Daymare Town, la solution francaise


written by Lambda, found on Lambda

– Cliquer sur la grosse pierre vers le puits, prendre la ficelle et regarder derrière la pierre pour trouver une clé. Cliquer sur le puits, prendre la pièce sur le rebord et ramasser l’hameçon au sol. Combiner l’hameçon et la ficelle.
– Cliquer au niveau de l’angle du bâtiment à gauche du puits pour voir un premier oiseau. Cliquer dans le ciel puis au pied de la cheminée à droite pour voir un second oiseau. Revenir à la rue, cliquer sur l’égout, utiliser la ficelle et l’hameçon pour pêcher une pièce du puzzle. Cliquer sur le bâtiment « armory », entrer.
– Ouvrir le petit placard sous les escaliers et prendre le tournevis. Cliquer sur le tableau et bien observer comment sont placés les boutons. Aller à droite (« office », cliquer dans l’angle supérieur droit de la pièce, regarder tout en haut du conduit de cheminée pour voir un troisième oiseau. Revenir dans le couloir et ouvrir la porte (« torture room »). Cliquer à gauche pour découvrir un homme. Regarder dans l’évier, utiliser l’hameçon pour trouver une clé. Revenir dans le couloir, monter les escaliers et ramasser le chiffon au sol.
– Revenir dans la rue. Cliquer sur la bibliothèque (« book house », prendre le briquet dans le trou du mur à droite. Entrer dans la bibliothèque puis dans l’ascenseur. Choisir l’étage 1 et sortir. Regarder le tableau, c’est le portrait du vieil homme de la salle de torture. Regarder le second tableau, cliquer au bout du toit pour voir un quatrième oiseau. Regarder derrière le tableau à gauche pour trouver un papier. Cliquer sur le bureau à droite et prendre le livre.
– Retourner à l’ascenceur et descendre au -1. Aller à la bibliothèque à gauche et chercher le livre marqué d’un point. Ouvrir et regarder le cinquième oiseau. Retourner à l’ascenceur et aller au -2. Pour le puzzle sur le mur, il suffit de tourner les boutons dans le même sens que sur le tableau. Prendre la nouvelle pièce de puzzle. Tourner à droite et cliquer sur la table. Soulever la pierre et placer immédiatement le papier en dessous. Prendre la nouvelle pièce de puzzle.
– Retourner à l’ascenceur, descendre au -3. Aller au bout du couloir et regarder dans le trou pour voir une assiette, la ramasser. Reprendre l’ascenceur et ressortir du bâtiment. Retourner au bâtiment « armory » et placer l’assiette à gauche de la porte, entrer et monter les escaliers, ramasser a nouvelle pièce de puzzle. Retourner à la salle de torture, donner le livre au vieil homme, ramasser la pièce de puzzle qu’il laisse tomber.
– Revenir dans la rue. Aller vers le « passage » barré par la grille. Cliquer dessus, dans l’inventaire associer le tournevis et le chiffon pour faire une torche. Placer la torche dans le trou et allumer avec le briquet. Donner la pièce au bonhomme qui l’échange contre un morceau du puzzle.
– Cliquer sur le bâtiment « city hall », aller vers la gauche au lieu d’entrer. Aller encore deux fois à gauche pour trouver un gros bloc orné de boutons (ils symbolisent les oiseaux déjà trouvés). Revenir en arrière et suivre le petit bonhomme dans les marches. Ouvrir la porte avec la grande clé. Regarder par la fenêtre et cliquer dans l’arbre pour voir le sixième oiseau. Revenir au « city hall » et entrer.
– Entrer dans la troisième pièce à gauche, cliquer dans l’angle supérieur droit de la pièce, cliquer sur le nid pour voir le septième oiseau. Revenir dans le couloir et aller dans la deuxième pièce à droite. Cliquer sur la boîte à droite du bureau, ouvrir avec la clé et prendre la pièce de puzzle. Revenir dans le couloir et cliquer au dessus de la poutre puis quelque part dans l’enchevêtrement de poutres pour voir le huitième oiseau.
– Revenir dans le couloir et aller au bout. Tourner à droite et suivre les marches. Placer les pièces de puzzle dans les bonnes encoches puis valider avec les boutons. Revenir au bout du couloir puis aller à gauche. S’arrêter vers les bornes et placer les pièces de puzzle puis valider. Descendre les marches puis regarder vers le haut. Cliquer sur le hublot de droite pour voir le neuvième oiseau. Aller encore à droite et cliquer sur le barreau le plus à gauche de la barrière au fond pour voir un dixième oiseau. Ne pas cliquer tout de suite sur la manivelle du mécanisme.
– Revenir au bloc orné de boutons, prendre l’œuf d’or et aller le donner à l’homme enchaîné pour le libérer. Revenir à la manivelle et actionner la machine pour abaisser un pont et sortir de la ville.



DayMare Town; polska solucja


autor Gorka, znalezione na anitkak

1. Robimy zbliżenie na studnię. Po jej lewej stronie na ziemi znajdujemy haczyk, a na cembrowinie monetę.
2. Następnie badamy kamień. Na lewo od niego leży linka, a za nim schowany jest klucz.
3. Klikamy na schody prowadzące do ratusza, po czym skręcamy w lewo i wchodzimy po schodach między dwoma budynkami. Kluczem otwieramy drzwi i wchodzimy do środka.
4. Klikamy na człowieczka, który prosi nas o uwolnienie z niewoli. Przyglądamy się też rysunkowi na ścianie za nim, który informuje nas, co będzie do tego potrzebne – ptak dający jajko. Tak naprawdę to musimy w grze odszukać 10 ptaków, a wówczas jajko będzie nasze. 5. Wyglądamy przez okno i klikamy na lewy listek, który tak w rzeczywistości okazuje się być ptakiem. Słyszymy charakterystyczne krakanie.
6. Wracamy do podnóża schodów między dwoma budynkami i skręcamy w lewo. A następnie zaglądamy za róg. Stoi tam kolumna z 10 guziczkami. Te czarne oznaczają już odnalezione ptaki, a te białe – ptaszyska, których musimy jeszcze poszukać.
7. Wracamy na rynek i zaglądamy za róg po lewej i widzimy drugiego ptaka.
8. Teraz zajmiemy się kratką ściekową. Zbliżamy się do niej i łączymy linkę z haczykiem. Używamy jej do wydobycia pierwszego klocka.
9. Udajemy się do biblioteki. Wjeżdżamy windą na poziom 1. Oglądamy obraz z domkiem. Po jego lewej stronie znajdujemy rulon.
10. Teraz uważnie przyglądamy się domkowi na obrazku. Na samym skraju dachu po prawej stronie dostrzegamy ledwie widoczny zarys. Klikamy na niego i słyszymy znów słyszymy krakanie. Kolejny ptak odnaleziony.
11. Przenosimy się do prawej części pokoju, gdzie z biurka zabieramy książkę.
12. Wracamy do windy i zjeżdżamy na poziom -1. W prawym pomieszczeniu na czwartej półce od góry widzimy książkę z kropką. Zaglądamy do niej i mamy kolejnego ptaszka.
13. Zjeżdżamy na poziom -3. Klikamy na prawy dolny róg ekranu i zaglądamy w ciemność. Znajdujemy tam kamienny krąg (piszą, że to talerz, ale jakoś mi nie wygląda).
14. Jedziemy na parter i wychodząc zabieramy zapalniczkę z wnęki po prawej stronie drzwi.
15. Udajemy się do arsenału. Robimy zbliżenie na okrąg po lewej i umieszczamy w nim talerz.
16. Wchodzimy do arsenału. W małej skrytce na schodach znajdujemy śrubokręt.
17. Oglądamy z bliska wiszący na ścianie obraz, zwracając szczególną uwagę na guziki. Zapamiętujemy ich układ.
18. Wchodzimy na górę po schodach, gdzie na kolumnie znajdujemy kolejny klocek, a na podłodze szmatkę.
19. Schodzimy na dół i przechodzimy przez drzwi. Za winklem spotykamy czarną postać, której wręczamy książkę. Zajęta czytaniem gubi klocek, który zabieramy.
20. Zaglądamy do zlewu i przy pomocy linki wyciągamy z odpływu kluczyk.
21. Wychodzimy do holu i skręcamy w prawo. W prawym górnym narożniku pokoju znajdujemy komin, na którego szczycie siedzi ptak.
22. Wracamy do biblioteki i zjeżdżamy na poziom -2. Na ścianie pod lampą widzimy skrytkę z czterema zamkami. Ustawiamy je tak, jak guziki na obrazie z arsenału (w prawo, w dół, w dół, w lewo). Ze środka zabieramy klocek.
23. Po prawej stronie pomieszczenia znajdujemy stół z nożyczkami i kamieniem. Klikamy na kamień i szybko podkładamy pod niego rulon. Gdy się rozłupie, dostaniemy kolejny klocek.
24. Wychodzimy na rynek. Zaglądamy do zakratowanego przejścia po prawej. Ze śrubokręta i szmaty robimy pochodnię i umieszczamy ją w dziurze. Następnie podpalamy pochodnię zapalniczka. Gdy ogień rozjaśni nieco ciemności, wręczamy monetę ludkowi i w zamian dostajemy klocek.
25. Klikamy na niebo, a następnie po prawej stronie prawego komina. Oto kolejny ptaszek.
26. Czas pozwiedzać ratusz. Wchodzimy do środka. Zaglądamy do trzeciego pokoju po lewej stronie. Klikamy na górze po prawej stronie, a następnie na ptasie gniazdo.
27. Zaglądamy do środkowego pokoju po prawej stronie. Pudło stojące obok biurka otwieramy kluczem ze zlewu i ze środka wyciągamy ostatni klocek.
28. Wracamy na korytarz i spoglądamy do góry. Pod krzyżującymi się belkami znajdujemy ptaszka.
29. Przechodzimy do końca korytarza i skręcamy w prawo. Schodzimy po schodach i umieszczamy odpowiednie klocki w żółtych polach. Następnie wciskamy przyciski, by opuścić wystające trzpienie.
30. Wchodzimy na górę i skręcamy w lewo. Znów montujemy klocki i wciskamy guziczki.
31. Udajemy się w prawo i spoglądamy do góry. W prawym okienku znajdujemy ptaka.
32. Znów w prawo i pociągamy za dźwignię. Most zwodzony zostaje opuszczony. Ale jeszcze na niego nie wchodzimy. Tzn możemy, ale mamy jeszcze jedno zadanie do wykonania.
33. Klikamy na balustradę po lewej stronie i mamy ostatniego ptaka.
34. Teraz wracamy do kolumny z guziczkami (w lewo od schodów ratusza). Jeśli znaleźliśmy wszystkie 10 ptaków, na kolumnie będzie leżało złote jajko.
35. Jajko wręczamy uwięzionemu, który w magiczny sposób znika.
36. Teraz możemy już udać się na most i opuścić miasto.



DayMare Town; walkthrough(s)


Walkthrough 1

written by Viper, found on escapetheroom.blogspot.com

Click on the well
Click on coin located on the left ledge of the well
Just to the left of the well and very small is a hook
Click back to the main screen
Click on the sky
Click to the right lower half of the chimney, see 1st bird
Click on the stone down left of the well
Left and a little up from the stone is some string
Click to the right of the stone, but still on it and you go behind the stone
Take key
Go back to main screen
Click on the left most building’s ledge, see 2nd bird
Go back to main screen and go to Amory
Click on door and look at base of staircase at small cabinet door
Open doors and get screwdriver
Click on sad clown looking man
Notice the position of the packman like buttons
Go up stairs and look to the right of the column and get cloth
Go downstairs then click on office area to the right
Click on area to the right of the window where it looks like the wallpaper is rolling down
Click in the light part of the chimney area to see 3rd bird
Click back to original screen
Click on Book House
Just to the right is an opening, click it
Get lighter
Go in Book House into elevator
Go to floor 1
Click on house picture
Click to the right to see something behind picture
Take scroll
Click back to close up of picture
Click to the right of the chimney where it looks like a string is there
See 4th Bird
Click back to larger view of floor
Click to the right and collect book
Go to floor -3
Turn around
Go towards black passage
Collect round pie shaped piece
Go back in elevator to floor -2
Click to the right of the damaged light switch to get puzzle
Put packman looking pieces in same order as clown picture in armory
Collect triangle piece
Go to the right where the scissor and rock are
Click on rock and put scroll under it
Rock breaks to reveal square piece
Go back to elevator and go to floor -1
Click to the right where the bookshelves are
Click on book with the small dot fourth shelf down quarter over from right
See 5th bird
Take elevator back to 0 floor and go to main screen
Combine screwdriver and cloth
Combine string and hook
Click on sewer grate above the well
Use hook/string in sewer,
Get round piece
Click back to main screen
Click on passage
Click passage again and see hole branching from grate
Put screwdriver with cloth in hole
Light with lighter
Give coin to man
He gives you Square holed piece and takes torch
Click back to main screen
Click on Armory
Click close up on missing round piece to left of door
Place round piece in slot
Click in Armory and go to top floor revealing an L shaped piece
Go downstairs
Go through door to basement
Go to the left of the hooks revealing a sink and a scary bearded man
Give the book to the man and he starts to read and a reverse L shape falls out
Click on sink and use hook and string to fetch key
Click back to main screen
Click on city hall
Go in and click on back most left door
Click top right to view long chimney type area
Click on nest to see 6th bird
Click back to hallway with all doors
Click above wooden plank at top
Click to the right part between wood planks in the middle to reveal 7th bird
Go back to main hallway
Click on second door on right
Click on box to right of the desk on the floor
Use key to open box
Get U shaped piece
Go back to hallway
Click on middle of screen by railing
Go to the left
Go downstairs
Go downstairs again
Click on top of circle
Click on right circle
See 8th bird
Click back to circle
Go right see machine
Click on left part of banister
See 9th bird
Go back to front of city hall
Go left
Go upstairs twice
Open door with key
See chained man
Look out window middle top left in tree
See 10th bird
Go downstairs facing bottom of staircase
Go left and left again
Take golden egg from pedestal
Go back up stairs
Give egg to chained man
He disappears
Go back to city hall
Go down the hallway to the right and place pieces and push buttons
Go back up and to the left and place remaining pieces and push buttons
Go downstairs to big machine
Pull handle
Click on handrail at top of staircase
Fin

~~~~

Walkthrough 2

written by Chaoseed Software, found on Chaoseed

The Yard
Passages to City Hall, A Well, Book House, Armory, A Stone, Passage, The Sky.

Bird – Lower left corner, ledge on building.
The Sky
Bird – Where chimney meets roof.
A Well
Coin – On rim of well.
Hook – On ground in top left. (Combine it with String.)
A Stone
String – In upper left. (Combine it with Hook.)
Yardstone Key – Click right edge of stone.
A Sewer
Piece 1 – Use Hook on String on Sewer.
Passage
Piece 3 – Use Small Torch on opening, use Lighter on torch, use Coin on person(?).
Armory (entrance)
Passage to Armory (inside).

Piece – Put Plate in left Some Strange Ornament for Piece.
Armory (inside)
Passages to Torture Room, Office (Armory).

Portrait of a Soldier – Click on buttons to see switch code.
Screwdriver – Cabinet in lower left. (Combine it with Cloth.)
Office (Armory)
Bird – Click on top right corner, then in center again.
Armory (First Floor)
Cloth – In back right corner. (Combine it with Screwdriver.)
Piece 4 – Will appear here once you use the Plate on the Strange Ornament outside.
Torture Room
Click on back-left to reach Recess.
Piece 5 – The Librarian will eventually show up here. Give him the Book.
Sinkmouth Key – Click on Sink. Use Hook with String on sink mouth.
Book House
Lighter – Check outside, the Small Hole in Wall on right.
Reading Room (Book House floor 1)
Piece of Paper – Left edge of picture of Bloomfield House.
Bird – Roof of Bloomfield House in picture.
Book – On desk in right part of room.
Archives (Book House floor -1)
Bird – Book with dot in huge bookcase.
Workshop (Book House floor -2)
Piece 2 – “Puzzle?” on wall; use switch code from Armory painting.
Piece 6 – Go to table with scissors and rock. Click rock, then quickly put Piece of Paper under it.
Basement (Book House floor -3)
Plate – Just “Turn Around” and then click “Scary”.
City Hall (entrance)
Click the door to enter. Click the left to go to Left Yard.
Left Yard
Click Left to find a pedestal with the number of birds found, as well as a mysterious yawning mouth. Click on stairs to eventually get to Prisoner’s Room. Use Yardstone Key to unlock door.
Prisoner’s Room
Secret Puzzle – Use Golden Egg on Prisoner. Yay!
Bird – Click window of Prisoner’s Room. It’s on the left side of the busy part of the tree.
City Hall (Hallway)
Bird – Click top of screen, then just above and left of center.
Bird – Third door on left, click top right, click nest.
Piece 7 – Second door on right, click A Safe, use Sinkmouth Key.
City Hall (Puzzle machine area)
Bird – Go left, past the puzzle piece pillars, you’ll find an area with a hole right in front of you. Click top of screen, then click rightmost of the three holes.
Bird – Machine area, where railing meets left wall.
Final Puzzle – Match the puzzle pieces to their pillars, click each button, finally pull lever past the left puzzle pillars area. Right area: Pieces 4, 2, 5. Left: 6, 1, 3, 7.

~~~~

walkthrough 3

written by LunaticByTheSea, found on Nordinho

Collect these items:

The coin from the Well ledge. Then the hook barely visible to the left of the well.

At the rock in the courtyard:
The string to the left of the rock and the key behind the right side of the rock.

Then at the sewer grate, combine the hook and the string and fish out the Chinese puzzle block #1 (Square with round hole)

Collect the lighter from the hole in the wall to the right of the door to the Book house.

Enter bookhouse. Go to elevator. Take elevator to the basement (-3 button) once you’re in the basement turn around and go to the dark window at the end of the hall, collect a plate.

Back to the elevator, leave bookhouse and go to the Armory…place the plate you just picked up into the left side ornament holder and then go inside the Armory. Click on the soldiers picture and note the way his buttons are aligned (changes each time you play).

Backout from the picture and enter the doorway with the arch on top, go to the left of the room and find the sink with an ugly troll sitting there. Fish a key from the sink drain.
Backout once again and find the little box to the left of the stairway, grab the screwdriver, now go upstairs and find the chinese puzzle block #4 (looks like a backwards L) Also in this room is a cloth in the far right corner on the floor, grab it.

Now back to the courtyard. Go the the grate (passage) on the right side of yard. Combine the cloth with the screwdriver and insert that in to the hole inside the grate, light it with the lighter and you’ll see a troll , give him the coin and be rewarded with Chinese puzzle block #3 ( Square with a square hole)

Now go to city hall…in the middle room on the right, use the second key you got on the safe that’s on the right side of the desk, grab the Chinese puzzle block #7 (looks like a backwards C)

Ok, now back to the bookhouse, take elevator to the reading room (top floor) go all the way to the right and grab book thats on the easel, also in that room are two pictures on the wall, click the right picture and find a roll of paper behind the left side of the frame. Now take elevator to the workshop and click on the puzzle on the right of the elevator…click the knobs till it matches the soldiers buttons ( did you note their position earlier? if not, go back to the Armory and take a look) when you’ve done this you get the Chinese puzzle block #2 ( square with a big triangle in the middle) OK, now down to the workshop in the bookhouse, go all the way to the right to the table with the rock and scissors…this next part is a little tricky and you may have to do it several times, but heres what ya do. Click on the rock and then immediately click on the paper roll and place it under the rock while the rock is in the air. It’s tricky and always takes me several tries to get it right but once done correctly you’re rewarded with Chinese puzzle block #6 (Square, no holes)

Go back to the Armory and find the sink again and give the book to the troll at the sink he rewards you with Chinese puzzle block #5 ( looks like an L)

NOTE: YOu now have ALL the puzzle pieces you need to escape.

Now go to the City Hall and all the way to the end of the hall, turn to the right and all the way till you find the little doohobbers and put the corresponding blocks in thier place and remember to push down the top buttons, now backout and do the same for the little doohobbers on the left side of the hallway and remember to push the buttons on top as well, then go down to the right and see that lever ??? DONT CLICK ON THAT LEVER YET!!!!!!! Why?

Because you need to make sure you’ve found all the little birdies and unlock the prisoner from the far left side of the courtyard…you can still escape at this point but if you want to do it absoletely correct, ya need to find the birds…



Covert Front; episode 1: all quiet on the covert front


play this game

genre: point and click, escape, puzzle | release date: July 18th 2007

screen size: 550px/420px | data size: 3.71 Mb

~~

walkthrough | la solution francaise | solución en español

polska solucja | video walkthrough | hungarian solution

~~~~

>> july 19th update: fixed the “menu bug” and other small glitches <<

In Covert Front you are a top secret agent code-named Kara in an alternate history version of World War I. Assigned to infiltrate the mansion of a notorious scientist, Karl von Toten, you must discover the incredible secrets that lie within and escape with your life.

But first, you must figure out how to get through the front door! Covert Front is a point-and-click adventure game that will transport you to the center of an espionage-filled world.

You are a spy, and one of the best – so make sure you pay attention to details! It’s the the little things that can spell the difference between life and death.



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]



a lil’ bit manga-vibe character sketch


violetngray

or is it?…



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.


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