CONSPIRACY OF SONGO WALKTHROUGH VILLMONT - THE PARK Watch the intro. Jerry has been arrested, and you (Sheila) have to prove his innocence. You are stuck at the bottom of a cliff. You cannot do much from down here, so you need to find a way up to the top of the cliff. Pick up rope from the ground, and then pick up a stone from pile on the right. Look behind the large rock to get a stick. Look at cliff, and use stick with cliff to make a hole. Now look at man on top of the cliff, and then talk to him. Give him the rope, but he will not help you. Give rope to man twice more, and eventually he throws his bottle at you. Now pick up the bottle, and use it in hole in the cliff. Use bottle again to climb up the cliff. Talk to drunk man (Nelson Kappy) about everything. Look at signpost on the right, and read about Jeff's Bar. Now read about the job offers. Keep reading the job offers until you see the job about bottle recycling. You get the number for 'The Recycler' factory. Walk right onto the map screen. VILLMONT - JEFF'S BAR You are now on the map screen. Travel to Jeff's Bar, and talk to Jeff about everything. He will give you a beer coupon IF you can solve a task for him. You must pour exactly 11 millilitres of vodka into a glass. This is not as easy as it sounds. Here is the solution. Use bottle with red glass Use red glass with yellow glass Use yellow glass with bottle Use red glass with yellow glass Use yellow glass with bottle Use red glass with yellow glass Use bottle with red glass Use red glass with yellow glass Use yellow glass with bottle Use red glass with yellow glass Use yellow glass with bottle Use red glass with yellow glass Use bottle with red glass Finally, use red glass with yellow glass Now give the red glass to Jeff, and he gives you a beer coupon. Talk to Jeff again, and ask about everything. Take matchbox from left of the counter, and then leave. VILLMONT - THE PARK Go back the park, and give your beer coupon to Nelson. He leaves now. Take the newspaper that was left on the bench, and look at it to see the article about Jerry. Exit close-up, and then walk right. VILLMONT - CENTRE OF TOWN Go to the centre of town, and watch cut-scene with Jerry. Talk to him about everything, and he asks you to talk to his lawyer (Martin Zippo) who is staying at 'The Low Spot' Hotel. There are 2 tall buildings here for Armour Security. Enter building on the left. Inside the building, there is a note pinned to door on the left. Look at it to see that it is a note from the manager, Victor Lunch. You now have Victor's phone number. Now look at note on the message board to read about Wally Wiser. Enter cafeteria on the right. Walk right a little bit, and talk to the employee about everything. Now look at the employee to realise that he is Wally Wiser - Employee Of The Year. Continue right, and enter the W.C. Look in garbage can to get a plastic bottle. Look at door on left to realise that this is the manager's office. Now open door, but you cannot open it all the way, because there is something blocking it. Look at crack, to see the filing cabinet. Open top drawer, and then look at contents of folder to get a 'Firing Notification' form (Formal Note). Close the drawer, and exit the filing cabinet screen. Walk down to the cafeteria. Leave the cafeteria, and leave the building. Walk left to map screen. VILLMONT - HOTEL Go to the hotel, and then enter the hotel. Jerry asked you to speak to Martin Zippo, who is staying here. Talk to the clerk, and ask about Martin. Keep talking to her, and eventually she tells you that Martin is not answering his room phone as he must be sleeping. Looks like we need to wake him up. Leave the hotel, and walk up path leading to the back of the hotel. Look at the top-most black window to learn that this is Martin's window. Now look at garbage can, and use your matchbox on garbage can to start a fire. Smoke from the fire wakes up Martin Zippo, and he closes his window. Walk back round to the front of the hotel, and then enter inside. Talk to clerk again, and ask her to call Martin Zippo. This time, he answers his phone, and you are allowed to go up to his room. Use elevator call button, and then head right to Room 163. Enter the room, and talk to Martin about everything. When you have finished talking, he gives you his phone number. Now leave the room. Look at the yellow poster for 'The I' rock band, and take a discount voucher from it. Walk left back to the elevator, and return to the lobby. Now leave the hotel, and head right to the map screen. VILLMONT - HARBOUR Go to the harbour, and talk to the guard (Magnolia) about everything. She tells you that Zak Santos starts his shift at midnight (so he probably saw what happened with Songo), but she will not give you Zak's phone number. Look at the note above Magnolia to get everyone's name, and their shifts. Take binoculars from shelter on the left, and then leave the harbour. VILLMONT - CENTRE OF TOWN Now we need to call Victor Lunch (manager of Armour Security). Return to the Centre of Town, and enter building on the left. Enter the cafeteria, and try to use the phone. Wally will not let you because you are not an employee. Okay, let's get rid of Wally. Walk left, and leave the cafeteria. Look at 'Formal Note', and click in the blank space to insert Wally's name. Exit the close-up. Look at mailboxes on the right, and look for Wally's mailbox - WW. Post the Formal Note in Wally's mailbox, and then enter the cafeteria again. Talk to Wally, and tell him that he should check his mailbox. He refuses to check his mailbox right now, so you have to convince him. Show your concert discount token for 'The I' rock band, and then Wally goes to check his mailbox in case he got one as well. He now finds the formal note telling him that he is fired. Poor Wally. Now use the phone to call Victor. You pretend that you are Magnolia from Villmont. When Victor asks for your last name, tell him 'Slut'. You convince Victor to give you Zak Santos's phone number. Now call Zak. He tells you that he saw a ship sailing off in the direction of the red buoy. That could be important, so let's go and check it out. Exit the phone. Now leave the cafeteria, and leave the building. Walk left to map screen. VILLMONT - HARBOUR Go to the harbour, and look at the 3 buoys in the water. Use your binoculars with red (middle) buoy. You find a spot of land at the co- ordinates 180 horizontal and 73 vertical. Now look at SmartSight 23000 telescope on the wall. Use it, and set the co-ordinates to 180 horizontal and 73 vertical. You see a town, but cannot see the town's name. Your only clue is a tall building with 'SBA’ written on it. You need to find out the name of the town. Leave the harbour. VILLMONT - JEFF'S BAR Go to Jeff's bar. Talk to Wally Wiser, and ask about SBA. He tells you that SBA stands for Sir Bob Automobiles, and it is in the town of Korsow. So now we need to find a way to Korsow. Leave the bar. VILLMONT - HARBOUR Return to the harbour, and talk to the ticket vendor. Try to buy a ticket to Korsow, but you do not have enough money. There must be another way to get a ticket. Look at your plastic bottle to learn about 'La Mer' Ocean Services. Give bottle to the ticket vendor, and he tells you that you need to collect RGB drinks bottles. There is a letter inside every bottle cap, and you need these caps to spell out 'La Mer'. Remember those job offers you saw right at the start? They were on the signpost in the park. There was a job in the recycling factory. That sounds like a good place to start looking for bottle caps. Leave the harbour. VILLMONT - CENTRE OF TOWN Go to centre of town, and enter building on the left. Enter cafeteria, and then walk right to the phone. Use phone, and call Matt Spider. Ask about the job vacancy. Matt tells you to come for an interview with Ali Kareem, and gives you an address. Now exit the phone, and leave the building. Head left to the map. VILLMONT - 'THE RECYLER' Go to 'The Recycler' for your interview, and enter door on the right. Ali Kareem gives you a brief explanation of the job, and tells you some of the people that used to have that job. Hold on - did he say Nelson Kappy? As in your friend, Nelson Kappy? He now asks you some multiple-choice questions. The trick here is to get all the answer WRONG. Ali does not want to hire anyone intelligent, who might be a threat to his job. If you mess up, just go and talk to Nelson (in Jeff’s Bar), and then come back and answer the questions again. As long as you get them wrong, then you will pass the test. Ali gives you the key to the 'bottles' room where you will work, and you leave the room. Use key with door on the left to find yourself in the 'bottles' room. There are 2 giant crates on the right - one for 'bottles', and one for 'bottle caps'. Search the 'bottle caps' crate to get 4 bottle caps. You have almost spelt out 'La Mer', but you are still missing the 'M'. Notice that there is a big hole in the left wall. Talk to the hole, and a voice answers back. Talk to the voice, and ask about everything. He tells you that 'M' bottle caps are very rare. This could be a problem. Leave the room, and enter Ali Kareem’s' office on the right. You have to be quick here. Notice the paper (and paperclip) on his desk. Quickly take the paperclip, and then leave the room. Now leave the building. VILLMONT - CENTRE OF TOWN Return to the centre of town, and enter building on the left. Enter cafeteria, and walk all the way right. Enter W.C., and look at door on the left. Look through crack to see the filing cabinet. Try to open the bottom drawer, but it is locked. Use paperclip in the lock (keyhole) to pick the lock. Now open the drawer, and look at contents of folder. You find a rare 'M' bottle cap (yippee), and some sunglasses. You now have all 5 bottle caps that spell out 'La Mer'. Time to claim your prize! Leave the filing cabinet, and leave the building. Head left to the map screen. VILLMONT - HARBOUR Go back to the harbour, and give bottle caps to the ticket vendor. He gives you an open ticket. The boat for Korsow arrives now. You should tell Jerry that you are leaving Villmont. Leave the harbour. VILLMONT - CENTRE OF TOWN Head for centre of town, and talk to Jerry (in cage) about your trip. Now walk left to the map screen. VILLMONT - HARBOUR Return to the harbour, and enter the boat. You travel to Korsow. KORSOW - HARBOUR You have arrived in Korsow. Talk to the guard (Donnie) on the left, and ask about everything. He tells you that people in Korsow worship Songo every day. Sound familiar? Leave the harbour. KORSOW - THE OLD WELL You now see a map of Korsow. Travel to The Old Well, and you come face to face with Songo. However, you have figured out that there is more than one Songo. Look at Songo to get a close-up view of him. Look at Songo's right eye to realise that there is something a bit strange about it. Now use binoculars with the right eye to discover the video camera. Watch the cut scene, and SAVE YOUR GAME HERE. There is a hitman (Jazz) coming after you, so you have to hide. Quickly walk behind pillar on the right, so that the hitman does not see you. When he has his back to you, use your stone on him to knock him out. Now another hitman (Rizo) is going to come after you. You have to do something quick! Jazz's gun fell near the bush (it is hard to spot). Pick up the gun, and then use rope on Jazz to tie him up. Choose response 'I will think of something' when prompted, and then use gun on Jazz to threaten him. Jazz will tell you the full story behind Songo, and how it is used to make money. Ask Jazz about everything to discover that the VILLMONT Songo was not stolen at all - it was simply moved to another town. Unfortunately, he doesn't know which town. Now remember Rizo? He is on his way to kill you, and you must stop him. Use radio on Jazz, and make him tell the boss that everything is fine. The boss will tell Rizo not to come to Korsow after all. You are safe now, but you need to find out which town the Villmont Songo was moved to. Head right to the map-screen. KORSOW - ALBA CHEMICALS Go to Alba chemicals, and enter the front door. There are 3 doors in front of you - Lab 1, Lab 2, and Lab 3. Enter Lab 2, and look at the ventilation duct. It must be turned off, as there is no air coming out of it. Now look at chest of drawers, and open 4th drawer down. Look in drawer to get an optic fibre chord. Leave the room. Enter Lab 1, and look at television on the right. Turn on television, and use your optic fibre chord with TV Jack. Turn off TV to exit the close-up. Now pick up optic fibre from the floor, and use it with the door to slide it underneath. Leave the room. You are back in the hallway. Pick up optic fibre, and use it with Lab 2 to slide in under the door. Now enter Lab 2, and pick up optic fibre chord. Try to put it in ventilation duct, but you have no idea where the ventilation duct goes. Look at chest of drawers again. Open 4th drawer down, and then look in drawer to get plans for the ventilation system. Look at these plans to see that Lab 2 is connected to Lab 3. Now pick up optic fibre from the ground, and use it with ventilation duct. The optic fibre has gone all the way through to Lab 3, so we can find out what is going on in there. Leave the room. Enter Lab 1, and turn on television on the right. Look at the TV Jack that you plugged the optic fibre into, and flip the switch to turn it on. Tune into Channel 4 to see into Lab 3. Notice all the different monitors in various towns, and then look at the monitor for Oxymus. There are 2 people pointing at the camera, so you guess that the Songo in Oxymus is new. This must be the same Songo from Villmont. Looks like Oxymus is your next stop. Turn off TV to exit the close-up. Leave the room, and leave the building. Head right to the map screen. KORSOW - HARBOUR Go to the harbour, and enter the boat. You travel to Oxymus. OXYMUS - HARBOUR Welcome to Oxymus. Talk to guard (Michelle) on the left to ask about Songo. She tells you that a mysterious statue was brought in yesterday. Walk down to find Songo. Look at Songo, and hatch a plan. You decide to make a false wish to Songo, in the hope of catching Tanko Millic in the act. The only problem is that you need a disguise. Walk right to the harbour. Talk to Michelle again, and ask to borrow her cap. Now click on the cap to put it on, and click on the sunglasses to put them on. Your disguise is complete. Walk down to Songo. Click on Songo to make a wish, and then you automatically remove your disguise. Walk right to the harbour. Click on vending machine to hide behind it, and watch the cut-scene. Use gun on Tanko Millic, and then watch another cut-scene as you call Martin Zippo. Now sit back, and enjoy the ending. Walkthrough written by Frodo