YEAR: 2007
GENRE: Point & Click Adventure
WHERE TO GET IT: No Official Link
INTRO
Watch
the intro, as you (Nathan) arrive in town to begin your search for the missing
Dr Coppelius.
OLD WELL
Open your Inventory, and look at PICTURE to see the
house where he used to live. Now look at the crow in the tree to see that
it has a golden chain with a key attached to it's leg. If only you could
get that key - it might be important. Open lantern on the right, then use
you LIGHTER on
the lantern to light it. You will now see a shiny object reflecting in a
coffin on the right. Look at the coffin. Look at shiny object, and
take shiny object - it will show as MUDDY
THING in your Inventory. Now look at the stone well,
and use handle. The well will fall apart (hee hee). Pick up HANDLE from the
ground, then cross the wooden bridge to the Strange House.
STRANGE HOUSE
Look at the house to realise that this is the house from your
photograph. This is where Dr Coppelius used to live. Knock on the
door, but there is no reply. Take FLAG and then take STICK from bottom
of screen. Now head down to the Field Of Wheat.
FIELD OF WHEAT
Talk to Nora, and ask her about everything. She is waiting
for her Grandfather, who is doing some kind of business nearby.
Take LEATHER
GLOVE that is lying on the bench next to her. But
what good is one glove, without a pair? You need to find the matching
glove. Now look at barrel with scrap iron, and take COCKTAIL SHAKER from
the barrel. Notice the stone slab on the ground next to the barrel.
Lift stone, and then take WORM that
was hiding underneath. Finally, take some WHEAT from the
field of wheat, then head up through the field, to the pier.
PIER
Talk
to the Sailor about everything. You learn that his dog can find any
mushroom you desire, just be seeing the name of that mushroom
written down. The sailor also gives you his CAPTN MATT'S GUIDE TO LIFE BOOK.
Use the BOOK in
your Inventory, and you will learn ‘How
To Stun A Raven’. Perhaps you could use the same technique to
stun the crow at the well. Talk to the dog, but you are told he will not
help you unless you give him some fish. Where are you going to get fish
from? Oh wait, you are at the pier. The sea is full of fish.
It's just a pity you don't have a fishing rod. Look at the old timetable
board, and take FISHING
CLUB LEAFLET from the timetable. You automatically
pick up a FISHING
HOOK as well. Look at LEAFLET in your
inventory to learn how to make a fishing rod (isn't that handy). Now
take CORKED BOTTLE OF
ALCOHOL from crate at the lower right. Now make your
way back to the old well, where you started out.
OLD WELL
A
stranger has appeared here. Talk to the stranger, and ask him about
everything. He gives you a CAN O‘ DR PEPPER.
Isn't that nice of him. You are feeling thirsty, so open CAN O‘ DR PEPPER, and
then drink it. That was good! You’re left with the EMPTY CAN. Now
return to the pier where you found the sailor.
PIER
Walk
right a little bit, and look at hermit crab to see that it is living in an
old
glove. You were looking for a second glove, to match the one you
already
have. This would be ideal. However, the crab won't give up its
home
so easily. Perhaps you should try to find somewhere better for it
to live. Give your EMPTY CAN to the crab, and it will
quickly abandon the glove. Pick up OLD GLOVE, and use it with the SINGLE GLOVE in
your Inventory to make a PAIR
OF GLOVES. Now walk left, back to the Wheat Field.
WHEAT FIELD
Look at barbed wire fence at bottom left, and use PAIR OF GLOVES to
get some BARBED
WIRE. Now walk right to the Strange House.
STRANGE HOUSE
Look at raven gate at top left. Try to open the gate, but
it is locked. Use your BARBED
WIRE on the gate to pick the lock. Now head up
through the gate, and look at sundial.
SUNDIAL
Look carefully at small tree on the edge of the cliff, and
take STRING from
the tree. Head right, and make your way back to the pier.
PIER
At the pier, walk right onto the boardwalk. This looks
like a good spot for fishing. all you need is a fishing rod. Have a
look at the FISHING
CLUB LEAFLET you got from the old timetable - it tells you
how to make a fishing rod. In your Inventory, bite CORKED BOTTLE OF ALCHOHOL.
Now combine LONG
STICK, STRING, HOOK, CORK, and WORM. Hey
presto! You now have a FISHING
ROD WITH BAIT. Now use FISHING ROD WITH BAIT with
the sea, and after a few seconds, you manage to catch a FRESH FISH.
Give FRESH FISH to
Shroom, the old dog, and he will finally wake up. Show CAPTN MATT'S GUIDE TO LIFE BOOK to
the dog, and he will find the Sete de Merte mushroom for you. Pick
up MUSHROOM,
then return to where the old well.
OLD WELL
The KEY is
still attached to the crow's leg. If you could sedate the crow, you might
be able to get the KEY.
In your Inventory, combine COCKTAIL
SHAKER, HANDFUL
OF WHEAT, BOTTLE
OF ALCOHOL and MUSHROOM.
Now shake the cocktail shaker to mix it all together and create some SEDETIVE SEEDS.
Give SEDETIVE
SEEDS to the crow, and keep feeding him the seeds until he
flies away. You need to find him if you want that key from his leg.
Head up to the Strange House.
STRANGE HOUSE
Walk
up through the raven gate at top left, so you are at the Sundial.
SUNDIAL
The crow is here, and he is finally sleeping! Take KEY from the crow,
and look at it in your inventory to discover that it is only a KEY PART - part of
a larger key. You still need to find the other parts. Return to the
Wheat Field.
WHEAT FIELD
Look at Nora. There's something wrong here, she looks
sick! Talk to her, and she will try to give you something, but she drops
it. You automatically pick up the TINY KEY PART from the ground.
Now in your Inventory, combine TINY
KEY PART with KEY
PART you got from the crow to create a LARGER KEY PART.
But there is still a part missing. Walk right to the Strange House.
STRANGE HOUSE
Immediately
return to the Wheat Field.
WHEAT FIELD
Nora
has gone. Where could she be? Walk up to the pier.
PIER
Nora
is here. Try to talk to Nora, but she is too sick to say much right
now. Talk to McManus, the sailor, and he tells you that Nora's
grand-father brought her here. Nora and the sailor are to wait here for
him. Go back to the Wheat Field.
WHEAT FIELD
You
will finally meet Nora's mysterious grandfather. Talk to him about
everything. He tells you that Nora will be fine (phew, that's a
relief). He also tells you to find a way into the Strange House, and one
of the key parts is hidden under the doormat. Head right to the Strange
House.
STRANGE HOUSE
Lift the doormat, then take the TINY KEY PART. In
your Inventory, combine all 3 key parts to create a COMPLETE KEY. Now
use COMPLETE
KEY with the door to unlock it, then enter the
house.
INSIDE STRANGE HOUSE
Look at Golden Bird Figure in the middle of the room, and notice
the oval shaped holes at the base. It seems like you have to put
something in these holes to activate something. Look at Grandfather Clock
to see that it is showing the wrong time. Now look at the various books
on the left, and take INTERESTING
BLUE BOOK. In your Inventory, open INTERESTING BLUE BOOK to
find an ADVENTURE
PLATE. Hey, it's Guybrush! So you have found one
plate, but you still need to find another one. Remember that shiny object
(muddy thing) you found in the coffin? This would be a good time to clean
it. In your Inventory, use BOTTLE
OF ALCOHOL with PIECE OF CLOTH, and then use WET CLOTH with MUDDY THING. You will
end up with a DEATH
PLATE (yikes, it's the Grim Reaper). Well done, you
have two plates now. Use ADVENTURE
PLATE and DEATH
PLATE with oval shaped holes at base of the Golden Bird
Figure (not the figure itself) to reveal a secret passage. Climb down the
stairs, through the newly-revealed entrance, and into a small room.
SMALL ROOM
There’s a Notice Board near the window. Look at note and
look at larger note to read about the pod prototype, and also a warning about
Nora. It's all very mysterious. Now look at photograph on the
pillar next to the gate. Touch PHOTOGRAPH, and you will discover a hidden
socket. Touch the socket to see an arrow going in a clockwise direction,
indicating that something should be turned clockwise. Use your HANDLE in the hole,
then turn HANDLE to
open the gate. Now go right through the gate.
Look
at Stranger With Cape. Could this be Dr Coppelius? Talk to the
Stranger - he’s a scary guy! Watch a cut scene with Dr Coppelius and the
evil Vincent. Wait a minute. Dr Coppelius and Nora's grandfather
are one and the same? Anyway, it turns out that Vincent is trying to
steal a mysterious invention from Dr Coppelius, but he can't find where it is
hidden. You are knocked unconscious, and when you come to, you and Dr
Coppelius are locked in his lab, and all your items have been taken. Look
at old photograph on the desk to learn about Vincent's history. Talk to
Dr Coppelius about everything, and you will warn him that he is in great danger
(it seems that you are a little bit late to warn him). Apparently Dr
Coppelius has invented a mechanical heart, and he has hidden it inside Nora to
keep her alive. Vincent is looking for that heart, but he doesn't know
about Nora. After you have talked about everything, walk left to the
gate.
Damn!
Vincent locked the gate, preventing you from escaping. Talk to the crow
to wake him up, then talk to him again until he jumps onto the handle, opening
the gate. Now open cupboard under the binoculars, and take things from
the cupboard to get some of your stuff back. Look at stairs at bottom
left to discover that the secret entrance has been closed. Return right,
to the room that Dr Coppelius is in.
You need to find a way to escape from here. Dr Coppelius
has already told you about the escape pod, but it's up to you to activate
it. First, you need to start the fire, then you need to throw in
everything flammable. Okay, in your Inventory, use your LIGHTER with FISHING CLUB LEAFLET,
then throw BURNING
LEAFLET into the boiler tank on the right, which is
connected to the escape pod. Now throw WET CLOTH, SEDATIVE SEEDS,
and BOTTLE OF
ALCOHOL into the tank. The pod will open now, so use
the pod to escape, and you will end up at the Sundial behind the raven
gate.
SUNDIAL
Okay,
so YOU’VE escaped, but what about Dr Coppelius ? You still need to rescue
him. Walk right to the Strange House.
STRANGE HOUSE
Enter
the Strange House.
INSIDE STRANGE HOUSE
Pick up GOLDEN
PLATES from the floor, and insert both plates (Death Plate and Adventure Plate) into
oval shaped holes at base of the Golden Bird Statue. The secret entrance
will open again. Climb back down the stairs, through the newly-revealed
entrance, and into a small room.
SMALL ROOM
Watch
a cut scene with Dr Coppelius. You both return to the pier.
PIER
You
and Dr Coppelius hope to find Nora at the pier, only to discover that she has
been kidnapped by a strange man on a boat. It seems that Vincent has
found Nora after all. What will become of her?
Congratulations.
You have completed What Makes You Tick. Now sit back and enjoy the
ending.
The End!
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