Covert Front ep 1; la solution francaise


– Tourner à droite, ramasser le tuyau sous le feuillage et prendre les ciseaux cachés dans la caisse en bois. Aller à gauche de la porte, regarder l’espace dans les feuillages. Couper les fils électriques avec les ciseaux. Revenir à la porte, entrer.
– Regarder le portrait de la femme à droite, noter l’heure de l’horloge. Entrer dans la pièce à gauche. Prendre les allumettes dans la cheminée et le crochet caché dans le tiroir du milieu. Aller dans la pièce à droite, cliquer sur l’horloge. Déplacer les aiguilles sur l’heure du tableau, prendre la petite clé. Revenir dans le couloir, cliquer sur la porte sous l’escalier. Crocheter le cadenas avec le crochet métallique et entrer, prendre le pied-de-biche.
– Retourner dans le jardin, aller au fond à gauche dans l’angle du mur. Soulever la grille avec le pied-de-biche. Tourner la manivelle du tuyau. Revenir dans la cuisine. Prendre le passage à gauche de la cheminée et descendre les marches. Allumer la lumière et placer le tuyau sur la pompe à côté de la porte. Baisser la manivelle pour vider l’eau de la cave. Ramasser la clé. Revenir dans le couloir.
– Monter les escaliers pour aller à l’étage. Entrer dans la chambre et cliquer sur la table de nuit, prendre le livre. Ressortir et utiliser la clé pour ouvrir la porte de la bibliothèque à droite. Replacer le livre dans la bibliothèque (en bas à droite). Sortir les deux livres décorés de l’aigle impérial (gros livre rouge dans l’étagère du haut et livre gris dans la deuxième étagère en partant du bas). Entrer dans le passage qui est apparu.
– Ouvrir le secrétaire avec la petite clé et prendre la bague. Ramasser les plans sur la table à gauche et les billes flottantes dans l’angle de la pièce. Redescendre dans le couloir au rez-de-chaussée.
– Cliquer sur le petit panneau carré à gauche du portrait de l’homme, utiliser la bague pour ouvrir un passage. Descendre à l’échelle et allumer la lampe avec les allumettes, ramasser le fusible au sol. Aller deux fois à droite, remettre le fusible à sa place puis cliquer sur le bouton gris pour allumer la machine. Tourner à droite, utiliser le pied-de-biche sur la grille pour sortir. En bas, tourner à gauche et éclairer le tunnel avec les allumettes.
A suivre …

written by Lambda



Covert Front ep1; walkthrough


You begin in front of the main entrance. Go right. Pick up GARDEN HOSE by vines.
In the wooden box, pick up GARDEN SCISSORS.
On the wall with the vines, click to find an electric panel. Use scissors on the wires.
Open the door and head in.
Check the picture of the woman on the wall to the right. Notice the time on the clock. 2:35.
Go into the second door on the left. A dining room. Check the clock. Change the hands to the appropriate time. Grab CLOCK KEY.
Go through the doorway on the left. Kitchen. Grab the MATCHES between the grates in front of the fireplace.
Open the middle drawer and take a look inside. One utensil is different from the others. It is an ICE PICK. Grab it.
The opening to the left leads down to the basement. Turn on the light switch. Connect the hose to the contraption by the entrance.
Head back upstairs. In the hallway, under the stairway on the right (very hard to see) is a small storage doorway. Click on it to zoom in, use the icepick on it to unlock it.
Pick up CROWBAR inside. Leave.
Go outside to the manhole (the side with the wires). Use crowbar to open it, leading to a valve. Twist it and get back to the basement.
When the water drains, grab the SILVER KEY. Go back, and upstairs.
The first bedroom on your right has clues to check out; most importantly the end table. Pick up the BOOK and leave.
You can enter the second bedroom for a clue if you want.
Open the right-side bedroom with your key. Place the book in the spot on the lowest shelf. Now, you may notice you can take books out to see their covers. No, it’s not a game of memory. You must pull out the two books with the symbol that is the same as you’ve been seeing all over the house. The eagle crest. When pulled, a secret door opens.
You’re now in a kind of lab. Read the torn book on the desk. Go to the rear table and collect the PLANS. Go to the hideaway desk and use the clock key to open it. Pick up the SIGNET RING.
This has a crest on it as well. Go downstairs, to the end of the hall with the portrait. To the left is a crest indentation. Use signet ring on it. A door opens. Go in.
Go down the ladder and use the matches on the oil lamp. Pick up the FUSE on the ground. Head right twice. Machine room. Use the fuse on the machine. Now you can operate it. Notice the pictures of flying machines on the wall. Go right.
Grates. Use your crowbar. It will break. Watch the short sequence. You’re now in a dungeon. Turn the corner, light a match. To be continued…

written by Utsuki, found on Nordinho

~~~~

Flying Newspapers! Then…Don’t you love that modern handbag? Give it a click.

Undo the clasp, of course. and then open it.

Take out the contents. You can play with the lipstick. :) Then answer your razor-looking hi-tech spy communication device. A mission!

In the Courtyard:

The door won’t open, surprise. Turn right and grab the garden hose on the ground(for later). Look also at the statue and in the box. Grab the garden scissors.

Check out the left side. Note the grate in the corner and the fusebox on the side of the house. How to disable the locks?

Use your garden scissors on the gold middle panel. Dangerous kids, don’t try this at home. The door is now unlocked (yaaay!)

Welcome to the von Toten Manor: First Floor:

Don’t you love this music? Turn into the first door on the left. Grab the orange matchbook behind the crate, in the fireplace. Open also the second drawer and take the scary labotomy ice pick from between the silverware. Back to the hallway.

Take a good look at that lovely portrait of the woman on the right wall. Blegh.

Click the locked door underneath the stairs on the right. Pick the lock with the ice pick to retrieve the crowbar from behind the lovely bottle of poison.

Head back outside to use it.

In the Courtyard, part 2:

Head left, to that grate in the corner. Pry it open with the crowbar and head down.

In case you can’t figure it out, turn the wheel. Yes, that’s really all. Climb up and back inside.

Welcome back to the von Toten Manor! First Floor:

Let’s go back into the kitchen, the first door on the left. Hang a left in front of the grate into the dark stairwell down to the flooded basement. Water + Electricity? looks dangerous. Hit the light switch on the right for a better view. Look, a key down in the lower left corner. But how to get to it?

Hook up the garden hose to the top of the pump. Flip the switch on the pump.

Grab the key, in case that was counterintuitive. Let’s head back upstairs!

This time though, before you leave the kitchen, head into the dining room, through the archway on the right. You can check out the weird head on the right, but I never got it to do anything. Look at the clock on the left, though…doesn’t that just feel like a puzzle?

Where have we seen a clock before?

Well, if you did as I told you, you should’ve seen it in the background of the woman’s portrait. Put that time on this clock.

Last I checked, it read 2:35. Grab the key in the bottom right compartment, and back out into the hall.

Second Floor:

Hopefully you made your way upstairs, maybe stopping to check that lovely picture on the landing. Again, I think it’s just a red herring, like the head and SO MANY things on this floor that seem like you should be able to pick them up.

Head into the first door on the left, von Toten’s bedroom. This is where the magic happens…but I don’t think the magic is what happened in here too recently–look at that mess.

After realizing you can’t interact with or pick up ANYTHING, click the blue lamp at the left on the other side of the bed and grab the book off the nightstand.

Head into the second door on the left ….which only brings disappointment. There’s nothing to do in here! That screw on the floor just taunts you, doesn’t it.

Use the key from the basement on the right door. Books? Hmmm looks like a puzzle agaiiiin….

Place YOUR book on the lower right portion of the shelf. Then you can click around at all the books and try to match up the symbols

…..but in the end, no other books matter than those with that eagle insignia you might’ve seen around the house, so only keep those out, and push the rest back in. If you’ve actually TRIED to play the game and not just follow this Walkthrough, you should’ve found the guy’s portrait on the back wall covered in that logo.

If you can’t find both books, though, it’s the short red one in the middle of the top shelf, and the 3/4 tall beige-grey one at the left of the third shelf from the top. Look, a secret passage!

Second Floor, continued:

Grab the rotating floaty ball things in the right corner, and then inspect the desk at the left. Grab the plans. Next, click the desk on the back wall, in the left corner.

Use the clock key in the gold hole. WHOOO BOOTY! Too bad you can’t take it all. What a virtuous spy you are, indeed. However, jack the ring from the back right corner.

Go Back and click the desk with the red chair. Look at the book (which does you no good…but you can get a little joy from the name “Manfred” hehehe)

Go back, back to the library, back to the second floor, back to the first floor, and then, back to the back wall.

First Floor, yet again:

Let’s go to the back wall and check out that portrait of Von Toten. If you head to the left, you see ….more stuff you can’t do anything with. To the right of the portrait, you find a bathroom….again, with nothing to interact. I guess all that’s left is the portrait itself, or more importantly….

a hole in the wall, featuring our new favorite symbol. Let’s stick that ring in there, since the symbols match. Hey, pretty high-tech for 1904, hmm? Although that Razor device in the intro wasn’t very believable either. haha

Well, I guess we’re headed in. Go down the ladder.

Use your matches to light the lamp and illuminate the well-hidden fuse on the floor in the middle of the screen, right next to that rock. Right again and there’s MORE stuff you can’t mess with. Darn. One step over there, and you can interact with this big thing.

Sitck your fuse in the tray with the two others. Flip the round switch under the guages.

OH NO AN ALARM!!!! You wondered what those speakers were all over the house, didn’t you? Turns out they weren’t just broadcasting this lovely violin track. Head one screen to the right. Use your crowbar on the grate. Oops, broke it. No time to mope, head on in.

You’re in the sewers, but you can still hear that blaring alarm. Hope you didn’t wake the neighbors. Turn left to see…almost nothing. It’s so dark. Light a match to see your way. It burns down and….to be continued? How suspenseful.

Congrats! You made it (with help)! All in All, a short game by comparison, I mean…no secrets, not a lot of excess stuff, puzzles pretty straightforward–unless I missed something. I’m sure we’re just being lulled into a false sense of security, and the later chapters will be completely bewildering.

written by Jacob, found on JayisGames

~~~~

go right and take sheers from box and hose from under the vines.
go left twice and use the sheers on the fuse box
Enter house and take note of the picture to your right
Go to the first door in your left
take matchbook from fireplace and icepick from middle cupboard(under table)
Go left and use the hallway picture to get the Clock Key
Go back to the hallway and look at the locked door
Use the icepick on the lock and get the crowbar
Head outside, go left and click the ‘box’ or wall
Use crowbar on sewer and turn off the pipe.
Head to the kitchen and down to the basement (next to fireplace)
Turn on the lights and use the pipe on the machine near the door and turn it on. Take the key.
Go upstairs
Take the first door on the left
Look behind the bed(table) and get the book.
Go back and use the library key on the rightmost door.
Place book in bottom row of bookshelf and pull out books;
1st row, fattest book
3rd row, nearest book
Take the rotating thing and turn left to take plans
Use zoom in and use the clock key on the cabinet and take ring
Go down to hallway and go forwards
Look at round indentation on the left wall of the picture and use ring
Head down and use the match on the oil lamp. Pick up fuse
Head right twice and use the fuse on the machine
Turn it on
go right and use crowbar on grate and head into it
Go left and use match.

written by Radial; found on LazyLaces



Covert Front ep1; solución en español


written by Claudia, found on el Comentario

Afuera
– Agarrar las tijeras de la caja.
– Agarrar la manguera que esta debajo de las ramas.
– Usar la tijera en la caja eléctrica que esta en las ramas ( sobre la izquierda )

Entrar.
Cocina.
– En el cajón del medio, agarrar el pica hielo.
– Agarrar los fósforos de la estufa a leña.
-Usar el pica hielo en el candado. Agarrar la uña.

Ir afuera.
Usar la uña para abrir la rejilla que esta en el pasto del jardín, girar la válvula.

Ir adentro.
– Ir al sótano.
– Encender la luz.
– Conectar la manguera en la maquina pequeña.
Encender la maquina.
– Agarrar la llave.

Ir a la habitación cercana a la cocina.
– Colocar el reloj a las 14:35, esta es la hora que aparece en la pintura de la mujer.
– Agarrar la llave pequeña.

Subir la escalera.
– En la primer habitación de la izquierda, agarrar el libro que esta al lado de la cama, en la mesa de noche.
– Usar la llave en la puerta de la derecha.
– Colocar el libro en la estantería.
– Presionar los dos libro que tienen el águila.

Se abre una puerta a la derecha.
– Entrar.
– Usar la llave del reloj en el gabinete.
– Agarrar el anillo.
– Agarrar el objeto azul que esta flotando sobre el pedestal.
– Agarrar los planos que están sobre la mesa.

Bajar la escalera.
– Colocar el anillo en el hueco cerca de la pintura.
– Bajar la escalera.
– Usar los fósforos en la lámpara.
– Agarrar el fusible.
Ir a la derecha dos veces.
– Usar el fusible en la maquina.
– Bajar la palanca de la maquina.
Ir a la derecha.
– Usar la uña en la rejilla.
Entrar. Ir a la izquierda.
Usar los fósforos.

Continuara….



Daymare Town Insight


DayMare Town, a strange and oddly deserted town that gives the unsettling feeling that eyes are peering from around corners. It is a drab and dreary town, not a very pleasant place to be. But now you’re stuck, and you’ll do anything you can to leave.

The artwork in this game consists of sketches that create a much different atmosphere for a point-and-click game. Also, the difficulty has been kicked up a notch with the author claiming that DayMare Town is the hardest puzzle game he has made by far.

[written by Jay]



Submachine FLF, polska solucja


Autor: Suzi, znalezione na anitkak
1. Drugim przyciskiem od prawej włączamy magnetofon i zabieramy klucz.
2. Kluczem otwieramy drzwi i wychodzimy. Oglądamy numerek nad drzwiami.
3. Zaglądamy za róg, gdzie znajdujemy nóż.
4. Wracamy do pokoju z magnetofonem i przecinamy szew na ścianie. Podnosimy kartę.
5. Wychodzimy na zewnątrz. Wkładamy kartę do urządzenia i wciskamy przycisk.
6. Przechodzimy po kładce i udajemy się na górę, a potem w prawo i przez drzwi. Otwieramy szafki i znajdujemy slajd.
7. Schodzimy na sam dół, tam gdzie piłeczka. Wyglądamy przez okno i zapamiętujemy układ symboli na ścianie.
8. Wracamy dwa poziomy wyżej i skręcamy w prawo. Wkładamy slajd do projektora, wciskamy przycisk i klikamy na zdjęcie.
9. Schodzimy na dół, wchodzimy przez pierwsze drzwi i idziemy w lewo. Ustawiamy symbole ze ściany i zabieramy taśmę.
10. Wychodzimy na korytarz i idziemy do końca w prawo. Klikamy na przycisk na ścianie i słyszymy charakterystyczny odgłos.
11. Wracamy na górę, skręcamy w prawo i przechodzimy przez drzwi. Oglądamy obrazek z sową i odczytujemy na nim numer.
12. Znowu schodzimy na dół, za drugimi drzwiami ustawiamy na urządzeniu numer z obrazu z sową (215). Zapamiętujemy symbol.
13. Wracamy na górę, za pierwszymi drzwiami na urządzeniu ustawiamy symbol i podnosimy słuchawki. Gra muzyczka.
14. Wychodzimy na korytarz i idziemy do końca w prawo. Na panelu ustawiamy cyfry znad drzwi (3218).
15. Idziemy do końca w prawo i montujemy taśmę na projektorze. Wciskamy przycisk i oglądamy film.



Covert Front 1, polska solucja


autor Gorka, znalezione na anitkak

1. Skręcamy w prawo i podnosimy leżący w trawie niebieski wąż.
2. Zbliżamy się do drewnianej skrzyni na liście. Ze środka wyciągamy nożyczki.
3. Wracamy przed drzwi i skręcamy w lewo. Wśród liści odnajdujemy skrzynkę elektryczną. Nożyczkami przecinamy kable, odcinając tym samym zasilanie zabezpieczeń.
4. Otwieramy drzwi i wchodzimy do środka.
5. Przez pierwsze drzwi po lewej wchodzimy do kuchni. Z kominka wyciągamy zapałki, a ze środkowej szuflady szpikulec do lodu.
6. Wracamy na korytarz i klikamy na drzwi pod schodami. Przy pomocy szpikulca otwieramy kłódkę.
7. Wchodzimy do schowka i zabieramy łom.
8. Udajemy się na zewnątrz. Skręcamy w lewo i podchodzimy do murka. Łomem podważamy kratkę. Schodzimy do studzienki i zakręcamy zawór.
9. Idziemy do kuchni i przez otwór w ścianie schodzimy do piwnicy.
10. Zapalamy światło. Podłączamy węża do maszyny i pociągamy za dźwignię. Chwilę czekamy, aż wypompowana zostanie cała woda i podnosimy srebrny kluczyk z podłogi.
11. Wracamy do hallu i oglądamy uważnie wiszący na ścianie portret. Zapamiętujemy godzinę na zegarze.
12. Przez drugie drzwi po lewej wchodzimy do jadalni. Na zegarze ustawiamy godzinę z obrazu (mała wskazówka na 2, duża na 7). Ze skrytki zabieramy mały kluczyk.
13. Wchodzimy po schodach na górę i przechodzimy przez pierwsze drzwi po lewej. Z szafki nocnej za łóżkiem zabieramy książkę.
14. Wychodzimy na korytarz i srebrnym kluczem otwieramy drzwi po prawej. Odkładamy książkę na puste miejsce na dolnej półce. Wyciągamy dwie książki z orłami na okładce (najgrubsza brązowa na górnej półce i druga od lewej na drugiej półce od dołu).
15. W prawej ścianie otwiera się tajne przejście do gabinetu. Wchodzimy do środka. Robimy zbliżenie na biurko i małym kluczykiem otwieramy zamek. Zabieramy złoty pierścień.
16. Sięgamy tez po magiczne kulki i po leżące na stole po lewej dokumenty.
17. Wracamy na parter. Obok obrazu na końcu korytarza znajdujemy panel ze znakiem orła. Przykładamy do niego pierścień. Otwiera się kolejne tajne przejście.
18. Wchodzimy za obraz i schodzimy na dół po drabinie. Za pomocą zapałek podpalamy stojącą obok drabiny lampę naftową. Na podłodze znajdujemy bezpiecznik.
19. Udajemy się dwukrotnie w lewo. Umieszczamy bezpiecznik w maszynie i pociągamy za dźwignię.
20. Skręcamy w prawo i łomem wyważamy kratę. Przechodzimy między pozostałymi prętami.
21. Gdy zejdziemy na dół, skręcamy w lewo i zapalamy zapałkę.



Just a little something…


… to entertain you for a sec or two. Just a little mind distractor. There’s something wrong with the gravity here, take a look:

tab



what I’m currently working on…


cf_01

>>>>>>>news flash<<<<<<<

I just found out that the world premiere of Covert Front will be on july 18th. Sorry for desinforming you about the release date, but I was just talking about finishing date of this game, not publishing. Right now it’s out of my hands, so please be patient. This week will pass very quickly. :D

>>>>>>>/news flash<<<<<<<

What if World War 1 started in 1901?…

This is a screenshot from a new game that I’m currently working on. Can’t tell you much details on that stage of development, but it’s a point and click spy story allright. I’m guessing it will be finished by the end of June, so stay tuned for something completely new (not submachine).

cf_02

cf_03



Submachine: Future Loop Foundation


game_submachine_flf

play this game

walkthrough | la solution francaise | solución en espanol

polska solucja | russian solution | more submachines

game description:

Expect the unexpected. 50 days after releasing Submachine 4: the Lab here is a brand new submachine for You to play. It was made especially for the Future Loop Foundation, so don’t be surprized if you find elements pointing to that band and their latest album, “Memories from a fading room” within the game. Basically it’s out of the main storyline, but there are few elements that could lead You to some interesting theories about the meaning of the submachine itself.



Submachine: Future Loop Foundation; multiple walkthroughs


Walkthrough

written by Mateusz Skutnik

(this walkthrough only shows how to get out, the puzzles not connected to this goal are left out).

1. turn on the magnetophone, get the “key”.

2. open the door using the “key”.

3. go aroun the corner to find the “knife”.

4. go back to padded cell and using the “knife” cut one of the stiched places on the wall.

5. get the “keycard”.

6. put it in the machine outside the padded cell. When the light turns green, hit the button.

7. Enter the new area.

8. go up the ladder and find “slide” in the storage room.

9. go back and to the bottom to the room with a squeaky toy.

10. look out the window, and zoom on the code written on the opposite wall. Write down this code or memorize it.

11. go back to the entrance of this section. go right to the projector. Put “slide” inside, and turn the machine on. Click the picture displayed on the wall.

12. you’ll be taken to another section.

13. go downstairs and to the right.

14. enter TV room. In that room go left.

15. enter the code you have written down into the machine, then hit button at the bottom.

16. collect the “reel”

17. exit this room, go back up the stairs and to the far right. You’ll see a code lock on the wall. Input “3218” (if you’re curious – it was displayed over the entrance over your padded cell as your patient number).

18. after the wall stops sliding – go right until a movie projector. Put “reel” into the right place.

19. hit the button on the projector.

20 You’re out.

~~~~

another walkthrough

written by Lilly

THE CELL

You start in a padded cell. There is a radio and a door. When you click on one of the buttons on the radio, it will begin to play, and a key, attached to the wheel on the radio will be pulled in from under the door.

Pick up key and select it in your inventory, then use it on the door.

Now that you are outside of your room, go around the corner and pick up the knife. Go back to your room and cut open the sewed up holes in the cell until you find a card in one of them (the knife will stay so you’ll know the one) take the card and use it on the console outside your cell. Press the butten next to the green light. A tower will desend, and a bridge will extend from the door.

THE TOWER

Once you are inside the tower, go down the ladder twice, then left once.(Squeek the reindeer ball if you want to :D) Once you’ve gone left, look at the symbols on the wall. Write it down, it will be importent later.

Go back up the ladder, all the way to the top. Go right and into the storage room. Open all the compartments until you find a slide inside one. Pick it up. Go back to the first room you entered in the tower then go right. Put the slide into the projecter, and click the knob. Click the picture that is projected.

THE HOUSE

Go right three times, all the way to the end, and click on the glowing red thing hanging from the ceiling. Enter the numbers 3218 (the number above your cell door) and a passage will open. Don’t worry about that now, you can come back to it.

Go back left all the way to the staircase. Go down and left to the first door. Go through the door and to your left, and enter the symbols into the wall that you found earlier. Take the reel that is revealed.

Go back up to the passage that opened up before. Go right until you reach an olf fashoned movie player (don’t know that the actual name for it is) use the reel on the empty top. Click the knob to play.

Congratulations! You finished the game!

~~~~

yet another walkthrough in case you’re still lost ;)

written by baba44713; found on jayisgames.com

1. Push the third square button on the tape recorder. 2. Get key. Unlock door with the key. Exit right. 3. Follow the path behind the wall. Get knife. 4. Get back in the padded room. Use knife on stitch on the wall. Get keycard. Exit right. 5. Write down the number on the small paper above the door (3218). Put keycard in the slot. Press the button on the panel. 6. Go right, then up the rungs, right again and enter storage. 7. Open up all the lockers until you find the slide. 8. Go back the way you came and go all the way down (the room with the orange ball). Go left. 9. Note the symbols on the left wall. 10. Go back to the entrance and then to the right, where you’ll find a slide projector. Put the slide inside. Turn on projector. 11. Click on the women. You are transported to the house. 12. Go down the stairs, right and enter door (you must be in the room with the orange TV). Go Left. 13. Enter the symbols you saw on the wall. Push the button and get the film reel. 14. Go back to the top of the stairs. Go right as far as you can. Enter the number which was above the door at the beginning. 15. Go right in the passage, and walk right until you find the movie projector. Put the reel in. Push button. The end. Now I’m quite sure there is more stuff to this game. For instance, on the owl picture in one of the rooms sometimes a number appears (215). Entering this number in one of the machines gets you a symbol, which again you can enter in the cylinder-looking thing with the headphones. This doesn’t do much, though. Also, the room with the orange ball seems to have a secret passage to the right, which I’m unsure how to open. Are the lockers a code of some kind?

~~~~

You can’t possibly be lost anymore, but just in case… the fourth approach at the solution

written by Andy; found on lazylaces.com

1 – Click second button from the right on tape Machine

2 – Pick up key

3 – Use key to exit the room

4 – Go round the corner of the building and pick up knife

5 – Go back to door and look at the paper above the door

6 – Enter the room and use the knife on the square with a large “scar”!

7 – Collect Key card and use it on the machine outside the door

8 – Click the button and enter the new door

9 – Go down the ladder twice and go through the door

10 – click on the black square on the opposite wall and memorise the symbols

11 – Re-enter building and climb up 3 times

12 – Go Right and enter the storage room

13 – Click on the third box down on the left and collect the slide

14 – Exit room, go left, go down the ladder and then go right

15 – Use slide on projector and switch on

16 – Click on the picture to be taken to another dimension!

17 – Go down the stairs, right then enter the door

18 – Go left and enter the code you memorised earlier, click on the bottom button

19 – Collect the reel and exit the room

20 – Go left and back up the stairs, then go right three times

21 – Click on the red box and enter the code from above your cell door at the beginning of the game!

22 – Go right 4 times and use the reel on the projector

23 – Switch on the projector and hey presto!

24 – Watch the short cut scene and your done!


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