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Unusual Findings

by Alina 14 sections about 99 minutes to read

New Frontier complex – Game ending C

laundry room

Using wire cutters, cut off the hose from the washing machine. Through the left door we leave into the main hall.

Note . Alien soldiers can scare us away and we will automatically move to another room. We do not panic, but simply immediately return back if necessary.

main hall

We open a large locker, we take away a chainsaw from there without gasoline. Through the door on the left we head to the underground cave.

underground cave

We pass to the left. We interact with the control panel of the drilling rig to disable it. From the end, open the gas tank cap.

We insert the hose from the washing machine into the gas tank of the drilling rig. We collect gasoline in a chainsaw. We return to the laundry room through the door on the left.

laundry room

We use a working chainsaw on a dead alien soldier. We get a cold hand of an alien. Through the door on the right we exit to the underground cave.

underground cave

We approach the control panel of the drilling rig, turn it on. We bring the cold hand of the alien to the steam from the drilling rig. We get the already warm hand of an alien. We move to the main hall.

main hall

We apply the warm hand of an alien to the door control panel. Watch the final video of the first version of the passage.

STEAM achievement: First Blood. You are not “cannon fodder”. You are not “cannon fodder”.

Note . We gain patience, watch the credits to the very end to see the rest of the episodes of the finale.

P.S. Pay attention to how funny Bull and Nick’s eye patches “move” from one eye to another in different episodes .

Second Playthrough Option

We start a new game.

Note . Whenever we are offered a choice of TWO options, choose ALWAYS the SECOND one in this playthrough. If in the walkthrough it is said that we are talking about ALL topics, then you will need to use ALL dialogue options so as not to miss a single key trigger 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 to shoot hordes of space aliens. In a conversation with the father, now we select the second option of the 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 second replica.

STEAM achievement: Silent fall. Don’t try this at home.

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

Tony’s house

Select the second phrase in the dialogue.

STEAM achievement: Pony Rider . Can I have a pony for Christmas?

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.

We select the second replica.

STEAM achievement: Honey badger . We saw it in the documentary.

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

Having recovered our breath from the rapid run, we offer plans for the near future. 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 and go left again. 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 radiation device 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. If you wish, you can discuss all available topics with Robert. We leave on the map and on it we 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 open the old refrigerator, we search it. Tony shows us the secret compartment in the fridge where he used to hide his Pony & Co. customer card. 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 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 gates of the New Frontier Corp complex.

At the gates of the New Frontier Corp complex

We communicate with the security guard on all proposed topics. We get from him a brochure with the phone rangers. We move 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 Jack, who is busy writing a novel. We offer him our help. Choose a line about hyenas that Jack likes.

Note . Jack will only like the idea of ​​hyenas if we choose the second option when we encounter wolves in the forest.

As a reward, we receive his nail clippers from Jack. We leave the forestry and move along the map to the street with 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 Pony and Co. club card. 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. We go out to the map and head along it 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 are heading 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 the 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 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 net into inventory. Exit the map and move 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 which cable is green. We approach the skinny worker, ask him all the questions from the proposed list. Instead of a green cable, we point it 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. Let’s step aside and offer Karl to take a look at the trouble that has happened.

Due to an oversight, we confess that Andre was given the wrong wrench. Our friends are not to blame for our mistake. We apologize to Carl.

Carl is impressed that we took responsibility for the mistake we made. He goes to sort things out with his partner, but does not close the door of the van.

Use the nail clippers to remove the plastic seal that secured the extension to the van door. After that, we get the extension cord in our inventory. 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 use an extension cord on Harry. 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 selflessly plays 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 approaching, this 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. 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 tells us 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 inspect the pit, decide to set a bear trap in it and hang the net over the trap (you can use it on the pit, but the net will still hang on the tree). 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.

Complex ” New Frontier Corp”

Reception

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

Again, select the second replica in the proposed dialog.

STEAM Achievement: It’s over, Johnny… I mean, Nick. He may have a red bandana, but he’s not an action hero.

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. Follow the arrow to the laboratory.

Laboratory

We take laboratory notes and cable from the table. We look through the laboratory records in the inventory. 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 an empty can in a laboratory mixer in a special place for the container. 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.

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 mixing lever. 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 a skirmish, we select the second replica.

STEAM Achievement: No matter what. He’s smart, he can do it.

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, click again on the second phrase.

STEAM Achievement: Horror Movie Clichés. Lucky for you, we’re not in the movies.

We observe the appearance of a tall alien and his short fight with imaginary “rescuers”. We automatically run into the elevator together with the woman whom we continue to question. 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.

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 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 departure of the train in the Central Computer.

We receive a map of the complex from Linda to move around it. Now we can move around the entire complex. We go to the world map. We move around the map 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 he is ready to give it to us in exchange for his freedom.

We ask Castillo for useful information. We remember the password from the locker in the laboratory. We finish the conversation with the prisoner. Use the card from inventory 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 one of the test tubes from the shelf, which we examine 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 look at the concrete mixer. Dip a kitchen mitt into a rubber mixer. 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 look at the locked cabinet, behind the glass of which a scarf is visible.

We recall Castillo’s words about the password for the locker in the laboratory. We interact with the locker, automatically enter the prompted password.

We take the scarf from the open locker. This simple action causes a hidden soldier to panic. On the map we move to the railway station.

Railroad station

We show the soldier’s scarf to Ralph with his excellent sense of smell. We ask the alien soldier to deal with another alien soldier. On the map we head to the geological laboratory.

Geological laboratory

We return to the room and see that only one blue trace remains from the enemy soldier.

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 select the last remark in the proposed topic. The admiral draws his conclusions that we want to avoid cooperating with him.

The alien sends us a surprise in the form of a gas grenade, which did not produce the effect he expected on us. We automatically pick up the used gas grenade. We call again on the intercom. 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 move to the dining room.

Dining room

We take a salt shaker from the table.

We select a bag of cheese sticks “Syriki” from the floor. Please note that there is quite a lot of acid in the composition of cheese sticks. And this product is not from our planet. We follow to the right. We notice that for the first time we see at least some remains of aliens, and not just blue mucus after them. We search the remains, but we do not find anything in them. We try to open the door on the left, which leads to the kitchen, but the door is locked from the back. On the 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 are trying to talk to him, but the soldier only spits in response.

We take the used gas grenade in the inventory and throw it at the soldier.

The soldier spits contemptuously on the empty grenade and returns it to us. We select a grenade with a soldier’s spit and hurry to the railway station.

Railroad station

We show Ralph a double-used gas grenade and ask him to deal with an enemy soldier. We return to the server room.

Server

We pick up a bottle of sesame oil from the box. 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 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. We pass to the right, we stop at the air duct. Using a wrench, remove the air duct grate. We didn’t manage to get directly from the dining room to the kitchen, so we’ll 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 access code, which 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 pass to the right. 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 biological laboratory.

biological laboratory

We click on the computer, we read the information available in it. We learn that hell mites are trainable and that they love sour food. We pass to the right, we look at the alien monster in the terrarium. We draw attention to the fact that in hell mites, waste products are presented in the form of lemon seeds.

Thrice lower the cheese sticks into the feeder of the infernal mite. In response, we get two alien eggs and lemon seeds.

In a friendly skirmish, we choose the second replica to answer.

STEAM achievement: Giant Blue Eyed Cockroaches. If you are not a cockroach…

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 second phrase.

STEAM achievement: Ladies’ Man. Say something… It’s a neat trick, but don’t overdo it.

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. The imprisoned alien 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 lemon battery. We hoist the resulting structure onto 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.

Runaway train

We communicate 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 incapacitates one of the soldiers. Now we suggest Linda slow down. We are trying to talk with the pursuers, Ralph saves us from another soldier, whose weapon falls near Nick. We speak with Nick, who has picked up a laser gun and is shooting at the last soldier on the pursuing train. We are trying to persuade Nick to give us a laser weapon. We can’t stand it and take the gun from Nick by force. 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 chase train crashes

In the dialog, select the second replica.

STEAM achievement: Mystery Hunter Team. Maybe you can hire the O team.

We stop at a hidden entrance in the forests of the North Forest. Together with Ralph we rise to the surface. Watch the video insert about the development of further events.

Bull trailer

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 communicate with a senior comrade, we receive wise advice from him for communicating with girls and dealing with enemies. 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 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. 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 radioactive 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, instead of a crocodile, we see a bunch of debris. We get from the bum a “magic wand of happiness”, which, upon examination, turns out to be a tube of lipstick. We move to the city square.

Town Square

We communicate with the child on all proposed topics. We 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 its bottom 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.

One of the girls was clearly interested in Tony. She invites our friend to talk to her in the van without any unnecessary witnesses. We push Tony on his first date.

Hiding, waiting for further developments. Several times Tony asks us for help, but we do nothing, but just wait for the girl to speak, who is tired of waiting for any speeches or actions from Tony. The wise advice of the Ox worked.

The girl takes the initiative in her own hands. When she finishes her story, she kisses Tony. We automatically pick up the rolled down jar of superlemoncola.

STEAM achievement: First kiss. Trust me, it works… It works… Nobody said that.

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”, but he is too passionate about his game and dismisses our questions. 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 on all proposed topics with Alberto, who is busy repairing boards. 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 after such processing become as good as new. 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 dig in the garbage can, we take out a short hose from there. 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 muffin on the table. With pleasure we eat three balls of sufganiyah.

We click on a set of cosmetics and learn that this collection is dangerous for people with peanut allergies. 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 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 talk about the malfunction with an employee of the hall. We head to the right screen and approach the employee of the gaming room. We inform her that the ball machine is not working, but she only indifferently takes note of this message. We are talking with a team of our peers from the North Forest. We agree with them on a team game in “Street Puncher”. You need to win three rounds out of three, otherwise a “draw” will be counted.

The essence of the game is that we need to choose a game character who is guaranteed to defeat the opponent. The North Forest team decided to wager all their coupons. We also have game coins, extracted by us from the well.

Consider the presented characters that we have to play. I suggest remembering which character defeats whom.

1. The turtle beats the moustached guy.

2. The moustached guy wins the Amazon.

3. Samus hits the knight.

6. The Amazon defeats Samus.

5. The werewolf beats Rui (street fighter).

6. Rui hits the turtle.

7. Knight defeats Ken (street fighter).

8. The blonde beats the doctor.

9. Ken hits the Blonde.

10. The Doctor defeats the Werewolf.

We lose the first approach in any case, regardless of the correctness of the chosen characters. Let’s talk to our opponents again.

We challenge the team from the North Forest.

On the right side of the screen there will be an opponent’s character that needs to be defeated. Choose your winning hero and click on it.

Note . The choice of playable characters is presented randomly, so you must choose your winning hero. Screenshots are provided as an example only.

STEAM achievement: We are the champions. After some practice, you are good at it.

We exchange the won coupons with the employee of the gaming hall for end cutters. 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 why he speaks so strangely. We find out that he is a foreigner and has created a special computer dictionary for learning English, which he wants to keep from us. We say we want to rent a movie. We allow Nick 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 in vain and use an empty floppy disk on the computer. Tony copies all dictionary files from this computer to a floppy disk. We need to wait for the seller to leave the rental and move to the dump.

Dump

We head to the hole in the fence. We cut the chain-link wire with end cutters and pick up the tin wire solder. We go on the map to an abandoned building.

Abandoned building

We speak with Furio, who requires us to name the password for the Lost. We do not know the password, so we are trying to negotiate with Furio in a good way. But the belligerent guy is clearly set to fight, but one on one. The challenge is accepted by Nick.

During the battle, we help Nick with advice:

– Give him in the face.

You can do it, we believe in you.

– Stay vigilant, damn it.

After that, we switch to Furio, we tell him:

– Your mohawk is about to fall off.

Furio is led to a provocation and begins to inspect his mohawk. At this time, Nick knocks the guy to the ground with a kick.

We recall another wisdom of the Bull. We do not let Furio recover, we interact with him and the three of us end the fight.

STEAM achievement: Bloodsport. It’s not about how hard you hit.

We leave Furio lying on the ground. 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, and he 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 trailer.

Trailer

We follow the arrow to the shelter in the forest. In the car, pour gasoline from the canister into the generator. In the inventory, combine the tin solder wire with the soldering gun we 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.