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- DreamWeb - Complete Solution
-
- Starter For Ten...
- If you have a dark monitor and you want the graphics to look a bit brighter, at the
- DOS prompt in the DreamWeb directory type DREAMWEB /B for a lighter
- palette.
- Read the diary! It's a damn good read and you'll find some useful information:
- 1) Your password for the Network - BLACKDRAGON
- 2) The door number for your flat - 5106
- 3) Name of church needed for a code - SEPTIMUS
- 4) A symbol (see below) needed to open a door
- NOTE! - When we say 'go left' or 'go right', we mean always go to YOUR left or
- right and not your character's left and right.
-
- Dream One
- Starting in Eden's flat, pick up your wallet from the desk and put it in your
- inventory. Exit the room and examine the microwave in the kitchenette and take
- the key from inside. Walk to the door and USE the control panel to the right, use
- the lift to get to the garage below. Walk to the car and pick up the screwdriver,
- then exit. Out in the open, walk to your left.
- Head to your flat and enter the code 5106 on the keypad. Walk to the bedroom,
- pick up the knife from the bed and the mug from the dresser. Get the red cartridge
- marked 'Important' from the bed and use it with the network interface on the left-
- hand wall. Go to the network screen and wait for the prompt. Type 'LOGON
- RYAN', then enter the password 'BLACKDRAGON'. Type 'LIST' then type
- 'READ' followed by any of the file names you want to have a look at. 'LIST
- CARTRIDGE' and then 'READ PRIVATE' to find Louis and Eden's flat numbers:
- Louis - 5238, Eden - 2865.
- Exit your flat and pay Louis a visit - your trainers get nicked and you won't be
- able to leave here until you find some more! Use his keypad number (5238) to
- enter his room, then talk to Louis. After he tells you were to get a gun take his
- trainers and then examine the cupboard with the unit on top where you will find a
- pool club card. Examine the card to find the address on the back. Before you
- leave put the trainers on by using them, and twang the guitar just for something to
- do!
- Exit and head to Sparky's Bar. Talk to the bartender (Sparky) and after the
- conversation open your inventory and take your cash card from the wallet, now
- USE the cash machine with your cash card. Next talk to the guy on the right to
- gain information about the Regency Hotel and David Crane. Leave and head to
- the Pool Hall.
- Talk to the assistant in the booth, and then USE the keypad to the right of the door
- with your pool club card. Enter and go down into the basement, then talk to the
- guy behind the bar ╨ he tells you where to find Mr Silverman and gives you his
- door code (5222). Walk as far as you can to the left and enter the code to
- Silverman's office. Talk to Silverman then USE the cash machine with your cash
- card to get the gun. Exit and head to the hotel.
- Enter the hotel and talk to the receptionist. To get a keycard for your room USE
- the cash machine with your cashcard and take the small orange key that
- materialises on the machine itself. Go to the lift and once inside USE the panel
- with your hotel keycard. On the next floor head left and open the firepoint to find
- an axe, now head back to the lift (there's nothing of interest in your room, which is
- to the right by the way).
- In the lift examine the control panel and USE the knife - this prises open the
- panel. Examine the bare wires and again USE the knife - this stops the lift from
- moving. Examine the small handle to the right of the lift and USE - you now find
- yourself on top of the lift. Open your inventory and examine the axe then USE it -
- Ryan consequently prises the lift door open.
- Now, being very quick, enter your inventory and USE the axe whereby Ryan
- swings the axe leaving it embedded in the fat guy's chest. This gives you time to
- open your inventory and USE the gun, causing Ryan to shoot the guard before he
- can reload. Go left into the next room and then down, where you find a rather
- naughty shagging scene. Don't stare for too long, again open your inventory and
- USE the gun - close your eyes at this point if you're offended by a bit of blood and
- guts!
- You now get transported into the DreamWeb. Talk to the mad monk, exit and
- then enter the right-hand corridor. Examine the left-hand door and enter the room
- beyond, now use the key you got from Eden's microwave in the plinth.
-
- Dream Two
- You wake up to find yourself in an alleyway, exit and head back to your flat. Log
- on to the Network and 'LIST NEWSNET' then 'READ TVSPECIAL', you'll find
- out information regarding Sterling and the TV studio address. Now head to the
- TV Studio and continue to walk off to the right until you
- find a painted sign on the floor, turn left here and talk to the guard. He won't let
- you into the studio, so shoot him - obvious really! Now USE the control panel in
- the guard room and then exit off to the left, where you'll find the studio's back
- door open.
- Enter the studio and take the brochure off the receptionist's desk, underneath
- you'll find a pass card. Go left and walk to the small door at the bottom of the
- screen, where you can use your newly acquired passcard on the keypad to the left
- of the door. Enter the storeroom and find the fusebox, USE the fusebox with the
- screwdriver and then take the very small orange fuse which appears on top of the
- box. Exit the room and go as far as you can to the right and then enter the small
- door located at the top of the screen. USE the ladder to climb up.
- Directly in front of you is a winch control, examine and then open it. Exchange
- the blown fuse for the new one you've just found, then USE the winch control.
- Now sit back and watch your handy work! Once in the DreamWeb, talk to the
- monk and find the purple crystal located at the bottom of the vertical corridor.
- Then exit through the right-hand door in the left corridor - use the key in the
- plinth.
-
- Dream Three
- You materialise outside Sparky's. Go to Eden's flat and use the number you found
- on the Network (2865) to enter - Eden is now in the bath. Find Eden's diary on the
- bed and examine it to find the address of Sartain Industries (use 'N' to skip
- through the addresses), then take the blue network cartridge from her coffee table
- in the lounge. Exit and head back to your flat and use the blue cartridge in the
- network - you will get the door number 7833.
- Go to Sartain Industries and enter 7833 on the keypad. Enter and approach the
- computer screen - you will be denied help so USE the gun. Go left, enter the lift
- and when you exit on to the next floor examine and then USE the purple crystal to
- get you past the guards. Walk down and open the briefcase, take the papers and
- then examine them to obtain two important addresses. Enter the door to the right,
- climb the stairs and exit out on to the roof. Go left and USE your gun.
- In the DreamWeb, talk to the monk and exit via the right-hand corridor.
-
- Dream Four
- You awake in a car-park. Head left and take the wire-cutters from the van, exit to
- the top of the screen and then go to Chapel's house. Examine the wall and then
- USE to climb over, take a look around and find the blue cartridge situated next to
- the painting. Go back to your flat.
- Use the cartridge in the network and type 'LOGON BECKETT'. You now need a
- password and this is where reading the diary comes in useful - through the diary
- there is continuous reference to a church, St Septimus, and seeing as you're trying
- to glean information about the church it's worth typing 'SEPTIMUS' in as the
- password. Hey, you never know!
- Ignore the church for now, instead head off to the Boathouse. While still standing
- on the steps take the railing directly in front of you, then go down to the pipe and
- USE the outlet with the mug you picked up from your flat. Walk right and
- examine the metal plate at the top of the screen then USE the plate with the railing
- to open it. Now you need to disable the security device, so USE the exposed
- circuitry with the full mug. Climb through the hole on the right and then through
- the window to enter the boathouse. Underwood is lying dismembered on the floor
- but she can still hold a coherent conversation! Talk to her first and then USE the
- gun.
- In the DreamWeb, talk to the monk and exit through the left-hand corridor.
-
- Dream Five
- You wake up on the beach. Exit and go to the church, you will find the gates
- locked but the church door open. USE the chained gate with the wire-cutters and
- then enter the church. Walk down and pick up the skeletal hand found half-way
- down the isle, then examine the altar. Take all the items off the altar and then
- examine the hole found in the centre of the stone slab, USE the hole with the
- skeleton and then examine and USE the altar to push it out of the way. Climb
- down the hole.
- Examine the jar and take the crystal and then open the tomb where you'll find a
- rock, a dagger and two gems - take all of these. USE the stone tablet in the centre
- of the room with all three gems and exit the room to the right. The next section of
- passageways are blocked by a gate so go to the top of the corridor and examine
- the statue - again the manual comes in handy here, on the middle pages you'll find
- a diagram which can be used as the code to this puzzle. When you have the right
- configuration, push the purple crystal above the diagram.
- Wander through the passageways and collect the rocks that are scattered on the
- floor, you need to find eight - one is hidden rather sneakily in the Priest's
- bedroom. Find the cart and USE it with all the rocks, then USE the cart again to
- push it down the corridor. Exit into the Entropy room, you can do nothing here so
- exit through the hole to the right.
-
- Dream Six
- You are now in a subway. Exit to the top of the screen and wander up the rail
- track until you find a hole in the left-hand wall - here you find the Dealer. Listen
- to his sycophantic waffle and then when he says something about dying you will
- be given back cursor control, simply turn and exit the room as quickly as possible.
- You run back out over the rail track where the Dealer follows you and
- consequently gets hit by a very fast train and... well you can imagine the rest.
- Congrats, that's it. But don't expect any great rewards...
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