Wild Wild West: Steel Assassin Complete Walkthrough =================================================== This solution is meant as a complete spoiler as I assume that the only reason you are referring to this is because you are totally and utterly stuck somewhere and just want out! So I won't beat around the bush by giving you hints I'll just get stratght to the point and tell you how its done and somethimes why its done that way. I just want to say that this game is flexible and you can use many ways and techniques to solve the puzzles and what order and sadistic manner you want to shoot, maim, gas, clobber, crush, etc...the bad guys! My way, of course is not the only way (please get creative when the shooting starts) but I'll give you the easiest way I can figure out. Eenie..Meenie..Minie..Moe...(blah) (blah)..if..he..bites.(blah) ...Minie..MOE! Okay, "East Street"! Easy Street =========== (cut scene+plot info blah blah) You start off in your headquarters/train called the "Wanderer" if you watched the movie you be going, "yeh, yeh, I know!" The "black glass window" that Jim West is facing is your gun cabinent. Click on it and select your weaponry. I suggest you put away your Colt .45 Revolver and get more mean, kick ass weapons! Btw, you put guns back onto the cabinet by clicking the gun you want to remove onto your right hand then clicking on its empty slot. For this mission I took the: Dual Coil Lightning generator, Six-Barrel Shotgun (for overkill), Sick Gas Canister Mortar, Spinning Rip-Disk Ejector (because its in the movie, no other reason). Opposite the gun cabinet is the Projected Photo-whatjamighcallit blah blah reference library (whatever) this where you get all the info. I gave it the once over but got bored reading it. So, now finally off to the adventure! To start your mission, go down opposite the pool table, btw that thing stores a bunch of maps, and if you notice the speaker/horn thing on the wall thats ot tell the traindriver (Coleman) to take you to the firing range at begining of the game so you can shoot the chickens. Oops! I meant practice on the targets (pob-BAWK!). On the other side of the pool table you will see an open drawer with blue cylinders thats for your voice messages. Next to that is the machine (you know from the movie). Anyway lets get on with it! Click on the door (with the (W) cursor) to start your missions. (cut scene) Keep talking to Mr Byrd (the guy who just spoke out about his crossword puzzle). The solution is 6-across:GRANT, 1-down:JOHNSON, 5-across:LINCOLN. The bartender/owner will ask you to fix the cork-puller. Go to fireplace. get Fireplace poker and Fireplace Bellows, click on top pf fire place, get Powder Horn and Musket Ramrod. NOTE: A lot of the stuff you can pick up may not be used in the current mission but in later ones but they are always made available to you when you need it. Stuff like bandages are for healing they are optional to use but I recommend you save them for later instead of using them up now. Go and click on the cork-puller, select the Ramrod and use it(where the cursor becomes a "green gear") use the Bellows below the Ramrod. Click on the very top of the cork-puller and use the Metal Bird Figurine on the gear. Done. (cutscene) Talk to Mr Street (bartender/owner) Ask everything. Go into the dining room. The waitress, Misty is crying here. There is a pair of tongs on the table you can get that now or later it doesn't matter. Talk to Misty. Blah Blah *sob* *Sigh*. Talk to her again. The cobbler is for Mr Byrd. The condition is the guest must have Chicken with salad or Steak with soup and not have red wine. The following are disqualified: Mr. Tucker -Steak&soup Mr. Ginsberg -chicken&soup Mr. Jordan -red wine Mr. Hyde -red wine Ask her everything. (more sinister plot) Kissing her or not doesn't matter. Quickly run to where she runs to get out of the line of fire. You run by holding Shift-. Get the knitting needle on the table. Ready your weapon. I chose the Six-Barrel Shotgun. Make sure ALL your guns are fully reloaded. Go up the back stairs (not the one you came down of course), the next to Misty. Use the Knitting needle on both the hinges on the "escape hatch". Click on it and prepare for fight scene! There is a guy immediately in front of you. When he pops is head above the logs BLOW IT OFF!!! Then Laugh like an evil maniac!! HUHHUHHARHAH!! Well thats one down, about ten more to go. Reload. There is a guy hiding in the chicken coop but instead of going to him, there is a way to "sucker" him out to you! Don't move from the "escape hatch" yet, you should have the wall off logs infront of you, a cart with barrels on it, the chicken coop behind that and the red barn behind the chicken coop. Click on the area just in front of the cart (where cursor changes to green (!!) footprints). You should be in position to shoot the guy in the barn. NOTE: If you are targeting the bad guy (cursor changes to crosshairs) You will come out of cover and your gun will stop auto-reloading. So keep your cursor off the target until you are ready to shoot. The easier way is to select your Lightning gun, then Shift-click on the barn behind. You will run into the barn. Immediately shoot the bee hive on the roof.Then wait for the guy from the chicken coop to arrive at the door then fry him with your Lightning gun. Make sure you hold the right mouse button until all the 10 charges are spent to do max damage it should kill him, if not then just keep right clicking and you'll be "jumpstarting" him to death. As for the guy up on the with the bees, you can fry him too or you could be more cruel and just watch him die from the bee stings!!HAHAHHA!!(Winnie the Pooh he's not!) Now you can go back and loot the bodies. Its important to do so because you get a lot of clues (stored in JOURNAL) from the dead bad guys and sometimes if you are hurt you can get bandages. Btw, your health will go back to 5 before your next mission so use your disgression with bandages, also whatever is in your inventory at the end of this mission will be carried on to the next. Go back to the wall of logs, go behind where the first dead guy is (loot him) and click on the empty cart in the middle of the screen. (cutscene) There shoul be 2 guys, one onground and one up on the windmill (offscreen) If you don't move from your current position, then neither one can hit you, take your time to kill the guy on the ground but you can't use the lightning gun as it is too short ranged. Switch to another weapon. Then, Shift-click on the ladder under the windmill AFTER the guy up there fires a shot(so you definately won't get hit, hopefully) Anyway, once you're up the ladder the guy can't hit you no matter what, so you can start making monkey-faces, going "Nanya, Nanya, Nana!" You can use the Spinning Rip-Disk Ejector here, its the easiest to hit him with. Reload all guns. Go back to the "escape hatch" screen. Go to the left of this screen. You should be looking at a dirt path going across the screen leading out between a gap in the fence. Now this is a tricky bit, for there are 2 guys here one will appear near the cart with barrels (left of screen) and the other behind the bushes next to the one tree in front of the tavern(top-middle of screen). Okay, the easIER way, attract the guy from the bushes by clicking, diagonally from where you are on the bottom right of the screen. As soon as you go near the path, the guy behind the bushes will appear and shout "Hey!". Run (Shift-click) on the left out of the screen and back to the barn, wait for him to arrive then fry him with the lightning gun again (loot him). Go back and attract the other guy out by going to the bushes where the other guy came out of. Use your shotgun or any other weapon than the lightning gun because range is a problem. Go to the gap in the fence and WAIT for a highly convenient horse carraige to arrive and click on it.(cutscene) NOTE: I just told you to go by THIS side of the tavern through THIS gap in the fence but you can also go by the other way if you like, but running to the barn for cover is more difficult) Now there are many ways of doing this part, but I'll just tell you the easiest, less suicidal way of doing it (blah, no fun). Go into the fenced area and into the side door. Sneak up the ladder. Notice there is a horizontal rope tied to a beam and is hold up a HEAVY,cranium-smashing, hook thingy, aimed conveniently at the back of >>I didn't get his name's<< head. DUH! click on it.(cutscene) (loot him) Click on barrel of nails to move it over the TOP-SECRET trapdoor (cutscene). Go down the ladder. Notice there are 2 things on the pillar next to the cart, a "COW-bell" and a rope (attached to the "TOP" getit?TOP? Secret trapdoor). Click on "COW-bell" After he goes "HUH?" click on rope.(cutscene) Bad guy gets nailed getit?nailed? by barrel! Go left click on oil barrel in the corner. (cutscene) Go through door to alley and fry the guy behind the Nitro Plasma Gun. reload all guns. Now the next room has 2 guys and you might take damage here but its also the last "room " for this mission. What I did is get ready your Sick-gas gun and shoot one guy CLOSEST to you with it(it should hit both), then quickly switch to another gun and blow them away efore they recover. Then click on your horse to end the mission. The Bull Pen ============ Now it doesn't matter what guns you select in this mission, because you'll be unable to use them as its too dark. Just start the mission with what you have you'll pick up another gun you can use in this mission. You'll be in the tavern at night and no one's in sight(Great! raid the cash register! Oops! No cash register, DOH!) Go to the cork-puller and get the cork (if you haven't already) Go to fireplace and get the Fireplace Bellows AGAIN *shhessh*. But this time use it on the spittoon on the floor at near your feet (opposite the fireplace) EEEIIIUU!! Go to the window near the cork-puller. Open the window (cutscene) and use the Fireplace Bellows with "Water" on the lantern. Use the fireplace poker (it should be in your inventory) on the lantern. (cutscene) Click on the lantern and get the Wet Lantern Wick. If you think that was disgusting, imagine what you'd have to do if there were no bellows for you to use...you'd have to suck up all the contents of the spittoon and splat the hold thing out!! EEEEIIIUUU!!! That will even make the bad guys hurl!! Click on foreplace and use Wet Lantern Wick on it (to dry it). Use the metal tongs (from the dining room table if you haven't got it yet) to pick up a small piece of hot ember from the fireplace. Go back to Lantern, replace Dry Lantern Wick, use Metal Tongs Holding Hot Embers to light it. (cutscene) It would seem that Misty is the only one here and she has been mortally wounded, the others must have fled. This part doesn't quite add up, the bad guys obviously shot her but she taking a good 6 hours since you left the die?? Go figure. Anyway I though leaving her here alone in the last mission was signing her death warrant. But I guess thats the plot. "They killed Misty, those BASTARDS!" Now if you think you can escape from the "escape hatch", think again, they nailed shut from the outside, DOH! Well now is a go time to check out that wardrobe. Click on it and use the Small Fancy Key (should get it in last mission) on the key hole. The solution to the puzzle should be in your journal if you looted the bad guys in the last mission as well as in the Photo-whatjamighcallit blah blah reference library back at the Wanderer. It should open autmatically and you'll step inside. Get the Lady's Handkerchief on the floor. Click on the middle of the table and get the Night-Vision Pistol. You can check out the rest of the schematics. Click on the barrel of gunpower on the floor and use the Powder Horn (from the musket above the fireplace) and fill it up. NOTE: if you have the Hot Ember or a match you could light up barrel and blow you and the house to bits!! DDOOOOHHH!! Go back upstairs to the bar(with the cork-puller). The bad guys will start shooting at you. Stand behind the bar if you don't want to get hit. Now there are 2 broken windows one on the left and the other on the right over the checker board. Go to the dining room first, now at this part is a bit hard to find, especially in the dark, you have to click on the top drawer of the dining room cabinent (the one with the plates and other crockery) Its near the door way towards the stairs and the cellar so its easy to miss if you don't know what you're lookng for. Get the Short Length of Twine. Oh yes, the match I forgot to mention that. Go out of the dining through the doorway I mentioned (towards the stairs not to the bar) Go to the kitchen door (there is a "Kitchen Keep Out" sign on it) Now look on the table with the large bowl to the right there is a single match balanced magically on its edge! No not really, just get it. Now you should already have your Night-Vision Pistol ready. Shift-click on the window on the right first. The guy is on the left of the screen. TIP: keep your cursor on him when he stops rolling on the ground, shot him before he shoots you. 2 shots should kill him. NOTE: If you fail to reload your gun and you click on empty, the bad guys will bust in and finish you off. Repeat the same for the window on the left. Then quickly click on the souvenier exploding cannonball bolted onto the end of the bar. Use the Power Horn with Gunpowder on the hole and use the cork to plug up the hole. Use the twine on the cork. NOTE: The Match and the Hot Ember are inter-changeable. You can use either one in either case. Anyway, you need to lure the suckers into the tavern before you light the cannonball (which is bolted to the table) Remember, what I said about the bad guys busting in after you run out of ammo? Well do just that, go to any window and keep firing away until they come charging in. Jim West will automatically light the fuse, etc. Done! Barn Burner =========== You'll be on horseback. You might want to switch back to your original Colt .45 Pistol so that you can look like a real cowboy, but that's just me. You could also use the Spencer Repeating Rifle for increased range and firepower! You are going to need your Sick-Gas gun for this mission. Go/Gallop/Trot 2 screens to the right. You'll see this guy standing in the fork down the road lure him closer to you and take him out (the first guy you kill in this mission will give you Percussion Caps) Try to kill him without going to close or going into the next screen because there is a cannon turrent, yes a CANNON TURRET!! down that road. If you can't get at him then go one more screen to the right and kill the guy that runs out behind you and you can get the Percussion Caps from him instead. Go 2 screens the right after the second guy I mentioned AFTER a screen when the dirt road bends to the right. There will be 2 bad guys in the next screen so the easiest way to do this is to take them one at a time. I used the lightning gun for this but you can use any other weapon. enter the screen to the right, one guy should come out from the trees on the right. Quickly click back and go back to the screen where you came from before the second guy comes out. Give the first guy space to enter the screen (else he'll be shooting you off-screen) then FRY'EM!! Repeat the same for the next guy. In that screen, get the Axe AND the Wood from the wood pile lying on the side of the road. Now, the Axe must be in your "left hand" click on the Wood and you'll get Wood Kindling. Its nice to know your horse doubles as a chopping block!! Oops, missed! Sorry, Horsey! Don't go any further right, instead go back the way you came. Back past the screen where the road bends right. Now you should be at a horizontal road going left to right across the screen with no forks in sight. Click on the bottom of this screen to go to the river. You will observe that here there is a river with no bridge and a tree conveniently located at the side and the cursor changes to one of those "gear" symbols. Gee! What could it all mean? Slash and Burn! Use the axe on the tree. (cutscene) You know the side of the tree he's chopping should result in the tree falling the other side and crushing your horse, but I'm no lumberjack! Anyway a bad guy should come out immediately, shoot him anyway you can. Click on the tree trunk to cross the river like a highwire expert. Then ready your lightning gun and approach the shack another bad guy comes out of the shack. Fry'em. Then let your gun recharge, Yup you guessed it! There is another one in the shack. Get in there and fry'em up also. Get the box of Dynamite. Go back across the river and get back on your horse. Go back to the screen with the wood pile and go one more screen right. You'll encounter a bad guy on a horse. This guy is tough; I used my shotgun; not that tough. Click on him after he's dead to eat his horse.. I mean loot his body..whatever. Another way that seems to work pretty well is when the guy is charging at you use your Spinning Rip-Disk Gun and fire a few shots at him, it should stun him for a second or so giving you time to switch to your shotgun and finishing him off without him doing anydamage to you. i managed to pull it off twice in a row so I guess it should work most of the time. But you'll have to be quick. Heal up with the bandages you saved (you did save some didn't you?) and go to the next screen. Another bad guy on foot comes out, now this guy doesn't sucker very easily and he's quite a good shot, so instead I just killed him (fried) where he stood. Blah. Follow the road to the right of the screen. Don't go near the barn, its not that easy. Go up the hill(you will dismount again) There 2 guys with there backs turned. Now, you can either use your Sick-Gas Gun then charge in and finish them off or you can use the Spinning Rip-Disk Gun and ricochet around the rocks but I doubt you'll have enough ammo to finish the job. Or you can do it my way and use the lightning gun. You'll have to get a little closer to the rock that separates them from you but don't go around you'll still nee cover from the rock. Just fire a shot to attract their attention and one if not both of them will come down along side the rock to shoot at you but they can't due to the angle of the rock and you should be close enough to fry them. HA! Next screen to the right. Now its time to say goobye to the turret. Click on the rocks above the turret (where cursor changes to eyeball symbol) use Dynamite and then the blasting caps on it. Stand back, FAR BACK! Preferably the previous screen. Now shoot it with any weapon to set it off. Go back to where you dismounted your horse. Go to the barn (black/grey building all the way to the right) Get the Bullwhip hanging on the wall (same wall as the door) Get the Lead Pipe thats on the barrel and Get some Hay from the ground next to the barrel. You can look at the writing on the wall. You should see a boiler engine in the back. Go and click on it, and notice that there are 5 "hotspots": (1) The top "cap" (topmost middle of screen) (cursor-"hand" symbol) (2) The large "cap" (slightly to the bottom and to the left of (1) (cursor-"hand" symbol) (3) The small "grey metal wheel/gear thingy" (directly below (1) in the middle of the screen, NOT refferring to the wooden wheels) (4) The "pivot" for the bar (3) is attacted to the end of. (slightly to the right of (3)) (5) The wooden wheels/gears(at the bottom) Go back out, to the house (its either condemned or a dump!). Get Bucket on the floor. Look at and use Axe on lock. Go in, click on chair to move it (cutscene). Go in to the kitchen (other side of door) and put bucket under water pump. Use Lead pipe on pump, then use the water pump to fill the bucket with water. Get the Bucket of Water. Get Dirty Metal Tray (on the floor below the water pump). Use your Lady's Handkerchief on it to clean it(put either item in left hand, then click on the other). Click on cabinent next to chair to climb on top of it. Use Bullwhip on the long chandlier cord hanging from the ceiling...eiiii...HAH! (cutscene) Go up the rest of the eh..stairs? into the door way. Now, in the corner (middle of screen) Get the Doily, "not a dolly, a doily!" then use the Axe to bust up the wall!!(cutscene) click on the wheel in that room to get a Bicycle Tire. I know what you're thinking--"After all that back-breaking work, all I get is Tire-d!" Get back out and to get down use the Bullwhip again on the chandelier cord. Go back to the barn. Use the Doily on the writing on the wall. Then use the Clean Metal Tray on the middle hook on the post (the one the arrow on the Doily points to) (cutscene) Use the Bullwhip in the place which the reflected light off the tray points to (the wooden peg on the horizontal beam) Get the Wooden Peg on the floor that you pulled off, Get the papers that fell on the floor. (cutscene) A bad guy threw a lantern on the hay. There are also 3 of them outside so forget about going there. Click on the boiler. open the top "cap" (hotspot#(1)) use bucket of water here. Open the large "cap" (hotspot#(2)) Use the Wood Kindling AND the Hay on it. Use the Wooden Peg on the pivot (hotspot#(4)) and use the Bicycle Tire on the wooden wheels/gears (hotspot#(5)). Now use your Liniment Oil on the area just ABOVE the small "grey metal wheel/gear thingy" (hotspot#(3)-cursor-"green gear" symbol). Then click on (hotspot#(3)). Done! ---------------------------------------------------------------------- Now you need to play Artemus Gordon's side. His methods are more "brain" and less "brawn" more diplomatic and less "cowboy". So you'll see the contrast when you do his missions. Btw, you'll also notice that his handwriting is much better than Jim West! Parkhurst's Ladies ================== Click on the chemicals table(the one with all the flasks on the shelves) Get the Mechanically Assisted Grease and the Formable Putty Acid String. You can read the book here to learn about it. Click on the "grey table" and get all the gadgets that aren't broken (as if you could get the ones that WERE broken!). Go down somemore (opposite direction from the horse) and stop at your "vanity make-up table" Get all 3 masks on the top. and go through the door (to Jim West's side) Go all the way to the Vocal Messaging Service thingy and listening to all messages from Jim West. Then go back to the Projected Photo-whatjamighcallit blah blah reference library (whatever) and view the new slides on the papers that Jim West got at the end of the last mission. Now start the mission, you can click the (W) symbol anywhere either Jim's side or your side either one will start your mission. Well it seems that Arte really knows how to travel in first class style! Go to the wharf (middle of screen, cursor-"green (!!)" symbol. Listen to the conversation between the woman and the watchman. Then use the Sailor Uniform on yourself (you need to have the Sailor Uniform on your "left hand" then open your Inventory screen and click on your full portrait). Go onto the wharf. After all the fake "sailor-talk", go one screen down. In the middle of the screen there is a "Danger: Rotten Wood" sign, click on it to remove it(*evil laugh*). Just to the right of that is THE BARREL which you saw in the opening cutscene of the game, you know, where the nightwatchmen got fired by the mechanical pupppet? Use your Non-Contaminating Evidence Examiner and Retriever (N-CEE&R) on the fried footprints on the floor infront of the barrel. Get the chunk of wood..Oak actually... grain is finer...(oh forget it!). Use the (N-CEE&R) on the red "paint/blood" or whatever you think it looks like, and click on it again to take a swab of it. Click on the top of the barrel. Use the (N-CEE&R) on the copper wire on the right of the barrel AND then use the (N-CEE&R) on the Metal Sliver on the left of the barrel and click on it again to get it sampled. Use your (N-CEE&R) on the hair on the floor (leftmost-middle of the screen) Okay, now click on your Portable Forensic Analysis kit and use both Evidence: Makeup Sample & Evidence: Metal Sliver on it. Go one screen to the right and remove another "Danger: Rotten Wood" sign (*even more evil laugh*). Now, behind(below and to the left) of the sign is a crate (you know, the one that matches the chunk of wood). Use Chunk of Wood on the crate. Get onboard the ship through the service entrance(the one at the bottom) go behind the mast and change disguises to Parkhurst Costume. Try to leave by the passenger exit (to the right). The troublesome Marcella is there again to foil your plans. Change back to Sailor uniform. Leave by service exit. find a place where you can change, eg where the barrel or crate was and change to Parkhurst Costume again. Walk pass, but not too near to Marcella so she can see you and start following you then go to one of the "rotten wood" areas and stand behind so as the "sucker" her to walking over it! HAHAHA!! She can swim, DOH! Doesn't matter just switch back to Sailor Uniform, go back on the ship, behind the mast and change back to Parkhurst Costume and use the passenger exit to meet the two people standing there. Done! Harbor Cruise ============= Now switch back to Arte's normal clothes and to the Jim's side of the train. Click on the machine next to the Vocal Messaging Service thingy to start the mission. Wow! Its a hydrofoil! (discount version) NOTE: You need to go by this way else you can't accomplish the mission. Go up the ladder and quickly go back down the stairs (not the same ladder, its the stairs about 1 cm to the right of the ladder you came up on. Go left 2 screens until you reach the last screen(with a barrel of nails, ooh Deja Vu!) Look at the bottom of the stairs (cursor-"eyeball" symbol) use the Formable Putty Acid String on the base of the stairs and then the Mechanically Assisted Grease. Now this requires a bit of timing, if you haven't already, Press 'C' on your keyboard to enable close captioning. When there is no "Otis: off-key whistling" displayed, click on the stairs to move it. (cutscene, the one where the guard oesn't notice you). You will move the stairs under the shipping office. click on the floor of the shipping office (top of relocated ladder,cursor-"eyeball" symbol) Use the Formable Putty Acid String on the floor of the shipping office (cutscene) Click on the hole to get in then click on the flower pots on the left then click on the leftmost flower pot. You'll find something written underneath the dead plant's pot. Its "RD LAE RHI" Now I assume you know how safes work, you turn it a certain amount either left or right and repeat that until you get the correct combo then it opens. You can do this the hard way and use the Intensely Sensitive Safe-Cracking Stethoscope and use trial and error or you can examine the note more carefully. Now the 'R's and the 'L's at the beginning of each new "word" are obviously "Right" and "Left" respectively. But what about the other letters? How do they translate to numbers? Thats it! TRANSLATE them to numbers! A=1, B=2, etc. What we get is "R4 L15 R89" BINGO! Just click on the engraved "pointing hands" on the safe to turn the tumblers right until it reaches (R4), then left until (L15) and finally (R89). Click on the handle to open the safe. Click on the purple book on top and flip through all the pages, then click on the papers in the folders below the book. Now leave by the front door. The nightwatchmen start off standing still at the leftmost of the screen. Now this part is tricky. The idea is to get rid of the thugs guarding your hydrofoil thingy. There are 2 standing next to the ladder you came up from and there is one below the ladder next to your hydrofoil thingy. To get rid of the first one, you need to use the nightwatchman to take him out. Walk up to where the 2 bad guys are standing (don't let them get near you or corner you) then quickly dart to the path just below them(with the big brown crate separating them and you. One of them should follow you slowly. Now the nightwatchman will be patrolling the path below the one you took, so get the bad guy to follow you then when the nightwatchman gets close move slightly away so that the nightwatchman notices the bad guy following you. If you did this correctly then the two of them should shoot each other to death! Now for the other bad guy. Go all the way to the top-rightmost screen and click on the top right corner of the warf (not the ship, cursor-"eyeball" symbol) click on the rope(cutscene) click again on the rope, then click on the anchor. Now go and atttract the other bad guy towards the anchor/net. When he steps on the net, quickly click on the anchor. (cutscene, SPLASH!). Now go and have a little chat with the last bad guy below. Ask him everything. (cutscene) You'll be on your hydrofoil thingy. Now there will be 3 boats, with guns (as usual). Go left in this screen. Click on the boats in the middle of the screen (cursor-"eyeball" symbol) Click on the rope to cut it (don't ask me what Arte used to cut the rope!) Then back out one screen and click on the boat again.(cutscene, Arte uses his legendary, demi-god strength to push the boats together!!) Now go left, and in the next screen, go near the leftedge of the screen but try not to go to the next screen. Soon as you approach the edge of the screen, 2 bad guys will start yelling that they've spotted you. Quickly turn around and head back to the screen to the right with the 2 boats BUT keep hte bad guys close to you so that they will follow you. When you arrive at the screen, click in between the 2 boats (near the front where you cut the rope) and make sure you go in between the 2 boats and wait at the bow (front) of the boats. The bad guys will follow you and try to squeeze between as well. (cutscene-Crushed! Indiana Jones style!) NOTE: You can only crush 1 bad guy so don't keep trying to crush 2 at the same time, you're not meant to. Now if you managed to lure 2 bad guys with you, then go around, keeping the "2 stationary boats" between you and the bad guy and go back left to where the 2 bad guys you attracted came from. If you only managed to attract 1 bad guy the first time then go and get the other one and lead him to the "2 stationary boats" and lose him as he tries to turn around. Okay, you have a limited but enough time to pull this off, if you fail you can just try again. The idea is to lure all boats, far enough (not very far), away from the bouy that is marking the little jaggered rocks in the middle of the 2 REMAINING bad guys. The Problem: If you try to lure the bad guys away in opposite directions, doubleback, the first one would have gotten back into postion before you can get to the bouy. So you have to lure them in the same direction and quickly find a break and just rush for the bouy. Rule #1: You can only get rid of a max of 2 bad guys (1 will remain) Rule #2: You cannot fix/sabotage the bouy then there are bad guys close to you (less than 1/2 a screen) Now here's how I did it. After losing/delaying the second bad guy who is fumbling near the "2 stationary boats", go left and left again, go near the bouy (top-middle-left of screen, roughly) the third bad guy will come at you. Stay in this screen and lure him closer to you (this is a bit dangerous but it is near the end of the mission and you don't have time to lure him in a safer way.) Go to the bottom of the screen, (same screen you entered and first saw the bouy) and when he's far enough away from the bouy and close enough for comfort to you, click on the bouy and whizz around keeping your distance away from the approaching bad guy (you might get shot at once). Once you are looking at the bouy, click on the "plug" at the bottom of ut to sink it. Then quickly line up the small jaggered rocks which the bad guy sho should still be following you and he should collide with the rocks like a crash-dummy (in more ways than one!). (cutscene) Now click on the beached crash-dummy, I mean bad guy's boat (cursor-"hand" symbol) To launch yourself outta here! Done! Casting About ============= Switch to Parkhurst's Costume and Click any (W) symbol to begin mision. In the changing room, click on the table and read the note and your script (all pages). You can read (use) the script many times and see what Arte says. Click on the door when you feel confident enough. (play rehearsal) Not bad! At least someone enjoyed the play! NOTE: I recommend you try to exit your room WITHOUT reading your script at all! You'll be a laughingstock! (It doesn't affect the mission) Leave your room again. Now notice there are 4 doors in this corridor your room on the left the next is a washroom/bathroom and the one down the hall is labelled "STAGE" (no 3 quesses where that leads!) the 4th is locked and not important the same goes for all locked doors in the corridors. Go upstairs stairs up, bottom of screen). The first door on your left is Mae's room. Go in. She'll talk to you and..and..so forth. (Don't you wish you fixed that periscope sooner!) Get her Stain Slipper on the floor. You can read the card that is on the flowers on the small round table. Since you can't DOOO anything else right now, leave her room and go up the nearby stairs. Enter the first door on the left. You'll talk to Degarde..blah..blah. Ask as much as you can but he'll chuck you out anyway. Now go to the open doorway at the end of this hall (labelled "FLIES"). Now notice there are 3 rows of "catwalks" and you are standing on the iddle one. there is a flight of stairs in the middle leading to the carpenty shop. Also notice there is a sandbag hanging slightly to the left of the middle of this screen. Clicking on this bag will cause it to fall and crush the beautifully crafted chair below, causing the haeartbroken floor manager to leave the carpenty shop in order to replace it. (*LOUD EVIL LAUGH*) You will be required to do this each time you want to enter the carpenty shop. If you enter the carpenty shop 4 times with the floor manager in it, he will kill you (he "stabs" you with is WOOODEN hammer??!!). Anyway, above the sandbag, slightly to the middle of the screen is a can of red paint and some empty Metal Cans (get them). Click on the sandbag. (cutscene). go up the stairs in the middle. Get the Hammer and the Steel Chisel on the table. Then go left, and get the Paint Brush and Awl(small pricking tool) from the table with the half broken pieces of chairs.(Gee, how did that get broken?) Now go right and exit through the doorway to the top-right of the screen. Now there are 3 doorways, take the middle one leading up. When you go around the corner and enter the next room, notice that in that room (prop room) there is an elephant head hanging there on the left (redundant) and a double-door to your right, its locked and warnings all over it, it even says "High Voltage Electrical Equipment" how convenient. Click on the cabinet and get the 2 glasses. Then click on the box with the purple lining on the right of the cabinet. Get the Lip Rouge and the String. Use the Awl on the Empty Metal Cans and then use the string on the Empty Metal Cans with holes to get a Listening Device. Exit this room and go back to the "3-doorway" place and take the right doorway down. You'll be back infront of Degarde's room. Go down all the way back to the outside of your room and go to the washroom/bathroom and wash the Glasses in the basin to get Clean glasses. Now go out and go to the door marked "STAGE". You can look at the chair. Go right and get the corkscrew on the floor. Go down and click on the dummy (jack-in-the-box). Now look carefully and go to the corner of the stage to the left of the 2 windowed box seats. Enter the box seats throught the small (it only looks small on your screen) yellow doorway on your right. Click on the sawdust on the floor, next to the chair(cutscene). Lets find out where it leads, of course you already know where--the electric equipment room. But lets just humor Arte... Shh! Don't tell him! Exit this room and go to the BIG yellow doorways to your left (don't take too long deciding which one to use.) Click on the stairs up. Click on the first doorway to your right. Rrrrruuunnn down the hall...STOP!! Enter the Manager's Box (Mr. Fiddledy) Check out the same holes on the floor.(cutscene). The last set of holes is (you know where). Okay enough humoring. Go out and throught the doorway to the left and around to the right. You should be outside Mae's room. Go upstairs and through the doorway and go all the way across the "catwalk" to the other doorway. Now go up and you should be in a hallway with an open yellow double-doorway labelled "3rd Floor Lobby" and a crummy brown door to the right--That's Fiddledy's office. Go in an talk to Mr Gobb. blah, blah. Get the White Wine on the desk and look at the photographs on the table. Eww! On second thought... You can also look through the profiles of the people in the theatre on the desk. Open the middle drawer (its very thin and you can't see it, just click where cursor-"hand" symbol). Read both papers inside. The door on the right can be forced open. Just use the Steel Chisel and then the Hammer. (I'm not sure he'll appreciate that!). To your surprise there's... absolutely nothing! Blah! Go back to Mae's room (go out of Fiddledy's office, go up, go into "FLIES" doorway, across catwalk and down stairs). Use Corkscrew on White Wine, use Open Bottle of Wine on Clean Glasses. Give Clean Glass with Wine to Mae (no peeking!) She'll ask you to get CHERRY RED Lip Rouge, so go out, uptairs to catwalk and use Steel Chisel on the can of paint. NOTE:You can only do this after doing all of the above. Use Paint Brush on red paint, use Paint Brush with Red Paint on Lip Rouge. Go back to Mae's room (you should have memorized the route by now!) Give her the "Cherry Red" Lip Rouge (don't kiss her). She'll ask for her slippers next, but you've only got one. Try to give her the one slipper and she'll tell you that she...blah..blah..might have left it in Leopolde's dressing room. Go out and down the stairs to outside of your room. You will over hear a conversation with Marcella and Fiddledy. You can say anything to her but I recommend the last response. After Fiddledy so blatantly refers to you by "Mr. Gordon" and leaves, Mr Degarde walks out of the washroom/bathroom (not good). You know that 4th door in your hallway that I told you was unimportant? Well, I'll be darn! Go into the "unimportant 4th door" room and get the 4 important keys to 4 important places from the key rack on the wall to the right. Go out and up to Degarde's room, unlock it with Key to Degarde's Dressing Room. and look at the telegram on the floor. Look at the shoes on the floor and use Mae's Statin Slipper on the one that matches. If you don't know which one it is use trial and error..oh but with elimination as well! Click on his desk and look at the photoframe (he knows Booth alright, or maybe its a forgery, nah!) Click on the floor plan on the left of his desk. Woh! Its got all the elevation and windages for sniping! Or it could be for pie throwing, hey, its a humorous play! It also explains the drilled holes you've found around the place. Click on the box on the right. Ah, just a necklace with a "bull" symbol, nothing interesting... Exit his room and go up the stairs to the "3-doorway" room and go up. Use the Key Smelling of Paraffin to unlock the electrical equipment double-doors. Look at the wires, the rack and the hole in the rack the wires are going into. Go back to Mae's room. Give her the pair of...hey! Where she go? Read the note. DOH! Read the telegram on the floor. Isn't that the same one Degarde had? Done! En Garde ======== Switch back to Gordon's Clothes, and start the mission. Go to the 2 people talking in the alley. Blah, blah. Go in the "trap" door (there's only one door). Degarde will sportingly give you a stage prop sword to defend yourself with. Common sense will tell you can't kill him with THAT! Gee, what would Zorro do in a situation like this. That's it! Start backing off straight away get some distance between you and him keep clicking on the right of the screen. If he gets too close block his sword by right-clicking on him when your cursor changes to a sword symbol with an X on top(not when there is a circle-that's to attack) just when he raises his weapon to hit you. Keep backing off right until you reach the rightmost side of the stage with the tied ropes thingy (you're getting the idea, huh?). When you are close enough, click on the ropes to let down a sandbag on Degarde's head. (cutscene+ego trip) Done! Yes, I'm not kidding.. mission accomplished! The next mission is back to Jim West. Broken Hopes ============ Go and listen to all the voice messages from Arte. start the mission. You start off getting off your horse and standing next to a make-shift sign "Broken Hope" go right and up to a huge checker board, guess whose favorite game this is. Looking at the setup here, you think walking around in a wetsuit and rubber flippers wouldn't look foolish. The square you are standing on points to the starting black square, so jump on that one. Nothing dramatic happens, thats good. The good news is you'll know if you jumped on the wrong square, the bad news is its too late to regret it! Okay, for those o you who know to play chess: you are supposed move like a knight in english chess (L-shaped). And the electric "bulls" on the board also are like knights as you cannon jump onto a squares they are guarding or you'll be zapped back to your former square. If you make an illegal move (not L-shaped) then the big lightning rods will zap you (tough). For the benefit of those who: i) don't know chess. ii) can't stand chess. iii) Couldn't care less for chess. iv) are impatient. v) have pulled out all their hair over this puzzle! For example, when I write "2U1R" <-- this means "jump to the square which is 2 squares up and 1 square to the right of the current square you are standing on" (NOT jump 2 squares and then jump 1 square right later, you'll know you've made a wrong move if you get zapped.) (L=left, R=right, U=up, D=down) Here's the move list: (Btw, you should be already standing on the first black square) 2U1R 2U1R 2L1D 2D1R 2D1L 2R1D 2D1R 2L1D 2U1L 2U1R 2U1L 2U1R 2R1U 2D1R 2U1R 2R1D 2R1U 2R1D 2D1L 2D1R At this stage you should be right next to the exit but don't jump to it from here, its still considered and illegal move. 2D1L 2L1U 2R1U 2U1R 2D1R (To the exit!) Go right and up and OWIE! You get knocked out and put in jail. Talk to Electra Steele..blah..blah..ow!(again). Talk to Mims. Ask everything. Click on Mims to get his gun, then click on the jail door (which I guess wasn't locked) and get out through the back door on the left. When no one can spot you, click on the window on the left (with the curtain blowing in the wind) and climb inside. Get the Sleeping Pills and White Hat. Wear the white hat (by using it on your full portrait) Now you won't be recognized at long distances. They think you're Dusty--the guy sleeping. Although you have a gun don't even think of firing it now there are way too many bad guys that can swarm you. You MUST absolutely use stealth, no two ways about it. Okay, just walk out the front door of Dusty's house(it says "HOTEL" btw) and walk across to the saloon. Rufus, the guy on the roof will ask you to get him a beer. Obviously don't go in the front door, instead go to the right and to the back of the saloon. There is a ladder on the left, thats where Rufus is. Go into the backdoor of the saloon on the right. You'll crawl under the bar. Use the Sleeping Pills on the bottle of rye, on the bar, the 2 bad guys are drinking from. They should be asleep soon. Get the beer from the shelf marked "BEER" Duh! But don't forget to loot the 2 drunk bad guys! You'll get the info on what they are planning. Go out the way you came in (don't have to crawl) and go up the ladder. You'll automatically knock out Rufus (loot him). Use the ladder to get back down. Now go down the alley to the left of the ladder and down to the "WAREHOUSE". Go in but stand at the door way first then click on the grandfather clock on the right. Using your telekinetic powers click TWICE on the hands to move the hands through the glass to 12 o'clock. Then get out of here and go down and around the house so that no one can see you when they go running out of the WAREHOUSE. After they hear twelve "gongs" on the clock, they will think its time for the town to be disintegrated and they will run for thier lives. Make sure they have run all the way out until you can't see them anymore before coming out of your cover. Go back in and get the key on the table on the left. Read the note pinned on the table and go to the back where they were carrying the boxes. In the furthest back room behind a barrel and a short stack of crates you should find your backpack. Get it along with all your original items and weapons. Okay, time to rumble! I got out the lightning gun (again). Then go to the "City Hospital and Undertakering" house at the beginning of the town its the opposite direction from the Mines (which is a redundant structure) You can also see from the map in your Journal (if you been looting the bad guys) where the Lab is. Its in the Tomb. But first the "City Hospital and Undertakering" house. there will be a guy running from the left as you approach. Quickly turn back and head for the saloon now you can either enter the saloon by the front door or the back alley, it doesn't matter. I went in the front door, they can't follow you in there. This gave me time to get out my lightning gun and reload all guns. So go out to the back alley (the one you used to sneak into the saloon before, use the back door if you're in the saloon) and wait for the first guy to pop around the corner (you might want to move a little closer if you're using the lightning gun. You got about 3 seconds to take out the first bad guy before the second one notices you as well. So, what I did was fry the first in one shot (normally empting the full charge on the lightning gun does the trick!) then either switch to another weapon to take out the second or keep "jumpstarting" him to death! Quickly run into the "City Hospital and Undertakering" house and fry (or shoot where applicable) the bad guy inside the house. Go further in and examine note on the huge "coffin". Then examine the calender on the wall, there's a safe behind it. Use the Small Key to unlock it and get the Stone Seal from the safe. Go out into the cemetary on the left and into the large crypt. Inside, use the Stone Seal on the "tomb" to the right (cursor-"eyeball" symbol). (cutscene) Go on in! Go up the stairs. (cutscene) Buried-alive! PAAAANIIIIC!! Just kidding. Go right in the fork first there is an ammo crate which I recommend using (It gives you 99 bullets to your Colt .45 Revolver-which I never used so far!). To the right will be a mechanised torso of a "guy in a suit-not sure if its Armani.." Oh just blow it away! Go to the table where it is and click on the blue-prints (I know, its not blue) next to the arm of the terminator. Click on the words circled in red then click on it again (cursor-"hand" symbol) then take the Electrical Wire that's left. Get the Electric Battery on the floor behind the table and use it with the Electrical Wire to get Battery with Electric Wire. Now go back an take the left in the fork. Immediately, there will be a rolling "Mr Slamman" 'achugging on the track. Don't try and shoot it you can't kill it that way. Instead quickly click on the control box thingy on the ground next to the track(middle of screen) and use your Battery with Electric Wire on it. (cutscene) Now go and shake the "Slamman"'s hand Oops! It came off! (Get Leather Gloves). Now you can practice your boxing and kung-fu kicks! Not really. Go right. Go up the small (looks small from where I'm standing) flight of stairs on the left of the stage. Get the Wire Cable on the floor. Go back to the room where you shot the mechanised torso of a "guy in a suit" and go to the back of the table where you got the Electric Battery. Use the Wire Cable on the floor or the opening to the right (wherever cursor is a "green gear" symbol) and use Leather Gloves on the Wire Cable on the floor. You'll repel doen to the roof where Rufus was. Done! Grant Finale ============ You'll be alternating between Arte and Jim in this mission which has already started. (Blah, blah + plot info) Arte's turn: Use your Listening Device on the top-left corner of the screen (in your room, cursor-"green gear" symbol, its hard to spot unless you know what you're looking for). (plot info) Jim's turn: You can snipe or run up to the 2 guys and just fire away. The Noiseless Pistol shoots very fast (just keep right clicking). It will, however, break (again) after you kill both these guys, great. Go to the corner of the back lot (away from the door to the stage). You should see a horse and carriage. Click on the barrel (middle-left of screen, cursor-"eyeball" symbol) and get the carrots, use them on the horse/donkey (whatever) (cutscene, recognize the "coffin"?). Click on the "coffin" to enter the theatre. Arte's turn: Go to Fiddledy's room. (From your room, upstairs twice, across the catwalk to the other side, up and the crummy door on the right! Now you know the locked door with absolutely nothing inside? Well guess who is in there. Do the same thing, use the Steel Chisel and then the Hammer. EEEYAH! Oh, its just Fiddledy. (Arte figures out the sinister plan) Can you figure it out too before the next cutscene..?!! (Jim and Arte meet) (cutscene) Jim's turn: Pratt is point a gun on you and you have a Busted Noiseless Pistol. OO..kaaay..let's take the time to think (or write your will). >>flash back<< Remember the flaw of the "Slamman"? Magnetizism! Go near the machine( cursor-"green (!!)" (Don't click on Pratt, yet). Pratt will get his gun stuck on the machine, NOW click on him when the cursor is a "fist with an explosion around it". K.O.! (cutscene) The game is not quite over. (conversation with "Grant", blah,blah) Ambush! In your own train, talk about security! Anyway after the two Steele sister get blinded by the flash of light, (Quick! Have your way with them!!!) *AHEM* click on Electra Steele then on Mae (or whats-her-name!) Seen the movie? Well it works here too! GAME OVER!!! Yeah! Let's play that again! >>collapses after 24 hours of gameplay!<< ******************************************************************** Brought to you by Bounty Hacker ********************************************************************