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Читы для Connections: It's a Mind Game

Чит-файл для Connections: It's a Mind Game

Connections:
It's a Mind Game

 За игрой пока никто не наблюдает. Первым будете?

Выдержка из Энциклопедии игр

Даты выхода игры

вышла (дата выхода неизвестна)

Solution [ENG]

Информация актуальна для
VIDEO PROBLEMS: If your Quick Time movies show a black screen, the following
are possible fixes:

In the windows directory, thereTs a qtw.ini file. In the [video] section, it
is normally set to
Optimize=Hardware. The three possible fixes are: Optimize=Driver,
Optimize=BMP, or Optimize=DIB. After playing the game, you may want to change
back to the normal setting of Optimize=Hardware in the [Video] section. Making
any changes requires a restart of windows.

Your goal is to collect items representing innovations throughout history and
put them into a chain of connections. When you find an item and itTs placed in
your chain, click it to see an interesting and educational video about that
item and the relation to other items in the chain. When the chain is finished,
you automatically go to another area of game. About the only drawback in the
game, it has to be started from disc 1 each time.

You stand facing a castle. Check the control box just right of the drawbridge.
Look under the carpet in front of the castle. Turn around and enter the
building with a single door. Examine the window inside. Turn and talk to Mr.
Burke, who appears several times throughout the game. When youTre alone,
examine the picture of Africa on the wall. Nearby, click the steel balls and
notice the clicks. Turn the globe to Africa and youTll discover a safe behind
the wall picture.

Examine the card on the desk (faint imprint of some numbers.) Get the pencil.
Click itTs image on your chain. Do this for all new images on the chain. In
the middle drawer, uncover the card and notice the five digit number. Could
these be related to the clicks of the steel balls? Anyhow, itTs the
combination to the safe, which contains a couple of shillings.

In the right drawer, there should be some carbon paper. Rub it over the card
with the imprint. Play the message on the phone. Be sure to rewind it. Make
sure youTve examined everything on the desk and in the room. At the building
with two doors, enter the Apothecary on the left. Buy the yellow bottle on the
shelf. Exit and enter the Electronics shop next door.

Examine the oscilloscope, TV, etc. Play the video tape on the TV (itTs
critical.) You learn about a drawbridge opener and a certain voltage. Go back
to the office. Remember the phone number you found on the card? ItTs to the
Electronics shop. Make the call and immediately play the answering machine
when the shop owner answers.

Go to the shop and get the oscilloscope. ItTs useless until you restore the
phosphor coating to its screen. Maybe a trade at the Apothecary will help.
Once the oscilloscope has been repaired, go to the drawbridge and open the
control box. Place the scope inside and set the proper voltage that you
learned about in the video tape. Enter the Castle.
                                        
NOTE: R means turn right, L means turn left, F means go forward once, F2 means
forward twice, and so on.

CASTLE.
Go straight ahead past the fountain. Talk to the guard. R, F, R, F, L. Go down
steps to the pump station. Get the shovel. Examine the pump. Face away from it
to see the flooded stairway leading down. Go

back upstairs and exit to the fountain. Go straight ahead to the other red
door. ThereTs a sword in the stone. This is your ticket past the guard. Turn
right to a small doorway. Get a condenser from the crate. Return to the
Apothecary.

APOTHECARY.
The woman should be gone. Get a match and a bucket. Return to the castle pump
room.

PUMP ROOM.
Use the condenser on the side of the pump. Get a bucket of water, from the
flooded stairwell, and use it on the condenser. Use your shovel on the coal.
Open the furnace and use the shovel on it. Light the furnace and use the
shovel on it again. Go down the drained stairwell. Lower the two sword
switches, on the control bank, all the way.

Return to the sword room and get the sword. Show it to the guard. Try to get
the jewel from the crown. Try again. Go back down to the control room and look
at the computer screen on the right of the control bank. Get the idea? At the
three wall switches, set them left to right false, false, true. Go get the
jewel from the crown and examine it and anything new on your chain.

Try to leave the throne room. Listen to Mr. Burke. You end up in a desert.
Ride the balloon. Examine the chain image. Turn to face the town.

MINING TOWN.
F2, L, F, L to the side entrance of the Orpheum. Go through the hallways,
knock on the magicianTs door and approach him. Go to the side entrance of the
stage and watch the act. Go to the door with a star and knock on it. Leave the
theater and go to the Dry Goods store. Click on the jar of aspirin on the
bottom shelf. Check out the self service telegraph room. The morse code chart
is critical. Try the key a few times if you want to. Go to the saloon.

SALOON.
Talk to the miner. Turn left toward the piano and listen to Mr. Burke. Play a
little yourself. Take the role from the piano slot. Check the image on your
chain. Talk to the gambler. Eventually, the phone rings. Answer it and get a
dollar. Talk to the gambler again and show him your dollar. Carefully notice
the order that he lays the cards down. Change them to that order but from left
to right, QKQQKKK. You get the gamblerTs keys and a carburetor.

Remember, always check new items on your chain. Put the carburetor on the
carTs engine. Get a crank and half map from the trunk. Carefully listen to the
music in the next part. It will possibly save you several trips later. Use the
crank on the front of the car. Note the tune on the radio and the BIG clue,
DYNAMITE. Give the half map to the miner and get a whole map.

Click the map in inventory for the directions. Check the piano rolls and keep
the one that plays the tune from the car radio. Go to the Dry Goods store.

TELEGRAPH ROOM.
Look at the code chart and write down the codes for dynamite. -.., -.--, -.,
.-, --, .., -, . and tap them on the key. Keep the dashes long and the dots
short. This is relatively easy with a telegraph key, but with your mouse itTs
quite different. For instance, the letter N -. give a long blast, then
immediately give a short blast without hesitation. If you pause between the -
and the .

it will be interpreted as two different letters. After you correctly tap out
the word dynamite, you win that very item, which is needed to clear the mine
entrance. Return to the Orpheum.

THEATER.
Go under the stage to the hydraulics room. Click the plaque on the wall, up
for off, down for on. Adjust all valve arrows up to shut them off. Adjust the
upper right valve down for on. Adjust the lower left valve, by the meter, down
for on. Working your way back to the upper right valve, there are three
additional valves to turn on (down) so that steam can go from the upper right
valve to the meter and raise it to 100.

If you have too much trouble, consult the built in hint feature for a drawing
of the valves. When the meter registers, go around the halls to backstage and
the hydraulic lift. Ride it up, turn around and go forward to the attic room
on the left. Put your piano roll in the loom and turn it on. If itTs the
correct one, you will get a rug with some red symbols on it. This is a code to
a puzzle in the mine. Once you get the rug with symbols, go to the mine
entrance.

MINE.
Use the dynamite to clear the entrance and try to find your way through the
mine with the minerTs map or do the following: F4, L, F2, R. F2, L, F2, L. F2,
R, F2, R, F2, R. Click the light patch, on the wall, for a sliding tile
puzzle. Click your pattern rug on the puzzle. Solve it and turn around. Go
forward and get the gold nuggets. In hints, use the magic square to get out or
do the following: turn around, go back to the light colored patch and turn
right. Then, F2, L, F2, L. F2, R, F2, R. F2, L, F2, R, F4.

At the Dry Goods, buy some aspirin and go to the womanTs dressing room at the
Emporium. Give her the aspirin. Click the item on the dresser. Examine all new
items on your chain. Back away from the dresser. Eventually watch some gents
playing lawn bowling. Score the game by giving a point to the colored ball
closest to the white peg. Or points to balls of same color if more than one is
closest to the white peg. You get a ball for correctly scoring. Go to the
Bank.

BANK.
The teller wonTt talk. Hmm! Go to the Diner and talk to the bowlers on the
right next to the last booth. At the register, try to take the paper from the
jar. Click on the ketchup bottle next to the register. Take the paper from the
jar and click on it in inventory. Go give the note to the bank teller. You
have to find out the motherTs maiden name. Go to the grave yard.

GRAVEYARD.
Find CaseyTs father, Bob MoranTs grave. CaseyTs brother TomTs grave confirms
that Watson is the maiden name. Return to the bank and get a crank from a
safety deposit box. Now go to the ship.

SHIPTS HOLD.
Take the sextant. Use the crank on the small silver plate on the cannon. Set
the cannon level and use your bowling ball on the cannon. Press the button. Go
around to the side of the bank, enter the hole in the vault and look around.
Do your own fingerprint.

JAIL.
Move the stool and click the corner of the floor. You discover a rare bone and
get a reward of a three dollar bill! Now you can afford that 2.99 special.

DINER.
Give the three dollars to the waiter and get the penny change. Take the
restroom key from the side of the register. In the restroom, click the mirror
and take the piece of fallen mirror. Go to the ship.

SHIPTS HOLD.
Click your sextant on the night sky. Click the mirror piece on the sextant
(large brass circle-itTs actually the eyepiece) to get a star fix. Adjust the
light dot with the up and down arrows so that itTs on the horizon (water
line.) Back from closeup of eyepiece and note the degree heading of 50. Set
the red handled telegraph lever to same heading. Face back toward the helm and
listen to Burke. (Disc change)

COURTYARD.
Now youTre in a medieval courtyard. Turn right twice and go up the stairs on
the right side of the building to GalileoTs office. Turn left in the room to
see the telescope. Click the arrow cursor above the eyepiece for a side view
of the telescope. It needs a lens in the center slot. Click on the lunch box.
Click on the boat in the bottle. Click the curtain to reveal a broken shrink
machine. It needs a timing device. It also needs insulation on the area above
the red bars.

Exit GalileoTs and go to the door on the left, the Tapestry Shop. Help the
shop keeper turn red patterns into orange. Watch the tapestry video on your
chain for an idea. Create alternating red and yellow squares. When successful,
you get her watch. Enter the church and go to the organ straight ahead and on
the right. The devil plays four main notes. You discover the organ doesnTt
work. R, F, L, F, L. ThereTs a water wheel that powers the organ. ItTs broken.

Cross to the left side hallway and enter the belfry. Fix the gears for the
hunchback and he will give you a wrench for the water wheel. Open the metal on
the right and arrange the gears from right to left in the following order:
medium, small, medium, large. Medium, small, large, medium, large. Take the
wrench and repair the water wheel.

Remember the four notes? The middle black key (Ab), the next white key left
(G), second white key left of there (E), white key right of there (F.) After
the pulpit raises, get the lens from the bible and return to GalileoTs. Put
the lens in the telescope and get a sandwich. At the shrink machine, replace
the timing device and use the shrink wrap. Pull the upper left lever to shrink
yourself and enter the ship in the bottle. Knock on the door. Turn right and
get the map. Give it to the captain. Enter the hold in front of the captain.
At the laquer tables, the left lever slides the tables left, and the right
lever rotates the tables around the center of the room. Maneuver the tables
for a clear path to the door. If youTre growing old, the magic button in hints
will do it. Review any new items on your chain. Then, exit the door.

EGYPTIAN DESERT.
Approach the woman and do a match puzzle. TIP: first remove the top center
one. After the puzzle, click the cup. Go left to the Sphinx. The guard
requires a password. Return to the tent.

TENT.
Click the phone, then click the cradle to the right of the fax machine. Now
you have to restore power. Get a hose from a drawer. Go

outside and take the gas caps from the generator and the truck. Click the hose
on either gas nozzle. Pull the generator start cord. Back in the tent, get the
code tape from the fax. Review the code video on your chain.

The difficult solution is to use the book, on the chest of drawers, to decode
the tape. The easy way is to wrap the tape around the tent pole. Either way,
go to the Sphinx and enter the code word on the wall.

SPHINX KITCHEN.
MEASURING FLOUR.
Dump a full small cup into the large cup. With another full small cup, fill
the large cup. Dump the full large cup back into the cannister. Put the large
empty cup back on the counter. Dump the partial small cup into the large cup.
Dump a full small cup into the large cup.

SETTING OVEN TEMPERATURE.
Go to the fish bowl and try to get the thermometer. Maybe the fridge has
something you can feed the fish. After getting the thermometer, place it in
the oven and close the door. Turn on the right knob and change the left knob a
little. Recheck the thermometer. Keep changing the left knob until the
temperature is at 350. Go through the door by the fridge.

CODED DOOR HIEROGLYPHS.
Numbers already displayed are 1-5 from left to right. You need 6 and 7. One
step back from closeup, 6 is in the third column from left. It looks like two
eyes with eyebrows. 7 is in the eleventh column and near the bottom. It looks
like a wishbone. Enter the new door and turn left. Watch a short video of the
Pharaoh taking a bath. Click the curtain. You need the toy warship.

You have to drain the tub. Click the hand on the water near the left side of
the faucet. Click the ship on the curtain.

THRONE ROOM ANTECHAMBER.
Maneuver around till you can enter the red trapdoor. Look at the instructions
on the wall. By heating a tank of water, it flows into another making it
heavier. That one will pull cords fastened to columns that open the big doors.
Back upstairs, smash the small chair on the right near the trapdoor. Place the
broken pieces on the small blue altar near the large doors.

Move the large mirror to direct the light towards the altar. Now you have to
concentrate the light onto the wood. Thoroughly check the room for a
magnifying glass. Once youTve ignited the wood, the large doors will open.
Enter and talk to the Pharaoh. The rest is automatic.

by George Ison

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