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- Urban Runner walk through
- by Johnny Chu
-
- This is a walk through solution to the game Urban Runner. As in my
- other writings, this document only presents the essentials. THIS IS NOT A
- PERFECT SCORE SOLUTION. Things were intentionally left out for you to explore,
- after all, a walk through does not need to spoil the whole game, right?
- Although the point and click interface in this game is very user
- friendly, I still suggest you read the game booklet and be familiar with the
- controls before starting this game. Also, remember to examine EVERYTHING, both
- in your inventory and in your memory. Vital information are often store there.
- WARNING: There is a bug causes an critical error whenever you try to
- load a game not saved using the current CD# in the drive. When restoring a
- game, make sure the correct CD is inside the drive.
-
- Copyright Notice
- ----------------
-
- * Urban Runner is copyright 1996 of Sierra On-Line, Inc.
- * Urban Runner is a registered trademark of Sierra On-Line, Inc.
- * This file is copyright 1996 by Johnny Chu. This file may not be reproduce
- in whole or in part and in any form or by any means without written
- permission from the author.
-
- How To Contact Me
- -----------------
-
- If you have any comment, error report, questions or whatever, feel
- free to contact me through e-mail. I can be reach via the following network
- addresses. If one of them does not work, try using another.
-
- CompuServe : my user ID is 100267,126 (or Johnny_Chu if you use WinCIM 2.0)
- Internet : my e-mail address is ckchu@hkstar.com
-
- If you are a CompuServe member, I suggest you channel your message
- through The Gamers Forum instead of personal e-mail since other players might
- find your question intriguing. Also, I can avoid answering similar questions
- repeatedly.
-
- Basement
- --------
-
- What a way to start this game - trapped inside a basement. To get out,
- you need to set up a trap to knock the guard out.
- Turn around and approach the changing room locker to examine it. You
- will find a fishing line and a fishing hook. Go by the stairs to use the
- fishing line on it. Go up to the door to yell to the guard, then use the
- fishing hook on this feet. Examine the guard to take his nail file.
- Turn around and go to the far end of basement. Walk towards the wall
- to examine the central brick. Use the nail file on the brick to remove it and
- get out.
-
- Labyrinth
- ---------
-
- To survive the labyrinth, you must pay attention to the movie footage
- appeared on the corner of the screen. The footage shows where the guard is and
- when he gets too close, you must run to another room.
- Go down the corridor to the room with cubbyholes. The corridor is lid
- by yellow light. Once you are inside, turn right and remove the wedge
- underneath the bench. Approach the cubbyholes and turn on the light switch by
- the door. Examine the shelves to get a map of this area.
- Examine the map and you will see some side connections between rooms.
- The guard will not use those connections, so use them yourself to evade the
- guard.
- Get out of the room and go to the one with document transporter. The
- corridor was lid by red light. Once you are inside, find the doorway lid by
- green light. Besides and above that doorway is a fuse box. Zoom in on it to
- remove the fuse from the shelves light holder and insert it into the wall
- panel fuse holder.
- Go back to where you enter this labyrinth. You will find a wall panel
- besides the well. Open it to examine the poster inside. This poster shows how
- to operate the document transporter. Take note on the instructions. Note that
- this is the only time in this game that you actually have to take note. The
- auto note function works fine in the rest of the game.
- Go back to the document transporter room to relocate the fuse into the
- document transporter fuse holder. Use the transporter by pressing button
- combination red, red, green and red. Pull on the handle to open it and remove
- the manual inside.
- Relocate the fuse once more into the pump fuse holder. Insert the torn
- out page you found into the newly discovered manual to make the manual
- complete. Read it to learn how to operate the pump. Go into the doorway lid
- by green light.
- The flow control valve is located at the bottom left corner of the
- screen. Not far besides it at the bottom of the screen is the flow meter.
- Turn the flow control valve clockwise until the flow meter reads `576'.
- The pressure floodgate valve is the other valve you see. Turn it
- counter clockwise until the manometer reads `2'. You can access the manometer
- near the top of the screen. Once the settings are correct, you can start the
- pump by turning it on to drain the water tank inside the room with cubbyholes.
- Go to the room with cubbyholes and climb down the water tank to exit
- this area.
-
- Apartment
- ---------
-
- Find the halogen flashlight on the right of the screen and use it on
- Eraser. Kick on the ball on the floor to knock him over. Step onto his
- revolver to fight him. Grab the film rolled onto the floor.
-
- Squat
- -----
-
- Remove the plank at the base of the wall, then turn on the light
- switch besides the ladies'room door. Open the door and hide behind the hiding
- place. Wait for the woman and after she entered the ladies' room, get out
- from your hiding place and use plank on the door to lock her in.
- After you entered the other room, turn off the switch on the left
- wall and pull onto the cable hanging in the center of the room until you have
- it loose. Take the oil can in the center of the room and use it on the floor.
- Switch the wall switch on and wait for your `friend' to arrive.
-
- Hotel Adda
- ----------
-
- Show your police ID to the customer in black blouse and she will tell
- you the other girl got your room key. Show your police ID to the other girl
- to have the keys return to you. Go upstairs to pick up the earring on the
- floor.
- Apply your room 227 key on room 227 and a cleaning lady will show up.
- Give the earring to her. Try opening the door of room 225 and the lady will
- tell you some information about it. Go back down and talk to the thief again
- so she will do you a little service. While she is talking to the receptionist,
- use your match on the rubbish bin to set up a small fire. The receptionist
- will rush off and this is your chance to take a look at the register book.
- Apply the photo in your inventory onto the match book to get the club logo.
- Examine the logo and you will have the phone number to Club Zanzibar. Use the
- phone in hotel lobby to phone Club Zanzibar, then phone receptionist to cancel
- the reservation to room 225. Talk to the receptionist to rent room 225.
- Go up and enter room 225. Read the paper besides the phone and place
- a in house call to room 227. Phone bar to order a bottle of champagne. Talk to
- Adda when the champagne delivers.
-
- Pool Hall
- ---------
-
- Knock on the door and show your police ID to Sergio. After he opened
- the door, give him the gold watch you found.
-
- Office
- ------
-
- Use the chalk on keypad to see which keys were often used. Key in a
- random number and the game will proceed. When you hear Max's cue, go out and
- walk over to the lady using the keypad. If you got it right, you will see
- several digits. Key in `0249' to open the door.
- Take the plastic cup on the table and use it on the guard's right
- hand. After he got up and went to the bathroom, punch the keyboard on his
- table to release the elevator control. Use the elevator to go up.
- Walk down the corridor to open Marco's office door. The door is locked
- and Adda will tell you Marco hid a spare key in the cupboard. Open the
- cupboard and examine the card punch to get the key. Remember to clean up
- afterwards. Unlock and enter Marco's office with this new found key.
- Turn on the light switch and start searching the office. You will find
- a letter, a document, an advertisement and a magnet on the notice board next
- to Macro's chair. Examine also the pencil holder on the desk to find a bottle
- of ink and a wire. Attach the wire to the safe's locking mechanism, then
- attach the electronic diary to the other end of the wire.
- Activate the diary to key in the secret code `227'. On the password
- prompt, key in something and Adda will tell you a clue. The password is
- `Adda'.
- The guard will start his round at this point. Turn off the office
- light and lock the door. Then hide inside the closet. Once you are inside,
- use the magnet to lock the bolt behind you. Wait until the guard checked out
- this office and you will leave your hiding place. Go back out to the corridor
- and hid inside the cupboard.
-
- Warehouse
- ---------
-
- Search the van for a postcard on it's inside, a tongs under the
- blanket, a capsule and a laundry ticket in the jacket. Examine the postcard
- and laundry ticket, then place a call to the delivery man's girlfriend. Exit
- the van and use the tongs on the delivery sheet. Examine the sheet for the
- warehouse phone number and Elite's lab address.
- Go to the back of warehouse to climb into the small car. Use the car
- phone to call the warehouse supervisor. While leaving the receiver off the
- hook, use the other phone you see to phone the van. Place the two receivers
- together to keep both man occupy.
- Go to the front of the warehouse to exit.
-
- Dead-end
- --------
-
- After a lengthy movie, you will find yourself in an dead-end alley.
- Go to the exit of alley and when you see the truck coming at you, roll under
- it.
-
- At this point, you can choose either to play as Max or Adda. It
- doesn't matters as eventually, you will need to do both stages. Let's choose
- Max.
-
- Hotel
- -----
-
- You must hide your inventory well to get pass this point. Put the
- capsule into the bowl on the bedside table. Open minibar to remove the bottle
- of whisky. Examine the label attached to it and put your police ID inside it.
- Pour the bottle of ink onto the Elite file.
- Wait for the inspector to arrive and grab you. While outside, pour
- some ink onto the blanket and slam shut the boot lid.
-
- Newspaper offices
- -----------------
-
- Look discreetly into the office to learn the situation. Go to mail
- area to take the mail and glue. Proceed to coffee area to boil some water.
- While there are still steam going out of the coffee machine, use the mail on
- the steam to open the envelope. Put Max's message into the envelope and seal
- it again with the glue.
- Go into the office and give the mail to Feddy. After you removed the
- green file from the cabinet, push over the box of paperclips on the desk. Talk
- to Feddy after you tidy up the place. Proceed to coffee area and make some
- coffee, put the cups onto the tray and bring the tray into the office. Pour
- coffee onto inspector's raincoat so you can have an excuse to remove it.
-
- Another choice can be made at this point. As before, let's choose Max.
-
- Cemetery
- --------
-
- Give whisky to chauffeur to befriend with him, then go to the service
- to examine everyone there. Especially the doctor's glove. Exit the cemetery
- and walk over to the blue car parked outside. Take a look into it to confirm
- it is the doctor's car. Open the tailgate and remove the music score and heart
- medicine from the glove compartment. Drop the medicine into the whisky. Use
- Paul's keyring on the car's rear tire valve, then go back into the cemetery.
- Give the drugged whisky to the chauffeur.
-
- Lab
- ---
-
- Take the stick besides the door and stick a piece of caramels onto it.
- Use this stick to remove the mail from the door's mail box. Read the mail to
- learn about the security system in the lab. Climb over the fencing to go to
- the garden area.
- Use the binoculars hanging from the tree branch to scout the area for
- three security cameras. They are all hidden inside the glint. You should see
- a flash in the glint when you look at the proper location. Zoom in to confirm
- the existence of the camera. Search the megpie's nest for the key to back door
- and use it to enter lab.
- Search the drawer for a tape recorder, then remove the glasses. Search
- the rubbish bin for a card schematic and a piece of wire.
- Zoom in to the audiocode control panel besides the door and use the
- glasses on it. Use the music score as your guide to key in the proper
- sequence. The sequence is `E-E-F-G-G-F-E-D'. Search the lab coat for a pair of
- wire strippers and use it on the wire coming from the safe. After you stripped
- the wire, short circuit it by attaching the piece of wire you found in the
- rubbish bin to it. Take the microfilm in the safe and examine them under the
- microscope. The codes you see are actually roman numerals, so CLI is 151 and
- MIV is 1004. By translating them, you will have two of the three codes
- require in later stage.
-
- Diner
- -----
-
- Take shelter at the earliest possible moment. When you are out of the
- diner, throw the pair of glasses in your inventory into the rubbish bin by
- the walkway.
-
- Hustler
- -------
-
- Inside Adda's handbag, you will find the inspector's card. Show it to
- the hustler to earn a free game. If you can find the right card three times,
- the hustler will give Sergio's watch to you. It would be easier if you save
- game before and after each guess, this enables you to choose another card if
- you picked the wrong one.
- Examine the Elite file to learn a secret drawing. Use Paul's keyring
- on the slots to open the door. Turn the left most one four times, then turn
- the middle one twice follow by turning the rightmost one once.
-
- Institute
- ---------
-
- Take the bell and go right. Place the bell on the window sill and exit
- the area. When the bell goes off, go into the room. Use your knife on Kevork
- and held him as hostage. When the show is over, use the magnet on the door
- control system to unlock the door.
- Activate the watch according to the instructions in the Elite file and
- use it on the door's security system located besides the door. Just in case
- you still experience difficulty, here's the procedure:
-
- 1. Pull winder;
- 2. Remove winder;
- 3. Use winder on center;
- 4. Use winder on hole;
- 5. Turn the watch around;
- 6. Turn the disc;
- 7. Turn the outer ring to the positions marked by the three newly
- appear marker. Starting from the lower left and work clockwise;
- 8. Turn the watch around;
- 9. Push winder
-
- Once you are inside, forget about the console and start looking for
- weapons. You will find a laser and a remote control unit in the drawers
- beneath the desk and a insecticide behind the desk. Zoom in on the remote
- control unit and enter room number A2. Use the control on the receiver by the
- red door. You will hear an explosion.
- If you had not done so, put the card schematic you found in the lab
- back in one piece. This schematic will help you identify a particular circuit
- board and tells you what switch to set. If you experience difficulty in
- putting the schematic back, skip this step. This is not that important.
- Turn left to face a three door intersection and wait. When Kevork
- enters, use insecticide on him. When Eraser enters, use laser on him. After
- choosing whether Adda lives or die, search Kevork's pocket for his keys. Turn
- to the console.
- Activate the console by using the switch on the upper right hand
- corner. Eject the 4th card from the left by pressing the corresponding card
- eject button. Insert the card into slot and set switches 2, 3 and 6. Press the
- small red button besides the switches to validate the code.
- Key in `151' on the digital keypad below the card slot and insert
- Paul's keyring into the key hole to verify the code. Key in `1004' on the
- digital keypad below the card slot and insert Tony's keyring into the key hole
- to verify the code. Key in `10' on the digital keypad below the card slot and
- insert Lev's keyring into the key hole to verify the code.
-
-
- *** THE END ***
-