A Golden Wake

A Golden Wake

Nedostatek hodnocení
A Golden Wake - Quick Walkthrough
Vytvořil: Steven
A quick walkthrough designed to offer fast solutions in an easy to read fashion. The guide is not completely in depth, but is useful as a quick reference if you are stuck at a specific part and provides basic details on how to reach the end of the game. Just about every conversation "choice" makes no difference, so my guide will state if you can pick any dialogue option. This includes "exhaust all dialogue" which basically means pick every dialogue option you can. A Golden Wake contains persuasion mini games. I don't give walkthroughs for these as you can still progress even if you fail them. Names that are capitalised are locations on the map and are capitalised just to stop me having to write "exit to map" all the time. Some of the puzzles change with each playthrough, I explain these in the guide. Finally, if there are any problems, questions or errors related to the guide or the game, please write a comment or contact me on Steam directly and I will help out if I can.
   
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Introduction

The Roaring Twenties: a bygone era of glitz, glamour, and promise. Nowhere is this more apparent than Coral Gables, Florida. The real estate market is booming and even an ordinary guy like Alfie Banks has a chance to strike it rich.

But with the mob on his back, the Great Depression on the horizon, and the Sunshine State’s idyllic waterfront only a hurricane away from total devastation, Alfie finds much more than he bargained for.

Based on actual events and featuring real life locations and historical figures, you must guide Alfie on his journey to reach the top of the real estate game as he deals with shady salesmen, cutthroat bootleggers, corrupt politicians, and much more, all while swept up in the events surrounding the inception of Coral Gables, The City Beautiful. [Wadget Eye Games]


A quick walkthrough designed to offer fast solutions in an easy to read fashion. The guide is not completely in depth, but is useful as a quick reference if you are stuck at a specific part and provides basic details on how to reach the end of the game. Just about every conversation "choice" makes no difference, so my guide will state if you can pick any dialogue option. This includes "exhaust all dialogue" which basically means pick every dialogue option you can. A Golden Wake contains persuasion mini games. I don't give walkthroughs for these as you can still progress even if you fail them. Names that are capitalised are locations on the map and are capitalised just to stop me having to write "exit to map" all the time. Some of the puzzles change with each playthrough, I explain these in the guide. Finally, if there are any problems, questions or errors related to the guide or the game, please write a comment or contact me on Steam directly and I will help out if I can.
Prologue
  • Enter the doorway to the office
  • Talk to Suggs and Murphy (exhaust all dialogue)
  • Visit Morris (door on left)
  • Choose someone to fire (your choice doesn't matter)
  • Visit the break room (door next to blackboard)
  • Look at the bulletin board and leave the room
  • Sit at your desk
  • Lock the office door by clicking on it
  • Visit the break room again
  • After returning to your desk, you can choose any of the three dialogue options
  • Use the nickel on the newsboy (move cursor to top of screen and click nickel then click on newsboy)
Chapter One - Florida, the Treasure Land
  • Talk to Doc Dammers (exhaust all dialogue)
  • Leave and visit FLAGLER STREET
  • Enter the hotel entrance and talk to the hotel clerk about your reservation
  • Walk upstairs and open the suitcase in your room
  • Pick up the photo and the typewriter ribbon
  • Leave the hotel and visit the Gables Sales Office on WEST FLAGLER STREET
  • Give the secretary the typewriter ribbon
  • Talk to the secretary about George Merrick and an appointment
  • Finally, discuss the land auction
  • Leave the office and visit the LAND AUCTION
  • Speak with Doc Dammers and he will ask you to persuade the indecisive man
  • Speak to the indecisive man and read the "Seller Intuition" instructions
  • Even if you fail your persuasion attempt, you can bribe using the money in your inventory
  • Return to the hotel on FLAGLER STREET and ask the hotel clerk for your messages
  • Visit the Gables Sales Office on WEST FLAGLER STREET and ask about seeing Merrick
  • Enter the door to Merrick's office
  • Introduce yourself to Merrick and select all of the options (you will complete all three anyway)
  • Exit to the map

The Holdout

  • Visit ANASTASIA AVENUE
  • Knock on the door and speak the man
  • Return to FLAGLER STREET and enter the records (next door to hotel)
  • Speak to the Records Clerk and discuss records and then request a record
  • Right click the record to understand what it's about
  • Return to the house on ANASTASIA AVENUE and show the record to the man
  • Complete the hidden object game (picture below for reference)



Publicity

  • Visit MIAMI HERALD
  • Speak to the woman (exhaust all dialogue)
  • Exit and travel to MIAMI MEN'S CLUB
  • Speak to the clerk about the Miami Men's Club and membership
  • Exit the conversation and give the clerk the photograph in your inventory
  • Return to FLAGLER STREET and enter the sales office
  • Ask Merrick about the Miami Men's Club and obtain a recommendation from his secretary Ms Rogers
  • Return to the MIAMI MEN'S CLUB and give the clerk the recommendation voucher
  • Expediate the process by giving the clerk money
  • Enter the club lounge and speak with the older man
  • Talk to Jeremiah Miller and tell him about the drunk man
  • Pick up the flask that falls
  • Give the flask to the woman at the MIAMI HERALD

Plans

  • Visit RILEY'S REAL ESTATE
  • Ask the secretary about your scheduled interview
  • Enter the door and speak with Mr Riley (pick any of the options provided)
  • Ask the secretary about getting into the office again
  • Examine the painting on the far left and examine the date (make a note!)
  • Examine the other painting and use your date as the combination (731 for July 31st for example)
  • Return to FLAGLER STREET and visit George Merrick in the Gables Sales Office
  • Speak to him about the plans
Chapter Two - When The Groves Begin to Bear
  • Exit the starting room and enter the double doors
  • Speak with George
  • Read the telegram he gives you
  • Exit the office and enter the car outside
  • Visit the DINER
  • Talk to your brother about your assignment
  • Speak with the man at the counter of the diner (exhaust all dialogue)

The Pilot

  • Exit to the map and visit the MIAMI MEN'S CLUB
  • Enter the lounge and speak with Flyboy Flynn (Oddly Dressed Man)
  • He will eventually give you several conditions, these will change your designs for the poster

Condition (Name)

"I want people to get excited when they hear my name." - Daredevil Flynn's Flying Circus of Doom!
"I think the name should have a real ring to it. Written so it rolls off the tongue." - Flyboy Flynn's Fantastic Flying Cirus
"The name shouldn't be anything too fancy, I'll let the visuals do the work there." - Flynn's Flying Circus

Condition (Colours)

“Also, I think the colors should really pop. Like, the kind that go well with each other, you know?” – Orange & Blue
“Also, the colors should make people think of the sky, like a sunset during a dogfight.” – Orange & Red
“Also, the colors should be bright and flashy. I want this to get people’s attention!” – Yellow & Pink

Condition (Size)

“And finally, I think these posters should be huge. I want to be able to see one from the air!” – 37 x 60
“And finally, I think we should concentrate on quantity. I want so many of these posters around they cover entire walls!” – 8 x 10
“And finally, I think they should be a decent size so we can sell them to people, and they can put them in their homes.” – 22 x 36

  • Make note of the poster you need to make
  • Return to the SALES OFFICE and speak with Ms. Rogers
  • Design the poster required

The Plane

  • Exit to the map and visit the AIRFIELD
  • Speak with the mechanic (exhaust all dialogue)
  • Pick up a wrench from the toolbox under the wing
  • Visit the DINNER KEY MARINA
  • Speak with the guard (exhaust all dialogue)
  • Return to the DINER and speak with Beau Banks
  • Offer him a car ride to the marina
  • Click on Beau and he will distract the guard
  • Use the wrench on the engine of the odd plane
  • Click on the car and return to the SALES OFFICE after leaving Beau
  • Speak with Doc Dammers (exhaust all dialogue)
  • Leave the office and visit DAMMER'S DEMO
  • Speak to Doc Dammer before returning to the SALES OFFICE
  • Speak with Mr Wilson about the model trolley
  • Leave and visit the MIAMI MEN'S CLUB
  • Enter the lounge and interact with the radio (remove the antenna)
  • In your inventory, combine the antenna and trolley model by clicking on one after the other
  • Return to DAMMER'S DEMO and give Doc Dammer the model streetcar
  • Follow Doc Dammer's instructions for the demonstration
  • Pick up the sign afterwards
  • Return to the mechanic at the AIRFIELD and give him the wood shingle and the magneto

The Payment

  • Return to the SALES OFFICE and talk to George Merrick about hiring Mabel Cody
  • Exit to the map and visit the BANK OF CORAL GABLES
  • Click the teller window on the bottom left of the screen
  • When the bank robber arrives, you can hand over your money or try to persuade him
  • If you manage to keep your money, give it to Curly at the DINER
  • If you hand over your money, return to George at the SALES OFFICE for an IOU to give to Curly
  • Return to the MIAMI MEN'S CLUB lounge and give Flyboy Flynn the mockup poster


The Airshow

This section requies you to control the car during the airshow. This can be a little confusing to explain, but you are given unlimited tries! Perform the following steps:

1 - Press the brake icon
2 - Open the car top
3 - Press the accelerate icon and move towards the X (left or right)
4 - After Mabel grabs the ladder, brake again and put the roof back on the car
5 - Accelerate to Mabel so she can regain balance


Post Airshow

  • Leave the MIAMI MEN'S CLUB and visit MERRICK HOUSE
  • Speak with both Eunice and Althea (exhaust all dialogue)
  • Exit to map and visit the VENETIAN POOL
  • Speak with the older gentleman
  • Attempt to persuade him
  • If successful, return to MERRICK HOUSE and speak with George Merrick
  • If you are not successful, speak with the older gentleman about the weather
  • Enter the left tower and click on the sock
  • Exit and visit the BILTMORE GOLF COURSE
  • Take a tee from the box next to the golfer
  • Return to the lockers in the tower and use the tee on the only locker you can
  • Speak once again to the older gentleman by the pool (exhaust all dialogue)
  • Return to MERRICK HOUSE and speak with George Merrick
  • Select any option during the cutscene and then leave the hotel
Chapter Three - After the Hurricane
  • Go to the BILTMORE HOTEL
  • Speak to the hotel clerk about unusual activity
  • Bribe him with money
  • Sit on the sofa in the hotel lobby
  • Press the call button
  • Knock on the door and say you are a guest at Fatty's party
  • Speak to the server
  • Click on the bookcase
  • Place VOLTAIRE, IBSEN and PROUST in spaces 1, 2 and 3 respectively
  • Enter the secret pathway to speak with Fatty
  • Leave the hotel and head for the SALES OFFICE and speak with George
  • You can now DENY or CONFIRM you found anything, your choice!
  • Leave the hotel again and visit THE ROAD BAKERY
  • Speak with the Bakery Lady
  • When she appears with the gun, click the sack and then exit
  • Click on your car
  • Go to the DINER and ask the soda jerk about seeing Beau
  • Exhaust all dialogue options with Beau, making your own choices
  • Exit the diner and visit the GABLES ADMINISTRATION OFFICE
  • Talk to Herbert and attempt to threaten him
  • Click on Butch to get the time to search the office alone
  • Search his desk and find the photo
  • Talk to Freedy again and get Butch to attack him
  • Leave and visit the ALHAMBRA DRUG STORE
  • Talk to the Drugstore employee
  • During the chase, right click the photo and then use the photo on the employee (chase may continue for a few seconds afterwards)
  • Back in the hotel, choose any option when confronted by George Merrick

Havana

  • Speak to the lady about Manny Morales
  • Enter the bar and speak with Umberto
  • Ask him about money owed and then offer to buy him a drink (any)
  • Click the drink
  • Speak to Butch and ask him about himself and then sedatives/distraction
  • Speak to Umberto and this time order whisky
  • Before drinking, click on Butch and create a distraction
  • While Umberto isn't looking, use the sedative on his glass
  • Drink and Umberto will fall asleep, search his pockets
  • Give the pesos to the lady outside
  • Enter the bar and knock on the door
  • While in the office, examine the chair, window and the papers on the floor before Vargas reveals himself

1929

  • Leave your room and visit Fatty (click the bathroom to get dressed)
  • Exit to map and visit TAMIAMI TRAIL
  • Speak with the prospector about moonshine runners
  • Pick up the machete
  • Walk into the glades and then further into the glades
  • Take the western path
  • Use your gun on the alligator to scare it
  • Look under the rocks and use the machete on the box (remember to read the note)
  • Read the note you obtain from the metal box
  • Keep walking right until you find three trees
  • Use the machete on the ground beside the trees
  • Open the metal box and read the note
  • Take the southern exit and look in the opening in the tree trunk
  • Use the machete on the box and read the final note
  • Return to the screen with the large roots and click on the ring "finger"
  • Climb the ladder
  • Take a jar of moonshine and the fire blanket from inside the shack
  • Use the moonshine on the patch outside the shack
  • Pick up mud after examining the patch
  • Climb on the roof and use the blanket on the chimney (use the overhang to reach the roof)
  • Go back inside the shack and use the mud on the condenser pipes
  • Leave the shack (choose to warn or stay quiet)
  • Return to the party upstairs in the hotel
  • Speak with Fatty about the party and then the delivery
  • leave the hotel and visit THE ROAD BAKERY
  • When inside, use the back door
  • Use moonshine on the whisky glass
  • When the baker becomes drunk, use your gun on the cake
  • Return to the party at the BILTMORE HOTEL and pick up your gun from the cake
  • Use it on Fatty
  • Use the bookcase and search the desk
  • Click on the booze and click GIN, VODKA and RUM
Chapter Four - Returning Alone
  • Order a drink
  • Take matches and use them on Bill
  • Exhaust all dialogue with Bill
  • Search the box and use the hankerchief on the puddle
  • Use the hankerchief on the posters
  • Enter the house
  • Try persuading the guard at the station (give him your flask if you can't persuade)
  • Use hankerchief on barrel then on the lamp
  • Light it with the matches
  • Examine the door and then exit through it
  • Pick up the hammer
  • Use the hammer on the windows in the next cart
  • Use the door
  • When outside use the door located on the furthest building
  • Speak to Merrick and use the final options to persuade him (NEEDED, CONVINCE, DEFEND, WARN)
  • Push George
  • Watch the epilogue

Congratulations, you have completed A Golden Wake.
Počet komentářů: 2
Steven  [autor] 21. čvn. 2017 v 4.40 
Hi! Have you examined the photo first? You have to right click the photograph before attempting to give it to the owner.
kmarieproc 20. čvn. 2017 v 9.28 
Thanks for the walkthrough. I have an issue when I'm chasing the drug store owner through the alley. When I click on the photo, then on the guy i'm chasing, I get a message that says "You can't currently think of a reason why he would care about the photograph."

I've gone through a couple walkthroughs, looking for something I missed and can't find anything. May have to start over.