Underground base escape game walkthrough


















I've tried all sorts of ways to enter the star sequence from the frame onto the door, but nothing seems to work. Which way round does it go, Estefania? Clodagh - For the top row, use on left column going from top to bottom. Bottom row, use top to bottom on right column of door.

LOL Sometimes the descriptions to explain the game-storyline really make me smile. Well that was fun.

I should have paid more attention on those school outings to traditional villages at the blacksmith's. For those who can't find all the emoticon-octopus-sunny-thingies: Doorscene: 1. In the plant.

At the blacksmith: 4. On the right shelf, inside the three drawers, behind the picture frame. Keys: At the blacksmith: 2. Behind the brown whatever thing on the pole click it three times. Doorscene: 1. Under the mat of course Subscribe and get daily new escape games by email. Please read our Commenting Rules before posting your comment! Posting walkthrough links to YouTube and other sites is forbidden! Please report any spam or unwanted comment by contacting us.

You are always a great spy. In this escape game you go into a super secret underground base for your new mission, but unfortunately you are lost.

Use spy mind, search for hints and utilize the objects for escape from there. Good luck and have fun! I found the 10th on the chains in the left room - very sneaky - and out! Stars: Bottom of the sequence on the right panel, top on the left - that worked for me. Break vase for 10th octopus, which leads to bent key. Put in pincers to add to heat. I can't get the heated bent key off the pincers into the water to cool down! Enter on the wall lock to get a key. The key opens the stone box.

Inside, there is a red pyramidion part and a number of coins. Place the golden Sphynx in the water basin to obtain the fourth pyramidion part. Connect the 2 base pyramidion parts and place them on the central pillar. Add the two others on top. This reveals a door key. Insert the door key into the leftmost or any door. Puzzle path to the exit : Insert the door key into the middle or any door. Puzzle spell symbol that can reach the middle : Insert the door key into the right or last remaining door to exit the level.

Press the buttons with the symbols shown inside each sarcophagus you can open the vertical ones with the crowbar on the box surrounded by four golden sarcophagi. Inspect, double-click to unroll, then take the key Insert the key into the stone box to receive a Baboon-Headed lid. Pick up the golden artifact bird. Pull out the pin from this chest to reveal a key. Use this second key to open the other red chest, revealing another golden artifact chalice.

From biggest to smallest, the puzzle solution is: 3 - 8 - 7 This provides another golden artifact horned animal head. Rotating discs with falcon head: The number of coloured gems inside the first red chest: 2 blue - 5 clear - 3 red This gives a golden artifact falcon head. In co-op, two players hold them in those positions. Press the camel button twice. Move the red lever to the left. Press the scorpion button once. Stage 2: Press the camel button once. Move the red lever to the right.

Press the sun button. Stage 3: Move the red lever to the left. Press the sun button twice. Press the camel button once. Press the scorpion button twice.

You receive a red ball. Two lights appearing together means a human-animal hybrid. You receive a black ball. Solve the maze puzzle from the outside ring. Moving the knobs, you get two more pyramid statues and three more statuettes. You earn this achievement if you finish the level with all of them still intact.

You can save them from possible destruction by hiding them in the trash bin or your character inventory. Can also be obtained in Adrift in Space: Space Walk. Rotate the power wheel so that it points to A - B - C - F positions at the same time, then pull the lever.

As explained in tablet PDA, to restore gravity Access the computer using the security hints found on nearby objects Rocket with 7, trophy with star, dog projection 'ODIN' In the cogwheel menu, use the middle button to have the blinds come down, as this will let us access another token.

Open the toolbox, pick up the triangle shaped tool. Insert this into the port on the left of the door. The lid opens and reveals space for three batteries. One battery is floating initially, one can be found in the drawer on the right of the PC, while the third has to be taken from the battery compartment of the robotoy in the left drawer above the bed. Don't accidentally use the corroded battery. Press on the fingerprint scanner to end the level. Turn off the power, place them so that the cables connect from the power box to the metal replicator then turn the power on again.

Orient the drone towards the exit door mode: rotation and press the laser button to melt the metal pieces blocking it. Repeat for the door opposite of the exit door. Now you can use the fingerprint scanner and reveal a hard to spot token on the ground behind the glitchy door. Finally, insert the rewritten red card into the the exit panel to finish the level. Can only be acquired while wearing the yellow character skin change it from the character customization screen. The hint is given by the tablet above the metal recycling drawer.

The correct solution is Take the now-accessible controller from the cabinet, unlock it using the code periodic elements on the back form ONeThReSIx. Using the blowtorch turn it on in inspect view first! You can then pick them up through the door opening. In the fabricator, use the helium that's right next to it to create coolant.

In the chemical combiner, create sodium aluminate by combining sodium hydroxide in the right drawer below the fabricator in the canister slot and a piece of aluminum from the metal recycling drawer in the material slot. In the fabricator, combine sodium aluminate and nitrogen.

Insert the coolant into the lower port on the central tank, then adjust the crystal device until you have the correct height move it up until the text changes , and then insert the crystal into the upper port. From the toolbag, take the screwdriver. Use the screwdriver to open the power panel above the space suit. Remove the broken fuse and one of the fuse Insert the fuse from the exit panel, the fuse from the left bottom drawer, and a fuse from the safety rules locker.

Now put on the space suit, and move the fuse back to the exit panel. Put the disc back into the battery. Use the crane to put the batteries into the E1 and E2 engines. Pull the hatch switch and click the exit. If you are just looking to complete the level, it's enough to get the level exit key from the last step. Some of the optional tasks are required to get the tokens, and doing all is best to understand the whole level.

The solution stems from the newspaper on the sofa. Like in the previous level, doing the very last step is enough to finish it. The other ones are partially required for tokens, and are of course recommended to experience the entire level.

Placing the vinyl on the gramophone and playing it reveals the right order for the lock below it, which also requires a bird from the butterfly cabinet to understand. Take the matches inside, and interacting with the matchbox, take out a match, light it on the side of the matchbox, and use it to start a fire in the fireplace. Place the thermometer inside the fire to have it open up. To finish the level, set the clock in the following way, as hinted by the unlocked thermometer: full moon, both clock arms to midnight, and the 3 levers from left to right: middle height, bottom height, top height.

Insert paper into the typewriter and press any random buttons on it until you are done. You receive a light bulb. Open the rabbit lock box in the right dresser drawer using the code obtained by typing the code on the lockbox proper using the typewriter and paper. Take the projector lens. Open the lock on the left dresser drawer: solution from counting the lit windows on the doll house above. Take the first film reel. Open the toys box using the jack in the box codes: solution from "beloved children" letter and trying after how many rotations the different jack-in-the-box toys pop out.

Take the horse toy. Take the key on the back of the mirror on the dresser; this opens the left drawer under the typewriter. Take the second film reel from that drawer. Assemble the projector: one film reel from the desk, the other one from the dresser drawer; the light bulb from inside the globe, and the projector lens from the rabbit lock box in the top right drawer of the dresser.

Insert the toys as follows to finish the level solution from the family portrait left of the typewriter :. Grind the almond using the grinder. Insert the ingredients into the boiling coals in the above order to reveal the code Open the bottom drawer of the "hands of cosmos" station with the mannequin code solution: mannequin body postures form numbers to get two planets.

Insert all planets into hands of cosmos panel Saturn from the top drawer of the same place, Jupiter and Mars from its locked bottom drawer, and Earth from the table on the left of it. The hands of cosmos puzzle asks you to click one planet on each hand as shown on the panel; the papers on the sides explain the correct spots to click. The combination for the tarot card lock left of the hands of cosmos station is based on the tarot cards and note from the key-locked compartment.

The zoetrope lock is below the zoetrope itself. The combination is based on inserting the differently coloured stripes and watching the "video" through the cylinder cuts. Place all the ouija pieces and then spell V-O-I-D to finish the level this is the code that lights up where the painting used to be. For the last token, press Stay to keep playing. Butterfly clock: Match the clock arms with the butterfly colours and the pattern on their pots.

You get the fourth exit key. You get the third exit key. Gives rat man box and note piece to solve it. The code is , namely the rat man's limbs, the amount touching the circle, and the ones pointing to the left. Inside you find the first exit key. Species: Place the tiles in the following order: Rose found in corner of the room, in front of the deer door Fly found under the elephant model Frog found at the clock Snake found on the right of the eyes panel Eagle found inside deer lock compartment.

Gives the fifth exit key. Take the screwdriver from the desk drawers bottom drawer under the shredder. Inside you will find the food that provides the code for the next lock.

Also take the key from the green watering can and open the drawer with a lock next to the fridge to get the menu. Sum up the prices for the combined dish to get the code. Take the USB stick inside, and rotate its blocks so that each side contains the same symbol.

The remaining lines show the pattern needed to unlock the phone. The phone contains a hint explaining the TQ code to access the PC. Use to unlock the PC. Use the key to open the lock on the cabinet with three drawers. Take the red floppy, insert it into one of the two floppy drives on the PC to the left. On the PC on the right of the cabinet purple monitor , press the eject button to get the blue floppy, and insert it into the other floppy drive.

Unlock the floppy analysis code by matching the game company parodies found around the level: Use the floppy analysis tool to get the code for the next step. Combine each of the three bad sector pairs in the floppy analysis tool to form drawn numbers.

Mandatory: In the 'Unlocker' application, insert the code that you get from the analysis tool. Take the quantum chip. Purple screen computer: Step 1: Dial the BBS number found on a billboard outside: Step 2: Enter the code from the numbers written with lit up windows on the buildings outside. Left side: token; right side: cassette. Then from the lowest drawer of the cabinet at the first two PCs, take the screwdriver box, and open it to find a screwdriver and 3 heads.

Attach the square head to the screwdriver and insert it into the square hole on the tape deck. Adjust the screwdriver rotation until the screen stops flickering and gives a blue image, unlocking the computer.

Play the mini-game of approximating your way to the right random number between 1 and to open the compartment below. You have to do this within 7 steps. Insert the four quantum chips into the device to get the exit key.



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