home *** CD-ROM | disk | FTP | other *** search
- 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 ,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 as you go.
- 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 & TALK to the ATTENDANT. Select INVENTORY & SHOW him the MORGUE
- PASS. ACTION. SEE EFFECTS. ACTION. GET ITEMS:HOLODISK & 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 & 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., & you just woke up. You're feeling a little hungry,
- too. So EXIT, & 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.
-