This is a walk through solution to the game Urban Runner. As in
my other writings, this document only presents the essentials. THIS IS
NOT A PERFECT SCORE SOLUTION. Things were intentionally left out for
you to explore, after all, a walk through does not need to spoil the
whole game, right?
Although the point and click interface in this game is very user
friendly, I still suggest you read the game booklet and be familiar
with the controls before starting this game. Also, remember to examine
EVERYTHING, both in your inventory and in your memory. Vital
information are often store there.
WARNING: There is a bug causes an critical error whenever you try
to load a game not saved using the current CD# in the drive. When
restoring a game, make sure the correct CD is inside the drive.
* Urban Runner is copyright 1996 of Sierra On-Line, Inc.
* Urban Runner is a registered trademark of Sierra On-Line, Inc.
* This file is copyright 1996 by Johnny Chu. This file may not be
reproduce in whole or in part and in any form or by any means
without written permission from the author.
What a way to start this game - trapped inside a basement. To get
out, you need to set up a trap to knock the guard out.
Turn around and approach the changing room locker to examine it.
You will find a fishing line and a fishing hook. Go by the stairs to
use the fishing line on it. Go up to the door to yell to the guard,
then use the fishing hook on this feet. Examine the guard to take his
Turn around and go to the far end of basement. Walk towards the
wall to examine the central brick. Use the nail file on the brick to
remove it and get out.
To survive the labyrinth, you must pay attention to the movie
footage appeared on the corner of the screen. The footage shows where
the guard is and when he gets too close, you must run to another room.
Go down the corridor to the room with cubbyholes. The corridor is
lid by yellow light. Once you are inside, turn right and remove the
wedge underneath the bench. Approach the cubbyholes and turn on the
light switch by the door. Examine the shelves to get a map of this
Examine the map and you will see some side connections between
rooms. The guard will not use those connections, so use them yourself
to evade the guard.
Get out of the room and go to the one with document transporter.
The corridor was lid by red light. Once you are inside, find the
doorway lid by green light. Besides and above that doorway is a fuse
box. Zoom in on it to remove the fuse from the shelves light holder
and insert it into the wall panel fuse holder.
Go back to where you enter this labyrinth. You will find a wall
panel besides the well. Open it to examine the poster inside. This
poster shows how to operate the document transporter. Take note on the
instructions. Note that this is the only time in this game that you
actually have to take note. The auto note function works fine in the
rest of the game.
Go back to the document transporter room to relocate the fuse
into the document transporter fuse holder. Use the transporter by
pressing button combination red, red, green and red. Pull on the
handle to open it and remove the manual inside.
Relocate the fuse once more into the pump fuse holder. Insert the
torn out page you found into the newly discovered manual to make the
manual complete. Read it to learn how to operate the pump. Go into the
doorway lid by green light.
The flow control valve is located at the bottom left corner of
the screen. Not far besides it at the bottom of the screen is the flow
meter. Turn the flow control valve clockwise until the flow meter
The pressure floodgate valve is the other valve you see. Turn it
counter clockwise until the manometer reads '2'. You can access the
manometer near the top of the screen. Once the settings are correct,
you can start the pump by turning it on to drain the water tank inside
the room with cubbyholes.
Go to the room with cubbyholes and climb down the water tank to
exit this area.
Find the halogen flashlight on the right of the screen and use it
on Eraser. Kick on the ball on the floor to knock him over. Step onto
his revolver to fight him. Grab the film rolled onto the floor.
Remove the plank at the base of the wall, then turn on the light
switch besides the ladies'room door. Open the door and hide behind the
hiding place. Wait for the woman and after she entered the ladies'
room, get out from your hiding place and use plank on the door to lock
After you entered the other room, turn off the switch on the left
wall and pull onto the cable hanging in the center of the room until
you have it loose. Take the oil can in the center of the room and use
it on the floor. Switch the wall switch on and wait for your 'friend'
Show your police ID to the customer in black blouse and she will
tell you the other girl got your room key. Show your police ID to the
other girl to have the keys return to you. Go upstairs to pick up the
earring on the floor.
Apply your room 227 key on room 227 and a cleaning lady will show
up. Give the earring to her. Try opening the door of room 225 and the
lady will tell you some information about it. Go back down and talk to
the thief again so she will do you a little service. While she is
talking to the receptionist, use your match on the rubbish bin to set
up a small fire. The receptionist will rush off and this is your
chance to take a look at the register book. Apply the photo in your
inventory onto the match book to get the club logo. Examine the logo
and you will have the phone number to Club Zanzibar. Use the phone in
hotel lobby to phone Club Zanzibar, then phone receptionist to cancel
the reservation to room 225. Talk to the receptionist to rent room
Go up and enter room 225. Read the paper besides the phone and
place a in house call to room 227. Phone bar to order a bottle of
champagne. Talk to Adda when the champagne delivers.
Knock on the door and show your police ID to Sergio. After he
opened the door, give him the gold watch you found.
Use the chalk on keypad to see which keys were often used. Key in
a random number and the game will proceed. When you hear Max's cue, go
out and walk over to the lady using the keypad. If you got it right,
you will see several digits. Key in '0249' to open the door.
Take the plastic cup on the table and use it on the guard's right
hand. After he got up and went to the bathroom, punch the keyboard on
his table to release the elevator control. Use the elevator to go up.
Walk down the corridor to open Marco's office door. The door is
locked and Adda will tell you Marco hid a spare key in the cupboard.
Open the cupboard and examine the card punch to get the key. Remember
to clean up afterwards. Unlock and enter Marco's office with this new
Turn on the light switch and start searching the office. You will
find a letter, a document, an advertisement and a magnet on the notice
board next to Macro's chair. Examine also the pencil holder on the
desk to find a bottle of ink and a wire. Attach the wire to the safe's
locking mechanism, then attach the electronic diary to the other end
of the wire.
Activate the diary to key in the secret code '227'. On the
password prompt, key in something and Adda will tell you a clue. The
password is 'Adda'.
The guard will start his round at this point. Turn off the office
light and lock the door. Then hide inside the closet. Once you are
inside, use the magnet to lock the bolt behind you. Wait until the
guard checked out this office and you will leave your hiding place. Go
back out to the corridor and hid inside the cupboard.
Search the van for a postcard on it's inside, a tongs under the
blanket, a capsule and a laundry ticket in the jacket. Examine the
postcard and laundry ticket, then place a call to the delivery man's
girlfriend. Exit the van and use the tongs on the delivery sheet.
Examine the sheet for the warehouse phone number and Elite's lab
Go to the back of warehouse to climb into the small car. Use the
car phone to call the warehouse supervisor. While leaving the receiver
off the hook, use the other phone you see to phone the van. Place the
two receivers together to keep both man occupy.
Go to the front of the warehouse to exit.
After a lengthy movie, you will find yourself in an dead-end
alley. Go to the exit of alley and when you see the truck coming at
you, roll under it.
At this point, you can choose either to play as Max or Adda. It
doesn't matters as eventually, you will need to do both stages. Let's
You must hide your inventory well to get pass this point. Put the
capsule into the bowl on the bedside table. Open minibar to remove the
bottle of whisky. Examine the label attached to it and put your police
ID inside it. Pour the bottle of ink onto the Elite file.
Wait for the inspector to arrive and grab you. While outside,
pour some ink onto the blanket and slam shut the boot lid.
Look discreetly into the office to learn the situation. Go to
mail area to take the mail and glue. Proceed to coffee area to boil
some water. While there are still steam going out of the coffee
machine, use the mail on the steam to open the envelope. Put Max's
message into the envelope and seal it again with the glue.
Go into the office and give the mail to Feddy. After you removed
the green file from the cabinet, push over the box of paperclips on
the desk. Talk to Feddy after you tidy up the place. Proceed to coffee
area and make some coffee, put the cups onto the tray and bring the
tray into the office. Pour coffee onto inspector's raincoat so you can
have an excuse to remove it.
Another choice can be made at this point. As before, let's
Give whisky to chauffeur to befriend with him, then go to the
service to examine everyone there. Especially the doctor's glove. Exit
the cemetery and walk over to the blue car parked outside. Take a look
into it to confirm it is the doctor's car. Open the tailgate and
remove the music score and heart medicine from the glove compartment.
Drop the medicine into the whisky. Use Paul's keyring on the car's
rear tire valve, then go back into the cemetery. Give the drugged
whisky to the chauffeur.
Take the stick besides the door and stick a piece of caramels
onto it. Use this stick to remove the mail from the door's mail box.
Read the mail to learn about the security system in the lab. Climb
over the fencing to go to the garden area.
Use the binoculars hanging from the tree branch to scout the area
for three security cameras. They are all hidden inside the glint. You
should see a flash in the glint when you look at the proper location.
Zoom in to confirm the existence of the camera. Search the megpie's
nest for the key to back door and use it to enter lab.
Search the drawer for a tape recorder, then remove the glasses.
Search the rubbish bin for a card schematic and a piece of wire.
Zoom in to the audiocode control panel besides the door and use
the glasses on it. Use the music score as your guide to key in the
proper sequence. The sequence is 'E-E-F-G-G-F-E-D'. Search the lab
coat for a pair of wire strippers and use it on the wire coming from
the safe. After you stripped the wire, short circuit it by attaching
the piece of wire you found in the rubbish bin to it. Take the
microfilm in the safe and examine them under the microscope. The codes
you see are actually roman numerals, so CLI is 151 and MIV is 1004. By
translating them, you will have two of the three codes require in
Take shelter at the earliest possible moment. When you are out of
the diner, throw the pair of glasses in your inventory into the
rubbish bin by the walkway.
Inside Adda's handbag, you will find the inspector's card. Show
it to the hustler to earn a free game. If you can find the right card
three times, the hustler will give Sergio's watch to you. It would be
easier if you save game before and after each guess, this enables you
to choose another card if you picked the wrong one.
Examine the Elite file to learn a secret drawing. Use Paul's
keyring on the slots to open the door. Turn the left most one four
times, then turn the middle one twice follow by turning the rightmost
Take the bell and go right. Place the bell on the window sill and
exit the area. When the bell goes off, go into the room. Use your
knife on Kevork and held him as hostage. When the show is over, use
the magnet on the door control system to unlock the door.
Activate the watch according to the instructions in the Elite
file and use it on the door's security system located besides the
door. Just in case you still experience difficulty, here's the
1. Pull winder;
2. Remove winder;
3. Use winder on center;
4. Use winder on hole;
5. Turn the watch around;
6. Turn the disc;
7. Turn the outer ring to the positions marked by the three
newly appear marker.
Starting from the lower left and work clockwise;
8. Turn the watch around;
9. Push winder
Once you are inside, forget about the console and start looking
for weapons. You will find a laser and a remote control unit in the
drawers beneath the desk and a insecticide behind the desk. Zoom in on
the remote control unit and enter room number A2. Use the control on
the receiver by the red door. You will hear an explosion.
If you had not done so, put the card schematic you found in the
lab back in one piece. This schematic will help you identify a
particular circuit board and tells you what switch to set. If you
experience difficulty in putting the schematic back, skip this step.
This is not that important.
Turn left to face a three door intersection and wait. When Kevork
enters, use insecticide on him. When Eraser enters, use laser on him.
After choosing whether Adda lives or die, search Kevork's pocket for
his keys. Turn to the console.
Activate the console by using the switch on the upper right hand
corner. Eject the 4th card from the left by pressing the corresponding
card eject button. Insert the card into slot and set switches 2, 3 and
6. Press the small red button besides the switches to validate the
Key in '151' on the digital keypad below the card slot and insert
Paul's keyring into the key hole to verify the code. Key in '1004' on
the digital keypad below the card slot and insert Tony's keyring into
the key hole to verify the code. Key in '10' on the digital keypad
below the card slot and insert Lev's keyring into the key hole to
verify the code.
*** THE END ***