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The FFC Nonarcade DogDay Walkthrough
Walkthrough by MrLipid
September 2003
A Modest History ...
DogDay, a 1997 title from Australian developer Eyst, required
players to grapple with at least two and sometimes three arcade
games. Fortunately, SnowMoon has played (and won!) all three arcade
games and provided a saved
game that will enable players to completely skip the twitch
portion of an otherwise engaging adventure. Thanks again, SnowMoon!
Usual Disclaimer
Walkthroughs tend to let the air out of a game. And in the case
of DogDay, there is a lot of air to let out. DogDay
is not smart enough to know whether or not a player has actually
solved puzzles that reveal vital information. As a consequence,
it is possible to skip entire sequences by simply entering the
correct information, be it a security code, a combination to a
safe or a phone number. While sequences that can be skipped will
be noted in this walkthrough, the assumption is that players want
to see most of the game rather than just getting to the end as
soon as possible.
The Story
A brutal dictator named Chegga has taken over your part of the
world. Your goal is to acquire enough money ($14,000) to leave
your part of the world. You will do this by selling incriminating
evidence of Chegga's wrongdoing to a group called CATS (Coalition
Against Totalitarian Society). Once you've collected your payment,
you can buy your ticket out and the game is over.
Game Mechanics
DogDay uses a paw for its cursor. In addition to the usual
right, left, up and use inventory item functions, the paw also
points downward when it possible back out of a closer view, usually
of a bit of animation.
While DogDay presents the appearance of being fully three-dimensional,
it is actually a series of seamlessly stitched-together prerendered
animations. This means that the player is only in charge of triggering
the animation. It can be unnerving to click once to move forward
and have no control whatsoever over how fast or how far one goes.
Just follow the walkthrough and everything will be fine.
The World of DogDay

This map should make getting around in the world of DogDay
a bit easier. With a few exceptions, such as the sewer maze,
you are on your own to find your way to specific locations.
The Walkthrough
If you choose to start playing with SnowMoon's saved game, the
following comments will give you some idea what occurred before
the saved game.
Our Story So Far ...
You find yourself in the arcade, looking at the clerk, safe in
his booth. In your inventory along the left side of the game screen,
you'll find the following: a personal alarm, fifty dollars, a
bundle of keys, a lamp, an empty ladle and a VIP pass to Pluto's
Nite Spot.
You won the personal alarm and VIP pass in the arcade. You earned
the fifty dollars (and picked up the ladle) working in the soup
kitchen. The bundle of keys comes from your room. You used the
keys to open the cabinet containing the lamp.
Your next stop is Pluto's Nite Spot.
Note: Take care not to leave the sidewalk. Any
attempts to cross the street are punished by a trip to the Dog
Pound.
Go to Pluto's Nite Spot
Leave the arcade and head toward Pluto's Nite Spot.
Note: If you want to see why you are on this
adventure, continue past the alley that leads to Pluto's Nite
Spot and go to the end of Lovemeat street. Look in the garbage
can. You will find a piece of paper that contains virtually
the entire plot of DogDay.
Or you can just read it:
BLAB
Newspaper of the Coalition Against Totalitarian Society
Loose Lips Sink Chips
The latest attempt to silence ex-Sectionary Daily investigative
reporter Hugo "Chips" Chompsky by Chegga heavies has
been unsuccessful. Mr. Chompsky was lucky enough to escape torture
at the Pound early yesterday morning and flee the section via
the underground rail system, leaving behind him a substantial
amount of information of the inner workings of Chegga's empire.
Chompsky was under close surveillance whilst working at the
Daily after he was discovered to be also working for this publication.
Your mission is, then, to find Chompsky's files and sell them
to CATS.
Back to Pluto's Nite Spot. The entry is a set of double doors
on the right wall as you enter the alley. Once you are at the
doors, ring the bell on the far edge of the right door. A bouncer
will look at you through a slot. Show him the VIP pass and he
will let you in. Enter the nightclub, sit down at the bar and
ring twice for the bartender. Buy a drink. The bartender will
give you change and a cork will wind up on the bar. Take the cork.
Drink your drink.
Get up from the bar and move to the dark table in the far corner
of the club. There is a lamp on the table. Turn it on. You'll
see that a free voucher for a strip club has been torn to pieces.

Put the voucher back together, being careful not to cover any
of the smallest pieces.

Once the tiny sliver on the top is moved into place, the voucher
is ready to be taken.
Leave Pluto's.
Go to Your Room (Optional)
You can skip a substantial chunk of DogDay if you go to
your room and make a phone call at this time. Dial 677-3897. This
is the number for the headquarters of CATS (Coalition Against
Totalitarian Society). The phone will ring several times, you'll
hear a low grumble and whoever answered will hang up. This call
can be made any time before you offer the evidence against Chegga
to the folks at CATS. If this call is not made, the door at CATS
HQ will not be opened when you come calling.
The only other way to acquire this critical phone number is to
be picked up by the Dog Squad and tossed in the Dog Pound ...
which is what we'll do next.
Go to Subway One
If you would like to try your ... what? paw? at breaking out
of the Dog Pound, go to the bottom of the stairs, turn left and
walk toward the guard. He will oblige you by taking you to the
Pound.
Escaping from the Dog Pound
Your inventory will be taken from you and you will be tossed
in a cell with another unfortunate. Find the radio and turn it
on. There are nine stations to choose from. Station one is on
the far left and station nine is on the far right. Set the radio
to station eight. Your cellmate's foot will start to move. Click
on your cellmate's face and he will give you the phone number
of CATS
Look on the lower bunk for a dumbbell. Remove the pin from the
left side of the dumbbell. Turn off the radio. It is time to pick
the cell's lock.
The pin can be moved in eight directions: North, Northeast, East,
Southeast, South, Southwest, West and Northwest. Move the pin
until you hear a click. Note the direction of the pin at the time
it clicked. (This puzzle is different with each game, which means
finding a solution is a matter of trial and error.) Move the pin
in the direction that produced the click, get the click and then
try another move. If you don't get a click, go back to the first
move that produced a click and try another move. Repeat until
you have a pattern that produces four clicks. The lock will now
open.
Note: A successful pattern can include repetition,
such as N, NE, S, S.
Leave the cell and turn right. You are going to the laundry room.
You'll go through a set of iron bars, turn right, through another
set of iron bars and then through a normal wooden door. You are
in the laundry room, facing three dryers.
Save your game.
Turn left and you should see a pair of double doors. Time to
upset the Dog Squad. Rattle the double doors and an alarm will
sound. Get back to your cell as quickly as possible. Watch the
Dog Squad run toward the laundry room.
Once they have passed, leave your cell and retrieve your stuff
from behind the counter in the front room of the Pound. Return
to your cell. Watch the Dog Squad members return to their posts
in the front room.
Leave your cell and head for the laundry room. The middle dryer
is your escape route.
The dryer sports a large white button, two toggle switches and
three small light bulbs. Flip the top toggle switch until the
first light bulb turns a light purple. Flip the lower toggle switch
once and then flip the top toggle until the second light turns
green. Flip the bottom toggle switch once and then flip the top
toggle until the third light turns light blue. Click on the large
white button and climb into the dryer. (This must be one of those
"real world" "common sense" puzzles the folks
who developed DogDay were so proud of.) Click on the square
at the back of the dryer to reveal the escape tunnel. Move into
the tunnel. You'll find yourself back in the alley next to Pluto's
Night Spot.
Using the Strip Club Voucher
Whether or not you choose to escape from the Dog Pound, you still
need to get past the guard in Subway One. That's what the Strip
Club Voucher is for.
Before you enter Subway One again, save your game. Turn
left, approach the guard and drag the Strip Club Voucher onto
the screen and give it to him. If you are successful in offering
the voucher (it can take more than one try, which is why you should
save your game), you'll never see the guard again.
Go to the Toy Store
Once you've climbed up the Subway Two stairs, you'll find yourself
on a new street. Move past the stairway on the left side of the
sidewalk and proceed to the end of the street. Turn left and enter
the Toy Store. Move toward the wire cages on the left of the store
and find Toy Rocket #2. Turn toward the back of the store and
go behind the counter. You'll find Toy Rocket #1 under the cash
register. Leave the Toy Store and go back to the stairs you passed
earlier.
The Workbench, the Glue Gun, the Bomb, the Ear Muffs and the
Crane
Climb the stairs and look in the wastebasket for the broken ear
muffs. Move to the far end of the room (the end with the metal
gate) and turn around. Find the glue gun on the shelves to your
right. Sit down at the table, place the broken ear muffs on the
table and use the glue gun to repair them. Put the newly repaired
ear muffs in your inventory. Place Toy Rocket #2 on the table,
use the glue gun on it and then put the cork in the rocket's tail.
You've just made a bomb.
Get up from the table and turn toward the metal gate. Probably
a good idea to save your game at this point.
Move the gate by alternately clicking on its top and its bottom.
That is, click on the top, click on the bottom, click on the top,
etc. It takes a total of ten clicks (five on the top, five on
the bottom) to move the gate aside. If you click and the gate
doesn't move, keep trying until it does. Click too far to the
right, however, and you find yourself looking at a bit of doggy
cheesecake and you'll have to start over with the gate.
Once the gate is open, climb onto the seat of the crane. There
are three controls: a red and white knob (the choke), a yellow
button (the starter) and a large orange knob (the winch release).
Click on the choke, hit the starter and then release the winch.
The truck, once lowered, provides safe passage to the far side
of the street.
Leave the crane, go downstairs and, once you stop moving, turn
left and click on the truck's cab. You'll jump and run across
the truck just before it is again lifted into the air.
(While turning left when you stop moving at the end of the stairs
may not seem quite right, it's the only way to do it. Move any
farther forward and the truck will be lifted in the air and you'll
have to open the metal gate and lower the truck all over again.)
Breaking into the Newspaper Office
Once across the street, you've got a number of tasks to complete
involving the Newspaper Office (it's the one with the gold double
doors):
- Breaking into the basement
- Getting out of the basement
- Breaking into Chompsky's office
- Finding the key to the Newspaper Office
- Finding the access code to Chompsky's computer
- Breaking the access code to Chompsky's computer
- Copying Chompsky's files
Breaking into the Basement
Find the blue newspaper box to the left of the gold double doors.
Use the change you got from buying the drink to open the newspaper
box. Then, I kid you not, climb into the box. Fall into the basement.
Getting out of the Basement
Turn right and move toward the back of the basement. Look closely
at the red air conditioner and you'll see that icicles are forming
on the bottom of it. The icicles come in three sizes: small, medium
and large. Once past large, they break off. You need a medium
and a large icicle.
Once you've got your icicles, turn right and move forward. Time
to get out of the basement by, and again I kid you not, firing
icicles at a stairway hooked to the ceiling. The idea is that
the icicle knocks the hook loose and allows the stairs to descend.
Find the scale on the floor. Place the medium icicle in the scale's
right bowl. Back up and observe the odd golden gizmo on your left.
Move toward it. Click on the black rectangle on the front of the
gizmo. The rectangle opens to reveal a gauge set to 632. To the
right of the gauge are two buttons in the shape of a plus and
a minus. These buttons allow you to reset the number on the gauge.
The number you want is 730.
Once the gauge is set to 730, place the large icicle on top of
the gizmo and step back. The device will launch the large icicle
toward the scale's left bowl, sending the medium icicle toward
the hook holding the stairway. The icicle moves the hook and the
stairway descends into the basement.
Climb the stairs to the lobby of the Newspaper Office.
Breaking into Chompsky's Office
Clicking on the stool will move you past it. Turn around and
click on the stool twice more. The stool's seat will tip to reveal
a purple key. This is the key to Chompsky's office. Turn left
and move forwardthe counter opens to let you through. The
animation may carry you all the way to the gold double doors.
Turn around and look for the hallway that the gold double doors
face. Go to the hallway and use the purple key to unlock to door
to the right of the elevator doors.
Finding the Key to the Newspaper Office
Welcome to Chompsky's office. Turn on the light and look around.
Time to find the key to the Newspaper Office. And what better
place to start than the bookshelves?

Simply click on the books in the order indicated to find the
key. The code is CHEGGA. Pretty ironic, eh?
Now that you've spelled out the name of the villain of the piece,
the last book you clicked on will float toward you. Click on this
book again to open it and then take the gold key that's inside.
Finding the Access Code to Chompsky's Computer
Put the book back and move toward the desk. Open the upper left
drawer and take the floppy disk. Move closer to the computer.
Click on the pad of paper to reveal the number 612. 612 is the
combination to Chompsky's safe upstairs.
Fire up Chompsky's Computer (Optional)
As mentioned earlier, DogDay is not smart enough to know
if you have actually cracked the access code to the Newspaper
Office's elevator, found and opened the safe and then cracked
the access code to Chompsky's computer. It is possible to simply
enter the computer's access code at this point and skip the elevator
ride, the safecracking and the decoding. If you want to sidestep
all that, just skip to Copying Chompsky's Files.
Finding the Access Code to Chompsky's ComputerPart II
Leave Chompsky's office and enter the elevator. There are five
keys in a paw shape on the wall. And an endlessly looping tune
in the air. You can either try to mimic the tune by pressing the
five keys in the right order or you can simply press the keys
in this order: 5, 3, 2, 4, 1.

The elevator will take you upstairs, where you'll find a safe
that can be opened by clicking through the combination found on
Chompsky's desk: 612. Open the safe and remove the PC access code.
Breaking the Access Code to Chompsky's Computer
Examine the PC access code by dragging it onscreen. It appears
to be a series of neatly nested Ls. And within the Ls are dots.

Here's how to read it.

The number, once decoded, should be 1, 3, 5, 4, 2, 5, 1, 1. Time
to go back to Chompsky's office.
Copying Chompsky's Files
Turn on Chompsky's computer and, using the same paw key pattern
as the elevator, enter the PC access code: 1, 3, 5, 4, 2, 5, 1,
1.
Insert the floppy disk and start copying all the files on Chompsky's
system. Click on the In folder, click on Backup, click on Exit.
Click on the Out folder, click on Backup, click on Exit. Click
on the Trash folder, click on Backup, click on Exit.
You now have half of the evidence you are going to sell to CATS
Remove your floppy disk from the system and head for the gold
double doors in the lobby. Use the gold key to unlock them and
move down to the sidewalk.
Heading Toward the Sewer Control Building
Move to the end of the block so that you are across the street
from the Toy Store. You are now near a canopy. Click on either
of the gold poles supporting the canopy to climb on top of it.
Click on the Toy Store and you will jump up and down on the canopy
like a trampoline, eventually sailing across the street to land
next to the Toy Store.
Go down the Subway Two stairs, up the Subway One stairs, turn
around in front of the arcade and then head for the Sewer Control
Building.
When you click on the red cross over the door at the end of the
dead end street that runs in front of the Sewer Control Building,
you will be stopped by a guard. Time for the ear muffs and the
personal alarm.
Drag the fixed ear muffs onscreen to put them on. Drag the personal
alarm onscreen and press its button. So long, guard!
Enter the Sewer Control Building. A locked door can only mean
one thing: time for a rocket bomb!
Place the rocket bomb on the bars at the right side of the door.
Click on the red wire in the upper right of the screen to connect
it to the bomb's fuse. Turn around and look for a small white
button the wall. Press the button. The door is now somewhat grudgingly
unlocked. Go through the door into the Sewer Control Building.
Move around the corner toward the right. Find the two diagrams
on the wall in the far corner. There is a hot spot near the bottom
of the diagram on the right. (It's the off-color patch to the
lower left in what looks like a door.) A rumble lets you know
you've found it.
Go back toward the door to the Sewer Control Building and you
will find a panel to the right of the door has opened to reveal
a series of levers. These are the levers that control gates within
the sewers.
Click only on the yellow, green, and red levers.
Go to Pluto's Nite Spot. Ring the bell. When the bouncer appears,
do nothing. He'll toss a cigarette butt through the slot. Back
up and then look down. Pick up the cigarette butt.
Turn left, move forward, turn left again. Click on Manhole One
to look more closely at it. Bring the lamp onscreen and use the
cigarette butt to light it. Open Manhole One and enter the sewer.
Exploring the Sewer
Once you are in the sewer, turn right, go forward and turn around.
Click on the switch in the lower right (it's on the railing) to
turn on the sewer's lights. Turn around again.
Save your game.
Note: For those with no taste for mazes, a saved
game (Hideout.pup)
will move you immediately to Chompsky's hideout. It also, as
an added bonus, takes care of the pesky robot guard dog that
defends the CATS HQ. There is another saved game (Endgame.pup)
which brings you out of the sewer after you have completed your
invasion of Chompsky's hideout.
Second Note: The directions that follow only
refer to actual junctions in the sewer, that is, places where
one actually has a choice of going right or left. Simple bends
in the sewer don't count.

Bend

Junction
Third Note: If I am going to be turning one way
or the other more than a few times, I find it easier just to
say "left six" or "right four" and then
count as I reach each junction.
Time to start walking. Here are the directions.
Right
Left
Right
Left
Right
Left
Right
Left
Right Two
Left
Right Eight
Left Four
Right Two
Left Two
Right
Left Five
Right Two
When you reach this point, move forward, turn left and climb
out of the sewer. You are at Manhole Two, right in front of the
Sewer Control Building.
Go back into the Sewer Control Building and click only on
the purple, yellow and green levers.
Leave the Sewer Control Building, turn right toward the main
street and then left toward the Manhole Two. Click on Manhole
Two and reenter the sewer.
Once you are back underground, turn right. Time for more maze.
Right Two
Left
Right
Left
Keep going until you arrive at a circular metal gate. Turn left
and you'll see a small door in the wall. A click opens the door
and you see a pair of wires. Click on the wires to connect them.
You have just disabled the CATS HQ robot guard dog.
Turn left and follow the bends in the sewer back to a true junction.
Then follow these directions.
Right Two
Left
Right
Left Two
Right
Left
Right Two
Left
Right
Left
Right
Left Two
Right
Left
Right Two
Left Two
Right
Left Five
Right
Left Seven
Right
Left Two
Move forward, turn right, climb up into Chompsky's secret hideout.
Welcome to Chompsky's Secret Hideout
Open the door to the left of the TV to reach a hallway. Once
in the hallway, turn right and then go through the door on the
right. A left turn will take you into the bathroom. Open the medicine
cabinet and remove the stethoscope. Leave the bathroom, turn left
and click on the picture near the center of the screen. Imagine
that! A safe!
Use your stethoscope on the safe. If you want to, you can figure
out the combination the same way you figured out how to break
out of your cell in the Dog Pound. You are looking for a pattern
that will produce a series of eight clicks.
If you'd rather just get on with it, here is the combination:
5, 1, 9, 8, 3, 1, 6, 4. Click on the safe's handle to open it.
Swipe Chompsky's green disk. You now have the rest of the evidence
you are going to peddle to CATS
Leave the room and follow the hallway to the room where you entered
Chompsky's hideout. Click on the middle cushion of the couch to
reenter the sewers.
Back to the Sewer
Once in the sewer, turn right. Here are your marching orders
for the junctions:
Right Two
Left
Right Seven
Left
Right Five
Left
Right
Left
Right
Left
Right Two
Left
Right Eight
Left Two
Go forward, turn left and climb out of the sewer through Manhole
Three, right in front of the Toy Store.
Endgame
How you decide to finish DogDay will depend on your level
of curiosity.
Really Curious
You've already used the crane to lower the truck once. You can
do it again, enter the Newspaper Office and use Chompsky's computer
to read the green disk you lifted from his hideout. Once you've
read the disk's contents, head over to CATS HQ.
Slightly Less Curious
If the crane approach doesn't appeal, you can use Subway Two
to reach Subway One and then follow the street past the Sewer
Control Building and around the corner toward CATS HQ. The robot
guard dog will short out and let you pass. Keep walking to the
Newspaper Office and use Chompsky's computer to read the disk.
Then head back to CATS HQ.
Not So Curious
Use Subway Two to reach Subway One and then make your way past
the Sewer Control Building to CATS HQ. The robotic dog will short
out and you can knock on the door. Offer the floppy disk and you'll
be handed $7,000. Offer the green disk and you'll be handed another
$7,000. You now have enough to buy your ticket out.
Walk back to Subway One and present your cash to the ticket agent.
Take your ticket and climb on the train. Brace yourself for a
tremendously underwhelming finale. 
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