Circuit's Edge
Circuit's Edge is based upon characters and situations created by
George Alec Effinger in When Gravity Falls published by Bantam Books, and
Fire in the Sun published by Doubleday. A third book in the series was
published in 1990, The Exile Kiss. George Alec Effenger has lost more
science fiction awards than many other people have won with books based
upon an ozone-depleted, energy-hungry, post-cataclysmic age.
The graphic adventure story is set in the Islamic world, between
romantic Casablanca on the Atlantic coast of Morocco and the ancient
capitals of Persia far in the east. The city is one of the unnamed which
has a suburb called the Budayeen, the one quarter of the Moslem city where
crime is not only tolerated, but where it flourishes.
The year is 1629 A. H. in the Muslim calendar, which is roughly 2202 A.
D. in the Christian era. You take the role of Marid Audran, a fun-loving,
smart Algerian refugee with your brain wired to accept "moddies," and
"daddies." Moddies are modules which let you be someone else, entirely
real or fictional. Daddies are add-ons that give you temporary knowledge
of any subject under the sun, and which make you proficient with this
knowledge.
The game is a real-time graphic animated adventure with the character
you are talking to or confronting shown in a small box in the upper left
of the interface. Along the top are shown the commands of game, look,
talk, inventory, action, map, and exit. Under action you have the options
of cancel, chip in or out, sleep, fight, and get item.
To the right of the character bust box is a picture of either the world
in first person perspective or of the inside of various buildings in the
game, such as Chiriga's. The lower window shows the conversation text or
the directions when moving in the map of the city. A small window in the
bottom right corner shows a top down map of the area surrounding your
character. An additional pop-up map of the entire Buyadeen area is shown
when selecting map from the pull down menu at the top, which can be
accessed by a single keypress or the optional mouse.
The map can be used to travel and is approximately an area of three
blocks by 16 blocks of the city with north at the top of the map. A
business directory comes in the game manual which is part of the copy
protection. The business directory contains the locations of businesses on
the map and their phone numbers. When in the outside areas of the game you
can use the arrow keys or the mouse to determine where you want to go.
Your goal is to retrieve a notebook misplaced by Friedlander Bey,
called Papa by you, who is one of the reigning crime lords of the city. If
you fail Papa or if you are too slow you will die, and you will need to
start the game over.
Since the game is in real time there are many instances where actions
are time dependent and if you do not complete a series of actions in tha
allotted time you loose. Pause the game when you are checking the map or
simply planning your next move. Saving the game is only permitted in your
apartment, and you will not have time to return there to save at every
dangerous turn in the plot.
There are role-playing aspects to the game, including statistics of
life, strength, stamina, agility, rest, and food shown in bar graph form
in the upper right edge of the game screen. Skills are provided by
chipping in the moddie and daddie chips to the sockets attached to your
skull. The Kung Fu Master chip makes you almost invulnerable to attacks
and the Alpine Jack chip allows you to scale walls easily.
The walkthrough indicates commands that are activated from either the
pull down menu or from keystrokes, called hot keys since only one key is
needed for each command. TALK activates the talk mode and when you talk
you will need to talk ABOUT certain topics such as a person, location, or
item. The items talked about will be indicated by quotation marks.
The game is an exceptional one from the wizards at Westwood with
graphics and music that compliment and enhance the experience. Budayeen is
populated by wicked women in topless bars sleazy drug dealers, criminals,
thugs, and other badguys. The atomosphere is dark and smoky with you in
the middle.
General Advice
The Budayeen is a dangerous place where you can be attacked by
various thugs and punks on the street. Immediately acquire the Kung Fu
Master moddie and the Alpine Jack daddie from Leila's Mod Shop (424 S.
3rd Street). Keep these two chipped in at all times when travelling in
the city or when not using other chips and you should be protected
against punks, muggers, and suspects. Look around after fights and get
the money and weapons, such as a stiletto or switchblade. You need not
pick up any thing else.
If you are damaged in a fight, reboot to the last save or heal up at
the Medical Clinic (271 Street). TALK to the NURSE to BUY NUCLEAR
HEALING. You may need to heal at any time, but remember this is a time
dependent walkthrough and you may not have time to heal, so be prepared
to reboot by saving at every opportunity. Since muggings are random, you
may be able to traverse the same streets without incident by repeated
tries.
You can talk to people where and when ever you find them. People are
in their shops from dusk until dawn. Most shops are closed during the
day from 6 a.m. to 6 p.m. Many non-player characters (NPCs), such as
hookers, dancers, and street dealers do not have a regular place of
business. These NPCs circulate from one location to another and you may
have to look for them in many different places. When you reach a
location, keep pressing LOOK and reading the description until the last
message is repeated or the computer says there is nothing of interest.
You may need to look as many as four times to find what you are looking
for.
Do not take drugs or chemically alter yourself or Papa will kill
you. Do not kill anyone who does not attack you first or Papa will kill
you.
Like any really good adventure game, the plot is non-linear at many
points. You can complete these parts of the game in any order you like.
Examples of non-linear plot points include the Answering Machine chip
and viewing the Holodisk. Some parts of the plot can be postponed to
later times, but others, such as the kidnapping, must be performed at
the crucial time.
Inventory Management
You only have space for eleven items and eleven chips. There are
three essential items: the kiam or money in the game, your chip rack
which holds eleven chips, and the belt phone. Initially take your 628
kiam out of any automated teller and drop your bank card. You can also
store eleven items in your apartment, since dropped items will not
disappear. NPCs can pick up and move items, but they will stay in the
game.
If you do not keep open slots in your character inventory, you will
be forced to drop essential items. If you are forced to drop essential
items, they should appear near your feet, but there is a possibility
they will disappear, so keep a few slots open at all times, since you
can never be sure when NPCs will offer you essential game items.
You can sell items to street vendors, but street vendors are
difficult to find. Street vendors spend a lot of time between 8 p.m. and
6 a.m. in Chiriga's (821 Street), other clubs, like Big Al's Old Chicago
(516 Street), Franco's Tattoo Parlor (1286 S. Alley), and Shoukri's
Adult Video Holos (334 S. 12th Street). Once sold it is highly unlikely
that you will get the item back.
It is recommended that you sell your items to one of the two pawn
shops: Friendly's Pawn Shop (1522 Street) or Mustafa's Pawn Shop (258 S.
1st Street). The pawn shops are easier to find and the items have a
greater possibility of being retrieved if sold here. Notice also that
the pawn shops have convenient locations at the extreme west and east
sides of the map.
Making Money
Money can be made by calling Papa (111BWS64), hunting for muggers
and gambling at the Gambling Den (South 3rd and South 4th Street - 426
S. 5th Street). Save the game before gambling. If you play roulette over
and over again restoring the game and going to the den you can win 1500
kiam with a bet of 50 kiam. The maximum bet at Baccarat is 125 kiam. You
need to accumulate 1500 to 2000 kiam in order to afford to save the
kidnap victim. If you do not have the money you will have to start the
game over or restore a save game.
Calling Papa will work only twice to get money. The first time it
works is after you get caught by the cops, and the other time is after
you rescue the kidnap victim. Papa will give you 500 kiam each time you
call.
Mugger encounters are more frequent in alleys and yield 100 to 250
kiam, Thrasher, Slasher or Outlaw chips, and weapons such as the
Steelfist, Stiletto, and Switchblade. You need the Kung Fu Master Chip
to go mugger hunting or you may die.
You start the game in your apartment
Read the description of your apartment for atmosphere Select GAME
and TURN BRIEF MODE ON. Brief mode gives you a description of an area
when you first enter it saving you the trouble of looking and scrolling.
Select ACTION, then CHIP-IN your BIO-SCANNER. Your vital signs will show
up in the screen now. If you leave chip in, you can monitor the life
signs at all times.
Within two hours of starting the game, Saied will call to give you
his phone number and ask you to pick up a package from Fuad at a club
(Chiriga's or Cafe De La Fee Blanche). Saied is your best friend, a
half-Hajj and a natural born liar. TALK to Saied. EXIT.
You will be outside the Five Pillars Apartments on North 12th street
(384 N. 12th Street). You are facing west when you come out of your
apartment. If you turn left you will go out to "The Street," which is
the main street of Buyadeen that runs east and west through the slum. Go
left at The Street and go east four blocks, Chiriga's is on the
northside of the road. You may have to go to another club. Cafe De La
Fee Blanche is at 277 N. 9th Street.
If you have not done so before, you should try to gamble and build a
bankroll now (see above).
If you go to the Cafe De La Fee Blanch first, TALK to Gargotier
ABOUT "FUAD." EXIT and go to Chiriga's.
Go to Chiriga's club (821 Street) on the northside of the plaza.
TALK to Fuad. Say "package." Fuad will give you the package. Now, type
INVENTORY. USE BELT PHONE. Dial Saied's new commcode: 131AEP69. EXIT and
go to Frenchy's Nightclub (956 Street) which was immediately to the
south west of Chiriga's.
TALK to SAIED. INVENTORY. GIVE Saied the COLOGNE PACKAGE. Note the
scent of the Cologne when you give Saied the package, it will be
important later in the game. You can only give something to someone when
you take an object out of inventory while talking to someone. Saied will
give you a Chrono-2000 chip, you will find it in your chip rack. CHIP-IN
and select CHRONO-2000. DROP your WRIST WATCH.
Wait and you will get another phone call, this time from Papa. Papa
wants you to pick up his notebook from some apartments. EXIT and go to
the Bougainvillea Apartments (402 S. 1st Street) in the southwest part
of town. LOOK and you will go to Carter's room and get mugged. to pick
up a note book.
When you wake up LOOK and you will see the MCDIX note on the wall.
Carter has been murdered. ACTION. GET the HOLODISK or the ANSWERING
MACHINE. You will be arrested by the police. You are arrested and
released. EXIT.
If you have not done this before, go to the east corner of South 1st
and The Streets, where you will find a bank machine. INVENTORY. USE your
BANK DISK. Type in your new bankcode number (4D424C) and withdraw all
628 Kiams of your money. INVENTORY. DROP your BANK DISK.
If you have not obtained the Kung Fu Master chip, go to Laila's Mod
Shop (424 S. 3rd Street). TALK to LAILA. BUY KUNG-FU MASTER chip.
ACTION. CHIP-IN KUNG-FU MASTER. EXIT.
Exit Budayeen by the East Gate at the east end of The Street. You
will now be in Bill's cab. TALK to BILL, the taxi driver, and say I WANT
TO GO TO FRIEDLANDER BEY.
EXIT cab and TALK to PAPA. He tells you he wants you to find the
murderer of Kenji Carter and recover the notebook. When Papa is finished
talking EXIT.
You will again find yourself in Bill's cab. TALK to BILL to take you
to the Police Station. TALK to SGT. HAJJAR ABOUT "KENJI." If he ignores
you, keep trying until he responds. He gives you the answering chip from
Kenji's answering machine. TALK to him ABOUT "MORGUE." He gives you a
morgue pass so you can look at Kenji's effects. ACTION. Notice that
there is a new option only available here: "U."
To get to the Morgue, TALK to BILL to take you to BUDAYEEN. When you
exit the taxi, you will find yourself just inside East Gate facing west.
Go to the morgue and TALK to the ATTENDANT. Select INVENTORY and SHOW
him the MORGUE PASS. ACTION. SEE EFFECTS. ACTION. GET ITEMS: HOLODISK
and LEATHER WALLET. INVENTORY. LOOK AT WALLET. There is a tag from
Mustafa's Pawn Shop. EXIT and go there.
What's going on? The Pawn Shop is out of business. May be you can
find out something at The Leather Goddesses. Go there and TALK to MADAME
ABOUT "MUSTAFA." So the merchandise has been bought out by another
merchant. EXIT and go to Friendly's Pawn Shop.
TALK to FRIENDLY. INVENTORY. SHOW him MUSTAFA'S TAG. INVENTORY. GIVE
him 20 kiams. He gives you half a brass ring. INVENTORY. LOOK AT HALF A
BRASS RING. Notice the inscription on the ring. While you are here, BUY
an ANSWERING MACHINE from him. EXIT. INVENTORY. DROP MUSTAFA'S TAG. USE
the ANSWERING MACHINE. To understand the full message, you will need
Laila's language chip and more Kiams to buy it. Maybe Papa can help with
the Kiams. INVENTORY. USE BELT PHONE. Dial Papa's commcode which is
listed in the manual. Well, hope he gets the message. Now, return to
Laila's Mod Shop, and TALK to LAILA about "ORIENTAL." Now, TALK to LAILA
about "JAPANESE." You learn she sold the language chip to a jewelry
dealer. Go to the Jewels of Morocco and TALK to JEWELER about
"JAPANESE." It looks like you will need to solve the burglary of the
star sapphire to get the language chip. Better go find out something
more about the serpent tattoos. EXIT.
Papa got your message! He sent his two body guards to deliver 600
Kiams to you. Go to Franco's Tattoo Parlor and TALK to FRANCO about
"SERPENT." You learn there are two suspects: Marco and Manny. Marco
works in one of the shops and sold him a holoviewer. (Manny works for
sharks?)
It's been a long night. Return to your apartment and SLEEP until
around 6:00 p.m. You may save the game here if you like.
CIRCUIT'S EDGE Part 2
BACK ON THE STREETS
It's around 6:00 p.m., and you just woke up. You're feeling a little
hungry, too. So EXIT, and go to the Cafe Solace. TALK to OLD IBRAHIM and
BUY any meal from him until you are grossly full. Now you are ready to
continue tracking down the burglary suspects. EXIT. Let's see, Manny
works for sharks...Loan Sharks! Go to AAA Secured Loans and TALK to
GUIDO about "MANNY." He gives you a matchbook. INVENTORY. LOOK AT
MATCHBOOK. The initials are "S.P." Could it stand for The Silver Palm
Nightclub? Yes! INVENTORY. DROP MATCHBOOK. EXIT and go to The Silver
Palm.
TALK to HEIDI about "MANNY." Hm, a subtle clue: He has unnaturally
blue eyes. EXIT and go to The Eyes Of Texas. TALK to SHOPKEEPER about
"MANNY." Manny might have been involved in a card-counting scheme. Oh, I
know just the place! EXIT and go to The Gambling Den. (Note: It's on
South 4th Street, not 5th.)
TALK to KARIM about "MANNY." He tells you Manny shacks up with some
dancer who has red hair and green eyes. Gee, this guy sure gets around.
Go to the Red Light Lounge and TALK to FANYA about "MANNY." Finally!
This guy lives at the Ad Dur House. (Note: To find Fanya, I traveled to
all the different bars and nightclubs, talked to all the dancers, and
read all their descriptions, in case you are wondering.) EXIT and go to
The Ad Dur House (at the end of South 9th Street).
After reading the lobby's description, LOOK takes you to just
outside Manny's room, but it's locked. TALK to LANDLORD. INVENTORY. GIVE
him 100 Kiams to get him to open the door. LOOK. ACTION. GET CRUMPLED
NOTE. INVENTORY. LOOK AT CRUMPLED NOTE. Manny is supposed to meet
someone named Tamara at the warehouse on South 1st Street. INVENTORY.
DROP CRUMPLED NOTE. EXIT.
(If you have a stiletto or switchblade from a punk, skip this part
and go directly to the warehouse.)
CRAZY ABDUL'S
TALK TO ABDUL, BUY a switchblade, EXIT, then go to the Warehouse on
South 1st Street. LOOK. INVENTORY. USE STILETTO or SWITCHBLADE to cut
the rope that's tied around the crate. So, Manny has been murdered, too.
At least you found the second half of the brass ring in his mouth; this
wasn't a totally wasted trip. INVENTORY. LOOK AT the second HALF OF
BRASS RING. Note the inscription. Putting both inscriptions together,
you get: "Shimaal Mosque, 1 AM." Sounds like a rendezvous. INVENTORY.
DROP both HALVES OF BRASS RING, EXIT, and go to the Shimaal Mosque. It
can only be reached by taxi. To be safe, you should be in Bill's Taxi no
later than 12:40 a.m. Follow the sequence below, but keep an eye on the
time. Skip over to Shimaal Mosque, if necessary, then resume the
sequence afterwards.
ELECTRONIQUES
Well, Manny is a dead end (pun intended). So, we will try to follow
up on Marco, the other suspect. He sold holosystems; therefore, the
electronic shop is a logical place to visit. TALK to SAMPSON about
"MARCO." All you get is his full name: Marco Herrera. Maybe the police
computer can help if you can just get to use it. EXIT and go to
Shoukri's Adult Video Holos.
You still have the holodisk to contend with, but you haven't found a
machine on which to view it. Answer YES when asked if you want to check
out the latest adult holographic film disk. Answer YES again to slide in
the holodisk you obtained from the morgue. There's a girl on that
holodisk who might just be Kenji's daughter; she hinted that she was
going to have cosmetic surgery. EXIT and go to Franco's Tattoo Parlor.
TALK to STREET DEALER. BUY POLICE BADGE. This may just fool those
cops into letting you use their computer. (Note: The Street Dealer only
appears in Franco's shop after 10:00 p.m.) A hint that he has a badge to
sell is mentioned in a conversation you overhear in either Chiriga's or
The Silver Palm. Unfortunately, this conversation seems to appear in
random clubs. EXIT and return to Laila's Mod Shop.
Now that you are rolling in Kiams, let's stock up in chips. TALK to
LAILA and BUY the following chips: RAD HACKER, ALPINE JACK, SUPER SPY,
and PHANTOM. EXIT and get back in the taxi.
TALK to BILL to take you to POLICE STATION. EXIT. ACTION. USE
COMPUTER. The badge worked! Let's see what it has on "KENJI CARTER." So,
he did have a daughter named Tamara. Things are clearer now. Next, look
up "TAMARA CARTER" to get an address: The Red Dune Apartment. Okay, now
we will try "MARCO HERRERA." Not much luck here, but he does have a
brother, Alejandro Herrera: Try that one. Suddenly, a cop notices you're
an impostor and kicks you out! But at least you noticed the commcode for
remote access to the computer: Maybe a remote link-up is possible. EXIT
and go back to the Shimaal Mosque.
All you have to do here is wait till 1:00 a.m. Someone sneaks out
from the shadows and gives you the code to the police computer. EXIT,
TALK to BILL to take you back to BUDAYEEN, then return to Electroniques.
TALK to SAMPSON to BUY DATA LINK TERMINAL. EXIT and go to Friendly's
Pawn Shop.
TALK to FRIENDLY to BUY UPLINK CABLES. ACTION. CHIP-OUT KUNG-FU
MASTER. CHIP-IN RAD HACKER. INVENTORY. USE DATA LINK TERMINAL. Dial the
remote commcode for the police computer: 054AJR86. Enter the logon code:
"GRAVITY." Now, let's try "ALEJANDRO HERRERA" again. Bingo! He lives in
The Medinah Apartments. Push the RETURN or ENTER key to disconnect from
the police computer. ACTION. CHIP-OUT RAD HACKER. CHIP-IN KUNG-FU
MASTER. EXIT and go to The Medinah Apartments.
After the description of the lobby, LOOK will take you to just
outside the Herreras' room, but it's locked. ACTION. CHIP-OUT KUNG-FU
MASTER. CHIP-IN SUPER SPY. INVENTORY. Select CHIP RACK. USE the CHIP
SKILL of SUPER SPY. The lock was no match for Super Spy: You are in!
Read the description: Marco is dead, too. LOOK again until you find the
bullet and the star sapphire. ACTION. GET BULLET. GET STAR SAPPHIRE.
CHIP-OUT SUPER SPY. CHIP-IN KUNG-FU MASTER. EXIT and go back to the
Jewels of Morocco Jewelry Shop.
TALK to JEWELER. INVENTORY. GIVE him STAR SAPPHIRE. He is grateful
and gives you 300 Kiams as well as the Japan-easy chip. ACTION. CHIP-IN
JAPAN-EASY. INVENTORY. USE ANSWERING MACHINE. You finally get to
understand the whole message. Tamara, Kenji's daughter, has the
notebook; unless you are good, she will turn up as another victim.
INVENTORY. DROP ANSWERING MACHINE and ANSWERING CHIP. EXIT and go to the
Medical Clinic.
You are here to follow up on the lead that Tamara may have had
cosmetic surgery. TALK to NURSE about "TAMARA." She needs to see
Tamara's picture, but you do not have a portable holoviewer to play your
disk for her. EXIT and go home.
You have had another long night. Time to get some rest. Save the
game, and SLEEP.
Next Day
Darn that belt phone: It's ringing again. TALK. Why would Mahmoud
call you at 6:00 a.m. and ask you to come to Hassan right away? Get up
and go to Hassan's Tourist Paradise.
TALK to Mahmoud about "HASSAN." Hassan has been kidnaped! INVENTORY.
LOOK AT RANSOM NOTE. You only have till 12:00 a.m. tomorrow night to
find him. Did you notice the floral scent on the note? Let's get
cracking. EXIT and go to The Scarlet Orchid.
TALK to SHOPKEEPER. INVENTORY. SHOW RANSOM NOTE. The scent is made
from tiger orchid and is probably a woman's perfume made only by
Heavenly Fragrances. EXIT and go there. TALK to SHOPKEEPER. INVENTORY.
SHOW RANSOM NOTE. A very odd woman orders this perfume from time to
time. You are told to get some tiger orchid for the shopkeeper to make a
new batch. Well, may be you can buy some from The Scarlet Orchid. Go
back there and TALK to SHOPKEEPER about "TIGER." You find out that you
may be able to steal some at The Ad Dur Docks. EXIT and go there.
You get here by riding in Bill's taxi. LOOK. You will need help to
climb up to that second story window. ACTION. CHIP-OUT JAPAN EASY.
CHIP-IN ALPINE JACK. INVENTORY. CHIP-RACK. USE CHIP SKILL of ALPINE
JACK. Okay, you are outside the window. You need to bypass the security
system to get inside. ACTION. CHIP-OUT KUNG-FU MASTER. CHIP-IN PHANTOM.
INVENTORY. CHIP RACK. USE CHIP SKILL of PHANTOM. You get in and pick up
two packages: the tiger orchid and a Cuban cigar box. ACTION. CHIP-OUT
PHANTOM. CHIP-IN KUNG-FU MASTER. EXIT. TALK to BILL to take you back to
BUDAYEEN. EXIT and return to Heavenly Fragrances.
TALK to SHOPKEEPER. INVENTORY. GIVE TIGER ORCHID. It's done. All you
can do now is wait for the shopkeeper to call you when the odd woman
shows up at the shop. EXIT and go back home. SLEEP. The belt phone
interrupts your sleep again. It's a call from Heavenly Fragrances. The
odd woman has picked up her cologne and there is a phone number on the
bill: 774TFF60. INVENTORY. USE BELT PHONE. Dial the commcode: 774TFF60.
That phone belongs to Mohammad's Glass. Well, you better get some rest
before you continue your investigation; you need it. SLEEP until 6:00
p.m. Save the game if you want to.
CIRCUIT'S EDGE Part 3
BACK TO THE CHASE
You are awake and feeling hungry, and you have to save Hassan real
soon. EXIT and go to Cafe Solace. TALK to OLD IBRAHIM. BUY a meal from
him until you are grossly full. EXIT and go to Mohammad's Glass.
TALK to MOHAMMAD about "ODD WOMAN." She ordered a crystal ball and
it's ready to be delivered to her. TALK. INVENTORY. GIVE Mohammad 150
KIAMS to get the crystal ball. He tells you the odd woman is Madame Mimi
in the Tarot Den. EXIT and go there. TALK to MADAME MIMI. INVENTORY.
GIVE her the CRYSTAL BALL. She pays you back the kiams you spent for it.
TALK about "COLOGNE." The nervous Madame tells you that you have to come
very close to death to find what you are looking for. I know just the
place. EXIT and go to the Cemetery.
You get here by exiting the West Gate at the west end of The Street.
It is mentioned only once at the very bottom of page 10 in your manual.
LOOK. You see the man who jumped you in Kenji's apartment! You have to
fight him here. Hit him three times, and he runs away, but he drops his
radio direction finder. It is broken but it is set for frequency 6229.
EXIT and go back to Electroniques.
TALK to SAMPSON. BUY RADIO DIRECTION FINDER. BUY WIRES, too; they
will come in handy later. EXIT, INVENTORY, and USE RADIO DIRECTION
FINDER. You see a red arrow at the top of the screen. The red arrow
points at compass directions (north is at the top). Use the arrow to
home in on the warehouse between North 14th and North 15th Streets; then
go there. You can't get in; set off a small explosion to blow the door.
Now what? Well, there's still that Cuban cigar box that we have not
dealt with. INVENTORY. DROP. RADIO DIRECTION FINDER, and go to the Smoke
Shop.
TALK to SHOPKEEPER. INVENTORY. SHOW CIGAR PACKAGE. Whoa! The box
really contains explosives. He also tells you about a terrorist who has
been in the news lately. EXIT and go to Maq'-allah's News. TALK to
MAQ'-ALLAH about "TERRORIST." LOOK. The newspaper says this terrorist,
Luigi, was recently gunned down and killed by police. I wonder if his
body is still in the morgue? EXIT and go there.
ACTION. GET MORGUE PASS that you dropped the first time you were
here. TALK to ATTENDANT about "TERRORIST." ACTION. GET DEMOLITIONIST
chip. INVENTORY. DROP MORGUE PASS. ACTION. CHIP-OUT KUNG-FU MASTER.
CHIP-IN DEMOLITIONIST. INVENTORY. CHIP RACK. USE CHIP SKILL of
DEMOLITIONIST. You realize you need to buy a detonator; Crazy Abdul must
have one to sell. ACTION. CHIP-OUT DEMOLITIONIST. CHIP-IN KUNG-FU
MASTER. EXIT and go to Crazy Abdul's. (Note: If necessary, stop by the
Medical Clinic now to buy Nuclear Healing.)
TALK to CRAZY ABDUL about DETONATOR. INVENTORY. GIVE him 100 KIAMS.
EXIT and go to Friendly's Pawn Shop. TALK to FRIENDLY. BUY COUNTDOWN
TIMER. EXIT and return to outside the warehouse. ACTION. CHIP-OUT
KUNG-FU MASTER. CHIP-IN DEMOLITIONIST. INVENTORY. USE EXPLOSIVES. Boom!
The door is blown open. ACTION. CHIP-OUT DEMOLITIONIST. CHIP-IN KUNG-FU
MASTER. Go inside the warehouse.
You have to fight Alejandro Herrera to the death, but with the
Kung-fu Master chip, this should be easy. His last confession tells you
that he did kidnap Hassan and that he has a big boss behind him. LOOK.
Hassan is freed by you. EXIT and go to Hassan's Tourist Paradise.
TALK to MAHMOUD. He is very grateful to you and gives you a static
pistol and a holodisk viewer! EXIT and go to the Medical Clinic. TALK to
NURSE. INVENTORY. USE HOLOVIEWER. The nurse sees the picture of Tamara
and recognizes her, but she will not give you any more clues unless you
give her a pair of emerald earrings. (Does this game ever end?) EXIT,
return to Jewels of Morocco, and TALK to JEWELER about "EMERALD." He
sold the last pair to a street dealer in one of the clubs. It figures.
Go back to Chiriga's and TALK to STREET DEALER about "EMERALD." This is
the guy that bought the earrings from the jeweler, but he will not
cooperate. TALK to him again. INVENTORY. GIVE him 50 KIAMS to learn he
sold it to some blond dancer.
Well, by sheer trial and error, the blond dancer is Kandy. When you
TALK to KANDY about "EMERALD," she will tell you that Lily has it. When
you TALK to LILY about "EMERALD," she will tell you to get her something
green with which to replace it, and call you a "pet." Unfortunately,
these dancers move from place to place and often disappear altogether
only to return the following night. I suggest you try Chiriga's, The Red
Light Lounge, Frenchy's Nightclub, and Big Al's Old Chicago. If you
can't find her/them, try again the following night starting at 7:00 p.m.
Meanwhile, back at Chiriga's....
After talking to the Street Dealer and/or Kandy/Lily, EXIT. As you
exit, a hooker will come up to you and ask for your commcode. She says
she has something special for you. Say YES to give her your commcode.
The hooker will call shortly afterwards, probably while you are still
searching for Kandy/Lily. You deduce that she lives in 247 Salah Ad-Din
Apartments. I said "deduce" because the call was cut short very
abruptly.
Go to the Salah Ad-Din Apartments, and after the description of the
lobby, LOOK will take you to the hooker's room. You are not surprised to
see another murder, are you? LOOK again to discover the Samurai tattoo
on her body. EXIT and go to Franco's Tattoo Parlor. TALK to FRANCO about
"SAMURAI." He gives you some information obviously linking Kenji to the
hooker, but it serves no other purpose in the game. EXIT.
We now pick up the story after you have talked to Lily. She wants
something green in exchange for the emerald earrings and she calls you a
pet. Now what can that be?
HOUSE OF SNAKES
TALK to SHOPKEEPER. BUY GREEN SNAKE. EXIT and get back to Lily,
wherever you last found her. TALK to LILY. INVENTORY. GIVE her GREEN
SNAKE. She faints at the sight of the snake and that makes it easy for
you to grab the earrings and run! EXIT and go back to the Medical
Clinic. TALK to NURSE. INVENTORY. GIVE her EMERALD EARRINGS. Finally,
the nurse tells you that Tamara has changed completely, and is now
Arissa. You have probably run into her a few times in the clubs.
Arissa is frequently in Chiriga's, but you may have to search in the
other clubs too. When you find her, TALK to ARISSA, and you learn a lot
about the murder cases. Arissa promises to call you after she retrieves
the notebook from her apartment. Shortly afterward, Arissa calls and
tells you to go to 1744, the Gray House.
After the description of the lobby, LOOK will take you to
Tamara/Arissa's room. Well, at least she has not been murdered like the
others...yet. You learn she has been taken to the warehouse on South 1st
Street by Abu Salah. Wait a minute: You've seen his name. He is the
owner of Abu Salah's Rug Shop. Better get over to the warehouse fast!
ENDGAME
LOOK. Here it is at last: the final confrontation. You have to fight
Abu Salah to the death. Again, with Kung-fu Master chipped in, that's
not much of a challenge. ACTION. GET NOTEBOOK. Wait, Abu is not quite
dead yet. He starts the torturing machine. Tamara will die soon if you
cannot stop it. What and where is this black key that Tamara is talking
about?
From now on, you have 60 minutes of game time to get the black key
and bring it back to save Tamara. The black key is in Abu Salah's Rug
shop. Enter the shop, and LOOK will get you the key. Bring it back to
the warehouse. INVENTORY. USE BLACK KEY. Tamara is saved. EXIT.
Just one last thing to do now. Have Bill take you to Friedlander
Bey. TALK to PAPA. That's it; another long drawn-out murder case solved.
Just sit back and watch the ending.
Some additional info not included in the walkthru:
1. You can also SHOW the RANSOM NOTE to Saied to elicit some
interesting responses. Use the belt phone to call him to find out where
he is. You can only reach him after 6 or 7 in the evening.
2. The clue you get by typing "Tamara Carter" into the police
computer -- that she lives in the Red Dunes Apartments -- leads to
nowhere. By talking to other landlords, you will find that the Red Dunes
Apartments has been renamed The Saharah's Apartments. Going there does
not lead you to Tamara. Talking to the landlord there yields no further
clues either.
3. Try typing in Friedlander Bey and your own name (Marid Audran)
into the police computer for some interesting reading. Typing in the
terrorist's name does not accomplish anything, which is odd, since he
was killed by the police during a shootout.
4. You can play blackjack or baccarat in The Gambling Den. It is very
hard to win and gambling has no bearing on the outcome of the game.
5. The writing on the wall "MCDIX" turns out to be a number in Roman
numerals. That seems to be such a tantalizing clue all throughout the
game, but you don't even need to guess it. Buying and chipping-in the
Julius Caesar chip tells you the true nature of "MCDIX." It serves no
purpose in finishing the game.
6. To successfully set off the explosion, you need the explosives
(naturally!), wires, countdown timer, and detonator. You must also
chip-in the demolitionist chip.
Another awesome walk-thru brought to you by THE AWESOME DUDE!
The Spoiler Centre