PLEURGHBURG: Dark Ages - WALKTHROUGH.
20th February 2002.            Len  Green.            lengreen@hotmail.com

GENERAL  NOTES.
[A]    This walkthrough has been written for the (new) second version of the game ... V1.1.  It should however be applicable also to the previous original version V1.0.
N.B.    Saves made on V1.0 *cannot* be used on V1.1 and vice versa!
[B]    There is one excellent ending, two 'reasonable' endings and one 'bad' ending ... all very different and finishing with considerably different point scores.  All four endings are dealt with in this walkthrough.
The game branches near the middle [ see (099) below ] and gives the possibility of two very different paths ... which rejoin later.  This walkthrough deals with both of these routes.
[C]    At the end of each action, or series of actions, I have included {in curly brackets} MY point score.  By subtracting from the previous score, it is easy to see how many points were achieved for each such action(s).
My final score is most probably a few points less than the absolute maximum possible, since I've more than likely missed out on some non essential but point scoring actions &/or paths!  However, in general, I don't think that the score is to be taken TOO seriously, but simply as an indication of vital progress, since essential actions (and maybe also some arbitrary ones) are always scored.
[D]    As with all Quest/Adventure games, grab everything which is not nailed down.  Look at, manipulate & interact with everything possible ... including all items in inventory.  Combine suitable items inside inventory wherever appropriate.  Talk to everybody you meet and carry on until you exhaust all conversational possibilities ... but take care; sometimes an inappropriate dialog choice can cause a blockage of further topics with subsequent loss of points! etc.
[E]    Save as often as possible.  You are frequently in dangerous situations &/or those in which you can get killed.  Also there are MANY different paths you can take, and you may wish to backtrack to try out a previous option.  There are only 9 save slots but you can overwrite them when they are full.  It is easy to save previous batches of 9 saves ... you can zip them to reasonable sizes for more permanent saving if you so wish.
[F]    For some action sequences it's worth while (maybe even *essential*) to reduce walking speed in the options window to minimum ... then returning to 'normal' afterwards.
[G]    Occasional scenes are VERY dark ... generally in the 'evenings'.  Many players will have to turn up their monitor brightness, maybe even to maximum, for such scenes.
[H]    Some computers &/or monitors may have trouble with the "Fog" effect.  If so, simply switch it off in the options window.
[I]    There are quite a few pretty gruesome 'pictures'. Some are amplified even more in closeups, which, if you are squeamish, you can eliminate by turning off "Extra Gore" in the options window.
[J]    Sometimes you just walk out of a location and you are 'on the map'.  However, whenever Jake's car is present you MUST use the key(ring) on the vehicle in order to access the map.
[K]    Sometimes this walkthrough will tell you to perform an action (e.g. combining items in inventory) before you absolutely need to do so ...  occasionally WELL before!  You can either do what is suggested, or leave it until some later time when you are *obliged* to do so.
[L]    If you're stuck, look at the "Hints & Tips" in the game's manual.
Also you frequently have to go to the PDA & talk to your boss in order to progress.
From time to time it is wise to go to Jake's home & switch on the computer :-  there is sometimes essential incoming email ... and occasionally you may have to search for details on a name you have obtained previously.

DAY 1; MORNING.
Jake's home.
(001)    Look around bedroom --- Go to wardrobe --- Look --- Take all gear needed for work ... Glock (Jake's favourite handgun); Ammo; Bunch of plastic bags; Pair of plastic gloves; Camera; Wallet (& ID) .................... {7}
(002)    Load glock with ammo .................... {9}
(003)    Go to desk --- Look --- Take notebook & pen .................... {11}
(004)    Look at computer --- Switch it on --- Receive emails --- Look at email from PDA --- Look at email from Lucas .................... {14}
(005)    Log out --- Go to bathroom --- Look --- Take soap .................... {15}
(006)    Go to living room --- Look --- Try everything --- Whatever you do achieves nothing --- Go to kitchen --- Look --- Take candy bar .................... (16)
(007)    Go to hall --- Look at locker --- Take key ring .................... {17}
(008)    Open door --- Look around outside --- Try to enter locked car --- Can't: car door locked and car key missing; lost somewhere --- Return to living room --- Search sofa (AGAIN) --- Get car key & attach to key ring ..................... {19}
(009)    Use key(ring) on car --- This is the most frequent method of travel between locations --- You're on the map ... 3 locations are accessible:- Jake's Home; Lucas's Home; Old man's apartment .................... {21}
Old man's apartment.
(010)    Knock & try to enter --- The old man won't let you in until you present your (police) ID --- Talk to him --- Make sure he tells you that the scream came from the morgue; the OLD morgue .................... {24}
(011)    Exit --- The old morgue now added to the map.
Lucas's House.
(012)    Look around --- Talk to Lucas ...  he tells you where the DNA Scanner is;  he also tells you that he wants the 'latest issue of Science & Industry'; maybe there's one at Ahatma's shop? --- Get DNA Scanner from the kitchen floor (it has dropped down from the table!) .................... {26}
(013)    Look at grenades --- Get red grenade; Lucas won't let you have it --- Grab window curtain ... whilst Lucas is distracted, open window --- Exit & go round the house (East) to the now open window --- Take anti-lock-grenade .................... {30}
(014)    Exit --- Use key(ring) on car --- Ahatma's shop is now added to the map.
Ahatma's shop.
(015)    Look around the shop --- Look at Ahatma's 'free sample of pickles' --- Take jar of pickles .................... {31}
(016)    Talk to Ahatma --- Request copy of 'latest issue of Science & Industry' --- Get magazine from counter; you can't until you've paid for it --- Hand Ahatma your wallet for payment & take magazine .................... {32}
(017)    Look at poster "50% reduction on Chocopaint" --- Talk to Ahatma --- Request a bucket of chocopaint --- Get chocopaint from counter ... you can't --- Hand Ahatma your wallet for payment & take chocopaint .................... {33}
(018)    Exit Ahatma's.
Lucas's House.
(019)    Give Lucas the magazine;  he thanks you & promises he'll make it up to you somehow --- Leave his house & return --- Lucas 'offers' his box of scrapped inventions --- Look at box --- Search through the box --- Take 'wrapping unwrapper 5000' .................... {36}
(020)    [ You can leave this sequence until later if you prefer! ]
In inventory, dip bar of soap into chocopaint giving choc coated soap --- Use wrapping-unwrapper on candy bar ... this produces an empty wrapping and a chocolate bar separately --- Put choc coated soap into empty wrapper making a fake candy bar (you can eat the genuine chocolate bar if you like; you won't need it, & it contracts your inventory slightly!) --- Exit Lucas's house & surrounds .................... {42}
Morgue.
(021)    Enter --- Look at the desk --- Search papers there ... take report of horrible sounds, etc. .................... {43}
(022)    Go North then follow the fainter bloodstains to the East --- Look at plant --- Look at the severed hand buried in plant;  Ugh!! ... [ If you are squeamish, you can eliminate the grisly graphic by turning off "Extra Gore" in the options window. ] --- Get the severed hand ... you can't take it with your bare hands, so use a plastic bag from inventory .................... {45}
(023)    Return to the morgue-'crossroads' & continue West along the heavier bloodstains --- Look at the closet door --- Open the door ... you can't, it's locked --- Use your anti-lock-grenade from inventory ... you move out of the way of the explosion --- Enter closet .................... {47}
(024)    Look at corpse ... Ewww! --- Use camera & photograph corpse --- Search corpse & get wallet --- Look at wallet in inventory and get the murdered guy's name; John Smith --- Use DNA scanner on corpse ... blood groups AB+ & O+ --- Collect blood sample in plastic bag from inventory .................... {55}
(025)    Look at bloodstained knife --- Pick it up; not with bare hands, leaving fingerprints (it's evidence) ... use plastic gloves from inventory .................... {57}
(026)    Exit closet --- Go East to morgue-'crossroads'; then South; then follow bloodstains to West --- Enter men's bathroom.
(027)    Look at blood soaked piece of clothing under toilet door --- Use DNA scanner on robe (blood groups O+ & AB+) --- Drag out robe from under door --- Look at it;  it's too big to carry around ... put it back .................... {60}
(028)    Exit morgue.
Jake's home.
(029)    Go to bedroom --- Switch on computer --- Click on 'Search' --- Type John Smith;  get his details & address for checking out --- Log out .................... {62}
(030)    Exit home --- Go to map --- John Smith's house is now added to the map --- Go there.
John Smith's house.
(031)    Open front door --- Locked; you need another way in --- Walk West, round the house --- Look at partly open window & vines --- Climb vines --- Open window --- Jump into room BUT BE QUICK BEFORE YOU'RE KILLED!! .................... {66}
(032)    Look at blackboard --- Photograph blackboard symbol --- Jump out of window QUICKLY (unless you want to repeat!) --- Time to report back to Police Detective Agency (PDA) .................... {70}
(033)    Go to map --- The PDA is now added to the map --- Go there.
PDA.
(034)    Enter --- Try elevator/section-2 red button; no good --- Click on plastic plant between elevators; this exposes elevator/section-1's green button --- Press green button (EXACTLY) --- Inside elevator, press button #3 to go to floor #3 (floor #2 is not available) --- Press button #3 again to exit elevator .................... {71}
(035)    Walk West --- Talk to Harold who runs the evidence storage office --- He will ask you for evidence --- Keep giving it to him (1 point per item!) until you have no more:- Report of weird sounds; Wallet from corpse; Bloodstained knife; Blood sample from corpse; Severed hand; Photo of corpse .................... {77}
(036)    Return to elevator --- Go up to 4th floor --- Walk West --- Open 3rd door --- Talk to your boss --- Exhaust ALL topics of conversation --- Learn that Detective Stephen Hughe has gone missing, and that you & Parker (female colleague) are to go and look in his apartment --- Give your boss a verbal report on your activities on the case (N.B.  You will score 2 points less if you click on the topic "I think he was completely defenseless"!)  .................... {80}
(037)    Exit boss's office.
DAY 1; AFTERNOON.
(038)    Return to elevator & ground floor --- As soon as you exit elevator an automatic cut scene plays:- meet Parker in downstairs lobby ... travel to Stephen Hughe's apartment, chatting on the way ... Parker disappears into kitchen; Jake is in the hall.
Stephen Hughe's apartment.
(039)    Enter bedroom (the only 'productive' action possible) --- Open wardrobe --- Examine robe ... it's similar to the bloodstained robe at the morgue --- Exit bedroom ... you're taken back automatically to the lobby of the PDA .................... {82}
PDA.
(040)    Use sec-1 elevator to go up to 4th floor --- Report to boss on visit to Hughe's apartment, robe, etc. --- Exit PDA ..................... {84}
John Smith's house.
(041)    Walk round the house; climb vines; jump into room through open window ... all as previously --- This time there's nobody there so you can take as long as you like.
(042)    Switch on computer --- Notice the long narrow vertical 'slot' --- Look at the square button a little to the left of the word "FILES" ...  it's a scroller --- Interact with the bottom of the scroller --- Look at the upper file ... see the corner of the logo --- Interact with top of scroller --- Look at middle file --- Look again at this file ... the text is encrypted --- Interact with this document ... it's worth printing after all --- Interact again to print document .................... {87}
DAY 1; EVENING.
(043)    Take order list file from printer --- Exit house .................... {88}
PDA.
(044)    Enter --- You receive message to view corpse at docks --- You are automatically put back onto the map --- Interact with 'docks icon'.
The Docks.
(045)    Look around and take note of objects & landmarks there --- Interact with corpse --- Two masked armed goons appear --- You can order them around but unless you perform the necessary actions (when you regain control) you get killed!
(046)    There's only ONE thing you CAN do --- jump (interact) into the river (South).
Jake's home.
(047)    Experience some cut scenes ... down at docks ... arrival back (automatically) in Jake's bedroom ... nightmare .................... {92}
DAY 2; MORNING.
(048)    Switch on TV --- A dangerous panther has escaped ... be careful in Redstone Park ... loud screeching noises scare it! --- Exit home.
PDA.
(049)    Enter --- Go up to 4th floor (using the same sec-1 elevator) --- Talk to boss about Hughe & the case, etc. --- Give boss the order list file printout for decryption .................... {96}
(050)    Go down to ground floor --- The right hand elevator/section-2 button is green & working --- Go up to floor #3 --- Jennifer Parker is occupied with an interrogation.
(051)    Go down to floor #2 --- Talk to Dr. Emmerson about autopsy report on John Smith .................... {97}
(052)    Return to boss --- Report findings to him --- He has decrypted the file --- He mentions 3 partial names & 2 complete names ...  a 1st name Michael (plenty of folk in Pleurghburg named Michael); surnames Reed & Steenkae; full names Joey Miller & Frank Uhrman (N.B. Frank Uhrman is the mayor of Pleurghburg) --- You've also been given the address of Joey Miller ... will check him out .................... {99}
(053)    Exit PDA --- Joey Miller's house is now added to the map --- You can look around as much as you like ... but however you attempt to enter, you can't!
Jake's home.
(054)    As you get out of your car at Jake's, a guy with a brief case passes & accidentally drops something --- Look at the drain --- Interact with the drain --- Something shiny down there ... some sort of ring ... but you can't reach it --- No need to enter home --- Exit location.
Lucas's House.
(055)    A magnet has NOW 'appeared' on the floor near the window --- Pick it up --- Exit house .................... {100}
Ahatma's shop.
(056)    Talk to Ahatma --- "Do you  sell string here?" --- Hand Ahatma your wallet for payment & take string --- Exit shop .................... {101}
Jake's home.
(057)    Stay outside home ... In inventory, tie string to magnet --- Slip magnet/string down the drain --- Get diamond ring ... no need to enter home --- Exit location .................... {105}
Joey Miller's house.
(058)    Use ring on (secluded) window --- Enter house through broken window --- Open closet --- Look at corpse --- Use camera to photograph corpse --- Exit house .................... {110}
PDA.
(059)    Enter --- Go up to 3rd floor (using the same sec-1 elevator) --- Walk West --- Talk to Harold who will ask you for evidence --- Give him the photograph of the corpse in Joey Miller's house .................... {111}
(060)    Return to elevator --- Go up to 4th floor --- Talk to boss about your visit to Joey Miller's house --- He suggests you visit Frank Uhrman, the mayor --- Exit PDA --- City Hall (containing the mayor's office) is now added to the map .................... {113}
City Hall.
(061)    Enter --- Browse around --- Enter mayor's office ... no go, the mayor's not there & his secretary/security guard won't allow you to go in --- Look at the box of candy on her desk ... apparently she has a very sweet tooth! --- Give her the fake candy bar from inventory --- Exit City Hall & return immediately --- She's gagging in the women's bathroom --- Open the mayor's door ... you can't, it's locked --- Interact with the security guard's desk ... hidden away in a box you get the key to the mayor's office .................... {116}
(062)    Enter mayor's office --- Look at & read piece of paper on the floor partly under the desk ... it's a printed email from F.U@Pleurgh.gov to Z.Reed@Biguns.com outlining plans, etc. --- Copy email into (inventory) notebook --- Exit mayor's office ... you automatically return the office key to the desk --- Exit City Hall .................... {120}
PDA.
(063)    Enter --- Use the sec-1 elevator to go up to 4th floor --- Parker's with your boss ... tell them about visit to mayor's office & his involvement, etc. --- Parker leaves --- Exit boss's office .................... {121}
DAY 2; AFTERNOON.
(064)    Exit elevator at ground floor --- You're informed of a car crash & requested to check it out --- you are automatically put on the map --- A 'car-crash site' is now (temporarily) added to the map.
Car-crash site.
(065)    Look at trunk of crashed car ... it's locked --- Look at & take iron pipe --- Use iron pipe to prise open car trunk --- look at body of Stephen Hughe --- Use camera to photograph body ..................... {126}
(066)    Look at manhole cover --- Notice small puddle of transparent liquid --- Use a plastic bag from inventory to take sample of liquid from manhole cover --- Exit car-crash site .................... {129}
PDA.
(067)    Enter --- Use sec-1 elevator to go up to 3rd floor ---  Walk West --- Talk to Harold who will ask you for evidence --- Give him the sample of unidentified liquid & photo of crashed van .................... {131}
(068)    Return to elevator --- Go up to 4th floor --- Talk to boss about the crashed van & Stephen Hughe's body ... He has 'identified' Z. Reed --- you are taken automatically to Zack Reed's apartment .................... {132}
Zack Reed's apartment.
(069)    Take care here ... you can easily get sprayed with bullets & killed --- Move QUICKLY ... if necessary reduce Jake's walking speed (in options window) --- Knock on his door and talk to him ... as soon as you regain control walk quickly South-East keeping close to the wall --- The bullets he fires from his automatic weapon will miss you and hit the wall opposite his door .................... {133}
(070)    Use your loaded 'glock' (handgun) from inventory on the door --- You burst into the apartment but he has gone --- Look at the open window --- He has escaped through that window  --- Follow (Interact on) him through the window & onto the roof .................... {136}
(071)    Reed is hiding --- If you try to go after him *in any way* he'll shoot you to death --- Look at the brick lying nearby on the roof, and pick it up --- Throw the brick to the other end of the roof (i.e. 'click the small brick icon' onto the roof near to the bottom of the screen) --- Zack emerges --- QUICKLY get your handgun from inventory & shoot him before he kills you! .................... {142}
(072)    Search Zack Reed's body & get tiny red book ... apparently a phone book --- Look at the small phonebook & its listed phone numbers --- You are taken back automatically to the PDA .................... {144}
PDA.
(073)    Enter --- Use sec-1 elevator to go up to 4th floor --- Talk to boss about the death of Zack Reed, his phonebook, etc. --- Exit PDA .................... {145}
Jake's home.
(074)    Interact with the living room telephone --- Dial ALL SEVEN of the phone numbers listed in Zack's phonebook (N.B. don't forget to insert the hyphens after each 555!) --- 3 numbers yield "Nobody at home"; 1 number "does not exist"; 2 numbers belong to folk you have already 'encountered' ... both belonging to the Order --- One number is 'new' ... that of George Anderson who is apparently the Order's weapon supplier (In my case his number is 555-352093  ... I assume this will be the same for everybody, but it's possible that there's some randomizer here?!) .................... {149}
(075)    Go to bedroom --- Switch on computer --- Click on 'Search' --- Type George Anderson --- Get his details & address for checking out --- Log out .................... {150}
(076)    Exit home --- Go to map --- George Anderson's store is now added to the map --- Go there.
George Anderson's store.
(077)    Look around --- Walk down the alley --- Look at garbage can filled with junk --- Take coupon ... not with your bare hands in that old rubbish! ... use plastic glove from inventory --- Look at coupon for a 'free Liquorama member card' .................... {152}
(078)    Look at the back door to the store --- Open door & enter --- Exchange comments with the old alcoholic bum there ... he imagines he's Jesus Christ --- Talk to the crazy old man & exhaust all topics of conversation --- He informs you that he has something for you if/when you bring him what he needs for his "Lascht Schupper"! --- Exit location.
Ahatma's shop.
(079)    Give Ahatma your coupon and receive a member card to the Liquorama night club, plus a bonus ... a cheap bottle of cheap red wine --- Leave Ahatma's .................... {154}
George Anderson's store.
(080)    Give the old geezer the bottle of wine --- Now he wants something to go with it ... Jeez! --- Exit location .................... {155}
PDA.
(081)    Enter --- Use sec-1 elevator to go up to 4th floor --- Tell boss you've checked phonebook & there are more members of the Order --- Talk to him about George Anderson's weapon store --- Give him Zack's phonebook --- Exit PDA .................... {157}
Jake's home.
(082)    Go to bedroom --- Switch on computer --- Interact with (email) 'receive' --- Look at the email from Samuel Jones --- Exit home & go to the docks .................... {159}
The Docks.
(083)    Talk to Samuel Jones ... he wants Jake to meet him after dark in Redstone Nature Reserve Area in Pleurghburg Forest ... you'll find a path to his cottage behind a triangular shaped rock --- Look at bread floating on the water --- Get bread ... can't reach it --- Use iron pipe from inventory --- Exit docks .................... {163}
George Anderson's store.
(084)    Give the alcoholic bum the wet bread (from inventory) ... he gives you his present; a steel key --- Exit location ..................... {164}
City Hall.
(085)    As you arrive,  a van leaves & disappears (containing 1 or more people in robes ... mayor Uhrman??) --- You can enter the building but there's nothing of significance there --- Exit location .................... {166}
PDA.
(086)    Enter --- Use sec-1 elevator to go up to 4th floor --- Tell boss about the van at City Hall & future meeting with Samuel Jones.
DAY 2; EVENING.
Exit PDA --- Redstone Park now added to the map --- you can go there now but it's unlikely you'll survive the fierce panther roaming the woods.
Jake's home.
(087)    *Outside home* hide in doorway --- When the boy passes, shout "Boo" at him --- You surprise & frighten him & he drops his whistle ... if you miss him, he'll indulge in his 'nightly dosage of terrorism' by blowing his whistle; and if so you can enter Jake's home & exit immediately ... you'll eventually catch him! --- Look at the boy's small red whistle on the ground & pick it up --- Exit, without entering Jake's home itself .................... {168}
Redstone Park.
(088)    You're at the entrance to the 'Redstone National Reservatory (Redstone Park)' ... you can successfully take more than one direction to negotiate this forest --- Go North --- A panther attacks you --- As soon as you get control, go to inventory & blow whistle (INTERACT with whistle ... Don't try to *use* it on panther) --- The panther can strike again, but only if you leave the Park & return, in which case you'll have to repeat this (N.B. The panther ONLY emerges during evenings when it's very dark ... otherwise you are safe!) .................... {170}
(089)    Walk West & follow the path a couple or so screens --- The path winds North one screen --- Look at the triangular shaped rock --- Interact with rock ... see small path behind it --- Interact again with rock ... climb through bushes --- Follow the path North to the cottage .................... {172}
(090)    Open door of cottage --- Have a lengthy conversation with Samuel Jones --- exhaust all dialog topics.
DAY 3; MORNING.
Jake's home.
(091)    You are taken automatically back to Jake's bedroom --- Jake sleeps .................... {176}
(092)    Switch on TV --- "Old fellow abducted by 2 robed men; etc., etc." ... must go & see boss at PDA about this!
PDA.
(093)    Enter --- Go up to 4th floor (using the same sec-1 elevator) --- Tell boss about the alcoholic bum; the corpse at Miller's; meeting with Samuel Jones; info re morgue; etc. --- Leave boss's office, take elevator & exit at ground floor --- You're informed of a corpse in a garbage can at Murry Lane ... OK; will look at it! --- Exit PDA --- A 'garbage can site' is now added to the map .................... {179}
Garbage can site (Murry Lane).
(094)    Have a good look around at everything --- Pick up cardboard pipe from the ground --- Pick up wallet from garbage heap --- Open wallet in inventory ... get Hyper Print card --- Look at small white card in inventory --- Push garbage can ... it tips over --- Pull corpse out of garbage can --- Look at corpse ... Ugh! --- Use camera from inventory & photograph corpse --- Use plastic bag from inventory & take blood sample --- Exit site .................... {188}
Redstone Park.
(095)    [ You can leave this whole stage until later ... you could have actually done it previously! ]
Return to triangular shaped rock --- You can go to the cottage & talk to Samuel again if you like ... but nothing essentially new materializes from this --- Walk one screen East from the triangular rock --- Look at the log which acts as a bridge --- Notice the small twig at the bottom of the log, near the middle --- Take the twig .................... {189}
(096)    Continue East on the path for about 3 screens & take the lower fork --- Look at the large rock, the old mansion surrounded by trees, the landscape, etc. --- Look at the hole in the rock --- Place the twig from inventory into the hole ... nothing additional you can do with this at present --- Exit West 1 or 2 screens --- Exit South from Redstone Park .................... {191}
PDA.
(097)    Take sec-2 elevator --- Go to floor #2 --- Talk to Dr. Emmerson about the autopsy on the unidentified man, and also about liquid found by the manhole .................... {193}
(098)    Go down to ground floor & then up to 3rd floor using sec-1 elevator --- Walk West & talk to Harold who will ask you for evidence --- Give him the photo & blood sample of the corpse at the alley crime scene.
(099)    Return to elevator --- Go up to 4th floor ---Talk to boss ... tell him to cancel search for old boozer; he's been shot dead .................... {195}
Your boss wants to know if you intend to continue your investigations "by searching the sewers under the crash site" or "At a Publisher (Hyper Print)".

S  A  V  E     H  E  R  E !!

*~*~*~*~*~*    At this point (099) the game splits into two different paths i.e. "Sewers" & "Hyper Print".  The two paths join up again at (109).
After you continue from here, you cannot get onto the alternate track without returning to this Save (and with whatever point score you have achieved up to here).
Since "The Sewers" yields more points, I am continuing with that route here.  If/when you wish to take the "Hyper Print" path, return to this Save, go to the very end of this walkthrough and implement (100 H-P) thro' (108 H-P)  [ instead of (100) thro' (108) ].  You will then be able to continue from the same joint section (109) but with 10 (I think) points less at every step afterwards.    *~*~*~*~*~*

THE "SEWERS" PATH.

(100)    Choose "searching the sewers" --- Your boss tells you it's too dangerous to continue alone & instructs you to get someone to follow you --- Return to ground floor & take sec-2 elevator to the 3rd floor --- Talk to Jennifer Parker --- She agrees to accompany you --- You are taken automatically into the sewers .................... {199}
The Sewers.
(101)    Look around at everything ... Phew; what a smell down there! --- Look at corpse --- Talk to Parker --- Open steel door to proceed ... can't it's locked --- Look at the 4 pipe valves to the left of Parker --- Go East as far as you can ... there's a large gap to your right --- Look at the set of pipes which run along the wall --- Grab the set of pipes ... Wow! Too hot to handle --- Return to pipe valves ... only one is helpful in this situation --- Interact with 2nd valve from the right ... fairly low down --- Return to the gap ... now the pipes will be cool enough to help you cross --- Look at the body parts & clothing floating on the 'water' --- Search the blood-soaked piece of a robe at the edge of the wall --- Get the rusty old key --- Return to the steel door ... use the set of pipes again --- Use the rusty key on the door ... it doesn't work ... there's some gunk clogging up the keyhole .................... {200}
(102)    Take Ahatma's pickles from inventory & pour into the sewage ... you get an empty jar --- Put empty jar underneath the strong acid dripping down from one of the pipes ... get a jar containing acid --- (If using any pipe valve has caused the acid drip to stop, renew it by interacting with the 3rd pipe valve from the right) --- Put the acid on the door ... it cleans it .................... {206}
(103)    Open door with rusty key --- Enter underground office .................... {208}
Underground office.
(104)    Door to inner room partly open --- Voices of men belonging to the 'Brotherhood of Carnage' (the Order) talking about 'Book of Carnage', etc. --- Parker returns to PDA for backup --- Look at desk & its drawer --- Open drawer --- Interact with drawer again ... you get a small tape recorder with tape inside --- In inventory, operate tape recorder ... can't; the tape needs rewinding & the rewind button on the recorder is missing; but tape has popped out of recorder --- In inventory, rewind tape using your pen --- Replace tape in recorder .................... {211}
(106)    Place tape recorder close to the partly open door & record conversations of Order members --- Pick up old mop --- Place mop on very big door handle to stop those inside from escaping --- Jake is automatically taken back to PDA .................... {224}
PDA.
(106)    Use sec-1 elevator to go up to 4th floor --- Tell boss about 'Brotherhood of Carnage' & its plans to overthrow Pleurghburg, etc. --- Jake needs to find Order's HQ --- Trouble at old man's apartment again --- Jake & Parker are taken there automatically.
DAY 3; AFTERNOON.
Old man's apartment.
(107)    Talk to Parker --- Look at blood on the floor --- Use plastic bag from inventory to take blood sample --- Look at door & take piece of torn brown cloth --- Take cloth from inventory & show it to Parker ... you are taken automatically back to the PDA .................... {227}
PDA.
(108)    Take sec-1 elevator to 3rd floor --- Walk West --- Talk to Harold --- Give him blood sample from the old man's apartment & torn piece of cloth .................... {229}
(109)    Return to elevator --- Go up to 4th floor --- Talk to boss ... Jake's going to look for Order's HQ .................... {231}
Redstone Park.
(110)    Go to the Park ... if the "Fog" is troublesome here, switch it off in the options window ...  (The panther won't trouble you during the day!) --- Go North & then 1 screen East ... take the upper fork --- Follow (interact with) the trail of drag marks mixed with blood on the ground ... they lead through the trees into the woods.
Forest glade.
(111)    Noises! ... trouble? ... no; it's Parker coming to join you --- Look at & photograph the 4 corpses ... Yikes! .................... {239}
(112)    Pick up Smith's severed head ... can't with bare hands; use plastic bag from inventory --- Look at piece of wood in tree ... it's an axe handle --- Get axe; not with bare hands, leaving fingerprints (it's evidence) ... use plastic gloves from inventory --- Get old man's spectacles .................... {243}
(113)    Have a (fairly long) conversation with Parker --- Time to return to PDA --- Exit glade ... you get returned automatically to PDA .................... {245}
PDA.
(114)    Take sec-1 elevator to 3rd floor --- Walk West --- Talk to Harold --- Give him 4 photographs, John Smith's head, bloodstained axe .................... {251}
(115)    Return to elevator --- Go up to 4th floor --- Talk to boss ... tell him about the mayhem at the forest glade, etc. --- Exit PDA .................... {253}
Jake's home.
(116)    Enter --- Go to living room.
DAY 3; EVENING.
(117)    Phone ringing ... Lucas calling; answer him ... "Somebody's trying to break into my house" --- Go to Lucas's house.
Lucas's House.
(118)    Front door won't budge --- Go to side window --- Interact with window ... a robed guy from the Order is threatening Lucas ... crash through glass into room --- As soon as you regain control, QUICKLY draw gun from inventory & shoot the intruder before he shoots you! (If you prefer, draw your gun *before* going through window.) --- Explain to Lucas --- You are taken automatically back to the PDA .................... {255}
PDA.
(119)    Use sec-1 elevator to go up to 4th floor --- Tell boss about attempt to kill Lucas --- Go to Jake's home.
Jake's home.
(120)    Enter --- Lucas has left 3 boxes of junk in hall --- Interact with box furthest away from front door ... get pair of lenses --- Go to City Hall .................... {256}
City Hall.
(121)    As you get there, a van drives off (in the darkness) --- Follow it --- Lose van ... lost! --- Finish up in entrance to Redstone Park .................... {258}
Redstone Park.
(122)    It's dark, so neutralize panther ... see (088) --- Make your way to Samuel Jones's hut & enter --- Now you're in for a real shoot-out with a member of the Order --- When you succeed, you are automatically returned to outside Jake's home --- Return to Redstone Park .................... {260}
<<<<<<    A number of players have had (considerable) difficulties with this shoot-out at Samuel's.  You may need some patience if you have to repeat many times, but if you persevere you will almost certainly succeed eventually.  If you are manipulatively challenged and just CANNOT do it, in V1.1 (but not V1.0) you can bypass the shoot-out completely by interacting with the small green window "Skip Scene" at bottom right screen, albeit forfeiting the 2 points score for so doing!
There are doubtless different ways of winning.  This is the way I eventually found to succeed (almost) every time ... you may find a better method!
(a)    Adjust monitor gamma setting, or brightness & contrast, so that the rock(s) behind which the baddie is hiding can be seen *clearly*.  [ I also found it helpful to play this part of the game in near darkness. ]   (b)    Although I managed to succeed at maximum speed, it is helpful to set the speed [ in options window ] to minimum.   (c)    I did not jump to the side of the screen at all.   (d)    As soon as you get control, identify the cleft between the 2 rocks where the baddie's HEAD appears ... not a little to the left of this where the gunshot flashes appear!   (e)    As soon as you get control, VERY QUICKLY move the cross-hairs onto this spot and  fire off 2 or 3 shots at the guy's head as fast as you can.   (f)    Do not move the cross-hairs ... i.e. from this position keep your mouse stationary --- As soon as his head appears again, fire off as many shots as you can, and as fast as you can.
This should kill the member of the Order.   >>>>>>
Redstone Park.
(123)    Back in the Park --- It's dark, so neutralize the panther again ... see (088) --- Go to the large rock with the hole & the stick, the landscape with the old mansion surrounded by trees, etc. ... see (096) --- In inventory, put either the pair of lenses or the spectacles into cardboard pipe making a spyglass --- put spyglass onto the forked twig ... it's now steady --- Spy on mansion ... nothing worth seeing! .................... {264}
DAY 4; MORNING.
(124)    You're taken automatically back to Jake's bedroom --- Jake sleeps.
(125)    [ This could have been done earlier! ] --- Switch on computer --- Click on 'Search' --- Type Michael Davidson;  Get his details & address for checking out --- Log out --- Exit Jake's home --- Go to the PDA .................... {266}
**~**    An optional "SHORT-CUT PATH".
The Davidson house is now on the map --- You can enter it if you like since there's nobody there ... you'll get no points for this, and no 'penalty' either --- But unless you *deliberately wish* to end the game prematurely, do NOT open the warning message on the desk ... if you do, a short-cut will FORCE you into the second-rate endings described later on, with VERY many points less than the maximum achievable ... See "Endings ~ (i) & (ii)" [ at section (130). ]   **~**
PDA.
(126)    Use sec-1 elevator to go up to 4th floor --- Talk to boss ... Jake is close to finding Order's HQ --- Go again to Redstone Park.
Redstone Park.
(127)    The panther won't trouble you during the day! --- Go to the large rock with the hole & the stick and put spyglass onto the forked twig ... [ see (123) ] --- Spy on mansion --- NOW you see a member of the Order ... Hooray; you've found their HQ!! --- Exit Park.
PDA.
(128)    Use sec-1 elevator to go up to 4th floor --- Talk to boss ... Jake tells his boss that he's found the Order's HQ! .................... {268}
DAY 4; EVENING.
You're taken automatically to the mansion.
N.B.    There IS  NO  "Day 4; Afternoon"!

The mansion (HQ of the 'Order').
(129)    Ignore the robed guard in the hut, at least for now --- Walk West & round that side of the mansion --- Look at the open window ... the bottom left hand one --- Enter (interact with) that window ... dark inside; a good place to sneak in .................... {269}

ENDINGS ~ (i) & (ii).
(130)    These are the 'bad' ending & the 'not too good' ending.  Many actions can set you onto this route during this last section of the game ... e.g. talking too much or too long to the outside guard; gatecrashing the Order's meeting unrobed; recklessly opening a creaking cupboard inside the mansion; etc.  One 'frequent' path to these endings is described as follows:-
(131)    Enter 1st door on left ... a bedroom --- Look at robed Order member sleeping on bed --- Open creaking cupboard.
(132)    Too noisy ... seized by Order members --- Jake is tied up in an attic ... stripped of ALL inventory items.
(i) ~ Very bad ending.
(133)    Shuffle forward along right hand wall ... floor makes loud creaking noise --- repeat 3 or 4 times --- Floor collapses --- Everything & everybody, including Jake, blown up and killed in bomb explosion --- Pleurghburg suffers but eventually recovers --- FINITO! {269 points}
(ii) ~ Mediocre endings.
(134)    After (132), shuffle along to the left until you touch the bookcase --- Bump into (interact with) the shelf 3 or 4 times --- Statue head falls on guard & neutralizes him .................... {271}
(135)    Shuffle back right to rusty old pipe --- Interact with pipe; i.e. scrape rope bonds against pipe ... when freed take Order member's robe & exit attic .................... {273}
(136)    Descend stairs (near mid screen) --- Enter door on the far  left --- Enter door on the very far left --- Enter door again on the extreme left ... (where you may have heard voices) --- As a member of the Order, participate in the meeting ... planning to overrun Pleurghburg .................... {275}
(137)    Grab matchbox from table .................... {276}
(138)    Throw burning match from inventory into trash can --- Fire --- Everybody exits --- All members of Order captured --- OK; a (moderately) happy ending, with fairly lengthy concluding sequences! {276 points}
(139)    If you are a 'point-score-enthusiast', you can actually whip up 6 extra points by performing actions which are only REALLY relevant to the better endings, BEFORE you execute step (138)!
You can exit the conference room and collect some chloroform from the bathroom {+1 point} & a handkerchief {+1 point} from upstairs.  You can combine the two in inventory to obtain a chloroformed handkerchief {+2 points}.  You can exit the mansion & obtain a screwdriver from the (now empty) guard's hut {+2 points}.
If you need hints on any of these, look at sections (141) thro' (145).
You can then return to the conference room and proceed with section (138).
The above will raise this ending's point score to {282 points}
ENDINGS ~ (iii) & (iv).
(140)    These are the 'good' & 'excellent' endings.
(141)    After (129), enter (interact with) door on the right of the screen --- Enter door on the far right ... ignore the voices --- Enter the door on the extreme right --- Enter door just to the left of the stairs ... you're in a bathroom .................... {269}
(142)    Look at cabinet with small mirrors --- Open cabinet --- Take chloroform --- Exit bathroom .................... {270}
(143)    Walk up the stairs --- Look at handkerchief on small table & take it --- In inventory, combine handkerchief with chloroform ... you've now got a chloroformed handkerchief .................... {273}
(144)    Walk down stairs --- Enter door on extreme left --- Walk out of mansion through the front door at the bottom of the screen (directly opposite the poster).
(145)    Outside the mansion walk East to the shed --- Talk to the robed guard just to get his attention --- Quickly use the chloroformed handkerchief on him --- Search the incapacitated guard & take his key ring --- Look at toolbox in hut ... Take screwdriver .................... {279}
(146)    Return West & enter mansion through window as in (129) --- Enter 1st door on the left --- Use chloroformed handkerchief on sleeping robed guard --- Open the wardrobe & take one of the Order's robes ... you put on robe & exit bedroom .................... {287}
(147)    Enter door on extreme left ... (inside, you don your robe automatically) --- 'Participate' in meeting of Order --- Look at matchbox on table & take it --- Exit room ... you need to visit the bathroom; hehehe ... (you disrobe automatically outside) .................... {290}
(148)    Look at the white steel door ... locked --- Use steel key that the old alcoholic gave you (from inventory) on white door ... enter mansion basement.
(149)    Look at poisonous green liquid in barrels --- Take some liquid from the barrel in the corner ... can't; it's dangerous --- Use plastic bag from inventory to get a sample of green liquid --- Open oven ... but adjusting controls won't help! .................... {292}
(150)    Open fuse-box ... can't; it's stuck ... use screwdriver from inventory to open fuse-box --- Interact with fuse-box ... all lights in the mansion switched off ... panic! --- Try switching lights on, off, & on again --- Exit basement .................... {294}
(151)    Enter door on far right --- Open door to the left of the poster ... can't it's locked --- From inventory, slide plastic Liquorama card along side of door ... Bingo! --- Now interact with door to open it ... it's a storage room.
(152)    Look at green box & open it ... can't it's locked --- From inventory, use guard's key ring to open box --- Look at bomb inside ... it's unarmed, but leave it well alone! --- Look at crates & try opening them ... no go; you need something more than bare hands --- From inventory use iron pipe to prise open one of the crates ... full of weapons ... however, you can't take or use any --- Exit storeroom .................... {298}
(153)    Enter door at far right --- Enter door to the right of the stairs ... can't; it's locked --- From inventory, use guard's key ring to unlock door & enter what is probably just a closet  --- Meet George Anderson --- Untie him (i.e. interact with him) --- Talk to George & quiz him as to everything that's happened --- Exit closet .................... {300}
(iii) ~ Good ending.
(154)    Enter door at far left --- Enter door at extreme left --- Re-enter the white door to the basement ... you have to use the steel key again.
(155)    Throw chloroform (from inventory) into the fire in the boiler --- Everybody anaesthetized --- Jake manages to escape outside ... all members of Order captured --- Wow! ... Happy ending! {300 points}
(iv) ~ BEST ENDING.
(156)    After (154), interact with fuse box to douse all lights in the mansion --- Exit basement.
(157)    Turn left & stand *outside* the room where the Order meeting is continuing --- Speak through the door ... 'ghosts talking'; etc. .................... {310}
(158)    EUREKA!! --- The order members are totally confused & afraid --- In the panic, they spray bullets around & kill each other --- ALL Order members dead ... peace & tranquility return to Pleurghburg ... Jake & the PDA are the heroes of the day.
*** 'REAL'   E N D *** {310 points}

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THE "HYPER PRINT" PATH.
[ After (099), carry on from here. ]

(100 H-P)    Choose "At a Publisher (Hyper Print)" --- Your boss tells you to come back later for address --- Leave his office & immediately return for info --- Exit office & PDA building --- Hyper Print building now (temporarily) on the map --- Go to it & enter .................... {198}
Hyper Print building.
(101 H-P)    Look around, etc. --- Talk to secretary --- Ask to speak to whoever is in charge of Hyper Print --- You automatically get taken to owner/manager Mr. Cornieoly --- Exhaust all conversations with him --- From inventory, show him your photo of symbol (from Smith's blackboard) ... unnerves Cornieoly ... get ushered out --- Enter supply closet ... you can't; it's for janitor's only --- Exit building .................... {200}
(102 H-P)    Look at white coat on car bonnet --- Take coat ... can't; it belongs to the woman talking incessantly on her cellphone --- Talk to woman ... you're interrupting her conversation! --- Talk to her twice more & she turns away in annoyance --- Grab the white coat whilst she's not looking .................... {202}
(103 H-P)    Reenter Hyper Print building --- Use white coat (from inventory) on bathroom door --- You change into janitor's clothes ... your everyday (dark-coloured) coat is now in inventory --- Enter supply closet --- Look at cardboard boxes --- Take book with Order symbol ... print smudged; unreadable! --- Use everyday clothes (from inventory) on bathroom door & change back --- Exit Hyper Print building .................... {204}
PDA.
(104 H-P)    Use sec-1 elevator to go up to 4th floor --- From inventory, show boss the unreadable book with Order symbol ... told to return when checked --- Leave his office & immediately return --- Told of troubles again at old man's apartment --- Jake & Parker are taken there automatically .................... {206}
DAY 3; AFTERNOON.
Old man's apartment.
(105 H-P)    Talk to Parker --- Look at blood on the floor --- Use plastic bag from inventory to take blood sample --- Look at door & take piece of torn brown cloth --- Take cloth from inventory & show it to Parker ... you are taken automatically back to the PDA .................... {209}
PDA.
(106 H-P)    Take sec-1 elevator to 3rd floor --- Walk West --- Talk to Harold --- Give him blood sample from the old man's apartment & torn piece of cloth --- Return to elevator  --- Go up to 4th floor --- Talk to boss ... Told to go & liaise with team at the old morgue --- You are taken automatically to the old morgue .................... {211}
Morgue.
(107 H-P)    Look at fireman's axe --- Take axe --- Enter room where search team found symbol --- Look at all (35) boxes ... only one has the Order's logo on it ... 5th column from left & 5th (bottom) row down --- Look at & open this box ... You can't open it; it's stuck --- Use axe from inventory to prise open box --- Look at small button inside open box --- Press button in box, & hatch opens .................... {217}
(108 H-P)    Look at ladder --- Climb down (interact with ) ladder --- Look around --- Open steel door & enter room ---  Browse around ... nothing particular to do there --- Look at desk & on it a copy of the Order's book ... this copy is readable --- Take book --- You are taken automatically back to the PDA .................... {219}

[  After here, 'return' to (109), & carry on till the end of the game. (Your scores will be about 10 points LESS than those listed above at every stage).  ]

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GameBoomers Walkthroughs and Solutions