French version here !
Chapter 1- the escape
Enter Doctor Horse's office which is waiting for you.Listen to it until the end.
Once he leaves the room, take the chisel off the desk.
Activate the large whiteboard on the wall to discover a post it that contains the code of the safe to open.
Open the safe on the right to open it and take the pass.
Get out and head downstairs.
Go left towards the rooms.
Continue to the back bedroom (number 10) and insert the pass into the magnetic card reader.
Open the door.
Use the chisel on Luc to cut his handcuffs.
Activate the computer next door (Commodore 64).
Luc will take care of himself hacking the system to free cell number 12.
Open the door to cell 12 to free Cyprien.
Then click on the double locker door closed by an anti-theft device.
Cyprien will then offer you the key to thank you for having released him. Use the key on double doors.
Take the 3 combinations of cosmonauts.
Once disguised, go to the far right and head for the exit. The guard will then let you out without problems.
Once on the steps of the hospital, click on the black sedan car waiting for you in the lower left ...
In the dark alley, talk to the ex-Russian agent and give him the kraft envelope.
In the office of the President of the Republic, speak to the head of government and then give him the file.
In the space shuttle, click on the control panel at the far left to accept the pending videoconference.
Chapter 2- The galley of Rodolphe Wallace
Once in front of the hut, take the wooden pulley hanging on the rope of the red sign "Entry prohibited".
Activate the shutters to discover a hidden key. Take the key and reopen the shutters so you don't leave your companions inside in the dark.
Use the key in the wooden door to enter the cabin.
Take the fork of the pink bicycle from the bicycle and insert it into the stool with a hole at the foot of the same bicycle. Take the green bowl and go out.
Head right to arrive at the crossroads.
Search the tree stump to recover a beetle, the wooden box in front of the barrels to recover an electric blue wire and
finally the small triangular wedge in front of and at the foot of the arranged wooden logs.
Go through the fence to the north to go to the Dexter cemetery. Once you have spoken to him, take the stick from the hole where he rests
the corpse of the Piou chick who will no longer sing on the radio… Retrace your steps and head straight to the right to access the hidden garden.
Take the sheath in the seal, the spool of wire on the barrel then the tomato with flies at the feet of the painter's wooden easel.
Leave at the crossroads and go down this time through the wooden door.
Place the tomato in the feeder. Take the opportunity to fill the bowl in the water tank. Go close the door the first time.
The boar reopens it… put the wooden block on the door.
Recover the bird cage, the red electric wire, the broom brush at the foot of the enclosure, the Gratt’cul hairs on the tree stump where it was scratching
and the little licorice stick at the bottom.
Continue down to access the landfill.
In the rubbish, collect the bellows on the wooden barrel and the pipe on the barrel.
Combine the stick from your inventory with the brush to form a broom and use it on the small piece of paper stuck on the branch above the cat.
Use the salad bowl filled with water on the cat then take the wheel and examine the piece of paper. A comic strip presents you with a method for making a natural brush.
Which will be useful later in this chapter.
Head left to go to the lake.
Recover the plug which floats at the foot of the wooden pontoon. Take the glass of vodka from the hand of the sleeping dwarf on the table. Give the beetle to the Dwarf Fernal (who grinds his orange salad spinner).
He offers you a tray of cold fries. In your inventory, mix the tray with vodka and give these alcoholic fries to the fake reindeer (dogs disguised as reindeer).
You get a very important peanut to finish the chapter. Then talk to the Dwarf Fernal about his wringer.
He then gives you the drum. Then descend by following the path to reach the tree and the dwarf Génious. Talk to the dwarf and ask him for help in making your generator.
Place the wooden pulley on the branch of the left tree.
In your inventory, combine the wire and the cage then place this cage on the pulley.
Now you have to make the bait to lure the squirrel into the trap.
Take the licorice stick from your inventory and activate it against the sap of the tree.
Then use this stick stick with the Gratt’cul hairs from your inventory.
Place the cap on the trap. All you need is brown paint.
Go back to little Dexter in his cemetery and put the wheel on his bike. Dexter offers you corrective white.
Use the air chamber with the bellows in your inventory to make a pump.
Use the pump on the impeller. Dexter then offers you its dynamo.
Return to the painter and give him the blank. She offers you a tube of brown gouache. Return to the dwarf Génious in the trap.
Use your natural brush made from licorice, sap and wild boar bristles with the paint tube. Then use this brush on the cork to transform it into a false tassel.
The trap is in place, the squirrel is captured. You get it and get a plan to make / tinker a generator with the means at hand (plan added to your notebook).
Return to the cabin. Use the metal hose on the bike, as well as the red wire, the blue wire, the dynamo and finally the wringer drum.
Place the squirrel on the drum and place the peanut on the wooden logs in front of it.
Activate the shutters to discover a hidden key. Take the key and reopen the shutters so you don't leave your companions inside in the dark.
Use the key in the wooden door to enter the cabin.
Take the fork of the pink bicycle from the bicycle and insert it into the stool with a hole at the foot of the same bicycle. Take the green bowl and go out.
Head right to arrive at the crossroads.
Search the tree stump to recover a beetle, the wooden box in front of the barrels to recover an electric blue wire and
finally the small triangular wedge in front of and at the foot of the arranged wooden logs.
Go through the fence to the north to go to the Dexter cemetery. Once you have spoken to him, take the stick from the hole where he rests
the corpse of the Piou chick who will no longer sing on the radio… Retrace your steps and head straight to the right to access the hidden garden.
Take the sheath in the seal, the spool of wire on the barrel then the tomato with flies at the feet of the painter's wooden easel.
Leave at the crossroads and go down this time through the wooden door.
Place the tomato in the feeder. Take the opportunity to fill the bowl in the water tank. Go close the door the first time.
The boar reopens it… put the wooden block on the door.
Recover the bird cage, the red electric wire, the broom brush at the foot of the enclosure, the Gratt’cul hairs on the tree stump where it was scratching
and the little licorice stick at the bottom.
Continue down to access the landfill.
In the rubbish, collect the bellows on the wooden barrel and the pipe on the barrel.
Combine the stick from your inventory with the brush to form a broom and use it on the small piece of paper stuck on the branch above the cat.
Use the salad bowl filled with water on the cat then take the wheel and examine the piece of paper. A comic strip presents you with a method for making a natural brush.
Which will be useful later in this chapter.
Head left to go to the lake.
Recover the plug which floats at the foot of the wooden pontoon. Take the glass of vodka from the hand of the sleeping dwarf on the table. Give the beetle to the Dwarf Fernal (who grinds his orange salad spinner).
He offers you a tray of cold fries. In your inventory, mix the tray with vodka and give these alcoholic fries to the fake reindeer (dogs disguised as reindeer).
You get a very important peanut to finish the chapter. Then talk to the Dwarf Fernal about his wringer.
He then gives you the drum. Then descend by following the path to reach the tree and the dwarf Génious. Talk to the dwarf and ask him for help in making your generator.
Place the wooden pulley on the branch of the left tree.
In your inventory, combine the wire and the cage then place this cage on the pulley.
Now you have to make the bait to lure the squirrel into the trap.
Take the licorice stick from your inventory and activate it against the sap of the tree.
Then use this stick stick with the Gratt’cul hairs from your inventory.
Place the cap on the trap. All you need is brown paint.
Go back to little Dexter in his cemetery and put the wheel on his bike. Dexter offers you corrective white.
Use the air chamber with the bellows in your inventory to make a pump.
Use the pump on the impeller. Dexter then offers you its dynamo.
Return to the painter and give him the blank. She offers you a tube of brown gouache. Return to the dwarf Génious in the trap.
Use your natural brush made from licorice, sap and wild boar bristles with the paint tube. Then use this brush on the cork to transform it into a false tassel.
The trap is in place, the squirrel is captured. You get it and get a plan to make / tinker a generator with the means at hand (plan added to your notebook).
Return to the cabin. Use the metal hose on the bike, as well as the red wire, the blue wire, the dynamo and finally the wringer drum.
Place the squirrel on the drum and place the peanut on the wooden logs in front of it.
Chapter 3 - Cyprien Karanoff vs. Reavirpro
You now control Cyprien.
Use your pass on the teleporter.
Once in the cell, take the sock under Santa Claus and the sponge on the sink.
Place the sock in the sink to trigger the chemical reaction, then the sponge to make a fake piece of excruciating cheese.
Place the sponge in front of the floor air grille and let the magic happen.
Go to the end of the corridor to collect the big water bottle and the bottle. Use the bottle on the ant colony at the foot of the plant and collect a few leaves on the same plant.
Return to the clodo in your cell and give him the bottle filled with ants which he will exchange for an elevator pass. Use the pass on the elevator card reader.
Go to floor -4. Search the first aid box to the right of the elevator, just in front of the lasers. Cyprien then recovers from the Dream 500.
Go to the far left of the corridor. Take the water bottle at the foot of the skeleton.
In your inventory, use the Dream 500 with the bottle.
Take the elevator and go to floor -3. Head left and give the tampered bottle to Ed the vigil. He is falling asleep. Go get the container and go back to the elevator to go back to floor -4.
Go back to the left.
Collect the Stale Strawberry Tiramisu. Use it on the microwave. Place the grout formed in the Blender.
Take the gelatin sheets from the microwave, place them in the blender. Add the green leaves to finish in the blinder and use the container on the latter to collect the gelatin blank.
Take the elevator and go to level -1. Place the big water can on the first tile in front of the 1st door.
Continue your way to the Freezer Express. Use the gelatin stuff and its container on the Freezer Express machine.
You then collect green gelatin ice cream with a strawberry flavor. Take the container and take the elevator back to level -3.
Go to the bottom right until Dexter.
Take the empty capsule placed on the corner of the table where the corpse rests. Give the gelatin ice cream to Dexter.
Take the solid sodium in the black box behind you. In your inventory, use sodium with the empty gelatin capsule. Take the elevator one last time to go to level -4.
Place the container filled with water on the ground just in front of the lasers (under the electrical transformer).
Use the sodium capsule on the can. Use your card on the teleporter's card reader.
Chapter 4 - The Quest for Luc Vega
You now control Luc.
Activate the Atari poster behind the door. Dig the hole in the wall. Luc then finds his famous Quindaire Bouénow. Once the sequence of the new neighbor has passed, leave your studio. Take the bag of dead rats in front of the trash and head right to enter the neighbor's house. Take the slingshot from the edge of the bed. Go back to your studio.
Take the pot lid from the wooden case, the whiskey bottle and the collector figurine from the shelf?
Get out of the studio and go up to get out of the bunker.
Once outside, take the cloth from the crates. Search the trash right. You get a crowbar. Go right.
Give the bottle of whiskey to the alcoholic punk. Get the screwdriver at his feet.
Return to the bunker and use the screwdriver on the electrical transformer to the left of the HS teleporter. In your inventory, use the fuse with the slingshot. Return to the 2 punks on the right. Use the fuse launcher on the camera above the machine gun punk. Search the red toolbox. You then get a hydraulic jack. Return to the bunker.
Use the presser foot on the closed hatch. Use the hydraulic jack on the closed hatch. Go down into the sewers.
Once in the sewers, use the screwdriver again on the plate on the wall "Ragoon Sewers". Search the hole. Recover the piece of rubber that floats next to the trash bag. Collect the shards of glass on the right. Get down.
Go forward to the guy in the box. Once you have finished the dialogue, give him the collector figurine. He lets you pass. Always continue right then enter the room.
In your inventory, use the strawberry syrup with the piece of rubber.
Give the false strawberry chewing gum obtained to the guard punk with his baseball bat. Go right.
Give the cast iron cover to the merchant who exchanges it for the pick. Get out and use the pick on the floating flyer. Head downstairs and retrace your steps until you find the floating banana peel. Use the pick on the banana and return to the souk to the merchant. Open the first bin, close the second, close the third and finally open the fourth. The armored door opens to let you into Jobba the Hot’s lair.
Use the banana peel on the blonde. Go up the ladder to get out of the sewers.
Give the flyer to the racketeer punk. Go into the shop opposite. Examine the small poster stuck on the counter where Bonzo dances. Activate the unplugged socket which is exposed. Then steal a battery from the battery box on the counter. In your inventory, use the battery with the slingshot. Use this battery launcher on the speaker on the top right shelf. Take the monster mask from the chair. Come out.
Head right towards the charcuterie. Place the shards of glass on the passage, in front of the hole in the mesh. Collect the sausages hanging on the right on the panel.
Return to the store and head left to the guard at his gatehouse.
Luke will automatically place the monster mask on his face to pass the guard. Go forward to the barrier. Then go to the town hall truck.
Pick up Candy's droppings with (the choice) the cloth, the screwdriver or the pick.
Give the pic to the mayor who will exchange it for a Quénaire Bouénow that you will devour as soon.
In the inventory, use the empty Quindaire Bouénow packaging with Candy's droppings. Give this Dung Quindaire obtained to the Mayor. You can now kidnap Candy in peace.
Use the sausages on the dog. He follows you. Get out by talking to the guard who opens the barrier for you. Continue to the sewer entrance in front of the store. Get down.
Offer Candy to Jobba.
Enter the closed cell of the room. Kill the rats in the purple alien.
It gives you the contact details of your two kidnapped friends.
Activate the teleporter control box.
Final Chapter
You now control Rodolphe.
Take the rope from the skeleton and plank against the rock. Use the rope on the pipe.
Use the board on one of the strings. You made a swing ... Get on it.
You now control Cyprien.
Take the fishing rod and the empty bottle from the skeleton. Recover the fishing folder placed against his bag and the chewing gum against the rock at the foot of the back wall.
In your inventory, use the fishing rod with chewing gum. Then use this cane on the Mentos candy in Nolwen's hand in the center of the soda pool.
Use the empty bottle in the pond.
Place the fishing tackle in the hole in the ground. In the inventory, use the Mentos with the soda bottle. Place the Rocket Cola on the folder (launch pad).
You have finished the game!
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