Get a magnet and a lightsaber- Monday: Officer Hicks, give me that ring!

guides Last update:11 May 2016 Look at the newspaper. There is no news about Matt, so he’s still alive. Take aduct tapefrom the small box and leave the alley. Go to Matt’s building. The door is locked. Talk with Matt, then look at a magnet (on the table). Take afire extinguisher(outside the flat, it’s hanging on the wall) and leave. Go to Charlie’s Comics. After short conversation look at the lightsaber....

May 11, 2016 · 1 min · 176 words · Louis Sanchez

Get a Mistress for your Tower

guides Last update:11 May 2016 Come back toSpree. The peasant there will tell you about a mysterious mistress and a castle being under siege. launch the gate and walk along the path until you see the castle on fire (#2). Come closer and kill the bugs to collect red life force - you’ll need it for more reds. Walk further killing more bugs. A few raiders will attack you, too, so kill them....

May 11, 2016 · 2 min · 382 words · Misty Cline

Get a weapon

Use the ramp to get out. Go to location with Burnert’s cabin and then to the balloon. Takejunkfrom the junk bag. Get inside the house and take awrenchwhich is lying on the table on the right. Go to Burnert’s cabin. Use the wrench to turn off thetapfrom the tank. Take also arocketfrom the barrel which is on the right side and leave the cabin. Go to village and talk with Zoon....

May 11, 2016 · 2 min · 292 words · Joann Hahn

Get Captain Red figure- Monday: Mortimer's dungeon

Go to pub and look at the chalk (on the pool table). Randal can’t take it because of father Roy. make a run at take one of the pool cues. Go to Elaine and tell her that there is no white cue. She gives youcue ball, so put it on the table and take thepool cue. Aim the lamp (above the table). Take thechalkfrom the floor and use it with Murray’s figure....

May 11, 2016 · 1 min · 155 words · Don Gray

Get Hans' Feather

guides Last update:11 May 2016 Return to Mackenzie and leave basement via the door on the right from him. In lodge ask James about prisoners' things. He’ll tell you about an administrative wing to which keys has secretary. Return to secretariat and ask Jenny about key to the store. She’ll go ask a warden. When he appears accost him about this, and you receivekeys. When warden returns to his office, it turns out the secretary has a problem....

May 11, 2016 · 2 min · 242 words · Michael Willis

Get into the computer kernel

Take aheat lampwith red light which is warming chickens on the right. Go to the left to the cocktail-bar where talk to Elder Trois about meeting with Council. Rufus will automatically take asausage key. Return to zoo and go to the elevator (on the right). Use the mallet on the pink key and move to the Council of Elders. From the ball pool take severalplastic balls. Take adrinkfrom the table near hammock....

May 11, 2016 · 1 min · 157 words · Kathy Williams

Get into the container with white markings- Aircraft carrier, Spain

guides Last update:11 May 2016 Nina has eavesdropped on conversation between kidnapers that Max is in their HQ. She also heard that one of containers loaded on the aircraft carrier will be sent there. The girl hopes to find inside any hints. These markings inform in which port the given cargo should be taken out. Unfortunately, the entrance is blocked by another container. So you have to make the other container being taken from the cargo hold before yours....

May 11, 2016 · 2 min · 225 words · Sarah Smith

Get kitchen oil- Monday: You smoke? No thanks I'm trying to quit

He needs a training (so train him) and a luck potion. The last problem is a new prisoner - Alan, who is better in spitting. Check the nest, you’ll find apenny. Back near the prison and talk with the guy with magic box. Convince him to give thisboxto Randal. Then go inside and talk with Murray. Use the magic box with Murray to do the trick. Go to take rabbit’s foot, but unfortunately Mortimer will steal it....

May 11, 2016 · 1 min · 186 words · Natasha Gonzalez

Get on the Other Side of Channel

guides Last update:11 May 2016 You control Toby, whose goal is to find Bishop’s nephew. To move a dog, click. When footprints appear, it means that you’re going in a good way. Climb on stairs and hit an icon of dog’s nose: Toby will catch a scent. Turn left and go under a wooden landing at a building and go with it. Go down the boxes-crate, opposite to the pub entrance...

May 11, 2016 · 2 min · 293 words · Justin Cabrera

Get out from Quarantine Zone

tap the shelf on the right to takeservos. When Gordon appears, talk with him. Go to the right and to the Ground Zero. Go to the supermarket again and go to the next room (to the right). There is Rita with her siblings, her sister is giving birth to her child. Convince Rita you’re free to help. After dialogue with doctor, take akettlefrom the table on the right. Go back to the first room and from the shelf (click it) take ajug of water....

May 11, 2016 · 2 min · 220 words · Diana Adams

Get Rid of a Secretary. Farley's Office

Detective decides to make a visit to a nosey journalist at his office. So choose this place on the map. Getting at a place, look around in a waiting room. Pay an attention at coat on a hanger, on the right from glazed door. Inspect inside breast pocket to get apress card. Take a look on a table under the wall: there is a cup of warm coffee. Finally, have a go at open door leading to the next part of office....

May 11, 2016 · 1 min · 199 words · Nicholas Kent

Get Rid of the First Guard

guides Last update:11 May 2016 Use an exit nearby till. Holmes will see that a guard is patrolling the main road. you oughta eliminate him (if he sees you, the game restart from this place). Go to the house on right and via narrow passage between house and fence. Get to stairs leading to door. You are in menagerie, a place where animals where kept. Enter cage at the end of corridor....

May 11, 2016 · 2 min · 221 words · Robert Green

Get Solano, part 2

Contract will be started in freshly conquered Caracas. Use a helicopter to reach Solano’s shelter[#077]. venture to do this from west - thanks to that you will avoid a contact with many anti-aircraft devices. Before you destroy the shelter you have to neutralize other dangerousness. The most important are helicopters[#078]- they have to disappear. Do exactly the same with the heavy tank which can be found nearby the shelter. Dispatch troops as well, especially soldiers who are standing on a top of the shelter....

May 11, 2016 · 1 min · 199 words · Victor Rodriguez