Strong Bad Episode 4: Dangeresque 3

Strong Bad Episode 4: Dangeresque 3

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Dangeresque Roomisode 1: Behind the Dangerdesque - Walkthrough
By VolnuttHeroP64
In this Guide, I will walk you through on Dangeresque Roomisode 1: Behind the Dangerdesque & to score all 170 Points at Homestarrunner.com
   
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1. Story
Dangeresque Roomisode 1: Behind the Dangerdesque is a Videlectrix adventure game in the style of early graphic adventure games like those produced by LucasArts and Sierra Entertainment. The player must help Dangeresque solve a case without leaving his office.
2. Ways to Die
All Game Overs have the same "go to jail" ending.

Use the door 3x
Talk to the door 3x
Use the coffee with the case file
Use Dragon-Man takeout with the case file
Miss with the inked UNSOLVED stamp on the case file
3. Mission Instructions & Starting Up
First go to the Homestar Runner HP, Select Games, then Select Dangeresque to Start.

In order to complete this game, three actions must be performed. These actions can be seen at any time by looking at the case file on the noticeboard.

Need photographic evidence of the attack
Need physical evidence that was left behind
Need this case file to have SOLVED stamp on it

The three actions can be performed in any order, but since the takeout container is involved in all three, some steps must be done in a specific order. The full walkthrough is shown below. Points earned for a particular step are indicated in bold.

Use the Arrow keys to move Dangeresque around. Click on stuff with your MOUSE to bring up the ACTION MENU! Click on your INVENTORY in the bottom right and select the item, then click an item in the world to use them together.
3-1. Dangeresque Case File
The Swissblonkel Scenario
Unknown masked assailant attacked victim at the Swissblonkel Hotel stealing documents,
secrets, and notions. Left physical evidence at scene (vomit, upchuck, whoozit).

Reasons it remains unsolved:
Need photographic evidence of the attack
Need physical evidence that was left behind
Need this case file to have SOLVED stamp on it
4-1. Walkthrough - Open the Safe
Use the rug to have Dangeresque flip up a corner of it.

Use the light switch. Dangeresque turns off the light, revealing glowing text under the rug.
The blinds must be down for this to work.

Look at the rug; the text is the combination for the safe. (20 points)

Optional: Use the light switch again, if you don't want to spend the rest of the game stumbling around in the dark.

Use the safe to open it.
Get the camera from inside. (5 points)
Optional: Shut the safe.
4-2. Walkthrough - Get the Photographic Evidence
Attempt to get the takeout container. Dangeresque will be unable to take it,
since it's stuck to the top of the safe. (5 points)

Walk to the front of the room, and use the chair. Dangeresque will spin on it.
Look at the card that came flying out. It has the phone number for the takeout place. (10 points)

Walk to the phone and use it. Dangeresque calls the takeout place, who will send a technician (Pom Pom) who un-sticks the takeout container with a well-placed karate kick. (15 points)

Get the takeout container. (5 points)
Use the blind to open it, then place the takeout container in the window.

Place the camera on the window to take a photo showing the dragon-man on the takeout container apparently assaulting the fat man (Strong Sad) in the building opposite. (30 points)
4-3. Walkthrough - Get the Physical Evidence
Get the takeout container again, then give it to Dangeresque, who eats it. (10 points)
Get the coffee cup, then give it to Dangeresque, who drinks it. (10 points)

Walk to the front of the room and use the chair again. The combination of rotary motion with months-old coffee and Chinese takeout causes Dangeresque to throw up into a handy paper bag. (25 points)
4-4. Walkthrough - Get the Stamp
Walk around to the front of the desk and use it. Dangeresque hits the desk,
causing the drawer to pop out.

Walk around to the other side of the desk and get the stamp. (5 points)

Place the stamp on the sweet and sour sauce on top of the safe to ink it. (10 points)
4-5. Walkthrough - Solve the Case
Now all that's left is to place the three pieces of evidence into the case file on the noticeboard. Place the photographic evidence (10 points) and the bag of whoozit (10 points). This should make your full total of 170 points.

The hard part is the stamp, which you'll notice says "UN-SOLVED". You want it to say "SOLVED"; the whole "SOLVED" and nothing but the "SOLVED". How can you do this? Simple, stamp it so that the "UN" part isn't on the document. Line up the stamp so that the hyphen crosses the left-hand edge of the page. Be careful, now; miss and it's Game Over, and Dangeresque goes to prison... until you click the mouse button, in any case, at which point time gets rewound and you get another shot.

With all three bits in place, Dangeresque hands the file to The Chief... until he realizes something's amiss, so it looks like Dangeresque is gonna have to jump... out the window.
2 Comments
VolnuttHeroP64  [author] 6 May, 2016 @ 4:42pm 
thank you. Looks I'm gonna have to jump!
That Wun Wabbit 30 Dec, 2015 @ 7:17pm 
nice!