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Wild Wild West: The Steel Assassin

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The Surratt House (Easy Street)

  • Once West enters Street's Saloon (formerly known as the Surratt House), he will approach the bar. Talk to Mr. Street, the man behind the counter. Be sure to ask Street about the contraption on the bar.
  • Speak to Mr. Byrd, the gentleman sitting alone and working on a crossword puzzle. He will ask for your help three times. The answers are of a presidential theme: Grant, Johnson and Lincoln. Grateful for your help, Byrd will give you (in this order) bandages, liniment oil and finally, a small metal bird. The bandages come in handy should you find yourself injured. Once you have the metal bird, Mr. Street will remind you about the contraption on the bar and make you a nice offer ...
  • To fix the contraption:
    • Take the bellows from the fireplace
    • Take the rod from the rifle hanging above the fireplace
    • Walk over to the contraption and place the rod in the contraption socket, the bellows on the floor beneath the rod and then place the metal bird Mr. Byrd gave you on top of the contraption in the spoke wheel. That's some corkpuller!
  • Once Mr. Street marvels at the contraption and tells you to see Misty, feel free to talk to the men playing checkers--the sweethearts of this little adventure and perpetual pains in West's backside, Pratt and Mims. They just love meddlesome Secret Service agents interrupting their game!
  • Go into the adjoining room. Misty, the lovely lady in yellow, sits sobbing. Talk to her. She'll begin spilling her problems to you--the biggest of which is determining which of the tavern's guests gets the peach cobbler for dessert. It goes to Mr. Byrd. Once you give Misty the correct answer, she'll provide answers to your questions about John Wilkes Booth and his fateful stay at the Surratt House.
  • Eventually, West will go down into the basement with Misty to investigate. Pratt and Mims, the ornery fellas you spoke with earlier, plot to get rid of West.
  • In the basement, Misty offers West a kiss. Since West is a ladies man, oblige her.
  • A gunshot will zing past you. Pratt's cohorts are gunning for you!
  • Take the knitting needle from the workbench (it's next to the enormous ball of yarn).
  • Walk to the cellar door. It's locked! Use the needle to loosen the bolts. A brief cinematic follows.
  • Once you're outside, take out your weapon (revolver, rifle, electricity gun, etc.) and start firing at the bad guys waiting for you. One's behind the woodpile. If you're feeling cowboyish, shoot the log propping up the entire woodpile on the right. The logs will tumble, exposing the rapscallion shooting at you. Target the bad guy with the weapon's targeting sight until it shrinks as small as possible and remains red. It'll take a few shots to put him away, but keep at it. If you scare him, he might even run behind the nearest tree for safety. Stay on him and keep blasting.
  • If you run out of ammo, click on the RELOAD bar in the interface menu. You are vulnerable to enemy fire while you're reloading, however. If you get hit, use the bandages you received from Mr. Byrd or ones you retrieve from fallen enemies to heal yourself. You'll need to select the bandages, then go to the inventory screen and click on West to heal yourself.
  • Once the woodpile villain is pushing daisies, head for the wagon. Once you reach it, another bad guy steps out of the chicken coop and starts firing at you. Take him out. You can either weigh him down with lead or go for the more creative approach. See the wagon next to West? There's a lever at the front of the wagon. Click on it.
  • Once the chicken coop thug has gone to that great jail cell in the sky, take ammo from the woodpile villain. Make your way over to the chicken coop to get ammo from the second guy you shot. In fact, it's a good idea to check the bodies of all your combatants for useful things like ammo, bandages and clues. Head toward the barn behind the chicken coop.
  • As you reach the barn, run inside quickly! There's another bad guy taking shots at you. Once inside, shoot at the hornets' nest while avoiding the barn loft bandit. If you hit the nest, a swarm of stinging insects will make life for the bandit a troublesome, and painful, experience. Put him out of his misery with a few well-placed shots.
  • From the barn, make your way to the water tower. It's outside the barn and to West's left (it's almost behind the barn). Take cover as a bad guy on the tower starts shooting at you. Get to the tower's ladder as quickly as possible!
  • Once on the ladder, take out the sniper with a few shots. When you're finished, head back to the front of the Surratt House. From the garden, the house is in the upper right corner of the screen.
  • Watch out for a couple of gunslingers looking to make worm food out of you. Run for the dirt road that runs in front of the house.
  • But wait! You can't cross the road! Bad guys in the barn across from you are making a duck shoot out of you. And to make matters worse, a weird cannon contraption will fire horrendously loud charges at you should you venture too far into the road. What to do? Hear that rumbling? A wagon's creeping down the road towards West. When it gets close, click on it. A brief cinematic follows with West climbing onto the wagon and jumping off further down the road--unseen by would-be assassins.
  • Once West jumps off the wagon, follow the dirt path on the left side of the barn. Once inside, let's play it a little sneakier this time. Climb up the ladder.
  • Up in the loft, untie the hook tethered to the block and tackle. It'll give the bad guy a hefty sock in the head. Pull the nail barrel on top of the trap door. Climb back down the ladder, creep over and hit the cowbell (it's on the post next to the wagon). Alerted to the noise, the nearest bad guy will run underneath the trap door. Pull the rope next to the bell and watch him get a great big boo-boo on his head.
  • Now click on the oil barrel in the far corner. Run out the door and watch the other bad guy slip 'n' slide. Put him out of his misery with your weapon.
  • Two more bad guys, alerted to the sound of the gunplay, will be waiting for you in the adjoining barn. Get ready.
  • When you're finished taking care of these tough guys, walk over to West's beloved horse and click on him. A closing cinematic follows.
  • Congratulations! Now let's see what Artie's up to in Baltimore ...

Baltimore Wharf (Parkhurst's Ladies)

  • Grab the following from Gordon's gadget table aboard the Wanderer (it's the big gray table): the Non Contaminating Evidence Examiner & Retriever (the magnifying glass) and the Portable Forensic Analysis Kit. Feel free to grab the Intensely Sensitive Safe-Cracking Stethoscope as well (you won't need it any time soon but it looks nice in your inventory).
  • At Gordon's chemistry lab, take the Formable Putty acid string (it's a gray coil). You won't need the High Viscosity Axle grease any time soon. Once you've collected all of these items, go across the room and enter Gordon's costume room. Take the sailor and Parkhurst costumes. Time to go to work!
  • When Gordon steps off the coach and approaches the wharf's entrance, he'll stumble onto a conversation with a buxom Russian beauty, Marcella Shrugov, and a wharf guard. Listen carefully.
  • After Marcella the Russian babe finishes her conversation with the guard, head down to the crates resting against the wharf's outer wall. You have two options once you reach this spot. You can:
    • Disguise yourself as a sailor and sneak by Marcella and the guard or
    • Use the putty acid string on the outer wall
  • Either way, once inside the wharf, take a look around--with emphasis on any areas that the pointer highlights with the "eyeball" icon. Investigate those areas.
  • You should come to a barrel with some interesting items on and below it. It's in the bottom left corner of the wharf(near the wharf office). You'll see a wagon and a "Rotten Wood" warning sign. The barrel is next to those items.
  • Time to investigate. Take out your magnifying glass and examine the scene. From left to right, right-click on the hair sample, the scorched footprints and the red paint.
  • Pick up a sample of the red paint on the box near the barrel by right-clicking on the paint as you view it through the magnifying glass.
  • Select the Portable Forensic Analysis Kit to study the paint. Select the kit (it's the gray box in your inventory) in your right hand and the paint sample in your left hand. Now click on the beaker. Gordon makes an interesting discovery.
  • Let's take a look at the top of the barrel. Take the metal shard on the left by right-clicking while looking at it through the magnifying glass. Run a chemical analysis with the forensic kit as you did with the paint. Gordon's putting the pieces together to this mystery.
  • Before you leave this spot, be sure to pick up the piece of wood. Let's go find where that broken piece fits.
  • Walk to the right of the barrel area, towards the sailor gangplank outside the ship. Keep an eye out for the cursor changing back to the eyeball icon again. It should do this near a box. Go check it out.
  • Once at the box, place the broken piece of wood on the box. Perfect fit. Okay, enough investigating for now. You have an appearance to make as St. John Parkhurst, British actor extraordinaire. Since Fiddledy and Mae (Parkhurst's leading lady) are waiting for him at the passenger walkway, you're going to have to find a way for Gordon to get on the boat, disguise himself as Parkhurst and exit the boat via the passenger walkway.
  • Look for the sailor entrance to the ship. A sailor stands watch. Since you've changed into your sailor outfit (if you haven't already, find a discreet place to change), head for the sailor gangplank.
  • Once on board, walk behind the stack of boxes and sacks. Change into Parkhurst and prepare to disembark. A brief dramatic scene follows.
  • Marcella's waiting for you (Parkhurst), as are Fiddledy and Mae! If Marcella sees you up close, she'll rat you out as an impostor. So ... exit through the sailor gangplank, dressed as Parkhurst.
  • Get close to Marcella but not too close. And keep an eye out for Hershey, the wandering chap patrolling the wharf. If you get close enough to Marcella, she should turn and, thinking that you're her beloved Parkhurst, will pursue you with giddy glee. Head for the "Rotten Wood" warning sign between the barrel and wagon next to the wharf office. Hurry!
  • Once you reach the sign, remove it. Now run to the other side of the rotten patch of wood so it's between you and Marcella. Note: You can't run over the rotten wood.
  • If you've done it correctly, Marcella will step onto the rotten wood and take a messy fall. Don't worry--she's okay. A little wet, but okay.
  • If you haven't done the rotten wood trick correctly, run around it as Marcella follows you and try to trick her again. She's pretty gullible so you shouldn't have too much of a problem. Just don't let her get too close to you!
  • With Marcella in the briny drink, find a private place on the wharf, change back into the sailor costume and reboard the ship via the sailor gangplank.
  • Once onboard, change back into Parkhurst and exit via the passenger gangplank. Say hello to Fiddledy and the ravishing Mae, your leading lady.
  • Meanwhile, West decides to return to the scene of the crime at the Surratt House ...

The Surratt House (The Bull Pen)

  • Once inside the saloon, you'll need to find a light source to use so you can enter the basement again. Hmm, there's a lantern hanging outside ... but you can't go out. More of Pratt and Mims' buddies are waiting for a shot at you! Let's investigate the saloon for a means of getting that lantern.
  • Enter the room where you first met Misty. Grab the ice tongs from the table. Search the chest drawers on the opposite side of the room for a piece of twine. These will come in handy later.
  • Go back into the main room. Take the poker from the fireplace. Take the gunpowder horn hanging above the fireplace too. And while you're at it, grab the bellows again.
  • Now, use the bellows on the spittoon positioned on the other side of the bar. Slurp! Yuck.
  • Open the window behind the counter. There shines the bright lantern. Use the spit-filled bellows to extinguish the light, otherwise those pesky varmints outside are going to make your life difficult.
  • The lantern's extinguished, but you still can't reach it from here. Remove it from its hook with the poker.
  • West places the lantern on a nearby stool. Take the damp wick from its base.
  • Take the cork from the corkpuller.
  • Take the wick to the fireplace and set it on the hot coals. After the wick dries out, take a hot coal from the dying fire with the ice tongs.
  • Go back to the lantern, replace the wick and light it with the hot coal.
  • West heads downstairs where he finds a mortally wounded Misty. Turns out Pratt and the gang got violent when they found out Misty helped West. She offers a few final words to West before breathing her last breath. A sorrowful West promises her he will make Pratt pay.
  • Search for a tiny key near the dresser, if you didn't already pick it up from one of the bad guys during the previous shootout in the barnyard. It should be directly underneath the dresser. Use it to unlock the front panel.
  • Ah, a puzzle! If you checked out the Projected Light Photographical Light Reference Machine on board the Wanderer, you probably noticed a report on the Bull, written by Arte. Remember the constellation drawing he included at the end of the document? That was a clue. In case you didn't read the monograph, here's the solution:

  • The door opens, revealing a passageway. Let's see what's at the other end ...
  • It's the Bull's lair! Looks like this elusive assassin has been hoarding guns, rifles and gunpowder, as well as developing some serious firepower to carry out the diabolical plan of assassinating President Grant. Pick up the hanky lying on the floor. "E.S." Who could that be?
  • Pick up the night vision gun sitting on the worktable. You're going to need it. Soon.
  • Grab some gunpowder from the barrel in the corner of the room and place it in the gunpowder horn. Head back upstairs.
  • Before you enter the main room, walk down the hallway to the tiny table. There's a match there. Take it and head for the main room.
  • The bad guys are just waiting for you to try and escape the house. Hmm, what to do? See that cannonball on the bar counter? That's your ticket out of here. However, you'll need to take out the first wave of bad guys hanging around outside by using your new night vision pistol. Otherwise, you'll be an easy target. Once you've dispatched them, turn your attention to the cannonball ...
  • Place the gunpowder in the cannonball. Now put the twine in the cannonball. Pack them in place with the cork. Guess what you're making ...
  • Now you're going to have to get those bandits to come in and receive their explosive surprise. Head for either of the two windows. Get out the night vision pistol.
  • More bad guys!? Take some shots at them. Try not to get hit. When you empty the night vision gun's chambers, don't reload. Rather, fire an empty chamber at one of the fallen bad guys. That click will attract the bad guys (you'll hear one of them say, "Rush him!"). Silly rascals, they don't think you have any more bullets!
  • West will run over to the cannonball, light the fuse with the match and run like the dickens. A cinematic follows. Boy, Pratt & Mims want you dead in the worst of ways now!

Baltimore Wharf (Harbor Cruise)

While West returns from his midnight snooping, Gordon returns to the wharf to continue his investigation a little more privately ...

  • If you haven't already, grab the High-Viscosity Axle Grease from Gordon's chemistry table. Be sure to take the Intensely Sensitive Safe-Cracking Stethoscope from Gordon's gadget table as well.
  • Go to the water cycle on board the Wanderer in the back of the train. Gordon will use it to make a stealthy approach to the wharf. Otherwise, you might run into some trouble by taking the stagecoach.
  • Once Arte reaches the dock, climb up the ladder. Hmm, this place looks really familiar ... makes sense, since you were here during the day. Now you have to contend with a wandering night watchman who would love to test his new pistol on you. Do your best to avoid him and head for the far side of the wharf, where the stairwell leading below the docks is located.
  • The creaking of wood, the lapping of water, the foghorns in the distance ... creepy. But, you have a job to do so walk behind the staircase you just descended. Use the acid putty on the stairwell base. Now place some axle grease on the floor next to the stairs.
  • Grab the stairs and pull them. But make sure the guard is nowhere nearby upstairs (you can tell by his tuneless whistling--if you hear it, he's nearby) before you move them. Otherwise, the watchman will come looking for you.
  • The stairs should now be under the shipping office. Climb the stairs and pull out some more acid putty. Use it on the shipping office floor, but make sure the night watchman is nowhere nearby.
  • Once the acid putty has burned a nice little circle in the floor, climb up into the office.
  • Inside the office, you'll notice a safe. You'll also notice some potted plants nearby. Since Gordon is a lover of all things botanical, take a look at them. Especially the sick-looking plant. And while you're at it, why not look under the sick-looking plant?
  • It's a combination! RD LAE RHI. Hmm ... well, since combinations are usually Right, Left, Right that takes care of the first letter in each cluster. The remaining letters? Let's see ... D is the fourth letter, so 4 to the right. A = 1 and E = 5, so 15 to the left. H = 8 and I = 9 so 89 to the right. (R4-LI5-R89) Voila!
  • Inside the safe are some shipping papers and a ledger that provide information on the cargo that passed through the wharf. Note the name on the papers--E. Steele.
  • Time to leave the office. Head out the door. Once outside, you've got a serious situation here. Not only is there a gun-toting night watchman to contend with, two more thugs have appeared and are blocking your route to the water cycle. Here's how to get past them:
  • Lure one of the thugs into following you. This is tricky so be extremely careful. Lead the thug towards the night watchman and hide. If you did it correctly, the watchman will take care of the thug for you ... only to get shot by the thug as well. Two down, one to go. If you don't succeed the first time, keep trying. Make sure the thug doesn't get a hold of you, though, or it's over!
  • One more thug to get out of the way. If you go to the upper right corner of the wharf, you'll see an anchor and some rope. Take the rope and connect it to the anchor.
  • Now go trick that thug into following you. Stand by the anchor as he gets closer ... closer ... closer. Once he's standing on the net tied to the rope, grab the anchor and watch the thug fly into the water! Wheee!
  • You're not even close to being out of the woods yet. It seems there's one more bad guy waiting for you below the wharf--Hershey. Strike up a conversation with him--offer him money, offer him your watch, tell him about the water cycle and offer it to him. He'll ask how to operate it. Oblige him, then watch him try to operate it ... and then take a nasty spill into the briny deep.
  • Gordon grabs the water cycle and heads for freedom. But not so fast! Three gunboats have entered the harbor and are blocking your escape. You'll need to get rid of them and find a way past their blockade.
  • First gunboat: See those two boats right outside the dock that are somewhat close to each other? The ones positioned horizontally on the screen? One of the boats is tethered by a rope. Untie it and then push the boats together. The cursor will change to help you figure out which boats and what to do. Once you've pushed them together, lure one of the gunboats into following you through the narrow gap you've created between the boats. You can fit through it easily. The gunboat, alas, cannot. One down, two to go.
  • Second gunboat: This is a little trickier, mainly because the two gunboats will stay on your tail relentlessly. Look for the buoy floating in the water. It's on the opposite side of the bay from the two parallel boats. The remaining gunboats usually congregate around it. Lure them away from it far enough so that you can get to it without them bearing down on you with gunfire. Once you get to the buoy, sink it by clicking on the bottom part of the buoy. Lure the second gunboat towards where the buoy was and it'll crash into the rocks, overturning and making a nice little ramp for you in the process.
  • Third gunboat: Click on the makeshift ramp. A cinematic sequence begins. As you hit the ramp, Gordon will make a spectacular leap in the air over the large ship blocking his escape. The pursuing gunboat will collide with the ship, resulting in one of the more explosive moments of the game!
  • Phew! Now that Gordon's safe and secure, let's see what Jim West is up to ...

Garrett's Farm (Barn Burner)

  • With West atop his trusty steed, head down the dirt road to the right. You will come to a fork in the road--keep going straight ahead. If you decide that you'd rather go left, fine. But be ready to come back quickly--there's a terrible tank wanting to take shots at you!
  • Back on the main path, you will eventually come to a pile of logs on the side of the road. If you look closely, you will see an axe. Take it.
  • Now go back to the large tree that stands next to the creek. Use the axe on the tree.
  • Once the tree falls, a bandit on the other side will start shooting at you. Dispense your special brand o "lead justice." Be sure to check him for ammo, blasting caps and an intriguing note about chess. These guys don't seem like chess players, do they?
  • After the bad guy has been put away, cross the tree trunk and head towards the tiny shack. There are two more bad guys waiting for you inside, so be prepared.
  • Take the dynamite. Head back over to the log and cross the creek.
  • Saddle up and head down the dirt road, past the log pile, until you encounter another thug on horseback. Sing "Happy Trails" as you send this bad guy off to the afterlife.
  • You've reached the end of the dirt path. In front of you, the path continues atop a rocky embankment. West climbs off his horse and sets out on the path.
  • At the top of the path, there are two villains with their backs to you. If you picked up the Sick Gas Canister Mortar, you can stun them quickly and then dispatch them with your favorite weapon. Otherwise, take aim and let the blazing gunfire begin!
  • Continue to the right. The path curves around several large boulders. If you look carefully, you can see the tank below you. Focus on the rocks that switch the cursor over to "eyeball mode."
  • At that spot, place the dynamite and blasting caps. Then back up (make sure you're far enough back so that you won't get caught in the blast--otherwise, you die), aim with your weapon and fire. Goodbye, tank!
  • Head back down the rocky path. Now where did that horse go? Oh well, head towards the gray house. You should be able to walk between the house and the rocky embankment, which should bring you around towards the front of the house.
  • Welcome to Garrett's Farm. Before you enter the house, head inside the charred barn. Inside, grab the bullwhip, the wood below the whip (use the axe on the wood to chop it up into kindling--it'll come in handy later, trust me) and the lead pipe resting on the barrel. And while you're at it, check out the writing on the bam wall. That will become important later ...
  • Go to the front door of the house. Hmm, closed by order of the US Army. Well, since West was once an Army officer, they shouldn't mind if he does a little investigating. But first, take the bucket sitting next to the door.
  • Use the axe to bust open the lock.
  • Inside the house, enter the room to West's right. It's the kitchen. Pick up the dirty tray lying below the water pump.
  • Take the lead pipe and place it where the pump handle should be. Place the bucket underneath the spigot. Use the handle. Once the water fills the bucket, take the bucket from the counter.
  • Now let's go into the main room. See the chair? Move it to the fireplace. Then climb from the chair onto the mantelpiece. Use the bullwhip on the chandelier cord.
  • West swings across to the broken stairs using the whip. Climb up the stairs to the upstairs room.
  • Pick up the doily lying in the corner inside the upstairs room. Then take out the axe and chop through the broken wall. Once you're through, take the bicycle tire from the wheel lying against the wall. Head back downstairs.
  • It's back to the barn for you. Remember that writing on the wall? What does it mean? Hmm, wait--the doily has an arrow drawn on it. Use the doily on the wall. It's a code (doily, then tray). Take the tray and clean it off with the doily. Then place the tray where the arrow on the doily pointed--the middle peg. The sunlight bounces off the tray and shines on a hook on the rafter.
  • Use the bullwhip to pull the hook free. Sheets of paper (the missing diary pages of John Wilkes Booth) float to the floor. As you pick up the papers and the hook, a villainous varmint tosses a lit lantern into the barn, causing a nice little fire. Don't panic!
  • If you haven't noticed it already, there's a steam-powered wagon sitting discarded on the opposite side of the barn. That's your ticket out of here.
  • To start up the wagon:
    • First, grab some hay from the burning hay pile. Light the hay with the fire. Grab another bundle of hay--but don't light it. Go over to the wagon.
    • Open the top hatch, dump the water from the bucket into the boiler and close the hatch.
    • Place the bicycle tire on the wheel gear.
    • Now place the nonburning hay in the side opening. Then set the wood you chopped up with the axe on top of the hay. Finally, toss the burning hay onto this combination to create a roaring fire. The gears begin to spin!
    • Remember the hook you yanked onto the floor? Place that in the open slot on the side of the wagon.
    • Remember that liniment oil you've had in your satchel for a while, the stuff Mr. Byrd gave you? Use that to grease the rusty sliding bracket. Once this is all done, press the button below the sliding bracket.
    • And you're off! The wagon crashes through the barn wall, chasing down a wayward bad guy. West leaps to his horse and rides away safely!

Ford's Theatre (Casting About)

While West returns to the Wanderer after his Garrett's Farm excitement, Gordon steps into the shoes of St. John Parkhurst, one of England's finest thespians, while investigating Ford's Theatre.

  • After a warm welcome by the cast and crew of M'lady's Puppet (that's the name of the little comical farce being presented at the theater), Gordon enters his dressing room. There's a note from Fiddledy suggesting you read over the script that has been provided for you. Follow his advice. Read the play. Then read it again. Head out the door and onto the stage for your first rehearsal.
  • If you read the play twice, you will impress both Fiddledy and Mae with your commanding performance. In fact, Mae's so impressed with you, she suggests you meet her in her dressing room for a, ahem, private rehearsal.
  • Once in Mae's dressing room, she will attempt to seduce you with her feminine wiles. All she asks for in return is something delightful to drink. It seems that Fiddledy has some wine that might be just the ticket. As Mae changes into something more ... comfortable, head for Fiddledy's office. It's on the top floor of the theater. Before you go, check out the note with the flowers on the tiny table next to the door. Hmm, seems like Mae is quite popular with the menfolk.
  • Inside Fiddledy's office, you meet the "angel" behind the play and the re-opening of Ford's Theatre, Bartholomew Gobb. He's also the guy who sent Mae those flowers with the card. Gobb leaves soon after introductions are made, leaving you to snoop around Fiddledy's office. Check out the pictures, the folders and the correspondence inside the desk. Take a moment to read. Grab the wine bottle on your way out of the office.
  • Now you have something to drink. But first you need to open the bottle and then you need glasses to pour the wine into. Go look for Fiddledy--he's in the lobby (first floor). Although he doesn't have either a corkscrew or glasses, he provides clues as to a possible location.
  • The corkscrew is on the stage floor, next to the bed. Take it and head up to the top floor of the theater. You will find a short stairwell that leads to Spiddle's scene shop and the prop room.
  • In the prop room, you will find a case containing glasses. Grab a couple and head for the hallway outside your dressing room.
  • Next door to your dressing room is a green room. Wash the glasses in the sink. Ah, they sparkle like new! Now back to Mae's dressing room ...
  • Before you give Mae the wine, open the bottle with the corkscrew. Place the wine in the clean glasses and then present Mae her drink. Ah ...
  • What's that? Mae needs some rouge to make herself presentable? Oh well, looks like we're being enlisted for yet another search.
  • Head up the stairs right outside Mae's door. Follow them up to the top floor. The door to your left belongs to your fellow actor, Degarde. He's a crafty chap, so be prepared. Stop inside and introduce yourself. Hmm, there's more to this man than meets the eye ...
  • After speaking with Degarde, enter the catwalk. Go up the stairs into Spiddle's shop.
  • Uh-oh. Looks like Spiddle doesn't like actors. Head back down into the catwalk. There must be a way to get Spiddle out of the shop ...
  • On the catwalk, you should see a sandbag hanging above the stage. Below is one of Spiddle's prized chairs. Drop the sandbag on the chair. Spiddle will come running to cry out in anguish and start hastily fixing the shattered seat. Head back up to the shop.
  • Inside the shop, grab the tools on the shop tables--a brush, a chisel, an awl and a hammer. Now head for the prop room.
  • There's a case on the far side of the prop room. Inside is a rouge case. Go ahead and grab the string inside as well. It'll come in handy much later.
  • Something's not right. Mae asked for "cherry red" rouge. The rouge in the case is a funky shade of purple. Solution? Head back to the catwalk and look for a can of red paint. Yes, red paint. Pry open the can with the steel chisel and use the brush to place red paint on the rouge. What Mae doesn't know won't hurt her ...
  • Now back to Mae's dressing room. Present the rouge to her. She's ever so grateful. Now, if you wouldn't mind finding her slippers ...
  • Take the one slipper lying on Mae's dressing room floor. Offer it to Mae by clicking on her. Where's the mate? Upstairs in Degarde's room. Unfortunately, Degarde is not in his room any more. Furthermore, the door's locked. You'll need to find a key.
  • Head to the hallway outside your dressing room. You'll run into the ubiquitous Marcella, who's asking about her loverboy, St. John Parkhurst. Fiddledy's doing his best to handle her, but when she sees you--well, it's up to you to save the day.
  • Let her down easy--tell her that you're an understudy for Parkhurst and that her leading man is fending off a difficult paternity case. The feisty Russian lady will storm off in a huff. Fiddledy congratulates you and leaves. Then someone appears, someone who might've seen the whole incident with Marcella, someone that might make trouble for you ...
  • Enter the stage manager's office. It's directly across from your dressing room. Once inside, take the key labeled DEGARDE from the key rack. Take the key with no label. Looks like it's been copied recently. Explore the desk and read the letter of complaint concerning Spiddle.
  • Back at Degarde's dressing room, use the appropriate key to enter. Once inside, take the appropriate slipper. And while you're at it, check Degarde's desk for clues. Looks like Degarde was telling a fib about not knowing John Wilkes Booth. There's also a strange diagram of the theater. And a necklace with a familiar icon. And what's this--a telegram, signed E. Strange ...
  • Return to Mae's dressing room to give her ... hello, Mae? She's gone, having left a hasty message about having to meet her sister. And there's a telegram here as well, also signed "E". Oh well, maybe you'll have your secret rendezvous with Mae later ...

Broken Hope (Broken Hopes)

  • When West arrives in Broken Hope, he comes to a giant chessboard blocking passage to the tiny town. This is not like any normal chessboard, though. Tall metal rods channel deadly lightning bolts that fire should you step on an incorrect tile. Below is the pattern for traversing the chessboard. It follows the pattern movement of a knight--now that note about chess moves makes sense! Follow the tiles in numbered order. The red circles are chess pieces that rest on the board. The light circle on the left (first column, fourth row) is where West begins his chessboard journey (#1). The light circle on the right (to the right of the last column, sixth row) is your destination. Click on the tiles in numerical order (light, then 2, 3, 4 ...).

  • Now let's head into town. Wait, you have some company--OW!
  • West wakes up in a jail cell. His babysitters? None other than Pratt and Mims. After a few minutes of banter, the sheriff of Broken Hope makes an appearance--a dark haired beauty by the name of Electra Steele. For those who were paying close attention in the opening trailer, this is the little lady that killed the poor night watchman.
  • West talks with Electra and receives a little TLC--the aggressive kind. After she leaves the cell, Mims returns. Talk to him. Irritate him. Insult him. Once he gets close enough, West will work his magic and take out this pesky thug. Grab his keys once he's incapacitated and free yourself. Take his gun too.
  • Oh, don't go out that front door! The town is crawling with Electra's men. Instead, take the side door out of the jail.
  • Once outside the back door, sit still. Across the street and up on a roof is one of Electra's guards. He's keeping an eye on things and would love nothing more than to spot you. Wait for him to leave and then crawl into the window directly across from you.
  • Inside this tiny room, one of Electra's thugs snoozes away peacefully. Take his white hat and the sleeping pills sitting on the dresser. Put the hat on your head (select it in the personal inventory screen and then click on West's inventory image). Head out the front door of this building.
  • "Dusty?" Oh, wait--the rooftop guard's talking to you. He thinks you're the guy sleeping since you're wearing his hat. The guard shouts for you to get him a beer. Head for the alley between the saloon and the building from which the guard patrols. Enter the saloon from the side door.
  • Once inside the saloon, two more thugs (Cliff and Norm) sit at a table, talking about having another shot of whiskey. Creep behind the counter and drop the sleeping pills in the whiskey bottle sitting on the counter when they're not looking. As soon as they take the first shot, they'll be sleeping like babies. Grab a beer from the rack behind you, inspect Cliff and Norm for clues and then head back out the way you came.
  • Walk down the alley and behind the building where the guard is perched and climb the ladder. West will keep his head down so this eagle-eye scout won't realize he's been duped.
  • Once the guard takes the beer from you, West will sneak up behind him and give him a swift blow, rendering him unconscious. Search him for ammo.
  • With the guard out like a light, climb back down the ladder and head for the building next to warehouse (it's near the end of town). Once inside, you'll see and hear two thugs carrying explosives from one room to another. There's a grandfather clock in the corner. Set it for 12:00. Make sure they don't see you--otherwise, you've got a fight on your hands. Run outside of the building, down the sidewalk and around the corner of the last building on main street. When the clock finishes chiming, those guys will make a run for the town entrance. Wait until their footsteps fade into the distance and re-enter the building.
  • Once the thugs are out of the way (either by leaving or by shooting it out with them), retrieve your satchel items from behind the box in the small room where those guys were moving box to and from. Be sure to grab the key from the desk on the far side of the main room. And read the memo on the small desk too. It's time to find a way out of this one-horse town!
  • Run to town's entrance (that's where the cemetery is located). Take out any remaining bad guys gunning for you. Enter the undertaker's shop. Investigate. You'll find some paperwork and a strange-looking casket.
  • On the wall is a calendar. Move it to find a safe. Use the key you retrieved from inside the building next to the warehouse. Inside the safe is a key to Electra's secret lair. Head for the cemetery.
  • Enter the mausoleum. Remember that key you just took from the undertaker's shop? Use it on the door inside the crypt.
  • Welcome to the secret laboratory of the Bull. As you venture further into the lair, good ol' Pratt decides to trap you inside the lair by blasting the mausoleum to pieces with dynamite. You're going to have to find another way out--keep moving into the lair and up the stairs.
  • The path forks. Go to the right. Take out your revolver or rifle. You're going to need firepower quickly.
  • Inside the lab is another President Grant puppet. Wait a second, the head is opening and BOOM! Uh-oh! Shoot the head with your revolver before the metal assassin can zero in on you. One shot from this devious device will guarantee you a spot in Arlington Cemetery. If you miss more than twice, run back down the hall and come back. This requires precision aiming so be careful.
  • Once you've destroyed the Grant replica, look at the plans on the table. Take the wire from underneath the plans. And grab the batteries lying next to the opening in the back wall.
  • Now, let's head back to the fork and take the other direction. What's that track on the floor? Hmm, something's coming ...
  • Run to the electrical box next to the track. Quickly use the metal wire and batteries as a deadly steel assassin rolls down the track towards you. Time it correctly and Mr. Metal will burst into an electrifying ball of flame. Once the flames die down, take the leather gloves from its metal fingers. Head into the room behind it.
  • Whoa, a replica of Ford's Theatre? Climb the stairs leading to the replica of Fiddledy's box. You should find some rope--grab it. Check out the railing and West will mention something about sight-line notches.
  • Okay, step on it--ran back to the lab. Once you get there, tie the rope to the back of the lab table. Put on the gloves and watch West make a spectacular escape from Broken Hope!

Ford's Theatre (En Garde)

  • Gordon returns to the theater to continue his undercover work. Upon arriving in the alleyway, Gordon stumbles onto a conversation with the mysterious Degarde and the even more mysterious Electra Steele. Turns out Degarde has laid a trap for our intrepid Secret Service agent.
  • Once Electra leaves the alley and Degarde enters the theater, follow Degarde. Get ready.
  • Inside the theater, Degarde steps out from behind the stage curtain and kicks a fencing prop to your feet, challenging you to a duel.
  • The trick to this duel is to avoid fighting if at all possible. Think defense only. The main reason is because Degarde has a nasty sword, while you have nothing more than a flimsy stage prop. It won't hurt him, and should you try to take a jab at him, chances are you're going to receive the business end of his sharp, pointy weapon. Ouch! You can block Degarde's attacks by positioning your cursor on him. When the cursor appears with a red dot, right click. Gordon will successfully parry the attack.
  • Make your way to the right, towards the far side of the stage. Degarde will pursue you, ready to jab. Keep moving to the right of the screen until you see the sandbag ropes tied to the pin rack. When you get close enough, and when Degarde has entered the screen, grab the rope holding the sandbag above Degarde.
  • Degarde winds up with a serious sock to the head and he's out for the count!

Endgame (Grant Finale)

  • Fiddledy's a nervous wreck: Marcella wants to lob rotten vegetables at "Parkhurst," Degarde is AWOL, and it's opening night! Gordon is getting anxious too--where is West?
  • Gordon pays Mae a visit and is given the brush-off as Gobb arrives to speak with Mae. Looks like they're in the middle of a serious conversation. What are they saying?
  • If you haven't picked them up already, get the empty paint cans from the catwalk. They're sitting next to the red paint can.
  • Take the awl and punch holes in the paint cans. Then use the string (if you don't have the string, it's in the case where you found the rouge for Mae) on the cans. Presto! You have a "listening device." Return to your dressing room.
  • Once you're back in the dressing room, clicking on the corner of the ceiling to the left. Gordon will climb up and use his listening device to hear Mae and Gobb, who are directly above Gordon's dressing room.
  • Turns out Mae's not the sweet leading lady you thought she was!
  • Meanwhile, Gordon's partner sits outside, watching Electra's men cold-cock Grant's men. Once you get control of West, use the silencer to take out the two bad guys. Once you finish off the last one, your silencer goes bust. Don't sweat it--there are more important things to worry about right now, like how to get into the theater.
  • Look in the trash bins. You should find some carrots. Give them to the mule. Enjoying his tasty treat, the mule moves forward, bringing the casket directly under the window. Climb up the casket to the window.
  • As Gordon, head for the stage to investigate the puppet. Is this the tool of the Bull's assassination? Oops, looks like Electra's using you for target practice! Run back into the hallway!
  • You must find Fiddledy! Run to his office (third floor). It looks like poor Fiddledy has fallen prey to the Bull's plan as well. Use the hammer and chisel (both from Spiddle's shop) to free him from the locked closet. Once freed, he will tell you what happened.
  • Outside Fiddledy's office, Gordon and West meet. West decides to stop the steel puppet (a facsimile of Fiddledy) while Gordon sets out to protect Grant.
  • "We meet again ..." West confronts his nemesis, Pratt. Pratt guards the Fiddledy assassin with his deadly firearm. Once Pratt stops talking, quickly move to West's left, between Pratt and the Fiddledy puppet. Pratt will train his weapon on you, getting it caught in the steel puppet's powerful electromagnet (just like the plans in Electra's Broken Hope laboratory said). Now's your chance! Punch him in the kisser! That one's for Misty!
  • All heck breaks loose! The Fiddledy puppet goes awry, launching its rocket at the chandelier. Gobb watches as it lands squarely on him. West runs downstairs, only to find Electra has fled. Turning to the Presidential box, West waves to President ... Gordon?

Epilogue

  • Aboard the Wanderer, West and Gordon discuss the case with Grant when they receive a party crasher--two party crashers, actually: Electra and Mae! They've come to finish the job. But wait! West and Gordon are ready for their opponents. A flash of light and the would-be assassins are stunned.
  • As West, return Electra the favor of a swift punch in the kisser by clicking on her quickly as she sways, stunned by the light. As Gordon, click on Mae so that he'll hit the button on the wall next to the pool table. A hammer will swing from the ceiling, knocking Mae onto the pool table, alongside her sister.
  • THE END! Thanks for playing!