I give this game a 9 out of 10! Took 1 point off because there is no demo! No comments:. Newer Post Older Post Home. Subscribe to: Post Comments Atom. Help Support This Site!
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Diary Story III. Amajeto 16 Presents. Diary story II. Yearly Most Popular Games. Push the 'No Smoking' sign on the wall of the cloak room.
The locker at immediate left of the No Smoking sign opens. Look at the little box inside the locker - XV - D It is empty. Promise to keep:. Larisa calls to GITS. Talk to Larisa in the shower room.
Learn that Oozy is now at the tram, no - he's here! Note: If you do not see the cutscene of Larissa calling out to you; be sure that you have:. Read the letter hidden in the garage cabinet. Found the strange device box in the dressing room. Made an agreement with the cellar hungry monster. Have visited hall B. Talked to Larisa about Niels' letter found on the floor in the Store Room.
Ghost chase - Save game here! See a plan of the factory. GITS is up on the top at the shower room and Oozy just got off the tram. At the start of the chase, be sure to keep Oozy with one room separating the two ghosts. The places that are available to go to are highlighted in blue. Watch how GITS kept his promise to the hungry monster. Hear munching sounds in the dark. Look down and see a bone, the only thing left of Oozy.
Talk to the monster to fix the staircase. Oh well, okayyyyyy. The monstrosity fixes the staircase. Enter the Office:. Climb the staircase in Hall B. Check the Office door.
Dark Corner pipe - Go to Hall A by going down the stairs, to the hall at bottom screen and out the hall. Enter the door on the left to be at Hall A. Go to right screen and then to the dark corner below the green platform. Time to check what is inside the pipe. Use the wind draft skill on hole of the pipe. Watch the severed hand gets blown out of the pipe and lands on the table below the tube post at Hall A.
Transport the key - Back up and climb ladder of the green platform. Go to strange machine at top of the platform. Go forward to the tube post and the table. See that the severed hand?
Kurt's is holding a key. Use electrical surge skill on the hand to get the key. Use telekinesis on the key and place it inside the opened capsule. Use telekinesis on the capsule with the key and place it in the tube post. Use wind Draft on the capsule in the tube post. Try push - nothing happens. Go back to the cellar.
Go to the factory circuit. This might happen later in the game - Meet the ladybirds. Learn who had GITS run over by the truck. Look at the factory circuit panel. Flip the right switch of Hall A, then push the lever of Hall A down. Hall B and the lobby will be turned off. Go back to the tube post and push the capsule with the key.
Office - Go back to Hall B. Climb the staircase. Use telekinesis on the key on the floor and use it on the lock of the office door. Find out what the factory is all about:. Enter the office and look around. See a computer by the window and a floppy disk on the table at right. Computer - Use telekinesis on the floppy disk and then use it on the computer. Use push on the confirm button when the Administrator is highlighted. It needs a password that we don't have.
Push the down arrow to select log off. Then confirm. Kurt's area - Go to bottom screen and see Kurt's work area. Look around and check everything.
Tape player - Look close at the tape player on the desk. Push close the cover of the tape player. Push the double left arrow to rewind 'to the beginning' and then the play button. Listen to Hansen talk to Kurt about the afterlife. GITS learns a new skill - eavesdropping. Safe - Go to the safe and see that you need numbers to open the safe. Find the safe code - Go back and talk to others about the safe combination.
Ask Scott, the fireman inside the locker in the cloak room about the safe combination. He mentions that Kurt might now be a ghost also. Ask Larisa at the shower room since she worked in the office about Kurt's safe combination.
Listen to what happened to Larisa and the safe. She mentions that Kurt likes to oversee production at Hall B. She recommends to ask Dirac. Go and talk to Dirac at the Lobby. He mentions that Kurt usually stands on the catwalk to scream at the workers. Go to Hall A and climb the ladder of the green platform. Go to bottom screen to be at the passage. Enter the Hall B door ahead. Eavesdrop on Kurt - Go to the catwalk of Hall B.
Use the Eavesdrop skill to activate it. Then go back to the passage at bottom of screen. Go back to the catwalk. See the eavesdrop icon. Click on it to hear Kurt, mumble and Safe - Go back to the office at Hall B. Go to the safe. Use push on the keypad and automatically enter the safe code. Push the red handle to open the safe. Diary - Check the papers. Open and read the dairy.
Learn what this factory is all about. Click on the left side of the page to go to previous page or on the right side to go to next page. He was approached by the boss man. His customers are preachers and doctors quacks. The factory makes ghost catchers. Learn about the start of the ladybirds writings. Ellen, Kurt's wife is giving him problems too.
Learn about Hansen's actions and the hiring of Niels and Larissa. Oozy took care of Hansen and they placed him in Kurt's hidey-hole. They are torturing him but Hansen knows the words to stop the pain but can't say them in front of anyone.
Learn that Niels was also killed by them. He was made into something very odd. Read what Kurt thinks about during his last days. See a drawing of 5 holes at the end. Hidden panel - See a button at top right inside the safe. Use push on it and nothing happens. The bottom shelf is bloody.
Use push on the shelf and aha! Pull back and see an open secret door. Help the unfortunate:. Meet Hansen - Enter the secret door and see the head of Hansen. Ease the pain - Try to talk to the tortured head of Hansen. Based on what you read in Kurt's diary, Hansen can say the words that can release him from pain. But he cannot say it in front of others. Use the Eavesdrop skill and then automatically leave the room. Go back inside the secret room. Click on the eavesdrop icon and hear the words that can ease the pain - It doesn't hurt me at all.
Talk to Hansen and select the dialogue 'It doesn't hurt me'. Learn what this is all about - Now, talk to Hansen and get some answers. Learn everything about what is made and how it is used. Learn too what happens to the souls that are caught. Learn what he experienced and what happened to Niels.
Niels is now the flying monster. Hansen tells how to communicate with Niels monster. Find a musical instrument and use the essence on the Niels monster.
GITS now has a new skill - Scary sound essence. Look at the paper on the floor of this room - YZ1. Exit the room. Computer - Go to the computer. Since the floppy disk is already in the computer, use push on the confirm button when the Administrator is highlighted. Select YZ1 as the password. Push the down button to select Unformat Disc.
Select back. Now the Administrator is highlighted. Push the left arrow to select the. Push down arrow to see - a 'No Smoking' sign at the lobby; - the tram; - the safe; - Hall B door; - gauge pointing to 3 on the red control panel and - the door to the cellar. Push the right arrow. Talk to Niels - Go to cellar and right of the power panel. You might meet the ladybugs now than earlier. Make the musical instrument - Look down on the floor and see the bone of Oozy. Use electric surge on the bone to burn holes and make a flute.
Use scary sound essence given by Hansen on the flute bone. Learn to talk to Niels - Save game here. Click on the scary sound skill. See the flute in close up. To make sound, click use the wind skill on the hole at the bottom left of the flute. Hear nice music. This calls Niels at top left of screen. Niels will make sounds as a response to the flute. Niels' response is in 2 parts. The first is either happy or angry shown by the tone made. The second part is a sound question that needs an answer from the flute.
To answer Niels, click on selected hole to cover that hole and then use wind at bottom hole. If the flute answer is wrong, he will make an angry sound and then a new question sound that needs another response. If the flute response is correct, Niels will make a happy sound and then a new question sound that needs another response.
Niels questions are random but the answers to those questions are the same. Based on my tin ears:. After learning to communicate with Niels, talk to him completely. He gives information to make reverse machine which negates the effect of the ghost catcher. He needs the machine calibrated as well as the gas set up. The code to enter in the machine is randomly generated but in my game it is Set the gas machine:. Ratio - Go to the Cloak room and talk to the smoking fireman, Scott Piper about setting up the gas for both circuits.
Scott says that the ratio should be but someone broke the indicator. Go back to the corridor. Review the paper on the wall. Then go to Hall B. Go down to the control panels below the floor.
Red gas control panel - See that there is no power to this machine. Power to red control panel - Go to the factory circuit panel at the cellar. Push Hall B's left and middle flip switch up on. Then push the lever. You might need to push down off Hall A's flip switches first. Go back to Hall B and to the control panel under the floor.
Set the gas machine correctly - Go to the red control panel. See that the green light is on at top left now. Gauge - Based on the picture seen in the computer, set the gauge to 3. Do this by pushing the second and the third from the left red button at top of the red control panel. The indicator on this control panel is missing the arrows. Solution A - Go to the working gas indicators at the corridor. Look close at the indicators and they show a ratio of The left indicator needs to be lowered 27 to be 66 and the right indicator increased by 27 to be
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