Having sworn to help other people at all times, you'll extend that oath to include aliens in Camp Pine, a new point-and-click game by Selfdefiant. You take the role of a boy scout, who meets a stranded alien at camp. Playing much like an escape game, your goal is to find the necessary items to get the alien's spaceship back in the air, at which point you'll be awarded a well earned merit badge. Clicking items will variously examine, collect, or use them, depending on context, and navigation is mostly through clicking the sides of the screen.
With only one pixel hunt — in the dark, for a lightswitch — Camp Pine mainly relies on traditional 'find X to use on Y' puzzles. These are never obscure, and although genre veterans might find the game to be on the easy side, it's a fun, coffee break sized distraction without the frustrations of illogical puzzles or hard to find items. Besides, there aren't many Scouts who can say they've helped an alien home. Are you prepared?
Walkthrough Guide
(Please allow page to fully load for spoiler tags to be functional.)
Camp Pine Walkthrough
Starting Out
Start by looking around inside the spaceship. It's missing a battery and some fuel (coke), and you can pick up an empty water tank as well.
Head right twice and examine the golf buggy. Turn the steering wheel to find a gold key.
In the left hand portaloo, move the toilet paper to find a silver key.
Go left or right until you reach the house with a red flag on it.
House with Red Flag
Unlock the door with the gold key.
The light switch is left of the door, about door handle height. If you're having trouble finding it, start from the wall panel with the spiral on it and slowly move the mouse up until the pointer changes to a hand icon.
Go right to see an alarm clock. From the back of it you can take a battery, but the front continues to display the same time, which means it must be a clue.
Go right again and look in the drawers to find a trumpet.
Keep going right and check the fridge to find cola.
On the board by the microwave is a paperclip you can take.
Go left from the hut, to the flagpole. The code for this is the number from the alarm clock:
12:16
Take the flag after pressing the green button to lower it.
Recreation Centre
Go left again to the recreation centre. Use the silver key to unlock the door.
In the green lockers is a tub of glue (far left) and a wallet (one in from right).
Open the coin container in the wallet to find a bronze key.
Use the bronze key to open the storage cupboard door on the left of the same room.
Use the glue on the canoe.
Use the flag on the glue.
Take the canoe and the equipment from the shelves.
Go to the house with the blue flag on it.
House with Blue Flag
Use the trumpet to wake the sleeping boy.
Take the shoe to the boy by the door to get a pocket knife.
Leave the house and go to the lake.
Lake
Put the canoe in the water.
Put the ring and the oar in the canoe.
Use the canoe to reach the buoy.
Use the knife on the buoy to get a lightbulb.
Fill the water tank, then go back to the spaceship.
Spaceship
Take your collection of items to the spaceship. Fill up the fuel tank with cola, place the battery in the battery compartment, and add the refilled water tank back with the others.
On the control deck, there are six lights above the keys. These are the code for the puzzle one screen left of it. The order is:
purple, yellow, orange, blue, red, green
Place the lightbulb in the space for it. In a panel just underneath is a screwdriver. Take it and go back to the control panel.
Open the panel near the bottom of the desk using the screwdriver.
Use the paperclip to connect the wires and complete the circuit.
Talk to the alien outside to finish the game.
Posted by: Ben | July 11, 2012 12:08 PM