exit.

At the secret exit

We throw an aquarium fish to a hungry predator.

We pass to the left. We select a green radiation rod from the container with toxic waste. On the map we move to the river bank.

On the bank of the river

We pass to the right, we speak with the local homeless.

The homeless man is alarmed by the appearance of the Crocote and promises a prize to the one who can handle this monster. We take out a flashlight from the inventory and use it on the illusion of a crocodile. In the light of a flashlight, we see a bunch of debris instead of a crocodile.

We get a “magic wand of happiness” from the bum, which, when examined in the inventory, turns out to be a tube of lipstick.

We collect dirty water from the river into an empty beer can. We move to the city square.

Town Square

We communicate with the child on all proposed topics. We listen to various random information from him, which will soon come in handy. We also learn that the sewer is connected to the city well. We follow to the right screen, we reach the city well.

We examine it and find out that at the bottom of the well there really are coins for slot machines, but we can’t get them from here. We throw a radioactive rod into the well. We continue moving to the right screen.

We ask the girls-promoters the questions that interest us. We change the jar of dirty river water for a jar of super lemon cola. We return to the river bank.

Bank of the river

We move to the right past the bum, we stop at the sewer pipe. We follow the arrow into the sewer.

After an automatic journey through the sewers, we leave from there with pockets full of coins for slot machines. On the map we cross to the landfill.

Dump

We select a hexagon from the ground. We continue to the right. An empty gas can also becomes our prey.

We interact with a corrugated sheet of iron, under which a hole in the fence is found. Behind the chain-link we see a coil of solder wire, but we cannot get it from here. On the map we move to the street with shops.

Street with shops in the North Forest

We examine the toy vending machine to the right of the entrance to the game room. We enter the arcade.

Slot machine hall “Laser Lamas”

We speak with the player “Snake Skull”.

We learn that he is from the Lost team. Then we ask the player if he knows how to get extra bonus lives? We give out to the “Snake Skull” the information received from the boy in the city square.

The player was impressed by the received bonuses and invites us to join their team. “Snake Skull” sends us to an abandoned building and tells us the password. We move to the right to the end of the hall.

Using the hexagon, open the door to the utility room for staff. We go there.

Staff room

We examine the broken machine gun with toys. We saw exactly the same machine at the entrance to the gaming hall. We learn the secret of the ideal operation of the machine.

We communicate with Alberto, who is busy repairing boards, on all available topics. We are offered to clean the circuits from rust in exchange for a soldering iron.

We act very simply. We take out a jar of superlemoncola from the inventory and pour its contents onto the rusty schemes, which become as good as new after such processing. We get permission to pick up the soldering iron from the table.

We pick up a soldering gun from the table, but Alberto does not have tin solder. We go outside.

At the slot machine hall

We interact with the toy machine.

We knock on the left side of the slot machine.

Direct the tap to the right along the arrow, then press the down arrow. We get a soft toy with a floppy disk. On the map we go to Samantha Silverman Street.

Samantha Silverman Street

We go up the stairs. We take out a flashlight from the inventory and direct it to the glazed door of Samantha. The girl lowers a rope ladder for us, along which we automatically climb into Samantha’s room.

We speak with Samantha on all the proposed topics.

We interact with the bread on the table. Automatically pick up three hard balls of sufganiyah in inventory.

We take out the bear with a floppy disk from the inventory and use the toy on the scissors on the wall. We get a bear cub and a blank floppy disk. We go outside and on the map we return to the street with shops.

Street with shops in the North Forest

We go to the arcade.

Slot machine hall “Laser Lamas”

We approach the slot machine with balls, inspect it. Nick announces that he is practically the champion in this game.

We drop the coins into the machine. We find in it the absence of balls for the game. We decide to use hard balls of sufganiya instead of game balls on the machine.

We collect the tickets we won. We head to the right screen and approach the employee of the gaming room.

We exchange the won coupons for end cutters from her. We go outside and move to the right screen. We reach the toy store.

At the toy store

We examine a large car near the store and note that it does not have a protective cap on the gas tank, which is in our favor.

We apply a short hose to the car’s gas tank, then an empty canister to drain gasoline into it. We move to the right along the street, we reach the video store and go into it.

Video rental

We speak with the seller of video rental. We ask him a question about why he talks so strangely. We find out that the seller is a foreigner, and he created a special computer dictionary for learning English. But the seller wants to keep this information private from us. We say we want to rent a movie. We give Nick the opportunity to choose a movie that he would like to rent.

We show the seller a document-pass from the inventory. The salesman looks doubtfully at the document, checks its authenticity on the computer, and goes to the pantry for an adult movie.

We do not waste time and use an empty floppy disk on the seller’s computer. Tony copies all dictionary files from this computer to a floppy disk. We refuse the film brought by the seller and set off on the map to an abandoned building.

Abandoned building

We speak with Furio, who requires us to name the password for the Lost.

Not immediately, but we remember the phrase that “Snake Skull” told us: “John Bobby sucks.” Furio recognizes us as new members of the gang. Follow the arrow at the bottom right to head to the hideout of the Lost.

Shelter of the Lost

We get acquainted with the gang members and ask them questions that interest us. We note an external drive that would be useful to us on the boxes, but Spike does not allow us to pick it up. When talking with the “Lost”, we notice that the “Rainbow Ray” periodically kisses with Spike.

We take out a tube of lipstick from the inventory and hand it over to the “Rainbow Beam”. Again we ask the question of what they are doing here. “Rainbow Ray” kisses Spike, who faints at the taste of her new lipstick.

We seize the moment, grab the drive and leave the shelter of the Lost. On the map we move to the landfill.

Dump

We head to the hole in the fence.

We cut the chain-link wire with wire cutters and pick up the tin wire solder. On the map we go to the trailer.

Trailer

We follow the arrow to the shelter in the forest.

Pour gasoline from the canister into the generator. In the inventory, combine the tin solder wire with the soldering gun, which we then use on Ralph. Tony takes over and Ralph comes to life.

We attach to Ralph a computer seized from Director Smith. We also connect an external drive to the computer.

We turn on the generator. Lastly, insert the floppy disk with the dictionary into a computer with an external drive. Now we can ask Ralph all the questions that interest us. Let’s watch a long video.