GENRE: Graphic Adventure
WHERE TO GET IT: GOG
RGB TRAINING CAMP
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
INTRO
You are Mark
Hopper. You have been recruited by the government to become an RGB Agent,
in the hope that you can help them solve a bizarre case involving gold bars
that were stolen from the European Bank. You only agreed to become a
Secret Agent, as a way to meet women. You just have to successfully
complete 3 trials at the RGB Training Camp first…
GUARD HOUSE
Look at the Guard,
and talk to the Guard. The Guard is bored, that’s why he’s reading
the SOLDIER NEWS MAGAZINE. He won’t let you enter the
Training Camp until you show him your PASS. So do that.
Open your Inventory and show him your PASS. He’ll tell you to
report to the Captain. Follow the path right, to the Training
Ground.
TRAINING GROUND
There’s a building
in front of you. Search the rubbish bin to find a ROPE.
Open door on the left, and enter the Bar.
BAR
Explore the Bar.
Talk to the Barman, who tells you that there are only 3 people at this
training camp - him, the guard, and the Captain. Try to open the
storeroom door on the left - the Barman seems very protective of it, telling
you to keep away from it. I wonder why? Look at the radio on the
back wall, and notice that the aerial is really a coat hanger. Look at
the CRUMBS on the table on the right, and take the CRUMBS.
When you’re ready, leave the Bar.
TRAINING GROUND
Enter the middle
door, which is the Captain‘s Office.
CAPTAIN OFFICE
After welcoming you
to the Training Camp, the Captain informs you that you must complete 3
trials. He takes you to begin the first trial…
JAIL CELL
Your first task is
to escape from this cell. Look at the bed, and take the SPRING from
the bed. Read the graffiti on the wall to see some amusing
messages. Yank on the BULB that’s hanging down from the
ceiling - you pull the BULB out, leaving the wire trailing on
the floor, in front of the door. Look at the crates (gaps) in the door,
and keep talking to the door until you comment about being hungry. A bowl
of food appears. Look at the bowl to realise that it’s made from
aluminium. That gives you an idea. Look at the live wire on the
floor, in front of the door, and attach the live wire to the bowl of
food. Look at the switch in the wall next to the door, and flip the
switch to turn on the electricity. You should head a slight cackle,
indicating that the electricity has been turned on. Now look at the
crates in the door again, and talk to the crates in the door to summon the
Captain. He touches the aluminium bowl, and gets electrocuted.
Search the Captain’s body to get the JAIL KEY. Use the JAIL
KEY in the door to escape. You’ve passed the first trial.
CAPTAIN’S OFFICE
The Captain takes
you back to his office to begin the next trial. He ties himself up and
acts like a prisoner. It’s your job to interrogate him, and discover the
secret password. You have permission to do anything you want to the
Captain. Explore the office. Talk to the Captain if you like, but
he’s not making things easy for you. Look at the locker - it’s
locked. Look at the desk, and try to open the drawer - it’s locked.
When you’re ready, leave the office.
TRAINING GROUNDS
Walk left, to the
Brick Wall.
BRICK WALL
Look at the brick
wall - you’re too weak to climb it. Look at the solid ground in front of
the wall, and place your SPRING on the solid ground.
Jump onto the spring, which then lets you jump over the wall. You find
a SPADE behind the wall. Look at the plant next to the
wall, and break off part of the DELICATE PLANT. Now follow
the path along the upper-right exit, to arrive at the Mud Pool.
MUD POOL
Look at the mud
pool - it’s perfect for Woodstock fans! Look at the post on the right,
and look at the bird on the post. Climb up the post and use the rope to
cross the mud pool. You only get halfway, before falling into the
mud. You can’t do anything else here yet, so continue up along the path,
to the camping area.
CAMPING AREA
Look at the
tent. Look at the mysterious object behind the fence. You can’t
reach it. Nothing you can do here at the moment. Follow the path
down to the Training Area.
TRAINING AREA
You’ve gone full
circle, so you’re now back at the start. Open the middle door, and enter
the Captain’s Office.
CAPTAIN’S OFFICE
The Captain is
still here, pretending he’s your prisoner. He said you could use any
means necessary to interrogate him. Use DELICATE PLANT on
the Captain to tickle him. He laughs, but he quickly regains his
composure. So you’ll have to find another way to torture him. Pick
up the SWISS ARMY KNIFE that he dropped. Leave the
office.
TRAINING GROUND
Follow the path up
& right, so you’re back at the Camping Area.
CAMPING AREA
Look at the fence,
and use SWISS ARMY KNIFE on the fence to cut it. Try to
pick up the MYSTERIOUS OBJECT in the ground behind the fence,
but you can’t pull it out. Use SPADE with the MYSTERIOUS
OBJECT to dig it up. It’s a KALEIDOSCOPE. Walk
down to the Training Ground.
TRAINING GROUND
Continue down to
the Guard House.
GUARD HOUSE
The Guard is still
reading SOLDIER NEWS MAGAZINE. Give him the KALEIDOSCOPE,
and he’ll give you SOLDIER NEWS MAGAZINE in return.
While he’s busy looking into his KALEIDOSCOPE, take the GRENADE from
around his waist. In your Inventory, tie ROPE to
the GRENADE. Walk right to the Training Ground.
TRAINING GROUND
Open the middle
door, and enter the Captain’s Office.
CAPTAIN’S OFFICE
Show SOLDIER
NEWS MAGAZINE to the Captain. He’s desperate to get that
magazine - so desperate, that he tells you the secret password is ‘Coffee’.
You’ve passed your 2nd trial. The Captain tells you to go and speak to the
Barman.
BAR
You automatically
head to the Bar. Talk to the Barman to learn about the 3rd Trial.
Apparently, it’s a game of Hide & Seek. The Captain hides, and you
seek! You THOUGHT you had left the Captain tied to a chair, but the
Barman tells you that he’s probably already escaped. You automatically
pick up the MUG from the counter. Now leave the
Bar.
TRAINING GROUND
Open the middle
door, and enter the Captain’s Office.
CAPTAIN’S OFFICE
Just like the
Barman said, the Captain has gone. Use ROPE & GRENADE with
the desk drawer, then watch the cut scene as you blow the drawer open.
Search the desk drawer to find some MEDICINE. In your
Inventory, combine MEDICINE with the CRUMBS, to
make some DRUGGED FOOD. Leave the Office.
TRAINING GROUND
Walk left to the
Brick Wall.
BRICK WALL
Follow the path up
& right, to the Mud Pool.
MUD POOL
Use DRUGGED
FOOD with the post. You climb up the post, and sprinkle the food
on top of the post. The bird eats the drugged food, passes out, and falls
from the post. Pick up the BIRD. Now climb up the post
again. As before, you try to cross over the rope, falling into the mud
pool below. You automatically use your MUG with the mud
pool, ending up with a MUG FULL OF MUD. Walk down to the
Brick Wall.
BRICK WALL
Take the
lower-right path to the Training Ground.
TRAINING GROUND
Open door on the
left, and enter the Bar.
BAR
Look at the radio
on the shelf at the back wall. Use the drugged BIRD with
the radio. The Barman tries to get rid of the bird. While he is
busy, swap your MUG FULL OF MUD with the MUG on
the counter. Talk to the Barman - you trick him into drinking from the
mug. He unknowingly drinks the mud, and falls unconscious. Now he’s
out of the way, open door on the left, and enter the Store Room.
Explore the Store
Room. Look closely at the pile of barrels, and notice that the top-right
barrel has a blinking hole. Explore the blinking hole. You stick
your finger in the hole, making the Captain jump out of the barrel.
You’ve passed the 3rd trial. Watch the cut scene, as you are sent to a village to
investigate a suspect for the theft of the missing gold.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
VILLAGE
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
LAKE SHORE
You arrive at a
lake on the outskirts of the village. Examine the well. Search the
boat to find a BROKEN PADDLE. Look at the flower on the
island across the water. Walk left to the Forest.
FOREST
Look at the
squirrel in the tree, to see that he’s holding a NUT in his
paws. Look at the windows in the house (I prefer DOS!), then open the
door and enter the house.
FOREST HOUSE
Explore the
house. Look at the porcelain in the cupboard in the back wall, and take
the ROTTEN CHEESE that’s sitting on the shelf next to the
porcelain. Pick up the CHAINSAW from the ground.
When you’re ready, leave the house.
FOREST
Walk down to the
Lake Shore.
LAKE SHORE
Go right, to the
Mansion.
MANSION
This is where John
Noty lives - the person suspected of stealing the gold from the European
Bank. Talk to the Guard. He refuses to let you into the
mansion. He gives you some CHOCOLETE CANDY, instead.
Keep talking to him, until he doesn’t have anything else to say. Look
carefully at the ground in front of the guard, and pick up the CHOCOLATE
CANDY WRAPPER from the ground. Follow the path going up around
the mansion.
PATH AROUND THE
MANSION
Examine the tall
wall surrounding the mansion - it‘s too slippery to climb. Look at the
wild plant in the ground to see that it’s a potato plant. Pluck the plant
to get a POTATO. Examine the POTATO in your
Inventory, to see that it’s shaped like a grenade. That could prove
useful later on. Follow the path left to the next screen.
Look at the cute
little hedgehog walking back & forth, and note that he has a cone on his
back. Get ROCK from the grass. Continue left to
the next screen.
MANSION
You’re back in
front of the mansion now. Stay behind the Guard, and wait until he takes
a drink from his BOTTLE OF WHISKY, then talk to him. He gets
a fright, and drops his bottle. Pick up the BOTTLE OF WHISKY.
Now walk right 2 screens, back to the tree.
PATH AROUND THE
MANSION
Look at the tree,
look at the tree hollow, and look at the tree branch. In your Inventory,
pour BOTTLE OF WHISKY into the CHAINSAW. Now
use the DRUNKEN CHAINSAW with the TREE BRANCH to
saw it off. Pick up the TREE BRANCH from the
ground. In your Inventory, use TREE BRANCH with
the BROKEN PADDLE to repair it, thus gaining a PADDLE.
Head left, and continue left, until you’re back at the Lake Shore.
LAKE SHORE
Walk left to the
Forest.
FOREST
Enter the
house.
FOREST HOUSE
Look at the
heart-shaped hole in the cabinet at the back wall. Use CHOCOLATE
CANDY with the heart-shaped hole, so you get some HEART-SHAPED
CANDY. In your Inventory, wrap the HEART SHAPED CANDY with
the chocolate WRAPPER to get WRAPPED CANDY.
Leave the house.
FOREST
Walk down to the
Lake Shore.
LAKE SHORE
Walk down to the
Village.
VILLAGE
Talk to Sonny, the
boy playing basketball, and keep talking to him until he doesn’t want to talk
anymore. He’s not strong enough to throw the ball into the high
basket. Look at the blue car, and try to open the trunk, but it’s
locked. Open the car door, and take COMB from inside the
car. Look carefully inside the car door, and flip the lever - this pops
open the trunk. Search the trunk to find a TOOLBOX. In
your Inventory, open the TOOLBOX to find a CAR JACK.
Open TOOLBOX again to find a SPANNER. Use
the SPANNER with Sonny’s basket on the pole (not the pole
itself), to lower it. Since the basket is lowered, Sonny is finally able
to throw his basketball into the basket. As a reward, Sonny’s grandpa
takes him to the zoo, leaving the house unoccupied. Enter the house.
HOUSE #1
Explore the
house. Search the drawers to find a HANDKERCHIEF.
Take SHOTGUN from the wall. Take FAN that’s
sitting on top of the drawers. Now leave the house.
VILLAGE
Walk right, to the
Guard Dog.
GUARD DOG
Look at the laundry
that’s hanging on the line. Use FAN with the laundry, to
dry it. Enter the house.
HOUSE #2
Talk to the old
lady, and tell her that her laundry is dry. She fetches her laundry
in. Leave the house.
GUARD DOG
Since the laundry
is gone now, simply take the laundry ROPE. Walk left to the
next screen.
VILLAGE
Walk up the path,
leading to the field behind the house.
FIELD
Take the RAKE that’s
leaning against the haystack. Look at RAKE in your
Inventory to see that the teeth are bent out of shape. Take SICKLE from
the grass. Look at SICKLE in your Inventory to see that
it’s blunt. Search the bottom right haystack to find a NEEDLE.
Interact with the hen, to see if it can fly. Poor little hen! Look
carefully on the ground near the hen, and pick up the FEATHER.
Look at the nervous mouse on the grass. Look at the mouse hole in the top
right haystack, and use HANDKERCHIEF in the mouse hole.
Give the ROTTEN CHEESE to the mouse. He sniffs it, then
runs away into his mouse hole. Interact with the mouse hole to catch
the MOUSE. Look at the scarecrow. It’s not doing a very
good job of scaring the crows! Use your SHOTGUN with the
crows, to scare them away. Now take DIVE MASK from the scarecrow,
and take FLIPPERS from the scarecrow. Walk down to the
Village.
VILLAGE
Walk left to the
Lake Shore.
LAKE SHORE
Use SICKLE on
the well, to sharpen it, so it becomes SHARPENED SICKLE. Walk
back down to the Village.
VILLAGE
Walk right, to the
Guard Dog.
GUARD DOG
Enter the
house.
HOUSE #2
Explore the
house. Look at the old lady knitting, and talk to her if you like.
Talk to Anne, the dark-haired woman on the right. You’re in love!
There’s nothing you can do here at the moment, so when you’re ready, leave the
house.
GUARD DOG
Walk down to the
Cave.
CAVE
Look at the large
rock on the ground. Use CAR JACK with the rock to lift
it up. Take DINO BONE from under the rock. Look a
the thorny bush guarding the cave entrance. Use SHARPENED
SICKLE with the thorny bush, then enter the Cave.
INSIDE THE CAVE
Explore the
Cave. Look at the hole in the back wall, and read the message above the
hole. Use MOUSE with the hole. Insert ROCK into
the hole to block it up, then use SUPERGLUE with the ROCK to
glue it in place, thus trapping the poor mouse behind the wall. Luckily,
the mouse finds another way out - a hole at the bottom-right. Pick up
the GOLD NUGGET that the mouse unwittingly revealed.
Leave the Cave.
CAVE
Walk right, back to
the Guard Dog.
GUARD DOG
Head left, and
continue left, until you reach the Lake Shore.
LAKE SHORE
In your Inventory,
combine DIVE MASK with the FLIPPERS, then use the
resulting DIVING EQUIPMENT to dive into the lake.
IN THE LAKE
As soon as you
enter the water, quickly grab the ANCHOR that’s hidden in the
seaweed at the bottom-left. It’s hard to spot, but it’s there.
LAKE SHORE
Back on the shore,
use PADDLE with the boat, to row out to the
island.
ISLAND
Pick both FLOWERS.
Use the boat to return to shore.
LAKE SHORE
In your Inventory,
combine ROPE with the ANCHOR to create GRAPPLING
HOOK. Walk down to the Village.
VILLAGE
Walk right to the
Guard Dog.
GUARD DOG
Give DINO
BONE to the Guard Dog. The dog is happy now, and won’t bother
you any more. Look at the trapdoor behind the dog. Open the
trapdoor, and climb down into the Cellar below.
CELLAR
It’s kinda dark in
here. Use the ladder to climb back out of the Cellar.
GUARD DOG
Slam the trapdoor
shut. The noise makes the walls shake. Now open the trapdoor again,
and climb down into the Cellar below.
CELLAR
Look carefully at
the wall next to the ladder, and turn on the light switch to get some
light. Explore the cellar. Look at the shelves on the back
wall. Take SPADE that’s lying in the corner. Look
at the axe on the wall on the left. When you’re ready, climb up the
ladder and leave the Cellar.
GUARD DOG
Enter the
house.
HOUSE #2
Give a FLOWER to
the old lady on the left, then take FEATHER DUSTER from the
small table next to her. Give your remaining FLOWER to
Anne - she’s not impressed. Give WRAPPED CANDY to
Anne. She’s still not impressed, but she agrees to take the candy, and
she gives you her RIBBON in return. Leave the
house.
GUARD DOG
Head left, and
continue left, until you reach the Forest.
FOREST
Look at the
squirrel in the tree, to see that he’s holding a NUT in his
paws. Talk to the squirrel, and keep talking, until he throws his NUT at
you. The NUT lands in the grass, so you can’t find
it. In your Inventory, use RIBBON with the RAKE to
repair it, then use RAKE with the grass to expose the NUT.
Pick up the NUT. Enter the house.
FOREST HOUSE
Look at the
fireplace on the right to see that it’s all sooty. Use FEATHER
DUSTER with the fireplace to get DIRTY FEATHER DUSTER.
In your Inventory, use DIRTY FEATHER DUSTER with your POTATO,
to get PAINTED POTATO. The soot makes it look like a
grenade. Leave the house.
FOREST
Walk down to the
Lake Shore.
LAKE SHORE
Go down to the
Village.
VILLAGE
Walk right to the
Guard Dog.
GUARD DOG
Enter the house.
HOUSE #2
Look at the bowl of
imitation fruits on the table. Use your NUT with the
imitation fruits, and automatically take the PLASTIC APPLE in
return. Leave the house.
GUARD DOG
Head left, and
continue left, until you reach the Lake Shore.
LAKE SHORE
Walk right to the
mansion.
MANSION
Follow the path
right, to the Path Around The Mansion.
PATH AROUND THE
MANSION
The cute little
hedgehog is still here. Give PLASTIC APPLE to the
hedgehog, to trick him into giving you his CONE. Walk right
to the next screen.
Look at the tree,
and look at the hollow. There’s something in there. Throw PAINTED
POTATO into the tree hollow - whatever’s in the hollow, throws it
right back at you. An owl emerges from the hollow, just in time to
witness the PAINTED POTATO exploding, heh heh. The owl
flies away. Climb the tree to try and gain access to the mansion grounds
- you fail. Okay, use GRAPPLING HOOK with the
wall. Watch the cut scene, as John Noty is informed of your attempts to
enter his mansion. Walk left to the next screen.
Use SPADE on
the wall to dig a hole. Watch another cut scene. You still can’t get
in. Walk left, so you are at the front of the mansion.
MANSION
Give GOLD
NUGGET to the Guard, and try to bribe him to let you enter the
mansion. The Guard agrees… you give him the GOLD NUGGET, but
then he goes back on his word, and still won’t let you enter. Follow the
upper-left path, into the Meadow.
MEADOW
Look at the bees
nest. In your Inventory, combine NEEDLE with the CONE,
then use the resulting CONE & NEEDLE with the FEATHER.
You now have a DART. Throw DART at the
bees nest to puncture it. Honey drips down the nest. A bear is
attracted to the honey, and comes to investigate. However, the bees
quickly drive him away. Now open the trapdoor in the ground, and climb
down into the hole below.
MANSION
After a short cut
scene, you find yourself outside the Mansion again. John Noty is also
here. Talk to John Noty - he tries to bribe you, then he leaves.
Pick up the BANK NOTE that he threw down Look at
the BANK NOTE in your Inventory, to see that it has a special
message on it. Walk left to the Lake Shore.
LAKE SHORE
Walk down to the
Village.
VILLAGE
Go right to the
Guard Dog.
GUARD DOG
Enter the
house.
HOUSE #2
Show BANK
NOTE to Anne, to ask her about it. She confesses that John Noty
tried to buy her affections. That really makes you mad! You
automatically return to the Mansion.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
MANSION
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
PORCH
You’ve reached the
porch, outside the mansion. Open the door to enter.
CORRIDOR
This is the Ground
Floor Corridor of the mansion. Open door on the left, and enter the
Kitchen.
KITCHEN
Try to talk to the
Cook if you like, but he’s busy, and he just ignores you. Take the BOTTLE
OF CHILLI, and take the PASTRY ROLLER from the counters on
the back wall. Leave the Kitchen.
CORRIDOR
Open door in the
back wall, and enter the Living Room.
LIVING ROOM
Explore the
room. Turn on the TV - nothing but static. Take BOTTLE OF
COGNAC, and take ICE TONGS that are in the bucket on the
small table on the left. Read through the newspaper that’s in the cabinet
on the back wall. Something falls from the newspaper - take the REMOTE
CONTROL that fell to the floor. Search the giant round settee,
to find a CORK. When you’re ready, leave the Living
Room.
CORRIDOR
Climb up the
stairs, into the Library.
LIBRARY
Explore the
library. Look at the desk, and open the left-middle desk drawer and take
the POLAROID CAMERA. Open the right-bottom desk drawer and
take the DICTAPHONE. Look at the DICTAPHONE in
your Inventory, to see that it has no batteries. Search the bin next to
the desk, and get a SHEET OF PAPER from the bin. Look at
the bookshelves on the back wall. Look at the books carefully, and note
that there is one single ‘book’, amongst the many ‘books’.
It’s in the 3rd shelf along, and the 4th shelf
down. For convenience, I’ve indicated it here.
Look at the book, and take note of the title - it will contain a
colour. The book title changes for every play through. Try to take
the book from the shelf, but it’s stuck. Now, you may have noticed that
each desk drawer is lined with a different colour. Open the desk drawer
that matches the colour from the title of the book, and close all the other
drawers. So if your book title is ‘Charlie Brown And His Company’,
you would look for the brown coloured drawer. Now pull the single ‘book’ in
the back shelves again, and you discover a secret compartment. Take VIDEO
TAPE from the secret compartment. When you’re ready, climb down
the stairs again, and leave the library.
CORRIDOR
Walk right, to the
other end of the Corridor.
Explore the
corridor. Open door in the back wall, and enter the Study.
STUDY
Meet Mike - the
talking robot-safe. Talk to Mike. He certainly has a… unique…
attitude. If John Noty really is the person who stole the gold, he
probably hid it in his safe. In other words, in Mike. However, Mike
has top-of-the-range security, and will only let the owner access his
contents. And Mike can identify the owner by 3 different traits - sight,
scent, and voice. You don’t pass any of these traits! Damn!
Explore the Study, and when you’re ready, leave the Study.
CORRIDOR
Open door on the
right, and enter the Bathroom.
BATHROOM
What an amazing bathroom! Look at the sink on the right, and turn
on the tap. Try to use your CORK in the sink, but it’s a
bit too small. In your Inventory, wrap the CORK in
the SHEET OF PAPER, to make the cork larger. Now use
the WRAPPED CORK with the sink to block the plug-hole, then
turn on the tap. Now the sink is full of hot water. Use BOTTLE
OF CHILLI in the sink, and the LABEL will come
off. Attach the LABEL to the BOTTLE OF COGNAC,
to get FAKE CHILLI. When you’re ready, leave the
Bathroom.
CORRIDOR
Walk left, to the
other end of the Corridor.
Climb up the
stairs, up to the Library.
LIBRARY
Take another SHEET OF PAPER from the bin next to the
desk. Climb back down the stairs.
CORRIDOR
Open door on the
left, and enter the Kitchen.
KITCHEN
Place FAKE CHILLI on the counter at the back
wall. You convince the Cook to spice up his stew by adding chilli.
He does so, not realising that your fake chilli is really cognac. He
samples the stew, and immediately gets drunk. When Cook leaves, look at
the Hot Plate on the cooker on the left. Use SHEET OF PAPER with
the Hot Plate, to get BURNING PAPER. Look at the radio on the
back shelf. Use PASTRY ROLLER with the radio to smash it
open, then examine the radio to get some BATTERIES. Open the
fridge 2 times, and look at the meat - it’s frozen onto the shelf.
Use BURNING PAPER with the meat to defrost it. Open the
fridge again, and take the MEAT. Look at MEAT in
your Inventory, to learn that it’s veal in a plastic bag. Drop the MEAT into
the pot of stew on the left - you keep the PLASTIC BAG. Leave
the Kitchen.
CORRIDOR
Enter through door
in the back wall again.
LIVING ROOM
Insert the VIDEO TAPE into the video player, then
use REMOTE CONTROL with the video player to turn it on.
Watch the video of John Noty singing. Remember the robot-safe’s
requirements for accessing the safe contents? Sight, scent, and voice of
John Noty. Use POLAROID CAMERA with the TV to get
a PHOTO of John Noty. In your Inventory, insert BATTERIES into
the DICTAPHONE, then use DICTAPHONE with the TV,
to record John Noty singing. Leave the Living Room.
CORRIDOR
Walk right, to the
other end of the Corridor.
Open door on the
right, and enter the Bathroom.
BATHROOM
Look at the green SOCK in the bin next to the
door. It must belong to John Noty. Try to take the SOCKS,
but you don’t want to touch them with your bare hands. Use ICE
TONGS to pick the SOCKS up. You automatically
place the SOCKS into the plastic bag. Leave the
Bathroom.
CORRIDOR
Open door in the
back wall, and enter the Study.
STUDY
Mike the robot-safe is still here. Show PHOTO to
Mike. Play DICTAPHONE to Mike. Show SOCKS to
Mike. You’ve passed the security test. Mike believes you are John
Noty, and opens himself, so you can access the contents to the safe.
Take BOTTLE OF PILLS, and take BOOK from the
safe. You automatically read the book - it’s John Noty’s diary.
Watch the cut scene with the Salesman, as you learn about the secret of the
Time Pills. So THAT’S how he was able to steal from the banks without
anyone seeing him! You are suddenly disturbed by the sound of someone
trying to enter the room. You have to hide - quickly! Sweep your
mouse over the screen, until you find ‘Lower Left Edge Of Screen’, and
click in that spot to hide. Phew, that was close! Watch the cut
scene with John Noty. When John leaves, you emerge from your hiding
spot. Take DOOR HANDLE that’s lying on the cabinet at
the back wall. Now leave the Study.
CORRIDOR
Look carefully at the door on the right, and look at the hole in the
door frame. Insert DOOR HANDLE into the hole. Now
use the handle to open the door, and enter into a secret room with a huge
fan.
FAN ROOM
The fan is spinning extremely fast, and it seems impossible to pass
through it. But don’t forget, you have a BOTTLE OF PILLS that
can slow time. Use BOTTLE OF PILLS - the fan appears to
stop, and you step through it. Use the switch in the back wall to turn
off the fan, then open door on the right, and enter the Laboratory.
LABORATORY
Watch the cut
scene, as John Noty escapes.
CORRIDOR
Walk left, to the
other end of the corridor.
Open door in the
back wall, and enter the Living Room.
LIVING ROOM
The wardrobe is
open now. Climb into the wardrobe, into John Noty’s Vault.
VAULT
John Noty is here, planning his escape. Use BOTTLE OF
CHILI with John, to hit him, and knock him unconscious.
Now sit back, and
enjoy the final cut scene. You did a fantastic job… Agent Mark
Hopper!
The End!
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