URBAN RUNNER SOLVE Written by Sander van den Hoek (First published in the DIRTY LITTLE HELPER Issue August 1996) (I'm doing this from memory so forgive me if i forget something.) I'm not so sure if i got the order of the puzzles right, but if you have a problem, scan this document and you'll find the answer to your problem. I remember two scenes of which i can't remember for the life of me when they happened so i'll give the solution to them here: -Max at the pool hall: knock on the door and use the police badge to enter. Give the guy the watch. -Max ending up alone in a restaurant and getting a phone call: as soon as the FMV is finished take shelter. Then quickly throw the glasses in the bin. When you start the game you'll end up in a locked room. Take the fishing line and hook from the locker. Use the fishing line on the stairs. Go up to the door and call the bodyguard. He'll come down but stands still... he's just asking for a fishing hook in his foot so don't dissapoint him by not doing it. When he fell down take the vile from him. Use the vile on the loose brick a the end of the hall and you'll escape to get in worse trouble... Escaping from this isn't really difficult but the bodyguard can catch and kill you so save often. Don't forget to change the fuse to the place where you want to go to and don't forget to take the wad of paper from under the bench. -Activate the wall panel (change fuse to wall panel) and open it. You'll get a paper that says something like r-g-g-r. These are codes you can use on the document transporter. So activate the document transporter and enter the codes for the transporter to go up. You'll get something important. Activate the shelves and go to them. Press the switch and search it. Turn left and look under the bench for a piece of paper. You have two parts of a manual now, put them together to get the complete manual. Look at the manual, you'll see instructions for operating a pump. Haven't you seen a pump somewhere? Activate it and follow the instructions by letter. You must set the pressure to 6 and another figure to 576. Do so. When you're done use the handle on the pump, go to the right , and you're home free. Except that Eraser's in your home. Distract him using the flashlight (on the right), throw the ball at him then take his gun. After some FMV you end up in the alley. To get rid of the woman take the plank, open the door and turn the lights on. Then quickly hide. You'll fool her into thinking you're in the woman's room, exit your hiding place, close the door and lock it by using the plank on it. To get rid of the other person, pull the switch on the black box to the right. Then pull the wire by clicking on it two times. Pour the oil can over the floor, pull the switch again and wait to see what happens.. FMV time again and after that i believe you end up in a hotel. Use your police ID on the two girls sitting there to get your key back. Go up the stairs to room 227. Take the earring that's on the floor. Use the key on room 227 and a girl will try to prevent you from entering the room. Give the earring to her and she'll bugger off. Enter the room. Look at room 225. You'll need to get that room, so you can spy on room 227 but is has a reservation.... Go down. Ask the girl to distract the person who works there. When she's busy, use a match on the bin to start a fire. While everybody is panicking, quickly look at the file that's on the desk. You'll learn that the room is hired by club zanzibar. Now don't you have their phonenumber? Look in your inventory and combine the photo with the matchbook. Now you have their phonenumber. Call them using the phone at the back. Then call the girl at the desk at the hotel to cancel the reservation. Now go up to her and hire room 225. Go up, enter the room and look at the card that's lying on your nightdesk. Champagne reservation... Call room 227 to find out that there's a woman in there. Order some chamapagne for room 227. You'll see the man wanting to give the champagne to her. When that happens, go up to her to enjoy quite a night with her. After this they end up at a door that's locked. Fiddle for a while untill someone comes up. They'll automatically hide and when Max says something like "go up to her" do it immediately. You'll see three of the four numbers. To get the fourth, use the chalk you got from the pool room on the lock. Enter the room, look at the hands that's resting on the keyboard. Then use the glass of water on the man's right hand. Go up the elevator. Look in the locker and you'll make a mess of the place, but you'll get the key. Don't forget to clean up. Enter the office at the back. Lock it when you're in. Look at all the papers on the board, get the ink and everything from the desk you can get. Look at the safe, use the wire on it, then connect the wire to your little computer. The codes are 227 and Adda. When someone comes to inspect the place, switch off the lights, enter the closet and use the magnet on it to lock it. Wait. When he's gone, quickly exit the office and hide again in the locker when the guard comes again. Adda will go to the warehouse now to figure a few things out. Go in the van and take the thing from under the blanket, look at the postcard and search his jacket a few times. Exit the van. Use the thing you got from under the blanket to retrieve the document from the right. When you've done that, put the thing back under the blanket. Read the file you have. Scan all the things you got for phonenumbers. You should get the phonenumber from the girlfriend of the vandriver and the phonenumber of the warehouse. Call the girlfriend to get another phonenumber. Now, enter the car at the back and call the warehouse, then use the other phone to call the vandriver and connect the two hooks together to safely exit the warehouse. Now you get to choose if you want to be Adda at the newsroom or Max at the hotel. You have to complete both scenes so it doesn't matter which you choose. I'll start with Max at the hotel. To hide the police id label, open up the bar, take the whiskey bottle and put the id under the label. To hide the document, pour the ink over it. It has now become unusable for the inspector. Finally, to hide the capsule, put it in the bowl of caramels. Wait for the inspector to come, he'll search the place but will find nothing. He'll try to get you in his car, but as soon as you get the chance pour the inkt over his nice, clean blanket. He'll get pissed and bends over in the car, close the trunk and that's the end of the scene. Now for Adda at the newsroom. Get the mail. You will find an unopened envelope. Boil the water to open the envelope. Put max' message in it and close the envelope using the glue. Enter the room and give Freddy his mail. He will find Max' message. Now "accidently" push over the box of paperclips so Freddy can put the file in the raincoat. Talk to Freddy and he will ask you to make some coffee. Make some coffee and enter the room again. Pour the coffee over the inspectors raincoat. Now you have an excuse to take the raincoat away. Adda will take the necessary things from the raincoat and that's the end of this scene. As far as my memory serves me right, the cemetary scene is next on the list. You can choose to switch between Adda an Max but don't bother. First Max must do his thing on the cemetary for Adda to get anywhere in the lab. So, give the whiskey to the driver to get some info. Go up to the service and look at the doctor's glove. Now exit the cemetary and go up to the cars. 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