You have found Gaz. But before you can return to the station to examine his evidence, you need to make sure SOCO can do their job.
Talk to Gary in the deckchair and find out what he’s after. He wants gingernuts cookies to raise his blood sugar level. Use the door of apartment 1 and once inside, talk to Phyllis (1/1). She has made some gingernuts you can help yourself to. Use the door on the right to enter the kitchen and use the door north to open the pantry (1/2). But there are so many boxes that you need Phyllis’ help.
Take the envelope from the worktop on the right and find the TV GUIDE inside (1/3). Have a look in the guide in your inventory to see the plot of the soap that’s running (1/4). Take the POSTCARD from fridge (1/5). Leave the kitchen on the left and talk to Phyllis. She won’t get up before she knows the plot. Give her the TV guide and she’ll stop watching TV (2/7). But then she sets her mind on the jigsaw and the missing piece.
Look at the jigsaw, then look at the postcard in your inventory to realize it’s the same picture. You can look everywhere but you won’t find the puzzle piece. Use the door on the left to enter the bedroom. Use the mirror on the table to see a KEY taped to the back (1/8). Use the key to unlock the sewing box and take the SCISSORS from it (1/9). In your inventory use the scissors with the postcard to cut a new PUZZLE PIECE (1/10).
Leave the bedroom and use the puzzle piece with the jigsaw (2/12) to send Phyllis into action. But as she gets to the kitchen, there’s a spider you need to remove first. Enter the bedroom on the left again and take the GLASS from the bedside table (1/13). Leave the bedroom and enter the bathroom on the lower right. Use the glass with the sink to empty the glass and put the teeth in its case (1/14).
Leave the bathroom again and enter the kitchen on the right. In your inventory use the postcard with the glass to create a trap (1/15) and use the combination to catch the spider (1/16). You’ll dispose of it and Phyllis will get you the BISCUITS (1/17).
Leave the kitchen and go outside through the door on the lower left. Give the biscuits to Gary and finally the scene is closed (3/20). At the garage, use your badge on the scanner left of the gate to get inside. Use the police car to find it locked. Use the boot of the car to find it locked as well but there’s a small gap. On the door on the right is a note. Read it (2/22). Use the large red bin on the left to get a COAT HANGER and a can of WD40 out (1/23).
Use the coat hanger with the boot of the car to unlock it (2/25), then use the boot again to look inside. Take the can of WASHER FLUID from it (1/26). Look at the car jack under the window on the left (1/27). It’s out of hydraulic fluid. Use the washer fluid with the jack (1/28) to fix it and then use the jack again to reach the window above it. It’s ajar so use your baton with the window to open it (1/29). Use the window but you can’t get through. Use the WD40 with the window frame and try to get inside again (3/32).
Look at the locker on the left. It needs a code to open. Note the name (Savage) and image (Playboy) on the door. Do the same with the locker next to it (Savage and Football) and the locker next to that (Flair and Cars). Use the door to the left to enter the main garage.
You need to find out who got the keys. Look at the document on the workbench. So Savage was the last to work on it (1/33). Maybe the keys are in his locker. Walk south into the office. Look at the desk on the right. Look at the poster and note the date (300766). Look at the calendar above the desk in the middle and note the measurements (342433). Look at the certificate above the desk on the left and note the time (154732).
Leave the office and from the main garage enter the staff room on the right. On the shelf on the far right you can find a TORCH. Take it (1/34) and then use the locker next to it. It has cars on it so it must be the time from the certificate. Enter it and see the contents of the locker (1/35). Do the same with the locker in the middle, this time enter the football date (1/36). Inside is nothing of use yet but note the socket.
Finally open the door on the left. Enter the female measurements and get the KEYS to the van (4/40). Leave the staff room and in the main garage use the keys on the van to unlock it (2/42). Use the van to look inside. Look under the bench but it’s too dark. Use the torch under the bench. It appears that the torch has no batteries. Leave the van for now and go south into the office.
On the wall is an ornament of a fish. Use it to take the BATTERIES from it (1/43). In your inventory put the batteries in the torch (2/45) and leave the office. Use the van again and use the torch under the bench. Examine the illuminated spot and see that there’s something down there (1/46). But the gap isn’t big enough. You note the panel though for which you need a special size socket.
Leave the van again. You can have a look in the red toolbox on the left but you won’t find it there. Enter the staff room on the right again and open the middle locker. There’s your SOCKET (1/47). Leave the staff room and open the van again. Use the torch under the bench and use the socket under the bench as well to get the phone from under the bench (1/50).
Talk to the sergeant and ask to talk to Gaz. You’re not allowed. Look at the board behind him to notice Gaz is in cell 2 (1/51). Talk to the prisoner (1/52). Use your warrant card to enter the staff room on the left. Use the magazine rack to find a REMOTE CONTROL (2/54). Use the lockers to learn that the prisoner’s belongings are in there. Talk to DO Hislop and learn about her tiredness. Use the remote with the TV to create static noise and Hislop will fall asleep (2/56). Take the KEY FOB she dropped (1/57).
Open locker 2 to find it empty (2/59). Open locker 3 and take the CIDER from it (1/60). Use the coats on the left and take the PACE BOOK from one of them (1/61). Leave the staff room and in the custody area give the PACE book to the prisoner and he’ll get a glass of water (1/62).
Use the cider with the prisoner to top up his ‘water’ and he’ll kick off, distracting the sergeant as well (3/65). Look into cell 1 to see who’s in there. Keep that look in mind. Look into cell 3. There’s one of the officers asleep. Enter the cell. Take the mysterious packet from the puddle of water to see it’s a MOPHEAD (2/67).
Leave the cell again and enter the staff room on the right. Take a CHOCOLATE from the tray (1/68). Eat the chocolate but keep the FOIL (1/69). Put the foil in the microwave and you’ll leave the room (2/71). With Colin distracted, use the hatch of cell 2 to talk to Gaz. He’ll tell you about the backup of the video (1/72). Use the mophead with the hatch to give it to Gaz and let him disguise himself (2/74).
Use the keys with cell 2 to unlock it and get Gaz out. Because of the disguise, Colin will let you go (3/77). So now you need to get out of this courtyard. Pick up the KETTLE BELL from next to the bench (1/78). Pick up the YOGA MAT (1/79). Use the blue sack in the corner to get a blue BLANKET from it (1/80).
Use the cabinet on the left to find it locked. Use your baton with the cabinet to force it open and find another BLANKET inside (1/81). In your inventory, combine the two blankets to create a ROPE (2/83). Tie the kettle bell to the rope (2/85). Now for the escape: use the yoga mat on the barb wire above the painted wickets on the wall (1/86). Then throw the rope with kettle bell over the yoga mat and climb to the other side of the wall (2/88).
Now you need to get rid of the pursuers. Use the pocket behind your seat to find a pair of SPECTACLES (1/89). Use the pocket behind the drivers seat to find a piece of CHEWING GUM (1/90). But you’re allergic to that flavour. Use the glove compartment to find a POWDER COMPACT (1/91). Use the CIGARETTE LIGHTER to heat it (1/92).
Look back through the rear window. Give the chewing gum to Gaz and he’ll give you CHEWED GUM back (1/93). In your inventory, apply the cigarette lighter to the spectacles to remove the LENS from the frame (1/94). Apply the chewed gum to the lens (1/95). Pull the blind from the side window to let the light flood in (1/96).
Use the sticky lens on the beam to stick it to the window and bundle the light beam (2/98). Use the powder compact with the concentrated light beam to distract Colin (3/101).