===============================================================================
FAQ/Walkthrough for
POLICE QUEST: IN PURSUIT OF THE DEATH ANGEL
===============================================================================
GUIDE INFORMATION
-----------------
Author: Tom Hayes
E-mail: thayesguides(at)gmail(dot)com
System: PC
Updated: 19th June, 2008
Version: 1.1
CONTENTS
--------
1. Introduction
2. Walkthrough
3. Item List
4. Point List
5. Debug Information
6. Copyright Information
VERSION HISTORY
---------------
1.1: 19th June, 2008 (Format update)
1.0: 20th April, 2003 (First version)
===============================================================================
1. Introduction
===============================================================================
The original Police Quest game was made in 1987 by Sierra On-Line. The main
character is Sonny Bonds, a police officer in the city of Lytton. Much of the
game involves driving around the city and waiting for a message from dispatch
telling you what location to go to or what action to perform next. The events
range from dealing with a drunk driver and a potential shootout in early parts
of the game to later parts where Sonny goes undercover to arrest The Death
Angel, the drug dealer that has been threatening Lytton. Although the actions
in the game often get repetitive (safety checking the car by walking around it
for example), this will appeal to players that like realistic adventure games.
===============================================================================
2. Walkthrough
===============================================================================
STATION
-------
The game starts in the hall. Walk south-east to the locker room. OPEN the
LOCKER and GET ALL. OPEN the CASE and GET ALL from it. CLOSE the CASE. CLOSE
the LOCKER. Walk west and north-east to the briefing room. READ the PAPER and
DROP the PAPER. Walk to the top-right table and wait for the briefing to start.
WRITE NOTES after the briefing and enter any text. Walk to the third pigeonhole
and LOOK IN the HOLE. Walk west to the hall. GET the KEY and GET the RADIO.
Walk west twice. Walk around the bottom-left car to perform the safety check.
OPEN the DOOR and press F4 to get in. CLOSE the DOOR. Press F4. Drivie until
the message from dispatch. Drive to B2 and stop near the green car. Press F4.
LONNY WEST
----------
OPEN the DOOR and press F4 to get out. Walk to the green car and LOOK at the
MAN twice. Walk to the crowd and TALK to the MAN. USE the RADIO. Wait for
Hamilton and Dooley to arrive. Walk to the patrol car and press F4 to get in.
CLOSE the DOOR. Press F4. Drive until the message from Steve. Drive to A3
and stop outside Carol's Caffeine Castle. Press F4.
CAROL'S CAFFEINE CASTLE
-----------------------
OPEN the DOOR and press F4 to get out. CLOSE the DOOR. Enter Carol's Caffeine
Castle. SIT near Steve and wait for the phonecall. STAND up. USE the PHONE.
Exit Carol's Caffeine castle. Walk to the patrol car and OPEN the DOOR. Press
F4. CLOSE the DOOR. Drive until a red car passes through a red light. Press
F10 to turn the siren on. Drive behind the car until it pulls over. Press F4.
HELEN HOTS
----------
OPEN the DOOR and press F4 to get out. USE the RADIO. LOOK at HELEN. ASK her
FOR the LICENSE. WRITE the TICKET. Answer NO twice. GIVE her the LICSENSE. Ask
her to SIGN the TICKET. GIVE the TICKET to Helen. Walk to the patrol car and
OPEN the DOOR. Press F4 to get in. CLOSE the DOOR. Drive until the message from
dispatch. Drive to A3 and stop outside Carol's Caffeine Castle. Press F4.
CAROL'S CAFFEINE CASTLE
-----------------------
OPEN the DOOR and GET the NIGHTSTICK. Press F4 to get out. CLOSE the DOOR.
Enter Carol's Caffeine Castle and TALK to CAROL. Exit Carol's Caffeine Castle.
Enter Wino Willy's and tell the bikers to MOVE their BIKES. Press F10 to draw
the nightstick and the bikers will then leave Wino Willy's. ASK Marie ABOUT the
DRUGS. Exit Wino Willy's. Walk to the car and OPEN the DOOR. Press F4. CLOSE
the DOOR. Press F4. Drive until the erratically moving vehicle is seen. Press
F10. Drive behind the car until it pulls over. Press F4.
ART SERABIAN
------------
USE the RADIO. OPEN the DOOR and press F4 to get out. Walk to the left car and
tell Art to GET OUT. Move away from the car so that he gets out. GIVE the TEST
to Art. CUFF the MAN. Answer NO to his question. Tell him to FOLLOW ME. Walk to
the back door of the patrol car and OPEN the DOOR. Move away and wait for Art
to get in. CLOSE the DOOR. Move to the front door and press F4 to get in. Press
F4. Drive to D3 and stop in the car park outside the jail. Press F4.
JAIL
----
OPEN the DOOR and press F4 to get out. CLOSE the DOOR. Walk to the back door
and OPEN the DOOR. Move away and wait for Art to get out. CLOSE the DOOR. OPEN
the LOCKER and then PUT the GUN IN the LOCKER. CLOSE the LOCKER. PUSH the
BUTTON. Enter the jail. Book Art for DRUNK DRIVING. GET the HANDCUFFS. Wait for
Laura. Walk to the jailer. Exit the jail. OPEN the LOCKER and GET the GUN.
CLOSE the LOCKER. Walk to the car and OPEN the DOOR. Press F4 to get in. CLOSE
the DOOR. Press F4. Drive to C3 and stop in the station car park. Press F4.
STATION
-------
DROP the NIGHTSTICK. OPEN the DOOR and press F4 to get out. CLOSE the DOOR.
Enter the station. Walk east and OPEN the DOOR to enter the office. OPEN the
DOOR. Walk south-east to the locker room. OPEN the LOCKER. GET the TOWEL. CLOSE
the LOCKER. TURN ON the SHOWER. TURN OFF the SHOWER. OPEN the LOCKER. GET the
SUIT. GET the KEYS. CLOSE the LOCKER. Walk west to the hall. DROP the KEY. DROP
the RADIO. Walk west and WRITE a MEMO. PUT the MEMO IN the BASKET. Walk west to
the car park. Walk to the blue car and OPEN the DOOR. Press F4 to get in. CLOSE
the DOOR. Press F4. Drive to B4 and stop outside The Blue Room. Press F4.
THE BLUE ROOM
-------------
GET the WALLET from the car. OPEN the DOOR and press F4 to get out. CLOSE the
DOOR. Enter The Blue Room and SIT at the table. STAND up. Exit The Blue Room.
Walk to the car. OPEN the DOOR and press F4 to get in. CLOSE the DOOR. Press
F4. Drive to C3 and stop in the station car park. Press F4.
STATION
-------
OPEN the DOOR and press F4 to get out. CLOSE the DOOR. Enter the station. Walk
east and south-east to the locker room. OPEN the LOCKER. GET the TOWEL. CLOSE
the LOCKER. Walk west and north-east. Walk to the top-right table and wait for
the briefing to end. Walk to the third pigeonhole and LOOK IN the HOLE. Walk
west. GET the KEY and GET the RADIO. Walk west twice. Walk around the
bottom-left car until the message is displayed. OPEN the DOOR and press F4 to
get in. CLOSE the DOOR. Press F4. Drive until the message from dispatch. Press
F10. Drive behind the light blue car until it pulls over. Press F4.
HOFFMAN
-------
USE the RADIO and then wait for Jack to arrive at the scene. OPEN the DOOR and
press F4 to get out. LOAD the GUN. DRAW the GUN. Tell Hoffman to GET OUT OF CAR
WITH HANDS UP. Tell him to LIE DOWN. PUT the GUN AWAY. Walk to Hoffman and CUFF
HOFFMAN. SEARCH HOFFMAN. Tell him to STAND. READ RIGHTS. FOLLOW ME. Walk to the
back door of the patrol car and OPEN the DOOR. Move away from the door and wait
for Hoffman to get in. CLOSE the DOOR. GET the GUN before Jack leaves the area.
DROP the GUN. Walk to Hoffman's car and OPEN the TRUNK to look inside. CLOSE
the TRUNK. Walk to the front door of Hoffman's car and LOOK at the DOOR. OPEN
the COMPARTMENT. READ the BOOK and then DROP the BOOK. LOOK at the LICENSES.
CLOSE the COMPARTMENT. Walk to the patrol car and press F4 to get in. CLOSE the
DOOR. Press F4. Drive to D3 and stop in the jail car park. Press F4.
JAIL
----
OPEN the DOOR and press F4 to get out. CLOSE the DOOR. Walk to the back door
and OPEN the DOOR. Move away and wait for Hoffman to get out. CLOSE the DOOR.
OPEN the LOCKER and then PUT the GUN IN the LOCKER. CLOSE the LOCKER. PUSH the
BUTTON. Enter the jail. Book Hoffman for DRUGS. GET the HANDCUFFS. Exit the
jail. OPEN the LOCKER and GET the GUN. CLOSE the LOCKER. Walk to the patrol car
and OPEN the DOOR. Press F4 to get in. CLOSE the DOOR. Press F4. Drive to C3
and stop in the car park of the station. Press F4.
STATION
-------
OPEN the DOOR and press F4 to get out. CLOSE the DOOR. Enter the station and
walk east. OPEN the DOOR. READ the MEMO. Walk east and south-east to the locker
room. OPEN the LOCKER and GET the TOWEL. CLOSE the LOCKER. TURN ON the SHOWER.
TURN OFF the SHOWER. OPEN the LOCKER. GET the SUIT. GET ALL. CLOSE the LOCKER.
Walk west and DROP the KEY on the board. Walk west. OPEN the DOOR. Walk to the
desk. Walk south and north-east to the office. Wait for Laura to leave. OPEN
the CABINET. READ the HOFFMAN FILE. GET the FILE. GET the KEY. GET the
CLIPBOARD. Turn to page five and GET the POSTER. DROP the CLIPBOARD. Walk south
and west to the car park. Walk around the top-right car until the message is
displayed. OPEN the DOOR and press F4 to get in. CLOSE the DOOR. Press F4.
Drive to D3 and stop outside the courthouse. Press F4.
COURTHOUSE
----------
OPEN the DOOR and press F4 to get out. CLOSE the DOOR. Walk to the courthouse
door and OPEN the DOOR. Walk to the window and say that there is an EMERGENCY.
Wait for the clerk to return. OPEN the DOOR and say HOFFMAN to the judge. GIVE
the FILE and GIVE the POSTER to the judge. Mention the TATTOO. Walk south to
exit the courthouse. OPEN the DOOR and press F4 to get in. CLOSE the DOOR.
Press F4. Stop in the car park outside the jail. Press F4.
JAIL
----
OPEN the DOOR and press F4 to get out. CLOSE the DOOR. OPEN the LOCKER and PUT
the GUN IN the LOCKER. CLOSE the LOCKER. CLOSE the LOCKER. PUSH the BUTTON.
Enter the jail. GIVE the WARRANT to the jailer. Exit the jail. OPEN the LOCKER
and GET the GUN. CLOSE the LOCKER. Walk to the patrol car and OPEN the DOOR.
Press F4 to get in. CLOSE the DOOR. Press F4. Drive to C3 and stop in the car
park of the station. Press F4 and wait for Laura to get in the car. Press F4.
Drive to B1 and stop in the car park outside the park. Press F4.
PARK
----
OPEN the DOOR and press F4 to get out. CLOSE the DOOR. Walk north to the park.
Walk behind the top-right bush and USE the RADIO. Wait for the men to start
arguing. LOAD the GUN. DRAW the GUN. USE the RADIO. SAY HALT. PUT the GUN AWAY.
CUFF SIMMS and READ him his RIGHTS. FOLLOW ME. Walk south. SEARCH SIMMS. TALK
to COLBY twice. TALK to SIMMS twice. Walk to the back door of the patrol car
and OPEN the DOOR. Move out of the way and then CLOSE the DOOR. Move to the
front door and OPEN the DOOR. Press F4 to get in. CLOSE the DOOR. Press F4. USE
the RADIO. Drive to D3 and stop in the car park outside the jail. Press F4.
JAIL
----
OPEN the DOOR and press F4 to get out. CLOSE the DOOR. Walk to the back door of
the car and OPEN the DOOR. Move away and then CLOSE the DOOR. OPEN the LOCKER.
PUT the GUN IN the LOCKER. CLOSE the LOCKER. PUSH the BUTTON. Book Colby and
Simms for DRUGS. GET the HANDCUFFS. Exit the jail. OPEN the LOCKER and GET the
GUN. CLOSE the LOCKER. Walk to the car and OPEN the DOOR. Press F4 to get in.
CLOSE the DOOR. Press F4. Drive to C3 and stop in the car park outside the
station. Press F4 twice. Drive to B4 and stop outside The Blue Room. Press F4.
THE BLUE ROOM
-------------
OPEN the DOOR and press F4 to get out. CLOSE the DOOR. Enter The Blue Room and
SIT at the table with Jack. TALK to JACK. Wait for Keith. STAND and exit The
Blue Room. Walk to the car and OPEN the DOOR. Press F4 to get in. CLOSE the
DOOR. Press F4. Drive to C3 and stop in the car park of the station. Press F4.
STATION
-------
OPEN the DOOR and press F4 to get out. CLOSE the DOOR. Enter the station. OPEN
the DOOR to enter the office. LOOK at the PHONE. Move south, east and north to
the computer room. TURN ON the COMPUTER and enter the license SW9764912. EXIT
the computer. Walk south, west and north-east. USE the PHONE and dial 555-4522.
Answer SONNY and HOFFMAN to the questions. USE the PHONE again and dial
1-312-555-3382. Answer HOFFMAN. Walk south, north and south. OPEN the DOOR.
Walk south and west to the car park. Walk around the top-right car until the
message appears. OPEN the DOOR and press F4 to get in. CLOSE the DOOR. Press
F4. Drive to D3 and stop in the car park outside the jail. Press F4.
JAIL
----
OPEN the DOOR and press F4 to get out. CLOSE the DOOR. OPEN the LOCKER and PUT
the GUN IN the LOCKER. CLOSE the LOCKER. CLOSE the LOCKER. PUSH the BUTTON.
Enter the jail. Walk to Marie and ask her to HELP WITH the OPERATION. Exit the
jail. OPEN the LOCKER and GET the GUN. CLOSE the LOCKER. Walk to the patrol
car and OPEN the DOOR. Press F4 to get in. CLOSE the DOOR. Press F4. Drive to
D3 and stop in the car park at Cotton Cove. Press F4.
COTTON COVE
-----------
OPEN the DOOR and press F4 to get out. MOVE the BLANKET and LOOK at HOFFMAN.
USE the RADIO. Walk to the patrol car and press F4 to get in. CLOSE the DOOR.
Press F4. Drive to C3 and stop in the car park of the station. Press F4.
STATION
-------
OPEN the DOOR and press F4 to get out. CLOSE the DOOR. Enter the station. OPEN
the DOOR and walk to the desk. Walk south and north-east. USE the PHONE and
dial 555-2622. Walk south, east and south-east. OPEN the LOCKER. GET the TOWEL.
CLOSE the LOCKER. TURN ON the SHOWER. USE the BLEACH and RINSE HAIR. TURN OFF
the SHOWER. OPEN the LOCKER. GET the SUIT. CLOSE the LOCKER. Walk west to the
hall and DROP the RADIO. Walk west and OPEN the DOOR. Walk to the desk. Walk
south and west to the car park. Walk around the top-right car until the message
appears. OPEN the DOOR and press F4 to get in. CLOSE the DOOR. Press F4. Drive
to A2 and stop in the Hotel Delphoria car park Press F4.
HOTEL DELPHORIA
---------------
OPEN the DOOR and press F4 to get out. CLOSE the DOOR. Enter the hotel. RING
the BELL on the counter and RENT a ROOM when the clerk appears. PAY the CLERK.
Walk west to the bar and ORDER a BEER. PAY the BARTENDER. Sonny will sit down.
STAND and then PAY the BARTENDER again. Walk east. Enter the elevator and go to
floor TWO. Walk east and UNLOCK the DOOR to room 204. USE the PHONE and dial
555-6674. Answer SONNY. USE the PHONE again and dial 555-9222. Answer HOTEL.
Walk south and west. Enter the elevator and go to floor ONE.
Walk west to the bar and PAY the BARTENDER. Walk west and SIT at the table to
play poker. Win at least $300 in the poker game. Walk south and east twice.
Enter the elevator and go to floor TWO. Walk east and UNLOCK the DOOR to room
204. Wait for the detectives to arrive. ASK FOR the TRANSMITTER. Walk south and
west. Enter the elevator and go to floor ONE. Walk west and tell Woody that
FRANK SENT ME. Walk west and SIT at the table again. Win at least $300. Say YES
to Frank after the poker game has finished. STAND and say YES again. Walk east
and follow Frank up the stairs to the fourth floor hall. Stop outside room 404
and USE the TRANSMITTER. Enter room 404 to complete the game.
===============================================================================
3. Item List
===============================================================================
AMMUNITION
Found in the locker at the station. It is used to load the revolver.
BRIEFCASE
Found in the locker at the station. It is opened to find the note book, pen
and ticket book.
CADILLAC KEYS
Found on the board in the narcotics office at the station. They are used to
drive the cadillac.
CORVETTE KEYS
Found in the locker at the station. They are used to drive the Corvette.
HAIR BLEACH
Morgan gives Sonny the hair bleach before he travels to the Hotel Delphoria.
It is used on Sonny in the shower at the station.
HANDCUFFS
Found in the locker at the station. They are used on Art, Hoffman and Simms.
HOFFMAN FILE
Found in the file cabinet in the narcotics office at the station. It is given
to the judge at the courthouse.
LOADED REVOLVER
Made by loading the revolver with the ammunition. It is put in the locker
before entering the jail. It is used when arresting Hoffman and Simms.
LYTTON TRIBUNE
Found in the briefing room at the station. It can be picked up and read.
MARKED MONEY
Morgan will give Sonny the marked money before he travels to the Hotel
Delphoria. It is used to play poker.
NIGHTSTICK
Found in the patrol car. It is used to defend against the bikers in Wino
Willy's bar.
NO BAIL WARRANT
The judge in the courhouse will give Sonny the no bail warrant after she has
been told of Hoffman, the file, the poster and the tattoo.
NOTE BOOK
Found in the briefcase. It is used with the pen to write notes in the
briefings at the station.
PATROL CAR KEYS
Found on the board at the left side of the hallway at the start of the game.
They are used to drive the patrol car.
PEN
Found in the briefcase. It is used with the note book to write notes in the
briefings at the station.
RADIO EXTENDER
Found on the table at the top of the hallway at the start of the game. It is
used to receive messages throughout the game.
REVOLVER
Found in the locker at the station. It is loaded with the ammunition to make
the loaded revolver.
ROOM KEY
The clerk at the desk in the Hotel Delphoria will give Sonny the room key
when he pays for the room. It is used to unlock the door to room 204.
TICKET BOOK
Found in the briefcase. It is used to write a ticket for Helen in the red
sports car.
TRANSMITTER PEN
The detective will give Sonny the transmitter pen when he enters room 204
after the first poker game. It is used before entering room 404.
TRICK CANE
Morgan will give Sonny the trick cane before he travels to the Hotel
Delphoria. It is used as part of the undercover disguise.
WALLET
The wallet is found in the Corvette. It is taken from the Corvette before
entering The Blue Room for the first time.
WANTED POSTER
Found on page five of the clipboard in the narcotics office at the station.
It is given to the judge at the courthouse.
===============================================================================
4. Point List
===============================================================================
STATION
-------
1 1 Open the locker.
4 3 Get all from the locker.
5 1 Open the briefcase.
8 3 Get all from the briefcase.
9 1 Get the patrol car key.
11 2 Get the radio extender.
16 5 Read the paper in the briefing room.
24 8 Sit through the briefing.
25 1 Write notes after the briefing.
27 2 Find the note in the third pigeonhole.
32 5 Safety check the patrol car.
LONNY WEST
----------
35 3 Stop near the green car at B2.
40 5 Complete the green car investigation.
CAROL'S CAFFEINE CASTLE
-----------------------
43 3 Stop outside Carol's Caffeine Castle at A3.
45 2 Answer the phone in Carol's Caffeine Castle.
HELEN HOTS
----------
49 4 Pull over the red sports car.
50 1 Use the radio.
56 7 Give the ticket to Helen Hots.
CAROL'S CAFFEINE CASTLE
-----------------------
60 3 Get the nightstick from the patrol car.
63 3 Talk to Carol in Carol's Caffeine Castle.
68 5 Use the nightstick in Wino Willy's bar.
71 3 Ask Marie about drugs in Wino Willy's bar.
ART SERABIAN
------------
74 3 Pull over the erratically moving vehicle.
77 3 Test the man.
80 3 Ask Art to follow.
81 1 Use the radio.
JAIL
----
83 2 Put the revolver in the locker at the jail.
85 2 Book Art for drunk driving.
STATION
-------
87 2 Put the towel away after using the shower.
88 1 Get the Corvette keys from the locker.
90 2 Put the memo in the basket at the station.
THE BLUE ROOM
-------------
92 2 Stop outside The Blue Room at B4.
95 3 Get the wallet from the Corvette.
97 2 Attend Jack's party at The Blue Room.
STATION
-------
98 1 Sit through the briefing.
101 3 Find the envelope in the third pigeonhole.
HOFFMAN
-------
106 5 Pull over the light blue car.
110 4 Load the revolver.
114 4 Tell the man to get out with hands up.
116 2 Tell the man to lie down.
118 2 Search the man.
119 1 Read rights to the man.
123 4 Get the handgun from Jack.
125 2 Open the trunk of the light blue car.
127 2 Look at the door.
129 2 Read the book in the glove compartment.
131 2 Read the licenses in the glove compartment.
JAIL
----
134 3 Book the man for drugs.
STATION
-------
136 2 Read the memo in Dooley's office.
137 1 Talk to Morgan in his office.
139 2 Get the Hoffman file from the file cabinet.
142 3 Get the undercover car keys from the board.
144 2 Get the poster from the clipboard.
COURTHOUSE
----------
145 1 Stop outside the courthouse at D3.
148 3 Tell the clerk there is an emergency.
155 7 Get the no bail warrant from the courtroom.
JAIL
----
157 2 Give the no bail warrant to the jailer.
PARK
----
158 1 Stop outside the park at B1.
163 5 Interrupt the argument in the park.
164 1 Cuff the man in the park (Simms).
165 1 Read rights to Simms.
171 6 Search Colby and Simms.
174 3 Talk to Colby twice.
176 2 Talk to Simms twice.
177 1 Use the radio outside the park.
JAIL
----
179 2 Book the men for drugs.
THE BLUE ROOM
-------------
180 1 Exit The Blue Room after meeting Jack.
STATION
-------
181 1 Talk to Morgan in his office.
183 2 Look at the phone in Morgan's office.
185 2 Use the computer to search for SW9764912.
190 5 Use the phone to talk to Detective Williams.
195 5 Use the phone to talk to Detective Taber.
JAIL
----
200 5 Ask Marie to help with operation.
COTTON COVE
-----------
202 2 Stop at Cotton Cove.
204 2 Look at Hoffman.
207 3 Use the radio.
STATION
-------
209 2 Talk to Morgan in his office.
212 3 Use the phone to call the Cobb residence.
215 3 Bleach hair in the shower.
216 1 Talk to Morgan in his office.
HOTEL DELPHORIA
---------------
217 1 Stop outside the Hotel Delphoria at A2.
220 3 Pay the clerk for the room.
223 3 Pay the bartender twice.
224 1 Unlock the door to room 204.
227 3 Use the phone to ring Morgan.
230 3 Use the phone to order a taxi.
231 1 Pay the bartender.
234 3 Win the first poker game.
239 5 Ask for the transmitter pen.
242 3 Win the second poker game.
247 5 Use the transmitter outside room 404.
COURTHOUSE
----------
251 4 Get the keys to the city.
===============================================================================
5. Debug Information
===============================================================================
Type "stink bug" to access the debug mode. Type "get object" followed by a
number to collect any item in the game, "gimme gimme" to collect all items, or
"TP" followed by a number to teleport to a new location.
-------------------------------------------------------------------------------
5.1. Items
-------------------------------------------------------------------------------
1 Patrol Car Keys 7 Briefcase 13 Nightstick 19 Hair Bleach
2 Corvette Keys 8 Note Book 14 Loaded Revolver 20 Marked Money
3 Cadillac Keys 9 Pen 15 Hoffman File 21 Transmitter Pen
4 Radio Extender 10 Ticket Book 16 Wanted Poster 22 Room Key
5 Revolver 11 Lytton Tribune 17 White Suit 23 No Bail Warrant
6 Ammunition 12 Wallet 18 Trick Cane 24 Handcuffs
-------------------------------------------------------------------------------
5.2. Locations
-------------------------------------------------------------------------------
4 Station briefing room 54 Courthouse reception room
5 Station locker room 55 Courthouse courtroom
6 Station east hall 56 Park entrance
7 Station car park 57 Park
26 Accident scene 60 Cotton Cove
33 The Blue Room exterior 63 Hotel Delphoria exterior
34 The Blue Room interior 64 Hotel Delphoria lobby
35 Carol's Caffeine Castle exterior 65 Hotel Delphoria 2nd floor east hall
36 Carol's Caffeine Castle interior 66 Hotel Delphoria 2nd floor west hall
37 Wino Willy's interior 67 Hotel Delphoria room 204
40 Jail interior 68 Hotel Delphoria lounge
41 Jail exterior 69 Hotel Delphoria storage room
42 Station Dooley's office 70 Hotel Delphoria poker room
43 Station Morgan's office 71 Hotel Delphoria back room
49 Station Narcotics office 76 Hotel Delphoria 4th floor stairs
51 Station computer room 77 Hotel Delphoria 3rd floor stairs
52 Station west hall 78 Hotel Delphoria 2nd floor stairs
53 Courthouse exterior 79 Hotel Delphoria room 404
===============================================================================
6. Copyright Information
===============================================================================
This file is Copyright 2003-2008 Tom Hayes. As it can be difficult to keep
track of websites that haven't posted the latest version of this file, please
do not distribute it without my permission. Send an e-mail to me if you would
like to post this file on your website and you will likely receive a positive
response. If you do post the file, please keep it in its original form with all
of the sections intact and credit the author (Tom Hayes) as the writer of the
file. The latest version of this file can be found at www.gamefaqs.com.
-------------------->POLICE QUEST<--------------------
--> DOX <--
--> By - DAN THE MAN <--
>>> BASIC COMMANDS <<<
IN YOUR CAR
-----------
When you are in your car, you must use three type methods in which to
drive.
PRESS (F6) - Code 1. Crusing.
PRESS (F8) - Code 2. Faster. (but still obeying traffic code)
PRESS (F10) - Code 3. Emergency! (red lights and siren, no traffic
code)
PRESS (F4) - To toggle cop in and out of the car. (when door is open)
USING YOUR WEAPON
-----------------
There are three function keys to use your weapon quickly.
PRESS (F6) To load weapon.
PRESS (F8) To draw weapon.
PRESS (F10) To Fire!
If your nightstick is needed, press the Fire key to use it.
USING THE RADIO
---------------
You will need to make contact with the radio dispatcher on a regular
basis. To contact the radio dispatcher, press CTRL-D or type "RADIO."
HITING THE SHOWERS
------------------
There's nothing like a cold shower after a hard day's work. To toggle
the shower on and off, press (F10).
>>> PROCEDURES <<<
LEVELS OF ENFORCEMENT
---------------------
LEVEL ONE - Firm, Professional Conduct
Situation: A person shows passive (verbal) resistance (usually on
routine stops).
Correct enforcement:
a. Use firm, professional conduct. In most cases, this will
prevent the situation from escalating.
b. Refrain from abusive language or threats, as it will only
escalate the situation.
LEVEL TWO - Hand-to-hand Combat
Situation: A suspect's threats indicate imminent physical attack (no
weapons visible).
Correct enforcement:
a. Call back-up unit if possible.
b. Use department-approved hand-to-hand combat.
c. If appropriate, use PR-24 nightstick.
LEVEL THREE - Deadly Force!
Situation: A suspect attempts physical violence with a deadly weapon.
Correct enforcement:
* a. Use deadly force if in self-defense.
* b. Use deadly force when fear of the life of another.
*In other words - BLAST THE MOTHER @$#@$%!
PHYSICAL ARREST PROCEDURES
--------------------------
1. Handcuff and search suspect.
2. Read suspect his rights.
Miranda Ruling - "You have the right to remain silent. What you say
may be used against you in a court of law. You have the right to an
attorney. If you cannot afford an attorney, one will be appointed to
represent you before questioning, if you wish."
HANDCUFFING PROCEDURES
----------------------
1. All suspects in your custody must be handcuffed.
2. Male suspects must be handcuffed behind the back.
3. Women suspects may be handcuffed in front at your discretion.
DRIVING CODES
-------------
Code 1 - No emergencies. The officer must obey all traffic reguations.
Code 2 - Quick response to a call is required; officer should proceed
to the location as rapidly as possible using due caution. The officer must
obey all traffic regulations.
Code 3 - Immediate response to a call is required; use red lights and
siren while maintaining due caution.
Code 4 - Further assistance not required.
VEHICLE SAFETY INSPECTION
-------------------------
1. Look carefully at all sides fo your vehicle before leaving the
station yard.
2. Simply walking around the car will usually suffice.
ROUTINE TRAFFIC STOP PROCEDURES
-------------------------------
1. When a violation has been witnessed, stop the violatior as quickly
as possible to minimize the hazard of high speed driving and needless
accidents.
FELONY TRAFFIC STOP PROCEDURES
------------------------------
1. You must have good reason to believe a felony has been committed.
2. Call radio dispatch for back-up unit.
3. Maintain radio contact with back-up unit.
4. Bring the suspect's vehicle to a complete stop. Maintain cover
until the suspect is under control.
5. Command suspect to "HALT" or "STOP." Proceed to command suspect
to lie face down on the ground.
6. Follow PHYSICAL ARREST PROCEDURES mentioned above.
FELONY ARREST PROCEDURES
------------------------
1. Before proceeding with arrest, your back-up unit must be staked out
in close proximity.
2. Maintain radio contack with your back-up unit.
3. Observe the crime.
4. Have weapon drawn at the ready.
5. Identify yourself as a police officer to the suspect.
6. Command suspect to keep his hands over his head. If at any time
the suspect drops his hands, prepare to take defensive action.
a. If the suspect flees, follow the suspect on foot. Maintain
radio contact if possible.
b. If the suspect takes aggressive action (i.e. reaching for
weapon, charging you), use necessary defensive actions.
7. When it is safe, approach the prisoner. Handcuff the prisoner.
Note: Many suspects will wait until close contact will the officer has been
established before taking aggressive action. Always be prepared to defend
yourself against any hostile behavior.
8. Search the prisoner.
9. Read suspect his rights.
10. Transport prisoner to jail.
INTOXICATED DRIVER PROCEDURES
-----------------------------
1. Detect possible intoxication by observing erratic driving.
2. After stopping the suspect, determine his condition by:
a. Detectiong the odor of alcoholic beverage.
b. Administering a FST (Field Sobriety Test).
RADIO TRANSMISSION
------------------
1. Respond to all radio transmissions as required according to police
regulations.
2. A radio extender is necessary when away from the car.
3. Avoid unnecessary radio transmissions.
>>> RADIO AND VEHICLE CODES <<<
RADIO CODES
-----------
rc10-1 Radio reception - poor
rc10-2 Radio reception - good
rc10-4 Recieved message
rc10-6 On the air - not available for call
rc10-7 Off the air - out of service
rc10-8 In service
rc10-9 Repeat message
rc10-10 End of shift - off duty
rc10-13 Weather check
rc10-15 Prisoner in custody
rc10-19 Return to office
rc10-20 Location
rc10-21 Use telephone
rc10-22 Cancel
rc10-23 Stand by
rc10-27 Subject check
rc10-29 Check for wants
rc10-35 Back-up requested
rc10-36 Confidential information
rc10-97 Arrived at scene
rc10-98 Cleared scene; available for call
rc11-41 Ambulance
rc11-44 Fatality
rc11-48 Furnish transportaion
rc11-79 Injury traffic collision with ambulance responding
rc11-80 Traffic collision with major injury
rc11-81 " " " minor "
rc11-82 " " " property damage
rc11-83 " " " no details
rc11-84 Traffic control
rc11-85 Tow truck
rc11-98 Meeting
rc11-99 Emergency, officer needs assistance, respond Code-3
VEHICLE CODE
------------
============================================================================
Police Quest Map
The Map
-------
the map is an essencial part, as it states where many things are.
- = road
It's rather rough, and not to scale, but i'll serve the purpose. there is
a highway going diagonally, but i didnt put it in. Have fun!
p|Palm-----+-----+-----+-----+------+-----+------+------+------+-----------|
a| |1st |2nd |4th |5th |6th |7th |8th |9th |10th clear |
r|Oak------+-----+-----+-----+------+-----+------+------+------+-----------|
k| | | | | | | | | | water |
w|Fig------+-----+-----+-----+------+-----+------+------+------+-----------|
a| | | | | | | | | | drive |
y|Peach----+-----+-----+-----+------+-----+------+------+------+-----------|
| | | | | | | | | | +++> |
d|Rose-----+-----+-----+-----+------+-----+------+------+------+-----------|
r| | | | | | | | | | |
i|Lilly----+-----+-----+-----+------+-----+------+------+------+-----------|
v| | | | | | | | | | |
e|Poppy----+-----+-----+-----+------+-----+------+------+------+-----------|
| | | | | | | | | | |
|RiverRoad+-----+-----+-----+------+-----+------+------+------+-----------|
Brought to you on behalf of
The Billionarre Boys Club: