JAN
14
2021
Walkthrough

Lock Mess

Written By:BanditBilly Game:The Darkside Detective
Malice in Wonderland | Tome Alone | The Disorient Express | Police Farce | Lock Mess
Dooley and his Bloodwolves are attending a Jamboree, but the kids rang me in a panic saying something fishy was going on.

Complete walkthrough

Dooley and his Bloodwolves are attending a Jamboree, but the kids rang me in a panic saying something fishy was going on.You'll arrive at the Camp site and Detective McQueen, have a quick look around but there is nothing of use so Enter the Camp. McQueen will park up his car and you'll see an Old Wooden Sign, read it to gain the Wooden Plank. Move to the right to the Campfire the Bloodwolf Pack will then give you a quick brief on the situation, Dooley seems to have wondered off probably chasing a butterfly or something. After everyone is all caught up go to the Rec Building and go through the front door. As you enter you'll notice the phone ringing, pick it up to start a conversation with a over protective parent. Davon's father will phone at key moment's through the case, if you answer every one (5 total) you'll get the Camp Counsellor achievement. I'll keep you posted when to return.Well let's get detecting. We'll start at the last place Dooley was seen, his office. On his desk you'll see his computer, login, check his recycle bin to get his password and then it's worth checking his email and browser history for lore. Now interact with the Oscilloscope in the corner ask BETI What can you tell me about where Dooley went? and What are you? How are you talking? and the more important one *Input Password*. The last one will unlock some more conversation options, both of which you need to ask in order to move on What was the signal Dooley found? and I need that info if you won't tell me, I'll have to 'commandeer' it.. BETI will deny your request however Devon will step in to help youout, giving you your first puzzle.It's a simple puzzle, Treat rows as (A-E) and columns as (1-10). Move the cursor through the following points, A1, D4, C5, B3, A6, C7, B9
Once you've completed the puzzle you will gain Map. Exit back into the rec center.Hello, Jack Turner calling, just checking in on Devon AGAIN!!!!Go into the Dorms and have a look around the BloodWolfs Bunks. Specifically you'll want to click on the chest in the middle of the room to gain Props, the pillow of the bottom bunk on the right where you'll find emily's hidden stash of Marshmallows. With that room cleared you could check the top bunk just for filler material, leave the dorms and head into the cafeteria. Those pots look like they could be useful, have a look to gain a Pot and check out the pipe in the Aquarium on the right to obtain Tubing. Put the Marshmallows in the Pot, surprise, surprise you'll get a Pot of Marshmallows. You've now got everything of use out of the Rec Center, feel free to have a look around and then leave when you're ready.

When you're outside head to the right to go Lakeside, you'll come across Barry and Larry the only members of Twin Lakes' Cryptozoology Club. You'll need the boat to go and find Dooley, inspect it and you'll see it's in urgent need of repair and refueling. Luckily there's a Empty Gas Can next to the boat, collect it. If you combine the Empty Gas Can with the Tubing to create the Syphoning Kit. Head back towards the Campfire, we're going need something to attach the Wooden Plank to the hole in the boat. Cook the Pot of Marshmallows on the open fire, the marshmallows will melt and turn into Melty Marshmallow Gloop. Spread the Melty Marshmallow Gloop on the wooden plank, giving you a Sticky Plank. Next you'll need to some fuel, and what do you know our Detective turned up in a vehicle full of it. Go back to the car park and use the Syphoning Kit on your car and you'll get a Full Gas Can. With all the items needed to get across the lake, lets go repair the boat. Put Sticky Plank over the hole in the boat and fill the boat up using the Full Gas Can.

After heading over the lake you'll meet Dick Brickman, a local new's reporter. Thats on the hunt for a monster, determined to get a picture of it. Speak to him and ask any questions you want to but make sure you ask So what's the scoop on the monster? this will give you a new conversation branch You know there's no audience here, right? No need to talk like you're a mid-broadcast. You can now say goodbye to Dick.Don't forget that phone call, Jack's a very worried parent.Head towards the Forest and then the Cave Mouth. Obviously that badly hidden cave entrance is worth a look, once inside you'll meet the monster Nigel and Dooley. Nigel's worried about the Narc (Dick brickman) outside and Dooley doesn't want to leave Nigel alone. Take a look at the Arts and Crafts on the desk and you'll find the Ink you'll also notice the Sticky Tape on the same desk grab that as well.RING RING!!!!Next up we need to scare off the Dick Brickman, remember he said he'd follow any lead. Combine the Ink with the Map to forge the document into Faked Sighting's. Give it to Dick so he's got a new lead to follow and he'll rush off leaving his Camera behind. Go back into the forest it's time to get rid of Barry and Larry. Use the Props on the BloodWolfs and they'll make a unmistakable resemblance to big foot, use the Camera to take there picture for some Photographic Evidence. Hello... Yeh its me... just reminding you one more after this oneGo back over the lake to Larry and Barry and hand them the Photographic Evidence. They'll disappear leaving there Cooler behind, have a look through it to get Tinfoil. Craft the Tinfoil Hat from the Sticky Tape and the Tinfoil. This will trigger your final puzzle.Consider the pieces number 1 - 8 from top line left to right to bottom line left to right. Number 2 goes bottom left, 8 next to it, then 3 then 6. Number 4 goes at the very tip, with 5 right below it. Number 7 goes on the second row up far left and finally 1 goes in the space that's left.
Go back over to the other side of the lake, heading towards the badly hidden cave.When you reach the forest you'll notice a red light in the back ground. Investigate it and talk to the occupants to get the mooR deR achievementYou know the drill, Lake, Cabin, PhoneOnce back inside the badly hidden cave, give Nigel his Tinfoil Hat and consider the case solved.