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You have now entered:
Bureau 13
- The Complete Walkthru!





Conventions
    H - Isaac Richards, the Hacker
    M - Delilah Littlepanther, the Mech
    P - Father Jonathan Blank, the Priest
    T - Jimmy Suttle, the Thief
    V - Alexander Keltin, the Vampire
    W - Selma Gray, the Witch
In the walk-through section, actions that can be taken are accompanied by the
appropriate letters before the action, denoting which characters can accomplish
the task (for example: [T] Pick the lock). If any character can accomplish the
task, there is not an indication (for example: Read the book).


Section #1 - Hints
Section #2 - The walkthrough



Section #1 - Hints
General Guidelines
To start with, make sure you listen to the guy in the briefing room during the
introduction. He tells you to make sure you don't draw attention to yourself so
as not to have that attention lead back to the Bureau. This is important,
especially if you want to finish the game with a high score. Leaving doors open
to houses that you've broken into is a sure way of drawing attention to
yourself! Smashing things is another good way. Killing people is the best way!
The Bureau doesn't like that sort of behavior! :-)
To get the highest score possible, close everything you open. Try to leave
everything the way you found it. It's not always possible, but the more you can
do it, the higher your score will be.
Make sure that you click on everything, read everything you find, and make a
note of it. Most of the information you come across will eventually be put to
use. This isn't always the case, but... better safe than sorry, eh!?!
Save your game often so you can come back to something if you get stuck (this
goes without saying for most experienced adventure-gamers, but I thought I'd
throw it in anyway). On the same note, PICK UP EVERYTHING YOU CAN!!! There's no
weight limit for any of your characters. It seems the Bureau only hires agents
with superhuman strength when it comes to carrying things! :-)
Most of the puzzles have a logical solution. Notice I said "most." As with
almost all adventure games, sometimes you have to just try stupid stuff! :-)
Okay, here we go!
NEWS VENDING MACHINE
Search the vending machine. You'll find something with which to open it.
Alternately, the thief is pretty good at breaking into stuff.
The newspaper will tell you about recent happenings. Take note! You need to find
evidence and clues. Where should you look, according to the newspaper?
Check out the boxes and the signs on the wall, too.
OUTSIDE POLICE STATION
All the garbage is just that - garbage. The Bureau probably wouldn't want you to
play garbage collector.
INSIDE POLICE STATION
Look at everything. The sargeant seems to be a heavy smoker, judging from the
ashtray. I wonder if he's concerned about the fire hazard? Of course, there's a
fire extinguisher nearby that he could use, but if it wasn't available, I guess
he'd need to go elsewhere for one. By the way, I wonder if he's armed? Maybe if
there was a way to get his gun...? Would you need a gun later?
He won't let you in any of the other rooms, either. I'll bet there's good stuff
in that evidence locker, huh?
SHERIFF'S OFFICE
Check out the security monitor. It shows the evidence locker. It probably
wouldn't be a good idea, as far as the Bureau was concerned, to show up on a
security video tape while stealing evidence.
Be curious enough to search through someone else's desk. Miss Manners would have
a fit, but she's not watching.
What do you suppose the fuse box on the wall controls?
EVIDENCE LOCKER
Take everything and look at it, read it, whatever. Since you're not on the
security camera, you're at liberty to snitch whatever you like without penalty
(would that life were so easy!).
OUTSIDE RICK'S ELECTRONICS
You'd probably like to get inside, wouldn't you? Thieves and misting vampires
make it easy to get into places, but the others have no such "breaking and
entering" prowess. The plate glass door doesn't look like it would stand up to
much, does it?
INSIDE RICK'S ELECTRONICS
Junk, junk everywhere! You'll find all kinds of useful things inside the store.
Search everything. Take everything you can. Open things. Use things.
If you're in desparate need of some easy cash, I'll bet there's a lot of cash in
the register. Rick must do a pretty good business since he doesn't seem to have
time to tidy up.
Those cassette tapes might be interesting to listen to, as well.
OUTSIDE AI CORPORATE HEADQUARTERS
Pretty tough security lock on the door. Seems to have good weather stripping,
too. Even the vampire can't mist through the cracks!
Go ahead and push on the buzzer. Talk to and look at the guard when he opens the
door. He's not too bright. Maybe that could work to your advantage.
Witches have a way of "divining" certain things (like security codes). Sorry.
That's sort of a spoiler, but I couldn't help myself.
BEHIND AI BUILDING
Not much here but a big old dumpster. Check it out, though. You never know what
you might come across rooting through someone's trash. Ignore the cat for now.
You'll see it later.
INSIDE AI CORPORATE HEADQUARTERS - SECRETARY'S DESK
Lotsa stuff here! Look around. Take and read everything. If you don't, you'll be
an unhappy camper later!
SECURITY OFFICE
Check out those videotapes! Nothing exciting for the most part, but you should
probably hang onto them.
TED SIMPSON'S OFFICE
Nice office, eh? (It's just like mine, by the way. NOT!) Most of the stuff is
pretty mundane. I wonder what that button's for? Think about where someone might
hide valuable stuff (think of classic movie stuff).
It seems that remote control has no battery. You'll need one and it's in the
room.
GYM AND MESSENGER SERVICE
Nothing's outside, it seems, except for that scaffolding between the windows
upstairs.
INSIDE MESSENGER SERVICE
Messenger-man seems to be more interested in the ponies than he does in
conducting business, but he still won't let you go upstairs... unless there's
some sneaky way to get by him.
DELIVERY BOYS' LOCKERS
There's probably a bunch of useful stuff in the lockers. They're sort of a mess
behind them, though. It's kind of tough to see in the dark, isn't it? That fuse
panel must be blown.
INSIDE GYM
Sorry guys. It's the WOMEN'S locker room. Ladies, go right in. The attendant
must work two jobs, 'cause she keeps leaving. Not a high security gym, if you
ask me.
INSIDE WOMEN'S LOCKER ROOM
Guys, if you're in here and the women see you, they'll probably kick you out.
There must be some way to conceal yourself, so that woman in the shower doesn't
scream (it's not here, though).
OUTSIDE HOSPITAL
Just go inside.
INSIDE HOSPITAL
The guard is a tough character. Best not mess with him. Check out that crash
cart, though. It's strange how dry ice doesn't vaporize when it's sitting in the
open like that (that's why they call it "interactive FICTION"). I'll bet if you
put that dry ice somewhere where there's water...
USED RV LOT
The Bureau must use some pretty good security to protect their vehicles. It
seems there's no way to jimmy the lock and get in. What kind of lock is that,
anyway?
OUTSIDE AMERICAN TEMPORARY STORAGE
Nothing here but a pretty sign. :-)
INSIDE AMERICAN TEMPORARY STORAGE
The kid's gonna ruin his ears. What's that music he's listening to? I'll bet
you'd like to hear that band live, huh?
Regardless of his musical listening habits, he seems pretty stubborn when it
comes to letting federal agents in the safe. I guess you'll have to use the
proper channels to gain entrance. How do you suppose the safe-deposit boxes are
opened?
IN THE RV
Did you find anything in the RV? It has critical information to your
investigation.


AI MANUFACTURING PLANT - FROM THE RV
RV PARKING SPOT
That's all. Just a parking spot.
FOREST ROAD
Notice a truck goes by every now and then (Nice trees, too, if you're a nature
lover).
CLEARING
Looks like a storm has passed through. That big branch on the ground looks
pretty heavy, but I'll bet you could carry it anyway (remember that "superhuman
strength" comment I made earlier!).
AI MANUFACTURING PLANT
Pretty nastly looking fence. I don't think I'd wanna touch it. That gate looks
too tough to open, even for a thief. Those delivery trucks don't seem to have a
problem, though. If you could just get into one of those trucks...
AI PLANT SOUTHWEST CORNER
Nice view. That scaffolding looks like it could easily hold two people.
INSIDE MAIN GATE
The scaffolding obviously doesn't work. Hmmpf! (You can't get in the truck
again, either, so don't even try! :-) )
IN LOADING BAY
Take whatever you can (as always)! What's that fuse box on the wall for?
SCAFFOLDING
It goes up.
CORRIDOR
What's behind door #1 or door #2? It seems like you don't have clearance to get
inside either one. Do you feel a breeze from gaps between the door and the
frame?
LEVEL 4 ELECTRONIC STOCKROOM
Lots of junk in bins. Is it useful? It sure is, if you're in the top secret
weapons manufacturing business... otherwise, no.
The keypad at the elevator seems to be jury-rigged. Code! Code! I need a code!
SECURED CORRIDOR
The sign says "Danger," but do you see why? Better make sure the coast is clear!

SECURED LABORATORY
Creepy place. Interesting book. Are the names of those people in the book
important? (Duh.)
LEVEL 6 GUARD POST
This guard is putting down coffee like there's no tomorrow. He'll never fall
asleep! Maybe he'll have to go to the bathroom soon, though.
This place is the kind of place that would have secret passages all over the
place.
LOCKED OFFICE/PROGRAMMER'S ROOM
She's dead to the world. Ted Simpson must really overwork this woman. I wonder
how you can wake her up? I'll bet she's got some information that would
certainly be helpful
CORRIDOR TO EMP LAB
The programmer probably has information about how to get into that lab. There
are probably more secret passages here, too.
INSIDE EMP LAB
This must be the device that the programmer talked about. I guess I'd better use
it somewhere to stop that virus. I wonder if this thing can be recharged?
CORRIDOR TO SIMPSON'S OFFICE
Another door that needs a scancard pass. Well, you should have three of them by
this time. One of them ought to work.
TED SIMPSON'S OFFICE
This is as nice as the one at AI Corporate Headquarters! This guy must really
rake in the bucks! I wonder if it's got the same gadgets in it that his other
office has?
MAINFRAME ANTECHAMBER
Oh sure! Another voice lock! And you without a VCR. I guess you'll have to
disable the electronic computer lock another way. What was it the programmer
said this EMP thing does? I wonder if it will damage anything when I use it? It
would be terrible if that door got screwed up. Then you'd have to find another
way into the mainframe room.
MAINFRAME ROOM
So here's the big computer! Ted Simpson doesn't look too good, but from the
looks of the monitor behind him, he got the job done.
Have you even been in Virtual Reality? Have you even been in Virtual Reality
when there's a killer computer virus on the loose who's not looking out for your
best interests?
IN VIRTUAL REALITY
Man, does this virus have a sharp eye! He won't let you anywhere near that
terminal! Hmmm... How can I blind this thing?


THE SUBURBS (from the RV)
ELM STREET
Nice family house. Does the family's name ring a bell? The Bureau probably
wounldn't approve of your just breaking into people's houses if it wasn't
critical to your investigation... but it is kind of fun!
DOGWOOD DRIVE - EDDIE HOUSTON'S HOUSE
You'll need to gain entrance, obviously, before you can get anything juicy.
Hmmm... Would a thief help? A vampire? A mech? If you can't get in, don't fret.
You'll find a way to get your way in, "bar"ring anything unfortunate happening.
EDDIE HOUSTON'S LIVING ROOM
Is this guy a slob or what!?! There's lots of worthless junk and garbage in this
house. Take what you can. Someone might think it's useful! Remember what the RV
database said about Eddie Houston? Maybe you can find some of his stuff that he
uses to hunt vampires.
EDDIE HOUSTON'S KITCHEN
This guy has a door to his kitchen and he leaves it open! I guess that's
consistent with the rest of his surroundings. Something in this place makes me
think of that kid at American Temporary Storage and the music he was listening
to.
DOGWOOD DRIVE - DENNIS STERLING'S HOUSE
Now THIS house is more like it! This guy has some class! If you got into Eddie
Houston's house, you'll have no problem getting in this one.
DENNIS STERLING'S LIVING ROOM
Nice furniture! Is that real leather on that couch? (It's just like the one I
have at home...) Is his answering on? Are there any messages?
DENNIS STERLING'S BEDROOM
Hey! Hey! You're getting a little personal here, aren't you?
DENNIS STERLING'S GARAGE
It seems the man has good taste in cars as well as furniture! He keeps his place
a little neater than Eddie Houston, doesn't he?! I wonder if the inside of the
cabinets are as tidy as the rest of the garage?
LIBRARY PARKING LOT
That car sure looks beat up. Noone in their right mind would leave anything of
value in a car like that in the middle of the night, right? Have you gotten into
Eddie Houston and Dean Sterling's houses yet? Why not? Doors locked? These are
prying times we live in. (No, it's not a typo, but it's pretty bad, huh? :-) )
FRONT OF LIBRARY
Did you only ever use the book return bins outside the library when you knew
your books were overdue and you didn't feel like fessing up at the moment? No?
(No Dan, just you.) Maybe someone else felt that way, too. I'll bet that book
return bin opens up just like a house does.
INSIDE LIBRARY
Those damn computers in the libraries. The keys are always color- coded to the
commands and someone always peels off the color stickers. :-)
What do you need to look up in the computer? Need some specific books? It's a
pretty big library. You might not find the right one just by browsing.
LIBRARY BASEMENT
Books, books, and more books. Unless you know exactly what you're looking for
and where to look, it doesn't seem like there's much hope in finding it.
FRONT OF SCHOOL
Looks just like my Junior High School looked. Students use libraries a lot,
don't they (theoretically). If you could get inside, you might find something to
confirm this fact.
Check out the windows.
INSIDE LIBRARY
Most of these classrooms seem to be shut and locked. The one up the hall,
however, is yours for the taking!
INSIDE CLASSROOM
Do they still use those flip-top desks for kids? The teacher has a REAL desk and
there's stuff on it, too! Maybe you can confirm that "library-student" thing.
CARVER'S BAR
Not much business here, is there? Maybe it's because the bartender isn't too
friendly. Perhaps if you come back later, there'll be more customers.
BASEMENT OF CARVER'S BAR
It's a recovering alchoholic's nightmare!!! Too bad you can't take some of this
stuff with you. It looks like a good place to go if you want to be alone,
though.
STALKER'S PARKING LOT
Nice car. I wonder if there's anything in that bus? There must be lot of room in
that baggage compartment in the back since the band is playing inside and all
there stuff has been removed.
FRONT OF STALKER'S NIGHTCLUB
That ticket guy seems to be pretty adamant about making sure you've got a
ticket. After all, Mike and The Nightstalkers are a pretty popular band.
INSIDE STALKER'S
You'd think there'd be more of a crowd, since they're so popular, huh? That guy
up front seems to be enjoying the show, though. Everyone else seems to be doped
up.
BACKSTAGE AT STALKER'S
This guy's not much of a bouncer, is he? He's mumbling crazy stuff, it sounds
like. I wonder who nailed him?
DRESSING ROOM AT STALKER'S
It's where all the groupies want to be!!! I'll bet if they were there without
the band, they want to take something for a souvenir!
Cool coffin. The band's got a wierd schtick, but they've got cool props.
OUTSIDE HERBALIST'S SHOP
Is this one of those health food places?
INSIDE HERBALIST'S SHOP
There's all kinds of stuff lying around for sale. The shopkeeper seems to have
no problem giving away free samples, though.
The amulet on the counter looks like it might be pretty valuable. Since the
shopkeeper gave you all the other stuff for free, don't you thnk you shouldn't
be too greedy? Maybe you outta leave her something?!
SIXTH STREET
What a mess! I guess the garbage men don't visit this part of town.
Read all the posters.
INSIDE GANG HIDEOUT
This guy looks like a druggie. You'd better take his stash so he won't be
tempted and he can recover. Isn't Sixth Street the hangout of Sawbuck (Clyde
Carver)? Maybe this guy knows where he is.


THE CEMETARY (from the RV)
RV PARKING SPOT
That's all.
THE PARK
Nice and peaceful. According to the statue's plaque, Statusburg has been around
for some time now!
Can you identify any of these plants?
OUTSIDE THE CHURCH
It's supposedly a wonderful church, but it looks kind of creepy at night,
doesn't it?
INSIDE THE CHURCH - SANCTUARY
Looks like a pretty standard church to me. The father seems to be staying up a
little late, doesn't he?
CHURCH KITCHEN
The father must not be much of a cook. It looks like he cut himself at the
kitchen counter. There's blood everywhere!
CHURCH BEDROOM
Simple living quarters. I don't know if I'd want that view out my back windows
though... creepy!
We're hunting demons, right? Symbols of holiness might be of assistance in the
investigation.
The floor sounds a little hollow in places. Shoddy construction?
CEMETARY GATES
From the looks of that tombstone, there's probably some demonic activity going
on. I wonder who's in that grave? (Hey, you probably took the crucifix from the
church, you might as well try grave robbing!)
It's been said that a crucifix is a good thing to have at the ready when you're
in creepy graveyards at night. It might scare away demons.
BACK OF CEMETARY
It's the back of the cemetary.
OUTSIDE VERONICA COTTON'S HOUSE
The door's open. She must be home. This place looks like it should be made out
of gingerbread.
INSIDE VERONICA COTTON'S HOUSE
Wow, is this woman powerful! I'll bet, in a fair fight, she could even take out
Samantha Stevens! I wonder what gives her her power? Maybe if her power source
was far away, she wouldn't be so tough.
THE MAUSOLEUMS
The cemetary just keeps getting creepier and creepier. Isn't this the view from
the church bedroom? *Shiver*
That mausoleum in the back is even open!
INSIDE THE MAUSOLEUM
What was the grave robbing comment I made earlier? It seems someone beat you to
it... and to make matters worse, the door disappeared!!! Aaaaargh! I think
Stellerex is baiting you!
Remember that Stellerex is the master of illusion and deception. Things aren't
always as they seem. Think about the layout of the mausoleum. Is there someplace
that should be accessible that isn't (other than outside)?



Section #2 - The walkthrough
NEWS VENDING MACHINE
Get the newspaper:
Search the coin slot. You'll find a quarter. Put it in the machine and open it.
Take a newspaper. Read it.
Alternate ways of getting the newspaper.
[T] Pick the lock and open it.
[M] Smash the vending machine and take a paper.
OUTSIDE POLICE STATION
Go inside.
INSIDE POLICE STATION
[T] Pick the sargeant's pocket to get the gun.
Take the superglue and glue the fire exinguisher door shut and then push the
ashtray into the trashcan.
SHERIFF'S OFFICE
Open the sheriff's desk and take his keys. Open the fuse box. Take the spare
fuse. Push the lever to shut off the power. [W] Cast a light spell to see
better. The thief doesn't need light because he's used to working in the dark.
EVIDENCE LOCKER
Unlock the door with the sheriff's keys. Go in and take the camera, the police
report, and the bomb fragments. Read the report and look at the fragments.
OUTSIDE RICK'S ELECTRONICS
To get inside:
[T] Pick the lock
[V] Mist in.
[M] Smash the door in. (kinda fun!)

Search the wall of the store. You'll find a brick. Throw it through the plate
glass window. (Surprisingly enough, you don't lose points for this.)
INSIDE RICK'S ELECTRONICS
Take the wire cutters. Take the cassette tapes on the desk. Search the desk to
find another tape. Play the tapes. Open the filing cabinet and take the customer
records file.
To get some money:
[T] Pick the lock on the cash register.
[M] Smash the register.
OUTSIDE AI CORPORATE HEADQUARTERS
Unless you have the witch, you'll need to go behind the building to search the
dumpster for an empty box (see below). Once you have the box, press the
doorbell. The guard will open the door. Show him the package. He'll tell you
leave it on Mr. Simpson's desk. You can then go inside (the guard doesn't seem
to care if you wander around once you're inside).
[W] Cast a divination spell. The lock's code will be revealed.
BEHIND AI BUILDING
Open the dumpster. Ignore the cat. Search the dumpster to find the small package
(empty box) addressed to Ted Simpson. Use the box to trick the stupid guard out
front.
INSIDE AI CORPORATE HEADQUARTERS - SECRETARY'S DESK
Take the note. Read it. It mentions a keycode 2112. Open the copy machine and
take and read that paper, too.
SECURITY OFFICE
Take the video tapes.
TED SIMPSON'S OFFICE
Open the smoke detector and take out the battery. Get the remote control and put
the battery in it. Press the button on the desk. Open the painting. Put video
tape #3 in the VCR and use the remote to start it. The safe will open. Get the
tape in the safe and put it in the VCR. Use the remote again.
INSIDE MESSENGER SERVICE
(Go to the News Vending Machine and then the left of the screen.)
[T] Sneak upstairs into the Delivery boys' locker room. Unless you have the
thief, you can't go upstairs directly. You need to get there via the gym (see
below).
INSIDE GYM
[W,M] Go into the women's locker room. [H,T,P] Go to the hospital and get the
dry ice from the crash cart. Go back to the gym and wait for the gym attendant
to leave the room and then throw the dry ice in the locker room to steam the
place up. Go inside. [V] Wait for the gym attendant to leave, go "mist form" and
go into the locker room.
INSIDE WOMEN'S LOCKER ROOM
Go through the window at the far end of the locker room. This will put you in
the DELIVERY BOYS' LOCKER ROOM.
DELIVERY BOYS' LOCKERS
Open the fuse box and take out the bad fuse. Put the new one that you got in the
sheriff's office in the fuse box. The lights come on. Search the locker to the
right of the fusebox. You'll find J.P. Withers' delivery jacket. Search the
jacket to get his van keys. Search the lockers at the right of the screen to
find the gloves. Take the trashcan.
AMERICAN TEMPORARY STORAGE (ATS)
(Go to Rick's Electronics, then the Used RV Lot, then ATS.)
Show J.P.'s van keys to the attendant. He'll get your stuff. Look in the box and
take everything.
[H] Build a bomb with the components by tinkering with any one of them.
USED RV LOT
Use the scancard to get into the RV, then get out. You'll have J.P. Withers's
Battle Journal. Read it. Unless you have the vampire, go to the hospital and get
the Level 4 scancard from the sheriff (it will happen automatically. You'll meet
J.P., too). Go back to the RV. Use autodrive to go to the AI manufacturing
plant.
CLEARING IN THE WOODS
Get the branch.
FOREST ROAD
Put the branch in the middle of the road. When the truck stops and the driver
leaves to move the branch, get in the truck.
LOADING BAY
Open the loading bay door and go inside. Get the wood saw. Open the fuse box and
turn on the power by pushing it. Go outside.
SCAFFOLDING TO CORRIDOR
Take the scaffolding up to the corridor with the Level 4 and Level 6 security
doors.
[V] Mist through the Level 4 door.
All others must first go back to the hospital to visit the sheriff. He'll give
you a Level 4 passcard with which you can open the Level 4 door.
ELECTRONIC STOCK ROOM
Push the control panel by the elevator and enter the code "2112" into the
keypad. The elevator is now active. Take it down to the secured corridor.
SECURED CORRIDOR
Use the wire-cutters from Rick's Electronics to cut the trip wire. Open the door
to the Secured Laboratory.
SECURED LABORATORY
Get the drone ledger. Read it. Go back to the RV.
RV
Enter these names into the RV database: Cotton, Houston, Sterling, Carver
(Sawbuck and Carver are the same person). You'll now have a new location that
you can auto-drive to (The Suburbs). Go there.
LIBRARY PARKING LOT
(Go left two times: Dogwood Dr., Dogwood Dr., Parking Lot)
Open the back of the parked car. Get the crowbar and the flashlight. Go back to
the RV and go right to Elm Street.
ELM STREET
Use the crowbar to break the lock on the door. Go inside and pick up the book.
Read it.
Alternately, once you learn about the family and the book (from the school and
library) you can [M] smash the door or [T] pick the lock to get inside. You
can't do that before you learn about the book because the Bureau doesn't support
illegal actions unless it helps the investigation.
DOGWOOD DRIVE - EDDIE HOUSTON'S HOUSE
(The first house left of the RV)
Pry open the door, [T] pick the lock, [M] Smash the door, or [V] mist inside.
EDDIE HOUSTON'S LIVING ROOM
Get the vampire hunter's kit (green bag). Search it to find the shovel, garlic,
and stake. Go into the kitchen
EDDIE HOUSTON'S KITCHEN
Close the door. Search the garbage to find a ticket to see Mike and the
Nightstalkers. Leave the house
DOGWOOD DRIVE - DENNIS STERLING'S HOUSE
(the second house left of the RV)
Pry open the door, [T] pick the lock, [M] smash the door, or [V] mist inside.
DENNIS STERLING'S LIVING ROOM
Play the answering machine (push on it). Go into the garage.
DENNIS STERLING'S GARAGE
Open the 2nd cabinet door. Take the book on bombs. Read it. Open the 5th
cabinet. Take the radio (it seems to have no purpose other than play music).
Leave
FRONT OF LIBRARY
(through Library parking lot)
Pry open the book return, [T] pick the lock on the book return, or [M] smash the
book return. Get the book on Botany. Read it.
Pry open the library door, [T] pick the lock, [M] smash the door, or [V] mist
inside.
INSIDE LIBRARY
[H] Hack the computer. Turn on the computer. Enter "demons" at the console. Go
downstairs.
LIBRARY BASEMENT
Search the second shelf of books. You'll find that the book on demonology is
checked out.
FRONT OF SCHOOL
Two ways to get in:
Open the unlocked window
Pry open the door, [T] pick the lock, [M] smash the door, or
[V] mist inside.
If you went through the door, go into the classroom in the back.
If you went through the window, you'll already be in the classroom.
INSIDE THE CLASSROOM
Get the assignment list from the teacher's desk. Read it. (This is what lets you
break into the Gembeck's house on Elm street if you don't have the crowbar.)
Leave
FRONT OF STALKER'S NIGHTCLUB
(Past Carver's Bar and Stalker's parking lot) Go backstage through the door at
the front right of the room.
DRESSING ROOM
(through backstage hallway)
Search the coffin for the garlic and the note. Read the note. Leave
SIXTH STREET
(past the Herbalist's shop)
Search the ballet poster. Open it. Go inside the gang hideout.
INSIDE GANG HIDEOUT
Ask the guy about the location of Sawbuck (Clyde Carver). Get the stimulants and
the depressants. Leave. Go to Stalker's parking lot.
STALKER'S PARKING LOT
Open the bus. Search Eddie Houston to remove the drone chip. Go to Carver's Bar.

CARVER'S BAR
Click on Sawbuck six times until he's out of bullets. (You can attack him and
kill him, too, but you lose points.) Follow him into the basement.
BASEMENT OF CARVER'S BAR
Search Sawbuck to remove the drone chip. Go to the Herbalist's shop. Get the
healing powder, the warding charm, the sleeping drug, and the love potion. Pick
up the amulet next to the cash register.
When Veronica Cotton appears and asks if you want to see her, agree with her.
She says she'll send Elmo. Give the amulet back to the herbalist woman. Go
outside. Follow the cat, but don't get ahead of it. Let it leave the screen
before you follow. It will wait. It will lead you back to the RV.
AT THE RV
A message will appear to tell you to follow the cat to the cemetary. Ignore it
for now.
Search Dennis Sterling to remove the chip. He'll tell you he rigged the RV to
explode. Disable the bomb with the wire-cutters. Get in the RV and drive to the
cemetary. Elmo the cat will be waiting for you. Follow him to Veronica Cotton's
house.
VERONICA COTTON'S HOUSE
Go inside (the door's not locked). As she's speaking to you, search her to
remove the drone chip. If she sends you back to the RV (magically), try again.
If you still have the amulet from the herbalist, she'll keep sending you back.
You have to go inside without the amulet.
If you have the amulet, split up your characters and leave one at the RV. Go
inside her house with the other one and you'll be able to search her.
After you remove the chip, Stellerex will appear to you and he'll be pissed. Go
to the cemetary gates.
CEMETARY GATES
Stellerex will be there screaming threats. Ignore him. Use the camera to take a
picture. Use the shovel from Eddie Houston's vampire hunter's kit to dig just
behind the marked gravestone. Take a finger bone from the body in the grave.
This guy was a convicted murderer. Go to the park (past the RV).
PARK
Search the tree. You'll recognize it as a dogwood tree if you read the Book on
Botany. Use the saw from the AI Manufacturing Plant to cut of a limb, then use
the saw on the limb to cut off a small disk. Go to the church and go inside.
INSIDE THE CHURCH
Go into the church kitchen through the door on the right.
CHURCH KITCHEN
Dip the finger bone into the blood on the kitchen counter. It's the priest's
blood. He's a virgin. Use the finger bone on the dogwood disc to create a disc
to bind a demon. It will glow with a faint blue light (from the description, not
actually on the screen) if you do it properly.
Go into the bedroom through the door on the right.
CHURCH BEDROOM
Get the crucifix off the wall. Search the floor at the foot of the bed. Open the
trapdoor and take the Tome of Banishment. Read it. Leave and go back to the
cemetary gates.
CEMETARY GATES.
Stellerex will have a different message now that you have all the powerful
demon-banishing stuff. Scare him away with the crucifix. You can now go to the
mausoleums on the left side of the screen.
MAUSOLEUMS
Open the door of the mausoleum in the back. Go inside.
INSIDE THE MAUSOLEUM
Relative to the screen, go down, right, right, and up. Click on the left wall of
the chamber. You'll go through the wall and will automatically banish Stellerex
assuming you have the prepared dogwood disc and the Tome of Banishment. He'll
give you a Level 6 passcard and will send you back outside the mausoleum.
Go back to the RV and drive to the AI Manufacturing Plant. Go up the scaffolding
again to the corridor.
CORRIDOR
Use the Level 6 passcard to open the door on the right. Go in.
LEVEL 6 GUARD POST
Stay behind the filing cabinet until the guard has to leave for the bathroom.
Put the depressants in his coffee. Leave. Come back. He'll be unconcious. Search
him to get a Level 7 passcard. Open the door to the locked offic with the
passcard.
LOCKED OFFICE/PROGRAMMER'S ROOM
Give the stimulants to the programmer. Talk to her. She'll tell you all about
the virus and give you the security cipher-code to the EMP lab. You don't have
to write it down. Go into the corridor on the right.
CORRIDOR TO EMP LAB
Open the door to the EMP lab. It should open automatically if you've listened to
the programmer.
IN THE EMP LAB
Get the EMP device. Go back out to the corridor.
CORRIDOR TO EMP LAB (again)
Go through the passageway on the bottom left of the screen. You'll be in another
corridor that leads to Ted Simpson's office.
CORRIDOR TO SIMPSON'S OFFICE
Use the Level 7 passcard to open to door.
TED SIMPSON'S OFFICE
Push the statue on the desk. A passageway will open behind the desk. Go into the
mainframe antechamber.
MAINFRAME ANTECHAMBER
Use the EMP device to shut down the security locks. It will damage the door to
the mainframe room, so you can't get in that way.
Go back to the EMP lab and recharge the EMP device by clicking on the pedastal
where you found it.
Go back to the Level 6 Guard Room.
LEVEL 6 GUARD ROOM (again)
Search the panel at the bottom left of the screen. You'll find an access tunnel
to the mainframe computer. (The program says it's locked, but it isn't anymore,
assuming you used the EMP device already.) Go into the mainframe room.
MAINFRAME ROOM
Talk to Ted Simpson. He'll give you a code for disabling the virus. With your
character who's carrying the EMP device, sit in the VR chair by clicking on it.
You'll go into VR.
IN VR
Listen to the virus doing his scare dialog and then use the EMP device (that'll
shut him up! :-) ). Push the computer panel at the left of the screen and
everything will blow up. You'll go back into reality with your other character
and the game is over.




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