Murran Chronicles 2: Talons Of Terror – Walkthrough (Bill Garret/2009)
By Leon | April 4, 2009
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.
After your reassignment and training you end up in the hotel room for your first case.
Investigation Day 1:
Take the WALLET from the dresser (5/5), pick up the PHONE (3/8) and take the SIDEARM (5/13). Use the case file on the desk (5/18) to read the latest info. Close the document and use the door to leave the hotel room. On the map select the Hopkins Farm. Use the house to notify the occupier that you’re there.
Talk to Hopkins about himself (5/23), the location of the missing cow (5/28), the plastics plant (5/33) and the threats (5/38) . Use the door on the right to leave the house and walk to the right, past the car. In the field where the cow once was is now only a bloody mess. Look at the blood spatter (5/43), the drag marks (5/48), the fence (2/50) and the road on the far left (3/53) to conclude that the cow must have been lifted.
Walk to the right and use the car to return to the map. On the map select the dead cow location for inspection. Examine the dead cow and take the BLACK OBJECT from the carcas (5/58). Walk to the left to return to the map. Select Hopkins farm again. Use the house to enter and talk to Hopkins again. Ask him about the black object found in the cow (5/63) and he refers you to the sherrif.
Use the door to leave, use the car to see the map and select the sherrif’s office on it. Talk to the desk officer behind the window and ask to see sherrif Cole (5/68). Look at the posters on the wall. Use the door on the left and talk to sherrif Cole. Ask him about town (5/73), the black object found in the cow (5/78), the accidents (5/83), the reports of flying creatures (5/88) and tell him about your theory (10/98). You get the directions to the university and the veterenarian.
Exit the office and use the door on the right to leave the station. On the map select the vets office. Behind the desk is Amanda. She’s not very keen on talking to you. Use your badge on her and she’s more willing to talk. Talk about the black object found in the bird (10/108) and ask about the flying creature (10/118).Leave the clinic on the lower right and on the map select the university.
Talk to Dr. Eskandari and ask about the black object. Give him the black object (5/123). He’ll tell you to come back tomorrow. Use the door on the left to leave the university and on the map select the farm of Hopkins once more. Use the house to enter and talk to Mr. Hopkins. Ask him about the explosion accident and he’ll tell you about the file at his office that he’ll get tomorrow. Use the exit and the car to return to the map. Time to get back to the hotel.
Investigation Day 2:
Take your WALLET, GUN and PHONE from the desk and use the door to leave the hotel. On the map select the Hopkins farm. When you arrive you see people standing outside. Talk to sherrif Cole about what happened. Use the body to have a closer look and look at the deep puncture wounds (5/138). Leave the body and use the house to enter. Use the big screen to watch the surveillance tape. Quit the footage and use the door on the right to leave the house. Talk to the sherrif again. Ask him about the pucture wounds on the corpse and tell him about the tape. Ask him about the Sioux and he’ll give you directions.
Use the car to go to the map and select the university on it. Talk to Dr. Eskandari again and ask about the black object. He’ll tell you about the TALON (5/143). Tell him about the videotape and he’ll tell you about the thinderbird. Use the door to leave the lab and on the map select the museum. Use the door of the museum and inside look at the pterosaur exhibit on the right.
Jeff will come in and talk to him (2/145). Talk about everything possible and ask for a tour. After that talk to him again and ask about the thinderbird. Walk to the south to leave the museum and outside your phone will ring. After the conversation walk to the south and select the sioux community on the map.
Look at the small town. Walk all the way to the right to reach the shops. There’s a woman sitting on a bench but she’s not very eager to talk. Walk further to the right and use the front door of the hardware store to enter. Pay close attention to what the shopkeeper is telling. Use the jar of jellybeans and enter the correct number: 412 (5/150). You can select a prize from the wall and select a pair of BOLT CUTTERS.
Talk to the shopkeeper but he won’t talk to you. Show him your badge and ask him about the thinderbird (5/155). Press for more information about the thunderbird and the other customer will leave (5/160). Walk to the south to leave the shop and walk to the left to return to the car. When you’re almost at your car, the pone will ring again. It’s Arsay again telling you about the totem.
After the conversation use the car to get to the map and select the plastic factory on the right. Talk to the receptionist behind the desk and ask about the FILE of the accident (5/165). While reading it the pieces fit together. Walk to the right to leave the factory and on the map select the power plant.
Talk to the receptionist, show your badge and ask for someone in charge. They’re all out so ask for access to the file room. That’s a problem. Use the door of the file room behind the desk to see there’s a number lock on in. Remember what you saw at the sherrifs office? Walk to the right to leave the plant and select the sherrifs office on the map.
Inside take one of the FINGERPRINTING PAMPHLETS (5/170). In your inventory use the pamphlet to discard the paper and keep the precoated FINGERPRINT BRUSH (5/175). Use the door on the right to leave and select the power plant again on the map. Use the door again to watch the keypad and use the fingerprint brush with the keypad. Four numbers are highlighted. Now you must break the code.
Play with the numbers in different order until you find that 8137 does the trick and opens the door. Use the door again to enter the room. Use the shelf on the left side to find the REPORT you’re looking for (5/180). Take the original report from your inventory and use it on the copier on the right (5/185). Walk to the right to leave the room and outside the phone rings. It’s Arsay again with information.
After the conversation walk to the right to leave the plant and select the Hopkins farm on the map. Talk to sherrif Cole and tell him about the victims connections (5/190). Ask him about Caddo and he’ll tell you about Mingo. Use the car again then it’s time to drive to the hotel.
Investigation Day 3:
Take the WALLET, the GUN and the PHONE from the dresser. Use the phone in your inventory to hear the strange message from Arsay. At the end of message 2 you can hear a familiar sound. It’s a tower bell. Use the door to leave the hotel and on the map select the sioux city.
Walk to the north under the white roof of the seedy hotel. You hear the sound of someone approaching so walk under the roof and hide in the deep dark shadow (5/200) until the other person has left again. Look through the same window as Mingo did and use the door to the right of the window to enter the room. Inside you’ll find Arsay. Use the bolt cutter to free him (10/210) and walk to the south to leave the room again. Outside walk to the left and use the car to return to the map. Go to the museum.
Use the front door of the museum to enter and use the displays on the left about the Sioux artifacts. In one of them you’ll find a wooden TOTEM (10/220). Walk to the south to leave the museum and go south again to see the map. Go to the Sioux community. Walk to the right and in the shopping streets you’ll meet Mingo again. He has some evil plans.
When Mingo is using his totem, use the talon in your inventory on the totem (10/230). Use the item in your inventory but you realise it’s not enough to distract Mingo. Draw your gun and shoot the tree next to Mingo to break his concentration (10/240). Use the totem again on yourself to let Mingo become the prey (10/250).
Game source: A copy of the game was found here on the internet.
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