Feel free to take a look around, meet the Waverunners, and see how the foundation is being set in place, by building a softball powerhouse in Indiana! Prohibida la reproducción total o parcial de los contenidos sin el consentimiento expreso de sus autores.
There is a canal of water that comes in between the far beach and the oke lands in which Angelo sails the ship to in order to get to the inner sanctuary.
Find HQ: Camp is the latest in the Find HQ series of Room Escape Puzzle games from HoodaMath.
Meet Nate Bonnett, an airship "captain" who sounds like Bruce Campbell and doesn't know the ship's stern from the disapproving look his mother always gave him. Before you know it, Nate wakes up bound to the ceiling in an ice cave with a totally real and legit yeti preparing to turn him into a stew. Analysis: For the most part, The Critter Chronicles is structured like a standard adventure game, complete with inventory puzzles, clicking things to examine them, and lots of great dialogue. Apart from its phenomenal presentation and surprisingly awesome voice work, The Critter Chronicles is actually a solid adventure game. The tumblers can be lifted up or pushed down until they hit the top or bottom sections of the lock. Use the CORKSCREW (from the wine bottle at the Deck) to remove the cork from the bottom of the large barrel. Pick up the saltpeter powder with the EMPTY POWDER KEG (from the large keg at the Deck) to receive the POWDER KEG WITH SALTPETER POWDER.
Attach the HOSE (from the steam engine at the Deck) to the CIGAR to make the HOSE WITH CIGAR. Insert the CHARCOAL (from the oven at the Captain's Cabin) into the coffee grinder at the bottom of the mast.
Light the cannon with the GLOWING CIGAR (from the oven at the Captain's Cabin) to fire the first shot. Prepare the cannon again with the POWDER KEG WITH GUNPOWDER, load it with the COTTON BALLS (from the make up tools at the Captain's Cabin), then fire it with the GLOWING CIGAR. Load the cannon one last time with the POWDER KEG WITH GUNPOWDER, the CANNON BALL, and then fire it with the GLOWING CIGAR. After the short cut scene, use the CORKSCREW to remove one of the rivets from the board at the top of the cage. Now that she can't hear a thing, use the HOSE WITH CORKSCREW to pull down the chain above the cage.
She'll tell you the lock was installed 12 years ago, but you'll have to use a little flattery to learn that Mary is 81 years old.
Subtract the 12 years from Mary's current age to find that her age when the lock was installed was 69. Pick up the model ship in a bottle to break it, then look at the stand to find the symbol of a square with a circle inside it. Combine the ADHESIVE TAPE, HORN, and the MARDI GRAS THING together to create the FUNSTRUMENT.
Now that you're finished with the upper platform area, take the ROPE WITH GRAPPLING HOOK hanging from the ladder. Try to reach the handle of the cylinder a couple times until the yeti comes over and "gives" you an APPLE.
Stick the ADHESIVE TAPE to the ANTENNA to combine them into the ANTENNA WITH ADHESIVE TAPE. Attach the KITCHEN KNIFE to the ANTENNA WITH ADHESIVE TAPE (from the table at the Workshop) to complete the KNIFE ON THE ANTENNA.
Use the KNIFE ON THE ANTENNA on the net full of apples hanging beside the kitchen cabinet to receive the APPLES. Talk to the strange woman, then give her the BALL OF YARN (from the sofa at the Yeti Cave). Use the BALLOON (from the backpack at the Yeti Cave) on the hole in the ice to fill the WATER BALLOON. If you use the BAIT LINE (from Ulus at the Ice Sheet) on the penguin, you'll see that he's really desperate for the fish on the line.
Use the KNIFE ON THE ANTENNA (from the kitchen area of the Yeti Cave) to unscrew the alarm light on the side of the machinery in the middle of the room. Petra should be finished knitting by now (if she isn't, you can exit and return to the area until she is done). Speak with Petra a second time to take the PETRA CAP (again, you may have to walk out and back in to prompt her to start rummaging through the crate).
Put the PETRA CAP WITH FISH ON THE LINE on the penguin's head to lure him out of the Workshop. Place the ALARM LIGHT (from the machinery at the Sanctuary) on top of the crate beside Layla. Place the QUADROPOD (from Ulus's table at the Workshop) in the ray of light above the wooden logs. Put the WATER BALLOON (from the water hole at the Ice Sheet) on top of the quadropod to focus the beam of light. Hang the STOCKING (from Petra at the Ice Sheet) on the right hook at the top of the fireplace. Next, put the WRAPPING PAPER between the logs under the quadropod to light the logs on fire. Pick up the long section of rope hanging by the exit, then attach it to the hook on the ice wall.
Place the SCALES (that you picked up earlier in front of the barrels) on top of the sheets of ice.
Take the NOTES from the wall, then tear them up in your inventory to make the COLORED STRIPS OF PAPER. Connect the COLORED STRIPS OF PAPER with the STRAW (from the crate at the Workshop) to combine them into the ASSEMBLED BOUQUET.
Click the lever in the mechanism to the left of Yttocs to shut off the lights in the Workshop. Use the HOURGLASS (from the stocking package at the Yeti Cave) on the conveyor belt to break the machinery.
Now that you've shut off the power, you can use the KITCHEN KNIFE to cut and take the CABLE under the unlit lights.
Lastly, attach the STOCKING (from Petra at the Ice Sheet) to the generator to connect it to the treadmill.
When the apparatus on the scales is assembled, the water from the icicle will drip into the pot and ring the gong.

Before that happens, quickly use the lamp shade from the lamp on the wall under the paintings to disguise yourself as the distracted yeti heads towards the exit. Ask Cornelius about his sandwich, then select the "Hmm" conversation option to trick him into giving you the VEGETARIAN SANDWICH.
Attach the HORSESHOE WITH THREAD (from the parts at the Yeti Cave) to the spring board construction. Use the SCREWDRIVER (from the baby critter at the Workshop) on the sugar in the frying pan to collect the HOMEMADE LOLLIPOP. Place the HOMEMADE LOLLIPOP (from the stove at the Yeti Cave) on top of the spring board trap. Quickly give the baby the HOMEMADE LOLLIPOP (from the floor at the Workshop) to add the CRITTER BABY to your inventory. If you're too slow to feed the baby, simply go back to the Workshop and set up the trap with the HORSESHOE WITH THREAD and HOMEMADE LOLLIPOP again. Combine the CRITTER BABY with the VEGETARIAN SANDWICH (from Cornelius at the Yeti Cave) to complete the SANDWICH. Go back out to the Ice Sheet and look at the Submarine, then click the area again to travel there. Give the GLASS BOTTLE (from Petra's crate at the Ice Sheet) and the EMPTY CANISTER to Critter. Select the conversation option "What code word?" then ask him about the shape-shifter yeti to learn that Cornelius has created the password "Mellon" to identify the yeti.
Use the EMPTY CANISTER (from the ground outside the Submarine) on the hole in the ice to receive the LABEL and the CANISTER FULL OF WATER.
Combine the LABEL with the GLASS BOTTLE (from Petra's crate at the Ice Sheet) to create the GLASS BOTTLE WITH YELLOW LABEL. Select the GLASS BOTTLE WITH YELLOW LABEL (from the parts you combined at the Ice Sheet) in your inventory, then click the matching bottle on the table that Layla is giving her father to swap the items. Feed the BOTTLE OF BRANDY (from Layla's table at the Sanctuary) to the penguin standing in front of the right guard. Ask Munkus about the piston you need for a steam engine two times to strike a deal with him.
Go back inside, then open the right door to the Engine Room to receive a STEAM ENGINE PISTON from the engineer.
Look at and then take the NEWSPAPER on top of the machinery at the lower right corner of the room.
Give the STEAM ENGINE PISTON (from the engineer in the submarine Engine Room) to the technician. Now that the technicians have all the parts, your ship will be fully repaired the next time you return to the area. Look at the advertisement the guard posts on the wall, then click him to speak with him again.
Take a SLIP OF PAPER from the number dispenser the guard placed in front of the weapons crates. Give the SLIP OF PAPER to the guard, then wait for him to call out your number and give him the SLIP OF PAPER again.
Select the BOTTLE OF BRANDY, then click the bottle on the table beside Layla to swap the bottles again.
When you enter the room, note that the guard has a questionable object he keeps hidden from you behind the pipe.
Right click the GLASS BOTTLE WITH YELLOW LABEL (that Critter gave you outside the Submarine) in your inventory to identify it as FERMENTED APPLE JUICE.
Use the FERMENTED APPLE JUICE to clean the porthole window (which will also use the NEWSPAPER).
Give Critter the HOT CUP OF COFFEE (from the coffee maker at the Engine Room) to warm him up. Next, rotate the discs to align a path from each highlighted piece to the circular center of the board. The blue portal will be placed on the wall, where you can go through it to come out of the orange portal in the Side Room. Click Critter's icon to switch characters, then walk to the Gallery and through the blue portal to enter the Side Room.
Click the peeling section at the top of the orange portal to remove it from the wall and add the PORTABLE HOLE to your inventory. Place the PORTABLE HOLE (from the wall at the Side Room) on to the blank section of wall to the right of the fireplace.
Now that the orange portal is nearby, you can walk Nate through to enter and explore the Gallery and upper tower levels. Go back through the blue portal to return to the Ground Floor, and Nate will suggest that it's time to leave the tower.
Pick the GRAPES from the vines wrapped around the structure on the right side of the platform.
Use the LANDING NET to try to catch the skeleton arm under the wardrobe, which will chase it over to the table. Lure the bony hand after you've chased it to the table with the GLOVE, then click the captured SKELETON ARM to add it to your inventory. Go back outside to the Plaza, then try to enter the mage's tower to bring Ma'Zaz back to the platform. Repeat the same process as before of re-capturing the SKELETON ARM and luring Ma'Zaz into the room.
When you throw the arm at her this time, she will fall down the hatch, and Critter will leave the LANDING NET there to keep her trapped.
Place the GRAPES (from the vines at the Plaza) and the WINE BOTTLE (from the table at the Captain's Cabin) on top of the small table next to the easel. Put the IRON NAILS (from the transport crate at the Plaza) into the kettle in the fireplace to receive the REFLECTING CYLINDER. Place the REFLECTING CYLINDER (from the kettle on the Ground Floor) onto the table on the platform. Note the pattern of the lines inside each of the five squares at the front of the cylinder.
Click the rings on the table to rotate the cylinder in the center and change the line patterns inside the five squares. Click Critter's icon to switch characters, then walk Critter through the portal to the Gallery.
Place the LADDER (from the platform at the Plaza) over the gap between the pillar and the balcony above the bolted door.

Critter can't remove it with his bare hands, so use the AXE to pry off the PICTURE OF THE PLANET. Place the PICTURE OF THE PLANET (from the wall by the top of the stairs on the Ground Floor) over the framed painting of the optical illusion on the left side of the pillar. Examine the painting of the angel to find that the angel is sticking the picture to the wall. Next, look at the painting of the pig, then use the FLUTE (from the wall at the ceiling area of the Ground Floor) to scare the pig. The pig will run from its painting, across the picture of the orb, and into the angel's frame to knock her out of the picture.
Match the scene of the wine and grapes by selecting the colors and painting inside the charcoal lines. Each of the objects and the background must be painted the correct color for the Arch-Mage to accept your painting.
After the puzzle is solved, the Arch-Mage will tell you the location of the last piece of angled metal.
Select the symbols on the tablet that recreate the pattern seen on the angled metal bars at the Ground Floor. Combine the BALLS OF YARN with the METAL BAR (from the closet at the Captain's Cabin) to create the EARMUFFS. Walk Nate back to the bottom level of the Ground Floor and then walk Critter to the top of the stairs at the upper level of the Ground Floor. Use the STRANGE WHISTLE (from the wardrobe at the Arch-Mage's Office) to lure the floating flower pot in the air closer to Nate. Quickly use the ROPE (from the barrels at the Plaza) to catch the flower pot next to the railing before it floats away again. The flower BLOSSOMS will be added to your inventory, and Critter will return to the bottom of the Ground Floor. Use the BLOSSOMS (from the floating flower pot at the Ground Floor) on the chemistry set on the table to create the perfume OBSESSION NO. Put the CURTAIN (from the bar at the Yeti Cave) into the barrel of purple paint to dye it into the PURPLE CURTAIN.
Connect the METAL HANGAR (from the piece of clothing on the wardrobe at the Ice Sheet) to the side of the treadmill. After the wire heats up, use the LAMPSHADE (from the lamp at the Yeti Cave) on the wire to cut it into GREEN DISHES. Combine the PURPLE CURTAIN and the GREEN DISHES to create the HOMEMADE DISGUISE, then click the disguise to wear it.
Click Nate's icon to switch to his character in the Workshop, then click the door to enter the Sanctuary. Remove the wires from the generator attached to the treadmill, then use them to shock Munkus.
Lair of the Leviathan manages to keep the series from getting stale by making some key changes, while still retaining the trademark wit and charm of the Monkey Island franchise.Walkthrough for Tales of Monkey Island - Chapter 1: Launch of the Screaming Narwhal - Part 2Now that you've successfully done three piratey deeds, are you ready to meet Deep Gut and face the mysteries of Flotsam Island? Maybe the third will feature TIC 1 continuation and the fourth will feature TIC 2 continuation. I have not been able to clear the clouds that are there and stretch into the very ENE corner of the sanctuary and a strip of clouds over the cliff separating the Marshy Woods and the southern part of that water canal. Remember the good old days when your favorite genre was funnier than a car full of clowns crashing into a kazoo factory? Not that it really matters, though, because he's being chased by a bounty hunter who claims he stole the ship from a fat pirate and she's going to bring it back for the reward. There are some great additions to the experience that make it a decidedly more casual affair, including a few mini-games and the always handy "press [spacebar] to see what you can click on so you don't have to pixel hunt and wear your mouse button out" feature. The jokes are almost as frequent as a sitcom, but it's much more than a few one liners belted together with a crude story. We pride ourselves on hard work, dedication, and improvement; while enjoying the game of fastpitch softball. If you're having a bit of trouble, then the second part of this walkthrough for Launch of the Screaming Narwhal will help!The Siege of Spinner Cay: A Tales of Monkey Island walkthroughWatch out for the cannons being spewed by the blockade created at the Siege of Spinner Cay with the help of this walkthrough. The only thing left to do is to finish gathering the items for the big teeth-a-lot hunt and then the ending in the inner sanctuary.
One issue I have is that the trophy for island kid is unobtainable in my version-the part of the island that lies beyond the secret circle (the "heart" of the island in #1) never clears of clouds, although I finish the game all the way through.
Ok, while it doesn't take much to top that colorful feat, you've got to admit you miss the days of The Secret of Monkey Island at least a little bit.
That little claim of hers is pretty much the truth, but Nate's not gonna sit around and let her play winner.
Those of you who played the first Unwritten Tales game will recognize Critter and should be delighted to know The Critter Chronicles features quite a bit of the little guy (and his kin) wobbling about on the cold wastelands.
Expect parodies both large and subtle, jokes that break the fourth wall, scenes ripped and contorted from Star Wars and Harry Potter, and plenty of things that will make you roll your eyes in comical exasperation. The puzzles may seem a little obtuse at times (like the confetti thing near the beginning), but once you settle in to the game's quirky rhythm, things begin to make a lot more sense. Our goal as a team is to develop as softball players and build character within ourselves as well as represent our communities as responsible and classy individuals. It seems this part of the island is only accessible through cut scenes and never to general exploration, I've cleared the clouds on every other inch of the map-is there something I'm not doing? Here to soothe those old wounds is KING Art with its release of The Book of Unwritten Tales: The Critter Chronicles, a prequel to The Book of Unwritten Tales that goes all-out for some fantastic laughs, never sacrificing a solid puzzle in the process.
In fact, after controlling Nate for the first chapter, most of the game switches between main characters, allowing you to see and interact with two sides of the story, not to mention Critter's own woes.
Critter Chronicles is very well-written, from the humor to the storyline, and that quickly becomes a sticking point to keep you glued to the game. Help Guybrush Threepwood out as he sets sails for Jerkbait island and into Spinner Cay as he goes on a quest to rescue his lovely wife Elaine.
This walkthrough will definitely help you out on your quest for truth and glory.Walkthrough for Tales of Monkey Island - Chapter 1: Launch of the Screaming Narwhal - Part 3Are the wind gods of Flotsam Island proving to be too much of a challenge?
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