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Навигация

Читы для Morpheus

Чит-файл для Morpheus

Morpheus

 За игрой пока никто не наблюдает. Первым будете?

Выдержка из Энциклопедии игр

Разработчик:Soap Bubble Productions
Издатель:Piranha Interactive
Модель распространения:розничная продажа
Жанры:Adventure / 1st Person
Похожие игры:Myst
Multiplayer:Отсутствует

Даты выхода игры

вышла в 1998 г.

Solution [ENG]

Информация актуальна для
I. Getting Inside the Herculania

1) Click and hold down the mouse button. Move right & forward beyond the cargo
bay area.

2) Turn left, click on the Herculania life preserver.

3) Turn right, and go all the way down the side of the ship.

4) Click on doors [sealed by airlock]. Back off the doors.

5) Turn to the right and zoom in on the DISTRESS CANISTER.

6) Click on the hammer and watch. The balloon gets stuck.

7) Turn around and head back to the rear of the ship. Watch the vision of
Malherbe as he hangs
     himself on the cargo bay.

8) After seeing this vision, walk left and up the stairs. Turn right and click
on
the LAUNCH controls. [see picture below].



    [a] Grab the FLARE control and pull DOWN and to the LEFT. Set the FLARES as
shown in the
    picture above.

    [b] Grab the RANGE control, pull to the RIGHT as shown in the picture above.

    [c] Pull down on the LAUNCH HANDLE, then move to the right and the CARGO BAY
CONTROLS.

    [d] Pull the CARGO RELEASE.

9) Go down the steps and to the DISTRESS POD on the right side. Zoom in on that
and listen to JC
    Pharris.

10)Now go step on the cargo bay area and go down.

    [a] Read the letter from Malherbe.

    [b] Turn around and zoom in on the cargo controls. Pull the RIGHT lever to
lower to the 2nd floor.
    Back off the cargo controls and turn all the way around. Open the door
[breaches all the airlocked
    doors]. Enter and look down. Turn around, forward twice, left, forward to
the
steel garage looking
    gate. Turn left and examine the box of radioactive materials. Puzzled?

    [c] Return to the cargo controls, go DOWN to the 3rd level. Examine the rare
flowers from Indonesia.
    Turn left from the flowers and go forward to the steel garage-looking door.
Turn right and enter the
    door.

    [d] This door takes you back up on deck. Walk forward to the left side of
the
ship and the airlock
    doors. Turn left and look at the bird nest and eggs. Enter the doors.

II. Inside the Herculania

Awfully dark in there, huh? Need some light? Walk forward and out the next set
of
doors. Then turn right and enter the ship again. Go down the stairs and then
turn
around at the doors. Face the stairs and the banister. Check out the attached
picture for the SOLAR POWERED LIGHT CONTROL (see picture below).



Zoom in on the end of the banister. Light Controls? It's possible. Click on it!
Have fun exploring!

III. Neurographicon Machine

Go around the banister on the left [you can use the right side, too]. Turn left
and go through the doors. Go down the stairs, through the doors and move to the
center of the room. Enter through the double doors. Turn left and zoom in on the
SOLAR VOLTAIC CIRCUITS [see picture below].



Turn right and look at the A I V SEQUENCER and push the button on the left. Now
enter the control booth. Pull the handle on the far right side just below the
dial reading [notice the positioning of the control booth on the horizontal
slider above the INJECTORS]. Next push the button just below the VENTRICLE sign.
Slide the device in front of you all the way to the left and note that the
ATRIUM
has now lighted up. Push the button on the left to lower the device.  Reach for
and pull the lever on the far right side to move ahead to the INJECTORS. Push
the
button on the right. Click on the INJECTORS in front of you and notice that the
INJECTOR light has now be turned on or activated. Push the button on the left to
lower the Injectors. Pull the lever on the far right [the control pod will turn
around]. Pull the lever on the far left and you will go backwards to the final
VENTRICLE area. Push the button on the right, swing the handle in the middle of
the device all the way to the left. Notice that the Ventricle light is now
activated. Return the mobile control pod to its original position or by pulling
the left lever you will back up to the area of the cargo bay you once entered.

You have now activated power to the Atrium, Injectors and the Ventricle areas of
the NEUROGRAPHICON device. Notice that the lights on the A I V Sequencer are now
on and activated. Pull down the lever on the right. You will see a flashback of
Jan and his father, Jonathan Cleveland Pharris arguing about the Neurographicon
machine. You should be aware by now of what you have been fooling around with!!
Exit the Control room and return to the main floor.

IV. Theater & Theater Foyer

Enter the foyer to the theater. Click on each of the 4 projection devices,
beginning with the one to the right of the theater entry doors. Move clockwise
around the room from one projection device to another until you have viewed,
reviewed and taken notes on each of the 4 devices.

Enter the theater, click on the film projector and watch the short film.  Upon
exiting the theater, pick up and read the postcard from Claire Moon to her
Uncle.
Click forward and watch. See that flashback? Who might that be? And where’s that
dog now?

V. Guest Quarters, Vaporarium, Mudroom, Herbal Lab

Move beyond the banister, through the doors and examine each of the rooms, who
is
in what room and be sure to notice that each passenger, including Dr. Malherbe,
has a 3 digit code to enter the room. Notice, too, the replica of the Herculania
in the middle of the hallway. Click on that. Exit the double doors beyond Mexler
and Malherbe’s rooms and into the Vaporarium [see picture below]



Zoom in on the fountain and watch the flashback of Ms. Grace Thermon and Bill
Mexler. Turn right, enter the Herbal Lab. Zoom in on the table and on the frog.
Also zoom in on the chair and watch the flashback of Grace Thermon and Dr.
Malherbe. Exit the Herbal Lab and go directly into the Mud Room. Zoom in on the
toilet [more on this later!] Check out the Mud bath as well, as long as you’re
in
there.

VI. 2nd Floor and 1st Floor

Go up to the 2nd floor, and to the Ballroom doors. Click on the sign that
advertises Belle Swans performance. Enter the room and click on the wheelchair
item. next, click on the jesters hat on the floor to the left of the wheelchair.
Move right and enter the Orchid Atrium. Move to the center of the Atrium and
turn
around. Move to the center of the Atrium and face the double doors. Enter the
closet area and click on the diagram of the Atrium [see picture below]. Make a
note of the layout design for each orchid as this is of significant importance
later in the game.



Now click on the greenhouse watering system. Walk around the Atrium and examine
each of the plants. Be sure to click on the net leaning against the wall in this
room. Exit the Atrium and exit to the outside of the ship by the right side of
the ballroom. Go up the stairs and around the corner. Zoom in on the
handkerchief
on the bench.

Enter the captains bridge and begin by zooming in on the recording device on the
far right side.  Now, at least, you have a better idea of what occurred all
those
years ago. Exit the other side of the bridge and go all the way around and down
the stairs [do not take the first set of stairs]. Just to the right of the
lifeboat, zoom in on the snow. You’ll see what happened to Belle Swans poor
little pooch!. Enter the ship through the doors ahead and into the ballroom.
Exit
the ballroom and head through the doors on the right side of the huge clock.
Notice all the boxers?

Uh oh....one of the paintings is missing. Leo Galte’s painting is missing.
Welter
Weight, huh? You can click on the lower area that will show the weight class, or
the higher area shows a video of Leo & Belle.. Enter the main doors to the
Gymnasium. Check out the pool area, the free weights [which weights are
missing?], the rowing machine, the jogger machine, the boxing ring and the
scale.

Notice anything in particular about the weight allowances for Welter Weights?
When you know Leo Galtes room code, or you think you know his code, exit the
Gymnasium, enter the elevator and push Level 3.

Exit the elevator, turn around and head for Leo Galtes doors. Enter the code and
push the left button [see picture spoiler below].



Inside Leo Galte’s room, zoom in on the bed. Examine the table to the right of
the bed carefully. Notice the painting that was missing in the hallway seems to
have found its way to Leo’s room.  Click on the box with the rose on it. Examine
the piece of paper attached to the top of the box.  Now take the red serum
bottle
in your hand. Time to head for lala land and happy dreams of Leo Galte!

VII. Sanitorium and Neurographicon Lab

After retrieving the serum from Leo Galte’s room, it’s time to head for the
Sanitorium and the Neurographicon lab. Exit Leo’s room, head to the elevator and
get off on level 4. You’ve just entered the Sanitorium. Walk forward and look at
each of the pods. Push the button on each one and watch the short video scene
for
each person, visitor, passenger. Turn around and begin heading back to the
elevator. Turn left and zoom in on the POD RETRACTOR machine [see picture
below].

Enter the 3 digit code that you saw on the rose box in Leo’s room. Pull the
handle down on the right.



When the flashback between J.C. Pharris and Dr. Malherbe concludes, head for the
secret doorway along the tiled wall. [Insert disc 3]

As you enter this room through the spiraling stairs, you have just entered the
NEUROGRAPHICON pods and lab. Examine each of the pods and finally, zoom in on
the
huge green cocoon looking pod at the end. That’s Jan Pharris, the deformed
adopted son of J.C. Pharris, and biological son of Leo Galte and Belle Swan!!

Turn around and enter the open pod. This is a good time to save your game!
[Neurographicon pod picture below]



Insert the serum from Leo’s room into the rose receptacle. Happy travels!

VIII. LEO GALTE’S DREAM WORLD:

You appear in front of Molly’s 3 Blooms for a Penny flower cart. You’ll need to
collect 3 roses to complete Leo’s dream and return to the Neurographicon and the
Herculania. Click on the cart a few times for a look inside.

Turn around and head to the right of the Bow Street Police Station. Turn left,
enter the police station through a side door. Notice the 6 maps on the wall and
then be sure to notice each of the police desks.

1) Muffy, the dog is missing and was last seen at Sweeney’s Meats

2) Colored name plates with matching colored push pins. [see photo below]





Now go around the police counter and enter the Morgue. Notice all 6 jail cells
contain one unique item. Remember what item is in each cell. Exit the jail cells
and note the keys on the desk. [see picture below]




Exit the police station, turn right, and head for Ms. Pettibones Boarding house.
Look around and enter the library area. See the telephone? More on that later!
Go
upstairs. Enter the first room on the left and notice the knitting needle and
yarn. Be sure to take note of the postcard video in this room, as well [Big Ben
-
London, England]. Exit and enter the room next to that one.

Notice the tea cup and postcard video [Hong Kong Harbor]. Continue investigating
the other 4 rooms upstairs, being sure to make notes on the items in each room
and the locations of the video postcards. When you have looked and made notes
for
each room, leave the Boarding House and return to the police station. Using the
keys and jail cell assignments, in combination with the colored names and
matching push pins, and with the items within each of the jail cells and
boarding
house rooms, take one colored push pin at a time and insert it into the
appropriate location on the maps. Solution below!

OPHELIA [red] = London, knitting needle & yarn, jail cell # 2
TESS [purple] = Paris, single glove, jail cell # 1
MOLLY [green] = New York, flute, jail cell # 3
INGRID [yellow] = Egypt, decorative pin, jail cell # 6
LULU [blue] = Hong Kong harbor, tea cup, jail cell # 4
KITTY [aqua] = Rome, flowered hat box, jail cell # 5

When all push pins are placed correctly on the 6 maps, a rose will appear. Put
the rose in Molly’s Flower cart. The first of 3 puzzles in Leo’s dream world has
been solved.

Now head for Smedley’s Pub. Look at the beer handle dispensers behind the bar.
Note each handle design carefully. Now look around the bar. There are 6 booths,
darts on each booth table, and a dart board over on the wall. Move left to the
first table. Select a dart and throw it.

If it is the correct dart, the matching beer handle will dispense beer. It if is
an incorrect dart, the dart will return to that table. Try again! When you have
thrown the correct dart, move to the next table. Continue throwing the darts
until you have been to each table and have matched all six darts with the
corresponding handles. When you finish the sixth and final dart, all beer handle
dispenser will begin dispensing beer and a secret passageway will open behind
the
fireplace.

Enter the secret passageway and then move towards the boxing ring. Right up
Leo’s
alley, huh? You know what to do with the rose.

Remember that missing dog, Muffy? Head back to the police station and take a
look
again at the missing dog sign on the desk. “Last seen at Sweeney’s Meats!” Head
there now [to the left of
Smedley’s Pub, down the street and across the street from Henchley Bro.
Merchant]. Enter
Sweeneys. Click on the dog tag and flip the tag around [see picture below].





Remember the phone at Ms. Pettibones Boarding House? Rush over there and answer
the phone! What did he say about “winding up at the Morgue?” Uh oh., better go
check it out. Now there’s somebody there. Go ahead, don’t be afraid. Take a
closer look!

IX. BACK ABOARD THE HERCULANIA & GATHERING MORE CLUES

Let’s lighten things up a bit. How about a refreshing drink? Hop in the elevator
and head for Level 1 and the Eden room (lounge). [insert disc 2] Exit the
elevator, turn left and click on the colorful organ. Leo looks content, doesn’t
he? Left again and note the card on the table [see picture below].



Back off the card, and spin left a little. Go forward and then turn left. Note
the cards on the table. Click on the cards and watch the flashback. Now we
understand why Leo was so mad at Bill Mexler before in his room! Remember?

Move around the lounge and find the cigar on the bar for another flashback. Exit
the other doors into the huge globe spinning dining room. Turn left and click on
the table with the cigar box.

Listen to Mexler and Ms. Grace Thermon talk and argue. Then click on the cigars.
See something there? Click on the business card.

Now spin all the way around, exit the double doors to the captains bridge. You
can listen to the ships log that J.C. Pharris recorded, watch the flashback of
the boatsman, or any of the other equipment on the bridge. Exit the lounge and
enter the elevator. Level 2 is where you’re headed next. It’s time for Belle
Swans famous performance! Enter the ballroom, move left and forward of the sign.
Turn right and click on the organ in the center of the room. Spin the dial at
the
bottom to her favorite song. Push the 3 musical instruments to match the cards
on
the tables in the lounge! Push the PLAY SELECTION button.



Bingo, must be her room code! Haste makes waste, so head for her room! Use the
stairs for exercise or the elevator to the 3rd floor. Enter the code from the
organ on her door

Examine and read Belle Swan’s diary on the table, then look at the makeup
compact
on her dresser table, spray some nice perfume and open the box with the feather
on top. Now that you’ve got her personal serum, you know where to go! Head for
the elevator, and go to Level 4.
Turn to the right in the Sanitorium. There’s no need to mess with the Pod
Retractor, as you’ve already set it to formula 318. Instead, head for the
Neurographicon room [insert disc 3]. Every time you enter the neurographicon
transport pod, I recommend saving your game at this point. It will be easier to
restore a game later when and if you wish to re-explore a dream world you’ve
already been to. Put the serum in the feather container. Happy travels and sweet
dreams!

X. BELLE SWANS DREAM WORLD:

Notice the birdcage? You’ll return here each time you complete a puzzle. Make
your way down the stairs [in either direction] and head for the outside of the
Temple [through the doors by the plants on both sides]. Move forward several
times and then play each of the instruments, ending with the OBOE (remember this
music from the bazaar?). Nice music, huh? Turn right from the table and forward
to the baskets. Click on the big basket in front. Surprise? Take the feather and
use it on the birdcage. Puzzle #1 has been solved. One down and two to go. Head
back down the stairs and make your way to any one of the blue doors. The order
doesn’t matter at this point. Enter each of the brown doors and click on the
paintings. [see picture below]



When you’ve collected all of the paintings from one side of the Temple, exit
blue
doors and cross over the Temple to the other side. Collect those paintings as
well. Now that you’ve clicked on all the paintings, where’d they go? Exit the
doors and head for the two maroon doors close to the fountain. Enter and notice
that all your paintings are now on the wall. The object of this puzzle is to
arrange the paintings in historical order. This was one of the most difficult
puzzles in the game. Begin with the painting to the right of the doors. This
painting is the only one that will not move when you click on it. All other
paintings can be clicked on and moved to different locations. To start, begin by
paying very close attention to the architectural designs in the backgrounds of
each of the paintings. One painting’s background design “flows” into the next
painting. Move around the room arranging and rearranging the paintings by
following the design patterns and in a clockwise motion.

When you have correctly placed all paintings in historical sequence, a video
sequence showing the history of the paintings will occur. Put the feather on the
bird. Next, go down the steps and enter the blue doors. Enter the blue doors
where the Egyptian pyramid shaped sundial toy is located at one end of the Harem
room. Turn the sundial pyramid so that the side with the circle at the top and
the star in the middle are showing directly in front of you. Now go to each
hookah and click on them in the following order...

TRIANGLE, III, STAR, “S”, SPADE, a SPADE Shape.

Take the feather and give it to the nice birdie! Return to the Neurographicon
lab
and exit to Level 3. [insert disc 2].

XI. BILL MEXLER CLUES!

Remember the Vaporarium where Bill Mexler and Ms. Grace Thermon had their nice
little conversation about bottling sparkling spring water? Well, head for the
Vaporarium and we’ll figure out Mexler’s room code! Once you enter the
Vaporarium, click on the fountain again.

Listen and refresh your memory about their conversation. When the conversation
is
over, did you find anything interesting? Turn to the left and go into the MUD
ROOM. Click on his royal flusher and watch him get seasick. When you’ve done
this, you should find something interesting in the bowl! Use that item on his
locker against the wall! Ah Ha...his room code, perhaps? [see picture below]



Bingo, again! Must be his room code! Take off for Mexler’s room and try entering
that code on his door!
Move forward into the room and click on his bed and watch! Turn right and
examine
the items on his dresser:

A. Stamp machine and trash can
B. letter on the far left side of the dresser
C. inside the dresser drawer:

locket
carousel
dice
Sharkey’s marked playing cards
Honus Wagner card
Mexler’s cards
D. box with the spade on the top.

Before leaving Mexler’s room, why not check out his royal flusher! Get to Level
4
in any elevator you wish. Once again, head for the Sanitorium and the
Neurographicon pods. [insert disc 3 again].

Again, this is a good time to save your game, and perhaps call it: MEXLER so
that
you can more easily and conveniently return to his “dream world” any time.

XII. BILL MEXLER’S CARNIVAL DREAM:

You begin your dream in Mexler’s carnival standing in front of Madame Lucinda’s
Fortune Telling cart. This is where you will return after solving each of the
three puzzles in his dream.

Begin by turning all the way around and click on the organ by the Merry-go-round
ride. Play the organ, if you’d like, but the variety of songs is very limited!
Notice the 6 colored balls up above the organ keys and the knobs just below the
colored balls. Back off the organ one time and take note of the carousel horses
on the organ. Move to the Horse Racing game booth. Notice the colors and horse
names on the bet board. No money in your pocket? No problem. Click on the
starter’s pistol in the top right of the board. Enjoy the race, and Good luck!
Your winning ticket is below.



Now return to the carousel organ. Zoom in on the organ. Using your winning race
ticket, grab and pull each of the knobs below the colored balls according to the
race results.




Play the organ!
Take the Queen of Hearts to Madame Lucinda. One puzzle down, and two to go!
Ready for some fun? How about the Fun House?

Turn left from Madame Lucinda’s cart and move to the Fun House. Enter. Be sure
and pay attention to the show and the sequence of events in the show. Quiz to
follow! When the show is over, move forward towards the Ferris Wheel 2 times.
Turn right so that you are standing in front of the King Colossus banner and
zoom
in on the 2 trash cans. Cute rat, huh? More on that pesky rat later! You might
as
well take a ride on the Ferris Wheel as long as you’re over here on this side of
the carnival.

Now move towards the wagon with wheels and go up the steps. Examine each of the
3
freak show exhibits but pay close attention to the World’s Dumbest Man exhibit
in
the middle. This is an extremely valuable clue in solving one of the more
difficult puzzles in this particular dream/illusion world. With that in mind,
exit the trailer and notice the piece of paper on the ground [see picture
below].




This, too, is a very important clue in solving our next puzzle. Shift all the
way
around to the right of Madame Lucinda’s cart and notice the Beula - The Fat Lady
Banner. Move right and test your skills on the “What Kind Of Man Are You?” game.
Well? How’d you do? [picture of my efforts below!]




Move right and then forward 2 times. Turn left at the “What A Lady” sign and
click on the trash can. There’s that pesky rat again! Little critter sure does
get around, huh? Now it’s time to move to Beula’s Weight Guessing booth. Be sure
to have a paper and pencil handy. You’ll need to do some calculations to get
this
one right! Let’s review our notes, shall we?

THINGS WE KNOW

Each Taboopie coin weighs 4 ounces.
16 ounces = 1 lb
It takes 4 average men to carry the King and an average man [according to the
strength game] can hit 75 lbs.
500 Taboopie coins are in the bag with King Colossus on the scale that balances
the weight with Beula from the banner.
CALCULATING BEULA’S WEIGHT

16 ounces = 1 lb.
4 ounces [per Taboopie coin] x 500 coins divided by 16 = 125 lbs
4 Average men @ 75 lbs each = 300 lbs
300 lbs + 125 lbs = a grand total of 425 lbs.
Enter the weight on the machine in the middle and pull down the lever. Place the
Queen of Diamonds in Madame Lucinda’s booth. Two down and one puzzle to go in
Mexler’s dream. Take a break and have some fun. After all, you are at a
Carnival!
Ride the Merry-go-round, and the Ferris Wheel to release the stress before
tackling the final puzzle.

Remember those 2 trash cans by the King Colossus sign? Return there. Uh oh - now
we’re behind the Carnival gates. You might as well snoop into Beluga’s trailer.
When you’re finished looking through her things [embarrassed yet?], turn right
and head for the Stage Door. Enter. Pull down the circuit breaker switch and get
ready to run the show. By grasping the knot on each of the 5 pulleys and by
pulling it down, the curtains will open and you’ll see which pulley operates
which scene of the Fun House. The object of this final puzzle is quite simple.
Repeat the exact order or sequence of events in the Fun House Show [spoiler
below].




Put letters by each of the pulleys, beginning with A-E

Pull E, C, A, B, and D

Bingo, another card. The Queen of Clubs. Give it to Lucinda and return to the
Neurographicon lab.

XIII. GATHERING MORE CLUES for our next dream:

Enter the elevator and make you way to Level 3. Remember the video sequence we
saw just outside the theater in one of the four motion picture machines? Let’s
refresh our memory on Dr. Malherbe and the ingredients for the serum. Watch
carefully, the “Sketches of Indonesia”. According to the news footage, Dr.
Malherbe states that the first ingredient is the Black Orchid, the second
ingredient is the Valley Orchid and one other secret ingredient are used to make
this serum. Refer back to the Atrium photo and notice what the Black Orchid and
the Valley Orchid represent [see picture below].




Since all personalized serums are prepared in the Herbal Lab, let’s return
there.
We’re going to use the process of elimination to find the 3rd mysterious
ingredient. Use the diagram above while looking at the formulas in the lab on
the
wall. Remember the FROG on the tray and also Malherbe's unsuccessful attempt at
catching a frog in the Atrium? We know the following:

There are 12 ingredients listed on the wall [6 on each side of the machine].
However, on the Atrium diagram, there are only 8 different plants shown. Which
three of the ingredients in the Herbal Lab are NOT listed on the Atrium diagram?
We know they are FIRE, HEAVEN, and ICE, so we can eliminate those, first.

We know that the first two ingredients for the serum are the Black Orchid and
the
Valley Orchid which represent Death and Soul. We’ll need those two ingredients
so
eliminate those 2 as the possible 3rd ingredient.
Let’s get started: Push Death, then Soul and Light. Anything happen?

Push Death, then Soul and Life. Anything happen?
Push Death, then Soul and Earth. Anything happen?
EARTH = frog is an amphibian, hence the amphibian tank on the map in the Atrium
=
Earth.
Bingo, this just might be Dr. Malherbe’s room code. [see picture below!]



Try the code: 411 on Malherbe’s door.

Enter Malherbe’s room and examine everything. Nice room, huh? Examine the black
notebook on his desk. Zoom in on the top of the page. What’s that? Could that be
Claire Moon’s room code? [see picture below]



Now look at the box on his desk. No serum. Time to move on to our new clue.

XIV. CLAIRE MOON’S ROOM:

Look at both items on the night stands by her bed. Then move to the mirrored
dresser. Zoom in. Who’s this? Must be beautiful Claire. Read and listen to her
diary. The final entry is a very important clue for later in the game. No serum
box on her dresser! Now what? There’s still one more guest whose room we’ve yet
to see. Let’s gather clues for Grace Thermon’s room code.

XV. GATHERING CLUES ON GRACE THERMON:

Use the doors on either side of the foyer outside the theater to go downstairs.
Head for the Uranium basement by using the Solar Voltaic Circuit button on the
right. Enter the mobile control unit and push the button on the right to raise
the ladder. Go down the ladder and move left 3 times. Notice the work order?
[see
picture below].




Exit the Uranium basement, the mobile control unit and the 4th floor by using
the
stairs on either side. Head for the Vaporarium and the fountain water. Click
forward beyond the fountain and notice the 3 doors. Pay particular attention to
the doors and the colors the represent each door.

FRIGIDARIUM VAPORARIUM TEPIDARIUM
(aqua/teal color) (brown/orange) (purple/violet)

Also be aware that you can adjust the temperatures for each door. Now turn
around
and face the fountain.

Click on each colored section and watch carefully. Each colored section is
representative of the Vaporarium control units on the doors behind you. The
aqua/teal button spouts water from the Frigidarium from only the middle spout.
The brown/orange button spouts water from the Vaporarium and all 3 spouts.
Finally, the purple/violet button spouts water from the Tepidarium from the
first
and 3rd spouts. So with this information,
we know that:

    A) The Vaporarium is 3 times hotter than the Frigidarium.
    B) The Tepidarium is 2 times as hot as the Frigidarium.
    C) The clue in the Uranium furnace gives the total temperature of 240
degrees.
    D) Ratios will be used in figuring his information and the temperature
settings.

SOLVING THE PUZZLE:

    240 = total
    240 = x + 2x + 3x
    x = 40
    240 = 40 + 2(40) + 3(40)
    240 = 40 + 80 + 120
    Turn around and adjust each of the door Thermal Lock temperatures as
follows:
    Frigidarium = 40 degrees
    Vaporarium = 120 degrees
    Tepidarium = 80 degrees

Now Grace Thermon’s door code would read 244 [my very special thanks for this
clue which comes from Julie at Soap Bubble Productions]. The clue that I used to
solve this puzzle was the crab on the bench outside the ship on the deck.
Remember that clue? [picture below: CRAB]




The crab has 4 legs on either side, and 2 large claws in the front. The 2 large
claws represent the 100th digit of Thermons code and the 4 legs on either side
represented the remaining numbers.

Exit the Vaporarium and go to Grace Thermons door.

Turn left inside Thermons room and click on the crate near the corner. Now move
to the closet and notice the ape designs on the doors. Turn right and zoom in on
the bible that is on the night stand. Read the letter. Move towards the door,
turn around and click on the blue hat box on the floor, and then on the doll
inside the box.

So, it appears that Ms. Grace isn’t quite the Goodwill Samaritan she claims to
be! Finally, turn and click on the box with the fire symbol on it Grab the serum
bottle and head down to the Neurographicon machine on Level 4 via the elevator.
Insert disc 3 when going down the spiral stairs. Enter the usual pod and place
the serum bottle
in the fire receptacle. Happy Travels!

XVI. GRACE THERMON’S DREAM WORLD [Nightmare world!]

Nice cottage by the seashore, huh? Remember this location as you will return
here
each time you solve a puzzle in her world. Go on in and look around. Don’t be
afraid!

Turn left and head down the beach, and across the bridge. At the big boulders,
turn left and then head down the pathway closest to the shoreline. Turn left
just
a little and zoom in on the Cemetery

Zoom in on each of the headstones and become familiar with each name. Note the
ages on the headstones. Back off the Cemetery, turn right and enter the doors at
the base of the monument.

CAVES:
There are 6 caves. Be sure to use “landmarks” so that you know which caves you
have entered and which have yet to be seen. See anything inside the caves?
Something will come your way! Explore each of the caves. When something grabs
your attention, click on it and you’ll be facing the cemetery again. The object
of this puzzle is to place the monkey in the correct headstone receptacle. If
you
place it incorrectly, it will return to the apes in the caves and you’ll need to
return, find it and try another headstone.

When you’ve placed the monkey on the correct headstone, put the fire icon on any
of the 3 crosses in the hut. One puzzle down, and two to go! Outside the hut,
turn right and head up the stairs by the water.

TOTEM POLES:
There are 8 totem poles and a different primitive instrument at each pole. By
slowly panning to the right you will hear the sound of each drum. Begin with the
tall drum in front of you. Slowly pan to the right, starting with your cursor on
the left of this pole. Click and hold down the mouse button as you begin
panning.
Pan all the way around without letting go of your left mouse button. Pan several
times around, gaining speed each time. You will eventually get another fire icon
for the hut. After placing the fire icon on a cross, move left, click forward
along the seashore, across the bridge and forward again to the big bolder rocks.

Turn right this time and enter the MONKEY CAVE.

MONKEY CAVE:
Enter the cave. [see MONKEY CAVE picture below]




Move closer, please! There are 3 primitive baskets, and a globe in the middle of
the room. Enter the basket in the middle, pull the handle down, go up and then
pull down on the lever one time. Lower yourself back down and notice that this
basket controls light coming into the cave. Now enter the 2nd basket [closest to
the cave entrance], raise yourself up and pull the lever. Come down the basket
and notice that now the globe has flipped its lid! Exit the 2nd basket, enter
the
3rd basket.

Go up, pull the lever, come down. Notice anything different? Sure, the
reflection
has moved. You need to reflect the light from above so that it shines on the 2nd
basket, or the opening of the cave. Go back up the 3rd basket, pull the lever
again, and see if that worked.

When you have correctly set the reflection to the cave opening, enter the 2nd
basket, and pull yourself up. While up on top, turn to the right until you get a
forward arrow. Follow the bamboo walkway to the waterfall. Go through the
waterfall. Bingo, puzzle solved!

XVII. NEUROGRAPHICON LAB:

Turn right and click forward as if to leave. Anything unusual happen? Click on
Claire and then on the pendant/necklace. [see NECKLACE picture below]




Look like something you’ve seen before? Perhaps Jan Phariss’s door code? Head to
his room and duplicate the pendant design. Did it open? No? Well, let’s review
the most valuable clue about Jan. We know that in the letter to Claire from Jan
in her diary, Jan writes...[see MIRROR IMAGE picture below]




Using the pendant, mirror its image and try that code on Jan’s door.

Try the reflection code on Jan’s door [Insert disc 3]. Move forward and click on
the mirror. Watch and listen. Behind the mirror is another Pendant design. Make
note of this design. Perhaps Jan’s anger at his father, J.C. Pharris, has caused
him to leave us a clue to JC’s door! [see picture JAN’S MIRROR picture below]

Try the code on Jonathan Cleveland Pharris’s door. Move forward and enter the
Neurographicon pod.

Turn all the way around and click on the ice pick. Chisel the ice from around
Commander Theodore Holmes. Read his journal. Click on the sealed letter.

Now turn all the way to the left and click on the marble table and read the
letter...........

Find anyone that looks familiar?

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