The Let's Play Archive

Safecracker

by TheMcD

Part 3: Let's Go And Get Pysst



So let's get this tour of the outer rim done with. We start the rest of our journey in...

Room #09: Security Guard




BGM

Basic room, basic tune. Nothing that stands out that much - apart from that green box, that is. Let's check that out a little bit closer:



Locked. Guess we'll be coming back here again, but for now, let's move on.



Going down the hallway, we find a drawer that actually has something interesting in it:



The note from the archive is one of our first glimpses into the more eccentric (and yet, more sensible) side of Crabb and Sons. A safe hidden behind a hand dryer? Genius. However, we won't be instantly backtracking to the toilets in the reception, because those are, like I said, useless. The toilets we want are on the second floor, I believe, and it'll be a bit until we get there.

For now, let's make our way into the next room...

Room #11: Customer Support

BGM



It looks like we skipped something, however, room 10 is actually some weird, walled-off room with a spiral staircase, if the plans are to be believed. We won't be getting to that one for a while. But is that a safe I see? Let's check that bad boy out:



Puzzle #9: The Voice Safe

Yeah, that's the voice activated safe alright. You remember that one from the catalogue, don't you? All we can do for now is click the "Speak" button and have the safe tell us to speak now. We're apparently either mute or smart enough to know that our voice isn't going to cut it, so let's go away from the safe. Hm, didn't the catalogue say that there was a voice activated safe at the Crabb estates being used by our friend Petherbridge? I think there was something on the table nearby that looked suspicious...



Bingo. I think this dictaphone is going to be vital in solving this problem. Let's have a listen...

"Mr. Worth, I've made a change to the letter to D.R.S. - it should read "plywood", not "Welsh ebony". And sign it as usual: T.J. Petherbridge."

Jackpot. We head back to the safe and play the dictaphone's recording when it asks us to speak, and voila, the safe opens!



An envelope, a piece of paper and a key. Let's check out those first two - first, the paper.



What the hell? Shouldn't this be sorted in a drawer in the marketing department or something like that? Oh well, the note from the voice safe goes in our inventory regardless.



The envelope holds another piece of the F-9-12 code, and the key (room 13; #2) will undoubtedly come in handy, because it's a key, and keys are awesome like that.

And the whole thing in motion, and you can hear the recording here.

That's it for this room. Next up...

Room #12: Sales & Export

BGM




I see a safe with my name on it!



Puzzle #10: Sales & Export Combination Safe

Second vers... wait, I did that one already. Anyway, it's more of the same. Trial and error leads us to this combination:

1 6
5 2

And what do we get out of the whole affair?



Another envelope. Weak.



Yep, another piece of the combination for the first master safe. Useful, yet wholly uninteresting.

Video.

Now, there's something rather interesting behind us - a computer we can interact with!



Hm, never used a Mac before, especially not such an old one. The only thing we can click is the Macintosh icon in the top right, and that brings this up:



Let's check out Games (not that we have a choice, everything else doesn't do anything) - maybe there's going to be another fun little timewaster like the Minesweeper game in the reception?



Three games! Wow! Alright, let's play them!

You should probably watch this.

...well then. That was... certainly something, I suppose. I think we should just move on and not spend too much time on trying to figure that out. We make our way through the next door and land in...

Room #13: Administration

This room re-uses the BGM from the Constructors Office.




Another safe?



Another triple-key safe. Bah, humbug. And that's it for this room, too. Double humbug.



And with that, we're done for now. Next time, we're going to take a look at some of the other rooms on this floor and backtrack to clean up some stuff we couldn't do back when we first saw it.

ADDENDUM:

This is something I found directly after recording this piece of footage - in the reception, there are a bunch of papers strewn about. You can actually interact with those papers and get some very nice and interesting pieces of concept art! I completely missed this when I played this before - I only found out about it on this playthrough.