| Panic in the
Park
Walkthrough by MrLipid
July 2003
Overview
Panic in the Park is a Windows 3.1 game that was released
in 1995. Unfortunately, there is a fatal error that crashes Panic
when one attempts one of its arcade games (Shuffle Puck) on
any version of Windows other than 3.1. Since Panic cannot
be completed without playing Shuffle Puck and no patch was ever
issued to resolve the problem, gamers who had upgraded to Win95
pretty much ignored the title, as did most reviewers. Fortunately,
a simple solution to the problem has been found that enables non-Windows
3.1 gamers to finally play Panic.
This document discusses basic hardware and video issues, how
to fix the Shuffle Puck problem yourself, where to look for the
really big clues in Panic (as well as the rest of
the clues) and how to solve the game's last nonarcade puzzles.
Basic Hardware and Video
CD Drives: If you have three CD drives in your system
or have three virtual CD drives on your system, Panic
can be set up to enable you to completely avoid disk-swapping.
The trick is a modest edit of the game's CONFIG.INI file. The
README.WRI file in the Panic directory provides all the details.
Video Acceleration: Have a firebreathing 128 MB video
card? Good for you. Panic would appreciate it if you knocked
video acceleration down to one notch over from the far left.
Color Depth: Set it to 256.
Resolution: Set it to 640×480.
Memory Management: Panic is a very leaky program.
It takes what memory it wants and never gives it back. Probably
it's a good idea to start your system fresh, close anything you
don't need and check your system resources when you shut down
Panic, especially if you have jumped in and out of the
game a few times to do some hex editing of the game.sav file.
DIY Hex Editing
For those already comfortable with hex editing, here's what you
need to know.
200 Tokens Cheat: Assuming you are editing the first or
only saved game in the game.sav file, you can give yourself 200
tokens by changing the value in hex address 210 to C8.
Shuffle Puck Workaround: Again, assuming you are editing
the first or only saved game, here's what you need to do once
you have entered Concourse 3.
- First, listen to Peter Potter. He will welcome you to Easy
Street.
- Move forward until you meet Sheila, who will talk about the
Champ, laundry hampers, dogs and meat wagons.
- Once her clip is complete, save your game. Exit Panic
and open game.sav in your hex editor. Go to hex address
237. Its value will most likely be 42. Change this to 56. Save
and close game.sav. Restart Panic. The game will now
believe you have beaten Shuffle Puck. As long as you don't click
on the Shuffle Puck concession and start the FMV that leads
to the crash, you should be fine. Enjoy the rest of the game!
DIY Hex Editing ... for Newbies
For those who are new to the dark art of save game file manipulation
(why do you think they call it hex?), you will find an
illustrated guide to what needs to be done here.
If you really want to know what the Shuffle Puck barker has to
say, here are the quotes. You can also play his comments by clicking
directly on the files.
Introductory Shuffle Puck Comment (MOVIES3\CCCM1GA.AVI): "Hey,
just a word to the wise. I wouldn't believe a word that Peter
Potter says. They call him Teach ... (laughter). He's only teachin'
'cause he ain't doin'. Just like the rest of them fancy pants
professors. Now if you want to do it, take a shot at Shuffle Puck.
Couldn't be easier. It's five pucks for one token. And you want
to get your pucks to the places with the most points. It takes
200 points to win. Be careful not to hit your own pucks. Now,
get shuffling."
Closing Shuffle Puck Comment (MOVIES3\CCCM1G2.AVI): "Slick.
You musta done this before. I loved the last move. We still appreciate
style around here, even if it's real scarce. Course the park wasn't
always a dump like you see today. But then, you know that. Me
tellin' you's like teachin' my grandmother to suck eggs. Now get
on ... and see if you can't help that girl find her daddy's deed.
And remember, the best way to succeed is to keep tryin'."
Panic in the ParkThe Story
You play a dashing reporter who is trying to help Jamie (Erika
Eleniak) save her late father's amusement park. You are going
to do this by finding the deed for the park and correctly identifying
which park employee stole and hid the deed. Opposing you is Jamie's
identical twin, Janie, who may just fool you into failure. As
the blurb says, "Solve the mystery or the park is history."
Panic in the ParkThe Game Structure
Panic is an arcade/adventure. There are four concourses
or midways, each with three arcade games. Once a concourse is
entered, the only way out is by playing all three arcade games
and winning (or buying) the special coin from the operator of
the third game. In addition to the three arcade games, there are
clues strewn about each concourse that may prove useful later.
Once the special coin is won, it is fed to the Oracle Machine
in the Gazebo. The player then moves forward to the next concourse.
And the next and the next.
When all four special coins have been fed to the Oracle Machine,
several slider puzzles must be solved. The second slider reveals
a clue that will be essential to escaping the Oracle's Secret
Chamber.
The successful solution of the second slider moves the player
to the park's main office. A stairway that must be climbed in
the proper pattern leads to the Oracle's Secret Chamber. Within
the Chamber, four books with switch settings must be found and
the switches on the control panel set. The object mentioned in
the second slider must be found and touched before the player
can proceed.
A magic cabinet in the Secret Chamber transports the player back
to the Gazebo. Good Jamie and evil Janie pose a logic problem
regarding which door or doors in the Gazebo should be opened.
If the correct choice is made, the player moves to the Back Lot
where a word puzzle will reveal a clue to the whereabouts of the
deed.
Upon finding the deed, the player returns to the main office
and must identify the thief.
With nine suspects, the hints offered in the conversations with
the suspects and arcade concession operators tend to be pretty
general. Also, since the conversations cannot be replayed, it's
easy to miss what few clues there are.
Fortunately, Panic is a very generous game. There are
three places where the game will drop huge clues about the identify
of the thief.
The Three Really Big Clues
Every suspect in Panic has a nickname. Listen closely
to the conversations and you can sort out who is called what.
The Three Really Big Clues are tied to the nicknames. Figuring
out who the thief is once you know who is called what is a breeze.
Here's a list of who is known as what as well as the three places
to find the clues.
Nicknames:
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Nickname: Champ
Real Name: Champ
Occupation: Late owner of Skyview Park |
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Nickname: He-Man
Real Name: Sammy
Occupation: Skyview Park's bookkeeper |
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Nickname: Neat
Real Name: Dollar Dan
Occupation: Magic Mile guide |
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Nickname: Pacer
Real Name: Narrator
Occupation: Barker in front of Skyview Park |
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Nickname: Peach
Real Name: Annabelle Lee
Occupation: Street of Dreams guide |
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Nickname: Preach
Real Name: Senator Struggles
Occupation: Museum of American History Curator |
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Nickname: Teach
Real Name: Peter Potter
Occupation: Easy Street guide |
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Nickname: Tramp
Real Name: Charlie Champion
Occupation: Bughouse Square guide |
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Nickname: Trance
Real Name: Sheila
Occupation: Friend of Champ and Jamie |
Really Big Clue #1
Concourse 1Street of DreamsSummoning the Magician
You can summon the Magician on the Street of Dreams, and he will
show you a trick that ends in a card. The card gives away the
thief.
When this is what you see ...

Turn left until you see this ...

Turn left again ... the Magician will appear, perform a trick
and show you one of nine cards.

Images of cards tied to nicknames:

Champ
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He-Man
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Neat
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Pacer
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Peach
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Preach
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Teach
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Tramp
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Trance
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Really Big Clue #2
Concourse 2Magic MileSpelling Bee
If you can pop all the green balloons without popping all the
orange balloons, the concession operator will reveal another clue
in the form of a sentence that has been snaked into the 5×4
grid of Spelling Bee. Start with the highlighted letter and move
from one square to another to decode the sentence. You can ignore
the Xs. They are just placeholders.

Champ: Gone but Not Forgotten X

He-Man: Dollar and Cents Make It

Neat: Never Gave a Sucker Time

Pacer: He Sure Talks a Good Game

Peach: Face Value Is Nothing XX

Preach: A Last Call for Old Glory

Teach: Never Too Late to Learn X

Tramp: Every Dog Has His Day Too

Trance: Beauty Will Season Soup
Really Big Clue #3
Concourse 4Bughouse SquareLost and Found
When you first enter the concourse, there are lost-and-found
lockers to your right. The item in the lower right locker provides
a clue.

Champ: Boxing gloves

He-man: Green Visor

Neat: Cards

Pacer: Megaphone

Peach: Tiara

Preach: Bible

Teach: Decorated canisters

Tramp: Top hat

Trance: Wand
Panic in the Park Walkthrough
Note: While this walkthrough points out most, if not all,
of the clues to be found in Panic, no effort has been made
to identify every possible FMV clip a player might encounter.
Given how Panic randomizes clips, there seemed little point
in trying to develop a complete list of the slightly different
clips one might trigger.
Opening
Once the opening FMV has played, you will find yourself in front
of Skyview Park.

Clicking forward brings you to the main gate.
You'll find a court order closing the Park.

Back away from the order and click on the paper on the ground.
Cryptic directions for the adventure ahead?

Back up and move toward the smaller gate at the far left of the
front wall.

(The wooden doors on either side of the wall with the gates are
employee entrances. You can't get through them. Try, and you'll
meet the night watchman.)
You can, if you choose, play through the concourses in any order.
The order has no effect on the outcome of the game. Take care,
however, with Concourse 3, home of the dreaded Shuffle Puck crash.

Concourse 1Street of Dreams

As you enter Street of Dreams, you'll see some security lockers
on your left.

While you cannot open the lockers, you can look inside the blue
recycling box to the left of the waste receptacle.

Hmm. Looks like a toolbox ...

Moving past Bumble Ball in the main plaza of Street of Dreams,
you'll find a bulletin board.

Wonder if Bob Simpley's School of Dance means anything?
Back up from the bulletin board and turn to the right. There
will be a white gift shop on your right.

Move forward and turn right so that you are facing the gift shop.

Click on the Closed sign and find another clue.

Back up from the gift shop and turn left.
When what you see looks like this:

Turn to your left so that you see this:

Turn again, and you have summoned the Magician!

Once the Magician is finished, you'll see this:

Click forward, and you will find yourself looking at the Playland
building.
Click left twice and you will be facing the Gateway Theater.

Click forward and you will see a sandwich board sign.

Click on it for a bit of soul. (If you want to hear the clue
again, you can find it here: MOVIES3\CCAM01.AVI. The key phrase
appears to be the spelling out of STANDBY.)
Turning right three times from the sandwich board lines you up
on Fuzzy Freaks, the second concession in Street of Dreams.
Turning right from Fuzzy Freaks points you toward the golden
building you turned left away from to summon the Magician.
Move toward the golden building twice ...

... and then click on the clock for a surprise.

Wonder who that guy was?
Back away from the golden building and turn left. You'll see
a small blue building with white trim. Clicking on the building
twice will reveal a cryptic clue.

Click on the clue and turn right.
You will be facing the Bridge of Dreams. You can't cross it yet
because you have yet to win the special coin at the Water Gun
Game.
One click to the right will line you up with the stand of the
Caricature Artist.

Click forward and click on Jim and Barb. Then click on Bob. (If
you can read this message, you're better at this stuff than I
am.)
Move to the Water Gun Game and collect the first of your four
special coins.
Return to the Bridge of Dreams and proceed to the Gazebo.
Once you have deposited your coin, you will again find yourself
in front of Skyview Park.
Concourse 2Magic Mile

Once you've met Dollar Dan, your cursor will line you up with
the Make Your Magazine building.
Click on it and you'll get a close-up of a winged golden creature.

Click on the creature and it will transform into the Oracle Machine.

Turn to the right away from the Oracle Machine and the first
game of the Magic Mile, Rock'n'Roll, is on the right side of the
screen. Turn to the right and try your luck. Once you have finished
Rock'n'Roll, you can take a closer look at some of the posters
on the building across the street. No clues, just fun.
As you move forward down the Magic Mile, you'll see the Ferris
wheel and the parachute tower filling the night sky. You'll also
see, almost dead center on your screen, a large smiling face.
Meet Herman, the Amazing Worm.

As you click forward, Herman will remain near the center of the
screen. To the left of Herman is Spelling Bee, the second concession
of the Magic Mile. To the right of Herman is an alley with some
suspicious digging in it.

There also is a box that will cause the cursor to change but
that you cannot, at the moment, do anything with. If you turn
left while backing away from the box in the trench, you may surprise
someone.
The Spelling Bee will provide a second huge clue to the identity
of the thief.
Once you have won Spelling Bee, turn around and look at the fanciful
mock Arabian Nights building across the way.

Click on the doors to the right of the screen for another clue.

Clicking forward, you'll find the second bulletin board featuring
Bob Simpley's School of Dance.

Odd that the steps seem different from the poster in Street of
Dreams.
Back away from the bulletin board and then move forward. To your
right will be souvenir shop.
Turn left toward it, and a few clicks will take you inside and
reveal what appears to be a clue.

Back out of the souvenir shop and turn to the right. Click on
the left gate of the Mansion of Mirrors.

Click again for another clue.

Click on Crossing the Chasm, the game you must play for the special
coin. Before you click on the concession, however, turn right
and click on the side window of the Mansion of Mirrors closest
to the street to overhear a bit of plotting.

Click back to Crossing the Chasm and win (or buy) the second
special coin.
Turn left away from the concession to proceed to the Gazebo and
deposit your coin.
Concourse 3Easy Street

This may be the trickiest part of playing Panic ... getting
past the dreaded Shuffle Puck crash. Just follow the directions
above on Hex
Editing and you'll be just fine.
Once you reach the main plaza, turn to right. The cursor will
become active over a ticket booth.

Click on the booth.

Click on the Four Tokens Each poster.

What's this? A While You Were Out message?
Back out of the message and start clicking toward the Grand Central
Stage. Pity about missing the Norwegian Dancing Bears.

Click past the Grand Central Stage until you see this view:

Just ahead is the third of the Bob Simpley's School of Dance
posters. And it is different from the previous two ...

Back away from the poster and turn left. Click forward, then
click right twice to face the Swashbucklin' Souvenirs shop.

Click on the porthole in the door to peer in on a bit more plotting.
Click left three times until an urn is more or less center frame.

Click toward it twice and then click on it for this clue.

Back away one click and then click once toward the window on
the "Sweet Shop."

Click on the window for a look at what Peter Potter finds so
attractive about the place.
Click left and move forward.
Take care. Shuffle Puck is coming up. Don't get any closer than
thisone more click and your game will crash.

Turn around to your right and you will see the Easy Street Cafe.
Turn right twice more until you see a bright red arch in the distance.
Click toward the arch three times and turn right. It is time to
play Blind Man's Bluff.
Once you are done with Blind Man's Bluff, turn left twice. Click
forward toward the red arch.
Turn left. You'll see a waste receptacle on the left side of
a park bench. Click forward toward it.

Click on the waste receptacle.

Another clue ... also involving a dog.
Turn left. You are now ready for the third game of Easy Street:
The Talon.
Win (or buy) your third coin. Turn around until you see a spire
with a crescent on it. This is the way to the Gazebo.
Concourse 4Bughouse Square

Turn right and click toward the Lost and Found lockers.

Open the lower right locker for a clue to the identity of the
thief.
Back away and turn left three times. You are now facing Bughouse
Square.
The first thing to do here is get to the Security Lockers. There
is a mugger in Bughouse Square who will take all your tokens if
he catches you with them. Once they are in the locker, they're
safe. And you can still play the concessions. Lose your tokens
and it is Game Over.
Your first click forward will put the Museum of American History
directly in front of you.
Click right once and the Security Lockers will appear.
Click forward twice and then right.
Click forward three times.

A locker will open and your tokens will be deposited. Whew!
Back away from the locker twice and turn left.
The cursor will become active over a small, oddly shaped building
toward the left of the screen. Click on it.

It is the building of the Fortune Teller. Click on the door twice
for another clue.

Back away from the Fortune Teller twice and turn left. The cursor
will become active over another bulletin board.

Click on it to see the last of Bob Simpley's School of Dance
posters.

Back away from the bulletin board and click on the front steps
of the Museum of American History. Then click right twice to see
the Museum's collection of documents.

Back away from the documents one click. Turn right twice. The
first concession of Bughouse Square, the Sidewinder, should be
center screen. Click toward it twice, then right, then forward.
Once you've completed the Sidewinder, turn left three times and
click toward the small concession with the stars and American
flags. This is Crazy Coin.
Once you've completed Crazy Coin, click right three times and
click forward to Profiles in Daring. You'll notice that the cursor
becomes active on the side of the barn. Click the barn to change
views and then click the barn again for a clue.

Click right, forward, left, forward, left, forward, left, forward
to arrive at the last concession: Gopher Gong.
Once you have your coin, turn right, right and then forward to
deposit your last coin with the Oracle Machine.
Save your game before depositing your fourth coin.
End Game
With the arcade section of Panic now past, many, though
not all, of the upcoming puzzles are potential game-enders. Best
to save when possible.
When you deposit the fourth coin, you will be faced with two
slider puzzles.
The first slider never changes. Just move the coins into the
middle row.
The second slider puzzle requires you to arrange the letters
of one of four words: CHARM, HEART, MATCH or PATCH. There is a
time limit on this slider, so work quickly and remember which
word you spelled.
Once you've sorted out the word, you will be whisked away to
the main office. You will move down a corridor to a set of double
doors.
Save your game before opening the doors.
When you reload, you'll get to view the underground train and
ladder video again.
Click on the left door and you'll see a stairway and a flashlight
next to the stairway's bottom step.

Once you click on the flashlight, the stairway, but for the flashlight's
beam, will be dark.
The stairway has six treads divided into four sections each.
The challenge is to step on the correct section of each tread
as you move from the bottom of the stairs to the top. One false
step, and the game is over.
While it might seem like the posters from Bob Simpley would be
helpful here, there is a much easier way. Use your flashlight
to find a small piece of paper on the left side near the bottom
of the stairs.

Click on the paper. It will unfold to yield one of four different
patterns. The pattern revealed is the one you must follow.

Make sure you have found the bottom step and then simply use
the flashlight to identify each section. And if you miss a step,
you've got a saved game that will let you start over almost immediately,
right?
Once you reach the top of the stairs, you will be facing a ladder.
The ladder leads to the Oracle's Secret Chamber.
There are four books and one of four items to be found and three
sets of controls to set in the Oracle's Secret Chamber. The map
lays out the location of the books, the items and the controls.

The item that needs to be found is determined by the second of
the Oracle's Puzzles: Charm, Heart, Match or Patch.
The CHARM is on top of BOOK1 next to the bed.

(Getting to BOOK1 and the CHARM requires clicking on the Hell
Gate sign and squeezing along the wall toward the "K"
sign.)
The HEART is carved on left front corner of table holding BOOK3,
the toolbox and the MATCH.

The MATCH is to the right of BOOK3 on the table with the toolbox
and the carved HEART.

The PATCH is on the head sitting on the trunk that holds BOOK2.

The books reveal the proper position for the three different
sets of controls.
Here's how to set the trickiest of the controls.

Once all the controls are properly set and the correct item has
been found, it will be possible to use the blue cabinet to return
to the Gazebo.
Save your game before entering the blue cabinet.
There is a monitor in the blue cabinet. You will get a message
from Sammy, and then the monitor will go dark. Click on it to
start the Oracle's Door puzzle.
The Oracle's Door puzzle is another potential game-ender. There
are six variations of this puzzle. You are told which doors you
can safely go through in the Gazebo by Jamie and Janie. Jamie
always tells the truth and Janie always lies.
For example, if Jamie says, "My (lying) sister would tell
you to go through doors 1 and 4," that means that you do
not want to go through doors 1 and 4. If Janie then says, "I
always tell the truth. You must go through doors 1 and 3,"
you do not want to go through doors 1 or 3. Since Jamie has already
told you about 1 and 4 and now Janie is lying about 1 and 3, the
only safe door to go through is 2.
There is, however, a much easier way to get through this puzzle
and that is this: Go through any door that is not mentioned. If
doors 1 and 2 are mentioned, go through doors 3 or 4. If doors
1, 3 and 4 are mentioned, go through door 2.
Here are the six possibilities listed by which doors are mentioned
by Jamie and Janie.
- Jamie: 1 and 2
Janie: 1 and 2 (Go through doors 3 or 4)
- Jamie: 1 and 3
Janie: 1 and 4 (Go through door 2)
- Jamie: 1 and 4
Janie: 1 and 3 (Go through door 2)
- Jamie: 2 and 3
Janie: 2 and 3 (Go through 1 or 4)
- Jamie: 2 and 4
Janie: 2 and 4 (Go through 1 or 3)
- Jamie: 3 and 4
Janie: 3 and 4 (Go through 1 or 2)
Once you are through the door, you will find yourself on the
Back Lot. You will run into a couple of folks, and then you will
face the Mystery Marquee.
Save your game before attempting the Mystery Marquee.

There are six possible answers for the Mystery Marquee. This
is a timed puzzle, so getting a quick start is important. You
get two big clues to the puzzle's solution.
Your first clue is how many empty squares there are to fill.
Your second clue is which letters stick to the marquee. The puzzle
will not let you spell the wrong answer.
If there are six empty squares, the word you need to spell can
only start with A, H or T.
If A sticks, the word is ANTHEM and the deed will be hidden behind
the Star Spangled Banner at the Museum of American History in
Bughouse Square. The Star Spangled Banner is the first document
in the second row.

If H sticks, try A for the second letter. If A sticks, the word
is HAMPER and the deed will be hidden in the laundry hamper in
the main office.

If H sticks and A doesn't, the second letter is E. The word is
HERMAN and the deed will be found by clicking on the mouth of
Herman the Amazing Worm in Magic Mile.

If T sticks, the word is TRENCH and the deed will be found in
a box in a trench in the alley to the right of the building holding
Herman the Giant Worm.

If there are seven empty squares, the word is CHAPTER and the
deed will be found in the book on real estate law in the main
office.

If there are nine empty squares, the word is PARCHMENT and the
deed will be found behind the Declaration of Independence at the
Museum of American History in Bughouse Square. The Declaration
is the document on the far right in the top row.

Save your game before naming the thief.

If you paid attention to the clues offered by the Magician, Spelling
Bee and Lost and Found, you should have no trouble correctly naming
the thief.
(If you've enjoyed playing Panic, you might think about
sending a note to Howard Tullman. He has a website here.) 
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