13 February 2022

Kapia

 

YEAR:  2022


GENRE:  Point & Click Adventure


WHERE TO GET IT  GOG



Part 1


Part 2






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PART 1

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STEFAN

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INTRO

 

Watch the intro, as you, Stefan, arrive at your Head Quarters.  However, Geneva, Zim, and Robbi are all too busy with their own agendas, to open the gates and let you inside. 

 

 

 

 

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RENY

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HEADQUARTERS - LIVING QUARTERS

 

After the intro, you are playing as Reny, Stefan’s granddaughter.  Look at Robbi the robot - he used to be human. 

 

Talk to Robbi the robot and work through all the dialogue.  Robbi doesn’t want to open the gates to let your grandfather in, since it’s not part of his official duties.  Look at your notebook on the rug, to see your clever plan to capture Robbi.  When you’re ready, exit the close-up. 

 

Look at the computer on the desk, and use the computer.  Look at the various folders on the computer.  The Kids Library acts as a game manual, telling you how to operate the helmet, bunny, and duster.  The Games section is a simple Pong game, you play at your leisure.  When you’re ready, exit the computer. 

 

Look at the server room behind the computer desk.  Look at Zim’s bedroom door - it’s always locked.  Look at the dishes in the corner - you hate washing dishes.  Look at the stove - it’s so hot. 

 

Walk down to Zim’s desk.  Look at Zim.  Talk to Zim 2 times and work through the dialogue.  Look at the Post-It Note on the right corner of Zim’s workbench.  Look at the beds in the corner, next to Zim.  Look at the pile of books next to the beds.  Look at the table next to the pile of books.  Take SCREWDRIVER from the table.  Give SCREWDRIVER to Zim (he needed it to fix his game).  Work through all the dialogue with Zim.  Through the dialogue options, choose to play the boxing game with Zim. 

 

NOTE:  You can skip this boxing mini-game by pressing Esc to access the Main Menu, and choosing ‘Skip’. 

 

After winning 2 rounds of boxing, Zim gives you his HELMET, which allows you to control some robots.  Look at the HELMET in your Inventory, to get a better view of it. 

 

Look at the switch on the HELMET, and flip the switch to activate the HELMET.  Now use the HELMET to put it on your head. 

 

You need to get the robot within your control range.  The white circles surrounding you indicates your control range.  Walk over to Robbi the robot, but he runs away, because he doesn‘t want to be controlled by you.  Notice that he runs out the Staff Only door.  If you could block that door, Robbi couldn’t run away. 

 

Walk down, and look at the plant next to the rug.  Look at the big arm on the robot device on the wall.  Look at the Staff Only door on the left, and try to use the door.  You see a close-up of the door.  Look at the door lock - but where is the key?  Did you read the Post-It Note on Zim’s workbench?  It says that Zim always keeps his keys in his pocket.  Exit the close-up.              

 

Head over to Zim’s workbench, and look at Zim, fast asleep on the bed in the corner.  Take the KEY from Zim’s pocket.  Walk over to the Staff Only door.  Remove the HELMET.  Use the door to see a close-up.  Use the KEY in the lock to lock it. 

 

Now there’s nowhere for Robbi to run!  Look at the HELMET in your Inventory, and use the HELMET again, to put it back on your head.  Walk over to Robbi the robot.  He tries to run, but the door is locked.  Now stand on the ’X’ on the floor, in front of the computer desk, so that your Control Range highlights the Staff Only door, and the computer desk.  Click on Robbi, to gain control of him. 

 

 

 

 

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ROBBI THE ROBOT

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HEADQUARTERS - LIVING QUARTERS

 

Walk over to the computer desk.  Use the computer, then open the following folder in the computer. 

 

 

        -       Security 

 

 

Read what it says about Gates Of Faith.  Hmmm, very interesting.  Click the following buttons on the computer. 

 

 

        -       Back

        -       Robbi Manual

 

 

The Manual shows Robbi’s current statistics.  Adjust the statistics as so: 

 

 

        -       Power:  Decrease as necessary

        -       Coordination:  Decrease as necessary

        -       Speed:  Decrease as necessary

 

        -       IQ:  Increase to 100%

        -       Luck:  Increase to 40%

        -       Lore:  Increase to 70%

 

 

When you have IQ, Luck, and Lore set correctly, you’ll hear a Ding.  You’ve unlocked Robbi’s Security Access.  Click the following buttons on the computer. 

 

 

        -       Back

        -       Security

        -       Gates Of Faith Gate Worm

 

 

The gates are now unlocked.  Thank you Robbi! 

 

 

 

 

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

STEFAN

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OUTSIDE THE GATES

 

Look at the snow machines on the left.  Exit the close-up.  Look at the posters next to the snow machines.  Exit the close-up. 

 

Look at the giant blue head on the right, 2 times.  Talk to the giant blue head and work through the dialogue.  The head has lost his memory, and asks you for help in remembering.  You can help him by finding a new power bank. 

 

Look at the airplane at the top left, and use the airplane to climb into it.  Look at the Display gauge in the lower right of the airplane.  The Display opens, revealing a cavity.  Look at the cavity, and use the cavity to retrieve a POWER BANK.  You automatically exit the airplane. 

 

Walk back over to the giant blue head on the right.  Give POWER BANK to the giant blue head - you insert the POWER BANK into the giant blue head.  Talk to the giant blue head and work through all the dialogue.  You are carrying important information about the ongoing war, but there is a traitor who is desperate to get his hands in this information.  You need to keep the information safe, so you ask the head if he will help you - he agrees.  Place RECORDER on his tongue.  His tongue rolls up into his head, keeping the RECORDER safe and secure. 

 

Look at the Distribution Station near the gates of the dome.  Use the Distribution Station to see a close-up. 

 

Open the Library Folder in the Distribution Station, and read both articles.  Open the Dome Access Folder, and click the ‘Press Me’ button to open the Dome gates.  Walk up to the gates.  Look at the gates and open the gates to enter the Institute Of Science. 

 

 

 

 

GATES OF FAITH

 

Walk over to the robots on the left, and listen to their conversation. 

 

 



 

 

They don’t think much of Robbi!  Notice the giant arrow on the back wall.  Try and talk to Pam, who is standing in front of the giant arrow, but she is too busy to talk to you. 

 

 



 

 

Look at the church behind Pam.  Head right a few steps, and listen to the Protesters. 

 

 



 

 

Exit the close-up. 

 

Find the News TV, that’s hanging overhead, near the Protesters. 

 

 



 

 

Use the News TV, and watch the News report.  Read the text scrolling across the top of the screen, and take note of the Recaller code 424. 

 

Explore this area as much as you like.  Follow the road upwards, until you see the mechanical dog chasing the mechanical gardener.  The mechanical dog has something in his mouth, which he drops.  Look carefully on the ground, and pick up PAM’S REMOTE

 

 



 

 

Look at PAM’S REMOTE in your Inventory.  Unfortunately, it’s damaged.  You’ll need to fix it, before returning it to Pam.  Look at the BROKEN POWER BANK

 

Walk up a few steps.  Talk to Slug, who is fixing the lift, and work through the dialogue with him.  Look at Slug’s toolbox on the ground.  Wait for Slug to put his SPANNER down on the toolbox, then take the SPANNER.  Exit the close-up. 

 

Continue up, past Slug, for a few steps.  Talk to Janis, who is sitting at the table, and work through the dialogue with him.  Now talk to Cat, who is inside the robot pacing back and forth, guarding the Head Quarters.  Work through the dialogue with her.  No matter what you say, you can’t convince her to let you cross the bridge behind her. 

 

Talk to Janis again - he’s still sitting at the table - and use the following dialogue option with him. 

 

 

        -       That cat won’t let mw go over the bridge. 

 

 

He suggests a recall on Cat’s model.  Hmm, not a bad idea.  Work through all the dialogue with Janis.  Look at the flyers on Janis’s table.  Look at the ENVELOPE on Janis’s table, then take the ENVELOPE.  Exit the close-up.  In your Inventory, open the ENVELOPE to find the REPROGRAMMER.  Look at the REPROGRAMMER in your Inventory, zoom in on it, and set the code to 424.  Exit the close-up. 

 

Walk over to the cat in the robot again.  Use the REPROGAMMER on the cat in the robot.  Talk to the cat and work through the dialogue.  He STILL won’t let you through.  Leave the cat for now. 

 

Follow the road down, until you see the white race car. 

 

 



 

 

Look at the race car to see a close-up.  Look at the hood at the back of the race car, and open the hood to see a close-up.  Look at the hood that’s bolted in place - you need something to unscrew it.  No problem, use the SPANNER with the bolt to unscrew it.  Take the POWER BANK that was inside, then exit the close-up. 

 

Look at PAM’S REMOTE in your Inventory to see a close-up.  Use PAM’S REMOTE to turn it over, then insert POWER BANK into PAM’S REMOTE.  Exit the close-up. 

 

Now it’s working again, you should return it to Pam.  Head down the road, until you see Pam standing in front of the giant arrow.  Give her PAM’S REMOTE, then work through the dialogue with her.  She gives you a FLYER.  Leave Pam for now. 

 

Follow the road right, and make your way back to the cat in the robot.  Show FLYER to the cat, and work through all the dialogue.  The cat leaves, to join the revolution.  So the bridge is now clear.  Cross over the bridge.  Walk forward, and watch, as someone creeps up behind you and knocks you out. 

 

 

 

 

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RENY

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HEADQUARTERS - LIVING QUARTERS

 

Watch the cut scene, as Geneva returns, and grounds you for being naughty. 

 

 

 


HEADQUARTERS - BEDROOM

 

Look at the Rations on the floor, near the stairs.  Look at the TV at the back wall.  Look at the pictures on the back wall, above the TV.  Turn left, and enter the kitchen area at the top left corner of the room. 

 

Take the POKER that’s hanging on the wall, near the TV. 

 

 

 


 

Leave the kitchen area. 

 

Walk down a few steps.  Look at the round table on the right, look at the SPACE PIRATE HAT on the table, and take the SPACE PIRATE HAT from the table.  You automatically wear the HAT.  Walk over to the terminal on the table on the right, and use the terminal. 

 


Read the following folders in the terminal. 

 

 

        -       Kids Library

        -       Food Rations

 

 

Read what it says about the food industry breakthrough.  When you’re ready, back out of the folders, and exit the terminal. 

 

Climb up the stairs, to your Sleeping Quarters. 

 

As you climb up the stairs, you hear your toy, Mr Bunny, talking to you.  Now, where did you leave him?  Walk right a few steps, and take the PICTURES from on top of the cabinet.  Head up towards the window.  Open the window, and look outside. 

 

Look at the street outside the window - it’s too high to jump.  Back away from the window. 

 

Take MR BUNNY from your bed on the right.  Mr Bunny reminds you to do your chores.  Your first task is to clean the floor.  Maybe Robbi would help you with that.  When you’re ready, climb back down the stairs, to the Living Area of your bedroom. 

 

Talk to Robbi and work through all the dialogue.  Robbi agrees to clean the floor for you, if you agree to go to sleep on time.  You don’t have much choice, so you agree. 

 

 

 

 

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ROBBI

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HEADQUARTERS - BEDROOM

 

NOTE:  You can skip this floor-cleaning mini-game by pressing Esc to access the Main Menu, and choosing ‘Skip’. 

 

Navigate Robbi like this, to clean the floor. 

 

 

        -       Turn around

        -       Turn around

        -       Forward

 

        -       Left

        -       Forward

        -       Turn around

        -       Turn around

 

        -       Left

        -       Forward

        -       Right

 

        -       Forward

        -       Forward

        -       Forward

 

        -       Left

        -       Forward

 

 

Sometimes it takes a few attempts before it works.  But persevere, and Robbi will eventually clean the floor for you. 

 

 

 

 

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RENY

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HEADQUARTERS - BEDROOM

 

After the floor is cleaned, Mr Bunny tells you that your next task is to hang some pictures.  You automatically climb up the stairs to your Sleeping Area. 

 

If you haven’t done so already, fetch the pictures from the cabinet at the top of the stairs on the right.  Now, climb back down the stairs. 

 

Walk over to the desk on the right, where Robbi is standing.  Try to pick up the frames from the desk.  Robbi is reluctant to let you touch the glass picture frames.  Work through all the dialogue with him.  Since he won’t allow you to touch the frames, you trick Robbi into placing the pictures into the frames himself.  Give your PICTURES to Robbi, and he’ll give you back FRAMED PICTURE 1, FRAMED PICTURE 2, and FRAMED PICTURE 3.  Let’s go and hang them up now.  Climb up the stairs, to your Sleeping Area. 

 

Walk over to the empty wall next to the stairs. 

 

 


 

 

Notice the 3 pins in the wall.  Hang FRAMED PICTURE 1, FRAMED PICTURE 2, and FRAMED PICTURE 3 on the pins in the wall.  Perfect!  Climb back down the stairs to the Living Quarters. 

 

Watch the cut scene with Robbi.  He has a panic attack, and he needs an instruction QUICKLY!  Okay, you’re hungry, and you need to be fed.  Head up to the top right corner of the room.  Look at the RECIPE BOOK on the bookshelf.  Try to take the RECIPE BOOK from the bookshelf, but it‘s too high for you to reach.  Walk down a few steps. 

 

Grab hold of the chair in front of the Terminal desk on the right.  Carry the chair up to the bookshelf in the back wall, then put the chair down.  Now pick up the RECIPE BOOK from the bookshelf - you automatically climb onto the chair to reach it. 

 

Make your way left, to the kitchen area at the top left of the room. 

 

Give RECIPE BOOK to Robbi, then work through the dialogue with him.  He tells you the code for the recipe that he thinks is best for you, which happens to be a sandwich.  But you‘ll have to make the recipe yourself.  Look at the table behind Robbie, to see a close-up. 

 

Use the cookbook for reference.  Remembering the combination numbers that Robbi told you, the 1st number refers to a page number, while the 2nd number refers to the ingredient on that page.  Make the sandwich like so:

 

 

        -       Place the bread on the plate

        -       Spread some mayonnaise on the bread

        -       Place the pickles on top of the mayonnaise

        -       Place the cheese on top of the pickles

        -       Place tomatoes onto the cheese

        -       Place another slice of bread on top of everything

 

 

Step away from the table. 

 

Talk to Robbi, and use the following dialogue option. 

 

 

        -       Check sandwich!

 

 

Watch the cut scene as you eat your tasty sandwich.  Yummy!  Work through the dialogue with Robbi.  Robbi tells you that it’s time to go to bed - and you promised him that you would go to bed on time! 

 

Make your way to the opposite corner of the room, where Robbi is now sitting on the settee.  Talk to Robbi and work through the dialogue.  Watch the cut scene as Mr Bunny delivers a message from your Grandfather - he seems to have gone missing.  Things are not sounding too great right now!  You HAVE to get out of here, and find your Grandpa.  Talk to Robbi again and work through the dialogue with him.  Follow him up the stairs to your Sleeping Area. 

 

Walk over to the window, and look outside onto the street below. 

 

Look at the cable outside the window, on the right, and try to grab it.  It’s too far for you to reach.  Use the POKER to hook the cable. 

 

You pull the cable inside the window.  Talk to Robbi and work through the dialogue with him. 

 

 

 

 

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STEFAN

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STREET

 

You wake up in a strange garden.  A woman is holding a gun at you, demanding that you give her a key.  Work through the  dialogue with her.  You‘re trying to make sense of what is going on, and what this woman wants from you.  But since she‘s pointing a gun at you, you have little choice but to do as she says.  Head up the path at the top left of the screen. 

 

Your team will be looking for you - you should leave them a sign.  Look at the CRAYONS in your pocket, and use CRAYONS on the ground.  Watch the cut scene, as someone crash-lands their plane. 

 

 

 

 

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RENY

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MAIN STREET

 

Robbi has used the cable to lower you down to the ground.  Climb down the steps.  Look at the valve to the left of the door, and try to use the valve.  Walk left a few steps.  Look carefully at the barrels, and take the PITCHFORK that’s leaning against one of the barrels. 

 

 



 

 

Talk to Tony the robot, who is standing in front of the dark alley.  Work through all the dialogue with Tony.  She is upset because she’s lost her Master ID Key.  You agree to help her look for it, then she leaves. 

 

After Tony leaves, look at the traffic light next to where she was standing.  Press the button on the traffic light, to cast some extra light into the dark alley. 

 

 



 

 

Quickly run into the alley (double-click to run), and look at the ground. 

 

 



 

 

The light doesn’t last long, so you have to be quick.  Pick up the MASTER KEY from the ground, that you can see with the light of the traffic light.  Apparently, this MASTER KEY controls the water terminal.

 

Head down into the dark alley. 

 

 

 

 

DARK ALLEY

 

 



 

 

Use the Terminal halfway down the alley, on the left. 

 

 



 

 

Open the following folders in the Terminal. 

 

 

        -       Reny

        -       Library

        -       Robots And Bees

 

 

Read the information about bees.  Back out of the information, and exit the Terminal. 

 

Use the MASTER KEY with the terminal, to see a map of the water system. 

 

 



 

 

You can’t do anything with this map yet, so just back out of it, and exit the terminal. 

 

Head back up the alley, and return to the main street. 

 

 

 

 

MAIN STREET

 

Head right, down the street, until you reach the Water Mill. 

 

Notice the excited dog on the right. 

 

 



 

 

Try and talk to the dog, but he’s too excited.  Look at the gates for the bar delivery area, that the dog was barking at, and talk to the gates.  A robot \ water pump will open the peephole in the gates.  Talk to the robot \ water pump and work through all the dialogue with him.  When you’ve finished talking to the robot \ water pump, talk to the dog again.  The dog seems to have calmed down a bit, and you realise that he is overheating.  You need to fix the water system, so you can cool him down.  You can go back to the Dark Alley to look at the map of the water system if you like.  But after some trial and error, I figured out that Valve I and Valve III must be closed.  All other valves must be open.  Use the nearby valve to see a close-up. 

 

Notice the red ‘Locked’ symbol above the valve.  Turn the valve, so that you see the green ‘Unlocked’ symbol.  Exit the close-up. 

 

Walk up \ left a few steps, so you see 2 signs on either side of the door.  Look at both signs.  Look at the crayons on the ground, in front of the door.  Could they be a sign from your Grandpa?  Now talk to The Slug eye above the door, and work through all the dialogue.  You can’t convince the eye to let you enter the bar. 

 

Look at the drunk Sailor, sitting on the ground, on the left.  Talk to him, and work through the dialogue with him.  Notice the greenhouse behind him, with the giant tomatoes.  Try to take the BOTTLE from through the window in the greenhouse, but it’s out of your reach.  You can’t see the bottle, but the curser indicates that it’s there. 

 

 



 

 

Use the PITCHFORK with the BOTTLE - now you can reach it.  Give BOTTLE to the drunk Sailor, and notice that he places the VALVE down on the ground next to him.  Pick up the VALVE.  Now follow the street down, until you reach the Dark Alley. 

 

Enter the Dark Alley. 

 

 

 

 

DARK ALLEY

 

Head down the alley, until you reach the Terminal.  Ignore the Terminal for now.  Look at the valve opposite the Terminal, and notice that the bottom valve is missing.  Attach your VALVE to the valve here. 

 

You see a close-up.  Notice that the bottom valve has a red ‘Locked’ symbol.  Turn the valve, so that you see the green ‘Unlocked’ symbol on both valves.  Exit the close-up. 

 

Return to the Main Street. 

 

 

 

 

MAIN STREET

 

Walk right along the street a few steps.  There are valves on either side of the street. 

 

 


 

Valve I and Valve III need to be closed.  Use Valves I & II on the right, to see a close-up. 

 

Notice that both valves have the green ‘Unlocked’ symbol.  Use the top valve to turn it, so you see the red ‘Locked’ symbol.  Exit the close-up. 

 

Use Valves III & IV on the left, to see a close-up.  Valve III is currently ‘Unlocked’, while Valve IV is currently ‘Locked’.  You need to switch them around.  Turn both valves so that Valve III is ‘Locked, while Valve IV is ‘Unlocked’.  Exit the close-up. 

 

Watch the cut scene, as water sprays over the street, cooling the excited dog down.  The dog
and the robot \ water pump make friends again. 

 

You’re still not able to enter the pub to check if your Grandpa is in there, but maybe you could find a back door?  You automatically record a message for Grandpa’s friend Builder, on your toy MR BUNNY - now place MR BUNNY on the dog’s back.  After the dog leaves, enter through the gates on the left, for the bar delivery area. 

 




BAR DELIVERY AREA

 

Look at the cat in the robot, high up in the wall at the top.  Look familiar at all?  Talk to the cat and work through all the dialogue.  You learn that the bar opens at 6.05am.  Try to open the windows in the wall below the cat, but they’re shut fast.  If you could fast forward time to 6.05, maybe the gates would open. 

 

Look at the clock on the left.  Notice the barrel on the ground, near the right.  Climb up onto the barrel, then navigate the barrel left, to the clock.  Use the clock to see a close-up, and changed the time to 6.05.  It worked!  Watch the cut scene, as the doors open. 

 

 

 

 

Continued In Part 2...

 

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