Sunday, 9 December 2007
SSSG11: Escape From Nowhere
SSSG11
Play it here:
You start in a hotel bedroom. You find a piece of paper under the table-leg. It is a map. Very useful.
The drawer in the bedside table is locked - you need to find a key.
In the en-suite bathroom, to your left, very white, you manage to loosen a tile on the wall in front of you. Obviously in a vandalising frame of mind, you now prise as many tiles as you can off the wall, revealing pipework behind. Three pipes: yellow blue and red.
Turning the stopcock on the blue pipe you turn on the water. And a key falls to the ground. However you soon find it doesn't fit the bedside table.
Explore the hotel a bit. You will find vitamins, b12, under a towel by the basin in downstairs (floor1) bedroom's en-suite bathroom. A note in that bedroom says 'I lost my book'.
You can find the book under the awful pink frilly cushions on the sofa thing in lounge2 nearby on floor 1.
Through the piano lounge to the dining area. A note on the table warns about a loose floor tile - but I can't find one in there.
Another note/page can't be picked up till you have the book you lost. You read that missing page to find the symbol on it looks like the one in one of the bedrooms, (bedroom 2, next to your room) and you are told the number it corresponds to (it changes each time you play).
In that room you try the number you have on the safe and it opens and gives you another page for your book!
Back to the dining area and exploring further you find a screwdriver under a bowl in the second kitchen and a bottle of vinegar in the first kitchen.
The screwdriver helps you loosen a floor tile in the hall - called Landing in the game - actually it's a large piece of the wooden dance-floor at the foot of the staircase slightly to the right. You find a safe with a symbol - need to find the page with that symbol on.
In Lounge1 with the three vials (typo vile - oops) LXIX is written to the left of the vials. Roman numerals - sixty nine (four greens, three blue and four red).
This key opens your bedside drawer (bedroom1). Inside is a sheet of music ( ECFD)
In the Under Construction room in the basement there is a very hard to see bottle on the table ahead of you. It is a see-through plastic bottle with a green top, to the left of the junk on that table (just above the left table-lefg).
Put the vinegar and the vitamins into the bottle and a chemical reaction happens. Use this on the floor stain in the basement hallway. Message: You used the chemical and something has appeared in the stain. You get a key. It opens the wall panel in the control room. Inside are four three way switches and I have no idea .. but maybe the squiggle in the floor where you use the chemical shows the positions -
looks like first one middle second top third bottom last middle?? Yes, that works, and you hear a 'magical' sort of noise but what happened?
It unlocks the piano! Go there and try the music ( ECFD). Note that the piano still won't work if you make the mistake of clicking the switch panel after you hear the noise, so if you have made this mistake, go back and do the switches again.
You will hear the notes of the piano as you play them. Then you are told a new area has been unlocked. Go upstairs and along the corridor to the end, bedroom4. Another safe with a squiggle which you should have in your book (different code each time).
Get another page.
In the Conference Room the whiteboard has a sum for you to do with all your squiggles. In this run-through I had 37+42+93 so far. Just need another one
that comes from the moveable piece of floor. In my game this time this last one is 4
so 37+42+93 +4 = 176. Yours will be different.
Go to the Conference Room - the room to the left of the control room - and put in your total (different each time) and you get a red gem.
You remember coming across a place on the wall in the corridor which says that something 'sets here'. Place the gem. Something has happened - continue down the corridor and out through the fire doors at the end. You are finished.
You made it out, but you may wish you hadn't bothered. It doesn't look like a very nice place to be. Better to have stayed inside sipping cocktails by the lake!
Saturday, 24 February 2007
Wogger Mini 24
Wogger Mini 24
Continuing the adventures of our little red friend, we join him now in an underground tunnel....
We arrive to see a lantern tumble down. Click on the greenish-grey lump of rock in the middle and go to it.
If you click on the stick now, you will go along the stick and it will tip you to your death! So don't.
Instead, go down and to your left along the big grey root towards the lantern. Then you can light the lantern, and hang it on the near end of the big stick as a counterweight, enabling you to use it to cross the gap. Click on the stick twice to do that.
Once across, climb up the thin root towards the switch. Click the switch which releases a long piece of wood beneath you. Climb back down to the wood. Abrief flash of light to the left of the picture, and it's the end - for now.
Sabrina on Fraser Island
Sabrina on Fraser Island
An old game from 2005. Sabrina is back from North Pole and she thought that it was time to go somewhere where the weather is warm all the time. So she bought a cabin, ordered a plane and dropped off to a jungle on Fraser Island (Australia) to find the cabin. Help her by pointing and clicking around.
You have to click Sabrina, click to get her to go to the branch on the left, click her to get her to somersault up to the spine above her - only then you can click the elusive spider and then the coconuts to get it to spin its web over there.
Then click on the strand of web leading over to the palm tree, she will shimmy over it, and if you then click on the leaves of the palm tree, right near the top, she will continue to there.
Click on the coconuts and she goes down. The dingo closes in in anticipation...
Sabrina won't go down with the dingo there. A 'dingo ate my baby' remember...
Click the left-most coconut and she will chuck it down on the dingo's head and it goes away. Then it's easy. Click just above the sprout of leaves near the base of the trunk and then on the vine hanging down.
Once Sabrina is back on the ground, a sign appears saying Next. Click that and she finds her cabin. End
Wogger Mini 25
Wogger Mini 25
Monster arrives. Don't click on Hot Link! Jump off the piece of wood, clicking just a little below and to the left of the end of it. Then go round the back to the other side of the giant root, just below the lantern. Grab the lantern and wave it at the monster to make him back off.
Then hang it at the lowest point of the grey root near the monster. Grab the stick you used in the last level, and it will fall down. You can then pick it up and throw it at the monster.
Find your next place, in the green ferns below and to the left of the lantern. Then you turn and go to the bottom, almost straight down. The screen rolls down and you find a green gem. End.
Sunday, 18 February 2007
Super Sneaky Spy Guy 6 The one in the jungle
Catching up on this brilliant series. This episode gets more complicated with more places to discover and obstacles to overcome. As usual the beautiful scenery and locations makes it a delight to play. Beware of the sharks!
Super Sneaky Spy Guy 6
Super Sneaky Spy Guy commments etc at Clicky Games
This is another brilliant episode of an increasingly brilliant series. Three cheers for Self Denial! There is a lot of trekking about, but I loved that. It all feels so real, and you just wallow in the atmosphere. The hidden arrow method of navigation makes you feel you are really hacking through undergrowth, or climbing up a rock.
You wake up to find you have been in a plane crash and are the only survivor. You are injured. You pick up some rope, then go left to a jungle path.
If you now go south you might turn to the right and find a log across a fast-flowing river. You are informed that you 'do not have the energy to cross this log right now'.
If you go back and go to the left of the jungle path, you find a strange post with an input device that tells you:' The code is simple, what kind of lights are in the cave?' If you have come here at this stage you may wonder, cave, what cave? Maybe you have come back here later in which case you will know the answer, if you have bothered to investigate the lights.
You can pass this and go straight on to a beach, a stony beach, but beyond it is a nicer beach, with a raft. Amazingly for someone who hadn't the strength to cross a log earlier, you are able to pick up this raft and lug it around with you! Ooops, no you can't if you find it at this stage, (unless you have already been to the caves) as you need a gold key! Come back later.
Go back to the jungle path. And carry on for quite some way, until you come to a map dropped on the wooden bridge. 'You have found a map. Now you can track where you are at.'
Struggle across the bridge and proceed till you find yourself in an amazing cave. Check out the lights [mercury lights]
In the cave you can turn right or left. To the right, more amazingly well-lit caves. But your path seems to be to the left, where you can find a way through to the exit.
Carry on up the steps and through more jungle. Sharks! You need a boat of some kind to get past the shark. Mmm,what about that raft I found? It needs a golden key to unlock it. But I now have the answer to that question about the lights.
So retrace your steps all the way back through the caves and along the jungle path to where the dead palm frond marks the path, turn left and now you have the answer to that question about the lights. Aha, a golden key! Go through to the second beach and pick up the raft.
Same old trek along the jungle path, over the bridge, back through the caves, and find shark beach. Now you can pass. You use the raft and find yourself approaching a beach with a beautiful beach house. Landing, you find that nobody seems to be home. You will have to go around the back.
Go along the veranda and go to the table by the pool. You find a strange shopping list.
There is a boat ahead off shore. It has a name on it. It is hard to make out. It starts with an S. Going right, you find yourself in a white bedroom, clicking on the TV you get what might be a clue…'Got fruit?' Odd.. Going through you find yourself in a living room, oh, and there is a basket of fruit! You move it and find what is probably the name of the boat [Sea Breeze].
Going left, we come to the kitchen. To the right is a room we can't access without knowing what this means: ' Room#269 Is my room!' Hmm, what information do we have that might help? Back to look at the shopping list, or maybe you wrote it down at the time. Using the initial letters we read 'Caleb269'. So Caleb is the password here.
In Caleb's room we can't find anything of interest, so go out to the patio. There we find a jacuzzi, but the water is cold. Clicking the pottery thing we find we have turned on the power, but nothing happens. Going left we find Caleb's private beach, but nothing of interest to the average sneaky spy.
Back to the kitchen, we try the guest bedroom to the left. Behind one of the pictures is a broken fuse, or wire, but are unable to fix it. We need electrical tape perhaps?
Investigating the kitchen further, we find we can go through to a hallway. The room on the left is the Den. In the Den we find, on a small table, what 'looks like part of a statue'.
To the left our way is barred unless we know the name of their boat. Which we do. Sea Breeze. So enter that and pass through to a pond with stepping stones. We find a strange item in the pond but need something to help us get it.
To the right we find a car, which must be amphibious[!] as it tells us 'Maybe you can use this car to get off of this island.'
Back through the Den, and take the door to the right off the hallway, where you find the master bedroom. There is a strange pedestal in the middle of the floor but it is empty. In the ensuite bathroom you find some pills. 'You took a few and now you have energy!' Now I have energy maybe I can cross that log across the turbulent waters!
We know we need some items. Nothing else seems to be found around here, so maybe we should go back and have a look around for what we might have missed or were unable to find earlier.
Back through the caves etc, and across the bridge til you come to the jungle path again. Oh look did we miss a turn off to the right? Ooops maybe not, the stench of rotting bodies tells us it’s the crash site, and where we first came from. Continue to the palm frond across the path and take the right hand option to the log bridge, and we don’t have the energy still, unless we have found the pills in the bathroom. If we have, we find the energy to cross it, and come to a shack in the jungle.
Investigating the interior, we pick up a magnet. And some electrical tape from a camp bed in the kitchen area. We try to open the door of the stove, but it needs a red key.
Back to the house then. Now the old familiar trek through the old familiar places, back to the house, and the guest bedroom to the left of the kitchen. You can fix the loose wires now, with the electrical tape. The Jacuzzi is now on, so go to Caleb's room to the right of the kitchen, and out to the jacuzzi. Where you can now find a key – a red key.
Now that you have the red key you might as well trek back to the shack and see what's inside that oven! …and guess what! You 'found what looks like a part of a statue.'
Going back to the stepping stones through the windows to the Den, you can now use the magnet to get what 'looks like part of a statue'.
Now to get back to the bedroom and put it on the pedestal – at this stage the statue is completed although it doesn’t really look like it.
You place the statue on the pedestal and a key appears. A car key. Now back to the stepping stones (out through the Den. no don’t go out through window of white bedroom) and go right and maybe that car will start now.
And it does….!!!!
Strange layout in this house – to get to the bedrooms you have to go through the kitchen!!!
SSSG7 Super Sneaky Spy Guy 7 The Golden Goblet
Note: this map was created painstakingly and has taken me all night. It is now five in the am, and I started this at ten. Please link to this post and do not just copy it.
Super Sneaky Spy Guy 7
Super Sneaky Spy Guy 7 at ClickyGames
The one with the Golden Goblet.
This is the one Super Sneaky Spy Guy with the, um, "difficult" interface. The brilliant author of this series, Self Denial, was trying new things about 'intuitive' direction, but it was not necessarily a huge success. Navigation can be a real pain. [note that the game is still really worth it, so get used to it!]
Note: Two houses. The big one on the left is called the Guest house. The smaller one on the right is called the Main residence.
The code for the alarm system (574) for right hand house is scratched on the stone paving near the place where you start the game, one screen to the left .
On the table of the 'Living room' in that house you find a battery. You find the 'Master bedroom' to left of living room.
In the 'Dinette' there is a note about a lost clarinette, which you will find in drawers in kitchen. (click handle of middle left one)
Continue through the kitchen to the 'Patio' and find blue gem on table. Red gem is in the white bedroom, just called Bedroom, to the right when you are in the 'Dinette'.
Guest bedroom 2 (to left of living room in 'Main residence') has a light bulb lying on a table, but beware, there are two views for this room and its in the view without the bed. You may easily just enter the room and leave without noticing it.
Over to big house - the 'Guest house'. You currently have two gems. Go into the 'Guest Living room'. In the room behind you, 'Guest room 4', you find a mini cassette in a drawer.
Go up through the Guest living room, the Guest kitchen to the back patio. Investigate the views beyond. Go to the right from the patio to the pool areas, ending up in 'Pool,lounge' (which keeps reminding me of that rather excellent film 'Trees Lounge'), where we find the last gem, the green one, hidden in a planter.
Go back to the Guest kitchen and investigate the two bedrooms to either side. Guest room 8 has a flashing alarm that goes off as you enter. Turn it off and look at the picture. Make a mental note of what you see. (Palm trees reflected in water)
Bedroom 3 is the other room. It contains three vase-like objects which are obviously the rightful homes of the gems. Put the gems in place, and get black key. (which is needed to access the Master bath room)
Back to other house and the Master bedroom. Now that you have the black key you can get into the Master Bath although it's a bit tricky. Moving the tissue box you find a silver key.
Look around the Master bedroom well and read the book on the desk (to the left as you go in). You read '… I see a reflection of __ palm trees' Enter the number of reflections of palms on the picture in the Guest room 8 and you will get a gold key. (8)
Now with the gold key you can go through to whatever lies beyond Pool,lounge!
Wandering back along the beach to the Guest house, we go up through the house to the Pool, lounge. The gold key unlocks Guest Rooms 7 and 6. In a bedside drawer in Guest Room 6 you find a tape recorder which, if you have the battery and the tape, plays a message…'The peaceful view is where I like to play my song on theclarinette for the birds. I play for them 'wind song'.'
So, remembering, we go to the top left of the map, where there was a nice view and a peaceful view. Here we play a song on the clarinet. We choose to play 'wind song', and magically the golden goblet appears! If we click it now the game is over.
We still haven't used the silver key, for the room off the guest living room. Now we go in, and the fan is missing something. We put the bulb in and read in its beam a clue we didn't really need: 'Sunset palms reflection'.
Go back and click the goblet if you haven't already.
My first go at this game ended early. How come I could finish it without the silver key? And what was the light bulb for? Didn't use that in anything. See above for answers.
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