4 Medals (95 Points)
Medals
Brain (10 Points)
The more thoughtful problem solver.
Solve the two early problems using your brain
Brawn (10 Points)
The more aggressive problem solver.
Solve the two early problems with brawn
Out With A Ding (25 Points)
Beat the Game. Secret Medal (50 Points) Note: In order to get the Brain or Brawn medals you need to solve both puzzles in the same style; if you solve the first puzzle the brainy way and the second the brawny way, you will not get anything.
Guide
Being Brainy
1) To get into your hideout, get the penny from the sewer. Use it to pry open the alarm box, and then click on the red wire to deactivate the alarm.
2) To get into the club, talk to Rulio on the screen to the left of the dumpster to find out about the mushroom, and then give him the penny. Put the mushroom in the bouncers' drink on the screen to the right of the dumpster, leave that screen, and then return to it. Being Brawny
1) To get into your hideout, get the brick from the street and use it to smash the alarm box.
2) To get into the club, grab the steel pipe from the dumpster screen, and hit the bouncers with it on the screen to the right of the dumpster. Try to walk in and you'll see the metal detector, so toss the pipe in the dumpster and then come back. Phone Numbers
In the game you have a cell phone. If you click on the Phone icon in the bottom right, you can dial and press Send (green phone receiver) to see what happens. This will usually result in you getting feedback that helps you in some way. But not always. Whenever the game says you have a message, click the icon to read it. The walkthrough will assume you're doing this.
Mary Ann: 555-7238
Hatter: 555-8880
Slot machine company: 555-4513
Bathroom Stranger: 555-6293
Long Boris: 555-7243
March Hare: 555-7321
Complete Everything Walkthrough
Click on the spade to go to town, and get into your hideout using one of the above methods. Click the journal to read it, and click on the answering machine to the right of the screen to listen to your messages. Call Ann and the Hatter. Leave your hideout and go to town, and get in the club using one of the above methods.
Go to the left into the kitchen and click on the thermostat, and raise the temperature to 90. Go right twice into the bathroom and you'll see a message on the mirror. Call the number. Also call the two numbers on the bathroom stall doors. Go back to the kitchen and click the bottom of the slot machine, and change the odds to 1 in 1. Return to the main kitchen screen and play the slot machine. Go back to the bathroom and enter the rightmost stall, and enter the secret lab. By now you should have received a response from Long Boris that says ALIVE SLICE. This is an anagram of ALICE LIVES.
Go to the right to the elevator screen and click on the elevator. Go left twice to the TV screen. Go back to the main bathroom screen. You are now looking for tapes. The first one is not always in the same spot, but it's always in or around the club. I've seen it on the bathroom sink, on the bathroom floor, back in the first secret lab screen, on a table in the lounge area, and outside on the bouncers' table. The second is in the dumpster, and Rulio has the third.
- You don't need to mess with the thermostat if you already have the number.
- You don't need to call anyone other than Mary Ann and the slot machine company.
- You don't need to touch the journal.
- If you do read the journal, you don't need to pay any attention to the briefcase combination, as there is no briefcase in this game. Its presence is most likely a nod to the first episode of the series.
- You don't need to listen to or watch anything all the way through.
- If you're going for the Brawn medal, you don't need to get the coin or talk to Rulio about the mushrooms.
- If you're going for the Brains medal, you don't need the brick or the pipe.
Credits
Walkthrough by DiMono
Ported to the Wiki by EJR