Midnight Nowhere Walkthrough

Midnight Nowhere Walkthrough

(A Walkthrough by ZURREEN ZUBAIRIE)
 
Copyright © 2006. All rights reserved.
 
WARNING
 
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.
 
INTRODUCTION
 
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 
ZSZUBAIRIE@AOL.com. Thank you.]
 
ABOUT THE GAME ITSELF
 
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.
 
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.
 
Finally, I would give two pieces of advice to those with the 
aforementioned good taste who might still like to try playing this game. 
 
(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.
 
(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.
THE WALKTHROUGH
 
Generally:
 
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.
 
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.
 
3. The HAND icon = PICK UP, RETRIEVE objects, for example, from a person, 
safe, etc.
 
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.
 
The Hospital
 
The Morgue
 
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.
 
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.
 
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).
 
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.
 

 
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. 
 
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)

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.
 
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
 
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.
 
The Big Screen Room
 
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.
 
The checkroom
 
Return to the Security Room. Close up on the key pad to the left of the 
door inside. 

Click the numbers 928374. Enter this inner room (which was referred to on 
the Big Screen as the "checkroom").
 
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.
 
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.
 
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.
 
The Chief Doctor's Office
 
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).
 
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.
 
The Workshop
 
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.
 
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.
 
The Monitor Room
 
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.
 
The Staff Lounge
 
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. 
 
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).

 
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.
 
The Double Doors
 
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.
The Operating Room
 
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.
The Bathroom
 
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.)
 

 
 
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.
 
The Fan Room
 
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.
 
The Staff Lounge (again)
 
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.
 
The Cardiology Room
 
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).
 
 
 
 
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.
 
The Monitor Room
 
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.
 
The Big Screen Room
 
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.
 
The Chief Doctor's Office
 
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.
 
 
The Elevator Below
 
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.
 
The Street Level
 
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.

 
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.
 

 
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.
 
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.
 
The Police Station
 
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.
 
The Jail
 
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.] 
 
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.
 
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. 
 
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).
 
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.)

 
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.
 
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.
 
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.
 
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.
 
The Chief Officer's Room
 
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.
 
The Punishment Cell
 
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.
 
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.
 
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.
 
The Cell Corridor
 
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."
 
 
 
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.
 
The Fingerprint corridor
 
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.
 
The Pool Room
 
Pick up the cue stick from the pool table. 
 
(See the diagram below for directions from the pool room).
 
 
 
Maslova's Office
 
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.
 
The Interrogation and Back Room
 
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.
 
The Chief Officer's Room
 
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).
 
The Computer/Scanner Room
 
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).
 
 
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.
 
 
 
Click "send message." 
Click "Scan 49." 
Finally, click "T.S. Maslova" as the recipient. 
 
[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.
 
The Bathroom
 
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.
 
The Special Door
 
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.
The (other) Computer Room
 
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.
 
[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.]
 
(1) Use the Action icon on the screen and three names will appear.
(2) Click T. S. Maslova.
(3) Type personal password FLORALIFE (or floralife ) and press ENTER.
(4) Click E-mail. (There will be two e-mails).
(5) Click Incoming from OSM. 
 
Read the e-mail, but especially note the website www.garbage/ru/tomatoes.
 
(6) Click OK.
(7) Click on the other e-mail now Incoming from Red_Corner: file SCAN49.
(8) Click Save attachment. (You will be brought back to the choice of 
e-mails).
(9) Click again on Incoming from Red_Corner: file SCAN49.
(10) Click Open attachment. (You will be shown a fingerprint form.)
(11) Click OK.
(12) Click Back.
(13) Click Internet
(14) Click www.garbage/ru/tomatoes.
(15) Click News. 
 
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,
 
(16) Repeat Steps 1 - 3, 13, and 14.
(17) Click Access for agents.
(18) Click Karasko.
(19) Type registration number 17653007 (written in your notebook when you 
first got it). Press Enter.
(20) Type personal password stuff. Press Enter.
(21) Click Fingerprint identification.
(22) Click Scan 49.
 
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,
 
(23) Repeat Steps 1 - 3, 13, 14 and 17.
(24) Click Gorin.
(25) Type 17789006. Press Enter.
(26) Type personal password eldorado (written in your notebook when you 
first got it). Press Enter.
(27) Click Special door opening.
(28) Click Black Lake.
(29) Click 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 Cellular communication.
(32) Click Roy Makarovich Golovan.
(33) Click Activate Subscriber. (You will be told that this subscriber is 
available for cellular communication now.) 
 
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.
 
Beyond the Special Door
 
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.
 
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.
 
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)
 
 
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.
 
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.
 
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.
 
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.
 
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.
 
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).
 
 
 
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.
 
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.]
 
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.
 
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).
 
 
 
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.] 
 
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.
 

About the Ending (Spoiler):
 
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.
 
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.
 
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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