13 February 2022

Kapia

 

YEAR:  2022


GENRE:  Point & Click Adventure


WHERE TO GET IT  GOG




Part 1

Part 2





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PART 2

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

STEFAN

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

 


SLUG’S BAR

 

Your captor leaves you sitting at the bar, while she goes to talk with the boss.  Talk to the Barman and work through all the dialogue with him - he refers to the strange woman as The Keeper.  The Keeper joins in your conversation, so work through all the dialogue with her.  When conversation is over, look at the SCOOP that’s hanging from the ceiling, in front of the bar. 


 

 



 

 

Take the SCOOP.  Explore the bar.  Look at all the paintings on the back wall.  Look at Janis, who is lying down on the settee. 

 

 



Look at the table in the middle of the room.  Talk to Keeper again (the strange woman) and work through all the dialogue with her.  It seems like she needs your help to save someone, but she’s afraid that The Eye will overhear her.  It’s all very mysterious!  Go back to the Barman, talk to him, and work through the dialogue with him.  You’re forced to become a waiter for Slug the Barman (love the hat!). 

 

Talk to the sailors, who are sitting at the table in the middle of the room.  Work through the dialogue with them.  One of the sailors is reviewing the bar, and finds fault with absolutely everything.  When you have their order, go and talk to Barman again.  Use the following dialogue options. 

 

 

        -       “Slug special” Birthday deal.

        -       Would you call a pickle food?

        -       I didn’t ask. 

 

 

Go back to the sailors,  talk to them, and work through all the dialogue.  You need to find pickles for them.  Go to the bar counter, and look at the tray on the bar counter to see a close-up. 

 

Pick up the BOWL from the tray.  Exit the close-up. 

 

Notice the door behind the Barman, on the right.  Enter through the door behind the Barman, into the Store Room. 

 

 

 

 

STORE ROOM

 

Walk down a few steps.  Look at the barrel on the right.  This is where the pickles are stored.  But they’re too slippery to grab with your bare hands, so use the SCOOP with the barrel.  You see a close-up of the barrel. 

 

The aim of this mini-game is to ‘catch’ 6 pickles.  Click on the brine water to bring the pickles to the surface.  Now click on a pickle, and you’ll use your SCOOP to catch that pickle.  When you have all 6 pickles, exit the close-up. 

 

Walk down, and leave the Store Room. 

 

 

 

 

SLUG’S BAR

 

Look at the tray on the bar counter, and place the BOWL of pickles down on the tray.  Now pick up the TRAY from the bar counter, and give it to the sailors.  One of the sailors decides he wants to play darts.  Follow him over to the dartboard, talk to him, and work through all the dialogue.  Hmm, it seems you need some money, if you want to play darts with him.  Talk to the Barman and demand your payment.  The Barman places a single COIN on the bar counter - take that COIN.  Return to the sailor at the dartboard, and give him the COIN.  You see a close-up of the dartboard. 

 

The aim is to end up with a score of zero, and you have 2 rounds to do this.  Whoever has the lowest score, is the winner.  The sailor will always win this game, so you need to come up with a better solution.  You automatically exit the close-up. 

 

The other sailor wants another round of drinks.  Talk to the Barman, and he’ll start preparing another round for the sailors.  However, since there is no more pickles left, you have to find some FISH instead.  Take the CRAPS OIL from the bar counter.  Look at the tray on the bar counter.  Pick up the BOWL from the tray.  Exit the close-up. 

 

Enter through the door behind the Barman, into the Store Room. 

 

 

 

 

STORE ROOM

 

Walk down a few steps.  There’s some dried fish hanging from a rod, in the back left corner of the Store Room.  Look at the dried fish to see a close up.  Take the dried fish.  Exit the close-up. 

 

Leave the Store Room, and return to the bar. 

 

 

 

 

SLUG’S BAR

 

Look at the tray on the bar counter to see a close-up. 

 

Try to place the BOWL with fish onto the tray on the bar counter, but the Barman tells you that he needs to prepare the fish first.  Exit the close-up. 

 

Look at the BOWL in your Inventory. 

 

 



Pour some CRAPS OIL onto the FISH.  Exit the close-up. 

 

Again, look at the tray on the bar counter to see a close-up. 

 

Place BOWL with the fish onto the tray on the bar counter.  Pick up the TRAY from the counter.  

 

Place the TRAY down on the sailor’s table.  As before, one of the sailors goes to play some darts.  Talk to the Barman to demand your payment.  Pick up the COIN he leaves on the bar counter.  Give COIN to the sailor playing darts, so you can play him. 

 

For this darts game, you need to get a score of zero. 

 

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

 

It’s a tricky game, since the dartboard keeps moving, but keep playing until you win. 

 

The sailors are not very happy that you won, and they return both your COINS.  Walk over to the Keeper, and pay her both COINS.  Watch the cut scene, as you and the Keeper go through to the Store Room. 

 

 

 

 

STORE ROOM

 

Talk to the Keeper.  She’s looking for The Bird, and you need to help her find it.  Look at the candle, high up on the left wall. 

 

 


 

 

You see a close-up of the candle.  Pull the candle.  Ah-ha!  The shelves on the back wall swing open.  Head through the shelves, into a Secret Room. 

 

 

 

 

SECRET ROOM

 

Pick up the LAMP from the crate in the middle of the room.  Talk to the Keeper and work through all the dialogue with her.  When conversation is over, head right, over the strange ‘bridge’, and up to the back section of the room. 

 

 



 

 

There are 2 levers in the corner - pull the left lever and watch the cut scene.  Pull the right lever - it’s stuck.  The Keeper gives you back your SPANNER, so use the SPANNER to bash the stuck lever.  Another door opens on the right.  Go through that door. 

 

 

 

 

WATER WORLD

 

Work through the dialogue with the Keeper.  Try to pick up the lifebuoy, but it won’t fit.  Turn one of the valves near the fish - it doesn‘t matter which one. 

 

 



 

 

Talk to the Keeper again - she’ll move the lower valves, and she wants you to do the opposite of her, on the valves you looked at before.  Look at the valves at the top, and move them like so. 

 

 

        -       Middle valve

        -       Right valve

        -       Left valve

        -       Middle valve

        -       Left valve

        -       Right valve

 

 

Together, you manage to open the water hatch.  Walk over to the Keeper, and watch the cut scene.  Now climb through the water hatch. 

 

 

 

 

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

RENY

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

 

 

BAR

 

You’re balancing on a beam, high up in the bar.  Walk forward a few steps, then look at the COIN on the sailor’s table far below you.  You need to find something to help you reach the COIN.  Follow the beam left, until you’re above the Barman.  Now walk down the middle beam. 

 

 





 

 

At the end of the beam, is a SCOOP hanging below you.  Take the SCOOP.  Now retrace your steps, and follow the beam right, until you’re above the sailor’s table.  Use SCOOP with the COIN on the table - you retrieve the COIN without the sailor’s realising what happened.  Watch the cut scene. 

 

Follow the beam left again, until you’re above the Barman.  This time, go to the very-left beam, and walk up a few steps. 

 

 



 

 

Look at the ventilation shaft to see a close-up. 

 

Use COIN with the screws in the ventilation shaft to open it.  You automatically crawl inside. 

 

 

 

 

VENTILATION SHAFT

 

Crawl right, along the ventilation shaft, and continue right, until you reach the airlock. 

 

 

 

 

AIRLOCK

 

Look at the ladder - it leads up to a hatch high above you, but the hatch is locked.  Look at the handles on the wall on the right, and then pull the handles to see a close-up. 

 

You need to pull all the handles, in order to open the door.  But it’s not quite that simple - you need to pull the handles in the correct order, and you need to time it, so that all the handles are down at the same time.  If you number the handles like so.  

 

 



 

 

Pull the handles like this. 

 

 

        -       Handle 6

        -       Handle 4

        -       Handle 2

        -       Handle  5

        -       Handle 3

        -       Handle 1

 

 

If you’ve done it correctly, all the lights on the handles will be green.  Back out of the close-up. 

 

Climb up the ladder.  The hatch at the top is now opened, so you can get through now. 

 

 

 

 

PROJECTION ROOM

 

You find yourself in a dark room with lots of handles.  It appears to be some kind of projection room.  You here a voice in the darkness, calling for help.  Work through the dialogue with the voice.  Oops!  It seems that the light was supposed to come on automatically whenever the hatch was opened… but because you fiddled with the handles, the light won’t come on now.  Look at the large projector, to see a close-up. 

 

Push the red button in the projector.  Ahh, the projector gives off some light, so you can see now.  Walk right, so you’re standing on the edge of the gap. 

 

You can see now, that the voice in the dark, is actually a talking bridge.  Talk to the bridge, who is hanging on for dear life on the other end of the gap.  Work through all the dialogue with him.  The poor thing is scared of falling, and needs your help.  Walk left a few steps. 

 

Look at the CABLE hanging from the ceiling, and take the CABLE. 

 

 



 

 

Walk back to the bridge, and use the CABLE with the bridge.  Now walk left a few steps, so you can see the projector.  Pick up the CABLE from the ground.  Watch the cut scene.  Now work through all the dialogue with the bridge.  When you’re ready, simply cross over the bridge, to the next platform. 

 

There are 2 levers here, just like your Grandpa saw earlier.  Pull the top lever to open the door.  Now walk through the door, into Water World. 

 

 

 

 

WATER WORLD

 

Watch the cut scene.  Look at the vending machine on the wall, next to the door on the left, to see a close up. 

 

Use your COIN with the coin slot in the vending machine to get some FISH FOOD.  Walk over to the edge of the water, and look at the fishes.  Give FISH FOOD to the fishes, and watch the fish frenzy.  Look at the LIFEBUOY next to the water, and pick up the LIFEBUOY.  Walk right a few steps, and climb down the stairs into the water.  Turn the winch in front of the stairs, in the water.  Watch the cut scene.  A cage rises out of the water, and you keep the WINCH HANDLE.  Look at the cage to see a close-up. 

 

Open the door of the cage, and take the KEY from inside the cage.  You automatically exit the close-up. 

 

Leave the water. 

 

Walk left a few steps.  Use the WINCH HANDLE with each of the 3 winches, near where the fishes are having their frenzy, to raise the 3 fishing nets.  Now enter the water again.  Swim up, then swim right, until you reach the bars.  Swim through the bars.  Mema, that giant turtle, is here. 

 


Talk to the turtle and work through all the dialogue.  Poor Mema is locked up in the cage, and you have to get her out of there, before they make her into turtle soup!  Look at the KEY in your Inventory to see a close-up.  Use the KEY, to separate the AMULET from the KEY, then exit the close-up.  Look at the controller on the wall. 

 

 



 

 

Use the controller on the wall, and Mema will raise you up to the it. 

 

This puzzle is rather tricky.  The aim, is to turn all 3 coloured lights off, by using your AMULET in
the 3 coloured sockets at the bottom.  Your AMULET changes colour, depending on what socket you’ve inserted it into.  Use the colour circle at the bottom left, for reference.  This is how you do it. 

 

 

NOTE:  After you insert the AMULET into any socket, you can skip this lights mini-game by pressing Esc to access the Main Menu, and choosing ‘Skip’. 

 

 

 

        Turning The Blue Light Off

 

        -       Insert amulet into the right socket

        -       Insert amulet into the middle socket

        -       Insert amulet into the middle socket (again)

        -       Insert amulet into the right socket

        -       Insert amulet into the middle socket

        -       Insert amulet into the middle socket (again)

        -       Insert amulet into the right socket

 

 

        Turning The Red Light Off

 

        -       Insert amulet into the middle socket

        -       Insert amulet into the left socket

 

 

        Turning The Yellow Light Off

 

        -       Insert amulet into the middle socket

        -       Insert amulet into the right socket

        -       Insert amulet into the middle socket

        -       Insert amulet into the right socket

        -       Insert amulet into the middle socket

        -       Insert amulet into the right socket

        -       Insert amulet into the middle socket

        -       Insert amulet into the right socket

 

 

Mema is free!  Watch the cut scene with Mema, and work through the dialogue with her.  Soon, Mema wants to swim underwater to meet with Mother, while you have to work your way over the pipes. 

 

 

 

 

PIPE SYSTEM

 

Jump up onto the nearest pipe.  Work your way along the pipes, until you see a crate floating in the water.  Push the crate along the water.  Retrace your steps, over the pipes, until you see the crate again.  Push the crate along the water again.  Keep pushing the crate, until it’s floating next to Mema’s head.  Now jump onto the crate, then jump onto Mema’s head.  Watch the cut scene, as she takes you along the water as far as she can.  You climb through a grate, into a corridor. 

 

 

 

 

YOUR FUTURE IS IN THE SKY

 

Mr Bunny is waiting for you here - it’s good to be reunited with him.  Talk to him.  he’s decided that he’s no longer just a toy - he’s now an explorer! 

 

 

 

 

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

MR BUNNY

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

 

 

OUTSIDE THE GATES

 

You’re now playing as Mr Bunny.  This is what happened, when he went on his little adventure. 

 

Talk to Builder (the giant head), who informs you that the Message is safe with him.  Open the hatch on the side of Builder’s head.  When he rolls out his tongue, take RECORDER from the tongue.  Watch the cut scene, as you return inside. 

 

 

 

 

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

RENY

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

 

 

YOUR FUTURE IS IN THE SKY

 

Mr Bunny gives you the RECORDER.  Look at the RECORDER in your Inventory - Builder’s mind is in there.  You’ll have to tell Grandpa, when you find him.  Enter the lift on the right.

 

 

 

 

LIFT

 

Try to pull the handle - nothing happens.  Look at the lock panel to see a close-up. 

 

The panel shows a sequence of 8 diagrams, and you have to correctly guess the 9th diagram from the buttons at the bottom.  You have to do this 3 times.  When you guess correctly, a light at the top turns green.  Select the following buttons. 

 

 



 

 



 

 



 

 

Watch the cut scene, as you ride up the lift. 

 

 

 

 

PATH

 

Walk up a few steps, and go through the door on the left, into the Fortune Teller’s Room. 

 

 

 

 

FORTUNE TELLER’S ROOM

 

Look at the Fortune Teller.  Try to talk to the Fortune Teller, but she just ignores you.  Use the ladder behind her, and climb up the ladder. 

 

From this angle, you can see a lock in the Fortune Teller’s back.  Use your KEY in the lock in the Fortune Teller to activate her.  She turns around. 

 

Talk to the Fortune Teller again, and this time, she responds.  Work through the dialogue with her.  It turns out that this Fortune Teller is Mema’s mum.  You bravely give her your right hand, in order to help her end the Eye’s power over Kapia.  However, she’s still not much good without her Receiver, and she wants you to find it for her - it should be somewhere in the church.  When conversation is over, look at the ladder next to her, to see a close-up. 

 

Take the STEP from the ladder.  You automatically exit the close-up. 

 

Walk down a few steps, and look at the ladder on the left to see a close-up. 

 

Use STEP with the ladder, then use the ladder to climb up to the roof. 

 

 

 

 

ROOF

 

Look at the red cart, and use the cart.  The Fortune Teller pulls you across the gap, and over to the stained glass window. 

 

 

 

 

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

STEFAN

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

 

 

CHURCH

 

Head right, and follow the path along to the ONIX followers sitting in the pews.  Walk over to the Keeper, and watch the cut scene.  Work through all the dialogue with the organ player.  Watch the cut scene. 

 

 

 

 

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

RENY

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

 

 

CHURCH

 

You climb through the stained glass window, into the church.  Walk right a few steps, and look at the crystal ball in the book shelves.  It looks like Mother’s Receiver.  Pity you can’t reach it.  Walk right a few steps, to the alcove area. 

 

Pick up an APPLE from the bag of apples on the floor. 

 

 



 

 

Look at the pillow on the ground.  Look at the letter on the pew, to see a close-up. 

 

I Am In Control’.  Strange letter!  Exit the close-up. 

 

Look at the terminal on the table, and look at the printer on the table.  Leave the alcove area. 

 

Continue right, until you reach the red pipes.  You see Stefan, your grandfather, far below. 

 

Drop the APPLE onto Stefan to get his attention. 

 

 

 

 

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

STEFAN

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

 

 

CHURCH

 

You see Reny high above, and you realise that you have to buy her some time.  Work through the dialogue with the organ player.  Wait… he is being controlled by the Eye!  That can’t be good!  Watch the cut scene. 

 

 

 

 

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

RENY

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

 

 

CHURCH

 

You don’t know if your grandfather saw you, but you can’t risk throwing another apple.  You’ll have to do everything on your own.  Head right, and continue right, until you reach the stairs.  You can’t climb down the stairs, cos someone will see you.  Pick up the MOP that’s lying on the ground next to the stairs.  Now head right again, until you see the Receiver ball in the book shelves.  Enter the alcove area on the right. 

 

Tap ‘Back’ at the bottom right, to place the MOP down on the ground.  Pick up the PILLOW from the ground.  Use PILLOW with the Receiver ball in the book shelves to place it down on the ground, thus creating a soft place for the Receiver ball to land.  But it’s not quite soft enough yet - you need another pillow.  Walk right a few steps, and take PILLOW from the bench in the alcove area.  Again, use this PILLOW with the Receiver ball in the book shelves to place it down on the ground.  Now go back to the alcove area, and retrieve the MOP from the ground.  Use the MOP with the Receiver ball in the book shelves to knock it down. 

 

Now you have the Receiver BALL, you need to find a holder for it.   Still in the alcove area, walk right a few steps, and place the Receiver BALL into the ball holder. 

 

 



 

 

Now look at the Terminal on the table, next to the ball holder. 

 

Open the Memories folder in the Terminal, and read the following files. 

 

 

        -       The Childhood

        -       The War

        -       The Eye

        -       The Onix

 

 

Read all the information in the Memories folder.  When you’re ready, back out of the Memories folder. 

 

Open the Mother folder in the Terminal.  Click through the virtual conversation between you and Mother.  Now work through the dialogue options to learn about the fire birds.  When you’re ready, back out of the Mother folder. 

 

A new folder has appeared in the Terminal.  Open the Birds folder, and notice the different buttons.  Mother gave you clues for releasing the fire birds, so press the buttons in this order. 

 

 

        -       Opens up the cage

        -       Leave the cage

        -       Find an open flame

        -       Hang in the air

        -       Print

 

 

The printer prints out a PUNCHED CARD.  Back out of the folders, and exit the Terminal.  Walk over to the nearby printer, and pick up the PUNCHED CARD from the printer.  Also, take the HANDLE from the printer.  Exit the close-up.  Leave the alcove area. 

 

Head left, and continue left, until you see the cage. 

 

 



 

 

Look at the cage to see a close-up. 

 

Look at the 2 buttons on either end of the cage, above the red and green lights.  In order to open the lock, you must press both buttons at the same time.  Unfortunately, you gave one of your hands to the Fortune Teller, so you only have one hand left.  Use the HANDLE with one of the buttons - the HANDLE is just the right length to press both buttons simultaneously.  Now insert PUNCHED CARD into the cage mechanism.  Watch the cut scene with the fire birds. 

 

That’s the first step in defeating the evil Eye - the organ player is now blind.  Next, you need to place a message container under the beating heart.  Head right, and continue right, until you see the top of the stairs. 

 

 



 

 

Climb down the stairs, to the Ground Floor. 

 

Follow the path to the left of the stairs, and continue along until you reach the organ player.  Creep over to the organ, and use the RECORDER with the organ.  You’re almost there… but the organ player catches you. 

 

 

 

 

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

STEFAN

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

 

 

CHURCH

 

You see Abie \ the organ player grab your beloved granddaughter Reny, and you want to save her.  Push Abie \ the organ player away from Reny.  Watch the cut scene. 

 

 

 

 

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

RENY

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

 

 

CHURCH

 

Pick up the RECORDER from the floor, and insert it into the organ.  Watch the cut scene.  You automatically climb back up the stairs to the 1st Floor, so you can deactivate the security lock. 

 

Head down, and follow the path, until you reach the 1st pipe. 

 

 



 

 

Open the pipe, and watch it connect to the pipe above.  Continue left along the path, until you reach the 2nd pipe.  Again, open the pipe, and watch it connect to the pipe above. 

 

Now sit back, and enjoy the final cut scene, as everyone gathers to decide their fate.  Will you all remain on Kapia, safe, but little more than slaves under the ruthless Eye?  Or will you evacuate Kapia, and start again on a new planet, so you can be free?  The majority choose to evacuate… and freedom! 

 

 

 

 

The End! 

 

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