Go through the opened door to the rollercoaster garage, then back the storage room and to the puppet theater. Insert the Gold coin in the coin slot A. Pull the curtain rope B. Place the Puppet knight on the horse C and then give him the Puppet shield and the Puppet sword. Pick up the Brass moon D and pull the string. Insert the Brass sun into its slot A. Insert the Brass moon into its slot B. Turn the crank C. Pick up the Fireworks D.
The hydra came alive! You have to defeat it. Combine the Crossbow with the Fireworks to get the Loaded crossbow. Shoot the hydra A with the Loaded crossbow. Pick up the Hydra's tooth B. Cut the strings off using the Hydra's tooth.
Then pick up the Apples. Give the Apples to the donkey A. Go through the opened gate B. Chapter 3: Terrible mistake Pick up the Feather A. Use the Can Opener to open the jug D , then pick up the Eye bolt from the inside of the jug. Pick up the Wooden spoon E. Look at the cell door F. There is a hook behind the bars. Ask Nathaniel for help G. Pick up the Stick A and the Broom head B. Combine the Stick with the Broom head to get the Broom.
Grab the Hook tool C with the Broom and pick it up. Give the Hook tool to Loreen. Put the Eye bolt in the drilled stone A. Then use on it the Hook tool to pull out the stone. Open the bundle and pick up the Drill bit B. Combine the Hand drill with the Drill bit to get the Drill. Use the Drill on the door lock C to open the cell. Then get out of the cell. Open the manacle A using the Feather. Pick up the Keys B. Use the Keys on the lock C. Pull out the Fish statue A and pick it up.
Talk to Loreen B. She'll give you the Toilet paper if she has it. Alternatively, go to her cell and pick it up. Wipe out the slime C using the Toilet paper.
Give the Jester's Cap to the Prisoner. He will give you the Malachite. Move the blanket A on the bed. Pry the broken plank B with the Iron bar. Pick up the Chisel and hammer C. Break the chain D using the Chisel and hammer. Move the stool E. Insert the Fish statue into the ugly face slot F. Insert the Malachite into the ugly face slot G. When the ugly face opens, pick up the Old key. Insert the Old key into the hole. Insert the Wooden spoon into the switch hole and switch it up.
Go out through the opened door. Pick up the Nathaniel's clothes A. You will also find the Corkscrew in the pocket. Pick up the Mug B and then open the closet behind it. Pick up the Metal ring C.
Try to pick up the arrow D. Unfortunately it breaks down and you get the Broken arrow. Switch the lever on the wall E. Pick up the Door knocker F.
Use the Corkscrew to remove the bung G stuck in the barrel hole. Then use the Broken arrow on that hole to pull out the Key. Fill the Mug with water from the culdron H to get the Mug with water. Then pick up the Nails from the bottom of the cauldron. Put the Key into the keyhole I then switch it and press the handle to open the door.
Pick up the first Plank A. Open the drawer B. Pick up the Cloth C and the Broken ornament D. Water the withered flower E using the Mug with water. Place the Metal ring and the Door knocker on the right wagon's door A. Use the doorknockers in the proper order, as displayed above the door B. Go to the right wagon. Pick up the second Plank A. Pick up the Glue B. Pick up the Hammer C. Clean the dirty mirror D using the Cloth. Move all the wood logs aside A. Try to untie the bow B on the sack.
Pick up the Ornamental rose C. Pick up the Ball and chain D. Pull the right chain E to pull up the scarecrow.
Pick up the Diamond skull F. Put the Ornamental rose in the hole G in the chair. Pick up the Gauntlet H. Insert the Diamond skull into the skull padlock I. Turn the crank J. Pick up the Sickle A. Cut through the tied sack B with the Sickle and pick up the Branding iron. Pull the lever C using the Gauntlet. Insert the Branding iron in the hole D. Go through the opened entrance. Pick up the Bullwhip A and the Diamond pin under it. Turn the Lever B. Pick up the Jewel C. Look at the harph and then look at the instructions.
Pick up the Butterfly wing D. Pick up the Ornamental bird E. Pull the left chain A to lower the scarecrow. Insert the Ornamental bird into the place on the scarecrow's necklace B. Pick up the Treble clef C. Use the Butterfly wing on the broken butterfly D and switch it. Pick up the Spiked cylinder E. Combine the Diamond pin with the Jewel to get the Jewel note.
Attach the Ball and chain to the longer chain A and then pull the shorter chain. Press the handle B. Pick up the Oramental dragon. Go to Nathaniel's cell.
Pick up the third and last Plank C which will give you the Planks. Go to the left wagon. Combine the Broken ornament with the Glue to get the Ornamental flower. Insert the Ornamental flower into the portrait A. Uncover the tablecloth B. Then look at the engravings in the wood C. It is the right order for the knobs on the safe D. Switch every knob as instructed. Pick up the Ornamental knives. Pull the rope E beside the altar curtain.
Put the Ornamental knives in the chest F and pick up the Knife. Place the Planks on the stilts A. Cut off the vines B using the Knife.
Insert the Oramental dragon into the hole C. Place the Ladder on the wall D. Go over the wall. Chapter 4: Behind the wall Pick up the Club A. Try to touch the bird B and when it flew away pick up the Cotton balls.
Look at the decorative painting C. It is the clue associated with the attributes you should give to the knight. Open the door D and get inside. Fire the ballista using the trigger A. Pick up the Colored circles B. Pick up the Needle and thread C and the Bread crumbs D. Pick up the Ash pan E. Insert the Colored circles into the place under the cover. Pick up the Teddy bear remains. Combine the Teddy bear remains with the Cotton balls to get the Ripped teddy bear.
Combine the Ripped teddy bear with the Needle and thread to get the Teddy bear. Give the Teddy bear to the guardian A. Pick up the Key that the guardian dropped B. Open the padlock C using the Key. Pick up the Lance D. Insert the Lance into the knight's hand A. Insert the Shield into the knight's hand B. Pick up the Amulet C.
Put the Amulet into its place on the cage D. Place the Bread crumbs in the cage E. Pick up the Symbol of swords F. Insert the Symbol of swords into the place on the shield. Pick up the Harpoon A. Cock the ballista using the crank B. Load the ballista placing the Harpoon on it C. Attach the hook to the handle D. Shoot the ballista E. Insert the Club into the empty socket A. Switch every lever B.
Pick up the Tongs C and the Cloth. Soak the Cloth in the fountain to get the Wet cloth. Pull out the first Crystal spike using the Tongs. Pull out three more Crystal spikes on the harph using the Tongs. Clean the dirty iron plate A with the Wet cloth. We found the problem and fixed it in June What did I miss?
A: Well, fluffy bear is nice and everything, but if you want to knock him out for sure, maybe try something more Try it first, then the bear ;. Q: I thought I'd checked every door, but apparently missed at least one, because I didn't get that Achievement, either. How many doors are there to check? A: There are 6 doors total, in 5 locations starting with the horror storage room and ending with the guard room.
Let me know if you need a specific list. Q: I've not been able to find the doormat for the key Can you give me any clues? A: Oh yeah, this one is pretty twisted ; Here's a clue: if you really need to find the key under a doormat, then does it matter who puts it there?
Interrogator requires you to get additional information that are not required to progress the plot but give you some hints about what is going on. It just encourages you to talk to the characters at various points in time.
Mostly after a dialogue if you keep asking the character to speak again they might respond with new information. Thats pretty much all the secret to it. Who captured them and why? And what is this place anyway? It was built with a technology that is no longer welcome on modern systems and can't keep up with the new requirements.
All good things must come to an end, sadly. Take control of two main characters, alternating between one and the other. At first they will keep fighting, but hopefully, with time, they'll learn to be more Help them escape their cells, find their way around the castle and discover who's behind the capture.
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