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bortime.txt
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1996-05-13
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5KB
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103 lines
============================
=== THE ELECTRONIC GAMER ===
============================
BORROWED TIME WALKTHRU
BORROWED TIME is an action-packed adventure by Activision Home Computer
Software. It is available for many different computers. Versions may differ
slightly and there may be more than one way to solve it. I played the
Macintosh version. In this walkthru, I am presenting one possible solution.
I have tried to cover all the major problems in a step-by-step procedure as
I solved the game. However, it is not necessary to do everything in this
exact order. Because of one very annoying character in the game, the thug,
you can expect to be "killed" frequently so save often and map carefully.
THE THUG. I wasn't able to do anything about him. It seemed that he
appeared when I had taken too many moves between finding evidence or
obtaining information. I usually received a warning about three moves
before he started blasting.
GAME BEGINNING. You are in your office. Answer phone. Read your case files
(all 7 of them). Go east to the little office and read the note. Take the
east exit to the alley. This is where the action starts! Go east to the
Dixie Arms Hotel. Hide behind the chair. Crawl north. Lock the door. Go up
to the attic. Break the window. Take the shard of glass. Go east to the
ledge. Climb the cable. When you get to the second-story window of the
Dublin Rose Bar, cut the cable with the shard of glass. Go down to the bar.
LEBOCK'S HOUSE. If you are having trouble finding or entering Lebock's
house, go to the bar. Talk to the thug. Show gun to the thug. This will
loosen his lip but not enough. Show gun again. He will tell you the
location of the house and the password.
The big bruiser, Rocco, guards the door. Say "TINPLAYER" then enter. Lock
the door. Search fireplace. Take scrap of paper. Go east through the
curtain. Take the candlestick and wait. Hit Rocco with the candlestick. Go
east and exit back door.
RITA'S APARTMENT. You'll get hit over the head and tied by your wrists to
the ceiling beams. There is a table nearby. Look at table. Get the matches
and the candle. Light match then light candle. Burn twine. (Amazing what
you can do with your feet!) Search the kitchen. Take Receipt. If you search
enough, you'll find a key but getting it now will cause you problems. Oh,
well, go ahead move the stove and get the key. Now your hands are burned
and you can only carry a few things. It would be best to visit the doctor
now.
DOCTOR'S OFFICE. Tell the nurse you are a patient. You'll see Mongo through
a doorway. He is receiving medical treatment. Don't call attention to
yourself; listen. Search desk. Take the bandages. If you have already
burned your hands, *APPLY* bandages to your hands. Ah, that's better!
SHACK. In case you haven't found the shack, it's at the west end of First
Street (just west of the hot dog vendor). Break the door. Untie Mavis. Take
the tube and the novel. Read the novel and take the bookmark -- it's a
claim stub!
DORIS POLK'S APARTMENT. (Intersection of Pershing and Polk) Talk to Doris.
Ask her about Mongo, Lebock, Farnham, etc. Show stub to Doris. This might
be a good time to visit the car park.
STILES' SAFE PARK. If Jake is there alone, leave and return later. If two
men are there fighting, help Jake. Get gloves and cans. Show evidence to
police. You should have: (1) cans, (2) gloves, (3) stub, (4) tube, and (5)
receipt. Mongo will tell you about the key and the P.O. Box.
TRASH PILE (First Time). Search trash. Get bone. Remember, this might be a
good place to hide.
VISIT FARNHAM. (85 West Polk) A tough looking guy guards the door. Talk to
man. Enter building. Talk to Farnham. Notice the dogs and what Farnham says
to them.
HOUSE WITH FENCE AND DOGS. Say HIYO to the dogs. Enter house. Talk to
Shuman. Untie Rita and Wainwright. Talk to Rita. Talk to Wainwright. Get
report. Police will take Shuman away.
BRUCE LIGHT'S HOUSE. (Sixth West of Main, blue brownstone) Knock on door.
Enter. Look at bottles. Wait for Light to appear. Ask Light about Mongo,
Farnham, etc. If he's reluctant to talk, show gun. Go upstairs (big deal,
huh?) Search. When Light is able to talk, question him again.
P.O. BOX. (Post Office) Unlock box 999. Get poem. Read it. There's a number
written on the back. Head for the Park.
PARK. (6th and South Main) Go south of the statue to Tool Shed. Set lock to
6316. Get shovel. Dig at statue. Get suitcase. Go north. Thugs are chasing
you from south, north and east. Go west. Hide in Trash Pile.
TRASH PILE (Second Time). You are hiding from the thugs. Give bone to dog.
Wait. When dog starts to bark again, go east. You should now have enough
evidence against Farnham to go to the police.
END GAME. Take evidence to Police Station. Tell police to arrest Farnham.
You should have the following evidence: (1) Report (from Wainwright), (2)
Scrap of paper (from Lebock), (3) Suitcase (from Park), and (4) Folder
(from the suitcase).
BORROWED TIME is published by Activision, Inc.
This walkthru is copyright (c) 1986 by Terry Clayton and THE ELECTRONIC
GAMER (tm). All rights reserved. Not to be distributed without permission.