Midnight Nowhere
(A Walkthrough by Zurreen Zubairie)
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Copyright © 2006. All rights reserved.
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WARNING
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           Please, note that this walkthrough is copyrighted. Hence, any attempt to reproduce anything from this walkthrough will be severely punished to the maximum extent of the law.
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INTRODUCTION
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           I started playing computer games some five years ago, and have played several since then. While I loved to take notes and even "preserve" them for "later generations," the very idea of writing an actual walkthrough for a game always seemed too daunting. Recently, however, a friend suggested that I should be very good at writing a walkthrough, so I decided to give it a try. Thus, this is my very first walkthrough. If anything, I might have gone "overboard" in spelling out all the details. That's okay though, since nothing would please me more than to be able to help out anyone, no matter how adept at game-playing they might be.  Any words of encouragement – as well as comments, questions, and suggestions, of course – would be most welcome. [Please, direct all of these to [email protected]. Thank you.]
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ABOUT THE GAME ITSELF
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           I am sorry to say but this is really not the best game I have ever played. Indeed, I would strongly advise players under the age of 18 (and people with good taste generally) against playing this game. In fact, the "good girl" that I have always been, I was truly embarrassed by all the depiction of nudity, and offended by a lot of the language. The fact that none of that was even "necessary" in this particular game, made it all the more offensive.
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           In all fairness, however, I have to say this: if you can somehow overlook, ignore, and overall de-sensitize yourself to the nudity, depictions of violence, and offensive language, you will find that the game has been designed rather cleverly, involving interesting twists and turns. My only recommendation to the designers and the developers would be to just clean it up a little (actually quite a lot). And I do so hope, they will take this advice in earnest, because the real game behind all this unnecessary clutter is really worth a good revision.
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           Finally, I would give two pieces of advice to those with the aforementioned good taste who might still like to try playing this game.Â
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(1)  DON'T LOOK AT ANY OF THE PICTURES. This means, all the posters on the walls, the magazines on the tables, etc. Unfortunately, however, there are two EXCEPTIONS to this "rule." [WARNING: SPOILER COMING]. The first one is the card that you must retrieve from a book in the Security Room. (See the section on that room in the walkthrough.) You really can't avoid seeing the picture on that page but try, because it is rather revolting. Secondly, you would have to see the pictures on those nine cards (but only on those nine cards) to be able to answer Whip's riddle in the jail cell. Again, focus your attention on the questions itself and not on the irrelevant pictures.
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(2)  AVOID PAYING TOO MUCH ATTENTION TO THE HERO'S REMARKS. Don't try to turn off the volume, of course, because a lot of his comments are actually clues as to what you are looking for, if you should either use a different icon or repeat the use of the same one, etc. So I guess, the real advice is just to ignore anything crude or callous that he (or some other character) might say.
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THE WALKTHROUGH
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Generally:
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This is a point-and-click game. There are four icons for navigating
through the game, as shown below.
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1. The EYE icon = CLOSE UP, LOOK, EXAMINE. Be sure to keep this icon highlighted wherever you go. It will "alert" you to all the possible points. Also, it is often only after the hero "sees" something and makes a comment, will you then be allowed to pick up or interact with a critical object.
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2.  The MOUTH icon = CONVERSATION. This is actually critical in only one place in the entire game (to be noted later), although you can often click on this icon to hear the hero make some wise crack at many spots.
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3.  The HAND icon = PICK UP, RETRIEVE objects, for example, from a person, safe, etc.
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4.  The POINTING-FINGER icon = USE, ACTIVATE, COMBINE. This can be used either to make some change in an item in the inventory, combine two items in the inventory, as well as to interact with something in the environment, for example, opening a door.
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The Hospital
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The Morgue
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           You step out of a body bag and find yourself in a morgue. Go to the desk. Close up (i.e., click on the Eye icon). Read the two notes. Pick up the microscope.  (You will have to change the icon to the Pick-Up icon yourself to do so).  Step out of the close up, turn right, and Use the microscope on the Fire-Axe case to break the glass door. Retrieve the Fire Axe and a Large Piece of Glass lying at the bottom of the case right under the axe.
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           Turn right to find three bodies, also in body bags, laid out on stretchers. Close up on the body in the middle, that of a man. Look at his arm, folded over on his stomach. The hero comments: An "Ariel" tattoo. Make note of ARIEL.
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           Step out of that close up and into that on the body on the extreme right, also of a man, a hospital worker (you can see the badge spread out on his chest). Move his hand folded across his chest and the arm will fling out. Use the axe on that hand to cut off (retrieve) a finger. (I know, it's nasty – but necessary, to proceed in the game).
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           Turn right, to face the two stretchers one of which you had previously occupied. Make a note of the number of your "bed": 270871. Move forward towards the freezer, to approach the control panel to its left.
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           Use your axe to cut off/retrieve the piece of cable (right where the Eye icon is showing) under that control box. Now open your inventory and Use the piece of large glass on the cable, i.e., "combine" the two in the inventory. The plastic has thus been stripped off the wire.Â
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Now turn right and approach the door to find it
electronically shut off. Turn to the big control box, to the right of the
door. There is smoke coming out of it. Use your axe to take off the
cover of the control box. Use the Pick-Up icon to then remove
the burnt out fuse. (See picture below)
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Pick up the stripped wire in your inventory and put it in the place of the old fuse you just removed. The electronic controls for the door come on. Before leaving the morgue, however, turn right and come to the glass cabinet. Open the third door to the right, move the photo stuck at the back of this glass door, and make note of the Emergency Password: 654321.
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Return to the door. Press (the Action icon) the red button on the electronic control, to open the door. Exit the Morgue. Move down to approach the elevator (which is to the left of the door with the ladder sticking out). Press the call button to the left of the elevator. Enter the elevator as it opens. There are only two buttons on the panel. Press the upper one. The elevator moves up an unknown number of levels. Step out to find yourself in a corridor with offices on either side. (See map below – You entered through "Elevator A.")
The Security Room
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           Go down to the Security Office. Use the finger in your inventory on the finger-scanner to enter the office. Pick up a key (looks kind of bent) from the visible crack in the floor. Pick up another key (seems to have a tag with #1 on it) from the red lamp shade. Close up on the desk now and will get a close-up of its drawer. Use your axe to open the drawer and Look at the piece of paper inside. When you step out of this close up, you will see a blue card showing under that piece of paper. Pick it up. Next, look at the shelf on the wall. Look at the second book from the left: The Encyclopedia of Calluses – Volume 1. Open it and tucked at the top, in the inner spine, you will find a red card. Pick it up and step out of that office for now.
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The Big Screen Room
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           With your back to the double doors you see at this end of the corridor, move forward and use the Red card on the card-scanner on the first door to your left. (Who knows what the sign on the door actually says, but the hero reads it as "Entrance for terminators only.") The room is dark inside but you can see the side of a large white screen on your left. Close up on that screen where you will be asked to "enter password." Type ARIEL (or ariel) directly on the screen. (In other words, you will have to use your own personal keyboard, because none appears in the game itself). Five menu options will appear. Click on the one in the middle: "current passwords." Again, you will be given a choice of five items. Click on "checkroom." Make note of the password it then gives you: 928374. Now step out of this room for now.
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The checkroom
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Return to the Security Room. Close up on the key pad to the left of the
door inside.
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           Click the numbers 928374.   Enter this inner room (which was referred to on the Big Screen as the "checkroom").
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           Use the Action icon to get the hero to lift a corner of the brown mat on the floor right in front of the entrance. Next, use the Pick-up icon to retrieve the key under the mat. (This key looks like an upside-down L.) Next, Close up on the table against the wall in front of you. Use the Pick-up icon first to move the green coffee mug, and then again to pick up another key from under the mug. (This key looks like an upside-down I.) Step out of the close-up.
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           There is a table, on your left, with a computer keyboard on it. Put the I-shaped key in the box to the right, and the L-shaped key in the box to the left, of that keyboard.  The red lights on the two boxes will turn green. Use the Action icon on the keyboard itself. Click on: Morgue. Now click on: S. S. Belov. You will be asked to "enter password." Type 270871 (your bed number in the Morgue). Click File to get some information about this person (apparently you?!). Now click on the name (Belov) and type in the bed number (270871) again, to be able to now click on "personal belongings." You will be told, "personal belongings issued." Click "ok" or just step out of the close up. You will see a drawer has opened up, behind the hero, in the light now showing behind him. Close up on the items spread out on this "drawer." Pick up the notebook (looks more like a PDR), and the pen will automatically be picked up as well. A fifth icon will now appear to the right of the original four, looking like a notebook and lit up in green.
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           You can either click on this notebook icon OR go in your inventory and use the Eye icon to read what is in the notebook. Either way, as soon as you read the new information that made the fifth icon light up green in the first place, the green color will disappear and the notebook icon will return to its normal non-green form.
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           Read the four news clippings also spread out on the table/drawer. You are now all done with this room as well as the Security Room. So return to the main corridor.
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The Chief Doctor's Office
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           Move the hero straight forward (that is, to the right on your screen). There is apparently a corridor that you enter, and end up in what appears to be a secretary's office. Turn to the door on your right. It has the sign "Chief Doctor" on it and is unlocked. So just use the Action icon to open and enter. You will see a portion of a large desk to the right of the hero. Move him straight forward instead (to the right on your screen), on his side of the desk. Use the Eye icon to get a close up of the fax machine, hidden in a corner on that side of the desk, right up against the wall. Use the Action icon first to listen to one new message and then to turn the fax on auto (so you will later be able to automatically receive a fax there).
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           Now step out of the close up and go around the large desk to approach the doctor's body sitting upright in the chair. Use the Eye icon to read the note on the desk. Then, use the Action icon first to make the body slump over the desk, and then to retrieve a business card from its jacket. Open the inventory and use the Eye icon to get a close up of the business card. Make a note of the Fax number: 9-45-11. Return to the main corridor.
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The Workshop
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           Approach the Workshop and open the door (with the key that appears to have a tag with number 1 on it) to enter. There is a light grey jacket hanging in the large closet on the hero's left. Use the Action icon at the cuff of the jacket to remove a flashlight. Now move towards the work table on the opposite side of the room. Use the Action icon to remove the cloth from the safe under that table.  Now open your inventory and use the Action icon on the pen to turn it into some kind of a key. Use this "key" on the safe to open it. Look inside the safe. Pick up the piece of paper (right in front of you, but to the left of the bottles), look at it in the inventory, and make note of the code: BYRGR.
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           Step out of this close up and Look at the top of the table. Pick up the screw-driver. Step out of this close up also and come back, to the now left side of the entrance. Read the note on yet another large cabinet. Look at the horseshoe that is holding up the note against the steel cabinet door. Pick up the horseshoe. You are done with this room, so step back out in the corridor.
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The Monitor Room
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           Go to the room immediately to your right and use what appears to be a bent key in your inventory, to open the door and enter. There will be a large safe on your right. Ignore it for now and come further down in the room. You will see several monitor screens, and videocassette recorders (VCRs) right under them, on the wall to your right. Use the Action icon on the VCR at your extreme right, to remove a video cassette. Step out of this room for now.
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The Staff Lounge
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           Use the Blue card in your inventory to open the door and enter the Staff Lounge. Use the Horseshoe on the ("Victoria Lollipop") calendar on the wall (to the left of the entrance) to retrieve a magnetic key. Use this key on the blue locker marked "Kolya," on your left. Use the Action icon to open the box inside, and the Pick up icon to retrieve the circuit-breaker from the box.  Step out of the close-up.Â
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Right in front of you, there is a
black leather armchair. Use the Pick-up icon to remove a remote control
from its seat. Now move to the right side of the room. There is
some kind of a digital clock sitting on a small table between some shelves on
your left and a shut-off television set on your right. Use the
screw-driver to remove a battery from this clock. Now Use the remote
control on the darkened screen to turn the television on. Next, move to
the shelves (with all kinds of knick-knacks) on your left, and place the
videocassette in the VCR on the third shelf from the top, on the left
side of the shelves. (See the Action icon in the picture below).
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           The hero will walk towards the screen as the tape starts playing. You will see a nurse punch in the code in the keypad to open the double doors. Make a note of the code: 260731. You then see the security officer come and remove the circuit-breaker from the control panel. As the video concludes, you are done for now. So return to the main corridor and head for those double doors.
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The Double Doors
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           Use the screw-driver on the cover of the control panel to the left of the Double Doors. Next, put the circuit-breaker in the control panel. Now use the Action icon to see the key pad on the left of the Double Doors. (You might have to fumble a little bit, because the hero is blocking your view). Click in the nurse's code in the key pad: 260731. Now use the Action icon to go through the Double Doors and come down one floor.
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The Operating Room
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           Go past the room marked Cardiology; past the double glass doors; and arrive at the other end of the hallway. Use the Action key on the first door to your right, and enter what appears to be the Operating room. You see a cadaver (apparently of the security officer you had seen removing the circuit breaker in the video) on a stretcher. Move forward to him. Use the Action icon to partly remove the sheet covering him. Pick up the scalpel sticking out from his neck. Move further down the room to find a nurse's body on the floor. There seems to be a bug in the game here, so you will have to alternate between the Action, the Eye and the Pick up icons, first to remove the key (from apparently the upper pocket of her uniform), and then to retrieve a condom from the hand folded on her stomach. You are done in this room, so come out.
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The Bathroom
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           Turn to the hero's right, and use the directional green arrow to go through a second entrance down this same wall, to arrive in a bathroom. (See picture below, although the green arrow failed to appear on the "dish" you see on the hero's right shoulder.)
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           Use the Action icon to open the tap in the left wash-basin (or sink). Now Use the condom on the tap to fill it up with water. Turn the tap off with the Action icon. You are done in the bathroom, so come out and return to the upper floor, using the stairs that lead down from the Double Doors you had used earlier to enter this floor.
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The Fan Room
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           Use the scalpel on the door (to cut open the rope that had been tying it shut) to open it and enter. Move forward and you will see the giant fan whirling at the center of the floor. Across the floor, on the wall to the right of a doorway there, you will see an exposed control panel. Throw the condom (filled with water) at it. This will cause a short circuit, of course, and the fan will stop. Move across the floor to enter a room and find yet another body. Use the Action icon to slump the body to the floor. Pick up the gun from his hand, and an ID card from his jacket. You are done here, so return to the corridor.
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The Staff Lounge (again)
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           Enter the Staff Lounge and use the nurse's key to now open the blue locker marked "Lara." Use the screwdriver on the red button at the base of what looks like some kind of a vibrator, to open and show a battery. Pick up the battery. Now open your inventory and load your flashlight with the two batteries (by picking up one battery, at a time, and then using the Action icon on the flashlight to combine the two). The flashlight is working now and you are done in this room as well. So head downstairs again, for the Cardiology Room.
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The Cardiology Room
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           Enter the room, but it is too dark to see. So open your inventory and pick up the flashlight, to produce a halo of light around you. Thus, locate the light switch behind the hero. (See the Action icon in the picture below).
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Turn on the switch, to see the jacket hanging just to the hero's right and yet another dead body on a bed in front. Use the Action icon to examine one object after another in the jacket's pocket, although all that you actually retrieve is a big key. Now move one step towards the body and use the Action icon to retrieve a cartridge clip from his right hand.  Load your gun (by picking up the clip, in the inventory, and then using the Action icon on the gun to combine the two). You are done with this room, so head upstairs to the Monitor room.
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The Monitor Room
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           Use the big key on the safe (to the hero's left) to open it, and Pick up a floppy disk from inside. You are done in this room also, so take the floppy disk to the Big Screen room now.
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The Big Screen Room
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           Close up under the big screen this time (somewhere close to the center of the room) to see the floppy disk drive showing under the ashtray. Place your floppy disk in this drive, step out of this close up and into the one on the big screen. Type the password: ARIEL. Click on "floppy drive access." Click on "fax." Now type: 94511 (the fax number that you had gotten from the Chief Doctor's card). A message will pop up above the fax number box, indicating that the "fax transmission interrupted. 48% complete." That's okay. You have what you needed.  You are also done in this room, so head for the Chief Doctor's office now.
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The Chief Doctor's Office
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           Go to the Fax machine in the corner. Close up on the machine and then on the fax you have received. Make note of the number for M. A. Katzman: 9994. You are done in this room also, so head back downstairs now.
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The Elevator Below
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           There is an elevator to the hero's right that keeps opening and closing because the body of a man is blocking its doorway. Use the Action icon on the body and the hero will drag it out and into the bathroom across the hallway. Press the call button, to enter the elevator. Close up on the keypad and use (i.e., slide) the ID card you had gotten from Katzman's body in the Fan room.  You will be asked to "enter personal password." Click in: 9994 (the number you got from the fax). A message will appear on the keypad that the institution is in a state of emergency, and you will be asked to "enter emergency password." Click in: 654321 (the number you got from the back of the photo down in the Morgue). You will automatically be brought out of the close up. The controls are working now. There are only two floors that are accessible by this elevator, however. You are presently at the second floor. So press 1, to go down. Next, step out to enter the floor at the street level.
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The Street Level
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           Here is the situation. The Street Exit (see the diagram below) is electronically sealed and the control panel is locked. The key to that lock is in a cabinet in the Bathroom, but this cabinet is also sealed -- by a code lock. The code is inscribed on the hand of a body in a bathtub on the other side of the bathroom. But you cannot reach this body because a pipe has burst, spewing out hot water, thus blocking your passage. The water valve is in the Reception Area but is blocked by the bulky body of a man whose head is caught in the Office window. So this is what you need to do, to finally get out of the hospital.
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           As you step out of the elevator, turn to the hero's right (the green directional arrow will be pointing up). You will see two doors. Use the loaded gun to shoot open the lock of the very first door to your left. Enter the office. Move forward and use the Action icon on the top pane to drop the window on the body's head. (Nasty, I know, but necessary to proceed in the game.) Now step out of the office and back to the front of the elevator again.  Take the left this time and you will be in the reception area. Use the Action icon (see picture below) to lift off the lower-right corner of the carpet. Use the Action icon again to get the hero to open some kind of a cover, and again to have him finally shut off the valve.
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           Return to the corridor and turn to your right this time, to enter the bathroom. Move left, to reach the bathtub. Close up on that body's hand. The Notebook icon will flash green. Click on it and "flip through" the pages until the green light on that icon disappears. Make note of the code: MM = 2000.  Return to the cabinet and Close up on its keypad. Click the numbers 2000. You will automatically be brought out of the close up to see that the cabinet door is now open. Use the Action icon on the robe hanging inside, to retrieve a key. You are done in this room now, so head back to the Reception Area.
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           As you enter, move in further to the left this time, thus going past the area with the water valve. Use your new-found key on the control panel (appearing to the right of the Exit) to open it. Close up on the panel and you will see five rows of five letters each. Click on the letters in the following order, moving from TOP down, one letter at a time: BYRGR (the code you had found in the Workshop's safe). NOTE: You may not even have to click all the letters. Each letter represents a color and the pressing of a letter lights up that color in the box to the right in that row. Thus, if a color is already lit up, there is really no need to press its letter again. The boxes must thus be lit up in the following order, top down: Blue, Yellow, Red, Green, and Red. Once this order is achieved, the words "OPEN" will appear at the bottom of the panel. Step out of the Close up and then use the Action icon on the doors to leave the hospital.
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The Police Station
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           As soon as the hero steps out of the hospital, three officers approach him. It doesn't really matter what answer you pick in response to their question, until you finally click: "What business is it of yours?" The hero will then be asked for his ID. Again, there is only one "magic" answer: "I'm Katzman." The picture on the ID card does not match the hero's face, of course, so he is searched, and the police recover suspicious items (microscope, axe, gun, etc.). The hero is then arrested and carted off to jail.
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The Jail
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           There are two men playing cards on the table, while a third one is sprawled out on the top cot to the right. Use the Mouth icon to speak to the two men. The big guy is called Hog, the skinny one Grinya, and the one lying on the cot is Whip. Grinya will then tell you to pick a cot for yourself. Turn around and Close up on the razor above the wash-basin (sink). Use the Action icon on it to find that it has no blade. The hero will automatically turn around then and ask the two men on the table for a blade. They will tell him to speak to the guard and you will be brought back to your close-up of the razor. Step out of this close-up and use the Action icon to knock at the door and speak to the guard. He will refuse to give you a razor, complaining about how the men had lost the last one he had given them. Turn back towards the two men again, and use the green directional arrow (pointing up) to move in closer to the cots. Use the Action icon on the three empty cots, one by one, each time to be told by Hog that it was his cot. [Note: There might be a bug in the game here, but just try to get Hog to say this three times in a row, once for each cot, without letting Grinya interrupt or even Hog say anything else.]
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Step back again and ask Hog, which cot was yours then. He will answer curtly and return to his game. Address him again, saying, "It's unfair." Again, he will answer and turn away. Speak to him yet again, saying, "All the cots are yours?" This will start a fight. The hero will punch out Hog, but Grinya will pull out a knife. Whip will intervene then, and the conversation will continue between him and the hero.
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           You will have to ask all the questions that appear on the screen, but this is good, because it will help explain some things both about the story plot as well as the situation in town. In the end, you will ask about what should be done. Whip will then tell you about a plan to break out, but one of the men would have to serve as bait. He suggests "casting lots," but not including himself in the game. The game is as follows: everyone would have to find at least three of the cards that Whip has hidden and then give the correct answer to the riddle on each one. Hog and Grinya have already found three cards each, but have not answered the riddles yet. Now the hero has to beat them to it, in order to avoid becoming the bait himself.
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           Move closer to the players again, following the green arrow pointing up. Only this time, Close up on the radiator behind Hog. Use the Action icon to remove the three pieces of wheat bread, one by one, until you retrieve the blade from the toast on the far right. Step out of this close up and into the one under the table. Close up on the piece of paper stuck on that side of the table and use the razor to expose a card hidden behind it. Pick it up. (This is the first hidden card that you needed.) Step out of this close up and pick up, one by one, each of the seven cards lying on the floor. You will actually be able to pick up only one of these, the one that is closest to you. (This is your second hidden card.) Now step out of this close up also and into the one at the foot of the bed under Whip's cot. Use the Action icon, first to lift up the mattress and then to remove the wire wound on the frame. Step out of this close up too and into the one on Whip's pillow. Use the Action icon to remove the black thread on the side of the pillow towards you. Step out of this close up also and move back to your starting position where you can talk to the three men (if you wanted to do so).
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           Next, open the inventory and use the Action icon on the wire you just removed from under the mattress. It will turn in the shape of a hook. Pick up the hook and use the Action icon on the thread, to combine the two in the inventory. You now have a fishing hook of sorts. Now turn around and close up on the faucets. Use the Pick up icon to remove the knob from the right faucet. Place this knob on the left of the two pipes by the commode, and use the Action key on the knob to turn off the water running in the commode as well as from the right tap. Now pick up the knob and place it on the right pipe, and then use the Action icon to turn off the water in the left tap as well. Use the Action icon to turn the left faucet upside down. (See picture below) Now use your threaded hook to "fish" out the card hidden inside that inverted faucet. (This is your third hidden card.)
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Step out of this close up and use the Action icon on the tank of the toilet. It will give you a close up of the inside of that tank. Now use the Action icon to press the handle sticking out from the top (left) of the tank, to drain it of all water. Use the Action icon on the center of the tank then to remove the plastic tube (siphon) connected to the handle. Now use your threaded hook on the hole at the bottom of the tank to "fish" out six cards at once. Step out of this close up and turn to face the other men.
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           Look at the first card you had picked, the Ace of Diamonds. Look further to read its riddle which is said to be "dedicated to cinematography." Now pick up the card from the inventory and give it to Whip. He will ask, "How much did it come out to be?" Answer: 5 (five). Next, look at the third card you had picked, the Eight of Clubs. Look further to read its riddle, referring to "the headstone of someone named Viktor." Now pick up and give this card to Whip. He will ask, "What's the date?" Answer: 44 (forty-four). Finally, look at the second card you had picked, the Jack of Spades. Look further but you will not be able to read its riddle, because the writing is too blurred. So pick up this card, give it to Whip, and ask him for his glasses. But Whip will refuse, because the hero is so rude. You will see a thumbnail of the card in the upper-right hand corner of the screen, indicating that you are still holding it. So just click on Whip again, and you will be able to ask for the glasses more politely this time. Whip will agree, but only if the hero will answer an extra riddle. The hero agrees.
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           The thumbnail of the second card is still up on the screen. But "turn it off" now by opening your inventory and looking at each of the six cards that you had fished out of the toilet tank. Look further to read the question on each of these cards, and you will see that every answer provides you with a letter of the answer to Whip's extra riddle. Now pick up any one of the six cards and give it to Whip. He will ask, "And who is this man?" Answer: Batman. He will compliment you and lend you his glasses. You don't actually have to wear these glasses, however. Just look at the second card again, i.e., the Jack of Spades. Look further to read its riddle, relating to a statement about "a forty-year-old woman." Then, pick up and give this card to Whip. He will ask, "Whose statement is this?" Answer: Balzac.
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           Having now fulfilled all of Whip's requirements, use the Mouth icon to speak to him, asking, "Well, had enough games?" He will then compliment you on winning his game and then explain his escape plan in greater detail, but leave it to the hero to come up with a way to lure the guard into the cell. So turn to the door now and use the Action icon to both knock and speak to the guard. You will actually have to use this icon five times and insult the guard, but it is only on the fifth insult that the guard finally gets riled up. You still have to get the hero to knock a sixth time, and then the hero will automatically step back as a cloud of gas starts pouring into the cell from under the door.
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The Chief Officer's Room
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           Thus, Whip's plan fails and the following cut-scene shows the hero being interrogated by the police. You get a choice of five answers. Feel free to try them all out, one by one. But it is only when you click the last response, about the hero not being in the mood to chat, that the story proceeds forward. The lights in the office start to flicker, the hero is sent to a punishment cell, and you see him standing there as some commotion follows, ending up with his yelling for help before the controls are finally returned to you again.
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The Punishment Cell
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           Use the Action icon on the first-aid kit (lying on the other side of the bars), to retrieve a pair of scissors and a roll of gauze. Use the scissors on your mattress to retrieve a ball of cotton, but the scissors break in the process. Open the inventory and use the Action icon on the broken scissors to turn it into a kind of hook. Now Pick up this "hook" and use the Action icon on the roll of gauze, to combine the two items into a "fishing rod." Use this tool on the first-aid kit, to retrieve a loaded gun from actually the officer's body across the bars.
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Next, use the Action icon on the gray barrel you see to the left of the cell door. You will have to use this icon twice on that barrel before the hero will pick it up and place it under the vent. Use the Action icon on the barrel again to get the hero to climb on it and look at the vent. Next, use the Action icon twice on the vent to retrieve a glove filled with "red liquid." Soak the cotton ball with this liquid, by picking up this glove in your inventory and then using the Action icon on the cotton ball to combine the two.
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Step down from the barrel and place the soaked cotton ball in the keyhole of the cell door. Now use the loaded gun to shoot at the keyhole. The hole will explode, and the door will open. Step out of the cell.
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The Cell Corridor
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           You will find that there are three prison cells on the right side of the corridor. (See the diagram below). The hero's cell is the last one, at the opposite end of the corridor, against the wall. The body of a police officer is lying in front of this cell. Use the Action icon to examine the remaining contents of the first-aid kit, retrieving only two items: some "Dimedrol pills" and a vial of "liquid ammonia."
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Enter the middle cell then, and you will find the body of a big guy sprawled out on the bed to your left. Pick up the cellular phone from his hand, to find that the phone battery is discharged. Return to the corridor and enter the third cell, the one closest to you, to find both Hog and Grinya dead. Pick up (i.e., out) the knife from Grinya's neck, and return to the corridor again. Pick up the fire extinguisher from the wall across the corridor from the third cell. Enter the passage right next to where the fire extinguisher was hanging.
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The Fingerprint corridor
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           You will find yourself against a barred door, with a red button showing on the other side. Use the fire extinguisher on this button, to short circuit it and open the door. Enter, and you will find a stack of fingerprint forms on a bench to your right. The ink placed next to the stack is dried up. Pick up one of these forms. Now press the red button next to the door on the opposite side of the room. The door will open and the hero will enter the Pool Room.
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The Pool Room
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           Pick up the cue stick from the pool table.Â
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(See the diagram below for directions from the pool room).
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Maslova's Office
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           Go straight forward (the directional arrow pointing up) and enter Maslova's office. Look at the name plate on his desk. Feel free to read the two notes, but it is more important to look at his desk calendar. Once you have a close up of the calendar, click on the left side of the calendar, and the fifth/Notebook icon will flash green. Look up the notebook and make note of the code: 8381. Now click on the right side of the calendar, and the Notebook icon will flash again. Look up the notebook and make note of the word: FLORALIFE.
           Go to the bulletin board on the opposite wall and feel free to read the different segments of the newspaper there. More importantly, however, pick up the newspaper from the wall. (You will still be able to read its stories, inside your inventory). Read the sign on the door to the left of the bulletin board. This is the Interrogation Room. Place the newspaper under that door and use the knife on the keyhole. The key will then drop onto the newspaper, and the hero will retrieve and use it on the door to open it, without your having to do anything at all.
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The Interrogation and Back Room
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           Go past the interrogation room, directly into the room behind it. You will find the Chief Officer's body slumped on the floor, against the wall. Use the Action icon on his body to retrieve a magnetic strip card. You are done in these rooms now.
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The Chief Officer's Room
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           Return to the Pool Room and turn to your right, this time. You will enter a room with two desks in front of you, and two doors on your left. Use the magnetic strip card on the card-reader to the right of the first of these two doors. Enter to find yourself in the room where the chief officer had interrogated the hero earlier. Use the Action icon to open the safe on your right, and feel free to look at each of the five folders inside. These are police reports on the prisoners, including the hero. Step out of this close up and into the one on the left side of the desk. You will see an ink pad sitting at the upper right hand corner of the desk. Use the Action icon on it and the fingerprint form in your inventory will automatically appear on the upper right hand corner of the screen, showing that the hero's fingerprints have been taken. You are done in this room also, so return to Maslova's office and turn left of the Interrogation Room this time (through the door with the light coming out).
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The Computer/Scanner Room
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           Move towards the computer. You will see a scanner sitting to the left of the computer. Place the fingerprint form on the scanner. Close up on the computer, and use the Action icon on the screen to turn it on. You will see a circular arrangement of icons. Right under these, you will find three buttons: a round one in the middle, with two directional arrow-like buttons on either side. Use the left or the right "arrow" to bring the figure of the dark, flat, rectangular icon right above the round button and then press the round button to scan the fingerprint form. (See picture below).
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           A "scanning…" message will momentarily appear, and a cut-scene will show the scanner running. You will be brought back to the screen where you will be given some details about the scanning. Make note of the file name: Scan 49. The main menu or desktop, with the circular arrangement of icons, will then reappear. The preset icon above the round button is a checkered rectangle. (See picture below). Press the round button.
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Click à "send message."
Click à "Scan 49."Â
Finally, click à "T.S. Maslova" as the recipient.Â
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[Note: There is a bug here in the game, since Maslova's name first appears in the middle, but on the top when you actually try to click. Clicking either the top or the middle name should work perhaps; but click on the first name, just in case, which will then show Maslova's name as the one in highlight.] The message will be sent, and you are done in this room. So return to Maslova's office and enter the Bathroom now.
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The Bathroom
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           Go behind the wash-basin (sink) area and to the stalls. You will find the door to the third stall on your right is closed. Use the Action icon to open it, and you will find an officer's body inside. Use the Pick up icon to retrieve a key from his right (appearing left from your view) arm. You are done here as well, so head next for the Pool room.
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The Special Door
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           As the hero appears in the Pool room, close up on the door to your left this time. You will see that it is marked as a special entrance, and your fifth/Notebook icon will start to flash green. Look in the notebook and make note of the Special Door number: 30461. Step out of the close up, turn to your right and head for the room with the two desks now.
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The (other) Computer Room
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           Turn to the second (the barred) door on your left. Close up on the keypad to the right of the door. Click the code: 8381 (from Maslova's desk calendar). The light will flash green indicating success, but then the keypad will short circuit and you will be brought out of the close up. Across the bars, and to the left, you will see two small buttons under the computer table. Use your cue stick on these buttons and the door will open. Step inside the room and you will be given a close up of the computer.
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           [Note: the parenthetical numbers are for reference only, and are given here to avoid repeated description of certain steps that need to be performed several times.]
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 (1)  Use the Action icon on the screen and three names will appear.
 (2)  Click à T. S. Maslova.
 (3)  Type personal password à FLORALIFE (or floralife ) and press ENTER.
 (4)  Click à E-mail.  (There will be two e-mails).
 (5)  Click à Incoming from OSM. Â
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Read the e-mail, but especially note the website www.garbage/ru/tomatoes.
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 (6)  Click à OK.
 (7)  Click on the other e-mail now à Incoming from Red_Corner: file SCAN49.
 (8)  Click à Save attachment. (You will be brought back to the choice of e-mails).
 (9)  Click again on à Incoming from Red_Corner: file SCAN49.
(10)  Click à Open attachment. (You will be shown a fingerprint form.)
(11)  Click à OK.
(12)  Click à Back.
(13)  Click à Internet
(14)  Click à www.garbage/ru/tomatoes.
(15)  Click à News.Â
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Read the first page, then scroll down to the second one and your fifth/Notebook icon will start flashing green. Click on the notebook and "flip" through the pages until the notebook stops flashing and you find the notation: What is "stuff"? Make note of the word stuff. Step out of the close up on the notebook. Having opened the notebook, however, you have apparently shut down the computer. So,
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(16)Â Repeat Steps 1 – 3, 13, and 14.
(17)  Click à Access for agents.
(18)  Click à  Karasko.
(19)  Type registration number à 17653007 (written in your notebook when you first got it). Press Enter.
(20)  Type personal password à stuff. Press Enter.
(21)  Click à  Fingerprint identification.
(22)  Click à  Scan 49.
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           Your fifth/Notebook icon will start flashing green again. Click on the notebook and "flip" through the pages until the notebook stops flashing again and you find the name Gorin, as well as his registration number: 17789006. Make a note of both the name and the number, and step out of the close up on the notebook. Since looking at the notebook has shut down your computer again,
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(23)Â Â Repeat Steps 1 – 3, 13, 14 and 17.
(24)  Click à Gorin.
(25)  Type à  17789006. Press Enter.
(26)  Type personal password à eldorado (written in your notebook when you first got it). Press Enter.
(27)  Click à  Special door opening.
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(29)  Click à  Police Department.
(30)  Type door code: 30461. Press Enter. (You will be told that the door has been opened, and you will be returned to the menu of five clickable choices at the beginning of Step 27.)
(31)  Click à  Cellular communication.
(32)  Click à  Roy Makarovich Golovan.
(33)  Click à  Activate Subscriber. (You will be told that this subscriber is available for cellular communication now.)
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           The last three steps were necessary to enable you to use the cellular phone you are carrying because, apparently, in addition to the battery being discharged, its service had been disconnected as well. Step out of the close up of the computer. You are done in this room now, so head for the Special Door in the Pool room next.
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Beyond the Special Door
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           The door is unlocked, so just use the Action icon to go through. As you enter, you will find Whip on the floor, next to the door. Ignore him for now, and move to your left to go through the door on the opposite side. You will come out next to some kind of a holding cell. There are two dead bodies behind the bars, and a leather bag is lying between them. Use the cue stick to drag the bag closer to the hero, and then use the Action icon five times to rummage through its contents until you retrieve a partially used up cigarette of sorts. The sixth attempt will indicate that the bag is empty now. Enter the door to the hero's right.
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           You will find a body sprawled out in the center of the floor. Pick up the piece of paper and the lighter (the same click picks up both objects) from the right of the body, and a floppy disk from its left. Open your inventory, look at the piece of paper, and make a note of the code written on it: GRDA25.
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Now, enter the door to your left and you will find yourself in a large and luxurious office. Up against the wall in front of you, down on the floor, you will see a very large black stereo or entertainment system.  (See the Action icon in the picture below)
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Use the Action key to retrieve a CD from the center of that system. Move towards the desk to your left then. Pick up a battery from a body in the chair behind this desk. Now replace your phone battery (by opening your inventory and picking up this battery, and then using the Action icon on the phone to combine the two). The phone is now working.
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Next, come down to a shredding machine, to your left, and on your side of the room. Pick up the partly shredded piece of paper. Now open the inventory, look at this paper and make a note of the code written on it: Kay52. You will see yet another body sprawled out on the floor to the right of the shredding machine. Use the Action icon to get the hero to check the time on the wrist watch on this man's right arm. Make a note of that number: 2308.
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You are done in this room, so step back out in the central room and enter the door on your right this time. You will hear a phone ringing. Click the directional arrow pointing down, to bring the hero around the partition rail in the middle of the screen. Then click on the arrow pointing up, to take him towards the ringing phone.  Use the Action icon to answer it. You will hear some officer trying to negotiate, but the hero will answer curtly and hang up. You will have to use the Action icon four more times, however, since the officer will keep calling back until the hero has answered five times in all before the ringing will finally stop. Now step out of this close up, go back around the partition rail, and enter the door on your left.
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           You will find yourself in a small hallway, with only two doors on your left. Use the key you had found earlier, on the first door right next to the hero, and enter the room. Pick up a packet of powder from a stool against the wall in front of you. At the bottom of your screen, you will see a desk in the relatively dark part of the room. On the upper left side of this desk, there is an answering machine. Use the Action icon on the machine four times to hear all the messages left by a single caller.
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           You have everything you need to finally attend to Whip now, so return to the corridor where he is still lying apparently unconscious. Use the vial of liquid ammonia on him to bring him around. He will talk for awhile but then start complaining of pain and ask for some "downers." Give him the Dimedrol pills. He will then ask you for some "grass." Give him the cigarette. He will then ask you to light it up, so use the lighter to do so. He will then ask you for some cocaine. Give him the packet of powder you had just found. After all this, he will be able to talk at some length, and die right after telling you to call someone nicknamed "Stupor" and apparently jotting down a phone number in your notebook. The fifth/Notebook icon will start flashing green, of course, so look it up and "flip" through the pages until it stops flashing. Make a note of Stupor's phone number: 2-43-43.
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           Use the Action icon, first on the phone to bring it out of your inventory, and then again on the numbers to dial 24343. After clicking the numbers, click the blue dash under the mini-screen on the phone. (See the Action icon in the picture below).
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           The conversation will carry forward without your having to do anything at all. Then, as Stupor hangs up, step out of the close up of the phone and return to the hallway with the two doors on your left. Approach the second door, the one closest to you, this time. Close up on the yellow sign on the door. It says, ""Lavatory out of order."   Use the Action icon to move the sign aside and expose a keypad behind. Close up on this keypad and type (on your keyboard): 2308 (the number from the dead man's wristwatch in the luxurious office). The green light will flash, as a clicking sound will indicate that the door has been unlocked. You will then be brought out of this close up automatically, but will still be in the one on the door. Step out of this close up also, and use the Action icon to enter the room.
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           You will see a very large computer in front of you. Close up on it. You will be asked to enter the operator password. Type: GRDA25 (from the paper in the central room). Next, you will be told to enter client parameters. Click on: Sergey Sergeyevich Belov. You will then be asked to enter the administrator password. Type in: Kay52 (from the shredded piece of paper). At this point, the computer will indicate that the cartridge issue is confirmed, and display the message: "Unfreezing confirmation password: 8032000." Your fifth/Notebook icon will start flashing green. Click on it and "flip" through the pages until the notebook stops flashing. Make a note of this number. [Note, however: you will never need to use this code. Thus, it might be something that is necessary to be automatically used in the game, like the CD and the floppy disk you had found earlier but never actually had to use at all.]
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Step out of the close up of the computer. You will see that one of the large drawers to your right is now open. Pick up a cartridge from it.  Open the inventory now and use the Action icon, first to bring out the phone and then to dial 24343, to call Stupor again. Tell him that you found the cartridge. He won't believe you, and ask you to describe it. Tell him that it is orange with a yellow stripe. Stupor will then tell you that you would have to make your own way out, but will also explain just how to do so. Follow his instructions and go back out to the Cell Corridor and approach the left door against the wall (the one marked with a "?" in the earlier diagram). Use the Action icon on that door and the hero will automatically knock the way Stupor had described. The watchman will let you in, and you will find yourself in a room with apparently no other door.
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Use the Mouth icon to speak to the man, and the hero will tell him that he needs to use the underground passage. You don't have to do anything yourself as the conversation carries forward, with the watchman first asking for a pass and then agreeing to help if the hero would help him find the last word to complete a crossword puzzle. Go to the small table on your left and close up on the one magazine lying at the lower left corner of the table. (See the close up icon in the picture below).
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Close up on this magazine and see that it has the picture of a rather dangerous-looking man on the cover. Use the Action icon on this page to turn it to show the one with the crossword puzzle itself. Now step out of the close ups, use the Mouth icon to speak to the watchman again, and tell him that you have guessed the word. He will find it hard to believe. Click on the fourth choice then: NEBUCHADNEZZAR. The watchman will indicate that it is the right answer. [Note: If you looked carefully at the crossword yourself, however, you might have noticed that the number of empty spaces is less than the number of letters in the above word. Moreover, the letters in this word do not even correspond to the letters already filled in. Nevertheless, the watchman will accept it as the correct choice.]Â
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You won't have to do anything yourself then as the watchman will then tell the hero to be on his way, and the hero will start moving towards the other side of the room. A cut scene will show the hero descending down a set of stairs and reappearing in some kind of an underground passage. There will be only one directional arrow in this area, appearing on a ladder in the center of the lighted passage in front of you. Click on this arrow, the hero will move towards the ladder, and then the last cut-scene will show the end of the story.
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About the Ending (Spoiler):
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           The ending is rather vague, but here is my particular take on it. Apparently, our hero is the ultimate villain, i.e., the Black Lake Executioner. There are many clues throughout the game to support this conclusion. For one thing, it explains the hero's frequent callous remarks. It also explains why everybody but the hero seems to get killed off at both the hospital and the police station. It even explains the hero's sensational "confession" at the interrogation that he is in fact the Executioner that everyone is looking for. After all, how can a man seeking to avoid a dreaded punishment like the Deep Freeze, even think about confessing to a series of crimes that would practically guarantee his being placed in just that freeze -- unless he was in fact crazy enough to be the one committing all those crazy crimes, in the first place.
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           Again, there is no doubt that the "real" Belov was quite cruel himself, as indicated by his own henchman's remark at the end about their being afraid that he might have "softened up" in the amount of time he had spent in the freeze. But then, Belov turns to the hero and chastises him of being the cruel one, indicating that the hero had even outdone him. The most important clues to the hero's being the real Executioner, however, come from that "flashback," of course, when the hero is knocked out by Belov's men. Thus, you hear someone shouting in the background about the fact that the Executioner was on the loose, just as the hero is speaking to the doctor, telling him that the Feds were after him and that he needed the doctor's help to hide in the morgue, etc. Apparently, the doctor had to give him some kind of a drug to make him look "dead enough" to convince the Feds. (Remember the syringe on the desk in the morgue?)  Of course, the doctor might well have even tried to kill him with a drug, knowing what a dangerous man he was. Whether the doctor actually co-operated or in fact tried to take advantage of the situation to kill and thus get rid of a dangerous man, however, the end result appears to be that the drug causes the hero to lose his memory, even though it obviously helped him escape the police as well.
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Now one might wonder, of course, as to who was doing the killing when the hero was unconscious in the morgue or in jail. Very simply, it must have been Belov's men. Remember, their whole purpose was to see to it, and probably even help, Belov's "clone" in securing and delivering to them the cartridge that would help "thaw out" Belov. They might even have been trying to throw the suspicion off the hero to help him accomplish this task. Indeed, recall that that was precisely why the officer did not "buy" the hero's "confession" at the interrogation. Thus, the idea was to help the hero just long enough for him to deliver the cartridge, and then Belov got rid of him himself because he was just way out of control, attracting far too much attention from the police. He didn't actually kill the hero, however, probably just in case he might need him again later. So, instead, he just put him in the Deep Freeze . . .
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