Walkthrough: Jack Orlando
Full Walkthrough
1. We are awakened by the old woman’s shouting. Police officers arrive and handcuff us. During the conversation with them, we choose responses (3, 2). Annoyed by our insolence, they take us to jail.
2. In the cell, we meet an informant – Bernard. We talk to him (2, 2, 1) and use fists on him. He reveals the name of the mafia boss – Scaletti. We punch the door, and the guard takes us to the inspector.
3. During a conversation (3, 2) with our old friend Inspector Tom Rogers, we ask for 48 hours to solve the case. The old friend agrees to let us conduct a private investigation.
4. We return home. We take the broom standing in the hallway. From under the doormat, we take a key. We use it on the door on the right. We talk to the neighbor (2, 1) and enter the apartment.
5. We take a bath in the bathroom. We pick up the wallet and the duster. From the drawer in the bookshelf, we take a key and a notebook. We use the key on the cabinet on the right – we obtain a weapon.
6. We visit the neighbor. We talk to her (3, 2) and give her the duster. We take the boxing gloves from the wall and the tool kit from the table. We go out to the street.
7. We cross the street. In the alley near the shoeshiner, we use the broom to get a horseshoe. We combine it with the boxing gloves. We go around the corner of the building.
8. From the wreck in the yard, we take a crank. The owner appears – we talk to him (4, 1, 1) and punch him in the jaw. We take the crank and go to the crime scene.
9. In the alley, we pick up a cigar and use the crank on the ladder. We climb up to the roof.
10. We find a matchbox – it belongs to a nightclub. We take it and climb down.
11. At the crime scene, we talk to the inspector (2). We receive car keys. On the way back, we meet a thug.
12. The thug beats us up. We leave the alley, get in the car, and drive to the city center.
13. After getting out of the car, we go right three times – we reach Charles's shop. We talk (1, 3, 3, 2, 2, 2, 1) and take a newspaper.
14. We go to the ruined house. We use our fists on the door and go inside.
15. In the right room, we take a stick. In the left room, we use the stick on a vagrant and take the rope from the floor.
16. We leave and go behind the house, turn right, climb the ladder – we are behind the Night’o Granis restaurant.
17. We enter through the left door, then the right one (*). We go through the restaurant to the main hall.
18. We talk to the blonde at the bar (3, 2, 1, 1). We give her 5 dollars – she reveals a name: August Belinger.
19. After leaving, we go right three times and enter the reception. We talk to the receptionist (4, 2, 2). The maid has the keys. We go to the back.
20. We take the keys from the door, return to the reception, and take the elevator to the first floor.
21. We use the key to open the door across. We search the suitcase under the bed and the cabinet (notebook). We escape through the window to the back of the hotel.
22. Using a shortcut, we enter the Night’o Granis from the back. We use the newspaper on a man. It's Belinger's contact – we talk (4, 2) and leave.
23. Smith brings money from Scaletti. When he turns around – we punch him. We tie him up with the rope.
24. We return to the club. Using the newspaper trick, we extract info from Belinger (5) and leave for the Cotton Club.
25. Someone shoots Belinger. The police arrive. We talk to the officer (3, 2, 1, 1). We don’t wait – we go right, then left twice.
26. At the workshop, we talk to the mechanic (5, 3, 3, 2) and look at the car. We take an admission card.
27. Opposite Night’o Granis, we enter the casino. We show the card. We enter Scaletti’s office.
28. We scare the gamblers with our weapon. We talk to the guard (3, 2) – he takes us to Don Scaletti.
29. The thug locks us in the basement. He interrogates us (1, 1, 2), but Elisabeth appears.
30. After a conversation (1, 2, 1), Elisabeth gives us a crowbar. We use it to break the door and return to the office – we take documents and a weapon from the desk.
31. We open the double doors, turn the valve – we eliminate the guard.
32. We take the bullets and leave. We go right to the gate. We destroy the padlock with a shot and go out to the street. We go left four times.
33. We go to the distillery. Through the metal door, we enter the yard.
34. We find a crank. We start the truck. We enter the distillery, take a bottle from the crate and return to the mechanic.
35. We give the bottle to the mechanic (5, 2) – he reveals the hiding place of the keys. We take them and drive to the port district.
Port District:
36. We pick up 5 cents near the port gate. We return to the car and drive to the bar.
37. We give the found coin to the bartender and get a beer. We give the beer to the sailor – we get a sausage.
38. In the alley, we throw the sausage to the dog and take the shears.
39. We cut the chain at the port gate. We return to the drunk and take the rum while he sleeps. If he's not sleeping, we walk around a bit.
40. We return to the port. We watch out for the guard. We go left four times.
41. We give the rum to the fisherman – we take the rope. We go between the crates – left, right, right.
42. We talk to the thugs (2, 1) – we use the weapon on them. We pick up a crowbar and pry off a board. Then we pick it up.
43. We go left, then right in the back. We lean the board on the cutter, enter the control room, and take the anchor.
44. We go left twice, right twice – back in front of the warehouse.
45. We enter the warehouse and climb the ladder. We go right and eavesdrop on the conversation – the mafia has bribed the army and police!
46. When the conversation ends – we flip the switch. When the gangsters go check – we climb the ladder.
Military Base:
47. On the roof, we use the revolver on the guard. We combine the rope and anchor and use them on the roof’s edge. We climb down to the car roof when the guard isn’t looking.
48. From the truck’s compartment, we take an axe. We use it on the door and enter the base.
49. We go left and pick up a wire. In the garage, we use the vise to make a key out of it.
50. We use the key to open the warehouse and enter.
51. We put on the major’s uniform – now we can move around freely.
52. We go down and left. We talk to the guard (4, 3, 2) – we learn that Stewart is cooperating with the mafia. We go left four times.
53. We enter the headquarters. On the upper floor – the first room on the left.
54. We talk to the soldier (3, 1, 2, 2). We use the wires – we connect the phone to the switchboard.
55. We use the phone and talk to the inspector (3, 2). We go to the third room on the left.
56. We talk to the secretary (3, 1, 1) – we make sure she calls the major. The major leaves his office, and we can contact the commander.
57. We go to the commander’s office and talk to him (2, 2, 3, 3).
58. The commander calls the military police – the conspirators are arrested. The end!