Renegade's Sleeping Beauty
Renegade's Sleeping Beauty is very wordy; there's a lot of dialogue going on, and a fair chunk of it is there for comedic effect. Fortunately for those of you who would rather just play the game itself, when you first begin, you're given the option of selecting either the full experience, or just essential dialogue. The game is easy to play; just click on people or objects in the world to interact, and click on the tabs at the bottom to access your inventory or options. From time to time you're given a choice of dialogue options from either Brad or John; just click to select the one you want. The game uses cursor changing to show hotspots you can interact with, so just keep an eye out and explore. Please also note that this game lacks a save function, so you won't be able to leave and come back to where you left off.
Your goal is clear; get into the castle and find out what happened to the princess. Unfortunately, the path is blocked by rather militant secretaries, shopkeepers who will do anything to make a sale, and Brad's love/hate relationship with his little brother... mostly "hate". It's up to you to find the right tool for every job by exploring the environment and poking things with sticks, crowbars, and whatever else you find laying around.
Like you weren't going to do that anyway; I know you never pass up a chance to poke someone with a vegetable.
Analysis: If you have a younger sibling, then I am sure I do not have to tell you that it is your solemn duty to confuse and misinform them about absolutely everything until they get old enough to question you. Which, of course, is why this strange little point-and-clicker bears a lot of resemblance to the sort of "improvised" fairytales I used to tell my baby sister, and why she now fact-checks everything I tell her. The writing occasionally feels like its trying too hard to be funny or sarcastic, and as such occasionally winds up a bit crude, but for the most part the whole thing is very silly. As long as you don't stop to question why certain things are happening, or why everyone is so exceptionally strange, it works more often than it doesn't, even if the humour tends to be of a very sarcastic sort that might not be everyone's cup of Earl Grey.
The downside is that there are definitely times when the game clearly feels like its coasting along on its oddball characters and dialogue rather than the gameplay. The puzzles here all mostly revolve around figuring out which item to bring to which person, and since the logic in the game is, um, weird, to put it mildly, this can be more than a little difficult. It's fairly easy to wind up wandering back and forth, trying to figure out what to do next, especially since the game offers very little hand-holding. You might also wish the presentation was a bit more "active"; the art is fine, but the static expressions and lack of animations, combined with the absence of a soundtrack, sort of let down the writing a bit by missing a chance to add even more colour to the world.
Frequently funny and definitely original, Renegade's Sleeping Beauty is a game with a lot of personality that gets tripped up by awkward logic and a slightly clunky interface. If you're looking for something different, and don't mind thinking outside the box (like, way outside), then Sleeping Beauty will provide.
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Renegade's Sleeping Beauty Walkthrough :)))
click on battery beside weapon shop sign
click on Tweety bird (orange bird)(I'm expecting you to see the obvious ones)
click on left rock
click on chimney
click on castle sign
click on blank house
click on fountain then far left window then go inside shop
click on everything in shop except clock, wall, desk, and cash register(yes even the floorboards. Click on the pot as well. Don't forget the slips of paper!)
after clicking on everything talk to guy again
click on journal again and get key
click on blue towel and get cell phone
click on far left Tweety
click on Tweety hiding behind bag
leave and go to school building
talk to prudence
click on Tweety and brussel sprout
click on cup 2 times
click on window
click on other Tweety
click on everything on wall but pennant
click on paper
click on button
click on desk then leave
go to castle path
take Tweety hiding behind right side of tree
click on tree leaves
get both flower comments
click on tall grass
click on mushrooms
click on brick (it should be obvious)
click on tree leaves then rabbit shadow (on bottom right part of path)
click on curved path then go forward
take Tweety from right of girl
take Tweety from top right wall
take battery from top right part of butterfly wing
click on wall, castle, both flower patches, butterfly, rock, left bush, and thorns
give girl brussel sprout
go back to school building and talk to prudence
enter and click below hanger
take both Tweetys
click on number line
click on bottom left desk and take crowbar
click on teacher to be able to start test
leave school and use crow bar on window
take Tweety and cake
give cake to prudence (doesn't matter what you choose but I like being rude)
take thing sticking out of cup (10 dollars)
use pencil on 10 bucks
answers are L rapper E:22 0 is
go back to shop and get axe (another doesn't matter)
go to far north path
get Tweety top right and stick bottom right
talk to burger guy 3 times
give him 10(00000) dollar bill
use crow bar on man hole cover
leave and got to shop
give him burger
leave and com back to get key
go to castle path and use axe on mushrooms
get out stick and move it around tree leaves till you get fruit
pick it up
go to gate and use gloves on thorns
use golden key
give boar fruit
talk to guy and be mean
do this 4 times
leave and come back be mean just to be safe
take shovel and the Tweety on both trees
dig where map says to
get out and open chest with key
go back to burger stand and use shovel on open hole
click on mud once or twice
pick up with gloves
go to castle beyond garden place thingy
take Tweety and one to left of castle
cut down tree and hit door both with axe
click on water
use grapple hook and go inside castle
Go right and open both cabinets and take mallet, and Tweety. Then click on everything.
click on clock, notice board, and map
click shadow bottom right
take Tweety behind pillar and on steps
talk to maid
click on top left corner of rug and take key
click on middle door
take plunger at bottom right of table cloth
take both Tweetys
open piano and take battery closest end
click on note and again to close
go back to suspicious rock at gate
open with hammer
go to suspicious brick and open with hammer
go to moat
pour water on mud ball
go to car and use keys on it
open passenger door and trunk
take Tweety bird and phone charger
go to outlet in castle
plug in charger then phone
pin is 5423
go to phone book
get detonator outside
go to cabinet and open top with bronze key
click on everything
go down stairs and attach dynamite to safe then put detonator at bottom
attach plunger and click and drag it down
take key and open princess door
click on everything
use axe on middle bar
use key to open drawers
take Tweety from bottom and battery from top
call last person on cell phone till they don't answer(close the door)
Go to shop and talk to ??? till you get the award
put the batteries into the clock
go back to princess
put clock top left part of couch (keep trying)
turn it on
poke it with stick
I think to get other awards you have to come back a lot or turn non important dialogue off or something
sorry i wrote so much!
Posted by: Pinwheel | July 7, 2010 4:40 PM
Renegade's Sleeping Beauty Walkthrough
You can change the options in the beginning to either full dialogue or useful dialogue. If you go with full dialogue you'll get more snark, but beware, you'll get a ton of extraneous dialogue as well.
Watch for the cursor changing to a hand, it indicates hot-spots.
You can use inventory items on each other. Simply pick up an item, then hover the cursor until the inventory pops open again, and use the item.
When talking to a character, at some point you will have a choice between Brad's sarcastic replies and John's more polite replies. Each can get you a different outcome.
Brace yourself for a lot of back and forth walking.
Brace yourself for some very weird characters.
You can collect the tweety birds as a side task, there are 22 of them.
There are also five awards you can win as a side task.
You begin in the town square where the fountain is. Your character, your younger brother, and a girl named Mackenzie are present. Click on Mackenzie to talk to her. She will give you the task of waking sleeping "beauty". Keep clicking until the dialogue is over and all of the characters disappear from the screen.
Notice the bird sitting on the Weapons Shop sign. That is a tweety, which you can collect as a side task. Take the tweety.
At the base of the Weapons Shop sign pole is a very tiny object in the grass. Take the object (battery).
To your right is a Weapons Shop, then a red building which is a Schoolhouse. At the very back of the scene the path leads to the Burger Cart. The path to the castle is on the left.
Before you pick a destination, click on the window of the building on the left. It will tell you there's a cake in there. Nice to know if you get hungry.
Let's buy some weapons, shall we?
Click on the door of the Weapons Shop to enter.
Brace yourself for a very annoying store clerk.
Once you've finished talking and your characters disappear, you can proceed.
Collect the tweety birds, one is on the shelf by the fish bowl, the other is difficult to see at the left side of the screen, just above the red umbrella handle.
You can click on all of the objects and get a ton of snarky yet useless dialogue.
The first important thing to click on is the green notebook on the second shelf down, nearly hidden by the scythe blade. Click on the notebook to open it and take the silver key.
Click on the blue towel on the bottom shelf on the right and take the revealed object (cell phone).
Click on the axe to buy it and find out that you need some form of ID.
Where can you find ID?
How about the school?
Back up out of the shop into the town square, then click on the schoolhouse to enter.
You are now faced with Prudence, the militant soviet recruiter, er, school secretary.
Collect the tweety birds, on her desk between the apple and the pencil cup, the other on the left side of her desk near the floor.
Collect the sprout (beneath Prudence's desk).
Click on the papers on Prudence's desk to reveal a red button.
Push the button to open the front of her desk. Once the desk is open, take the dynamite.
According to Prudence, in order for you to enroll someone has to eat the sprout, but you don't like sprouts.
Let's go find someone to eat the sprout. Maybe someone at the Burger Cart is hungry for vegetables.
Back up to the town square.
Go forward to the Burger Cart.
There are two tweety birds in this scene, but one is in the locked car and you can't get to it yet. Collect the other tweety bird sitting on the fence above the Burger Cart.
You can click on the car, but it is locked.
Below the Burger Cart, right where the inventory tab is, is a long stick. Take the stick.
Talk to the annoying burger guy and realize that you're going to need a lot of money to buy that burger.
Also, he apparently doesn't like sprouts.
Let's head to the castle to wake sleeping beauty, shall we?
Back up to the Town Square, then take the left hand path to the castle.
Castle Path 1
Before you go further, have a look around.
There's a tweety bird hiding behind the tree trunk, barely visible, where the brick wall on the left meets the grass.
There's also something in the tree leaves, but they are too high to reach.
Fortunately, you just picked up a big stick.
Use the stick on the leaves and a pear will fall down. Take the pear.
Oh dear, it's the irritating Mackenzie again.
There are two tweety birds in the scene, one sitting high on the wall above Mackenzie, the other to the right of Mackenzie, peeking out from behind the bush.
On the left flower bed is a lovely butterfly. Just to the right of the butterfly is a battery. Take the battery.
You can't do anything about the fake rock or the thorns right now.
Hey, maybe Mackenzie will eat the sprout! Give the sprout to Mackenzie.
Once Mackenzie has eaten the sprout (and is done talking) she'll give you a map.
Pull up your inventory and click on the map twice to open it and get a close up. Looks like you'll need to dig up something on that path you were just on. Close down the map.
You're not going to get anything else out of Mackenzie, other than annoying dialogue, and you can't get through the gate or into the fake rock.
Well, someone has eaten the sprout at least, so maybe it's time to go enroll in school?
Back up twice to the town square, then enter the Schoolhouse.
Click on Prudence to talk to her. When you have the choice, choose polite.
Once you've enrolled, click on the classroom door to enter.
Time for another annoying conversation, this time with a teacher who thinks she's a dog.
There are two tweety birds here, one on the tray of the chalkboard, the other in the lower right desk.
Click on the chair behind the lower left desk to move it and get a crowbar. Too bad you can't use it on the teacher.
You can click on the exam (sitting on the upper left desk) but you can't take it without a pencil.
Time to talk to Comrade Prudence again. Leave the classroom and go back to Prudence at her desk (door is on the left).
Click on the cup of pencils on the desk to knock it over.
Unfortunately, Prudence will not let you take a pencil. You need something to distract her.
Back up to the Town Square.
Remember that window on the house on the left, the one where you saw a cake?
Use the crowbar on the window to break it, then take the cake.
You will also find a second tweety bird in the window. Take it.
Let's see if Comrade Prudence can be distracted with chocolate!
Enter the Schoolhouse.
Schoolhouse (I promise, this is the last time)
Use the chocolate cake on Comrade Prudence (if you choose the younger brother, the cake will go on the desk, if you choose the older, she will get it right in the face).
While she is distracted, take the pencil from the floor.
Also notice that there is something in the upturned pencil cup. Click on the cup opening to get the item (dollar bill).
Enter the classroom.
Click on the test to bring it up.
You can type in your answers on the test.
The capital of London is L (the only letter capitalized).
The answer to this is "rapper", presumably because only a rapper would try to rhyme with "laddo".
Ignore the top number sequence. The important sequence is A:2, B:7, C:12, D:17 and the next one in that sequence is E:22, which is the answer.
These numbers are actually times, military times. So 430 (4:30 am) + 15 (minutes) = 445 (4:45 am). 2050 (8:50 pm) - 70 (70 minutes, or 1 hour 10 minutes) = 1940 (7:40 pm). Thus 2350 (11:50 pm) + 10 (minutes) = midnight (not 2400, but 0). The answer is 0.
The word "is" is repeated twice, so the answer is "is".
Once you pass the test you get the ID and gloves.
Exit the classroom and back up to the town square.
Are you hungry? You have money now, let's go buy a burger!
Go forward to the Burger Cart.
Annoying burger guy will still not give up the burger.
Use the pencil on the dollar bill to change it to a $1 million dollar bill (NOTE: Jayisgames.com does not endorse counterfeiting in any way, shape or form, do not try this at home).
Give the $1 million dollar bill to the annoying burger guy.
Once the dialogue is over, take the burger.
Time to see a man about an axe.
Back up to the Town Square, then enter the Weapons Shop.
Use the student ID on the idiot store clerk.
Once the dialogue is over the axe will be in your inventory. It is up to you whether or not you let the clerk know he forgot to charge you.
Give the burger to the clerk as an apology for not paying.
Back out of the Weapons Shop, then go back in and talk to the clerk.
When the dialogue is over you have a gold key that the clerk found in the burger.
Let's see if we can get through those gates, shall we?
Back up to the Town Square, take the left path to the castle, and go forward until you hit the gates.
Ignore Mackenzie for now.
Use the gloves on the thorns. It will take about 6 clicks to clear the gates.
Use the gold key on the gates.
Click on the gates to open them.
Is that a warthog?
Maybe it's hungry?
Use the pear on the warthog to distract it.
Go through the gates.
Castle Path 2
Why is everyone in this game insane?
Find the tweety birds, there are two. One in the left tree and one in the right tree.
Talk to the dude with OCD, but refuse to help him.
You can't take the shovel until he leaves.
Go forward to the castle.
Okay, a moat filled with sharks.
There are two tweety birds here, one in the tree, and one behind the left castle turret, on the ground.
We now have something useful to get over this moat!
Use the axe on the tree to chop it down and create a bridge.
You can use the axe on the door, but it doesn't help.
Looks like we need to get in the window.
Back up to the Castle Path 2 and see if the dude with OCD has left yet.
If the dude is still there, talk to him and refuse to help again. Wander around, back and forth, until he leaves (you may have to talk to him and refuse again).
Once the dude is finally gone, take the shovel.
Now that you have the shovel, you can use the map to find buried treasure!
Back up twice until you are at the start of the Castle Path.
Castle Path 1
Look at the map closely, you need to dig to the right of the path, just below where the purple flowers end.
Use the shovel to dig and you will find a box. Click on the box to bring it up.
Use the silver key in your inventory to unlock the box and take the rope and grappling hook.
Time to storm the castle!
Go forward until you are at the moat.
Use the hook and rope on the window, then click on the window to go in.
Castle Interior (Door)
You are inside the castle, facing a locked door and a lamp plugged into an electrical outlet.
If you click on the floor on the right (above the inventory tab) you can look at the right side of the room.
Click on the floor on the right to see the rest of the room.
You are now facing a large cabinet, with doors on the top and bottom. The top doors are locked.
Open the bottom left door to find a hammer. Take the hammer.
Open the bottom right door to find a tweety bird. Take it.
At the very bottom right of the scene, almost hidden by the inventory tab, is a darker brown area. Click on this area to go to the next room.
You are now in a hallway facing a maid. Yes, she's annoying as well.
Talk to the maid. Yes, she's hidden the key to sleeping beauty's room in the safe.
There are two tweety birds here, one on the spiral staircase rail, one hiding behind a column.
Click on the upper left corner of the red rug to flip it over. Take the revealed object (diamond key).
The first door in the hall ahead of you leads to the dining room. Click on it.
There are two tweety birds here, one in the plant on the right, one sitting on a plate on the table.
You can click on the pig on the table if you like, he's apparently not quite dead yet.
Below and to the right of the potted plant (where you found the tweety bird) is a note, click on it.
The note is a clue to the PIN number of a cell phone. All the numbers are under 10, and A is greater than B, which is greater than C, which is less than D. B is a square, A, C, and D are prime numbers.
Open the keyboard of the piano. At the far left of the keyboard is an object that is hard to see. Take it (3rd battery).
On the bottom right side of the tablecloth is an object, very hard to see. Click on the object to take it (plunger).
There's nothing more to do here.
You know, you have a crowbar, you could maybe use it to break into that car down by the Burger Cart.
Back up to the maid.
Click on the spiral staircase to go up.
Click on the left side of the floor to look left, then go out the window.
Back up four times until you are back at the town square, then go forward to the Burger Cart.
Well, using the crowbar on the car doesn't work, what now?
Try using the crowbar on the manhole cover.
Now use the shovel on the open manhole.
You now have dirt!
You don't want to pick that up with your bare hands.
Use the gloves on the dirt to pick it up.
Maybe there's something in the dirt?
What we need now is water!
There's water in the moat.
Back up to the town square, then take the left path towards the castle.
Castle Path 1
Hey, while we're here, do you remember that cracked brick on the left wall?
Use the hammer on the cracked brick.
Take the object that is revealed (bucket).
Now we're cooking!
While you are here, you can smash the mushrooms with the hammer. It doesn't help the game, but at this point it might feel good.
Go forward to the gates.
Remember the fake rock here?
It's smashing time!
Use the hammer on the rocks to get a brown key.
Go through the gates, then forward again to the moat.
Use the bucket on the moat to fill it up.
Use the now full bucket of water on the lump of dirt.
Let's go back to the Burger Cart!
Back up four times to the Town Square, then go forward to the Burger Cart.
Use the car keys on the trunk to open it.
Take the revealed object (cell phone charger).
Click on the back door of the car to open it, and you will find another tweety bird. Take it.
Let's head back to the castle!
Back up to the town square, then take the left path to the castle. Proceed forward to the moat, then click on the window to enter the castle.
Getting into the Princess' Room
Once you are back in the castle, facing the lamp and the locked door, put the cell phone charger in the electrical outlet.
Attach the cell phone to the charger.
Click on the cell phone to bring it up into close up.
Click on the red power button (on the right) to turn on the phone.
Click on the square to enter the PIN.
Here's where the game goofs. According to the note, the PIN number consists of numbers below 10. Three of them are prime numbers and one is a square.
A is greater than B, which is greater than C, which is less than D. B is a square, the rest are prime numbers.
The only square numbers between 2 and 9 are 4 and 9. However, 9 is too large as A has to be greater.
Therefore, B = 4.
Here's where the logic falls apart: there are four prime numbers smaller than 10 (2, 3, 5, and 7 since neither 0 nor 1 is a prime number).
I think the game designers forgot about 7.
The actual code is 5423, which fits the parameters.
However, 7423 also fits, as does 5427.
Nevertheless, the PIN number is 5423.
Type in the PIN number, then click the green arrow to continue.
Once the phone activates, click on the left circle, marked Phonebook.
You can call all of the numbers if you'd like, but the important one is the one on the bottom, depot.
Click on depot and talk to the depot guy.
Talking to the depot guy will order a detonator for this dynamite you've been carrying around.
NOTE: You can call the depot guy again several times. See the trophy section at the end for details as to why.
Close down the phone and go out the window to the front of the castle.
The detonator has been delivered. Wow, that was fast! Take the detonator.
Go back into the window.
Click on the right side of the floor to see the right side of the room.
While you are here, use the brown key on the top doors of the cabinet to unlock them.
Click on the doors to open them and take the alarm clock from the left side shelf.
Click on the dark patch at the bottom of the screen to go downstairs.
Let's open the safe, shall we?
Attach the dynamite to the safe.
Place the detonator below the dynamite.
Attach the plunger to the detonator.
Click on the plunger and drag it down to detonate.
Take the revealed fancy key.
Click on the spiral staircase to go back upstairs.
Click on the left side of the floor to see the left side of the room.
Use the fancy key on the locked door. Success!
Click on the door to open it.
Waking the Princess
Click on the bottom of the scarf hanging on the bureau to get it out of the way.
Once the scarf has moved, use the diamond key on the drawers to unlock them.
Click on the bottom drawer to open it and get the last tweety bird.
Click on the top drawer to open it. There's a battery hidden in the far left of the drawer. Take it. You should now have four batteries.
Open up your inventory and, one at a time, add all four batteries to the alarm clock (which looks like a wind-up, but never mind).
Once all four batteries are in, place the alarm clock on the back of the sofa the princess is sleeping on.
Click on the alarm clock to activate it.
Once the alarm clock is ringing, hit it with the big stick.
Enjoy the finale!
Trophies and fun stuff
You can get a trophy for finding all of the tweety birds.
You can get a trophy for sitting through over 600 lines of dialogue (the microphone trophy).
You can get a trophy for completing the game and coming back to play it again.
You can get a trophy for talking to the fake Spiderman. To do this: After you dial the depot on the cell phone, call it again two more times, until the guy threatens to call the police. Then head back to the Weapons Shop and lo and behold a fake Spiderman will be there. Talk to him to get the Spidey trophy.
There is supposedly a fifth trophy, something to do with unlocking the alternate outfit for the burger guy, but I cannot find it! If anyone can figure it out please let me know. :-)
You can smash the mushrooms at the base of the tree on the castle path. For no reason.
In the princess' room, you can use the axe on the barred window and break the bars. Going to leap to your death?
Posted by: grinnyp | July 7, 2010 6:23 PM