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Da New Guys – Walkthrough (Iceman/2005)

By Leon | April 10, 2010

Da New Guys Walkthrough Warning! This page contains the complete solution or walk-through to this game. Reading this page can spoil the challenge to complete the game by yourself. Please consider this when reading on. The walk-through of this game given here might not be the optimal solution, it’s a solution. Just to prove that the game can be finished. If you want a section of the walk-through or just a hint, send us an email with the part where you’re stuck, we’ll send you the section of the page you’ll need.



Chapter 1: A night to forget

Playing as Brains:

Open the wardrobe and use the Brainwear to get dressed. Use the door on the left to leave the room. In the lamp on the left are the KEYS. Use the lamp to get them eventually out.

Talk to Steve about the change, your opponent and when the next match will be. Use the door north to enter the men’s locker room and use the key on the locker in the front row on the left. Take the COINS out of the locker. Leave the room by using the door on the left and in the hall use the second door from the left to enter the gym.

Talk to the trainer and ask for some training. He’ll give you some if you get him a Dr. Fizz first. Walk to the right in the back to find the soda machine. Use the coins on the machine and select option 2. But before you know it, the soda gets stolen. Talk to The Camp Crusader and he suggests you get your drink back.

Use your money on the can machine again and select option 1 to get a plain COKE. Give the coke to Camp Crusader and walk further to the right. Talk to Steve about your stolen drink and you’ll get some information about Ice Cold. Walk to the left back to the hall and enter the men’s locker room again.

Talk to Ice Cold and tell him about Simon and what he said. Ice Cold will leave and drop his sweater. Use the sweater to find Ice Cold’s LOCKER KEY. Use the key on the third locker from the right to look in Ice Colds locker and take the DR. FIZZ from it. Leave the locker room and use the second door from the left to return to the gym. Tell the coach you’ve got his drink.

Time for some training and the coach will explain what will happen. After a session, Steve will tell you the fight is about to start. Leave the gym and walk all the way to the right where Steve is waiting again. Talk to him to enter the arena. Talk to Smiley Joe and the fight will start.

On the first insult, reply that Smiley Joe is the shortest man in the entire universe.
You’re with the second one so compare Smiley Joe with the coke
On the third, reply you don’t need help getting into bed.
Your fourth line is about giving autographs in the foyer
On the fifth, reply that it’s ironic Smiley Joe will soon be crying.

Back at the managers office, some bad news is told and the team is split up.

Chapter 2: Consequences

Playing as Defender:

Talk to Eddie about the fact that it’s quiet. Pick up the CUP the customer dropped. Use the customer opinion box to take a CARD out. Look at the deep fat frier in the back. Use the cup on the frier to take some of the OIL. Use the maintenance door on the far right to leave the shop and use the door on the right to enter the alleyway. Try to take the metal bar between the doors but it’s stuck. Use the door to return inside and go down the stairs. Open the door to the basement.

Open the fuel cap of the motor on the right and pour the oil into the motor to get it running again. Use the opinion card on the power box on the left to open it and push the red button inside the box. Use the door to leave the basement and open the door on the right to the alleyway. Take the METAL BAR from the open doors.

Go back inside and use the door on the left to return to the restaurant.

Playing as Brains:

Use the doors of the wardrobe to open them and use the clothes to get dressed. While the door is open, take the GOLF CLUB from the cupboard. Use the door to leave the room. Under the desk in the middle you can find books. Use them to see the list available and read “My trouble with money” to find Defender’s WALLET. Look at the wallet in your inventory to find the DOLLAR inside. Take the BOTTLE from the desk.

Use the window on the left to look outside. Use the bottle on the crack under the sill and use the golf club with the rope on the right to raise the cradle. Tie the rope you’re now holding to the wedged bottle. Then use the cradle to get out of the apartment.

Playing as Simon:

Talk to Ice Cold and tell him to go upstairs because the TV crew is here. When he’s gone, use the arm plate on the right (left arm plate) until your arm is loose. Take the CROWBAR from the wall and use it on brackets under the shelf. Put Mr. Fluffy from your inventory on the shelf and use the shelf to slide Mr. Fluffy to the KEY. Use the key on the arm plate on the left (right arm plate) to unlock yourself.

Chapter 3: Breaking rules

Playing as Defender:

Walk to the window of the warehouse and look inside.

Playing as Simon:

Use the key on the boot of the car to unlock it and take the CAR JACK from it. Use the car jack on the padlock of the warehouse doors to force it open. Enter the warehouse and you’ll break off the DOOR HANDLE. Look in the box on the left to find a pair of WIRE CUTTERS. Give the wire cutters to Defender through the window.

Walk up the stairs on the left and use the trolley to move it under the crate. Push the green button on the panel on the wall to lower the crate onto the trolley. Take the hook from the crate and use the trolley again to push it back. Attach the door handle to the hook and push the green button again to raise yourself. Then push the red button to slide to the other building.

Take the FIRE AXE from the wall and use the door on the left to enter the building.  Walk to the right until you reach the door of the Manager’s office.

Playing as Defender:

Use the wire cutters on the fence between the buildings and walk through. Open the trash can to find a MIRROR in it. Open the metal grate to the sewer.

Playing as Brains:

Walk through the opening in the gate. Use the grate Defender opened to enter the sewer.  Take the broken RUNG from the sports you climbed down. Use it in the water to fish for a ROPE. Tie the rope to the barrel and tie the other end to the rung you took from the ladder.

Throw the rope with rung from your inventory on the grid on the left and then push the barrel into the water. Walk south and to the left. You’ll be stopped for security. Never mind that, it will shut itself down if you keep talking to it. Use the some sort of control panel to switch the security cameras off. Knock the pipes on the wall right of the panel to let Simon know the camera is off.

Use the chair and move it south, then to the right. Push the chair north towards the elevator. Use the button next to the elevator door to open them and push the chair north into the elevator. Step into the elevator and use the handle under the chair to raise it. Climb on the chair and open the hatch in the ceiling of the elevator.

Playing as Simon:

Walk towards the elevator and use the axe on the doors to create crack. Open the door to the managers office. Use the bottom drawer, select the S, followed by Security to find a KEY. Use the middle drawer, select N, followed by Numbers, Phone to get the phone number of the phone downstairs. Move the painting to discover the safe behind it.

Leave the office and drop the key from the drawers through the crack in the elevator door. Walk back to the Manager’s office and go inside.

Playing as Defender:

Walk left through the fence and walk south to the left of the car. Enter the Wrestle Zone and activate the action figure on the bench. Use the door on the left to be stopped by Eddie. Talk to him until he lets you go. Use the door on the left again to go backstage.

Use the mirror on the vertical sensor in the back and then take the MIRROR back. You’re now surrounded by lasers. Use the mirror on the horizontal sensor at the right and you’re through. Use the door on the right to go further backstage and use the curtain on the left to enter the building. Walk to the left, the north to find Steve next to the phone.

Playing as Simon:

Use the phone to call Steve.

Playing as Defender:

As soon as Steve is on the phone, walk to the men’s locker room. Use the key on Smiley Joe’s locker on the right and take the PAPER out with the code. Leave the men’s room and walk to the right behind Steve. Walk further to the right and north to the elevator. Push the piece of paper through the doors.

Playing as Brains:

Use the hole in the ceiling to get the KEY and the piece of PAPER. Use the chair to climb down and leave the elevator. Use the key on the keyhole outside the elevator and use the piece of paper on it to enter the code and get the elevator working again.

Chapter 4: Settling scores

Playing as Simon:

Talk to Smiley Joe

Playing as Defender:

Walk to the barrel on the left. Talk to Smiley Joe again to distract him.

Playing as Simon:

Move a barrel to the left and talk to Smiley Joe to distract him.

Playing as Brains:

Move a barrel to the left.

Playing as Simon:

Talk to Smiley Joe to distract him.

Playing as Brains:

Move back a barrel to the right. As soon as Smiley Joe says: Dah, switch to Defender.

Playing as Defender:

Use the axe on the hose against the wall and discover a grappling hook attached to it. Smiley Joe will leave and quickly use the rope in your inventory on the helicopter to stop it.

Playing as Brains:

Talk to Smiley Joe and then use the doorway of the helicopter to go inside.

Game source: A copy of the game was found here on the internet.

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