~Bureau 13 

Hints and Walkthru, mailed to me by Bernd Wolffgram of DLH.


Written by Dan Gilbert (dgpc001@ibm.net)

Introduction:

This walkthrough is divided into two sections. The first section 
contains hints for each area. The areas are not listed in the order 
that you should go to them. They're just all there. If you need a 
hint for a particular area, just search for that area. 

The second section is a blatant no-nonsense walkthrough with all the 
puzzles solved for each character in the order that you should go. I 
wanted to be sure to include the solves for each character since 
that's one of the nice things about the game... the puzzles change 
depending upon which characters you've chosen. 

Each character also has a different perspective of things they see 
or hear. For example, some computer parts may be easily identified 
by the hacker, but the thief won't have a clue what they are. 

If you find any errors or omissions, please e-mail me at the above 
address. 

I hope you enjoy this and it helps! Let me know what you think.
Thanks!


Conventions

     H - Isaac Richards, the Hacker
     M - Delilah Littlepanther, the Mech
     P - Father Jonathan Blank, the Priest
     T - Jimmy Suttle, the Thief
     V - Alexander Keltin, the Vampire
     W - Selma Gray, the Witch

In the walk-through section, actions that can be taken are 
accompanied by the appropriate letters before the action, denoting 
which characters can accomplish the task (for example: [T] Pick the 
lock). If any character can accomplish the task, there is not an 
indication (for example: Read the book). 


~Section #1 - Hints  Section #2 - The walkthrough 


Section #1 - Hints

General Guidelines

To start with, make sure you listen to the guy in the briefing room 
during the introduction. He tells you to make sure you don't draw 
attention to yourself so as not to have that attention lead back to 
the Bureau. This is important, especially if you want to finish the 
game with a high score. Leaving doors open to houses that you've 
broken into is a sure way of drawing attention to yourself! Smashing 
things is another good way. Killing people is the best way! The 
Bureau doesn't like that sort of behavior! :-) 

To get the highest score possible, close everything you open. Try to 
leave everything the way you found it. It's not always possible, but 
the more you can do it, the higher your score will be. 

Make sure that you click on everything, read everything you find, 
and make a note of it. Most of the information you come across will 
eventually be put to use. This isn't always the case, but... better 
safe than sorry, eh!?! 

Save your game often so you can come back to something if you get 
stuck (this goes without saying for most experienced 
adventure-gamers, but I thought I'd throw it in anyway). On the same 
note, PICK UP EVERYTHING YOU CAN!!! There's no weight limit for any 
of your characters. It seems the Bureau only hires agents with 
superhuman strength when it comes to carrying things! :-) 

Most of the puzzles have a logical solution. Notice I said "most." 
As with almost all adventure games, sometimes you have to just try 
stupid stuff! :-) 

Okay, here we go!

NEWS VENDING MACHINE

Search the vending machine. You'll find something with which to open 
it. Alternately, the thief is pretty good at breaking into stuff. 

The newspaper will tell you about recent happenings. Take note! You 
need to find evidence and clues. Where should you look, according to 
the newspaper? 

Check out the boxes and the signs on the wall, too.

OUTSIDE POLICE STATION

All the garbage is just that - garbage. The Bureau probably wouldn't 
want you to play garbage collector. 

INSIDE POLICE STATION

Look at everything. The sargeant seems to be a heavy smoker, judging 
from the ashtray. I wonder if he's concerned about the fire hazard? 
Of course, there's a fire extinguisher nearby that he could use, but 
if it wasn't available, I guess he'd need to go elsewhere for one. 
By the way, I wonder if he's armed? Maybe if there was a way to get 
his gun...? Would you need a gun later? 

He won't let you in any of the other rooms, either. I'll bet there's 
good stuff in that evidence locker, huh? 

SHERIFF'S OFFICE

Check out the security monitor. It shows the evidence locker. It 
probably wouldn't be a good idea, as far as the Bureau was 
concerned, to show up on a security video tape while stealing 
evidence. 

Be curious enough to search through someone else's desk. Miss 
Manners would have a fit, but she's not watching. 

What do you suppose the fuse box on the wall controls?

EVIDENCE LOCKER

Take everything and look at it, read it, whatever. Since you're not 
on the security camera, you're at liberty to snitch whatever you 
like without penalty (would that life were so easy!). 

OUTSIDE RICK'S ELECTRONICS

You'd probably like to get inside, wouldn't you? Thieves and misting 
vampires make it easy to get into places, but the others have no 
such "breaking and entering" prowess. The plate glass door doesn't 
look like it would stand up to much, does it? 

INSIDE RICK'S ELECTRONICS

Junk, junk everywhere! You'll find all kinds of useful things inside 
the store. Search everything. Take everything you can. Open things. 
Use things. 

If you're in desparate need of some easy cash, I'll bet there's a 
lot of cash in the register. Rick must do a pretty good business 
since he doesn't seem to have time to tidy up. 

Those cassette tapes might be interesting to listen to, as well.

OUTSIDE AI CORPORATE HEADQUARTERS

Pretty tough security lock on the door. Seems to have good weather 
stripping, too. Even the vampire can't mist through the cracks! 

Go ahead and push on the buzzer. Talk to and look at the guard when 
he opens the door. He's not too bright. Maybe that could work to 
your advantage. 

Witches have a way of "divining" certain things (like security 
codes). Sorry. That's sort of a spoiler, but I couldn't help myself. 

BEHIND AI BUILDING

Not much here but a big old dumpster. Check it out, though. You 
never know what you might come across rooting through someone's 
trash. Ignore the cat for now. You'll see it later. 

INSIDE AI CORPORATE HEADQUARTERS - SECRETARY'S DESK

Lotsa stuff here! Look around. Take and read everything. If you 
don't, you'll be an unhappy camper later! 

SECURITY OFFICE

Check out those videotapes! Nothing exciting for the most part, but 
you should probably hang onto them. 

TED SIMPSON'S OFFICE

Nice office, eh? (It's just like mine, by the way. NOT!) Most of the 
stuff is pretty mundane. I wonder what that button's for? Think 
about where someone might hide valuable stuff (think of classic 
movie stuff). 

It seems that remote control has no battery. You'll need one and 
it's in the room. 

GYM AND MESSENGER SERVICE

Nothing's outside, it seems, except for that scaffolding between the 
windows upstairs. 

INSIDE MESSENGER SERVICE

Messenger-man seems to be more interested in the ponies than he does 
in conducting business, but he still won't let you go upstairs... 
unless there's some sneaky way to get by him. 

DELIVERY BOYS' LOCKERS

There's probably a bunch of useful stuff in the lockers. They're 
sort of a mess behind them, though. It's kind of tough to see in the 
dark, isn't it? That fuse panel must be blown. 

INSIDE GYM

Sorry guys. It's the WOMEN'S locker room. Ladies, go right in. The 
attendant must work two jobs, 'cause she keeps leaving. Not a high 
security gym, if you ask me. 

INSIDE WOMEN'S LOCKER ROOM

Guys, if you're in here and the women see you, they'll probably kick 
you out. There must be some way to conceal yourself, so that woman 
in the shower doesn't scream (it's not here, though). 

OUTSIDE HOSPITAL

Just go inside.

INSIDE HOSPITAL

The guard is a tough character. Best not mess with him. Check out 
that crash cart, though. It's strange how dry ice doesn't vaporize 
when it's sitting in the open like that (that's why they call it 
"interactive FICTION"). I'll bet if you put that dry ice somewhere 
where there's water... 

USED RV LOT

The Bureau must use some pretty good security to protect their 
vehicles. It seems there's no way to jimmy the lock and get in. What 
kind of lock is that, anyway? 

OUTSIDE AMERICAN TEMPORARY STORAGE

Nothing here but a pretty sign. :-)

INSIDE AMERICAN TEMPORARY STORAGE

The kid's gonna ruin his ears. What's that music he's listening to? 
I'll bet you'd like to hear that band live, huh? 

Regardless of his musical listening habits, he seems pretty stubborn 
when it comes to letting federal agents in the safe. I guess you'll 
have to use the proper channels to gain entrance. How do you suppose 
the safe-deposit boxes are opened? 

IN THE RV

Did you find anything in the RV? It has critical information to your 
investigation. 


AI MANUFACTURING PLANT - FROM THE RV

RV PARKING SPOT

That's all. Just a parking spot.

FOREST ROAD

Notice a truck goes by every now and then (Nice trees, too, if 
you're a nature lover). 

CLEARING

Looks like a storm has passed through. That big branch on the ground 
looks pretty heavy, but I'll bet you could carry it anyway (remember 
that "superhuman strength" comment I made earlier!). 

AI MANUFACTURING PLANT

Pretty nastly looking fence. I don't think I'd wanna touch it. That 
gate looks too tough to open, even for a thief. Those delivery 
trucks don't seem to have a problem, though. If you could just get 
into one of those trucks... 

AI PLANT SOUTHWEST CORNER

Nice view. That scaffolding looks like it could easily hold two 
people. 

INSIDE MAIN GATE

The scaffolding obviously doesn't work. Hmmpf! (You can't get in the 
truck again, either, so don't even try! :-) ) 

IN LOADING BAY

Take whatever you can (as always)! What's that fuse box on the wall 
for? 

SCAFFOLDING

It goes up.

CORRIDOR

What's behind door #1 or door #2? It seems like you don't have 
clearance to get inside either one. Do you feel a breeze from gaps 
between the door and the frame? 

LEVEL 4 ELECTRONIC STOCKROOM

Lots of junk in bins. Is it useful? It sure is, if you're in the top 
secret weapons manufacturing business... otherwise, no. 

The keypad at the elevator seems to be jury-rigged. Code! Code! I 
need a code! 

SECURED CORRIDOR

The sign says "Danger," but do you see why? Better make sure the 
coast is clear! 

SECURED LABORATORY

Creepy place. Interesting book. Are the names of those people in the 
book important? (Duh.) 

LEVEL 6 GUARD POST

This guard is putting down coffee like there's no tomorrow. He'll 
never fall asleep! Maybe he'll have to go to the bathroom soon, 
though. 

This place is the kind of place that would have secret passages all 
over the place. 

LOCKED OFFICE/PROGRAMMER'S ROOM

She's dead to the world. Ted Simpson must really overwork this 
woman. I wonder how you can wake her up? I'll bet she's got some 
information that would certainly be helpful 

CORRIDOR TO EMP LAB

The programmer probably has information about how to get into that 
lab. There are probably more secret passages here, too. 

INSIDE EMP LAB

This must be the device that the programmer talked about. I guess 
I'd better use it somewhere to stop that virus. I wonder if this 
thing can be recharged? 

CORRIDOR TO SIMPSON'S OFFICE

Another door that needs a scancard pass. Well, you should have three 
of them by this time. One of them ought to work. 

TED SIMPSON'S OFFICE

This is as nice as the one at AI Corporate Headquarters! This guy 
must really rake in the bucks! I wonder if it's got the same gadgets 
in it that his other office has? 

MAINFRAME ANTECHAMBER

Oh sure! Another voice lock! And you without a VCR. I guess you'll 
have to disable the electronic computer lock another way. What was 
it the programmer said this EMP thing does? I wonder if it will 
damage anything when I use it? It would be terrible if that door got 
screwed up. Then you'd have to find another way into the mainframe 
room. 

MAINFRAME ROOM

So here's the big computer! Ted Simpson doesn't look too good, but 
from the looks of the monitor behind him, he got the job done. 

Have you even been in Virtual Reality? Have you even been in Virtual 
Reality when there's a killer computer virus on the loose who's not 
looking out for your best interests? 

IN VIRTUAL REALITY

Man, does this virus have a sharp eye! He won't let you anywhere 
near that terminal! Hmmm... How can I blind this thing? 


THE SUBURBS (from the RV)

ELM STREET

Nice family house. Does the family's name ring a bell? The Bureau 
probably wounldn't approve of your just breaking into people's 
houses if it wasn't critical to your investigation... but it is kind 
of fun! 

DOGWOOD DRIVE - EDDIE HOUSTON'S HOUSE

You'll need to gain entrance, obviously, before you can get anything 
juicy. Hmmm... Would a thief help? A vampire? A mech? If you can't 
get in, don't fret. You'll find a way to get your way in,"bar"ring 
anything unfortunate happening. 

EDDIE HOUSTON'S LIVING ROOM

Is this guy a slob or what!?! There's lots of worthless junk and 
garbage in this house. Take what you can. Someone might think it's 
useful! Remember what the RV database said about Eddie Houston? 
Maybe you can find some of his stuff that he uses to hunt vampires. 

EDDIE HOUSTON'S KITCHEN

This guy has a door to his kitchen and he leaves it open! I guess 
that's consistent with the rest of his surroundings. Something in 
this place makes me think of that kid at American Temporary Storage 
and the music he was listening to. 

DOGWOOD DRIVE - DENNIS STERLING'S HOUSE

Now THIS house is more like it! This guy has some class! If you got 
into Eddie Houston's house, you'll have no problem getting in this 
one. 

DENNIS STERLING'S LIVING ROOM

Nice furniture! Is that real leather on that couch? (It's just like 
the one I have at home...) Is his answering on? Are there any 
messages? 

DENNIS STERLING'S BEDROOM

Hey! Hey! You're getting a little personal here, aren't you?

DENNIS STERLING'S GARAGE

It seems the man has good taste in cars as well as furniture! He 
keeps his place a little neater than Eddie Houston, doesn't he?! I 
wonder if the inside of the cabinets are as tidy as the rest of the 
garage? 

LIBRARY PARKING LOT

That car sure looks beat up. Noone in their right mind would leave 
anything of value in a car like that in the middle of the night, 
right? Have you gotten into Eddie Houston and Dean Sterling's houses 
yet? Why not? Doors locked? These are prying times we live in. (No, 
it's not a typo, but it's pretty bad, huh? :-) ) 

FRONT OF LIBRARY

Did you only ever use the book return bins outside the library when 
you knew your books were overdue and you didn't feel like fessing up 
at the moment? No? (No Dan, just you.) Maybe someone else felt that 
way, too. I'll bet that book return bin opens up just like a house 
does. 

INSIDE LIBRARY

Those damn computers in the libraries. The keys are always color- 
coded to the commands and someone always peels off the color 
stickers.:-) 

What do you need to look up in the computer? Need some specific 
books? It's a pretty big library. You might not find the right one 
just by browsing. 

LIBRARY BASEMENT

Books, books, and more books. Unless you know exactly what you're 
looking for and where to look, it doesn't seem like there's much 
hope in finding it. 

FRONT OF SCHOOL

Looks just like my Junior High School looked. Students use libraries 
a lot, don't they (theoretically). If you could get inside, you 
might find something to confirm this fact. 

Check out the windows.

INSIDE LIBRARY

Most of these classrooms seem to be shut and locked. The one up the 
hall, however, is yours for the taking! 

INSIDE CLASSROOM

Do they still use those flip-top desks for kids? The teacher has a 
REAL desk and there's stuff on it, too! Maybe you can confirm 
that"library-student" thing. 

CARVER'S BAR

Not much business here, is there? Maybe it's because the bartender 
isn't too friendly. Perhaps if you come back later, there'll be more 
customers. 

BASEMENT OF CARVER'S BAR

It's a recovering alchoholic's nightmare!!! Too bad you can't take 
some of this stuff with you. It looks like a good place to go if you 
want to be alone, though. 

STALKER'S PARKING LOT

Nice car. I wonder if there's anything in that bus? There must be 
lot of room in that baggage compartment in the back since the band 
is playing inside and all there stuff has been removed. 

FRONT OF STALKER'S NIGHTCLUB

That ticket guy seems to be pretty adamant about making sure you've 
got a ticket. After all, Mike and The Nightstalkers are a pretty 
popular band. 

INSIDE STALKER'S

You'd think there'd be more of a crowd, since they're so popular, 
huh? That guy up front seems to be enjoying the show, though. 
Everyone else seems to be doped up. 

BACKSTAGE AT STALKER'S

This guy's not much of a bouncer, is he? He's mumbling crazy stuff, 
it sounds like. I wonder who nailed him? 

DRESSING ROOM AT STALKER'S

It's where all the groupies want to be!!! I'll bet if they were 
there without the band, they want to take something for a souvenir! 

Cool coffin. The band's got a wierd schtick, but they've got cool 
props. 

OUTSIDE HERBALIST'S SHOP

Is this one of those health food places?

INSIDE HERBALIST'S SHOP

There's all kinds of stuff lying around for sale. The shopkeeper 
seems to have no problem giving away free samples, though. 

The amulet on the counter looks like it might be pretty valuable. 
Since the shopkeeper gave you all the other stuff for free, don't 
you thnk you shouldn't be too greedy? Maybe you outta leave her 
something?! 

SIXTH STREET

What a mess! I guess the garbage men don't visit this part of town.

Read all the posters.

INSIDE GANG HIDEOUT

This guy looks like a druggie. You'd better take his stash so he 
won't be tempted and he can recover. Isn't Sixth Street the hangout 
of Sawbuck (Clyde Carver)? Maybe this guy knows where he is. 


THE CEMETARY (from the RV)

RV PARKING SPOT

That's all.

THE PARK

Nice and peaceful. According to the statue's plaque, Statusburg has 
been around for some time now! 

Can you identify any of these plants?

OUTSIDE THE CHURCH

It's supposedly a wonderful church, but it looks kind of creepy at 
night, doesn't it? 

INSIDE THE CHURCH - SANCTUARY

Looks like a pretty standard church to me. The father seems to be 
staying up a little late, doesn't he? 

CHURCH KITCHEN

The father must not be much of a cook. It looks like he cut himself 
at the kitchen counter. There's blood everywhere! 

CHURCH BEDROOM

Simple living quarters. I don't know if I'd want that view out my 
back windows though... creepy! 

We're hunting demons, right? Symbols of holiness might be of 
assistance in the investigation. 

The floor sounds a little hollow in places. Shoddy construction?

CEMETARY GATES

>From the looks of that tombstone, there's probably some demonic 
activity going on. I wonder who's in that grave? (Hey, you probably 
took the crucifix from the church, you might as well try grave 
robbing!) 

It's been said that a crucifix is a good thing to have at the ready 
when you're in creepy graveyards at night. It might scare away 
demons. 

BACK OF CEMETARY

It's the back of the cemetary.

OUTSIDE VERONICA COTTON'S HOUSE

The door's open. She must be home. This place looks like it should 
be made out of gingerbread. 

INSIDE VERONICA COTTON'S HOUSE

Wow, is this woman powerful! I'll bet, in a fair fight, she could 
even take out Samantha Stevens! I wonder what gives her her power? 
Maybe if her power source was far away, she wouldn't be so tough. 

THE MAUSOLEUMS

The cemetary just keeps getting creepier and creepier. Isn't this 
the view from the church bedroom? *Shiver* 

That mausoleum in the back is even open!

INSIDE THE MAUSOLEUM

What was the grave robbing comment I made earlier? It seems someone 
beat you to it... and to make matters worse, the door disappeared!!! 
Aaaaargh! I think Stellerex is baiting you! 

Remember that Stellerex is the master of illusion and deception. 
Things aren't always as they seem. Think about the layout of the 
mausoleum. Is there someplace that should be accessible that isn't 
(other than outside)? 


~Section #2 - The walkthrough

NEWS VENDING MACHINE

Get the newspaper:
Search the coin slot. You'll find a quarter. Put it in the machine 
and open it. Take a newspaper. Read it. 

Alternate ways of getting the newspaper.

[T] Pick the lock and open it.
[M] Smash the vending machine and take a paper.

OUTSIDE POLICE STATION

Go inside.

INSIDE POLICE STATION

[T] Pick the sargeant's pocket to get the gun.

Take the superglue and glue the fire exinguisher door shut and then 
push the ashtray into the trashcan. 

SHERIFF'S OFFICE

Open the sheriff's desk and take his keys. Open the fuse box. Take 
the spare fuse. Push the lever to shut off the power. [W] Cast a 
light spell to see better. The thief doesn't need light because he's 
used to working in the dark. 

EVIDENCE LOCKER

Unlock the door with the sheriff's keys. Go in and take the camera, 
the police report, and the bomb fragments. Read the report and look 
at the fragments. 

OUTSIDE RICK'S ELECTRONICS

To get inside:
[T] Pick the lock
[V] Mist in.
[M] Smash the door in. (kinda fun!)

Search the wall of the store. You'll find a brick. Throw it through 
the plate glass window. (Surprisingly enough, you don't lose points 
for this.) 

INSIDE RICK'S ELECTRONICS

Take the wire cutters. Take the cassette tapes on the desk. Search 
the desk to find another tape. Play the tapes. Open the filing 
cabinet and take the customer records file. 

To get some money:
[T] Pick the lock on the cash register.
[M] Smash the register.

OUTSIDE AI CORPORATE HEADQUARTERS

Unless you have the witch, you'll need to go behind the building to 
search the dumpster for an empty box (see below). Once you have the 
box, press the doorbell. The guard will open the door. Show him the 
package. He'll tell you leave it on Mr. Simpson's desk. You can then 
go inside (the guard doesn't seem to care if you wander around once 
you're inside). 

[W] Cast a divination spell. The lock's code will be revealed.

BEHIND AI BUILDING

Open the dumpster. Ignore the cat. Search the dumpster to find the 
small package (empty box) addressed to Ted Simpson. Use the box to 
trick the stupid guard out front. 

INSIDE AI CORPORATE HEADQUARTERS - SECRETARY'S DESK

Take the note. Read it. It mentions a keycode 2112. Open the copy 
machine and take and read that paper, too. 

SECURITY OFFICE

Take the video tapes.

TED SIMPSON'S OFFICE

Open the smoke detector and take out the battery. Get the remote 
control and put the battery in it. Press the button on the desk. 
Open the painting. Put video tape #3 in the VCR and use the remote 
to start it. The safe will open. Get the tape in the safe and put it 
in the VCR. Use the remote again. 

INSIDE MESSENGER SERVICE

(Go to the News Vending Machine and then the left of the screen.)

[T] Sneak upstairs into the Delivery boys' locker room. Unless you 
have the thief, you can't go upstairs directly. You need to get 
there via the gym (see below). 

INSIDE GYM

[W,M] Go into the women's locker room. [H,T,P] Go to the hospital 
and get the dry ice from the crash cart. Go back to the gym and wait 
for the gym attendant to leave the room and then throw the dry ice 
in the locker room to steam the place up. Go inside. [V] Wait for 
the gym attendant to leave, go "mist form" and go into the locker 
room. 

INSIDE WOMEN'S LOCKER ROOM

Go through the window at the far end of the locker room. This will 
put you in the DELIVERY BOYS' LOCKER ROOM. 

DELIVERY BOYS' LOCKERS

Open the fuse box and take out the bad fuse. Put the new one that 
you got in the sheriff's office in the fuse box. The lights come on. 
Search the locker to the right of the fusebox. You'll find J.P. 
Withers' delivery jacket. Search the jacket to get his van keys. 
Search the lockers at the right of the screen to find the gloves. 
Take the trashcan. 

AMERICAN TEMPORARY STORAGE (ATS)

(Go to Rick's Electronics, then the Used RV Lot, then ATS.)

Show J.P.'s van keys to the attendant. He'll get your stuff. Look in 
the box and take everything. 

[H] Build a bomb with the components by tinkering with any one of them.

USED RV LOT

Use the scancard to get into the RV, then get out. You'll have J.P. 
Withers's Battle Journal. Read it. Unless you have the vampire, go 
to the hospital and get the Level 4 scancard from the sheriff (it 
will happen automatically. You'll meet J.P., too). Go back to the 
RV. Use autodrive to go to the AI manufacturing plant. 

CLEARING IN THE WOODS

Get the branch.

FOREST ROAD

Put the branch in the middle of the road. When the truck stops and 
the driver leaves to move the branch, get in the truck. 

LOADING BAY

Open the loading bay door and go inside. Get the wood saw. Open the 
fuse box and turn on the power by pushing it. Go outside. 

SCAFFOLDING TO CORRIDOR

Take the scaffolding up to the corridor with the Level 4 and Level 6 
security doors. 

[V] Mist through the Level 4 door.

All others must first go back to the hospital to visit the sheriff. 
He'll give you a Level 4 passcard with which you can open the Level 
4 door. 

ELECTRONIC STOCK ROOM

Push the control panel by the elevator and enter the code "2112" 
into the keypad. The elevator is now active. Take it down to the 
secured corridor. 

SECURED CORRIDOR

Use the wire-cutters from Rick's Electronics to cut the trip wire. 
Open the door to the Secured Laboratory. 

SECURED LABORATORY

Get the drone ledger. Read it. Go back to the RV.

RV

Enter these names into the RV database: Cotton, Houston, Sterling, 
Carver (Sawbuck and Carver are the same person). You'll now have a 
new location that you can auto-drive to (The Suburbs). Go there. 

LIBRARY PARKING LOT

(Go left two times: Dogwood Dr., Dogwood Dr., Parking Lot)

Open the back of the parked car. Get the crowbar and the flashlight. 
Go back to the RV and go right to Elm Street. 

ELM STREET

Use the crowbar to break the lock on the door. Go inside and pick up 
the book. Read it. 

Alternately, once you learn about the family and the book (from the 
school and library) you can [M] smash the door or [T] pick the lock 
to get inside. You can't do that before you learn about the book 
because the Bureau doesn't support illegal actions unless it helps 
the investigation. 

DOGWOOD DRIVE - EDDIE HOUSTON'S HOUSE

(The first house left of the RV)

Pry open the door, [T] pick the lock, [M] Smash the door, or [V] 
mist inside. 

EDDIE HOUSTON'S LIVING ROOM

Get the vampire hunter's kit (green bag). Search it to find the 
shovel, garlic, and stake. Go into the kitchen 

EDDIE HOUSTON'S KITCHEN

Close the door. Search the garbage to find a ticket to see Mike and 
the Nightstalkers. Leave the house 

DOGWOOD DRIVE - DENNIS STERLING'S HOUSE

(the second house left of the RV)

Pry open the door, [T] pick the lock, [M] smash the door, or [V] 
mist inside. 

DENNIS STERLING'S LIVING ROOM

Play the answering machine (push on it). Go into the garage.

DENNIS STERLING'S GARAGE

Open the 2nd cabinet door. Take the book on bombs. Read it. Open the 
5th cabinet. Take the radio (it seems to have no purpose other than 
play music). Leave 

FRONT OF LIBRARY

(through Library parking lot)

Pry open the book return, [T] pick the lock on the book return, or 
[M] smash the book return. Get the book on Botany. Read it. 

Pry open the library door, [T] pick the lock, [M] smash the door, or 
[V] mist inside. 

INSIDE LIBRARY

[H] Hack the computer. Turn on the computer. Enter "demons" at the 
console. Go downstairs. 

LIBRARY BASEMENT

Search the second shelf of books. You'll find that the book on 
demonology is checked out. 

FRONT OF SCHOOL

Two ways to get in:
Open the unlocked window
Pry open the door, [T] pick the lock, [M] smash the door, or
[V] mist inside.

If you went through the door, go into the classroom in the back.

If you went through the window, you'll already be in the classroom.

INSIDE THE CLASSROOM

Get the assignment list from the teacher's desk. Read it. (This is 
what lets you break into the Gembeck's house on Elm street if you 
don't have the crowbar.) Leave 

FRONT OF STALKER'S NIGHTCLUB

(Past Carver's Bar and Stalker's parking lot) Go backstage through 
the door at the front right of the room. 

DRESSING ROOM

(through backstage hallway)

Search the coffin for the garlic and the note. Read the note. Leave

SIXTH STREET

(past the Herbalist's shop)

Search the ballet poster. Open it. Go inside the gang hideout.

INSIDE GANG HIDEOUT

Ask the guy about the location of Sawbuck (Clyde Carver). Get the 
stimulants and the depressants. Leave. Go to Stalker's parking lot. 

STALKER'S PARKING LOT

Open the bus. Search Eddie Houston to remove the drone chip. Go to 
Carver's Bar. 

CARVER'S BAR

Click on Sawbuck six times until he's out of bullets. (You can 
attack him and kill him, too, but you lose points.) Follow him into 
the basement. 

BASEMENT OF CARVER'S BAR

Search Sawbuck to remove the drone chip. Go to the Herbalist's shop. 
Get the healing powder, the warding charm, the sleeping drug, and 
the love potion. Pick up the amulet next to the cash register. 

When Veronica Cotton appears and asks if you want to see her, agree 
with her. She says she'll send Elmo. Give the amulet back to the 
herbalist woman. Go outside. Follow the cat, but don't get ahead of 
it. Let it leave the screen before you follow. It will wait. It will 
lead you back to the RV. 

AT THE RV

A message will appear to tell you to follow the cat to the cemetary. 
Ignore it for now. 

Search Dennis Sterling to remove the chip. He'll tell you he rigged 
the RV to explode. Disable the bomb with the wire-cutters. Get in 
the RV and drive to the cemetary. Elmo the cat will be waiting for 
you. Follow him to Veronica Cotton's house. 

VERONICA COTTON'S HOUSE

Go inside (the door's not locked). As she's speaking to you, search 
her to remove the drone chip. If she sends you back to the RV 
(magically), try again. If you still have the amulet from the 
herbalist, she'll keep sending you back. You have to go inside 
without the amulet. 

If you have the amulet, split up your characters and leave one at 
the RV. Go inside her house with the other one and you'll be able to 
search her. 

After you remove the chip, Stellerex will appear to you and he'll be 
pissed. Go to the cemetary gates. 

CEMETARY GATES

Stellerex will be there screaming threats. Ignore him. Use the 
camera to take a picture. Use the shovel from Eddie Houston's 
vampire hunter's kit to dig just behind the marked gravestone. Take 
a finger bone from the body in the grave. This guy was a convicted 
murderer. Go to the park (past the RV). 

PARK

Search the tree. You'll recognize it as a dogwood tree if you read 
the Book on Botany. Use the saw from the AI Manufacturing Plant to 
cut of a limb, then use the saw on the limb to cut off a small disk. 
Go to the church and go inside. 

INSIDE THE CHURCH

Go into the church kitchen through the door on the right.

CHURCH KITCHEN

Dip the finger bone into the blood on the kitchen counter. It's the 
priest's blood. He's a virgin. Use the finger bone on the dogwood 
disc to create a disc to bind a demon. It will glow with a faint 
blue light (from the description, not actually on the screen) if you 
do it properly. 

Go into the bedroom through the door on the right.

CHURCH BEDROOM

Get the crucifix off the wall. Search the floor at the foot of the 
bed. Open the trapdoor and take the Tome of Banishment. Read it. 
Leave and go back to the cemetary gates. 

CEMETARY GATES.

Stellerex will have a different message now that you have all the 
powerful demon-banishing stuff. Scare him away with the crucifix. 
You can now go to the mausoleums on the left side of the screen. 

MAUSOLEUMS

Open the door of the mausoleum in the back. Go inside.

INSIDE THE MAUSOLEUM

Relative to the screen, go down, right, right, and up. Click on the 
left wall of the chamber. You'll go through the wall and will 
automatically banish Stellerex assuming you have the prepared 
dogwood disc and the Tome of Banishment. He'll give you a Level 6 
passcard and will send you back outside the mausoleum. 

Go back to the RV and drive to the AI Manufacturing Plant. Go up the 
scaffolding again to the corridor. 

CORRIDOR

Use the Level 6 passcard to open the door on the right. Go in.

LEVEL 6 GUARD POST

Stay behind the filing cabinet until the guard has to leave for the 
bathroom. Put the depressants in his coffee. Leave. Come back. He'll 
be unconcious. Search him to get a Level 7 passcard. Open the door 
to the locked offic with the passcard. 

LOCKED OFFICE/PROGRAMMER'S ROOM

Give the stimulants to the programmer. Talk to her. She'll tell you 
all about the virus and give you the security cipher-code to the EMP 
lab. You don't have to write it down. Go into the corridor on the 
right. 

CORRIDOR TO EMP LAB

Open the door to the EMP lab. It should open automatically if you've 
listened to the programmer. 

IN THE EMP LAB

Get the EMP device. Go back out to the corridor.

CORRIDOR TO EMP LAB (again)

Go through the passageway on the bottom left of the screen. You'll 
be in another corridor that leads to Ted Simpson's office. 

CORRIDOR TO SIMPSON'S OFFICE

Use the Level 7 passcard to open to door.

TED SIMPSON'S OFFICE

Push the statue on the desk. A passageway will open behind the desk. 
Go into the mainframe antechamber. 

MAINFRAME ANTECHAMBER

Use the EMP device to shut down the security locks. It will damage 
the door to the mainframe room, so you can't get in that way. 

Go back to the EMP lab and recharge the EMP device by clicking on 
the pedastal where you found it. 

Go back to the Level 6 Guard Room.

LEVEL 6 GUARD ROOM (again)

Search the panel at the bottom left of the screen. You'll find an 
access tunnel to the mainframe computer. (The program says it's 
locked, but it isn't anymore, assuming you used the EMP device 
already.) Go into the mainframe room. 

MAINFRAME ROOM

Talk to Ted Simpson. He'll give you a code for disabling the virus. 
With your character who's carrying the EMP device, sit in the VR 
chair by clicking on it. You'll go into VR. 

IN VR

Listen to the virus doing his scare dialog and then use the EMP 
device (that'll shut him up! :-) ). Push the computer panel at the 
left of the screen and everything will blow up. You'll go back into 
reality with your other character and the game is over. 

It's got a pretty cheesy ending. A lot of people are bitching about 
that. 

Ta-dah! You've won!
