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| Press [Escape] to Save Walkthrough and Hints | |
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| Walkthrough (for people that want to understand whats going on) | |
| ---------------- | |
| When you first get thrown into the cell, it is dark. So you must turn on the light. But where is the light? On the wall. So you | |
| have to feel the wall, inorderto to find the light switch. | |
| After turning on the light, you could just basically wait there, or talk to the man on the bottom bunk. You'll eventually fall | |
| asleep... | |
| Then you'll wake up. And you will meet (well, sort of) yet another character. And he will tell you and Jimmy to come along with him. | |
| When he does that, grab his hand. | |
| As a result, you'll fly off into 4d space. Then you'll come crashing through to the person's quarters. You will walkthrough (excuse the pun) | |
| with him into the Living Room, and you will talk with him. Things are pretty much a mystery; you need to get some stuff cleared | |
| up. | |
| After exhausting all topics, he will get up, and so will Jimmy. You could wait, or you could just talk to the person, or you can go | |
| to sleep. (Going to sleep, you will eventually have to do) | |
| You go to sleep, and then you suddenly get woken up. The person wants you to complete the mission quick, before his flesh | |
| overpowers him. So you walk with him into the living room. | |
| He tells you to go, but um...where's the key? you will ask. He will give you the key and the sklorpfel and the map and the gun (to Jimmy). | |
| Okay, so let's examine the objects... The key is the key that will open almost anything that is locked. The sklorpfel is your light source (and a | |
| weapon, as you shall see). The map is your guide, and the gun is a weapon. So let's be on our way... | |
| Now unlock the north door, and go through it. You will enter the mind room. You can't really go through any door except the north | |
| door so go through that. | |
| Go north until you reach the end of the corridor, now go to the LEFT (the west). The east will lead to destruction (unless you can make it | |
| out of the confusion rooms alive). After going to the left, you will keep walking. And walking. And walking. And, wait a minute? This is just | |
| an illusion. Feel the wall, and you will find that you are just in a room of illusions. | |
| Now, feel the doors. Which one is cold? Open the cold door. The hot door leads to confusion. So after opening the cold dwar (sorry, I'm really | |
| obsessed with stupid puns), go through it. You will then walk into a room of dirt and stone. Go north, and you will go into a room | |
| that has a pretty bad leak. | |
| Jimmy, even though he is good on the outside, is bad on the inside. He will become greedy, and suck the knowledge until he is | |
| just full of it. LEAVE. Before it is too late. | |
| If you didn't die, you will find that Jimmy is running after you. Make sure that he doesn't see you (you're in the same room), or else | |
| you will die. | |
| So, where do you run? Try running back to the habitation. And try running into your own room. Close the door quick. You will hear | |
| the death of the person. But stay there. | |
| Eventually, Jimmy will run towards your room. When he tells you to open the door, twist the sklorpfel. He will then kick down the door, | |
| and see your sklorpfel. He will then try to grab the sklorpfel, but don't let him. Hit him instead. Then run away. And don't waste time: every | |
| move counts. | |
| But where to? Go back into the mind dimension. Although he will eventually wake up and run after you, you can still hide. Go into | |
| the room filled with rubble, and hide there. Also hide the sklorpfel, so he won't see you. Wait. | |
| Wait until the monster kills him. You will hear a loud scream. And then you will hear a groan. When that happens, exit (reveal yourself). And | |
| turn on the sklorpfel once more, because he will be running towards you. | |
| After turning on the sklorpfel, the monster will shrink back into hiding. Now is your time to act. Do as exactly written here (don't go | |
| anywhere else, especially). Go north, and north again. Get the gun. Go the east. Then go the north. Then go to the east again. You should | |
| be at the beginning of the narrow corridor. If not, read this again, or look at the exact commands. | |
| But don't wait. Hide the sklorpfel. Then shoot the figure, RIGHT AFTERWARDS. Don't waste time. | |
| After shooting the figure, go back to the living room, and open the drawer under the counter. Get the bowl, because you got some | |
| scooping to do. But scoop what? The water in the pool. But why? After all, the person is dead. Right? Wrong. You'll see later. (I hope | |
| I'm not giving away too much.) | |
| Go back to the pool room (south of the beginning of the north corridor (check your map)) with your bowl, and get some water. Literally, | |
| TAKE WATER. But first, turn off the faucet. Then go to the north. Go to the east. Go to the north. Empty the water into the falls. | |
| Repeat this paragraph until the pool is empty... | |
| After emptying out the pool, go to the north and then to the east. After going east to the maximum you can go east, go north until you reach | |
| another corner. Ignore the two rooms on the way there. | |
| Now go to the west and get onto the bridge. If you slip, touch the railing, so that the bridge may be flat. Then go west and west and | |
| open the storehouse door. Go into the storehouse. | |
| You must now turn off the knowledge supply. Examine the tank, and turn the wheel. If you can't turn the wheel, then examine the wheel | |
| and unlock it by putting the key in the slot. | |
| Once you've turned off the water supply (the pipe to the south must sound louder), go back to the living room to destroy the key. But where | |
| in the living room do I destroy the key? one might say. Well, the key is similar to a hotel key in its inner workings. It works by magnetic code. | |
| So, mess up the magnetic code. But where do I mess up the magnetic code? Use the furnace. | |
| First turn on the furnace (what was that noise?). Then put the key into the furnace. At first you can't, because something is keeping you | |
| from doing so. Huh? You turn around behind you and see that its THE PERSON. How can this be? Well, he's dead but he is kept alive | |
| by his own greed. As a matter of fact, he was really supposed to be dead many years ago, but...well, that's a different story. Anyway, | |
| don't give in to the person (you will lose). Put the card in the furnace a second time, and this time it should work. | |
| Well, there's nothing else to do, except maybe...get out of here? So go the storehouse. You will see the person messing around with the | |
| slot. You could wait until he gives up, or you can go to the south (eventually, you will have to do this), and jump off into the falls. | |
| Is there a bottom? Just wait, and see. Keep waiting. Wait. Observe, your surroundings, and keep waiting. Keep waiting until you land. | |
| Land? | |
| Yes, you land. And somewhere quite ironic. You land right outside of the jail. And after you land, you remember that you're supposed to | |
| be hanged. So you try to get out. But you can't go through the gate, because it is closed. So... | |
| Examine the trees. You will find that there is a tree nearby. Climb that tree. Then get onto the roof of the jail. Go to the other | |
| side of the roof (the part that overhangs the fence). Now, jump off. Go north to freedom. | |
| If you want the exact commands, look below. | |
| Exact Commands (for people who don't care about whats going on in the game) | |
| ----------------------- | |
| feel wall | |
| z | |
| z | |
| z | |
| z | |
| z | |
| z | |
| 1 | |
| 1 | |
| talk to Jimmy | |
| 1 | |
| g | |
| 1 | |
| g | |
| 1 | |
| g | |
| 1 | |
| z | |
| z | |
| z | |
| z | |
| z | |
| z | |
| sleep | |
| z | |
| z | |
| z | |
| z | |
| z | |
| z | |
| z | |
| z | |
| z | |
| z | |
| z | |
| z | |
| grab hand | |
| z | |
| z | |
| z | |
| z | |
| z | |
| z | |
| z | |
| n | |
| talk to person | |
| 1 | |
| g | |
| 1 | |
| g | |
| 1 | |
| g | |
| 1 | |
| g | |
| 1 | |
| g | |
| 0 | |
| g | |
| 0 | |
| l | |
| z | |
| talk to person | |
| 1 | |
| g | |
| 1 | |
| z | |
| z | |
| z | |
| z | |
| z | |
| w | |
| open west door | |
| w | |
| sleep | |
| z | |
| z | |
| z | |
| z | |
| z | |
| e | |
| talk to person | |
| 1 | |
| unlock door with key | |
| open it | |
| n | |
| unlock knowledge with key | |
| open it | |
| n | |
| n | |
| w | |
| feel wall | |
| nw | |
| open nw door | |
| nw | |
| n | |
| z | |
| z | |
| z | |
| z | |
| z | |
| s | |
| s | |
| e | |
| s | |
| s | |
| s | |
| w | |
| w | |
| close door | |
| z | |
| z | |
| z | |
| turn on sklorpfel | |
| hit Jimmy | |
| e | |
| e | |
| n | |
| n | |
| n | |
| w | |
| nw | |
| hide | |
| hide sklorpfel | |
| z | |
| z | |
| z | |
| exit | |
| twist sklorpfel | |
| n | |
| n | |
| get gun | |
| e | |
| n | |
| e | |
| hide sklorpfel | |
| shoot gun at thing | |
| w | |
| w | |
| s | |
| s | |
| s | |
| s | |
| e | |
| s | |
| s | |
| s | |
| open drawer | |
| get bowl | |
| n | |
| n | |
| n | |
| w | |
| nw | |
| n | |
| n | |
| e | |
| n | |
| e | |
| s | |
| turn off faucet | |
| get water | |
| n | |
| e | |
| n | |
| pour water over ledge | |
| s | |
| w | |
| s | |
| get water | |
| n | |
| e | |
| n | |
| pour water over ledge | |
| s | |
| w | |
| s | |
| get water | |
| n | |
| e | |
| n | |
| pour water over ledge | |
| s | |
| w | |
| s | |
| get water | |
| n | |
| e | |
| n | |
| pour water | |
| s | |
| e | |
| n | |
| n | |
| w | |
| touch railing | |
| w | |
| open door | |
| w | |
| put card into slot | |
| turn wheel | |
| e | |
| e | |
| e | |
| s | |
| e | |
| s | |
| s | |
| w | |
| w | |
| w | |
| s | |
| w | |
| s | |
| s | |
| s | |
| e | |
| s | |
| s | |
| s | |
| turn on furnace | |
| put card into furnace | |
| g | |
| n | |
| n | |
| n | |
| w | |
| nw | |
| n | |
| n | |
| e | |
| n | |
| e | |
| e | |
| e | |
| n | |
| n | |
| w | |
| w | |
| w | |
| w | |
| z | |
| z | |
| z | |
| z | |
| z | |
| s | |
| jump | |
| z | |
| z | |
| z | |
| z | |
| z | |
| z | |
| z | |
| x trees | |
| climb tree | |
| e | |
| n | |
| jump | |
| n |
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