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HomeMobile Game TutorialMobile Game GuideLoco Motive: Part Five Walkthrough

After a few chapters in the shoes of Arthur Ackerman and Herman Merman, we finally get to see what it's like to be Diana, the cool agent who seems to be somehow relevant to the tragic circumstances surrounding Lady Unterwald's death.

Loco Motive: Part Five Walkthrough

Part Five of Loco Motive begins with Diana being taken off the mission she was looking forward to, and her friend April's plan to help Diana tackle the mission no matter what. This will mean fixing up an old motorbike, naturally. If you need some help with any of the puzzles forced upon you by Part Five, we've got the solutions right here.

How To Fix The Motorbike

Loco Motive: Part Five Walkthrough

If you speak to April, you can learn that your main issues getting the bike started are missing fuel and some faulty wiring. Let's get the bike fixed!

Begin by heading to the back of the room and picking up a pneumatic canister from the pile next to the Quartermaster. Then, talk to the Quartermaster and examine the wiring kit to the Quartermaster's left.

Now examine and pick up the mouse on the table at the bottom of the screen. This is Agent M! Combine Agent M with the canister you just picked up, and then use the mouse-filled canister with the 'loading bay' in the machine on the left side of the area.

Loco Motive: Part Five Walkthrough

Once Agent M is inside the loading bay, pull the lever down and then press the button here. Since the lever is down, the mouse will end up inside the Quartermaster's office and nab you the wiring kit.

While you are on the left side of the screen, pick up the empty fuel tank on the ground here.

If the lever is up, the mouse and canister will end up near the pile of empty canisters, where you can just pick her up again.

With the wire cutters, examine the big car on the right. Use the wire cutters on the yellow rubber tubing here. You should also use the wiring kit on the motorbike - this will fix the faulty wiring!

Use the rubber tubing on the car's fuel inlet on its side, and then use the empty fuel tank on the rubber tubing. Diana will siphon off some fuel, which you can then use on the motorbike.

Once you've fixed the motorbike's wiring and fuelled it up, talk to April and ask her about the bike - she'll confirm that it's ready for action and you can progress.

How To Get On The Train

Loco Motive: Part Five Walkthrough

The issue here should be quite obvious - you need to find a way to get on the train. Diana begins here with a bag of gadgets - open it within your inventory to see what's inside: explosive pencils and truth serum perfume.

Grab one pencil from the box of them, and then use the Wire cutters with it to get some gunpowder. Then, combine the gunpowder with the fuel tank and use the resulting explosive fuel on the bike by giving it to April.

How To Escape The Ropes

Loco Motive: Part Five Walkthrough

After the cutscenes that followed the previous puzzle, you'll end up in Herman's carriage and able to switch freely between controlling Diana and Arthur.

To get out of this ordeal, switch to Arthur and attempt to interact with the ropes. The twins, however, will interrupt.

To distract the twins, talk to them and pick the following dialogue options:

  1. I was hoping you could help us resolve an argument...
  2. Herman bet you couldn't beat him in a staring contest.

This will get Arthur's hand free, allowing you to access his inventory. Use the mouse on Diana's ropes to escape.

How To Deal With Jian And Stop The Train

Loco Motive: Part Five Walkthrough

More cutscenes will play, and you'll end up with Arthur being fired at atop the train and Diana in the front of the train.

Arthur can't do anything at the moment, so switch to Diana. End the conversation with Bergmann when you're ready and then use the truth serum from earlier on the documents he's burning.

Now that he's affected by the truth serum, you can talk to Bergmann and convince him to stop burning documents by threatening to report him to your superiors. Keep selecting the new lines to get him to give up. Pull the whistle cord - this will signify (and somehow summon) a tunnel for the train to go through.

Loco Motive: Part Five Walkthrough

Switch back to Arthur and pick up some coal. Wait until Jian has stopped firing at you and is reloading - use this window to throw the coal at him and then quickly switch to Diana and pull the whistle cord.

To then stop the train for good, use Diana's incendiary pencils on the firebox.

This will send you into Part Six: False Pretences.

Loco Motive: Part Five Walkthrough

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