Borrowed Time - Solution

  BORROWED  TIME is an action-packed adventure by Activision
Home  Computer Software.  It is available for many different
computers.   Versions  may  differ slightly and there may be
more  than  one  way  to  solve  it.  I played the Macintosh
version.   In  this  walkthru,  I am presenting one possible
solution.  I have tried to cover all the major problems in a
step-by-step procedure as I solved the game.  However, it is
not necessary to do everything in this exact order.  Because
of  one  very  annoying character in the game, the thug, you
can  expect  to be "killed" frequently so save often and map
carefully.

 THE  THUG.   I  wasn't  able  to do anything about him.  It
seemed  that  he  appeared  when  I had taken too many moves
between   finding  evidence  or  obtaining  information.   I
usually  received  a  warning  about  three  moves before he
started blasting.

 GAME  BEGINNING.   You  are  in your office.  Answer phone.
Read your case files (all 7 of them).  Go east to the little
office  and read the note.  Take the east exit to the alley.
This  is where the action starts!  Go east to the Dixie Arms
Hotel.  Hide behind the chair.  Crawl north.  Lock the door.
Go  up  to  the attic.  Break the window.  Take the shard of
glass.   Go  east  to the ledge.  Climb the cable.  When you
get  to  the second-story window of the Dublin Rose Bar, cut
the cable with the shard of glass.  Go down to the bar.

 LEBOCK'S  HOUSE.   If  you  are  having  trouble finding or
entering  Lebock's  house, go to the bar.  Talk to the thug.
Show  gun  to  the  thug.   This will loosen his lip but not
enough.   Show  gun again.  He will tell you the location of
the house and the password.
 The  big  bruiser, Rocco, guards the door.  Say "TINPLAYER"
then  enter.   Lock the door.  Search fireplace.  Take scrap
of   paper.    Go   east  through  the  curtain.   Take  the
candlestick  and  wait.  Hit Rocco with the candlestick.  Go
east and exit back door.

 RITA'S APARTMENT.  You'll get hit over the head and tied by
your  wrists to the ceiling beams.  There is a table nearby.
Look at table.  Get the matches and the candle.  Light match
then  light  candle.   Burn twine.  (Amazing what you can do
with  your feet!) Search the kitchen.  Take Receipt.  If you
search  enough,  you'll  find  a key but getting it now will
cause  you  problems.  Oh, well, go ahead move the stove and
get  the  key.   Now  your hands are burned and you can only
carry  a  few  things.  It would be best to visit the doctor
now.

 DOCTOR'S OFFICE.  Tell the nurse you are a patient.  You'll
see  Mongo  through  a  doorway.   He  is  receiving medical
treatment.    Don't  call  attention  to  yourself;  listen.
Search desk.  Take the bandages.  If you have already burned
your  hands,  *APPLY*  bandages  to  your hands.  Ah, that's
better!

 SHACK.   In  case  you haven't found the shack, it's at the
west  end of First Street (just west of the hot dog vendor).
Break  the door.  Untie Mavis.  Take the tube and the novel.
Read the novel and take the bookmark -- it's a claim stub!

 DORIS  POLK'S  APARTMENT.   (Intersection  of  Pershing and
Polk)  Talk to Doris.  Ask her about Mongo, Lebock, Farnham,
etc.   Show  stub  to  Doris.   This might be a good time to
visit the car park.

 STILES'  SAFE  PARK.   If  Jake  is  there alone, leave and
return  later.   If  two  men are there fighting, help Jake.
Get  gloves  and cans.  Show evidence to police.  You should
have:   (1)  cans,  (2)  gloves, (3) stub, (4) tube, and (5)
receipt.   Mongo  will  tell  you about the key and the P.O.
Box.

 TRASH   PILE   (First  Time).   Search  trash.   Get  bone.
Remember, this might be a good place to hide.

 VISIT  FARNHAM.   (85 West Polk) A tough looking guy guards
the  door.   Talk to man.  Enter building.  Talk to Farnham.
Notice the dogs and what Farnham says to them.

 HOUSE  WITH  FENCE  AND DOGS.  Say HIYO to the dogs.  Enter
house.  Talk to Shuman.  Untie Rita and Wainwright.  Talk to
Rita.   Talk  to  Wainwright.  Get report.  Police will take
Shuman away.

 BRUCE LIGHT'S HOUSE.  (Sixth West of Main, blue brownstone)
Knock  on door.  Enter.  Look at bottles.  Wait for Light to
appear.   Ask  Light  about  Mongo,  Farnham,  etc.  If he's
reluctant  to  talk, show gun.  Go upstairs (big deal, huh?)
Search.  When Light is able to talk, question him again.

 P.O.   BOX.  (Post Office) Unlock box 999.  Get poem.  Read
it.   There's  a  number  written on the back.  Head for the
Park.

 PARK.   (6th and South Main) Go south of the statue to Tool
Shed.   Set  lock to 6316.  Get shovel.  Dig at statue.  Get
suitcase.   Go  north.   Thugs  are  chasing you from south,
north and east.  Go west.  Hide in Trash Pile.

 TRASH  PILE  (Second Time).  You are hiding from the thugs.
Give  bone to dog.  Wait.  When dog starts to bark again, go
east.   You  should now have enough evidence against Farnham
to go to the police.

 END GAME.  Take evidence to Police Station.  Tell police to
arrest  Farnham.   You  should  have the following evidence:
(1)  Report  (from  Wainwright),  (2)  Scrap  of paper (from
Lebock),  (3) Suitcase (from Park), and (4) Folder (from the
suitcase).

