The Fog Fall
A brand new point-and-click adventure from the master, Mateusz Skutnik, and his Pastel Games crew. All the pieces are in place for yet another fantastic escape game experience, as well as an entirely new series of games not to be missed.
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Walkthrough (narrative version)
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I was sick of hiding out in the fallout shelter. I knew I'd have to leave whether I wanted to or not. The problem was that I didn't know where anything was hidden, so I had to look around...
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I stood on the second underground level. A spiral staircase in front of me led up to the first level, but before I used it I turned right and investigated the supply closet. In a box along the left wall I found a gear, and in another along the right wall I discovered a wrench.
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Next, I turned left and entered the bathroom. I nabbed a tube of toothpaste off the shelf on the left, and a bottle of poison off the shelf on the right. I also found a first-aid kit behind the tub, and inside was a strip of adhesive plaster. I figured I might need it.
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I took a step into the hall behind the staircase, and noted the cabinet on the wall. I couldn't open the lock on it, so I applied some toothpaste followed by some poison, and the lock melted off in a jiffy. A single key awaited me inside.
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I ignored the bedroom and kitchen for the moment, instead heading up the stairs to the first level. An odd set of markings on the right wall read "Z - 2285". On my left were three doors, one barred up by bricks. Beside it was a panel with lots of wires sticking out, and I discovered a pack of matches behind it.
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Backing away from the brick door, I headed through the door to the right of it, and found myself in a study. I used the key from the cabinet to unlock the drawer, and found a console of some sort. I also found another key in the wastebasket (who throws keys away?). To the left was an observation room, but I didn't go in for the moment. I had to power up the place first.
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I returned to the second level and headed straight ahead to the bedroom. The wastebasket key opened a drawer, exposing a chain. With that and the gear in hand, I returned to the stairwell and climbed a ladder down to the third level, where I attached the sprocket and the chain to the appropriate spots and powered up the shelter with a bit of bicycling.
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After that, I returned to the first level observation room (left, then left again from the staircase), nabbed an audio tape from the knitting basket on the floor, and plugged it into the tape player on the right wall, but all I heard was the beginning of the President's speech about watching Cuba. Disappointed, I then plugged the console into the nearby wall panel, and entered the code from the wall earlier: 2285. This revealed a periscope through which I could assess the aboveground scene, and a number 19 in the corner of my view.
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I instantly remembered a newspaper on the floor of the second level. Someone had doodled "76 FIRST" in the margin. On the first level, I turned right from the staircase, and opened the cabinet with the code 7619 (which I followed by pressing E for enter). I put on the radiation suit, then slapped the plaster onto the mask and put it on as well.
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But I wasn't ready to leave just yet. I headed to the kitchen, which I accessed by turning left right before the bedroom on the second level. I used the wrench to turn on the burner below the grate, then lit the gas with the matches. The heat broke the grate, after which I turned the burner off and nabbed a piece of metal from the broken grate. I felt like I needed it.
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And I did. After I went through the exit door (straight ahead from the staircase on the first level), I couldn't open the door beyond it because the lever's handle had broken off. No problem: I fitted in the piece of metal and was out in no time.
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We were always afraid of the A bomb...
Hey, I think I'm going to get to write a walkthrough! I actually figured out a game on my own.
Walkthrough (normal version)
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Pick up the newspaper and note the number to the side.
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Go left to the bathroom and click on the medicine cabinet at the left. Pick up the toothpaste.
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Click on the third shelf of the shelving and pick up the bottle marked Toxic.
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See the white bit sticking out from behind the tub? Click on it. Click on the lid to the emergency kit and then pick up the sticky plaster.
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Go back out to the staircase and then to the right into the storage room. Click on the file box on the top center shelf and get the wrench.
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Click on the box on the middle shelf on the left and get the sprocket.
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Go back to the staircase and go forward. Use the paste on the box on the right wall.
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Use the toxic stuff on the box on the right wall.
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Click on the box and get the small key.
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We'll come back to the two rooms later. Back out to the staircase and go up.
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There's something written on the wall to the right of the door. Click on it and make note of the numbers.
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Go left and then forward. Click just above the exposed wires. See the brown box sticking out? Click on it and take the matches.
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Go right into the office. Click on the trashcan and take the rusty key.
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Click on the desk and look at how to make the generator. You can click on the poster above the desk, too, but I never did figure out what it was for.
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Use the small key on the center desk drawer. Take the console.
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Go back to the brick wall and exposed wires and then go left into the library.
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Click on the posters.
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Click on the basket on the floor and take the tape.
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Back out to the stairs and go down one floor.
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Go forward twice into the bedroom. Use the rusty key on the nightstand and take the chain. You can also look at the poster over the bed.
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Go back to the hallway and then left into the kitchen. Use the wrench on the gas tank.
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Use the matches on the gas tank until the grate above it gets red then click on the knob to turn the gas off. Take the piece of metal from the grate.
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Go back to the stairs and go down. Put the sprocket under the large gear.
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Put the chain on the bike. Now you've got electricity!
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Go back up the stairs and then up again. Go left and then left again into the library.
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Put the tape in the tape player and click on it. Push play and listen. You can rewind and listen again if you'd like.
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Hook the console up to the panel with the red dot. Click on the console and type in the numbers you saw on the wall...2285.
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Look in the periscope and note the number in the lower right corner.
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Go back out to the stairs and right into the room with the space suit. Click on the number pad on the door. Remember the number from the newspaper? What did it say? 76 first. Type in 76. Then what were the numbers from the periscope? 19. Type that in and then e.
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Take the suit, and mask. Wait, you need to fix the mask. Use the sticky plaster on the mask and then take it. Now you're ready to leave, right?
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Go out to the stairs and then forward. Click the handle on the door.
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Go forward and click on the door. You need a lever. You don't have one, but you do have that handy piece of metal. Put it in the holes on the right.
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Click the lever and leave!
Eh... meh. The thing that I used to like about the submachine games is that they felt like they made a lot of sense... you didn't have to use objects for things other than their original intent, and you didn't have to guess to which of various consoles you needed to input different codes because they were always somehow related... that sort of thing. Until they come up with an environment that's fully interactive, so that there are multiple ways to get out of the room, I don't want to have to guess that the two bottles of goo I happen to have on me just luckily melt metal (why couldn't I have melted any other locks that way?) or that pieces of things that I break will just randomly happen to be the shape of some tool I need. I realize that the lateral thinking is creative and fun when you see the solution, but for me it makes it a matter of randomly combining every element that I see and that is a lot less fun.
Here is a Hint-Through! This is for those who want some help, not explicit instructions. If you need a gentle nudge, you should be able to jump in here and get help till you're back on track. If you're an instant gratification seeker, go for one of the traditional walkthroughs.
General Tips
As always with a Mateusz game, it's good to go explore and get the lay of the land, to try and understand where you are and why. Pick up everything you can for your inventory. Examine closely any item you can. Take note of any numbers or markings that might useful later. Take note of any locked locks.
Exploring the Bottom Floor
Broken-down bicycle. Right, that was exciting. Next!
Exploring the Middle Floor
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On the Landing
Check out that newspaper.
And there seem to be various switches and gadgets around here too, huh?
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In the Pantry (to the right of stairs)
Examine everything, of course.
You should take two things away from this room.
They are in boxes.
It's a wrench and a sprocket.
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In the Bathroom (to the left of stairs)
You should take three things away from this room.
Two are in cabinets.
One item is in something, and that something is behind something else.
You should get toothpaste, a bottle of poison, and a sticking plaster from the first aid kit.
The first aid kit is behind the bathtub.
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In the Hallway (forward past the stairs)
You can't really take anything here, but you can observe things.
Like that locked cabinet on the wall.
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In the Kitchen (to the left off the Hallway)
There isn't anything you can pick up here.
But it probably wouldn't be in the game if there wasn't something to do here at some point, huh?
Kitchens can be pretty useful, what with the utilities and the heat and all.
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In the Bedroom (forward through the Hallway)
You can't really take anything here, but you can observe things, and remember them for later.
Like that locked drawer.
Exploring the Top Floor
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On the Landing
Couple of "noticeable" things here.
That handle stands out, doesn't it?
And what's that on the wall?
On the upper right?
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In the Hallway with the Metal Door (forward past the landing)
Okay, so this is where you might make your escape...
...but for that pesky radiation.
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In the "Dressing Room" (to the right of stairs)
That suit could be useful, if not for all this unpowered gadgetry. Where can you get some electricity?
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In the Hallway with the Brick Door (to the left of stairs)
Is that a door from which you might escape?
Doubtful. But it's noteworthy.
Well, that weird panel of wires is, anyway.
Did you examine it very closely?
Find something you could take away?
Like a box of matches?
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In the Room with the Chair (to the left of brick door)
Lots to ponder here.
The pictures tie together, and give you serious clues as to what is supposed to happen in here.
There's an item to pick up in this room.
Or, is it to actually be used here?
Hm, where would you put a tape...
...in that tape machine on the right wall, maybe?
Better figure out how to make that machine run. There seem to be lots of places in this shelter where electricity would come in handy.
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In the Office (to the right of brick door)
Interesting drawing on the desk. What does it remind you of?
Maybe something you've seen before?
So maybe the broken-down bicycle downstairs was more than met the eye?
And the drawing is titled..."Generator"?
Oh, look... there's another locked drawer.
Nice if there were a key nearby.
You didn't really think the key to the lock would be in the same room, did you? ;)
Interesting diagram on the wall. Looks like maybe a map of the place?
Solving Your Problems (You know, other than the nuclear winter outside.)
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So, you've got that key.
There are three locks on which you could try it.
And you already know the lock in the room where you found the key is a no-go.
So, try the others.
They're both on the middle floor, in case you forgot.
It's either the cabinet in the hallway, or the drawer in the bedroom.
So now you've got a chain.
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Looks like a very specific sort of chain, eh?
Like a bicycle chain.
So you've got the bicycle chain on the bicycle. What else would improve the operations here?
Use that sprocket in your inventory to replicate the drawing you saw upstairs.
"Let there be light!" Go see what effect your electricity has had.
Sometimes, a John F. Kennedy speech about Cuba is just a John F. Kennedy speech about Cuba.
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So, you've got a wrench.
Wrenches are used to loosen tightened things, or tighten loosened things.
Have you spotted any handles you couldn't turn? Or screws loose? or loose valves that needed tightening?
Try the kitchen.
Try the gas tank under the stove.
But as everyone knows, you can't just leave a gas tank to emit vapors into the room. What would you do after turning the gas stove on?
Use your matches.
So, now you've burned some metal and ruined the stove. Well done.
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Here's where logic ends and random application begins.
I'm sorry to say that the game goes a bit illogical here, so the hints might seem a little nose-leading from this point forward.
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You've still got two locks to be unlocked.
One of them isn't just a keyhole: it's an actual lock. But it's really rusty, so even if you had a key, it wouldn't work.
How to get a jammed lock off? You could break it somehow. But you don't have a way to use force.
You could shoot it with a gun; that's what they do on TV, anyway. But you don't have a gun.
You could try to clean it or pop it with some acidic solution.
Notice I didn't say, "but."
You've got some chemicals at hand, don't you?
Toothpaste + toxic = lock melting.
I have no idea either.
But at least now, you've got a proper key.
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So, you've got that key.
And there's only one lock left.
It's on the top floor.
In the office.
We know what to with keypads, don't we?
But with the wires... surely it's to plug into something. Where are the rooms with gadgets that seem to need more operation?
The console is pictured in a diagram somewhere.
It's the left drawing in the room with the chair.
What else do we know from the drawing? That the red light should be green.
Try one of the codes you've got lying around.
Here's a hint: the code was accompanied by a tiny picture to indicate where it should be used.
You might have thought it was a letter Z, but it wasn't.
The code 2285 from the top floor landing.
Periscopes are sweet.
Looks green and noxious out there, huh? But what else did the periscope yield?
It's on the view finder.
It's another code. Hang on to it.
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So, you've got some numbers floating around here. And a significant keypad yet to be unlocked.
The keypad on the radiation suit closet requires a 4-digit code.
Play around with the ones you've got. There are some numbers from the third drawing in the periscope room... the 19 from the periscope... the "76 first" from the newspaper.
It's 7619.
Oh, and "e". Probably for "enter."
As Barney would say, "SUIT UP!"
Yikes, torn mask. Can't you repair it?
Can you bail now? Out of your comfy shelter and into the nuclear fallout?
Still looks like a "no."
You need a lever. And you're out of inventory.
There's that metal grate you burnt earlier in the kitchen.
Even though you needed a wrench to turn on the gas, you can turn it off with your hand.
When the metal cools, grab a piece. Good luck out there!
The reason this isn't up on his site, and has a different style from "Submachine" and his other efforts is that though Mateusz Skutnik was involved as the programmer for this game, if you check the credits, you'll see it was a Pastel team effort: story by Karol Konwerski of "Covert Front" fame, and artwork by Maciej Pałka
Made my day to come home and find this game, I love this guy's work.
Critique you say? Well, I like the line drawn pen and style of Sub-machine better than the brush work in this one. This was also very short and quick. With the time saved in art and length we should get one of these every week or two!
Also I agree with Elemeno, I never would have figured out that "paste" and "toxic" equal acid, or known where to use it, without the narrative walkthrough (love that and the hint through, by the way, kudos!)
MS is still my favorite of the gamemakers when all is said and done. My only real complaint is we don't get enough of his stuff!
aww... when I loaded the page yesterday, I guess the review was still updating, so all I saw was the large, inviting image of the door. After a minute of confusion, I deduced that that image _was_ the review, in a "Behold!" or "'nuff said" style, as it made in obvious that the game was a new P&C by Mateusz Skutnik (and thus doubtlessly brilliant), which truly seemed to say it all.
From Mateusz Skutnik's site Pastel Stories:
"58
Another Guest Says:
April 23rd, 2008 at 2:33 pm
Hey Mateusz, how much of The Great Living Room Escape and The Fog Fall were you responsible for? The latter's really in your style, but I think you said you just did some coding for The Great Kitchen Escape.
59
Mateusz Skutnik Says:
April 23rd, 2008 at 8:44 pm
yeah
I programmed both of those games. To say that those are "another mateusz skutnik game!" is a mistake :/"
well, after my excitement that the 3rd installment of "Covert Front" has arrived was replaced with disappointment (the fault being my own), i remembered that it's still a Mateusz game, and that my disappointment will go away the second i click "Play". Which it did, and jubilation ensued. Awesome intro, everything captivated me, until i ran out of things to click. With results, that is. Because i never ran out of things to click. I was clicking everywhere. A lot. I like the artsy style of the later games. I can't say a bad word about the earlier games, unless being perfect is bad. Covert Front pulled it of. This one was bad. In fact, were it not for the artwork and brand-name, it wouldn't be special. At all. I'd rather try to beat Crimson Room again. Less clicking. You guys aren't moving ahead. You did a good job, but way below your capabilities.
btw i know it's not all MS. but when someone gets a pizza from a restaurant, keeps it out for a couple of days, then serves it in the restauran'ts box, people are going to blame the pizza place for serving bad pizza. in other words, b careful what you put your name on.
i just realized i sound like i'm ripping you a new one. i don't mean to, the work is great. the gameplay is just too ridiculous. im sorry for being rash.
p.s. you're still the daddy of puzzle-escapes.
Though the wrench and the bottle of Toxic did seem more like puzzle solutions that you'd find in a Rob Allen game (Confusing/hard to figure out), I appreciated those little touches, like the fact that the tape just adds more atmosphere, that the broken control panel beside the main door doesn't do anything (since it's broken), and that you could fiddle around with the buttons on the radio for a while before realizing that a radioactive post-apocalypse probably wouldn't have any radio stations.
What surprised me (aside from the ending; apparently they weren't afraid enough in that setting) was that, unlike every other game Mr. Skutnik put his name to, you can actually find something useful in the bathroom!
Overall, I enjoyed this game. The art was very like Covert Front, which is no great surprise and also no bad thing.
The only problem I had is with the way some of the puzzles were implemented. I like at least a little hint that I can use an item on something else, otherwise I tend to assume that things are just background. That really didn't help in this one. Also I *hate* being forced to do things in the right order:
why could I melt the lock when I used the two gels in one order but not the other?
Having said that, this is still better than 90% of the escape games out there. There's a story, I love the art, and it's very satisfying when you work something out.
My first beef is all the missed storytelling opportunities. The intro told us a little about the setting, but nothing else. Ditto the end, no payoff. The game suggests an alternative history, where we went to war with Cuba/Russia, but nothing to sink our teeth into. Who are these people and why should we care? The photographs were intriguing, but didn't even seem to tie together. Why are they spying on their neighbor(s)? What's the newspaper say? How long have we/they been down there?
Second beef: is it too much to ask that there be some semblance of coherence to puzzles in games?
Why in crap's sake are the first two digits of the password for your radiation suit scribbled on a discarded newspaper, and the last two show up for no reason in the corner of the periscope when you find numbers randomly scrawled on the wall and enter them into a console?
Would it kill you to have an anarchist's handbook lying around that tells how to dissolve a lock with toothpaste and rat poison? Generally speaking, it's a bad idea to give the player something so powerful anyway, since acid, a sledgehammer, a gun, etc. should be able to be used to open almost anything, and you better have good excuses why they cannot.
Turning on the gas was the first thing I solved. The whole shelter had filled with propane (I can hold my breath really well) by the time I resorted to a walkthru and learned that I/someone had conveniently stashed a matchbox behind a snarl of ripped-out wires (naturally). I should have blown myself to kingdom come, but instead, I overheated and warped a grill, half of which precisely fit into the slots to open the final door. I couldn't pick up the other half.
SonicLover's Narrative Walkthru makes a good point: If your game requires the narrator to say "I figured I'd need it" for several objects that aren't obviously needed even after you've visited the locations where they'll be used, you're doing something very, very wrong.
It's not really a puzzle unless you know the problem before the solution. Otherwise, it's just kind of serendipity, or in this case, ridiculous objects/processes/uses. This isn't lateral thinking, or even trial-and-error. It's try every object with every location and hope you didn't miss a pixelhunt.
The rest of the puzzles? Nested keys, same as every escape game since the dawn of Crimson Room. Can we get something between cliché and crazy?
If you have a problem, provide two solutions, right? Here are starter ideas for how the currently illogical puzzles might be set up:
Key Cabinet:
1. Make it the only pickable lock in the game (and provide a pick at the right time).
2. Provide something to remove the hinges with.
3. If you gotta dissolve the lock, have a cup in the bathroom and a bottle of Draino with the warning that it is extremely corrosive in water. Or the aforementioned anarchist's handbook, perhaps with more realistic household ingredients.
The Suit Code:
1. Normal people often write their passwords on the underside of a desk, counter, or cabinet. Or in their journal or a letter, perhaps encoding it with personal information ("the first two digits are the year I graduated...") which could then be found from dates on photographs, etc.
2. If you must incorporate the periscope, you might do something a la MYST, where if you enter wrong coordinates, it shows you random scenes from outside (which would be more storytelling opportunities), but if you enter the correct coordinates, you're looking straight at the number on someone's mailbox or whatever. Again, you have to make it reasonable that someone should thus encode the password, make some connection between entering coordinates and getting the password for the suit.
The Final Door:
1. Have an old-fashioned electrical switch (pull the lever down to connect both contacts) connect the generator with the shelter's wiring system. When you get into the last room (which should be restricted), you find a wire or something else to short out a switch, and see your need for something that fits in two slots and can be pulled down. You go back down to the generator, short the switch, and take the lever. You could take it earlier, but of course the shelter wouldn't have electricity and you couldn't progress.
2. To keep the blowtorch idea: collect a small gas canister and the matches, but you only find the wrench in the final room. You can use your impromptu torch to cut through the door lock, or a bar that can be used to leverage the rusty mechanism open. Alternatively, there could be a gas pipe (clearly marked Danger: Natural Gas Line) in the final room, and you break it, point it at the lock, and light it. Just make sure not to burn your butt on the way out.
For good articles on puzzle and game design, check:
Adventure Developers
The Grumpy Gamer
"I appreciated those little touches, like the fact that the tape just adds more atmosphere, that the broken control panel beside the main door doesn't do anything (since it's broken), and that you could fiddle around with the buttons on the radio for a while before realizing that a radioactive post-apocalypse probably wouldn't have any radio stations."
Quoted for emphasis. While I was mildly disappointed in the illogical leaps,
(I also had to use the narrative walk-through for the matches, the toothpaste+toxic, and the metal grate),
still I thought the atmosphere was very well-done, especially for what was a relatively short game.
SAMMM:
Have you
opened the cabinet in the hallway yet? If so, have you
taken the key from it, and unlocked the drawer in the office? The thing that came out of that drawer is what the game calls "the console." So if you've got that,
did you take it into the room with the tape machine and the chair... and plug it in to the panel with the holes, as illustrated in the diagram on the left?
to agrwife: ty for the guide, it helped me when I got stuck on 1 part, and on your spoiler # 14, you say you dont know what that poster is for. The poster is a map of the building you are in, room 3a is the bottom floor, which only has 1 room. the number 2 squares are floor 2, and 3 squares are floor 3. the square with the little circle thing it where the staircase is.
I like the atmosphere of the game. The "rugged" artwork then suits it wonderfully. I even figured out almost all of the puzzles, although I will admit that my mind is kinked by adventure games to such an extent that when I have
a toothpaste and a poison in the inventory, the first thing I try is to mix them to dissolve something.
What got me was the code for the radiation suit cabinet. I needed a hint-through to learn I'm really supposed to enter the code here (as opposed to e.g. smashing it open with the piece of metal, dissolving with another not-yet-found fluid, etc.), and it's supposed to be a four-digit code. Then I got it. (By the way, I like the hint-through idea. It's the right way to get the solution to the player one spoon at a time.)
I'm with Strangelander on most points though. I like room escape games very much, but most of them seem to use these strange artificial puzzles, and I guess that's why I seldom figure them out completely without some sort of hint or walkthrough.
I liked this game but like other before me I found some combinations of objects a bit random and think maybe the game would have been more satisfying if there were hints in some way that made you understand these combination. Such as Strangelander's anarchist book explaining how to get the lock off.
Also I was expecting a bit more from the ending. Maybe explaining the story a bit more...then again, if there is to be another level of this game then it is a good cliff-hanger...just maybe not interesting enough, and too baffling to keep people interested until the next 'episode' is released?
Question--and I don't see it addressed in any of the spoilers or anyone else's comments:
What exactly is the code and/or purpose of the panel with three buttons (middle level where you first enter, to the left of the staircase)??? It seems like the panel should cause something to happen or change...
I love Pastel Games! :D May I just add that the "hint-through" was very helpful. Usually I get stuck when playing Skutnik's games and need a little help from a walkthrough, but I regret the spoilers involved. This hint-through gave me just the right amount of help without giving too much away! I wish there were more hint-throughs on JIG...
This was my first time what I call A "Low-Budget Indie Game". While I did enjoy the storyline for "The Fog Fall", the cheapo pen & Ink Graphics was something of a turn off. It's a good thing the story was so well done, or I wouldn't hve stayed with this one very long. I bought a high speed gaming rig so I could enjoy all of the colors and action of my favorite games. This one left me feeling...well, Cheated. I did get all three...or was it four? Parts of this story because I wanted to see how it turned out. The writing for this series is excellent. There is a lot of suspense and raw tension, bound up with a dark and eerie atmosphere. Now, if these folks could just crank up the graphics a bit, they'd have a real winner! This Pen & Ink style is pure College Mentality. Your writers have my attention, now can we please have some REAL ART?
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Walkthrough Guide
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Walkthrough (narrative version)
I was sick of hiding out in the fallout shelter. I knew I'd have to leave whether I wanted to or not. The problem was that I didn't know where anything was hidden, so I had to look around...
I stood on the second underground level. A spiral staircase in front of me led up to the first level, but before I used it I turned right and investigated the supply closet. In a box along the left wall I found a gear, and in another along the right wall I discovered a wrench.
Next, I turned left and entered the bathroom. I nabbed a tube of toothpaste off the shelf on the left, and a bottle of poison off the shelf on the right. I also found a first-aid kit behind the tub, and inside was a strip of adhesive plaster. I figured I might need it.
I took a step into the hall behind the staircase, and noted the cabinet on the wall. I couldn't open the lock on it, so I applied some toothpaste followed by some poison, and the lock melted off in a jiffy. A single key awaited me inside.
I ignored the bedroom and kitchen for the moment, instead heading up the stairs to the first level. An odd set of markings on the right wall read "Z - 2285". On my left were three doors, one barred up by bricks. Beside it was a panel with lots of wires sticking out, and I discovered a pack of matches behind it.
Backing away from the brick door, I headed through the door to the right of it, and found myself in a study. I used the key from the cabinet to unlock the drawer, and found a console of some sort. I also found another key in the wastebasket (who throws keys away?). To the left was an observation room, but I didn't go in for the moment. I had to power up the place first.
I returned to the second level and headed straight ahead to the bedroom. The wastebasket key opened a drawer, exposing a chain. With that and the gear in hand, I returned to the stairwell and climbed a ladder down to the third level, where I attached the sprocket and the chain to the appropriate spots and powered up the shelter with a bit of bicycling.
After that, I returned to the first level observation room (left, then left again from the staircase), nabbed an audio tape from the knitting basket on the floor, and plugged it into the tape player on the right wall, but all I heard was the beginning of the President's speech about watching Cuba. Disappointed, I then plugged the console into the nearby wall panel, and entered the code from the wall earlier: 2285. This revealed a periscope through which I could assess the aboveground scene, and a number 19 in the corner of my view.
I instantly remembered a newspaper on the floor of the second level. Someone had doodled "76 FIRST" in the margin. On the first level, I turned right from the staircase, and opened the cabinet with the code 7619 (which I followed by pressing E for enter). I put on the radiation suit, then slapped the plaster onto the mask and put it on as well.
But I wasn't ready to leave just yet. I headed to the kitchen, which I accessed by turning left right before the bedroom on the second level. I used the wrench to turn on the burner below the grate, then lit the gas with the matches. The heat broke the grate, after which I turned the burner off and nabbed a piece of metal from the broken grate. I felt like I needed it.
And I did. After I went through the exit door (straight ahead from the staircase on the first level), I couldn't open the door beyond it because the lever's handle had broken off. No problem: I fitted in the piece of metal and was out in no time.
We were always afraid of the A bomb...
Posted by: SonicLover | April 23, 2008 11:18 AM
Hey, I think I'm going to get to write a walkthrough! I actually figured out a game on my own.
Walkthrough (normal version)
Pick up the newspaper and note the number to the side.
Go left to the bathroom and click on the medicine cabinet at the left. Pick up the toothpaste.
Click on the third shelf of the shelving and pick up the bottle marked Toxic.
See the white bit sticking out from behind the tub? Click on it. Click on the lid to the emergency kit and then pick up the sticky plaster.
Go back out to the staircase and then to the right into the storage room. Click on the file box on the top center shelf and get the wrench.
Click on the box on the middle shelf on the left and get the sprocket.
Go back to the staircase and go forward. Use the paste on the box on the right wall.
Use the toxic stuff on the box on the right wall.
Click on the box and get the small key.
We'll come back to the two rooms later. Back out to the staircase and go up.
There's something written on the wall to the right of the door. Click on it and make note of the numbers.
Go left and then forward. Click just above the exposed wires. See the brown box sticking out? Click on it and take the matches.
Go right into the office. Click on the trashcan and take the rusty key.
Click on the desk and look at how to make the generator. You can click on the poster above the desk, too, but I never did figure out what it was for.
Use the small key on the center desk drawer. Take the console.
Go back to the brick wall and exposed wires and then go left into the library.
Click on the posters.
Click on the basket on the floor and take the tape.
Back out to the stairs and go down one floor.
Go forward twice into the bedroom. Use the rusty key on the nightstand and take the chain. You can also look at the poster over the bed.
Go back to the hallway and then left into the kitchen. Use the wrench on the gas tank.
Use the matches on the gas tank until the grate above it gets red then click on the knob to turn the gas off. Take the piece of metal from the grate.
Go back to the stairs and go down. Put the sprocket under the large gear.
Put the chain on the bike. Now you've got electricity!
Go back up the stairs and then up again. Go left and then left again into the library.
Put the tape in the tape player and click on it. Push play and listen. You can rewind and listen again if you'd like.
Hook the console up to the panel with the red dot. Click on the console and type in the numbers you saw on the wall...2285.
Look in the periscope and note the number in the lower right corner.
Go back out to the stairs and right into the room with the space suit. Click on the number pad on the door. Remember the number from the newspaper? What did it say? 76 first. Type in 76. Then what were the numbers from the periscope? 19. Type that in and then e.
Take the suit, and mask. Wait, you need to fix the mask. Use the sticky plaster on the mask and then take it. Now you're ready to leave, right?
Go out to the stairs and then forward. Click the handle on the door.
Go forward and click on the door. You need a lever. You don't have one, but you do have that handy piece of metal. Put it in the holes on the right.
Click the lever and leave!
Posted by: agrwife | April 23, 2008 12:02 PM
Here is a Hint-Through! This is for those who want some help, not explicit instructions. If you need a gentle nudge, you should be able to jump in here and get help till you're back on track. If you're an instant gratification seeker, go for one of the traditional walkthroughs.
General Tips
As always with a Mateusz game, it's good to go explore and get the lay of the land, to try and understand where you are and why. Pick up everything you can for your inventory. Examine closely any item you can. Take note of any numbers or markings that might useful later. Take note of any locked locks.
Exploring the Bottom Floor
Broken-down bicycle. Right, that was exciting. Next!
Exploring the Middle Floor
On the Landing
Check out that newspaper.
And there seem to be various switches and gadgets around here too, huh?
In the Pantry (to the right of stairs)
Examine everything, of course.
You should take two things away from this room.
They are in boxes.
It's a wrench and a sprocket.
In the Bathroom (to the left of stairs)
You should take three things away from this room.
Two are in cabinets.
One item is in something, and that something is behind something else.
You should get toothpaste, a bottle of poison, and a sticking plaster from the first aid kit.
The first aid kit is behind the bathtub.
In the Hallway (forward past the stairs)
You can't really take anything here, but you can observe things.
Like that locked cabinet on the wall.
In the Kitchen (to the left off the Hallway)
There isn't anything you can pick up here.
But it probably wouldn't be in the game if there wasn't something to do here at some point, huh?
Kitchens can be pretty useful, what with the utilities and the heat and all.
In the Bedroom (forward through the Hallway)
You can't really take anything here, but you can observe things, and remember them for later.
Like that locked drawer.
Exploring the Top Floor
On the Landing
Couple of "noticeable" things here.
That handle stands out, doesn't it?
And what's that on the wall?
On the upper right?
In the Hallway with the Metal Door (forward past the landing)
Okay, so this is where you might make your escape...
...but for that pesky radiation.
In the "Dressing Room" (to the right of stairs)
That suit could be useful, if not for all this unpowered gadgetry. Where can you get some electricity?
In the Hallway with the Brick Door (to the left of stairs)
Is that a door from which you might escape?
Doubtful. But it's noteworthy.
Well, that weird panel of wires is, anyway.
Did you examine it very closely?
Find something you could take away?
Like a box of matches?
In the Room with the Chair (to the left of brick door)
Lots to ponder here.
The pictures tie together, and give you serious clues as to what is supposed to happen in here.
There's an item to pick up in this room.
Or, is it to actually be used here?
Hm, where would you put a tape...
...in that tape machine on the right wall, maybe?
Better figure out how to make that machine run. There seem to be lots of places in this shelter where electricity would come in handy.
In the Office (to the right of brick door)
Interesting drawing on the desk. What does it remind you of?
Maybe something you've seen before?
So maybe the broken-down bicycle downstairs was more than met the eye?
And the drawing is titled..."Generator"?
Oh, look... there's another locked drawer.
Nice if there were a key nearby.
You didn't really think the key to the lock would be in the same room, did you? ;)
Interesting diagram on the wall. Looks like maybe a map of the place?
Solving Your Problems (You know, other than the nuclear winter outside.)
So, you've got that key.
There are three locks on which you could try it.
And you already know the lock in the room where you found the key is a no-go.
So, try the others.
They're both on the middle floor, in case you forgot.
It's either the cabinet in the hallway, or the drawer in the bedroom.
So now you've got a chain.
Looks like a very specific sort of chain, eh?
Like a bicycle chain.
So you've got the bicycle chain on the bicycle. What else would improve the operations here?
Use that sprocket in your inventory to replicate the drawing you saw upstairs.
"Let there be light!" Go see what effect your electricity has had.
Sometimes, a John F. Kennedy speech about Cuba is just a John F. Kennedy speech about Cuba.
So, you've got a wrench.
Wrenches are used to loosen tightened things, or tighten loosened things.
Have you spotted any handles you couldn't turn? Or screws loose? or loose valves that needed tightening?
Try the kitchen.
Try the gas tank under the stove.
But as everyone knows, you can't just leave a gas tank to emit vapors into the room. What would you do after turning the gas stove on?
Use your matches.
So, now you've burned some metal and ruined the stove. Well done.
Here's where logic ends and random application begins.
I'm sorry to say that the game goes a bit illogical here, so the hints might seem a little nose-leading from this point forward.
You've still got two locks to be unlocked.
One of them isn't just a keyhole: it's an actual lock. But it's really rusty, so even if you had a key, it wouldn't work.
How to get a jammed lock off? You could break it somehow. But you don't have a way to use force.
You could shoot it with a gun; that's what they do on TV, anyway. But you don't have a gun.
You could try to clean it or pop it with some acidic solution.
Notice I didn't say, "but."
You've got some chemicals at hand, don't you?
Toothpaste + toxic = lock melting.
I have no idea either.
But at least now, you've got a proper key.
So, you've got that key.
And there's only one lock left.
It's on the top floor.
In the office.
We know what to with keypads, don't we?
But with the wires... surely it's to plug into something. Where are the rooms with gadgets that seem to need more operation?
The console is pictured in a diagram somewhere.
It's the left drawing in the room with the chair.
What else do we know from the drawing? That the red light should be green.
Try one of the codes you've got lying around.
Here's a hint: the code was accompanied by a tiny picture to indicate where it should be used.
You might have thought it was a letter Z, but it wasn't.
The code 2285 from the top floor landing.
Periscopes are sweet.
Looks green and noxious out there, huh? But what else did the periscope yield?
It's on the view finder.
It's another code. Hang on to it.
So, you've got some numbers floating around here. And a significant keypad yet to be unlocked.
The keypad on the radiation suit closet requires a 4-digit code.
Play around with the ones you've got. There are some numbers from the third drawing in the periscope room... the 19 from the periscope... the "76 first" from the newspaper.
It's 7619.
Oh, and "e". Probably for "enter."
As Barney would say, "SUIT UP!"
Yikes, torn mask. Can't you repair it?
Can you bail now? Out of your comfy shelter and into the nuclear fallout?
Still looks like a "no."
You need a lever. And you're out of inventory.
There's that metal grate you burnt earlier in the kitchen.
Even though you needed a wrench to turn on the gas, you can turn it off with your hand.
When the metal cools, grab a piece. Good luck out there!
Posted by: pineapple | April 23, 2008 5:22 PM