14 October 2021

Journey Down, The

 

YEAR:  2017


GENRE:  Point & Click Adventure


WHERE TO GET IT:   GOG






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CHAPTER 2:  INTO THE MIST

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M.S. BIKO - EEL TRAWLER BOAT

 

Watch the intro to see our trio lost in the mist.  They cross paths with a trawler ship.  Unfortunately, the sailors on the trawler ship have no idea where they are, and no idea which direction they are heading in.  Normally the sailors rely on a lighthouse to guide them, but the lighthouse is broken.  It’s up to you, Bwana, to figure out your bearings. 

 

Talk to Joe and work through all the dialogue.  Talk to Lina and work through all the dialogue.  Climb down to your upside-down plane using the ladder on the right. 

 

In the plane, talk to Kito, and work through all the dialogue - he gives you a quick summary of what happened in Chapter 1.  Take SCREWDRIVER from the toolbox.  Look at COMPASS in the upside-down panel.  Use SCREWDRIVER with the COMPASS to get it out of the panel.  Take duct TAPE from the upside-down panel.  There’s nothing more you can do here, so leave the plane and return to the ship, through exit on the left. 

 

Back on the ship, give COMPASS to Joe.  He tells you that the ship is heading N-NE.  But he still needs a map to figure out where you all are.  Okay, let’s explore for a while.  Look at buoy in the water in the distance.  Look at sign hanging from the railing.  Look at the exposed wires in the wall.  Shocking, isn’t it!  You need to repair those wires.  Use duct TAPE on the wires in the wall.  Now enter cabin on the right. 

 

The cabin is in complete darkness.  Press button next to the stairs.  Oh!  Gimbo, the sailor is down here, and he’s glad to have some light again.  Talk to him and work through all the dialogue.  Notice the loose SPRING poking through from the bunk above Gimbo.  Take the SPRING.  Look at sink on the left to learn that this sink is the only source of drinkable water left on the ship.  Leave the cabin for now, and return above deck. 

 

Climb up stairs on the left, to the Bridge.  Look through portal in the door to see the Captain passed out drunk.  The door is locked, so you can’t get in, but notice KEY to the right of the door.  Use SCREW-DRIVER on the porthole in the door to unscrew it.  Now try to reach your arm through the portal to open the door, but your arm isn’t long enough.  Use SPRING to hook the KEY next to the door, then use KEY on the door to unlock it.  Voila!  You can now enter the Bridge. 

 

In the Bridge, search drawer in the cabinet to find a NAVIGATION BOOK.  Read the NAVIGATION BOOK - it contains clues for this chapter of the game.  Leave the Bridge for now. 

 

Give the NAVIGATION BOOK to Joe.  Okay, he now knows where you are, and he knows which direction you’re heading in.  He can take you back to Port. 

 

Watch the cutscene as you, Kito, and Lina return to shore, only to get arrested for having the journal of The Journey Down book.  You and Kito are taken to prison, while Lina is taken… somewhere else. 

 

 

 

 

PORT ARTUE PRISON

 

You are lying on the bottom bunk, while Kito is lying on the top bunk.  Kick his bunk 3 times - he’ll fall from the bunk, accidentally breaking your chains and freeing you.  Unfortunately, he ends up upside down.  Talk to him and work through all the dialogue.  Look at the grate in the floor next to Kito.  Take BALL AND CHAIN that’s on the wall next to Kito, and use BALL AND CHAIN with window on the left.  Now use the BALL AND CHAIN on the wall a few times to make a hole in the wall.  When you’re ready, leave the prison cell through this newly created hole in the wall. 

 

Have a look around this new room.  Look at plaque on wall on the right.  Use level under the plaque to see how it operates the machinery in the distance.  Push button on the wall next to the hole you came through - it doesn’t do anything.  Try to open door at top of the ramp - it’s locked.  Look at cart next to the door - it’s empty.  Look at cart on the left to see that it contains a PICKAXE.  Unfortunately, you can’t reach it.  Look at Guard Tower at top of the screen to realise that there’s no-one in there.  There’s nothing more you can do here at the moment, so return through the hole in the wall, to your prison cell. 

 

Back in the jail cell, look at skeleton on the right to get a SKELETON HAND.  Again, leave the cell through the hole in the wall on the left. 

 

Use SKELETON HAND on the lever on the right (under the plaque).  This keeps the level turned on, and machinery in the distance keeps working.  Now this is a tricky puzzle.  Look at button on the wall, next to the hole you came through.  This button turns the centre gear that controls the direction the carts move in.  Push this button until it indicates that the cart with the PICKAXE will travel upwards.  Now look at the 3 buttons at bottom of the screen - these control the carts themselves.  Push button on the left, and the crate with the PICKAXE will move upwards.  Look at button on the wall, next to the hole you came through, and push the button twice.  This turns the gear so that cart at top of the ramp will move down & left.  Look at the 3 buttons at bottom of the screen, and push button on the right to move that empty cart out the way.  Now look at button on the wall again, and push it twice - this turns the gear so that cart with the PICKAXE at the top-left is now connected to the right.  Finally, look at the 3 buttons at bottom of the screen, and push button on the right to make a cart travel down to you.  You may or may not also have to press the middle button to alter direction.  Now simply walk up the ramp and take PICKAXE from the cart.  Phew, that was hard!  Now walk back through the hole in the wall, back to your prison cell. 

 

Use PICKAXE with Kito’s chain to free him.  Now use PICKAXE with grate in the floor, then exit the cell through the grate, into the sewer. 

 

 

 

 

DOWNTOWN

 

After escaping from prison through the sewer (Yuck!), you find yourself Downtown.  Kito will go and look for your airplane, while you look for Lina.  But the first thing you have to do is find new clothes to wear instead of your prison uniform.

 

Search the dumpster to find a CAN of lobster.  Look at bar, and look at the Arnie’s sign above the bar.  Look at poster on the left.  Now walk up through the archway, into the alley. 

 

Watch the cutscene with the woman, and chose either dialogue option with her.  You end up with a MATCHBOOK.  Look at the MATCHBOOK on your Inventory, and see that its from Club Temba, and the phone number is 634 000.  Unfortunately, you can’t call the club yet, since you don’t have any reason to.  Now there’s a newspaper rack next to the window.  Look at the newspaper rack twice, then break it open with your PICKAXE.  Search the newspaper rack again to get some NEWS-PAPERS.  Now walk left (not up, through the archway), so you’re outside the Cinema Rex. 

 

Look at wire box on the wall - it’s an electric junction box.  Look at the entrance - you don’t want to enter until you get some new clothes to replace your prison uniform.  Look at cinema on the left.  Now walk up the road, to the port. 

 

Hey, that’s the M.S. Biko - the ship you came here on.  Take the upper-right exit, into the dark alley. 

 

Meet Moe and Vince.  They’re smugglers, waiting for some shady goods to arrive in port.  They offer to sell you a crate of new clothes - the problem is, you don’t have any money.   Take NACHOS from the crate nearest you.  Talk to Moe and Vince, and work through all the dialogue.  They are freezing cold, and are desperate to get warm.  Throw NEWS-PAPERS in the barrel between Moe and Vince, then use your MATCH-BOOK with the barrel to start a fire.  Talk to Moe and Vince again, and ask about the clothes.  This time, they let you take some new clothes.  Finally, you’re out of the prison uniform.  Leave the dark alley. 

 

Walk left to the lighthouse. 

 

 

 

 

LIGHTHOUSE

 

Look at the lighthouse, and enter it. 

 

Talk to Morten, the lighthouse keeper, and choose any response to him.  It seems the lighthouse is rather run-down, and he’s expecting a shipment of replacement parts.  Maybe you could help him out?  Look around the room.  Look at MODEL SHIP on the wall - Morten will let you take it.  Look through window.  Take BOLTCUTTERS that are lying next to the stairs.  Talk to Morten again, and work through all the dialogue.  Climb up stair to top of the lighthouse. 

 

Look at the lantern to see that it’s broken.  Look at the radio to get a close-up.  Take note that the Transmission Frequency is 969.  Now there is a record playing - press the lit button to remove the record, then press any of the other lit buttons to start playing that new record.  Note that the UP & Down arrows change the Transmission Frequency.  Make sure you listen to the middle record to hear about the mattresses.  Now exit the close-up of the radio.  Try to use reel on the right, but it’s rusted up.  Look at the pulley.  Climb back down the stairs again. 

 

Talk to Morten, and work through all the dialogue.  When you’re ready, leave the lighthouse. 

 

Walk right, to the dock where M.S. Biko is sitting. 

 

 

 

 

DOWNTOWN

 

Take lower-right exit, to the Club Temba. 

 

Club Temba is the building on the right.  Look at the façade next to the steps.  Try to enter Club Temba, talk to the maitre d, and work through all the dialogue.  He refuses to let you in, and also threatens you in the process!  Look at wire box on the right again, and use PICKAXE to break it open.  Look at wires in the box to learn that they’re power cables.  Use BOLT CUTTERS on the wires, and the floodlights will turn off.  Talk to the Maitre D again, and comment about the lamp.  You offer your help to repair the lamp, but he’s not interested in your help, because he hasn’t been informed about any repairman.  Head right, back to the main street. 

 

Look at phone booth on the left.  You automatically enter the phone booth.  Pick up the phonebook, and read through it.  You can even have some fun dialling the numbers if you like.  When you’re ready, call Club Temba on 634 000, and choose the option about Management.  When conversation is over, go left to Club Temba. 

 

Walk up the stairs to Club Temba, and talk to the Maitre D.  Tell him you’re here to repair the lamp.  You automatically take the LAMP from the club. 

 

Head right to the main street, then up through the archway next to the phone booth, so you are back in the alley with Arnie’s Bar.  Enter Arnie’s Bar. 

 

 

 

 

ARNIE’S BAR

 

The crew from the Biko is here.  Talk to them and work through all the dialogue.  Look at BOOK on the table.  It’s the Captain’s Navigation BOOK, and Gimbo won’t let you take it because it has a picture of a lobster on it, and he’s hungry.  Look at drain in the floor.  Look at ALAMANAC hanging on the wall, and the Bartender let’s you take it.  Look at the shelves to see that they’re empty.  Look at radio on the counter to get a close-up, and learn that it‘s tuned to the lighthouse radio.  Now exit the close-up.  Talk to Bartender and work through all the dialogue.  Learn that the service shaft behind the Bartender leads up to the VIP Room in Club Temba.  Interesting!  When you’re ready, leave Arnie’s Bar. 

 

 

 

 

DOWNTOWN

 

Note the pigeon in the archway.  Give NACHOS to the pigeon.  The pigeon knocks a PLUNGER to the ground, as it takes the NACHOS.  Take the PLUNGER.  Now walk up through the archway, to the street. 

 

Head left to Club Temba, then up to the port where the Biko is sitting.  Continue left to the lighthouse.

 

 

 

 

LIGHTHOUSE

 

Enter the lighthouse. 

 

Use CAN of lobster with teapot in the fireplace, to get a can of LOBSTER SOUP

 

Climb up stairs, to top of the lighthouse. 

 

Replace the broken lantern with the LAMP from Club Temba.  The light is back on.  Go back down the stairs. 

 

You tell Morten that the light is working now.  He’s pleased, but he still needs some blueprints to make the lamp spin round.  Leave the lighthouse. 

 

Go right to the dock where Biko is sitting. 

 

 

 

 

DOWNTOWN

 

Make your way to Arnie’s Bar. 

 

 

 

 

ARNIE’S BAR

 

Give can of LOBSTER SOUP to Gimbo.  He let’s you take the NAVIGATION BOOK in return.  Leave the bar. 

 

 

 

 

DOWNTOWN

 

Make your way back to the lighthouse. 

 

 

 

 

LIGHTHOUSE

 

Enter the lighthouse. 

 

Give NAVIGATION BOOK to Morten.  He uses it to fix the gear, so the lighthouse lamp is spinning again.  Leave the lighthouse. 

 

Head left to the dock, where Biko is sitting. 

 

 

 

 

DOWNTOWN

 

Make your way back to Arnie’s Bar. 

 

 

 

 

ARNIE’S BAR

 

After a short cutscene, climb into the food shaft behind the counter.  Watch another cutscene, which results in you landing in the dumpster outside Arnie’s Bar. 

 

Talk to the sailor outside the Bar.  Talk to him again.  Enter the Bar. 

 

Talk to the Bartender and work through all the dialogue.  Notice the shelves are full of bottles again.  Look at the Sleepy Sailors, then take BOTTLE from the floor.  Leave the Bar. 

 

Walk up through the archway, to the street. 

 

 

 

 

DOWNTOWN

 

The woman you met at the window is here again.  This time, she invites you inside, out of the rain.  Look at the fancy car, then enter the building.

 

 

 

 

MAYOR’S OFFICE

 

Wow!  It turns out, this is the Mayor’s Office.  And your new friend is called Andiswa.  She’s the Mayor’s secretary.  And she hates her job!  Look at fire extinguisher on the left.  Look at MAP on the wall, and click on each location to learn more about the town.  Now exit the close-up.  Look at the computer terminal.  Talk to Andiswa and work through all the dialogue.  Look at stairs on the right.  When you’re ready, leave the office and go back outside. 

 

 

 

 

DOWNTOWN

 

Make your way back to the Lighthouse. 

 

 

 

 

LIGHTHOUSE

 

Enter the lighthouse. 

 

Talk to Morten and work through all the dialogue.  Leave the lighthouse. 

 

Go right to the port. 

 

 

 

 

DOWNTOWN

 

Look at the crane.  Look at the door leading to the train station.  Now notice that the Biko has a small RUBBER BOAT attached to it’s front.  Take RUBBER BOAT.  Take top-right exit into the Dark Alley. 

 

Talk to Moe and Vince, and work through all the dialogue.  When conversation is over, leave the Dark Alley. 

 

Make your way back to the Mayor’s Office. 

 

 

 

 

MAYOR’S OFFICE

 

Give ALMANAC to Andiswa - she’s mesmerised by the wonderful pictures it contains.  Use her computer terminal, and search for EXPEDITION.  You see a report written by Leroy McIgbo, the former Chief of Police.  If you could find him, maybe you could get more information about the expedition.  Leave the Mayor’s Office. 

 

 

 

 

DOWNTOWN

 

Use the phone booth to enter it.  Pick up the PHONEBOOK, and flip through to ‘M’ for Mrs McIgbo.  Her phone number is 510 842.  Dial that number to talk to Mrs McIgbo.  Unfortunately, she tells you her husband disappeared 10 years ago.  I wonder if his disappearance, and your father’s disappearance, are connected.  You also learn that the Armando Power Company has an office in Charnel Road.  You have to find a way to get there. 

 

Go up through the archway, to Arnie’s Bar. 

 

 

 

 

ARNIE’S BAR

 

Enter the Bar. 

 

Talk to the Bartender and work through all the dialogue.  When you’re ready, leave the Bar. 

 

Walk up through the archway, to the street. 

 

 

 

 

DOWNTOWN

 

Walk left to the Cinema Rex. 

 

Approach the cinema. 

 

Talk to Ride Reynolds, the taxi driver, and work through all the dialogue.  He’s not very helpful.  He might be able to take you to Charnel Street, but he needs a new tire for his taxi first.  Look at the ticket booth and look at the sign.  When you’re ready, leave the area. 

 

Head right to the main street. 

 

The fancy car is still here.  Maybe you could get a TIRE from this car, and give it to Reynolds.  Use RUBBER BOAT with the fancy car.  Now you just need to inflate it.  Enter Mayor’s Office on the right. 

 

 

 

 

MAYOR’S OFFICE

 

Talk to Andiswa and work through all the dialogue.  Try to take FIRE EXTINGUISHER on the left, but it can only be taken in emergencies.  Look at alarm on the wall to the right of the window, to learn that it’s a smoke detector.  Use MATCHBOOK with the alarm to set it off.  This releases the FIRE EXTINGUISHER.  After you turn off the fire alarm, take the FIRE EXTINGUISHER from the wall.  Now leave the office. 

 

 

 

 

DOWNTOWN

 

Use FIRE EXTINGUISHER with RUBBER BOAT under the fancy car to inflate it, thus raising the fancy car.  Take WHEEL from the fancy car.  Walk left to the Cinema Rex. 

 

Approach the cinema. 

 

Give WHEEL to Reynolds.  To show you his gratitude, he agrees to take you to Charnel Road.  Unknown to either of you, you are being followed! 

 

 

 

 

CHARNEL ROAD

 

When you finally arrive at Charnel Road, it looks deserted.  Have a look around the place.  Look at window on the right, and look at door on the right.  This is the Power Company office.  Use BOLTCUTTERS on the gate, then open the gate.  Now walk up through the gate. 

 

 

 

 

STEEL MILL

 

It’s really dark here.  Look at the power box to get a close-up.  The aim here is to turn the 4 dials until the gauge indicator shows on the far-right.  Turn them as so:

 

        Turn top left dial 4 times

        Turn top right dial 6 times

        Turn bottom left 2 times

        Turn bottom right dial 7 times

        Now press the button under the meter.

 

If done correctly, the power will be restored, and you can see that you’re in a steel mill.  Use handwheel on the left - this operates the smelter.  Unfortunately there’s not enough melted iron in it yet.  Now walk back down the stairs and use Control Panel in front of the entrance.  This turns on the crane above you - notice where the crane lands, when it‘s outside.  Look at keybox to the left of the entrance to get some KEYS.  Leave the mill for now. 

 

 

 

 

CHARNEL ROAD

 

Use KEYS in the truck - the truck releases it’s grip on the police car.  If you’ve played with the crane in the mill, you know the police car is now in the ideal spot!  Walk up through the gate to enter the mill again. 

 

 

 

 

STEEL MILL

 

Use control panel in front of the entrance, and watch as the police car is picked up by the crane, and dumped into the smelter.  Now use handwheel on the left to operate the smelter and make your very own girder.  Use control panel in front of the entrance, and watch as the crane picks up the girder and takes it outside.  Leave the mill again. 

 

 

 

 

CHARNEL ROAD

 

Look up - your girder is stuck between the 2 buildings, creating the perfect bridge.  Enter the mill. 

 

 

 

 

STEEL MILL

 

Climb up stairs on the right.  Now watch a cutscene.  There’s a new Big Bad in town. 

 

You now find yourself in the Power Company office.  Lina is here, and she explains what she was doing with Barlow earlier on.  Work through all the dialogue. 

 

 

 

 

POWER COMPANY OFFICE

 

Okay, you’re here to look for the missing POLICE REPORT.  Search bookshelf next to the window.  Now search through all the drawers on the right.  There’s a lot of interesting information in these drawers… but no missing POLICE REPORT.  Eventually, Lina figures out that the drawers are hiding a secret safe.  You try to break into the safe, but accidentally break the keypad.  You automatically get a close-up of it. 

 

The keypad shows 9 buttons, representing 9 digits, starting at the top-right.  There’s also an LCD panel at the bottom that lights up when the buttons are pressed.  You need to figure out the correct 4-digit code for it.  It’s basically a game of Mastermind.  Enter the code 4571.  Voila!  The safe opens, and you find the missing POLICE REPORT.  It explains everything.  The Power Company is more corrupt than you ever thought! 

 

Watch a cutscene, which ends with you and Lina being dumped back Down Town. 

 

 

 

 

DOWNTOWN

 

You’re outside Arnie’s Bar, which is next to the back door to Club Temba.  Lina will find a way into Club Temba, while you look for Kita and your plane.  Enter Arnie’s Bar. 

 

Talk to the Bartender and work through all the dialogue.  Talk to the Sad Sailor and work through all the dialogue.  Apparently he has a crush on Andiswa (the woman from the Mayor’s office) but he’s too nervous to ask her out.  You should help him.  Look at drain on the floor.  Apparently the Bartender dumps eel rinse down the drain as hazardous waste.  Use PLUNGER on the drain, then use empty BOTTLE on the drain to get some eel rinse.  But the bottle is only half full, so you need to find some more liquor.  Take the PLUNGER back again, then leave the bar. 

 

Look at poster next to the archway.  Uh-oh… there’s a bounty on your head.  Better not get caught!  Now walk up through the archway. 

 

Look at the truck, and talk to the Suspicious Man next to the truck.  Enter Mayor’s Office on the right. 

 

Talk to Andiswa and work through all the dialogue.  Look at box of cigars on the counter to get some CIGARS.  Leave the office. 

 

Walk right to where Club Temba and Cinema Rex is situated.  Club Temba is locked up like Fort Knox!  Approach the cinema. 

 

Talk to the Couple.  Talk to the Cashier, and work through all the dialogue. There’s 3 films being shown tonight, but unfortunately, you don’t have any money buy film tickets.  Pity.  Look at the popcorn machine, and the Cashier tells you that no popcorn is available.  Leave the Cinema. 

 

Walk up to the docks. 

 

Walk left to the lighthouse. 

 

 

 

 

LIGHTHOUSE

 

Enter the lighthouse. 

 

Look at the teapot hanging in the fireplace.  Use BOTTLE with the teapot to fill it to the brim with liquor.  Talk to Morten and work through all the dialogue.  When you’re ready, leave the lighthouse. 

 

Walk right, back to the dock. 

 

 

 

 

DOWNTOWN

 

Talk top-right exit, into the train station. 

 

Hmmm, there are goons everywhere.  And it seems like they’re taking orders over the radio.  You automatically leave, before they see you. 

 

Take middle-right exit, into the dark alley. 

 

Talk to Moe and Vince, and work through all the dialogue.  Give BOTTLE of eel rinse to them, and give CIGARS to them.  Now open the crate and take some CORN.  Unfortunately, the CORN is old and dried.  Leave Moe and Vince for now. 

 

Take lower-right exit to the Cinema Rex. 

 

Approach the Cinema.  

 

Use CORN in the popcorn machine to make some popcorn.  The Cashier is very grateful to you, and gives you 2 FILM TICKETS in return.  Take the FILM TICKETS.  Know anyone that could use these?  Leave the Cinema for now. 

 

Make your way back to Arnie’s Bar. 

 

In Arnie’s Bar, give your FILM TICKETS to the Sad Sailor.  He gives you a VIDEO CASSETTE in return.  Now look at radio on the counter.  Remember that the Bartender told you there is a public band that he listens to police calls.  Move the radio buttons until you find that public band - 99.4.  Ah-ha!  Leave Arnie’s Bar. 

 

Walk up through the archway. 

 

Walk left to where Cinema Rex and Club Armando are found. 

 

Walk up to the dock. 

 

Walk left to the lighthouse. 

 

 

 

 

LIGHTHOUSE

 

Enter the lighthouse. 

 

Climb up the stairs to top of the lighthouse. 

 

Look at the radio to get a close-up.  Remove the record that’s playing.  Change the Transmission Frequency to 99.4, then use 3rd record from the left.  The record is transmitted on the same frequency that the goons in the train station use.  The record is an advert for Loco Lonnie’s Used Mattress shop, but the goons mistake the advert for orders that you, Kito and Lina are hiding out in Main Street, and they leave to try and catch you, leaving the train station unattended.  Leave the radio and leave the lighthouse. 

 

Walk right to the docks. 

 

 

 

 

DOWNTOWN

 

Take upper-right exit into the train station. 

 

 

 

 

TRAIN STATION

 

Thanks to your clever trick, the goons have left the train station completely unattended. 

 

Look at the crates to see that it’s flowers from Rosa’s flower shop in St Armando.  But something doesn’t seem quite right.  Walk up through the back wall, to the platform. 

 

Search the junk pile to find an OIL CAN.  Use the lift to go up to top of the tower, and you see your airplane down in the junk yard.  Look down from the platform on the right to see Kito, who‘s still in his prison uniform.  Work through all the dialogue.  When conversation is over, you need to find a way to get your plane out of the junk yard.  Use the lift again to get to top of the tower, but it’s pitch dark, and you can’t see a thing.  You need to get some light up here.  You automatically travel back down to the ground.  Leave the train station. 

 

 

 

 

DOWNTOWN

 

Go left to the lighthouse. 

 

 

 

 

LIGHTHOUSE

 

Enter the lighthouse. 

 

Turn to use the Doohickey, but Morten stops you.  You need to distract him somehow.  Climb up stairs to top of the lighthouse. 

 

Look at the reel on the right to see that it’s all rusty.  Use OIL CAN on the reel to grease it.  Attach MODEL SHIP to the pulley, then use the reel to lower the pulley.  You hear Morten down below, shouting that he can see the old Mistraker ship - his favourite ship.  Heehee.  Climb back down the stairs. 

 

Morten is well and truly distracted!  Use the Doohickey, then use the lever, to adjust the spotlight.  Play with it until it focuses on the crane at the train station - this should be in the SE area.  When the crane is lit up, leave the lighthouse. 

 

Walk right to the docks.

 

 

 

 

DOWNTOWN

 

Take upper-right exit into the train station. 

 

 

 

 

TRAIN STATION

 

Walk up through the back wall, to the platform. 

 

Use the lift to travel up into the tower.  This time, you have enough light to lift your plane out of the train station, and place it in the water at the docks. 

 

 

 

 

DOWNTOWN

 

Now you have to help Lina steal back the journal of THE JOURNEY DOWN

 

Walk right to where Club Temba and Cinema Rex is found.

 

Walk right to the street. 

 

Look at the truck, which is now surrounded by police tape.  Look at the newspaper rack to read the headline.  Go through the archway, to Arnie’s Bar. 

 

Lina has managed to open the back door into Club Temba.  Walk through the back door, into the club. 

 

 

 

 

CLUB TEMBA

 

You automatically take the lift up to the VIP Lounge. 

 

That camera could be a problem.  Look at plaque on the wall.  Look at door with the keypad.  Notice that 3 of the buttons have dirty marks on them.  Those buttons must be the key combination you need.  Press 851.  Success!  The door opens!  Walk on through the door into the Security Room. 

 

There’s a guard in this room, but he doesn’t here you because he’s wearing a headset.  Read note next to the door.  Look at the video-storage device by the door.  Look at the monitors.  Now use your VIDEO CASSETTE with the video-storage device to distract the guard.  He’s now glued to the monitor, and won’t bother you.  Leave the Security Room. 

 

Back in the hallway, you can walk around freely, since the guard is distracted.  Look at the elephant head on the wall.  Check the big door to realise that someone is standing right behind it.  You don’t want to get caught!  Try to open the window - it’s firmly shut.  Use your PLUNGER on the window to pull it open, then exit through the window. 

 

Walk across the ledge, past the boss’s Meeting Room, until you see a triangle on the wall. 

 

Smash the wall several times, until the hole is big enough for you to enter.  Now enter the hole into the vault, and simply take the BOOK.  Well, that was easy.  Uh-oh… you spoke too soon.  You’ve set off an alarm, alerting the baddies to your presence.

 

Well, this is an unexpected turn of events!  Barlow has realised the error of his ways, and now wants to make amends.  He holds off the goons, while you, Kita, and Lina make your escape.  Unfortunately, he gets shot dead in the process.  At least he died a good guy!  Watch very dramatic cutscene, which ends with you crash-landing on a beach in the Hatari Reef. 

 

 

 

 

HATARI REEF BEACH

 

Search your tent to find a MACHETE.  Look at BOOK on the table to get a close-up.  Look at the clock (pocket watch) to see that it’s 10am.  Now exit the close-up.  Talk to Lina and work through all the dialogue.  She’s trying to figure out how to open the gate.  Walk up to the jungle. 

 

Talk to Kito - the plane was destroyed during your escape, so he salvaged what he could to make a raft.  Look at the raft and look at your cacti.  Look at the runes.  Now look at the jungle, and use MACHETE to cut your way through the jungle.  As you cut the thick plants, you find some hidden stairs.  Climb up the stairs to the pillar. 

 

Look at the giant stone head.  Now look at the pillars to realise that the planks can be turned to create a different pattern.  If you looked at the BOOK on the table, this should seem familiar.  Turn the 4 pillars as so:

 

        Pillar 1       -       shows circles

        Pillar 2       -       shows zig-zags

        Pillar 3       -       shows bricks

        Pillar 4       -       shows lines

 

When the pillars are set correctly,  they’ll raise up, revealing an entrance.  Walk up through the entrance. 

 

Press button on the left - nothing happens.  Walk up to the observatory. 

 

The giant observatory is in the middle, and it’s surrounded by pillars.  Press button on the pillar 4 times, to rotate the observatory.  Now look at the observatory.  You should see a moon in the sky.  Click on the moon - the observatory is aimed right at the moon.  Exit the moon-sky scene.  Now look at base of the observatory, and see that it’s pointed to a lightning symbol.  Leave the observatory area. 

 

Back at the entrance, look at the rotating runes in the floor to get a close-up.  This part is very complicated.  There are clues scattered around the beach on how to complete this, but it’s easier just to do as follows.

 

Press the moon rune at centre until the moon rune of outer wheel lands above the lightning symbol.  Press the star rune at centre until the star rune of outer wheel lands on the waves (with bars) symbol.  Exit the close-up.

 

Press button on the left - a panel on the pillar opens up.  Look at the rotating runes on the floor again to get a close-up.

 

 

Press the swirl rune at centre so that the swirl rune of outer wheel lands on the next symbol.  Exit the close-up. 

 

Press button on the left - another panel on the pillar opens up.  Look at the rotating runes on the floor again to get a close up. 

 

As before, press the swirl rune at centre so that the swirl rune of outer wheel lands on the next symbol.  Exit the close-up.  Press button on the left to open another panel on the pillar.  Repeat this until all 6 panels are open. 

 

Eventually, a pedestal rises from the centre of the spinning runes circle.  Look at it to get the close-up. 

 

Take IDOL from the pedestal, then exit the close-up. 

 

Return to where Lina is trying to open the giant gate. 

 

Look at the figure indentation in the gate - it looks just like your IDOL.  Place IDOL in the figure indentation.  The gate opens. 

 

Watch the cutscene as you, Kito, and Lina rush to enter through the gate before it closes again. 

 

Watch another cutscene as the chapter closes. 

 

What will become of our heroes?  Play the final chapter to find out! 

 

 

 

The End. 

 

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