Solve for Roger Rabbit's Hare Raising Havoc Rather than continuing to respond to a zillion "how do i get past this screen?" questions, here it is, from memory on Hare Raising Havoc. The enter key is the action key, and the arrow keys move old roger around. I made it to the top of the dairy, I didnt solve that scene which I believe to be the last one. There is a built in cheat, if you press alt-control- shift and f5 simultaneously you will go to the next screen. From the top of the dairy, pressing that produces the mom is home and where is baby herman screen, so I dont know if some successful action on the rooftop rewards you with some ending sequence. If you only have an Adlib board and no soundblaster, pop for the $22 and get youself a Sound Source. I did and you get all the digitized speech and music, which blows your adlib away, plus installation is a five minute idiot proof. No board, you just plug the device into the back of your printer port and plug your printer cable into the back of the device. Add a 9 volt battery in the box with the speaker and presto. An excellent investment which also will work on Dick Tracy (ho hum) and on the Upcoming Rocketeer (Yeah!!!). This is all from memory if I leave something out lord knows you should be able to figure it out. If you can't use the secondary cheat, press control-alt-delete at the same time. Living Room Go left, press enter to lower the ironing board. Go right, just past the ottoman (foot rest) and kick it left. One step left, pick up magnet. Go to fishbowl, use magnet to get key. Not necessary but you get more time later. Go to left middle seat of couch, jump up and keep jumping until fan is turned on. Get down, go to right seat of couch jump up and down until you wind up in the fan. You must press enter as Roger goes left, bad timing and you hit the door and must repeat this. When you go left the escape sequence activates, going off ironing board to ottoman through top vent over door. Kitchen Turn on burners on stove. Use key on locks. If you get timer, fine that's it. If you get cheese, put it down next to mice and grab them when they come out. This gives you more time too for some reason. Now go nest to right door and move old fashioned clothes dryer. Now go left and eat stuff out of refrigerator until banana peel shows (if you screw up from here, return to refrigerator and cycle through food to banana again). Go over banana peel and hit enter as you hit table or you will not go over the sink. On the sink hit enter until all dishes are trashed. Walk left, stand on burners. On light, use arrow keys to swing and hit enter when going right, this activates the escape sequence through the dryer. Bathroom My favorite. Although they add nothing to the solve, you should throw the rubber ducky and even better, by the toilet paper hit enter. I love it, he wraps himself in the paper. I think this was my favorite superfluous sequence, even better that Jessica saying "Did you hurt yourself" in the Construction sequence. Oh yeah, the solve. Move over to the chair, get up and get towel. get down, put towel over water. go back, kick stool over towel. Get up, and get soap. Go right, jump on scale until skylight is open. Go right, turn on fan. Do not turn heater off!!! Pick up plumber aid which sticks to right wall (if it sticks to left go pull it again it will go to right wall). Go left, turn on water. Play with soap in water. Soap goes on floor. Go step on soap that goes in toilet. Go back up on shelf where you got soap. Go right on top on towels and press left or enter to activate sequence, which does not require action from you. You should land on scale, bounce off aid, into toilet, down toilet, come out as bubble and float out. BAckyard Walk right into rake. Whoops, just kidding. Turn water on. Going left blocks water in hose. Then go right, press up and enter to grab line. Use arrows to swing or you will drop. Go right, drop past rake. Spill fertilizer on tree. Get bucket on far right. (For fun, swing on tire and have dog bite your ass or grab the burning steaks). Walk left through rake to water. Put bucket down and let it fill. Pick up bucket. Go back across rope same as before. Put water from bucket on steaks. (Step over Two Steps exactly here or time will expire on fire and it will return). Grab steaks, one will flop onto see-saw. Go to tree and shake i think three times for apple to drop on see saw and send steak to dog. Get on swing, swing right left and hit enter going left to get over fence quickly or time will expire on dog and he will return. Street Scene Pick up ball. Put in hydrant. Turn on hydrant. Get on Pogo stick and get on wire (you should have this concept down by now). Go right on wire to bird. Drop down, get feather. Go back up on wire and stop just lsft of clown. Press enter twice to tickle clowns nose. Magnet will drop. Drop down, get into garbage can. Walk over with garbage can on you and slowly bet magnet over to right over the manhole, which will come up after you move off it. Dump garbage can, come back press down and enter. Construction Scene This one gave me fits for some reason. Check out jessica for fun. Tilt the mixer. Get a brick, put it in the mixer. Get some dynamiter, put it in the mixer. Elevator now comes down halfway. Repeat brick and dynamite. Elevator now all the way down. Get dynamite and set mixer upright. Get on elevator, kick bricks. Go right, grab onto hook and drop into mixer. on wood, saw until you drop into hole. Milk sequence. Turn on switch, left side. Go to far right control (QC FIR QUALITY CONTROL) and hit enter on all bottles with tops on them. Good ones will go into the crates, bad ones will break. Go to first wheel on left, press when empty dirty bottles come by, it will clean them. Go to second wheel and press to label all bottles. Go to fourth wheel and press enter to fill with milk (just inside arm is the right timing, ill let you scope out the timing on the others, not too hard to figure). Go to third wheel to add rubber tops to bottles (tougher timing actually). Start at quality control and repeat as necessary to fill all crates and get to roof Roof. Beats me, tried all five keys got the same result each time, through the door and scolded by mommy. FIXED BY RYGAR! THE JAM +++ THE JAM +++ THE JAM +++ THE JAM +++ THE JAM +++ THE JAM +++ *-CYANIDE-*-CYANIDE-*-CYANIDE-*-CYANI| |*-CYANIDE-*-CYANIDE-*-CYANIDE-* | | | | C | | C Y | | Y A ___ _ |\ | | _ ___ ______ A N / _/ /\ /\ / \ | \ | | | | \_ \ \____/ N I / / \ \/ / / O \ | \ | | | | \ \ ______ I D \ \ \ / / ___ \ | \| | | | / / \____/ D E \ \ / / / / \ \ | |\ | | | / / ______ E | \/ \/ \/ \/ | | \ | |_| \/ \____/ | * | | \ | * | | | \| [RaT] | C | | C Y _| |_ Y A \ / A N \ / N I V I D D E P R E S E N T : E | | * * |+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++| C ANONTHER COOL STRIKE BY YOUR SOLUTION-TYPER : -*-RAT-*- C Y+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++Y A A N -------------- N I HEART OF CHINA I D -------------- D E E | | * IN HONGKONG : * | ------------- | C C Y JAKE MASTERS (JM) GOES TO TOWN. HIS FIRST TRIP LEADS TO THE PUB. Y A AFTER A TALK TO THE KEEPER HO (1 1 1 1) , 2 DIRTY GUYS ARE A N THREATENING HIM (1 2). IN A TALK HE MANAGES TO PERSUADE THE CHINESE N I CHI TO GET WITH HIM ON A RESCUE-TRIP (1 3 3 OR 3 3 2). I D CHI FAERS GOING BY PLANE. SO JM LEAVES THE PUB, TAKES THE PAPER AND D E CONSTRUCTS A LITTLE PLANE OUT OF IT, THAT HE PRESENTS CHI. E | CHI HAS THE IDEA TO GET HERBS AT THE CHEMIST'S SHOP. | * WU DOESN'T REACT WHEN JM TALKS TO HIM. CHI MANAGES TO PERSUADE THE * | CHEMIST. THE CHEMIST NEEDS "GULL-GUANO". | C JM AND CHI GO TO THE DOCK. CHI GIVES A PRUNE TO THE GULL. C Y THE GULL SHITS AND JM PUTS THE SHIT INTO HIS POCKET. Y A AGAIN AT THE CHEMIST WU. A N JM TALKS TO HIM AND PUTS THE GUANO INTO THE MORTAR. N I HE GETS THE HERBS AND A FAKED PASSPORT AND A MAP.JM AND CHI I D VISIT LOMAX BEFORE THE JOURNEY. AT TH AIRPORT JM DECIDES TO DON'T D E SHOW THE TICKET-COLLECTOR HIS PASSPORT. INSIDE THE PLANE JM TAKES E | THE CROWBAR, THE ROPE AND THE ANCHOR. | * * | | C IN CHENG DU : C Y ------------- Y A A N AFTER ARRIVAL A FARMER APPEARS WHICH TALKS TO CHI (3 2 3). CHI N I CHNAGES HIS CLOTHES AGAINST THE FARMER'S. JM TRIES TO CATCH THE COW I D WITH THE ROPE. AFTER SEVERAL USELESS TRIES HE GIVES THE ROPE TO CHI D E WHICH HAS LESS PROBLEMS. WITH THE CAUGHT COW THE BOTH GO TO THE E | CASTLE. THERE THEY WATCH A FARMER WHICH IS ALLOWED TO ENTER THE | * CASTLE WITH HIS COW. OF COURSE, CHI TRIES THE SAME TRICK. * | JM GIVES HIM THE ANCHOR THAT CHI CONNECTS WITH THE ROPE. ARRIVED | C INSIDE, CHI PUTS ON HIS NINJA-CLOTHES AT ONCE. AT FIRST HE EXPLORES C Y THE DOOR-KEEPER'S HOME AND TAKES THE KEYS. THEN CHI SNEAKS INTO Y A THE PALACE AND LISTENS TO A TALK LI DENG'S. IN THE BIG HALL HE A N FINDS KATE AND TELLS HER TO GET HELP AS FAST AS POSSIBLE. N I BACK IN THE ENTRY-HALL CHI GOES INTO THE DINING-ROOM AND TAKES THE I D BOTTLE.HE GOES ON TO THE KITCHEN AND NARCOTIZES THE DOG WITH THE D E WINE. HE TAKES THE BOTH FRIED CHICKENS. THEN HE ENTERS THE COOKS E | ROOM. FROM THERE HE GETS THE KNIFE. HE OPENS THE DOOR AND DISCOVERS | * A SECOND ENTRY TO THE BIG HALL. AFTER EXPLORING THE PALACE CHI * | WALKS TO THE CASTLE-WALL. HE THROWS THE ANCHOR OVER THE WALL AND | C PULLS JM OVER IT. TO HIDE FROM THE GUARDIANS, THE BOTH SNEAK BACK C Y INTO THE DOOR-KEEPER'S HOME. WHEN THE DANGER IS OVER , THE BOTH RUN Y A INTO THE PALACE. WHEN THE GUARDIANS HAVE LEFT THE ROOM ,JM AND CHI A N GO INTO THE DINING-ROOM. THERE JM THROWS DOWN THE LAMP AND LIGHTS N I A FIRE. THROUGH KITCHEN AND BEDROOM THEY ARRIVE IN THE BIG HALL. I D JM LOCKS THE DOOR AND SHOTS THE SNAKES. UNFORTUNATELY HE CAN'T STOP D E THE SNAKES BEFORE BITING KATE. JM CARRIES KATE ON HIS ARMS AND E | ESCAPES TO THE BALCONY. THERE CHI CONNECTS THE ROPE WITH THE | * BALUSTRADE AND THE THREE ESCAPE TO THE TANK-GARAGE. IN THE TANK JM * | USES THE KEY AND PUSHES THE STARTER. IT FOLLOWS THE FIRST ACTION- | C SEQUENCE. IN THE PLANE JM GIVES THE HERBS TO CHI. C Y Y A A N IN KATHMANDU N I ------------ I D D E JM LEAVES THE PLANE AND TALKS TO CHI ABOUT THE SITUATION. JM GOES E | GETTING HELP, CHI WALKS BACK TO THE PLANE. THERE HE TAKES A TENT- | * ROOF AND A BLANKET AND PUTS IT AROUND KATE. HE GIVES HER HIS * | NINJA-MEDICINE AND THE GUANO-HERBS. JM TALKS TO AMA (2 2 3) AND | C AFTER THAT HE LOOKS AROUND IN THE VILLAGE. IN THE POST-OFFICE HE C Y POSTS A TELEGRAM TO LOMAX. THEN HE VISITS THE RESTAURANT AND Y A TALKS TO THE KEEPER (2 3). THE KEEPER SENDS HIM TO SARDAR (2). A N NOW JM GOES TO THE LAMA. AFTER A SHORT TALK TO A YOUNG MONK HE N I IS ALLOWED TO ENTER. THE FIRST TALK TO THE WISE MAN IS RESULTLESS. I D JM GOES TO THE LOCAL DICTATOR. AFTER A WRONG REMARK HE FLIES D E INTO THE PRISON. CHI RUNS TO AMA AND SHE RESCUES JM. JM HAS A E | SHORT TALK TO KATE AND AFTER THAT HE HAS A TRIP TO THE SCRAP YARD | * WHERE HE MEETS A BOY. THE BOY OFFERS AFTER A SHORT TALK A TUBE * | WHICH IS FULL OF PETROL FOR A SWAP. CHI BUILDS FROM THE CIGAR- | C BOX, THE EATING-STICKS AND FOUR COINS A PLAY-CAR; FOR THIS HE C Y GETS THE PETROL-TUBE. NOW HE GOES BACK TO THE LAMA AND RECEIVES Y A SOME NEWS. IN THE RESTAURANT HE MANAGES TO PERSUADE SARDAR TO HELP A N (1 3). JM GIVES HIN HIS WEAPON AS A PRESENT AND THE REVOLUTION N I STARTS. I D THE GAME CONTINUES IN TURKEY. D E E | | * IN ISTANBUL * | ----------- | C C Y ON THE RUNWAY JM GETS NO PETROL FROM THE SELLER. ON THE WAY TO Y A TOWN KATE AND JM NOTICE A LITTLE BOY SELLING ORANGES. JM FINDS IN A N A SIDE-ROAD THE OFFICERS' CLUB AND HAS FROM THERE A LITTLE CALL TO N I LOMAX AFTER THAT JAKE IS CAUGHT FROM THE SULTAN'S CREW. KATE SWAPS I D HER BROOCH AT THE SELLER AND GAMBLES FOR MORE MONEY. AFTER THAT D E SHE SHE GOES TO THE ORANGE-SELLER AND OVERTHROWS HIS CART. SHE E | SAYS SORRY AND GETS A FLOWER FROM HER YOUNG FAN. NOW SHE BUYS A | * CAMEL FOR 200. SHE GOES BACK TO THE SHOP AND BUYS A SAW. NOW SHE * | RIDES ON CAMEL-BACK TO THE PALACE. IN A SIDE-ROAD SHE MEETS A | C WOMAN A GIVES HER THE FLOWER. KATE RESCUES JM AND THEY ESCAPE TO C Y THE TOWN-GATE. THERE KATE GIVES THE CAMEL TO THE BOY AND JM Y A WHISPERS SOME WORDS OF EXCUSING (3 2). A N ARRIVED AT THE AIRPORT THEY SEE BURSTING THEIR PLANE INTO FLAMES. N I THEY ESCAPE TO THE STATION AND BUY A TICKET FOR THE ORIENT-EXPRESS. I D D E E | IN THE TRAIN | * ------------ * | | C JM'S SCENE : (1 1 3 3) C Y KATE'S SCENE : (2 1 3) Y A A N IT FOLLOWS THE HAPPY... N I I D :+:END:+: D E DONE BY RAT/CYANiDE E | | *-CYANIDE-*-CYANIDE-*-CYANIDE-*-CYANIDE-*-CYANIDE-*-CYANIDE-*-CYANIDE-*