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                      Bureau 13 Hints and Walkthru
                         Written by Dan Gilbert
                 dgpc001@ibm.net or dangilbert@delphi.com
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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 one of the 
above addresses. I check my ibm.net address more often (several times a 
day) than I do my Delphi mail (about once a day), but either address 
will do.
     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
==================


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 walk-through
=============================


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!

