الوسم: Act 2

  • How to Complete the Amber Alert Mission in Crime Scene Cleaner Act 2

    How to Complete the Amber Alert Mission in Crime Scene Cleaner Act 2

    It’s time for Act 2 of Crime Scene Cleaner, and Kovalsky is once again entangled with the mob. This time, the trouble involves the boss’s daughter, Amber. Since her father is no longer around to watch out for her, she needs Kovalsky to clean up her mess.

    Amber Alert has a large number of bodies and a lot of mess scattered throughout the area, so prepare your mop and get ready to work. Here’s everything you need to do to score 100% on the Amber Alert mission in Crime Scene Cleaner Act 2.

    Complete Amber Alert Walkthrough

    When you first step into the area, notice a bucket point to your left. Fill your bucket with cleaning solution and detergents. The double doors ahead are locked, so go through the door on the right into the Staff Area. The Amber Alert level includes:

    • 12 bodies
    • 16 evidence items
    • 3 secret rooms
    • 4 CDs

    Staff Area

    In the Staff Area, there’s a body on the floor. Pick her up and place her in the container. Wipe up the blood, and move two chairs back into their spots. Near the steps, you’ll find a valuable ring inside a locker you can take. Up the stairs, there’s more blood to clean and trash to gather. Pick up the fire extinguisher and put it back on the wall, then pick up a cup from the table and set it aside before repositioning the table.

    While exploring the area, grab two valuable necklaces and a ring from the side, and check out the stuffed bear with a note. The next set of stairs has blood splattered on the walls and floor—clean it up and find a phone (evidence) on the ground.

    In the kitchen area, clean remaining trash and restore the shelving unit. Use the bucket point here to set up for cleaning.

    Secret 1
    Look out for tiny trash pieces like cigarette butts and bullets—these are easy to miss.

    Take the two valuable necklaces and ring from this side zone, then check behind the container with the stuffed bear for a secret door. Use the wet floor sign to reveal a hidden elevator. Press the button to descend into Dave’s Lair, where you’ll find four labeled barrels, including the one you brought down.

    Attach the barrels to the pipes along the wall in this order:

    • Elder Gnome Stout
    • Monastern Trappist
    • Iced Dwarf Pale Ale
    • Iced Dwarf Pilsner

    Inside the space with the barrels, you’ll find a secret CD among other items.

    Bar

    Many chairs are located in various parts of the bar, so you’ll need to backtrack a bit to tidy everything up. In the checkered-floor section, there’s a body with throwing stars embedded in it and nearby pillars. Behind the bar, find a cocktail shaker (evidence) along with broken glass and blood.

    Your task involves knocking down a missing chair from above the vents with a pressure washer. Chairs are scattered around different sections, so go back and forth to clean everything. In the area with the dartboard, aim to score exactly 301 points within three attempts—success reveals a ladder leading down to Dave’s hidden lair.

    Attach the beer barrels to the pipes in the specified order, and find the secret CD inside the wall behind the painting. Pick up the diamond embedded in the karaoke screen. Enter through the arcade room, which you must clear of debris and blood, and inside find valuable statues and cash.

    The safe in this room is locked; its code is 1369. Enter the code to open it and retrieve valuables inside.

    Entrance

    Afterward, head to the entrance area where you will find a poster board (evidence) and a lot of mess to clear up, including a body and cash. The toilets reveal another body and a cell phone (evidence). Return to the bar to take the stairs leading up to the Lounges.

    Lounges

    In the lounges, dispose of a body before cleaning and repositioning the furniture. There are valuables and evidence on the seating, plus another body in a restroom cubicle. Outside the cubicle, find a phone (evidence).

    Head upstairs via the stairs near the lounges to explore the private rooms, which contain valuable items and additional evidence. In the private areas, a body and cash are present among seating, with evidence including a phone and other belongings.

    Lounges Continued

    Proceed to a door marked with a snake skeleton icon—this leads to the Maintenance Room. Behind the painting, there’s a secret door—you’ll need to walk through the painting to reveal it. Inside, find the CD and three valuable cat statues; also, grab the statue’s head from behind the stairs, which leads back into the lounges.

    In the lounges, you’ll find a hidden room accessed behind a secret door, containing a Sai weapon and valuable items. Inside the boxing ring, clean up the mess, remove the body, and gather evidence including a katana and knuckle dusters. Return the chair to the main bar area.

    Back in the main lounge, find and take the evidence including throwing stars embedded in the walls, a Sai weapon on a door, and a statue head. Interact with items to locate the last CD and the diamond on the TV screen.

    Before leaving, do a final sweep to ensure all evidence, secrets, and collectibles are gathered—covering every corner, hidden room, and secret passage.

  • Which Cure Should You Use in Act 2 of the Alters? Completing the Puzzle!

    Which Cure Should You Use in Act 2 of the Alters? Completing the Puzzle!

    As soon as the Technician grabs the guitar at the end of Act 1 in The Alters, you know things are about to take a turn for the worse. The unexpected emergence of a brain condition among the Alters means they have only days left to live unless a cure is found.

    With limited time and resources, you have two paths: trust Maxwell’s unsettling method involving living brain tissue or risk involving Lena. Your choices here will significantly affect the remainder of the game, so consider carefully.Be warned, this guide contains spoilers.

    Maxwell’s Cure

    Maxwell suggests a default cure that involves researching QC Hacking to reprogram the Quantum Computer, creating a Tabula Rasa—an Alter devoid of memories and awareness—to harvest healthy brain tissue for the other Alters. No matter which route you take, you must create the Tabula Rasa to keep the story progressing.

    Once the Tabula Rasa is extracted from the Womb Module, you have three days to decide; if you don’t consult Lena or craft enough Brain Implants for each Alter in the base by then, you will have to default to Maxwell’s cure.

    While Maxwell’s method does kill the Tabula Rasa, it provides a permanent fix for the Alter’s condition and prevents it from appearing in any future Alters you create. If you kept Lena in the dark, Maxwell will take charge and supervise your extraction in Act 3.

    Lena’s Cure

    After Maxwell introduces his cure, you can take on the Second Opinion side quest by calling Lena to disclose the truth about the Alters and request her assistance. She will follow up the next day with designs for neural implants that can be crafted in the Workshop. If you have enough to equip each existing Alter within three days after creating the Tabula Rasa, you can opt for Lena’s treatment.

    There are two main outcomes from this choice:

    • Involving Lena will leak the situation to the leadership of Ally Corporation, leading to the firing of Maxwell and Lucas in Act 3. From then on, you’ll have to face the Corporation’s COO, Agatha, even if you don’t ultimately use the implants.
    • If you decide to use the implants, you must craft a new one for each subsequent Alter you create. The implant becomes an added cost for creating an Alter in the Quantum Computer, alongside the usual 20 Rapidium.

    Additionally, these implants allow Ally Corporation to track the Alters when they return to Earth, a prospect that many Alters despise. However, in Act 3, Lena will find a way to disable the trackers, which can persuade the rebels, including the Technician, to return.

    Major Consequences

    Not all Alters will be on board with your choice; many have strong opinions about which treatment to prefer, and those opposing your chosen cure will become permanently alienated. Their mood will drop to the lowest level, making them work fewer hours and refusing to converse with you, regardless of gifts or quests you might offer.

    Moreover, any Alter that disagrees with your decision will exit the base at the conclusion of Act 2; they cannot be replaced by new Alters unless there are available slots in the Quantum Computer, so consider the team’s leanings before making a choice to avoid a manpower shortage.

    Creating an Alter who opposes your decision later on will still lead to them disliking you, preventing you from accessing their storyline during that playthrough.

    Which Alters Favor Each Cure?

    The Technician will always disagree with your decision, while the Scientist and the Guard will support your choice. Since Maxwell’s cure necessitates killing Tabula Rasa, he can only join your team if you opt for the neural implants.

    The other Alters have their preferences as follows:

    Maxwell’s Cure Is Supported By…

    Lena’s Cure Is Supported By…

    If you already know which cure to go with, consider forming your crew from those who will agree with you. Lena’s cure tends to be more manageable, but it excludes the Miner and Worker, both of whom have excellent skills.

    The Shrink only becomes available after creating the Doctor, and since they’re on opposing sides of the issue, one will always rebel if you recruit both.