Walkthrough by Tally Ho

Copyright 2003

 

Important note:
Many times throughout the game, you will examine places or things, and possibly conclude there is nothing more to do there. However, very often, if you go accomplish something else, and return to the item or the place, and examine it anew, you will find more items. An example is in Chapter One, when you first take Gina's purse and look in it, there is only a matchbook. However, as you have acquired some items needed to construct a bed-dummy, when you look in the purse again, you discover a wig.

This concept is used several times in the game, so if you are attempting to solve the game on your own, and think you are stuck, check back and look at items again, and repeat conversations to see if new threads are available.

By the way, there is a lot of walking, except in Chapter One. Once you have walked up or down stairs, or into a building, you can zip there quickly by double-clicking.

You can jump to the start of a chapter in the walkthrough:

Chapter One

Chapter Two

Chapter Three

Chapter Four

Chapter Five

Chapter Six

 

 

Chapter 1 – Wake me before I die

At the close of the introductory scenes, you find yourself in the hospital room, wondering how to save Gina from the thugs. As you explore the environment and gather items, it becomes apparent that you need to construct a decoy in the empty bed, in order to distract the goons from the real Gina.

In the hospital room:
Find the glass and the sleeping pills on the nightstand
Take Gina's bag. Look through it and find a matchbook
Examine the medical chart on the bed
Examine the map on the bathroom door. You learn there's a storeroom.

To get to the storeroom, you must climb out the window and make your way along the ledge. It's scary, but you won't fall off.

In the storeroom:
There is a piece of paper sticking out of the middle file drawer. Look at it. Look at it again, then take it.
Another hard-to-see item is the Spray Can. It's on the end of the shelves, about mid-height up the window.
Look at the book sitting atop the file cabinet. Look at it again, then take it.
Look at the human body (twice) and take the head.
Find the pillows on the floor. Take them.
Halfway up the shelves, and between them is a box of syringes. Look at them (twice) and take one.

It's time to return to Gina's room and prepare for the thugs. Go to the empty bed. Before you do anything else, check in Gina's handbag. Behold! She carries a wig to help with her 'act.' Take it, and put it on the head. Now, place the pillows on the bed. Brian takes over, and uses the head and sheet to fill out the illusion. Now you need a medical chart. The marker pen is empty; actually dried up. Better have a look in the bathroom.

In the bathroom:
Find the bottle of alcohol, and the marking pen (in the trash bin)
Use the syringe on the alcohol to fill it.
Use the syringe on the marker to revive it.
Use the marker on the blank chart. Return to the bedroom.

Put the fake medical chart on Gina's bed in place of her real chart. Then, put Gina's chart on the dummy-bed.

The thugs arrive, and shoot the dummy, thank goodness. Now Gina is zonked out, and Brian must find a way to revive her. Read the Vademecum. It tells you that a shock of cold water will reverse the effects of the sleeping pills.

Before you do the next step, be prepared for a long automatic scenario which ends Chapter One and introduces Chapter Two. It runs about ten minutes, and you wouldn't want to be interrupted.

How to produce a cold shower? Use the Spray Can on the sprinkler system device on the ceiling.

 

 

Chapter Two – The Mysterious Crucifix

Your goal in this chapter is to get the Crucifix restored to its original condition. Dr. Olivaw has the experience and the necessary lab equipment, but she is under pressure to finish the museum's exhibits before the deadline. Talk to her about everything; paying attention to the discussion about the mask with the priceless ruby, being hend in a special vault. Also be sure to ask her to restore the crucifix right away, to no avail. Notice the shelves at the far right, containing objects already restored, and the shelves at the far left, near the entrance, containing objects needing restoration. They are numbered in the order they will be given attention. (Isn't she just something else? She must be modeled after a real person; nobody would ever make her up from imagination, LOL.)

Items to find in the laboratory:
Talcum-powder brush, on the shelf in the middle of the room.
Now that you know what object will be restored next, use the crucifix on that object to exchange them, insuring the crucifix will be next. (This doesn't fully solve your problem, but it's a start.

Exit Dr. Olivaw's lab and go downstairs. Meet Willy, the janitor. As you start to talk to him, he gets a phone call from a "customer" who wants a microscope part. Willy will go upstairs, and enter the analysis lab. It seems he knows the keypad combination. Leave the display hall (you can just go into the Mayan Exhibit) and return, to find Willy has returned. Talk to him about all topics. You learn that he is not entirely truthful.

Go upstairs and examine the panel next to the analysis lab door. You can press the keys, but don't know the code. Spread some colorless varnish on the panel, making it susceptible to record Willy's fingerprints. Go to the far screen-left and examine the coffee machine. It's empty.

Go further left, and you can get downstairs that way. Talk to Willy about the coffee machine. Seems that old bat can't get enough coffee. Go upstairs toward the analysis lab, but turn right instead, to find the telephone. Call Willy. You hide briefly, and Willy enters the lab. Now you need to get out of the way for a few minutes. Go left, and enter Clive's office. Pick up the two books from his desk, and discover an odd keyhole in the desktop.

Exit Clive's office and look at the keypad. Use the talcum powder on the panel to make the fingerprints visible. Now you know the four digits; and if you have good musical ears, you get a big hint when Brian hums the sounds. If you can't do it by ear, there are only so many possible permutations of the numbers. Anyhow, press 8-1-3-7 and Enter, and you will have unlocked the door. Look at the Thermal Chamber. Try to open it. The access is through a voice identification system. It doesn't recognize your voice.

To the left, on the desk, is a golden object that turns out to be a key. Hmmm. Wonder what that's for? Also, read the note that was with the key.You can look at other things in this lab, but can't accomplishing anything more, just yet. Exit the lab and return to Clive's office. Use the golden key to open a secret chamber in the desk. Look at the device. It is a voice recorder. Take it, but leave the other things alone. Close the hidden safe with the golden key.

Visit Dr. Olivaw, and use the tape recorder to get a recording of her saying her own name. So far, so good. Go to the Analysis Lab, and use the recording on the button. Ooops, the battery went dead at just the wrong time. You must figure out a way to recharge it.

Go to the far right, and find the tank of liquid Nitrogen. Hanging on the wall is a Ladle. Take it. In inventory, place the battery in the ladle. Now you can handle it under extreme conditions. (Freezing a battery can temporarily restore some power to it.) Use the ladle with battery on the tank. Now that it's frozen, replace it in the recorder, and use the recorder on the button to open the thermal chamber. Take the mask. Look at it in inventory. You would like to get that ruby. Use the strange Mayan object to pry the ruby loose.

Go to the restoration lab. Look at the Laser. Maybe a larger ruby will boost the power. Use the big ruby on the Laser. Dr. O uses the Laser and Ooops, shatters the object she was working on. Serves her right for being so nasty. Now her nerves are shot, and she needs an Iced Mocha right now.

Go to the Mayan Exhibit. If you happened to look at the bowls before, you weren't interested. Now that you have a need for coffee however, you notice that the beans resemble coffee. Take them, and show them to Willy. No good, because the beans weren't ground up. To grind them, go to the Restoration Lab, where Dr. O is waiting for her Mocha, and look at the Electric Lathe on her desk. Use the beans on the lathe to grind them. Show them to Willy again, and now he is reluctant to use them because they are not the usual brand. Fussy dude.

Next to Clive's office is a Fire Extinguisher on the wall. Below that, is a wastebasket on the floor (hard to see.) Look in the bin to find an empty package of coffee. Give you any ideas? Use the ground coffee on the empty package. That should please Willy. He loads the coffee machine, and you can get the Iced Mocha for Miss Congeniality.

 

Before you do the next step, be prepared for a long automatic scenario which ends Chapter Two and introduces Chapter Three. It runs several minutes, and you wouldn't want to be interrupted.

 

Take the coffee to her, and watch the two-minute cutscene which reveals your danger. Now that you have the restored Crucifix, go to the Analysis Lab and use the Crucifix on the Scanner. Now, watch as the chapter ends. Willy is snuffed, and so is Clive. You wake up in a cabin, and realize that Gina is in danger in the next room.

 

 

Chapter Three – The Great Escape

Poke around the room and inspect things. There is a Freezer under the right-hand window. Try to push it. It is too heavy. Open the lid and look inside. There is nothing but ice. Pull out the electric plug, so it can defrost.

Get the Chamois and the cleanser; combine them and clean the window. then open the freezer drain to let the water out of the freezer. Cool! A trap door. You could escape, but before you go, hunt for the following items:

Crowbar, down and to the right of the shelves
Underneath the spot where the crowbar was, an object that turns out to be a peg from the coat-rack
At the other side of the room, between the door and the barred window, take the Bellows.

Exit via the trapdoor. Aha! Cutscene! (It's only about four minutes, but you get to meet the "girls" and have some idea of the plan.

Enter the bus. Just behind the driver's seat are the Left, Middle and Right shelves. Look at the right shelf, and take a lipstick; hey you never know. Also take the Sunglasses which are right there. Look behind you at the Item Under the Bed. Take it, it turns out to be a handheld vacuum. Go to the rear and talk with Carla. You learn about the potency of her pills, and that there might be one inside the floor-grating.

After talking with Carla, use the vacuum to retrieve the pill. Behind Carla's head, look between the tall boots and find the needle and thread. Exit the bus, and inspect the Trunk. You find a damaged basketball. Use the needle and thread to repair the basketball, and inflate it with the bellows. Exit this scene into the Path. From the path, you can see four unvisited areas, in addition to the cabin and the bus. Start with the barn-like structure.

The barn turns out to be the hangar for the thugs' helicopter. A big beer-guzzling oaf is guarding the hangar. Enter the hangar, and look at the lummox and his beer can. Try putting the pill into his beer when he sets it down. He needs to be distracted somehow. Return to the bus, and talk to Lula.

Fairly long scene coming.

Throw her the basketball, and she will help distract the bozo. When they go aside to compete, use the pill on the beer can. Dumb-Dumb is knocked for a loop, and you are free to meander around. You need to take the peanut butter (and learn about the ants) and use the crowbar to dislodge a part from the motorcycle. Return to the Bus.

On the center console is an axle. Examine it, and learn that it is the device that opens and closes the door, but the crank is missing. Use the Footrest from the motorcycle on the axle and turn it, closing the door. Look at the leather pocket on the door; examine inside and find a Key. Go to the back of the bus.

Look at the refrigerator. Talk to Carla about the Fridge and those "anorexic vipers." Use the key to open the refrigerator, and take the Butter. Carla didn't even notice.

Exit the bus, and go to the path. It's time to visit the unexplored area at the lower left; it's an airplane graveyard. There are two things you can take - a helmet sitting on the broken wing, and the bullet belt hanging out of the rear cockpit. (You will need to find some bullets somehow.) Examine the Machine Gun while you are here. Then, go to the path, and visit the unvisited area to the top right; the Railyard.

Look around at everything, then go into the freight car. Examine the single barrel. It contains gunpowder, but it's not going to be easy to acquire. Look at the multiple barrels. One is closed, and I bet you can get it open with that crowbar. The barrel contained peanuts! Look in the bucket, and take a screw. Open your inventory, and combine the screw with the coat-rack peg, creating a makeshift corkscrew. Now you could drill a hole in the gunpowder barrel, but you need something to collect the powder in. Return to the path, and go to the thugs' cabin. Find the bucket (hard to see, it's under the cabin, just below the rocking chair.) Take the bucket and go back to the train.

Use the bucket with the barrel, then use the corkscrew to drill a hole. Don't forget to take the bucket full of gunpowder. Open your inventory, and combine the bullet-shaped object (yes, the lipstick!) with gunpowder to create a bullet. Gives you an idea does it? Go to the Bus and take all the remaining lipsticks and change them into bullets. Now put them into the bullet-belt.

Did you notice the shed containing explosives near the train? And did you notice the ant-hill to the left of the shed? Perhaps the ants will help us get to the explosives, since the door to the shed won't open. The ants like Peanut Butter. Unfortunately, if you look at the jar of peanut butter it's almost empty. But you DO have some peanuts and some butter, right? Return to the Thugs' Cabin, and enter the trap-door.

Put the butter into the hemlet. Add the peanuts. They need to be heated. Put the helmet on the freezer, where the sun has been shining all this time. It melts down just fine. Take the helmet, go to the trainyard, and put the peanut butter on the shed. Moments later, it is reduced to sawdust, and the explosives are yours to take.

It's time to visit the last unvisited area, at the top of the screen. It's an Oil Well. There is a puddle of oil on the ground in front of the well. Use the sunglasses on the puddle to tint the lenses. Then place the explosives at the well, preparing to distract the thugs. Return to the bus, and look at Mariola's Tanning Oil. She won't let you take it, because her tan is not dark enough. When she takes off her own sunglasses, substitute the darker glasses. Now she (he) is luscious enough, and will let you take the oil.

Go to the path, then to the Airplane Graveyard. Use the tanning oil to loosen up the machine gun.

 

Before you do the next step, be prepared for a long automatic scenario which ends Chapter Three and introduces Chapter Four. It runs almost twenty minutes, and you wouldn't want to be interrupted. Take care of the kids, cats and dogs, spouses, telephones, whatever, and sit back. Lock the door if you have to.

Put the bullets into the Machine Gun.

 

 

Chapter Four – Close Encounters of the Fourth Kind.

Did you think Chapter Three was big? I did. Enjoy Chapter Four, because it's even Bigger! And Better! Don't forget, if you get impatient while walking long distances, you can zip by double-clicking on a destination.

Talk with Sushi about everything. Then visit the Bank. Look at the shelves, and hear about a metallic object. The hot spot is small, but search for it! You will find a Stapler, which you must take. Examine the Hole, where you can't go. Examine the desk. Be sure to right click on the desk to "Take something." it's a stamp.

Exit the Bank and go to the Sheriff's Office. Eeek! There's a corpse in the cell. Ugh. Thankfully, it's locked. Look to the left of the wood-stove, and take the firewood. It's a desert, and you just never know when you might need it. As usual, look at everything, then exit the office. Just outside, around the side of the office, is a wagon. Go look at it. Look at the strap and try to take it. You need something to cut it.

Go into the Saloon. Just underneath the stairs is a flowerpot you can pick up. To the right of the stairs is a doorway, to the Small Room. Look in it, and it turns out to be a Gardening Shed. Right-click on the shed to acquire the Pruning Shears. (Maybe they're sharp enough to cut leather.)

Go upstairs and meet Kevin (Saturn.) Talk with him about all topics. Look around the room, and examine several things: The device that might be a scale, with a lever; a bucket of paint, a tool-board, a gasoline can underneath the tools. You can also inspect the balcony outside, but there's nothing to do there (yet.) Operate the lever, and Whoops! The device is a catapult, and it launches the whole bucket of paint across the street and into the Bank. Saturn yells at you for a moment, and then he calms down.

Go downstairs and into the street. While you are there, it's a good time to use the Pruning Shears to cut the Strap from the wagon. Go to the Bank, and discover the can of paint. Go to the Hotel and talk with Sushi about the Safe in the Bank, and about the dead body in the Sheriff's Office. Talk to her until you learn about the train accident, and the fate of the Sheriff. He fell into the train's boiler. Maybe there is something useful in the boiler.

Leave town (lower left of screen) and visit the unknown area at the far top-right. It's a huge crater. Talk with Joshua about everything. (Cute hat, eh?) Look at the Motorcycle. Try using the strap on the motorcycle. You need to join the ends. Use the Stapler to repair the strap. Try installing the strap on the motorcycle, and you will leave it with Joshua. Depart the Crater area to the trail, and return, only to discover that Joshua can't install the strap until he gets a number ten wrench. Go to the toolboard in Saturn's workshop, and ask him if you can take a wrench. He says okay, but hey! The wrench you need is missing. Saturn has it in his pocket, and when he tosses it to you, oops it flies out the door and into the street. Go downstairs and out the door. Ugh, it's in the disgusting horse-trough.

Go upstairs, and exit onto the Balcony. While you are there, look at the Object on the Floor. Hard to see, it's at the bottom of the middle door. It's a sanding-block. Pick it up. Get the Flower Pot from inventory, and throw it into the street. The wrench is dislodged, and you can give it to Joshua now. After you do, depart the crater and return. Finally the strap is installed, but there's one little problem; the motorcycle is all out of fuel.

Return to Saturn's workshop and ask him for some gasoline. You learn that items that get used up must be bartered for. He wants a piece of art you have made. A search through your inventory reveals that you don't have anything he wants. Exit into the trail and visit the remaining unexplored area, under the stone arch at the right. It turns out to be Mama Dorita's house.

Talk to the Big Dude, and mention the gum he is chewing. He craves Menthol Chewing Tobacco. He is friendly enough, but not very accommodating. Chances are, in order to get any help from him, you'll have to bring him some tobacco, and just the right flavor. Look at the Vessel behind the ladder, and take it. Go away from the house, and look (twice) at the stone on the ground near the Well. Pick it up and admire it's artistic quality. Go see Saturn and give him the nice stone.

He is not satisfied; it looks unfinished. Use the Sanding Block to polish the stone and give it to him again. It's improved, but still not good enough. Combine the polished stone with your favorite piece of Amber. Now, he likes it. You place the stone in the light streaming through the doorway. The gasoline is yours, with only one tiny problem. It's concentrated, and you must find a way to measure exactly 40 cc with two cups, which are 30 cc and 50 cc. You also must find some water.

Here's how to measure exactly 40 cc:
Use the gas can on the 50cc tube, filling it.
Use the 50cc on the 30cc, filling the 30, and leaving 20 in the 50.
Use the 30cc tube on the gas can, leaving the 30 empty.
Use the 50 cc tube on the 30, transferring the 20 cc to the 30.
Use the gas can on the 50cc tube, filling it again.
Use the 50cc tube on the nearly-full 3-cc tube, transferring 10cc, and leaving exactly 40 in the big tube. Done!
(You can pour the 30cc back into the gas can if you want; it doesn't matter.)

Fill the one-liter water bottle from the Water Cooler. It's located between the tool board abd the center door. (Not very visible.) You have to ask Saturn first. Now you can add the 40cc of concentrate to the water, and you are ready to get that motorcycle going.

Have some time set aside; this one can take a while.

Go to the crater and put the fuel in the cycle.

Joshua wants you to figure out which five notes are correct, and play them in the correct order. You will want to write down your trials, in order to first eliminate which two notes do not get used at all, then discover the sequence. If you just can't see the logical way to do it, Click Here for the answer. When you press the correct notes, the Trantorians contact Joshua, and beam him aboard. Guess he wasn't quite so crazy after all. There's nothing left but his space helmet. Take it, and look in his tent before you go. You will find a miner's lamp and some rope. Exit to the Trail.

If you have not visited the Abandoned Mine yet, you must do so now, in order to trigger the subsequent events. Look at the large stone blocking the entrance, and look down the hole that Gina fell into. On the far left of the screen is a hot-spot that says "Look at recipient." It's an Oil Can. Take it, and return to the Saloon and talk with Saturn. Ask him how he gets those large stones for his work. It seems Oscar (the Big Dude) is strong enough to carry large rocks, provided he is bribed with some menthol tobacco. (Yuck!) After talking with Saturn, give him the helmet. He is truly inspired and departs to get stoned. er - stones.

Take the blowtorch he left behind. Now that he's gone, it's safe to play with that catapult some more. Use the Crane's controls to place the Statue on the catapult. If you look at the Lever that controls the catapult Brian says "better not" but what the heck, push the Lever, and Whooosh! The statue flies to the bank just as the paint did, only this time it makes a big hole in the floor. Hope Saturn doesn't miss it. Well, maybe that cute blue headpiece will distract him, right? Go downstairs, and before you exit the building, look for something useful in the Garden Shed. Aha! Dried tobacco leaves. You just need to flavor them somehow.

Check out the new hole in the bank. Climbing down, you discover the safe. Try to open it. Unfortunately, you don't know the combination.

Go to the Sheriff's office and look at the cell again. Now that you realize the dead guy was a doctor, you recognize his medical bag. Maybe it contains something useful, if only you could get into the cell. Go visit the Locomotive at the far end of town. Inspecting it, you can see the fill-spout where the water goes in, the whistle, the smoke-stack, and the engineer's cab. Climb into the cab, and look at all the controls. There's some pressure gauges, a wheel for adjusting pressure, a lever above the gauges that releases steam, and a lever below the gauges that apparently releases water. The boiler has no fuel, but you can take care of that. Put the firewood into the boiler. Climb out of the cab.

Pour the water from the oil can into the fill-spout. You need more. A total of five, to be exact. That's right, four more round trips to the water machine in the saloon. After filling the water tank, and placing the wood in the boiler, use the blowtorch to start the fire. The steam lever won't work until there's enough pressure. Turn the wheel to increase pressure, and pull the lever that is at the top of the gauges. A blast of steam is released, and voilà - the Sheriff's key is blown out of the stack. Take the key, and go directly to Jail.

Use the key to open the cell, and look in the Doctor's Bag (briefcase.) You find a stethoscope and a bottle of liniment. Now that you have a stethoscope, there is some chance of opening the safe. Talk to Sushi and see if she has the combination. Nope, no luck there, but she knows something in general about safes, and suggests that you start by turning the dial to the right. Go down the hole in the basement and use the Stethoscope on the safe. Note that if you place the cursor to the left of center, you will turn the dial left, and likewise you can turn it right by clicking on the other side. Click the dial to the right, one at a time until you hear the tumbler fall into place. Don't worry, you can't go too far. Brian is smart enough to stop on the correct number. Get the second number by clicking left, and the third number by going to the right again. Now you find the map of the mine-shafts. Thank goodness for that.

We could explore the mines if only Oscar would move that rock. Let's go talk to him. Aw shucks; he's no help at all. How to make some mentholated tobacco?

Look in your inventory and combine the Liniment with the Tobacco leaves. Well, that doesn't work yet.
Combine the Vessel and the Bank Stamp to create a Mortar and Pestle.
Place the tobacco leaves in the Vessel.
Mashed together with the liniment, the mixture will please Oscar.

 

 

Chapter Five – Gifts From The Crypt

Eeek! You run into a gaggle of bats, and exit the mine on top of a cliff. There isn't much lying around here, and your inventory has been reduced to the essentials. Look at the rock and the piece of wood. Pick up the wood. Look at the metal object (twice) that was hidden under the wood, and take it. Near the entrance to the mine, look at the skeleton. Take a bone. Go to inventory, and combine the bone with the metal pick. Behind you, in the wooden part of the entrance, is a nail. Use the pick to pull out the nail. Pound the nail into the ground at the edge of the cliff, and tie the rope to the nail. You will climb down, and discover that Gina is alive. Her leg is broken. Crypt first, Gina second.

Walk to the far left, until you can exit into an unexplored area. You are watching Brian from afar, be patient, he shows up at the bottom of the screen, teeny-tiny. I hope you have a good monitor. Eventually he gets to the crypt, where the door is guarded by a huge monolithic statue. Examine the mouth. Try putting the Crucifix/Key into the mouth, Unfortunately, it's jammed with sand. Your hand won't fit, and nothing else you have seems to work. Look around. Look at the bush to the left, and take a branch. Use the branch to clean out the sand, and insert the key. The chamber opens, and you go inside. Wupuchim gives you a bottle containing formaldehyde and a preserved human finger! What in the world is that all about? And why is it the subject of a life-and-death hunt?

Return to the Hopi Village and figure out how to help Gina. She needs a splint on that broken leg if she is to be moved. You have a piece of wood, but it must be cut in two. Also, you must get some rope to fasten the splint. Go to the far right, and enter the cave. To the right of the statue, is an object resting on the stone. Examine it (twice) and take it. It's tomahawk/pipe. Use it to divide the wood into two pieces.Return to the Village. Go to the far left again, but instead of exiting to the Unexplored Area, find the Door you can enter. You emerge one level up. Go into the right door. You emerge another level up, from the rightmost of three doors. Enter the left door. Then enter the door just to your right. You are now able to get to the Rope. Use the Tomahawk on the rope. Brian automatically returns to the ground level, and takes the rope. Use the pieces of wood to create a splint. The cutscene ensues, and this chapter ends.

 

 

Chapter Six – The Indian, The Nun and The Finger 

You get to Mama Dorita's house, and finally get to talk with her. I suggest waiting to say "I want to see Gina" for the very last option; it makes the game smoother. Not necessary of course, just my suggestion.

Talk with Mama about everything. Your eyes suggest that you are not material for a séance. Finally talk to Gina, and be sensitive to the clues that she may not always be truthful. You should have picked up on this already. Leave here, and return to Douglasville. Go to the Hotel and talk with Sushi. After talking with her, go to the Saloon and meet Rutger. Talk to him about everything. After asking Rugter for an herbal preparation, exit the conversation, then give Rutger the pipe. He lights up, you take a drag, and Mama Dorito checks your eyes. Better, but not good enough.

Get some more advice from Rutger. Tell him the stuff in the pipe didn't work. He needs some Yawaskel, little red seeds that just happen to be in your pocket already. Unfortunately, the pods are very tough, and you can't open them without a sharp instrument. Would the dead doctor have anything useful? Go to the Sheriff's office and look in the medical bag (briefcase) again. Yes! There's a scalpel. Those pods are really tough, aren't they? The scalpel is not up to the job. I suggest heating it up.

Go into the Hotel. Now that Sushi is working upstairs, you can explore the lower level. Look around. Go to the fireplace, and look at the iron poker to the right of the fireplace. Take the poker. Then heat the scalpel in the fire. Use the scalpel to open the pods and get those pesky balls.

Set aside fifteen minutes before you give Rutger the Seeds.

Take them to Rutger, and he makes the secret recipe for you. Brian is now a qualified Medium, and the séance occurs. Wow! That little weasel Gina, has been misleading everybody right from the start. Her father was never involved at all, and Johnny the Indian, who was actually killed by the Sandrettis, had the money before he was arrested, and has hidden it somewhere. Let's see. The Crucifix was the key to the Crypt, and the Crypt contained the finger. I have a feeling that the finger will lead to the money in some strange way. We'd better find that trailer where Johnny lived.

Go to Douglasville, and talk to Sushi. She can't help with the trailer, but hey - she loves computer adventures.That's a good thing. For fun, notice that her screen-saver says "Runaway" and at the head of the stairs is a poster for Pendulo's other great game, "Hollywood Monsters." It's nearly as good as Runaway, but unfortunately not available in English. I think we should bombard Runaway with requests for Hollywood Monsters in English; it's a very funny game.

Go into the Saloon. Talk to Saturn. He's inspired and back to sculpting. After you ask him about the trailer's whereabouts, there will be a new area on the trail map. Go to the trailer. Aw, shoot! It's locked. Use the fire-poker to pry open the door. Look around inside the trailer. There is a garment (nun's habit) hanging on a hanger. What's that all about? Exit the trailer, and look at the "tray" on the door. You find an advertisement for the Mojave Bank. Go back to town and talk to Sushi. Talk to her about everything, then show her the Bank ad.

A series of long cutscenes coming.

Now that you understand why the Nun's habit is important, go to the trailer and take it. When you exit the trailer, Gustav and Feodor arrive, and plan to search the trailer, then go looking for "the idiot and that bimbo." Go back to Douglasville and tell Sushi what you know. At first she suggests that Brian and Gina go to the bank and just take the money and run, but what about the Sandrettis? No, a better plan is required.

Go talk to oscar and ask to see Gina. She tried on the habit and it fits. Brian says "Too bad we don't have a lawman to take care of those two goons." Give you any ideas? Remember where you found the Sheriff's keys? Go to the locomotive and release the steam again. Wow! This time the Sheriff's badge flies out. Take the badge to Oscar, and swear him in as Douglasville's new Sheriff.

Oscar captures the thugs and lands them in jail. After talking to Sushi, go into the street, talk to Oscar, and enter the Jail. You will talk to the thugs. Take the bag containing their possessions, and in inventory, look through the bag. Go to Sushi and give her the jail bag. Leave, and return. You will get into a conversation about favorite movie directors and movies. The idea is to first agree on a director, then on a film. The plot of the film will give Sushi her best idea yet. For the Director, select Woody Allen, and his best film would be Manhattan Murder Mystery. Now Sushi has the plot worked out.

Go to the jail and use the recorder on the two thugs. After capturing their voices, to to Mama Dorita and ask to see Gina. You will record Gina's voice, and be ready to return to Sushi. Go to the hotel and upstairs.

 

Ending cutscene coming. It's long, trust me. Sit back, relax, and enjoy. Be sure to sit through the credits; there's one final scene at the end.

Ramón Hernáez and his crew have produced an astounding game in my opinion, and every single person who took part in the production deserves the highest praise.

I must reserve special mention for the translator. The game was conceived and written in Spanish, and transformed into English by one man, Douglas Prats, who lives in Madrid, and is totally fluent in both (possibly more) languages. His efforts are unmatched anywhere in the adventure-game world.

I speak several languages myself, but I cannot claim to be fluent except in any language except English. I can appreciate the difficulty of translation or interpretation, and to change a script such as this, and achieve the humor and intrigue is a nearly-impossible task. He has my admiration.

I cannot close without also mentioning the actor who brought Brian to life: Marc Biagi. You can read more about him here:
http://www.marcbiagi.com/

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

The correct notes are:

C - G - E - B - A

Or if you prefer, 1 - 5 - 3 - 7 - 6