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- Circuit's Edge Awesome Walk Thru.
-
-
- CIRCUIT'S EDGE
- Part 1
-
- INTRODUCTION
-
- CIRCUIT'S EDGE is a graphic adventure whose story is set (roughly) in 2702
- A.D., in a city called Budayeen, somewhere in the Islamic world. You are Marid
- Audran, a private detective. Budayeen is a seedy place full of unsavory
- characters, and you're not exactly pure as new-driven snow either. Drug use,
- sex, and drinking are favorite pastimes, and some inhabitants are really into
- inserting chips in themselves to acquire various skills and personalities.
- (Players of NEUROMANCER may detect some similarities here.) And you, being a
- carefree, try-anything-once kind of guy, are into everything!
-
- This game is in real time -- that is, the game clock keeps ticking away even if
- you're just staring at the screen. Be sure to pause the game when you have to
- leave for a short time. Certain game elements are sensitive to game time and
- must be accomplished without breaks. These will be so indicated in the walkthru.
- Saving the game is only allowed when you are in your own apartment; there is
- only one save-game slot. When you are on a time-limited task, don't waste time
- by returning to your apartment to save the game.
-
- All commands for the game are chosen from menu bars at the top of the screen.
- Although this type of interface is common to a variety of games, there are some
- unusual features unique to this game. These features will be pointed out at the
- appropriate spots in the walkthru.
-
- You need the street map (north is at the top of the page) and the business
- directory in the manual to travel. There is a small map window in the lower
- right corner of the screen showing your immediate surroundings, to help you
- orient yourself while traveling. Movement is done by using the arrow keys or by
- clicking either on the main screen or on the small map window (I prefered using
- the arrow keys).
-
- In the walkthru, commands that you select from the menus are in capital
- letters. From time to time, you will need to TALK to someone ABOUT certain
- things. These are noted in capital letters and quotation marks.
-
- While in the game, punks randomly ambush you on city streets. Early in this
- walkthru, we'll equip you with the KUNG-FU MASTER chip; this should make you
- almost invincible to these punks. After each fight, get all the money and a
- stiletto or switchblade (if you don't already have one); leave other things
- behind. If you find your life meter bar has fallen to less than half, go to the
- Medical Clinic, and TALK to the NURSE to BUY NUCLEAR HEALING. Because of their
- random natures, fights and healing are not included in the walkthru.
-
- YOUR APARTMENT
-
- Read the description to find out what a dump you live in! Select GAME and TURN
- BRIEF MODE ON: Now the game will only give you a description of an area when you
- first enter it. This helps save a lot of time and unnecessary scrolling. Select
- ACTION, then CHIP-IN your BIO-SCANNER. Let's take a look at your vital signs.
- Good, you're in fine health. Better leave that chip in all the time so we can
- monitor your health continuously. Hang around here and wait till....
-
- Hey, your belt phone is ringing! TALK. It's your friend Saird. He wants you to
- go to Cafe De La Fee Blanche to pick up a package from Fuad. (Remember his new
- commcode.) EXIT.
-
- To help you get your bearings, you're outside the Five Pillars Apartments on
- North 12th Street, facing west. Turn left and go to the large intersection. Turn
- left and go east three blocks. Turn left again and go down North 9th Street. The
- cafe is on your left. From now on, follow the map in your manual to travel.
-
- TALK to GARGOTIER ABOUT "FUAD." Hm, that rascal probably went to Chiriga's.
- EXIT and go there. TALK to FUAD ABOUT "PACKAGE." Now, type INVENTORY. USE BELT
- PHONE. Dial Saird's new commcode: 131AEP69. He wants you to meet him at
- Frenchy's Nightclub. EXIT and go there.
-
- TALK to SAIRD. INVENTORY. GIVE Saird the COLOGNE PACKAGE. (Note: The GIVE
- option is only available when you take an object from INVENTORY while TALKing to
- someone.) Saird is ecstatic over the cologne. He gives you a new chip to play
- with. ACTION. CHIP-IN CHRONO-2000. Ah, now you can tell time. INVENTORY. DROP
- your WRIST WATCH (you don't need that old watch anymore). Hang around here and
- absorb the atmosphere. Hey, there goes your phone again! TALK. Someone wants you
- to go to Bougainvillea Apartments to pick up a note book. EXIT and go there.
-
- After you get a description of the lobby, another LOOK will take you to
- Carter's room. Someone knocks you over the head and everything turns to black.
- When you wake up, you learn that Carter has been murdered. Note the writing on
- the wall. ACTION. GET the HOLODISK or the ANSWERING MACHINE. Now, you get
- arrested by the police. Luckily, your influential uncle Friedlander Bey
- (nicknamed Papa) talks Sgt. Hajjar into releasing you. Papa is waiting to see
- you in his home. EXIT and go to the east corner of South 1st and The Streets.
-
- There is a bank machine here. INVENTORY. USE your BANK DISK. Type in your
- bankcode (found in the manual) and withdraw all your money (628 Kiams).
- INVENTORY. DROP your BANK DISK and go to Laila's Mod Shop.
-
- TALK to LAILA. BUY KUNG-FU MASTER chip. ACTION. CHIP-IN KUNG-FU MASTER. Now
- you're ready for any punks that may show up. EXIT and go to Friedlander Bey's
- home.
-
- To get here, exit Budayeen by going through the East Gate at the eastern end of
- The Street. TALK to BILL (the taxi driver) and tell him: I WANT TO GO TO
- FRIEDLANDER BEY.
-
- EXIT and TALK to PAPA. He tells you he wants you to find the murderer of Kenji
- Carter and recover the notebook. Great; now you have a purpose in life! EXIT and
- go to the Police Station.
-
- 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. 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 SAIRD 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!
-