Unusual Findings

Unusual Findings

43 ratings
Basic Walk-thru Guide (All Endings)
By stone.fire.smoke
Basic walk-thru guide; there are multiple ways to complete the various areas of the game based on the different dialogue choices you make, which will close off some items and open up others based on how you treat the other characters. My advice is to play as a decent and understanding friend, not the jerk that your friends wonder why they hang out with. Just be consistent with your dialogue choices one way or the other.

There are 18 optional quests and 3 endings; a single play thru will usually get about half of the quests/puzzles completed; your dialogue and some of the quest/puzzles determine which ending you receive.
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General Info
UNUSUAL FINDINGS: you play as Vinny Falco, a teen avoiding being grounded and looking for adventure. You are accompanied by your two partners in crime Nick and Tony.

The game is a pretty standard point and click adventure. left click the mouse to move your character and his friends; left clicking on the mouse at specific items/people allows for three options, the magnifying glass (look at an object), the text box (speak to someone/thing; also acts as the look button if a conversation is not possible) and the hand (grabs/opens/ takes items; hits people)

Your inventory is in the bag in the bottom left of the screen and you can view items or combine items as you see fit.

The "Space Invader" icon on the top right of the screen will show all interact-able items/people



TIPS:

Talk to everyone, it opens up more dialogue and allows you to add essential items to your inventory that are not discover-able any other way.

Use the Look button on everything possible.

Pick up every piece of junk laying around!



NOTE: Following this guide assumes your dialogue choices reflect the "good" friend, for ending A. This ending is slightly easier than the others to get. Want to increase the difficulty??? All you have to do is be a critical and unhelpful jerk to your fiends via dialogue.

In order to specify which ending you get, choose one of the two dialogue options at the selected points in the story; selecting only the 1st or 2nd option consistently solidifies which ending you will get, the third ending is a combination of alternating 1st and 2nd options consistently.
Prelude (getting grounded)
This section was initially the demo for the game, not a whole lot to do but it acts as a basic tutorial.

(Start) Vinny's Room:
Pick up the KEY in the flower box at your window (its outside the room; move Vinny all the way to the left of the room to get to the window)
Talk to Nick while you are there.
Tell Nick to open the window of the treehouse.

Use the KEY to open your closet in the room
Pick up the circular Robot spinner in the closet
Pick up the BIKE PEGS from the top of the dresser in your room
Combine the spinner and the bike pegs to make the zip line tool

Use the zip line tool to ride the cable from your room to the tree house and Nick.

Tony's House / Green Woods:
after the discussion you will end up in Green Woods
At the burned up tree push it over to cross the stream
Notice the stream with the small dam for later (you can't do anything with it now).

Keep moving left and enter the pine woods area.
Encounter the wolves and decide what kind of friend you are via dialogue.

Proceed with your friends to leave, meet the Alien and the police officer (don't feel bad about his death, he's an alien).
ACT I: Close Encounters of the 4th, Type?
Treehouse:
After the discussion the plan is to

1. Dig a hole
2. Get a NET
3. Get a BEAR TRAP

All the following items can be picked up in no particular order at the locations.


Tony's House:
Tony's Room; Pick up the TOP GUN GAME CARTRIDGE on the dresser
Tony's Room; Pick up the GEIGER COUNTER
Pick up the INFRARED BULB from the box on the neighbors front porch

At this location you can:
Use the EXTENSION CORD to plug in the lights for the neighbor, Talk to the Neighbor outside tied up in Christmas lights to get the answer "115" for the maze video game at the Bull's trailer.


Vinny's House/Treehouse:
In front of the neighbor's house pick up the SODIUM BICARBONATE BOTTLE on the sidewalk.
Treehouse; Open the fridge and Tony will show you the secret compartment with the PONY AND CO. ID card (provided you did not make fun of him earlier about ponies being lame)
Treehouse; Open the box next to the fridge and pick up the POLAROID CAMERA.


Nick's House:
The ALIEN "EYEBALL" is in the bushes when you first enter the location; must have the GEIGER COUNTER to detect it.

At this location you can:
Inside Nick's house give the POLAROID PHOTO to Nick's sister, she will get off the phone and Kevin will use the phone.

Give Kevin the RANGER FLYER and he will prank call the Ranger Station to distract the rangers.


The Bull's Trailer:
Open the trashcan outside the trailer and pick up the #5 WRENCH and the JUMPY JOE TOY
Go inside and Talk to the Bull; ask to play the maze quest video game. Door selection order from the left to right in the video game should be doors number 4,4,3,1, then "Error the Riddle Unicorn" will congratulate you, select "115" as the backwards emergency answer (must have already spoken with Gary outside Tony's house to get the answer)

At this location you can:
Combine the SODIUM BICARBONATE BOTTLE and the FERTILIZER to create smelling salts and use it on the unconscious man; tell the Bull he is awake, then Bull will tell you he will dig the hole in Green Woods.


Earl's Farm:
Pick up the FERTILIZER in the blue truck
Talk to Earl, he tells you he would like to fish but the stream is low on water.
Notice the hammock/NET Earl is using for later.

At this location you can:
Use the SCOUT BOOK OF KNOTS to untie the NET and take it. (after Earl has gone to fish)


Ranger Station:
Talk to the Rangers, you will be given the TOE NAIL CLIPPERS after helping with story writing ideas.

At this location you can:
Pick up the BEAR TRAP (only allowed after you give the RANGER FLYER to Kevin- Nick's house)
Combine the JUMPY JOE TOY and the BEAR TRAP to repair it.


Lover's Lane:
Pick up the LUBRICATING OIL in the bushes next to the rocking van at the end of Lover's Lane.

At this location you can:
Use the INFRARED BULB in the spotlight
Use the POLAROID CAMERA to take a picture of the kissing couple in the red convertible (make sure you look at them before trying to take the picture).


New Frontiers Lab:
Talk to the gate guard and he will give you the RANGER FLYER


The Bridge:
Talk to Andre and Carl working on the bridge.
Andre will give you the #6 WRENCH after "helping" Carl identify the green wire.

At this location you can:
Tell Carl to connect the blue wire and then give him the #5 WRENCH.
Once Andre moves to put out the fire, use the TOE NAIL CLIPPERS to cut the plastic band and take the EXTENSION CORD hanging on the van door.


Shopping Center:
Go the game/comics store, speak to the clerk.
Look in the trade box on the counter to see the BOY SCOUT KNOT BOOK.
Look at the game magazines to get the door selection order for the maze video game at the Bull's Trailer.

At this location you can:
Trade the TOP GUN GAME CARTRIDGE for the BOY SCOUT KNOT BOOK. Use the PONY AND CO. ID card to show you are authorized to trade at the store.
The clerk will verify the game cartridge works, when it doesn't, use the Text Box/Talk option and "blow" into the cartridge to clean it, making it trade-able. Take the BOY SCOUT KNOT BOOK.


Green Woods/Pine Woods:
Use the LUBRICATING OIL on the crank wheel by the dam to release more water into the stream.

At this location you can:
After you have , the NET, the BEAR TRAP, the ALIEN "EYEBALL" and the Bull digs the hole; use all items with the hole to set the trap.

Act II: New Frontiers Lab
After entering the facility, the door closes behind you trapping you in the
Lobby:
There is nothing to do here until after you explore the other areas and get items.

After the lights are off (talk to the scientist in the hallway), use the CABLE to reconnect the electrical wire to the coffee machine, after you go back and turn the lights on, then it will malfunction and only give you sugar (the remaining ingredient for the chemical sprayer corrosive mix)

Using the SPRAYER combine with the SUGAR from the coffee machine (corrosive mix; 1 silicon and 1 sulfur) on the security desk cabinet to access the ID CARDs.


Hallway:
Open closet, take SPRAYER
Use #6 WRENCH to open the duct to access the Lab.
Talk to the scientist and have her press all the switches on her side (this will turn off the lights)

Use the SPRAYER (Fire extinguisher formula, 1 Calcium and 3 sulfur, to put out the fire)

Once you have the ID CARD from the lobby, talk to the scientist and have her press all the switches again, turning on the lights and power, use the ID CARD on the card reader to open the door.


Lab:
Take LAB NOTES
Take CABLE
Use the SPRAYER with the chemical mixer; the LAB NOTES have the formula for the fire extinguisher. (Mix 1 Calcium and 3 sulfur, then take SPRAYER)

After the fire is out in the hallway, use the SPRAYER with the mixer and mix 1 silicon and 1 sulfur to prep the corrosive formula



Once she is free, the "scientist" Linda tells you some of what is happening and activates the elevator to escape the "Rescue Team".
Act III: Secret Facility
You start out in the Train Terminal and Linda explains what you need to get (Battery, Train Key, Unlock the Train Stop). From here you can go to any area in the secret facility in no particular order.


Construction Area:
See the carved out hole, Nick should give you a lift to reach it. once inside take the MATCHBOX.

Combine the OVEN MITT (from the Botany Lab) with the rubber mixer; to create rubber coated OVEN MITT


Detention cells:
Talk to the prisoner
Open the wall locker with the ID CARD
Take the SMALL KEY

After you have the HAND (Lunch Room) and warmed it up in the Microwave (Botany Lab), Use it on the hand scanner; you will receive the TRAIN KEY from the prisoner.


Biolab:
Check out the computer

Give the CHOZ PUFFS to the hell mite, it will give you the HELL MITE EGG
Repeat the process two more times to get the other HELL MITE EGG and then some LEMON SEED.


Botany Lab:
Take the OVEN MITT

Use the SMALL KEY to open the glass cabinet.
Take the SUBSTANCE F TUBE (refer to the LAB NOTES to get the combination of substance x, f, and oil with a plant seed)
Combine the SUBSTANCE F TUBE, SESAME OIL and LEMON SEED into the flask.
Take the LEMON.

After you retrieve the HAND warm it up in the Microwave.


Geology Lab:
Look at the whiteboard to get the code "424" to activate the conference room intercom for later.

When you speak to the guard preventing access, wait to select "Now" when Nick jumps forward to challenge the Alien Soldier. The soldier will fire down instead of straight if you don't time it correctly. Timed correctly the soldier will shoot straight, thereby activating the magnetic pulse frying him, allowing full access to the lab.

Use the #6 WRENCH to open the air duct; you now should have access to the Lunch room kitchen

refer to the LAB NOTES to determine which substances interrupt the electromagnetic fields of the minerals.
Use the SALT SHAKER to free the (zinc) PLATED PYRAMID, the middle floating object on the table.


Computer Room:
Take the CABLE

Use the rubber coated OVEN MITT to unplug the computer; make sure you have already shut off the servers in the server room.

Use rubber coated OVEN MITT again to plug back in.
Once the computer is active ask it to authorize the train


Server Room:
There is an alien soldier here that will prevent any further access.

Use the MATCHBOX on the oil spill on the floor to remove the threat.
Take the MOP STICK.
Take the SESAME OIL
Turn the Servers off.


Conference Room:
After you have the code "424" use the intercom and call HQ. Offer to surrender if your demands are met, ask for something to eat, The admiral will give you the code for the robot chef "IDKFA" in the kitchen.


Lunch Room/ Kitchen:
Take the CHOZ PUFFS and the SALT SHAKER

After you access the air duct from the Geology Lab, enter the Kitchen and speak to the robot chef.
Use the access code "IDKFA" you received in the conference room.
Take the COPPER SPOON from the empty pot in the Kitchen.

Ask the chef to make scrambled eggs, the chef will then drop the SPATULA.
Combine the SPATULA and the MOP STICK.
Use the MOP STICK with SPATULA to scrap the HAND stuck above the door to the lunch room.


Train terminal:
If you haven't already when Tony tells you the components in the Computer Room, Combine the LEMON, (zinc) PLATED PYRAMID, COPPER SPOON and CABLE to make the BATTERY. place it in the Engine Compartment on the train.

Use the TRAIN KEY to activate the train.

Talk to Linda and she will drive the train from the station.

Act IV: Last Train out of Dodge
Another batch of Alien Soldiers arrives on a second train behind you, a laser battle starts.


Talk to Linda, ask her to make the train go faster.

Use the MOP/SPATULA to hit the lights above the track; this will knock one of the Alien Soldiers out of the fight.

Talk to Linda again, ask her to make the train go slower.

Once the enemy train gets close, talk to the Alien Soldiers, Ralf will then shoot one of them.

Talk to Nick (who now has a LASER RIFLE), keep talking to Nick to harass (may need to hit) Nick until he gives you the LASER RIFLE.

Talk to Linda, ask her to make the train go faster.

Use the LASER RIFLE and shoot the rail to derail the enemy train.

You will then arrive at the midway station and back to the surface.
Act V: All the Bull's horses and all the Bull's men.....
Just like in Act I, you can go anywhere in no particular order.

Bull's Truck Hideout:
Talk to Linda and the Bull. Go outside the trailer and Take the FLASHLIGHT from the cab of the truck, note the generator in the Bull's trailer is here for later.

New Frontiers Lab: North Forest
You can't enter the facility but go all the way left to get to the dumpster
Take the FRYER BASKET from the dumpster.


Samantha Silverman's Street:
Open the trashcan and pick up the SHORT HOSE.
Use the FLASHLIGHT to get Samantha's attention and access to her room.
Talk to Samantha to get info on bad lipstick causing peanut allergies, this is useful later when dealing with the Lost Guys gang.

You can use Samantha to cut the BEAR from the FLOPPY DISK, but the WIRE CUTTERS work just as well.


Principal's Street:
Talk to the principal
Look under the welcome mat to get PRINCIPAL'S KEY.
Use the PRINCIPAL'S KEY on the Window Door to the right of the front door to get inside.

Use the FRYER BASKET to get the PET FISH out of the aquarium.
Take the COMMODORE 64 off the desk


Northforest Shopping Center; Video Store/Arcade:
Outside the Arcade is the crane machine game; after you move the claw once right, "hit" the machine on the left side to increase the gripping power of the claw, then pick up the BEAR with the FLOPPY DISK. (Use the WIRE CUTTERS on the BEAR with the FLOPPY DISK to separate the FLOPPY DISK or Samantha can do it for you.)

Combine the SHORT HOSE with the GAS CAN at the station wagon with the gas cap off. then take the full gas can to fill the generator at the Bull's Hideout.

Video Store: Talk to the video store owner to rent a movie; let Nick pick the movie, using the ID CARD to prove you are able to rent it.

Once the owner leaves to get the movie, use the FLOPPY DISK on the computer at the desk to copy the dictionary program. (you must have already separated the bear from the FLOPPY DISK with the WIRE CUTTERS or Samantha can do it)

Arcade: Once you have the secret to Monkey Kong (from the kid in the Town Square), you can tell Skull Face and he will then tell you the password "Jon Bobby Sucks" to enter the Abandoned Facility.

Use the ALLEN WRENCH to open the service room door.
Talk to the tech guy to get info on how to "fix" the crane machine and how to earn the tin welder.
The TIN WELDER is here but you need the LEMONKOLA CAN to clean the circuit boards before the tech guy will give it to you. After you clean the circuit boards take the TIN WELDER.

After you have the tokens (from the bottom of the well in the sewers) you can then challenge the Street Puncher Team (this is the rage quit section of this game), below are the match ups needed to win.

1. Turtle beats Mustache guy.

2. Rui (red bandana) beats Turtle.

3. Samus beats the Knight.

4. Amazon Girl (with bone necklace) beats Samus.

5. Mustache guy beats Amazon Girl (with bone necklace).

6. Werewolf beats Rui (red bandana).

7. Purple Doctor beats Werewolf.

8. Blonde girl (makeup and green earring) beats purple Doctor.

9. Ken (white bandana) beats Blonde girl (makeup and green earring).

10. Knight beats Ken (white bandana).

After you win, the team will give you the TICKETS; give the TICKETS to the arcade clerk and get the WIRE CUTTERS from the arcade clerk.


Riverside/Sewers:
Talk to the Hobo.
Use the FLASHLIGHT to show the Hobo the "Crocoduck" is just garbage and debris.
Hobo then gives you OLD LIPSTICK.

You can enter the sewers but you won't get anywhere without first putting the RADIOACTIVE ROD into the well first, then you can collect the game tokens.


Abandoned Facility:
After you get the password "Jon Bobby Sucks" from Skull Face at the Arcade, you can enter the Lost Guys hideout.

Talk to any of the gang to find out what exactly they do.
Use the OLD LIPSTICK and give it to Rainbow Ray. then talk to the gang again; after Rainbow Ray has applied the OLD LIPSTICK, she will kiss Spike again, who will now pass out from his allergy.

Take the EXTERNAL FLOPPY DRIVE from on top of the crate.


Secret Exit:
You will have to get rid of the wolf before you can explore further.

Use the FRY BASKET and PET FISH to distract the wolf and it leaves.
Pick up the RADIOACTIVE ROD.


Junk Yard:
Pick up the ALLEN WRENCH on the ground.
Pick up the GAS CAN.
Move the Corrugated Metal to reveal the wire mesh which blocks access to the TIN SPOOL.

Use the WIRE CUTTERS (from the Arcade) to cut the wire mesh and get the TIN SOLDER WIRE.


Town Square:
Talk to the really caffeinated kid when you enter the location; he will give you the Monkey Kong secret. As well as mentioning he threw a bunch of game tokens in the well.

Go to the well and look in, but you can't get to the bottom from here. You will need to put the RADIOACTIVE ROD into the well to mark your path so when you enter from the sewers, the Geiger counter can track to the bottom of the well.

Go to the Lemonkola girls and their van. Tony can play the "Van challenge". The advice the Bull gives you is the key to this question; don't talk, listen, when Tony asks for help, ignore him and do nothing. you will eventually get the LEMONKOLA CAN.



After you collect all the items return to
Bull's Truck Hideout:

Use the full GAS CAN to fill the Generator.
Turn on the generator to power the computer.
Use the COMMODORE with Ralf, then use the FLOPPY DRIVE on the COMMODORE. Use the FLOPPY DISK on the computer (Tony will install).
Combine the TIN WIELDER and the TIN SOLDER WIRE, then use on Ralf.
Act VI: Its The Final Countdown...(Ending A)
Comms Tower Ground level:
Pick up the GRENADE laying on the ground by the door.

After you get the dead alien soldier's KEY CARD, use it on the card reader and enter the ground floor room.
Take the PORTABLE COMPUTER.


Comms Tower First Level:
Search the Dead alien Soldier for the WALLET which contains DRIVER LICENSE, GLOWING PLASTIC, KEY CARD, CHANGE

Go around to the back side of the first level (you can access the back from both sides) and push the hydraulic lift over to expose the broken window panes. Enter thru the window to the files room.

Use the CHANGE with the soda machine and then "hit" the machine when it eats your money. You will then get a LEMONKOLA CAN.

Use the KEY (from the alien scientist) to open the first aid box mounted on the wall
Take the BANDAGES, AMMONIUM CHLORIDE and BAND-AIDS.

Combine the SODIUM BICARBONATE and the AMMONIUM CHLORIDE to make SMELLING SALTS

Comms Tower Second Level:
Move to the back of the level and take the SODIUM BICARBONATE on the hydraulic lift platform; this may require you to move the hydraulic lift again from the first level so you can reach it.


Comms Tower Roof Level:
Use the SCOUT BOOK OF KNOTS to untie the ROPE.

Use the PORTABLE COMPUTER with the radar/antenna array.
Talk "blow" into the radar/antenna array port to connect it to the PORTABLE COMPUTER.

Use the LEMONKOLA CAN on the rusty air duct to clean it.
Use the #6 WRENCH to remove the air duct
Enter the air duct, but you won't get through until you go back up the vent to the roof then
Use the grenade on the air vent to clear the "obstruction".

Enter the cleared air duct and access the Science office.


Comms Tower Second Level: Science Office:
After you have knocked out the scientist with the GRENADE in the air duct.
Use the ROPE to tie him up.
Use the SMELLING SALTS to wake him back up for interrogation
Talk to the alien scientist and feel free to smack him around a bit.
Use the WIRE CUTTERS on the scientist, Nick will then take over the interrogation.

You will then have the password "Likearecord".

Go back to the roof level, use the computer and watch the scene unfold!

Alternative Choices / Endings
Ok, so if you are here you made some different critical dialogue choices and can't use the previous guide.


ACT I
if Tony doesn't give you the PONY AND CO. ID in the Treehouse then you need to go speak to the bum outside Nick's house. He will give you the BOOZ & BOOBS card which replaces it.

The RANGER FLYER is available from the shady guy outside the bar, harass him after you get the BOOZ & BOOBS card, then hit him. Take the RANGER FLYER from him.

If you can't get the TOE NAIL CLIPPERS from the ranger than you can still get the EXTENSION CORD from Carl and Andre at the Bridge, just take the cables sticking out of the side of the bridge box after the fire starts by using the Scout handbook of knots.


ACT III Secret Facility
If you are unable to get the MATCHBOX from the carved out crevice in the Construction Area, then you can't start the fire in the Server Room; You will have to substitute the GRENADE you get from the Conference Room; throw it at the Alien Soldier in the server room, he will spit on it and throw it back at you. Take the GRENADE to Ralf and he will take care of the Soldier.

If Nick won't jump out at the Alien Soldier in the Geology Lab when called chicken, then talk to the Alien Prisoner in the Detention Facility; Ask about helpful info, and he will give you the password to the lock in the Geology Lab "LatinLover200", get the SCARF from the locked case and take it to Ralf, who will hunt down the Soldier.

If you ate all the CHOZ PUFFS when picking them up, then you will be able to take the CORROSIVE ACID from the Geology Lab (Vinny proceeds to spill it on the locked wall lockers revealing the AIR FRESHENER); use the AIR FRESHENER in the Biolab air duct to put the Hellmite to sleep and then take the LEMON SEEDS.


ACT V: NORTHFOREST
If you can't talk to Skull Face about Monkey Kong, then you will have to fight Furio in the Abandoned Facility; Nick should start fighting and during the fight talk to Nick, Use dialogue in the following order:

#2 Punch him in the face;
#3 We believe in you!,
#4 Keep your guard up!;
then talk to Furio, tell him his mowhawk is falling down.

After Furio is down, Hit him and watch his beat down.

If you cannot challenge the Northforest Puncher game team in the Arcade, use the GAME TOKENS and the pastries from Samantha's house in the Skeeball machine to get the TICKETS for the WIRECUTTERS. Samantha will also cut the FLOPPY DISK from the BEAR if you need it done sooner.

If Tony is unable to do the "Van challenge", talk to the Principal by his telescope, then go through his memoirs, you will have to look, touch and talk to the papers to get the solution (Mrs. Perez likes horror movies), then go back and talk to the Principal and select the new option for why he should go talk to Mrs. Perez.
Take the EMPTY BEER CAN he discards
Go to the River Coast and fill it up with river water
Give the BEER CAN to the Lemon Kola girls to get your LEMONKOLA CAN.
Act X & F...and seeds and oil...(Ending B)
This is ending B; the game will play out approximately the same, however this will replace the last act at the comms tower in ending A and the underground facility in ending C.

Team Mystery Stalkers decides to use the Secret Exit in Northforest to reenter the facility once communications with the Bull and Ralf are lost. You start at the train terminal.


Train Terminal:
Move all the way right and push the mine cart revealing an air duct.
Use the #6 WRENCH to take the vent cover off to gain entry to the base.

After you get the CROWBAR return here and bust open the wooden crate to get the CORN SEED.


Hallway:
as soon as you enter the location, open the machine in front of you to get the MACHINE OIL.
Move right until you see the next air duct and use the #6 WRENCH again to get access.

After you have the WINE CORKER, use it on the blue plastic drum; after the scientist and guard pass by, they will drop SUBSTANCE F TUBE.


Junction Room A-7:
There are two more air ducts allowing access to the surveillance room and the crystal room here.

Note the giant air vent next to the fan; you can use it to communicate with the Bull on the surface but he has to be closer to it (via the camera joystick in the surveillance room)


Surveillance Room:
Look at the guard and the kids will notice he is wearing familiar prisoner orange.
enter the room and move the joystick by the monitors; it views left, right and center outside on the Bull and Ralf.

Move the joystick until you see the stacked metal crates with the wooden crate on top; hit the red button next to the joystick to fire the laser and blast the CROWBAR from the crate.

Keep moving the joystick until the Bull and Ralf are directly next to the open air vent on the surface. then reenter the air duct to the Junction Room, speak to the Bull and ask him to throw the CROWBAR down to you.

Once you have the intercom "314" code, Tony will send the distraction to the Crystal Room.


Crystal Room:
you can't do anything here until the admiral, guard and scientist are distracted; note the "314" on the computer intercom in the room to use on the intercom in the surveillance room.

You can also go further in the duct to the access vents room B-7

Once the aliens are distracted, open the vent cover and use the MACHINE OIL, CORN SEED and SUBSTANCE F TUBE on the substance X pool.


Access Vents B-7:
move all the way right and you will see a deceased prisoner stuck to an electrical box.
Use the rubber coated OVEN MITT to search the body and retrieve the WINE CORKER.



Once the items are all dropped into the Substance X pool sit back,
Get some popcorn, and finish watching the show!
Act ??? ...Welcome to X-Com! (Ending C)
This ending is C; the game will play out approximately the same, however this will replace the last act at the comms tower in ending A.

After you put Ralf back together at the end of Act V, Nick will insist you go in guns blazing to help the bull and you will arrive at the New Frontier Labs Northforest underground facility.


Underground area:
nothing for you to do initially, and when the alien soldiers arrive you have to run anyway.

After you get the EMPTY CHAINSAW (Main Hall), turn off the drilling machine and open the gas cap; use the HOSE (from the Laundry room) and siphon some gas into the CHAINSAW.

After you get the HAND from the dead alien soldier, use the steam venting off the drilling machine to warm it up (you will have to turn the drilling machine back on).


Laundry Room:
Use the WIRE CUTTERS and remove the HOSE next to the giant washing machine.
Note the dead alien soldier body for later.

Once you get the FULL CHAINSAW, use it with the dead alien soldier and take the HAND.


Main Hall:
Open the big locker by the oil spill and take the EMPTY CHAINSAW

After you have the warmed up HAND, use it on the hand scanner and confront the alien admiral for the finale.
22 Comments
Ron Jul 12, 2024 @ 10:06am 
Not a well written guide, as it tell you what to do with the object but not how to get it, it is all in random order....too bad it is the only English guide, fix it and i will shower you with awards!!!
RetinaBurn Nov 28, 2023 @ 1:12am 
In Alternative Choices in order to pick up the cable sticking out on the BRIDGE, its required to get the SCOUT BOOK OF KNOTS first and use it on the cable.
stone.fire.smoke  [author] Nov 20, 2023 @ 1:19pm 
the grenade should be your only option if Nick won't give you a boost; get the code 424 from the white board in the geology lab (you should be able to look at it without defeating the soldier), then use the code to call the admiral in the conference room, he should get irritated with you and activate the grenade.
osiris Nov 20, 2023 @ 10:28am 
It does seem like I am stuck; I can't get to the MATCHBOX nor the GRENADE. I've been stuck here for a few hours now, gone through Act II a few times, done everything that was possible, but no progress can be made, or so it seems. Any advice?
osiris Oct 29, 2023 @ 11:18am 
Yeah, you sem to be right as Nick still is refusing to lift me up to the carved-out hole. Seem my assumption was wrong here.
stone.fire.smoke  [author] Oct 28, 2023 @ 8:49pm 
No, the carved-out hole is where the matchbox is located; not having it prevents access to the server room.

The situation you are referring to is discussed in the ALTERNATIVE CHOICES / ENDINGS section of the guide; the grenade is the item Ralf needs to hunt down the soldier in the server room. The scarf is the item needed to eliminate the geology lab soldier but that is not directly affected by the lack of access to the carved-out hole.
osiris Oct 28, 2023 @ 2:24am 
UPDATE: In Act III , if Nick refuses to lift you up to the carved-out hole, claiming he's not a mule, head to the Geology Lab in the cabin's entrance and retrieve the scarf. Give it to Ralf, who will eliminate the guard, granting access to the Geology Lab.
stone.fire.smoke  [author] Aug 15, 2023 @ 9:05pm 
not sure, maybe an unauthorized external link?
Trey Apr 5, 2023 @ 6:11am 
Why was the previous commentor's link removed?
pugsonthemoon Feb 11, 2023 @ 9:21pm 
I used this walkthrough: {LINK REMOVED}