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Читы для Jack Orlando: A Cinematic Adventure

Чит-файл для Jack Orlando: A Cinematic Adventure

Jack Orlando:
A Cinematic Adventure

 За игрой пока никто не наблюдает. Первым будете?

Выдержка из Энциклопедии игр

Разработчик:TopWare Interactive
Издатель:TopWare Interactive
Модель распространения:розничная продажа
Жанры:Adventure
Multiplayer:Отсутствует

Даты выхода игры

вышла в 1998 г.

Solution [ENG]

Информация актуальна для
April 10th, 1998

Walkthrough by Willem van der Velden

---------------------------------------------------------------------------

Act I. Crime scene and Jack's place

The story starts in an alley, where you were knocked down. Next to
you lies a dead man, Major Pete Reynolds. When the cops arrive, you
may use dialogue options "1,2,3,2,1" and they will let you go to
prove your innocence (you will get 48 hrs). If you choose (2,2) one
will take you to the police station. In the cell you will meet Bernardo
(3,2,2). Use the fist-icon on him and he will give you a name, Don
Scaletti, the boss of organized crime in town. Use the fist-icon
on the door and talk to the inspector Tom Rogers (4,1,2,2). After
this you will be brought back to your apartment. Apartment [I]

Your key is under the carpet. When you open the door, your neighbor
Alice appears (4,1). Go into your apartment and go left to have a
wash and brush-up. Get your wallet from the couch. Open left  drawer
in bookcase to get key. Take the brush at the left of the bookcase
and use the key on the cabinet to the right to get your Colt. Go
to Alice's apartment. Talk to her (3,2) and give her the brush. Take
boxing gloves from the wall and leave. Pick up broom in the hall.
Exploring the surroundings of your apartment
                                        
Visit the crime scene in the alley. Note the blood stains and pick
up the remainder of the Davildoff cigar. Notice the ladder (the broom
will not do to get it down). Leave the alley and go to the end of
the second alley. Talk to the old woman. She will tell you the car
is from Biff, who hates people (don't take the crank from the car
for Bill will knock you down. Your can't use your boxing gloves yet).

Leave the alley, cross the street and take the street next to the
schoeshiner. Use the broom to get the horseshoe from under the horse.
Combine it with the boxing gloves. Go back to the alley and take
the crank. This time you will succeed. Go to the other alley and
use the crank on the ladder. At the roof find the matches from Night
O'Cranis. In the alley you will meet the inspector again, who will
give you your car keys. Use your car to go to the town centre.

Act II. Town centre

Charles' Shop

You will arrive at the Cotton Club (you can't go in and dance in
this game). Talk to the man at the corner (1,1). Use the fist-icon
on him and he will tell you that there's a casino in the back of
the restaurant. Go to the other side of the street to visit Charles'
shop. Talk to him (1,2,2,3,2,1). He will give you five dollars and
you may take a newspaper (Today's News). Night O' Cranis

Go out and walk towards the end of the street. Across the street
you will find the club Night O'Cranis (if you talk to the taxi driver,
he will tell you that Frank will repair cars for whiskey). Talk to
the girl (2,2,3). Talk to the porter (1,1) and receive a nice blow
with his fist. That's not the way to get in.  Walk into the direction
of the Cotton Club (north) and take the first alley to the left.
Go right and climb the ladder. Take the back entrance and open the
second door to get into the club. Talk to the girl at the bar (2,
2,2,3). Give her five dollars and she will tell you that the man
who smokes Davildoff cigars  is August Bellinger, who is staying
at the Paradise Hotel. Paradise Hotel

Talk to the receptionist (2,2). He will tell you Bellinger stays
in room 101. Go to the right, look at the door where the cleaning
lady has left her keys. Back to the lift and upstairs. Bellinger's
room is opposite to the lift entrance. Go in and be quick (otherwise
Bellinger will arrive and shoot you). Look under the bed and at the
notebook on the cupboard. Now you have an appointment at Night O'Cranis
at 20.15 hrs with mr. Smith, using Today's news as your identification.
Use the window to exit. Talk to the vagrant Jerry Cooper (2,3) He
will tell you that  you can get cheap whiskey at the old factory.
Go back to the street and use fist-icon on planks of the green condemned
house. Enter first room to the right and take baseball bat. Exit
and take the second room to the left. Click on sleeping vagrant (1,
1). Take the rope next to him on the floor. Night O' Cranis (2)

Smith is waiting at a table. Show him Today's News (3,2). Outside,
use your Colt on Smith when he turns his back to you. Tie him with
the rope (if you don't do this, he will betray you at the casino
and you will be shot). Go back in, Bellinger has arrived. Show him
the paper (2). You agree to continue the conversation at the Cotton
Club, but Bellinger will be shot and killed. When the police arrives
(3,2,1) and one cop lets you stand alone to wait for the inspector,
go two screens to the south, then return to the Cotton Club. Old
whiskey factory

At the other side of the Cotton Club you will find the factory. Go
to the crossing, go right and open the second door. Get the crank
on the crate and use it to start the truck. Go inside and take the
whiskey bottle. Go out and go down the street to Frank's Garage

Before entering, go to the right and remove the sheet from the car
to get an entrance ticket to the casino. Talk to Frank (1,1) and
give him the bottle. Go to the casino (opposite of Night O'Cranis).
Casino [I]

Show your entrance ticket to the guard. Talk to the girl at the right
(3,1,3,2,3,3). Pestering her will tricker the guard (1,1) and he
will bring you to Scaletti's office. Talk to him (1,3,1). During
the conversation you will hear about a meeting at the pier. The guard
will lock you up, but Scaletti's daughter, who wanted to marry Bellinger,
will help you and give you a crowbar to escape. Use it on the door
and go back to Scalletti's place to take the papers on his desk.
Go out the same way you came in and go through the door at the end
of the hall. To get rid of another guard, use the valve at the left
side of the door. Pick up the bullets. Go to the right and use your
Colt on the lock at the door. Return to Frank's garage to get your
car.

Act III. Harbor

Bloody Shark

Go to the alley and pick up coin. Go back to your car and go to the
left to enter the Bloody Shark. Talk to the sailor (4,1). Talk to
bartender (4) and give him the coin to get a drink. Give beer to
the sailor and take his sausage. Go out and enter other alley (at
the other side of the street). At the end of the alley, feed sausage
to the dog and pick up metal cutter. Go back to the first alley and
use the cutter on the lock of the green door. West Harbor

Enter, but go out again (shortcut). Go back to the alley where you
saw the vagrant and steal his bottle. Now enter the harbor again.
Watch out, there's a guard. When you see him appearing in the north,
follow him (left, left). You will see the door to the warehouse.
Go left again (crane location). Take the second passage (top left)
between the crates and go north. Go north east (small passage between
the crates). Step to the north and three guys will appear that will
attack you. After the dialogue (1,1), use Colt on them. Pick up the
crowbar that one of them has dropped and use it on the loose plank
to the left. Pick it up and go left. Now go north and use the plank
on the boat. Inside, pick up anchor. Go back to the crane-location,
now go to the left. Talk to the fisherman (3,2,3) and give him the
bottle. Pick up rope and combine it with the anchor.

Go back to the crane location (Save. You may have to wait a little
until the guard has gone). Go right and use hand-icon on door. Go
up and then to the right. After the dialogue, pull lever of the ventilator
in the middle of the screen. Go right and climb ladder. Use Colt
on guard on the roof, then use anchor and rope to get on the top
of the truck below.

Act IV. Military base

Warehouses

Pick up the axe from the box under the truck and use it to open the
door.  Outside go to the left and pick up the wire. Go back to the
warehouse and use the wire on the workbench to make a key. Go outside,
left again and open the door of the other warehouse. Pick up the
uniform and go out again. Go right and then cross over. Talk to the
soldier (3,3,2) to learn about Major Stewart and the three trucks
that have left the base that night. Go left until you see the Main
building

Talk to the soldier (4,3). Go inside and enter the first door to
your left. Talk to soldier (2,1,1). Connect telephone outlet with
board and make your call to Tom Rogers (4,2). Go outside and open
door at the end of the hall. Talk to major Stewart (1,1,1). Go out
and open the last door to the left. Talk to the girl (3,1,2). Go
back to Major Stewart's office and go left. Talk to the colonel
(2,2,2,3). Tom Rogers and Major Stewart will come in, but two MP's
will arrest them. End sequence follows.

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