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Quel bric-à-brac dans cette maison ! Une multitude d'objets à prendre ou à laisser qui ont embrouillé de nombreux joueurs... Ce guide devrait vous permettre de vous tirer d'affaire !
La livre (the pound coin) : à échanger contre le penny.
Le penny (the penny) : permet l'accès à la deuxième salle de bain, où se trouve le marteau.
La carte de bibliothèque (the library ticket) : à échanger contre le livre qui se trouve sur le lit.
Le livre (the library book) : à transporter à la bibliothèque ; à échanger contre les ciseaux.
Le permis de conduire (the driving licence) : sert à prendre les clés d'ignition qui se trouvent sur le toit.
Les clés (the ignition key) : à échanger contre le casque. Le casque (the crash helmet) : seule défense contre les livres de la table.
Contrôle à distance (the conveyor control) : sert à désactiver l'étage mobile qui se trouve à côté des escaliers. La clé du réveil-matin (the dock key) : sert en dernier, pour remonter le réveil et réveiller Wally.
La clé de la boîte (the box key) : sert à ouvrir la caisse qui setrouve à la cuisine, et à prendre l'aimant qui se trouve à l'intérieur.
Les ciseaux (the sharp scissors) : pour couper la corde du ballon et accéder à la partie supérieure de la chambre.
L'aimant (the magnet) : s'utilise pour désactiver le champ magnétique de la lune , qui empêche de prendre la clé du réveil-matin.
Le seau (the water buket) : il faut d'abord le remplir dans la salle de bain. Sert pour calmer les plantes carnivores.
L'extincteur (the fire extinghis-her) : obligatoire pour sortir vivant du feu du toit, quand il faut aller chercher la clé de la salle de bain.
Le marteau (the hammer) : sert à casser la vitre de l'ascenseur, où se trouve l'extincteur.
La bouteille de combustible (the fuel can) : une fois remplie, sert à faire fonctionner la fusée.
La batterie (the power pack) : indispensable pour charger le pistolet laser.,
La clé triangulaire (the triangle key) : pour accéder à la chambre du premier étage, où se trouve la batterie.
Le pistolet laser (the laser run) : sert à tenir à distance les martiens, pour accéder à l'abri lunaire où se trouve la clé du réveil-matin.
La clé de la salle de billard (the square key) : permet d'accéder à l'intérieur, où se trouve le pistolet laser.
Bug You can load the laser gun only in the rooms where's power pack (you need triangle key to open it) or the snooker room (you need square key to open it).
Tips a) How to get extra lives Complete a loop in video games screen and you'll get an extra life. Note that you won't get it if you've 3 lives left. But you can reach last screen -basement's ghosts-, leave video games and return later.
b) Where are energy items. In this game you can see two energy items at once.
Energy items appear in this order: 1st) Kitchen (1st item) & Room with balloon (2nd item) 2nd) Library & Room with fuel pump 3rd) Room with door to 'video games' & Room with a lot of tea crates 4th) Bedroom & Kitchen 5th) Room with balloon & Library 6th) Room with fuel pump & Room with door to 'video games' 7th) Room with a lot of tea crates & Bedroom
[after this, the energy items appear again in the 1st place]
SOLUTION 1) GETTING THE BOX KEY You begin with round key and radio. Enter first door [you appear in the kitchen]. Right. Turn on lift and enter barrel. Enter barrel. Left. Enter lift. Select floor 1 and exit elevator. Get driver licence. Enter rightmost door. Go to window (you must to use crates to reach it). Replace driving licence by ignition keys. Right. Left. [you appear at video games' room]. Go to mobile floor's room and slide down the banister to get the crash helmet. Right. Jump to chair and get library ticket. Left. Climb ladder [using jumps]. Go to door (you'll have to jump several times to reach it). Jump to chair and replace library ticket by library book. Go rightmost door. Go left door (you reach a screen with a lot of barrels). Left. Use left chair to reach the table and replace library book by sharp scissors. Enter lift. Select floor 4 and exit. Replace crash helmet by conveyor control (that stops mobile floor, but it will start to move again when you drop it). Enter door. Enter left door. Turn on help. Return to mobile floor' screen. Slide down the banister. Right[x3]. Drop conveyor control (door handle is another useless item). Enter rightmost door. Left. Enter hole. You appear at the room with a balloon. [a "TEA" crate appears because you turned on the help]. Make several jumps to reach the crate and get the box key.
2) GETTING THE MAGNET Enter barrel at the middle of screen [if you're lucky, you can find a pot of jam here]. You appear in a room with a lot of barrels. Get bucket. right. Climb ladder. Enter door, go to bathroom and fill the bucket [you've to walk through tap to do it]. Return to mobile floor's room. Slide down the banister (or run to the right). [at this moment the lift is OFF]. Right[x3]. Enter purple door. Replace box key with magnet [1st item you need to finish the game].
3) GETTING FIRE EXTINGUISHER Left. Get conveyor control and drop magnet. Enter rightmost door. Get pound (you've to jump to the chair first). Jump to right door [you appear in the kitchen, move fast or a ghost will kill you], right, Turn on lift and enter barrel. Enter barrel. Left. Enter lift. Select floor 3 and exit. Climb ladder. Replace bucket by fuel can (venus flytraps can't kill you). Right. Enter elevator. Select floor 4 and exit. Enter door. Enter left door. Replace pound with penny (if you haven't 3 lives it's a good moment to play video games and get extra lives). Return to mobile floor's room. Slide down the banister (or run to the right). Right[x2]. Enter right door (you can do this because you have the penny). Replace penny by hammer and exit. Walk left until you enter lift (if it's off you'll have to turn it on again -you know where-). Replace hammer by fire extinguisher.
4) GETTING LASER GUN Select floor 1 and exit elevator. Enter first door. Fill fuel can at fuel pump. Left. Enter rightmost door. Go to window. Right. Right (this time fire can't kill you). Get square key (you must be fast or an huge ball will kill you!), left. [you appear at bedroom with ghosts]. Use rightmost door. Slide down the banister (or run to the right). Right. Enter middle door (this time you can because you've the square key). Get laser gun, but don't drop square key (see bugs). Exit using left door.
5) FILLING LASER GUN Walk left until you reach elevator [if it's off you know the way to turn it on]. Choose floor 3 and exit. Replace square key by triangle key. Return to elevator. Select floor 1 and exit. Go to fuel pump room and Use right door (you can enter here because you've triangle key). Get battery -that charges the gun-, but do it fast (a 3 ton weight falls while you do this). With battery and gun, go to hole and exit. [you return to screen with lift' switch].
6) WALLY IN THE MOON (I) Replace power pack by beach ball. Turn on lift [if it's off]. Enter barrel. Enter barrel. Left. Enter lift. Select floor 1 and exit. Get fuel can and drop battery. Return to elevator. Select floor 3 and exit. Walk through the rocket and... this time Wally will be in the moon. Drop gun and return to the rocket. (if you return to earth with gun it'll empty).
7) WALLY IN THE MOON (II) Now you've to go for the magnet. Left. Jump bucket and then jump hole. Left. Use middle door and you've returned to screen where you begin the game. Get the magnet and drop the moon crystal. [if you've bad luck and fall you'll appear in the room with balloon, you'll have to enter barrel at center of screen and then walk to right until you reach the screen where you begin]. With the magnet and the fuel can, you'll have to turn on the lift (again), go to the lift, choose floor 1, fill fuel can again and then go to the moon (using the rocket at floor 3). Jump the gun and enter door.
8) WAKING UP WALLY With the magnet you can turn off the magnetic lock and get the clock key (replace clock key by magnet) and return to rocket. The last thing you've to do is to reach Wally's bedroom (at floor 4) and walk through clock to finish this game. (you'll see a congratulations message because Wally's woken up, number of paces walked and percent of the adventure solved -to finish game with a 100%, you have to pick up all items-)
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