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You need to bury the bones of your parents.

Walk to the left into the bathroom and use the cabinet under the sink. There are some SLEEPING PILLS. Take them and leave the bathroom again. Leave the caravan on the south and find the inventor outside with the bones. He asks you to become his assistant and needs the bones. You agree and he’ll give you a LIST of items he needs, and you need to get his plan for the plopper.  Take the path to the right to the crossroads.

At the crossroads go south to the general store. Enter the shop and talk to the shop owner. It’s the man you were with when the bomb dropped. Use the door to the storage room and take a WIRE and a bag of SUGAR from it. Leave the storage room and leave the shop again. Walk south to the crossroads and north into town.

Walk south to the bad part of town and talk to Rotgut. Ask him about the paper with complex stuff on it and he’ll tell you it went into the sewer. Walk left to the center of town and go left at the bottom to visit the school. In front is a kid tossing an arm. Talk to the kid and ask about the arm. Walk to the right to the playground and talk to the skin-impaired child. It’s his arm! You need to get the arm back for him. Walk back to the left and use the wire on the tossed ARM. The kid will walk away. Go back to the playground on the right and give the arm to the boy. He’ll tell you a strange word: Brain Pie.

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Walk to the left and use the door to enter the school. Inside use the door of the classroom to knock and you’ll be asked for a password. Tell him it’s Brain Pie and you can enter. Talk to Dr. Fleshman and his organization. Talk about the disappearing of the skin-impaired and the involvement of the drugsdealer. He asks you to investigate and report back. Talk to the woman and the kid. On the cabinet under the window is a BOOK. Pick it up. On the cabinet next to Dr. Fleshman is a MAGNET. Take it and use the door on the right to leave the classroom.

Leave the school on the left and go south to the center of town. Go into the arcade on the left and watch the goth-kid and the expert gamer playing on a Virtua Biter 3. You need that board. Talk to them. The goth kid hates to be touched but isn’t planning on leaving the game. Touch the kid until he leaves. Now only the expert. Talk to him and tell him you’d like to play but you don’t have money. He’ll put it in for you and beat you. You need to become a better player.

Leave the arcade and go into TJ’s on the right. At the table is a very quiet kid. Talk to him and find out that he has the VB3 strategy guide. He won’t give it but he’ll trade it. Give him the book and you’ll get the VB3 STRATEGY GUIDE. Leave the diner on the left and go north to the crossroads.

Go to the right to see a bikepath and a huge pile of manure. Walk north to the beach and take the NET with you. Go to the right to find a shanty house and use the door to go inside. Talk to Maury and ask about the seaweed. He doesn’t have it and when you ask about the boat, he will take you to sea but only if you can get the pipe back that the crab took.

Leave the house and go to the left to return to the beach. Go left again to see a house. Use the front door to discover it’s locked. On the porch on the left is a grate. Looking at it, you can see a key but you can’t reach it. Use the magnet on the grate to get the KEY. Use the key on the door to unlock it and enter the house.

On the right is an Arati Dreamstation and when you use it, you can practice your skills. Since you have the strategy guide, you’ll become better than an expert. Walk north into the kitchen and take the SCISSORS from the worktop. Walk south to leave the kitchen and south again to leave the house. Walk south to the beach and look at the sandcastle. There’s the crab! Use the castle to get the crab out and try to catch it. It’s way too fast.

Use the sugar from your inventory to gain some strength and catching the crab isn’t a problem anymore. This will get you the PIPE back. Walk to the right and enter the house again. Give the pipe back to Maury and you’ll go on a sea trip together.

At the bottom of the sea, use the scissors on the SEAWEED to cut it off and return ashore. Maury won’t make it and Sara isn’t happy with what you did. Walk to the left and south back to the forest. Then to the right to the crossroads and left back to your home to tell Seabosh about the plans. But he already made the plopper so they’re not needed. While testing the machine you’ll overhear the evil plans of Master Hatler and need to get the parts for the plane.

Walk to the right to the crossroads and right again into the forest. A biker will pass. Now that would be a good way of transportation! Use the net on the trees to catch the first biker. It’s Seabosh. While he’s unconscious, you can steal his BIKE. Walk to the right to the crossroads and north to center of town. At the bottom go to the left to the school and in front of the school turn left to access outskirts of town.Take the path on the right to go to Utopaville.

You’ll reach the border of Utopaville and the shed of Seabosh. Use the door of the shed to go inside and take the CROWBAR. Go south to take the path to Scarsboro and south again to school. Then south to the center of town. Go north to the crossroads and left to your caravan. Go inside and use the crowbar on the piggy bank to get your MONEY out.  Use the crowbar with Augustus to pry him out of the hole but instead he falls further down. You’ll follow him and find a shelter downstairs. Take the AXE standing against the wall.  Use the hole in the ceiling to climb up. Leave the caravan, walk to the right to the crossroads and then south to the general store. Go inside and take the bottle with SHAMPOO from the shelf and give it to the shop keeper to buy it. You’re change will be COINS.

Walk to the left to leave the store and go south to the crossroads. Then north to the center of town and south to the bad part of town. Use the door to enter the building and find some junkies on the couch. Talk to them to learn.. nothing. Use the door in the back wall to meet the dealer. Talk to him and ask him if it’s true that he uses zombies to make drugs. He admits. Ask him to search for an alternative and if you bring him a burger he’ll consider it.

Walk to the right to leave the back room and south to leave the building. Walk to the left to the center of town and enter the arcade on the left. Talk to the expert and ask for another game. This time you’ll win and he’ll leave. Using the machine, you notice that there’s a lock on it. Use the sleeping pills with the cup of coffee on the counter. Talk to the big guy behind the counter and talk about the coffee. He’ll drink it, fall asleep and spit out the KEY. Pick up the key and use it on the lock on the arcade. Now you can take the VB3 POWER BOARD from it.

Leave the arcade on the right and enter TJ’s. The guy behind the counter, Johnny,  is sleeping. Ask Rod at the table having his break and he’ll tell you about the music. Use a coin on the jukebox on the left to play some music and Johnny will wake up. Ask him for a hamburger but since you don’t have enough, he can’t really give you one.

Ask to see the manager and he’ll tell Johnny to solve it himself. But he isn’t very smart. Threaten him to make a big scene and he’ll let you have the HAMBURGER for 20 cent. Leave TJ’s on the south and walk south again to the bad part of town. Use the door of the building to go inside and use the door in the back to the back room. Give the hamburger to the dealer and he’ll tell you what to do next.

You need to get rid of the junkies in the other room so walk to the right and pick up the JUNKIES. Walk south to leave the building and drop the junkies there. Enter the back room again and tell the dealer that the junkies are gone. Now he’ll tell you he’s willing to stop the killing if you can find an alternative for the meat.

Leave the room on the right, go south to leave the building and left at the bottom to go to the school. Go left again to the outskirts of town and follow the path to the left to Sue’s ranch. Enter the barn and use your axe on the cow on the right. After the slaughter, Sue will come in and asks you what you can give her. Tell her it’s something that hasn’t got anything to do with sports. She’ll tell you to find her someone to love. Then you can pick up some of the MEAT.

Use the meat in the Meat-o-Matic and push the green button. Then pull the lever to create a radiant peace of meat. Pick up the GREEN MEAT again and leave the barn on the left. Then go south back to Scarsboro and south again to the school. Go south to the center of town and north to the crossroads. Go right to the forest and north to the beach. Then left to the house and enter the house. Go into the kitchen and use the meat with the stove to cook it.

After the cooking, leave the kitchen on the left and go up the stairs on the left. In the closet on the left you’ll find a skin-impaired person. Talk to the man and he’ll tell you he’s bullied a lot and wants to be loved. Tell him you know a nice lady he might like and that she’s good looking with the beauty inside. He’ll leave. Use the crowbar on the floor in the closet to take a PLANK out.

Walk to the right down the stairs and south out of the house. Go south again to the beach and south once more to the forest. Go left deeper into the forest and find the wise old tree with a golden leaf. Talk to the tree. Use the axe on the tree to shake the leaf down and pick up the GOLDEN LEAF. Walk to the right to look at Seabosh. Use the bottle of shampoo on him to get him back up again. He’ll leave.

Walk to the right to the crossroads and north to the center of town. Go south to the bad part and enter the building. Go to the back room and put the cooked green meat in the cauldron. It’s the perfect taste. The dealer agrees to use this meat next time so the skin-impaired are now safe. Ask for a sample of the crackaine and he’ll tell you he needs a golden leaf for that. Use your golden leaf with the cauldron and he’ll make you a sample of CRACKAINE.  Walk to the right to leave the back room and south to leave the building. Go to the left to leave the bad part of town and left at the bottom to go to the school. Enter the school and use the door to knock.

Talk to Dr. Fleshman and tell him the skin-impaired are safe. As thanks he’ll open the storage room in the back. Use the closet and take the RAT from the room. Leave the classroom on the right and the school on the left. Then go south to the center of town and north to the crossroads. Go to the left to visit the professor again.

He asks you to do another thing: get to a computer and find the instructions for flying a machine. Go into the trailer and use the hole to get into the bunker. Use the computer on the right to find the website and the instructions. Use the hole again to leave and go south to go outside. Give the plank, the crackaine, the seaweed and the VB3 power board to the professor and he’ll make a plane.

Talk to Sara and tell her you’re ready. Then you’ll use the plane to fly to the middle east. You’ll crash in front of Master Hatler’s castle. Talk to the guard and find that you can’t get in here. The guard also mentions his lack of sleep. Walk to the left to the side of the building and find a broken piece of PIPE. Pick it up. There’s nothing else so walk to the right and give the crackaine to the guard.

He accepts the drug but won’t take it without a bong. Give him the piece of pipe and after you left, walk back to the right. The guard is asleep now. Search him to get his REMOTE CONTROL. Walk to the left and use the remote control. A secret entrance will open. Go through the opening and take the CANDY BAR from the shelf. Use the door on the left to open it and step through into the hallway to meet… another guard. No worries, he’s blind.

On the bottom left is another door. Go through to find a nerd monitoring screens. Talk to him and find out that he has access to all systems but that you need a key card for that. Give him the candy bar and while he turns to enjoy the bar, take the KEY CARD from his pocket.

Leave the room again and use the door on the right. Open the cabinet on the right to find an EXPLOSIVE DEVICE inside. Walk back to the hall on the left and put the explosive in the groove in the floor. Now talk to the guard to lure him over the device and he’ll let you in. Use the button next to the door on the right to enter the control room of the Master.

As the Master runs off, look at the big screen with the map. There are two locations still not hit by missiles with  coordinates D4 and D10. Go back to the left and use the door on the right to enter Hatler’s bedroom again. Use the keycard with the computer next to the door and push the green buttons. TargetPro wants to know the source coordinated so enter D4 (Scarsboro) and then the new target so enter D10 (Hatler Residence).

Leave the room on the left and go through the door on the right into the control room. Use the door on the right and climb the steps to the red door. Outside you’ll meet Sara again and Hatler who wants to launch the missile. Tell him he can go ahead with that.  While Hatler is crying, use the scissors on Sara to cut the ropes and run away. You saved the earth… or what’s left of it.

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

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