You’re in a prison cell and need to get out to save your casino.
Make noise: knock on the wall on the right to talk to the neighbour and you’ll be told to be quiet. Use the window in the back to shout for help and you’ll be told to be quiet. Flush the toilet and you’ll be told to be quiet. Kick the bed to reveal some nasty creatures and you’ll be told to be quiet. Bang the door to call the guard and ask what you can and can’t do. He’ll throw in the prisoners’ manual.
Pick up the manual to read it. There’s an interesting piece in it about the food so you call for some food and food is thrown on the floor. You can try the food but you better leave it. Kick the bed again to call the critters and then pick up the bugs from the bed. You’ll put them in the food and the guard is called. The chef who prepared the meal is now thrown into the cell next to you. After the chef has left, use the wall again and Kerry will open it up.
What lead to your arrest: try to find another exit. You the door opposite to find it locked. You need to find the key, and fast. Walk over to the desk on the right and use the phone to contact Billy and ask for the key. It’s in the safe. And the combination to the safe is Billy’s birthday. And Billy’s birthday is….. written down somewhere.
Walk around the desk and open the drawer. Browse through the stuff under the burger to be able to read the adventure magazine at the bottom. Flipping through the pages of the magazine, you’ll find a PAGE NUMBER (5) circled. Put everything back and look under the ashtray to find a usable RULER. Take it with you and leave the desk. Next to the desk is a bin. Using the [CTRL] key on your keyboard, select the ruler in your inventory (you’re not touching it with bear hands) and find a number (24) in the CORNER OF NEWSPAPER. Select it to put in your inventory. Walk up the steps towards the door you entered through and look at the notice board to the right of the door.
Look at the CARD in the bottom right. It has a number on it (1167). Then there are the MARKED DAYS on the calendar (1278). On the upper right of that calendar you can see the YEAR (1925). To the left of the calendar is a NOTE with several numbers on it. Lifting the paper clipping of the building, you can read the instructions on how to operate the safe.
Leave the notice board and go over to the safe on the other side. You need to enter a code in the order day, month, year of birth. So there’s one piece that can be a day (24). And one piece that can be a month (5). It could also be the day, but then there’s nothing for the month. We know the current year is 1925. There’s only one piece that could make up his year of birth. Since he must have been born in the 1800’s, 1278 could be 1827. But then he’d be almost 100 years old. He didn’t sound like it so 1872 would be more likely.
Push the right arrow until you reach the 2, then the left to the 4, then right again to the 5. Now left to the 1, right to the 8, left again to the 7 and right to the 2. This should make an unlocking sound. Use the handle to open the safe and get the KEY from it. You might also want to take a GOLD NUGGET with you. Leave the safe and turn around. Walk towards the door on the side and use the key to unlock it. But when you try to get out, you’re spotted by the maffia again.
The next option is the window. But it’s a bit high. Use the cupboard to move it underneath the windows and then use the window to climb onto the cupboard. But the window is barred with toughened glass. Select the gold bar from your inventory and use it on the window. That’ll get you out of this office.
Now you need to get out of this mess alive. Jump on the box to your right, then over the railing onto the walkway. Use the door you’ll find here to enter the building. Walk the black and white path towards the end. There are windows here so when you turn right, you might get hit. Walk until the end and in the alleyway turn right and the first left (where the oil drum is).
Walk this till the end (in the side street you’ll see the mobs so run here). At the end there’s a crate on your right with a BONUS (1). Turn left here and walk to the end. Turn left here but be aware: you’re having the gunmen now shooting from behind (nothing you can do about it). At the end turn right (you’re now facing the gunmen). Run into the next street on the right and again you’re walking into the line of fire. Quickly into the street on the left. They’ve now temporarily lost you.
Although this is a courtyard, not all is lost. Next to the hydrant is a large box. Move the box until it’s against the door next to it, filling the gap in the walkway. Jump on the walkway on the left side, where there’s another crate. Push this one along the walkway toward the building, then to the right (you need to step around the crate to push it.) Push the crate all the way to the end, across the gap you filled against the wall on the side. Once in the right position, you’ll automatically jump on it and over the wall.
Walk this courtyard to the other side and look at the scaffolding. It’s held up with bricks which you might be able to move by throwing something at it. Luckily the yard is littered with stones. Pick up a STONE and aim for the top board above the middle stone. Repeat the process (you can pick up multiple stones) until the board tumbles and creates a ramp for you to go up.
Climb the ramp till the end and turn right to jump onto the scaffolding. Turn right again and walk towards the end onto the roof. That gets you out of the hands of the maffia, onto the train and … back into prison.
Talk to the inmate. He won’t follow you in your breakout and warns you about the guards in the hallway. To his right in the corner is a table leg. Take the TABLE LEG and turn around. Use the door to leave the cell. Now it’s a matter of not being spotted. Follow the guard and before he reaches the end of the corridor, use the railing to hang on and wait for the guard to pass. As soon as he does, use [ESC] to swing back onto the walkway and follow it around the corner and halfway down the stairs. From there, jump on the wall on the right and jump down into the torture room.
If you get caught, you’re thrown in a separate cell. Use the hole in the wall on the right to return to your cellmate and try again.
Next to the electric chair is a fuse box. Use it to disable the electric chair but a soon as you do, the guards will be alerted. Walk down the hallway and use the pipework on the right to climb up and let the guard pass. As soon as he does, climb down again and follow your way to the office where the guard was. On the table is he TEDDY BEAR. Pick it up and walk to the wall opposite where you’ll find a broom and a bucket. Use them to camouflage yourself. Wait for the guard to return to his desk and the patrolling one to turn around, then ditch the bucket and broom and walk back to the electric chair. Put the teddy on the chair and use the fuse box to switch it off and on again.
This will alert the guard again. Walk to the pipes on the right and climb it, waiting for the guard to pass and as soon as he’s attending teddy, follow him. Don’t touch him, but use the table leg from your inventory to get the KEYS from his belt. Now wait for the guard in the hallway on the left to turn around and follow him. Use the duct cover to hide and as soon as he’s passed, get out and walk around to the stairs. Halfway wait for the guard at the upper level to walk away from you, then use the keys on the door to escape into the bathroom cells.
Looking at the toilet, you notice that it smell like some kind of paint thinner. In the cubicle next to it is a hole in the floor you might escape through but it’s too dark in there to just jump in. On the floor in front of the cubicles is a TOILET BRUSH. Pick it up and use brush with the toilet that smell like paint thinner. Leave the toilet area. Beware: as soon as the guard walks away from you, walk half way down the stairs and jump over the wall again, back to Barnaby and the electric chair. Use the soaked toilet brush with Barnaby to create a makeshift torch and repeat what you did earlier: wait for the guard to walk away from you, then quickly use the manhole to hide in.
Once the guard has passed again, walk around the block up the stairs, wait for that guard to walk away from you and use the door to enter the bathroom cells again. Make sure you have the keys selected.
Once in the bathroom, walk to the cubicle with the hole, select your torch and jump in to end up in the sewers. Now you need to navigate through the tunnels. Go into the tunnel in front of you and keep to the right, jumping across the stones. At the end jump diagonally across the stream and then diagonally back to the corner. Turn right and at the end jump left across the stream, then walk along the wall to the end. Then zig zag once more and exit this part of the tunnel.
On your way you might encounter rats. Just hit them with your torch until they don’t bother you no more. You can also easily outrun them. Keep to the right until you find the next tunnel on the right. Enter this one. It’s a short one, with a hop in the middle and more rats at the other end. Walk to the back left corner where you can see a dim light of another tunnel. It will be on the left at the end.
Enter the tunnel on the left side and then jump diagonally into the tunnel on the right and follow this until the end. In the next catacomb, keep left and in the back turn left. Half way, switch to the left side and at the end on the left will be the tunnel leading to the light.
Turn around and walk towards the pump. Look at the mechanism. You need to pull the chains and try to empty the left one first. (Re)Start the game here, pull the right chain once and the left chain three times. The left tank is now empty. Leave the pump, turn around and walk down the stairs on the right into the now drained canal. Downstairs turn around and walk along the bottom until you find a GREASY COG against the beams. Pick it up, turn around and walk back up the stairs and return to the pump.
Now you need to repeat the trick to empty the tank on the right: pull the middle chain, pull the right chain three times, pull the middle one again and pull the right one again. Now the right tank is empty. Leave the pump, turn around and go down the stairs on the left at the end of the walkway. Downstairs you’ll find a box and on top of it you can find a HANDLE. Take it. Walking into the tunnel under the stairs you can find another BONUS (2). Turn around and walk up the stairs again, turning and back to the pump.
Now the trick it to get the middle one full. Pull the left chain twice and it should be full. Turn around and walk through the tunnel. At the end you’ll have to jump (you raised the level here) onto floating pallets and crocodiles. Keep left and follow until you reach the other end. You’ll find a gate here.
Put the gear from your inventory above the gear already there and put the handle in the bottom gear. Now turn the handle to raise the gate and continue your journey.
In the production hall it’s a game of Sokoban. There’s a box in chevroned area. Push it to the left and into the void in front of you. You can now move that box on the platform to the left, across the gap you just filled to the end. You might have to walk around the box to push it instead of pulling.
Once the box has reached the end, jump down and remove the box at the ground floor from between the platform, push it to the left towards the other box. You’re stuck now because you can’t walk around this box but when you walk through the space that was occupied by the box before, you can walk the long way round until you reach the other end of the box.
Pull the box to the gap on the left and work the box into that space. Jump on the platform again and pull the box on top across the gap you now filled. Once across, jump down again and pull the floor box from the void and insert it on the other side so the box on top can move to the large platform and be positioned on the black and yellow stripes. As soon as you do, a walk way will be lowered. From this you can also see that two more need to be lowered. Fortunately these are fairly easy.
There are two boxed located here and there are two black and yellow striped areas. Fill both with a box and the walkway is complete. Go up the stairs and walk all the way to the back, turn right and use the door at the end here to leave the warehouse.
In the office in the lower left corner under the graph wall chart, is a phone. But you can’t use it yet. Looking at the wire you’ll see it goes to the cupboard. But the cupboard is locked. Next to the phone is a book of MATCHES. Go over to the desk opposite the door and use the top drawer to find a piece of STRING in there. Use the waste bin next to the door and take a CAN OF BEANS out. Walk over to the cupboard next to the chart. Use the can on beans from your inventory on the chain to put it between the cupboard and the chain and use the string to insert it as a fuse. Use the matches to light the fuse and take cover.
Open the cupboard. Use the switch under the large dial to turn it on. Now you need to use the three sliders to stop the interference.
Use the bottom slider and slide it to the middle so it becomes silent. Put the middle slider slightly left of if (about 45%). Now slide the top slider to the right until the vu meters stop swinging (about 75%). Leave the cupboard and use the phone to call a friend.
After the conversation, turn around and leave the office. Walk the walkway north and open the next door on the left to enter the changing room area. The lockers on the left are empty except for the middle one: it’s locked. Walk over to the mirror next to the shower to realise you could use a shave but have no razor.
Leave the room and walk across the ‘bridge’ to the other side o the walkway. Turn left and go down the stairs and at the bottom turn left. Walk towards the arched windows and see a door on the left. Go through the doors and find Cenda with your getaway vehicle. Talk to him. But he won’t take you with these clothes and that look. Talk to him again and he’ll send you to the back of the car. Open the boot of the car and take the CROWBAR from it.
Walk back into the building, turn right and in the back go up the stairs on the right, then turn first right and enter the changing room again. Use the crowbar on the middle locker to break it open and you’ll find a nice suit in there. Use the locker again and get the RUSTY RAZOR, then use the locker once more to find the SHAVING FOAM. Leave the room and go downstairs again and return to Cenda. He’s not much help.
Walk to the area with the oil drums. On one of the drums is a CHAMBER POT. Take it and turn around. Walk towards the car and see what’s wrong with it. It only has some coolant. Use the chamber pot with the car to catch the WATER from the cooler.
If you look at the larges pipes behind you, you’ll find a thick METAL PIPE standing against it. Might come in handy. Next to where you found the chamber pot is a fire pot. Go over and put the chamber pot on the fire. Use the matches to light the fire and boil the water. Use the rusty razor with the pot to make it sterile. You now have a CLEAN RAZOR.
Go back into the building and turn right, go up the stairs and back to the changing room. Use the mirror next to the shower to shave yourself. You’ll end up with Cenda in the car on the road. Just use [CTRL] to get started, then use the [Up] key repeatedly and the [LEFT] and [RIGHT] to steer. Just follow the road until you reach the arch at the entrance of a village.
Cenda will tell you to go to the bar and get some ID. Walk past Cenda to the tractor and crane and turn left to see the stairs. Go up them. After the conversation, look at the trashcan next to the entrance of the bar. It stinks. Enter the bar.
Talk to everyone inside: Kenny, the barman, the pianoplayer (he doesn’t want to talk to you since you don’t have a beaver) and the man at the table. Rogue has some info on where to find material for a new ID. Go into the kitchen through the door next to Kenny and find the cook. Talk to him to find out how to talk to the piano player. Open the fridge to find indeed the beaver but you need to cut it off somehow.
Return to the bar and talk to the barman. You’ll ask for a PAIR OF SCISSORS. Go back into the kitchen and use the scissors on the fridge to get yourself a nice beaver.
Return to the bar and talk to the pianoplayer. You’ll tell him about the trashcan and he’ll inform you about the smell. He’ll send you to the cook. Enter the kitchen again and talk to the cook. He’ll give you the LILY-OF-THE-VALLEY SPRAY.
Leave the kitchen and leave the bar. Outside, use the spray on the trashcan next to the door and you’ll get the DOCUMENTS. Go back into the bar and talk to Rogue. He’ll help you but at an additional cost. Leave the bar and turn right, then walk south. Walk around the tractor to the right and talk to Cenda. He’ll tell you how to earn some extra cash.
You need to go around the track and reach the checkpoints in time. A bit annoying, but after some practice you’ll get the hang of it and finish in time. Once you’ve finished two laps in time, talk to Cenda again. He’ll let you try a demolition derby. Same principle, this time three laps. Now you’ve made some money but still not enough for the papers so talk to Cenda again and you’re invited to a tractor race. Once you’ve won, the Italians will overtake so you need to race again. Again you need to race and once you’re in front again, the Italians will take over again.
Leave the race for now and go up the steps left of the tractor. Return to the bar and use the door next to the bar and in the kitchen use the door on the left to enter the office. Talk to Kid and he’ll ask you to transport some goods but before you do that, you need to finish the product at the distillery. Therefore you need some wires.
Open the left drawer in the desk you’re standing next to and take the WIRES out. Leave the office, leave the kitchen and leave the bar, then enter the building opposite. On the wall is a box. Use the wires from your inventory on it to see you need to connect some contact points. Using the bent wires on the right you need to place them in the correct order for all points to make contact.
You will see the wires on the right. Looking at the wires from left to right 4 wires are going up, 4 are going down and each of the 4 wires go up or down a different length. So starting with the wires that go up, working from shortest to longest, the one going up the shortest goes on connector 8. The next length going up goes on connector 7, the next length on connector 6 and the longest going up goes on connector 5. Now do the opposite with the ones going down: the shortest going down goes on connector 1, the next length on connector 2, the next on connector 3 and the longest going down goes on connector 4. Push the button and the generator will come to life.
Now that the truck is loaded, you need to transport the bottles and make sure not to break them so go slow. There are no checkpoints, no time limits, just drive until you reach the farm. Talk to the farmer and you’ll get another job: shooting potatoes at popping up targets. Just hit them, not too difficult. Then you get to shoot the cayotes. Several rounds, don’t get too close and you should be alright. Behind the shed you can find more ammo, just walk over there to pick it up. There’s not really a time limit so aim properly and shoot to kill. This will earn you some MONEY.
Once all vermin is dead, return to your truck and on your way pick up a bag of MANURE next to the door of the building. Then proceed to your car and use it to end up at Cenda’s. Walk left from the tractor and up the stairs and enter the bar again. Go into the kitchen next to the bar and enter the office on the left. Talk to Kid again.
Tell him where you parked the cart with beetroot and you’ll realize you’ve got enough money for the papers. Turn around, leave the office, leave the kitchen and in the bar talk to Rogue at the table. Make sure you have your money selected when you talk to him and he’ll have your PAPERS ready. Leave the bar and in the alleyway walk north into the main street.
Walk to the right and keep walking until you reach the casino. Just before the casino you’ll find another BONUS (3). Walk south from here and talk to the man standing next to the benches. Learn his intentions. Walk further to the right past the casino and you’ll enter the alleyway again (?!?).
Walk south and down the stairs, around the tractor to the right and talk to Cenda. He’ll inform you that Chumi is looking for you with some important information. Cenda will let you use the truck and load some booze to deliver as well.
In the truck there’s no rush. At every intersection keep right until you reach Chumi’s place. Inside the enclosure, walk to the right where there are a couple of drums. Next to the drums is a bottle of PAINT THINNER. Take it and walk north, then to the right and to the back of the property where you’ll find Chumi.
He’ll offer you his pipe and you’ll end up in the afterlife in search of your uncle. On the left next to the lamppost is a bin. Use the bin to find a TICKET and a PLASTIC BAG with a lot of money (deads) in it. Take then. On the other side of the lamppost is a ticket puncher. Use the ticket with the puncher and go up the ramps to enter the exhibition. Follow the path, jump up the steps, behind the bomb to the left and follow the path till the end. There are six houses here. One of them should be your uncle’s.
Now comes a very tedious bit. Number the houses from 1 to 6 from left to right. Visit house number 1 and tell the person who you’re here to visit. You’re advised to submit a form at office UB40 (house 2). Turn around, walk to the table and use it to pick up an APPLICATION FORM. Go to house number 2. Use the form and you’re told to get an application form for application form signed by office 69 (house 3). Return to the table and grab an APPLICATION FORM FOR APPLICATION. Visit house 3 with this form and you’re told to get a confirmation form from office AK47 (house 4). Return to the table to get a CONFIRMATION FORM and go to house 4. You’re now told to get the application form to submit forms from office 007 (house 5). Return to the table, get the APPLICATION FORM TO SUBMIT FORMS and go to house number 5. Here you’re told to get a confirmation for from office BH90210 (house 6). Clearly you’re not getting anywhere. There must be another way.
Go back to house number 1 and give the bag with money. That will settle the application for and you can continue to the visitor center. Here you’ll talk to your uncle who will tell you about the mask and the map. But back at Chumi’s he’ll tell you that Father Brown has the mask and Kerry and Kid’s brother have the map. But then the maffia shows up and Chumi will drive while you have to shoot from the back of the truck.
Once you’ve shot them all, you’ll ask Chumi to drive to Cenda so you can see Kid. But the mafia is already there so you’ll end up in a dungeon. To get out of your shackles, it’s a game of Simon Says, just repeat the sequence of directions to wiggle yourself free.
Once you’re free, walk to the other side of the walkway where you’ll find a TUBA. Take it. Walk back to where you were tied up and walk down the steps on the left. Below you’ll find the croupier, Helen. Talk to her to set her free as well and now you need to find an exit.
To the right of Helen is an opening in the wall. Walk through and walk to the right. You’ll pass a car that doesn’t do much yet and even further to the right is a skeleton. You don’t have need for the bones but you can take the GLOVE from it. Return to Helen and walk further to the back where there’s a generator. Use the glove with the generator to shut it down. You’ll see that the vents will stop turning. Just in front of the generator are a number of large boxes. On one of the you’ll find a PADDLE. Take it and find a second PADDLE a little bit to the left.
When you turn around, you’ll see a box standing in the room. Use it to push it towards the steps you jumped down from. Now you can use the box to jump back onto the walkway you were initially tied. From there you can jump to a platform on the other side and from that platform you can jump to the ledge with the vents.
The vents are a bit rusty but with some effort you can remove the FAN. Walk over to the other end and remove that FAN as well. Jump down the ledge and go through the opening in the wall next to Helen. Walk to the car, or what’s left of it and use one of the fans on it. Use the second fan on the other side.
Use the tuba on the car as an engine and use the oars on the car as rudders. But when you want to push the whole thing into the water, it’s a bit too heavy. Walk back to Helen and ask her to give you a hand.
Once the vehicle is in the water, take the first left and at the next intersection, turn left again. Half way into the tunnel, you can get out of the vehicle on the left. Follow the path to the giant drain. There are four chains you need to pull in order to get the water going. Start with the one on the far right, then work your way back to the left. Once you’ve pulled the fourth, quickly walk to the right into the tunnel to get back to the car because the water level is now rising.
Turn right (opposite the drain) and at the end turn left to find another BONUS (4) at the end. Reverse, turn left into the canal you came out of and turn left. At the next intersection, turn the first left and at the end turn left again. Follow this stretch until you reach a large intersection again. Go into the tunnel in the back on the right (the first on the right is a dead end). You’ll be safe now and end up at Cenda’s.
Walk around the tractor and to the left up the stairs. After the conversation, go down the stairs again and walk around the tractor to the right. Use the car in the middle of the road to see the map and select Helen’s mothers farm in the middle.
The gangsters are already here so you’ll need to shoot them. Not a big issue. If you need more ammo you can find it behind the shed next to the car. Once all gangsters are dealt with, you’ll return to Cenda. Now you need to find your own possessions, starting with the mask and the map. Walk up the stairs and talk to the man outside. Mention the shaman and he’ll tell you about the whereabouts of the map. You’ll end up in a boat and just follow and hit the checkpoints.
At the finish, Kerry will dive up the MAP. Now you need to find your way back. No big issue, just follow the river. No checkpoints this time. Back at Helen, you now need to find the mask and for that you’re suggested to visit the church. Select it on the lower right of the map.
Go to the church and try all the doors. None of them gives entrance. Use the one with the scaffolding in front and keep trying until the AXE falls down. Walk to the side of the building where the small locked door is and use the axe on it to get inside the church.
Look at all the book piles and boxes. On the ground floor you can find SHARDS OF GLASS (6). When you use the box you can jump onto the mezzanine and find more SHARDS OF GLASS (4). Walking towards the other end of the church you’ll find the reverend. But he’s no use anymore. Next to where he was lying, there’s a desk where you need to complete the image with the shards of glass you found.
A but difficult to tell which piece goes where since they can be rotated as well. There are two pieces that have a small semi-circle missing that goes round the handle, in the center should be a large yellow circle that’s on three pieces. Fit the others around to create a cross. Once they’re all in place, the chest opens and you’ll find a KEY inside. Take it to see the letter underneath and find the location of the mask.
Jump down the mezzanine and leave the church to return to Helen. You’ll explain everything and end up outside the museum. Walk to the door of the museum on the left and use the key to go inside. But there are some people not happy you being there so you’ll have to fight them.
After you’ve neutralised the old lady it appears that Helen didn’t listen and the ladies are familiars. So now you can look for the mask. There is a lot to see in the museum! But for the mask you need to walk into the room on the left and then to the back where the two aunties are already waiting next to a cabinet with a mask. It can only be opened if you let all the coloured balls fall into the corresponding coloured pockets. To achieve that, number the switches from 1 to 8, left to right, top to bottom.
Set all switches to slide the ball to the right except for switches 2 and 4. This should make the green ball roll straight into its pocket. As soon as it does, hit switch 5 so the yellow will get to the right place. Once this ball has passed this, hit switch 8 to guide the blue ball and after that use switch 6 to finish with the red ball. You can now take the MASK.
At the entrance of the mine, follow the tunnel. Once you reach the clearing, go around the boulder in the middle and into the tunnel behind it. At the next clearing, follow the rock path to the right and jump down into the next tunnel. You need a bit of pace though to make the jump. When you exit this tunnel, you’ll find a large bridge on the right. Again, drive with pace to jump the end but before you enter the next tunnel, there’s a BONUS (5) to the left in front of it. Enter the tunnel and follow the darker path until you reach the graveyard.
Crash the first gate and at the second one a game of zombie shooting starts. You’ll move automatically and on the way you can hit some energy boxes as well to heal yourself. Once all zombies are shot and you’ve reached to other end of the cemetery, you’ll end up in another world.
To continue, talk to the little lady. Try the lights and she’ll tell you about the lighting system. Keep trying the lights and she’ll tell you about tinman and before you can talk to him you need to get her favourite toy. Look around and find the TEDDY, then jump across the platforms to get it and return to the little lady. To get to her, jump onto the next platform in front of you (not with the door) and push the block on the left. Then go to the platform with the door and you can cross. Jump your way back to return to the toy. She’ll then indicate the door you need to go through.
Go through that door and now you need to roll your way to the other side. Quite annoying but luckily there are checkpoints. There’s also another BONUS (6) along the way. Once you’ve made your way through, you’ll find tinman, he’ll answer some questions for you and give you your next assignment and you’ll end up at Cenda’s again. Talk to him and he’ll tell you to go to Kid to get the time. Walk up the stairs, into the bar, into the kitchen and into the office and talk to Helen and Kid.
Helen doesn’t need anything and Kid tells you it’s a quarter to five. Leave the office, the kitchen and the bar and walk down the stairs back to Cenda. He’ll ask you to help with the tractor so use the crane and he’ll tell you to get at least three crates of puff puff beans from the farm. Walk over to the car and select the farm in the top middle of the map.
Helen’s mother will give you the cans of beans and now you need to drive them carefully back to Cenda. No rush, just follow the road and avoid obstacles. Once back, talk to Cenda again and now you’ll have to do another tractor race. The beans certainly have their effect. Once you’ve won the race, Helen gets kidnapped and you need to follow her. So tinman got it right in the end.
At the entrance of the disused sandpit you’ll realize you can’t get in without any explosives. Go back to the car and on the map select the village on the far left. Once parked, walk around the tractor and up the stairs, through the alley into the main street. Walk to the right until you reach the casino and on the square here, talk to Kerry. He can help you with a bomb but needs some ingredients. You have all, bar the soap (sorry ;-). Walk to the right until you reach the alley again and enter the bar.
Talk to the barman and he’ll send you to the church to get the soap. Leave the bar and walk down the stairs and to the car. Select the church on the lower right and walk to the left in front of the church to find the hedge. There are several locations in it where the bar might be. The third you search will have the bar of SOAP. Walk back to the car and select the village on the far left.
Walk around the tractor and up the stairs, through the alley into the main street. Walk to the right until you reach the casino and on the square here, talk to Kerry. Give him the metal pipe, the manure, the lily of the valley spray and the bar of soap. He’ll eventually return with the BOMB. Walk to the right to return to the alley and walk down the stairs to return to the car. On the map select the disused sandpit at the top of the map.
Use the bomb with the gate to gain entrance. The blast created some attention so now you have to shoot your way through the square. In the ditch on the left of the entrance you can find some health powerups in case you need it. Once all thugs have been eliminated, go back into the ditch and enter the tube to the right of the entrance. You’ll end up on the roof of the building. You emerged from the second from the left tube (when facing them). Enter the third one from the left (on the other side of the metal bar) and end up inside.
Walk to the right and try not to get squashed by the machinery. At the end of the path, jump into the hole leading to the other end of the hall. Keep going and avoiding dangers until you reach the mafiosi. They will flee in mine carts so you follow. Shoot the enemy but don’t forget to duck in time. Then, when chasing Macaroni in his rocket cart you can’t hit him so save your ammo. Use it to shoot the rail switch signal sign just before the switch. That will derail Macaroni and his plans. And saves Helen.