YEAR: 2022
GENRE: Point & Click Adventure
WHERE TO GET IT: GOG
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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.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
STEFAN
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
RENY
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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.
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