How to fix the future game

How to fix the future game

How To Fix The Future

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How To Fix The Future – это научно-фантастическая игра о путешествии во времени. Здесь присутствует довольно много эротического контента, однако он не является основным и потому пользователь может полностью сконцентрироваться на увлекательной и местами юмористической основной линии сюжета. Она может меняться в зависимости от решений игрока.

Главный герой работает в простом розничном магазине, чтобы хоть как-то обеспечить свое существование. Ночью он почти все время проводит за видеоиграми, которые позволяют ему сбегать от омрачающей реальности и чувствовать себя нужным. Каждый день проходит практически одинаково, но все меняется, когда по игровому миру прокатываются слухи об уникальных дисках, которые находят случайно по всему миру. Что именно в них находится, никто не признается, словно это большая тайна, и теперь каждый мечтает найти такой у себя дома. И однажды протагонист находит, но не коробочку с диском, а двух агентов, путешественников во времени, которые прибыли исправить произошедшее, и обратились к нему за помощью.

В How To Fix The Future действия будут разворачиваться в настоящем и недалеком будущем. Из-за легких изменений в прошлом, в мире агентов все пошло не своим чередом и теперь важно исправить временную линию, хотя их вмешательство очень рискованное. Геймер будет знакомиться с разными персонажами, в том числе и обворожительными женщинами, с которыми можно вступить в сексуальный контакт.

How to Fix the Future: Staying Human in the Digital Age by Andrew Keen – review

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Students for a Free Tibet protest against Google’s decision to censor internet search engine results in China. Photograph: Dino Vournas/AP

Students for a Free Tibet protest against Google’s decision to censor internet search engine results in China. Photograph: Dino Vournas/AP

How to fix the future game. Смотреть фото How to fix the future game. Смотреть картинку How to fix the future game. Картинка про How to fix the future game. Фото How to fix the future game

M any years ago the cultural critic Neil Postman predicted that the future of humanity lay somewhere in the area between the dystopian nightmares of two English writers – George Orwell and Aldous Huxley. Orwell believed that we would be destroyed by the things we fear – surveillance and thought-control; Huxley thought that our undoing would be the things that delight us – that our rulers would twig that entertainment is more efficient than coercion as a means of social control.

Then we invented the internet, a technology that – it turned out – gave us both nightmares at once: comprehensive surveillance by states and corporations on the one hand; and, on the other, a strange kind of passive addiction to devices, apps and services which, like the drug soma in Huxley’s Brave New World, possess “all the advantages of Christianity and alcohol and none of their defects”.

The great irony, of course, is that not all of this was inevitable. Granted, the technology always had an intrinsic capacity for surveillance because of the way it works. But it also had the great emancipatory, democratising potential celebrated by the legal scholar Yochai Benkler in his landmark 2006 book, The Wealth of Networks. But that potential has, for the most part, not been realised. What has happened instead is that the internet has been captured by a small number of American companies, which are amplifying inequality (creating unimaginable wealth for their owners while employing very few people), polluting the public sphere and undermining democracy. And the same outfits are now racing ahead to enhance the artificial intelligence technology that will entrench their dominance.

Confronted with this challenge, our societies seem like rabbits caught in the headlights of a truck. True, our legislators are belatedly waking up to the scale of the problem, but at the moment their responses seem either banal (see Theresa May’s bleating about social media) or self-defeating (Germany’s outsourcing of decisions about what should be published, or censored, to Facebook and Twitter). The intellectual bankruptcy of these reactions suggests that our leaders have not yet understood the scale of the revolution under way, which is also why they have no idea what to do about it – and why so much commentary about our digital future has a dystopian air.

Into this maelstrom steps Andrew Keen, a tech commentator who never drank the Silicon Valley Kool-Aid. In three earlier books – The Cult of the Amateur, Digital Vertigo and The Internet Is Not the Answer – he provided an ongoing, scathing critique of tech evangelism. His scepticism now looks prescient: he understood the significance of what was happening earlier than most.

With his new book, Keen switches from sarcasm to a kind of pragmatic optimism. Our digital future can be shaped in more humane directions, he argues. But for that to happen we need to be realistic about the scale of the challenge, to learn from history and accept that there are no magic bullets or technological fixes. Like Churchill, he offers mostly blood, sweat and tears; but at least he has a programme of what needs to be done.

A key plank in this platform is that the dominant digital technologies of the future must not be proprietary, but open. And there must be real competition in digital markets. This means that governments have to update antitrust laws for a digital age in which winner-takes-all outcomes are routine, and enforce them rigorously. Monopolistic abuses should be prosecuted and punished. Mergers and acquisitions that were once waved through (Google’s acquisition of DoubleClick, for example, or Facebook’s of WhatsApp) should be scrutinised sceptically. Competition lawyers should be crawling all over the hidden, high-speed ad-trading markets operated by Google and Facebook. And so on.

Second, we need to protect the public sphere on which all democracies depend. Facebook and Twitter – and, in some areas, Google – should be treated and regulated like the media companies they have become. The era when we were suspicious of Rupert Murdoch but indulgent towards Mark Zuckerberg is over. Tech companies should be held responsible for the harms they do.

Users should examine their consciences. If you care about how musicians are rewarded, should you subscribe to Spotify?

And citizens – the users of tech services – should also examine their consciences. If you care about how musicians are rewarded, for example, should you be subscribing to Spotify? And should Facebook and YouTube users be supporting automated platforms that facilitate the dissemination of Russian, white-supremacist, racist, sexist or terrorist propaganda?

We also need to rethink our education systems to teach kids about the stuff that machines will never be able to do, and to start planning a new social security system that will provide a safety net for all the people whose lives will be disrupted by automation. If we don’t, all the wealth that accrues from the productivity gains will go not to communities but to the companies that own the machines. If that happens, social cohesion will erode, with political consequences that are easy to foresee.

The obvious implication is that tech companies will have to be taxed appropriately, and forced to pay taxes in the jurisdictions in which their profits are earned.

None of these ideas is new, though many of them are regarded as unthinkable. But the history of society’s responses to the abuses of earlier industrial eras suggests that appropriate remedies have always been regarded as unthinkable – until reforms were implemented. It’s not all that long ago, after all, that we used to send small boys up chimneys, or that arsenic was available from street-corner apothecaries.

Which is why it makes sense, as Keen seeks to do, to take the long view of our current dilemmas. He makes good use, for example, of Karl Polanyi’s writings on the social and political upheavals that took place in England during the rise of the market economy.

We like to think that our current problems are unique, but societies have always been confronted by the challenges of disruptive technology. And in that context, history has some useful lessons for us. One is that those challenges can be met or ameliorated. The other is that sensible government is the key to making things better. In which case, we’re not out of the woods yet.

How to fix the future game

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How to fix the future game

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Welcome to my guide! While playing this game I had very fun times so I decided to write a complete guide for it. This is actually my first guide and I was hoping to give back to the community since I was using guides for other games in the past.
This guide is the combination of the walkthrough and the achievements acquisition. You can get all the achievements in one playthrough, except for two points in the game where you can get one of the two achievements, but you can save the game before and reload after acquiring one to get the other and continue after. Those two points will be stated in the guide. One is early in the beginning and the other is in the end of Chapter 5.

Holding down the ‘spacebar’ will show you all intractable objects on that screen, which can be helpful if you can’t find a particular object.

You start the game as [Bent Svensson] at a Norwegian countryside by the sea. A tutorial option dialog is brought up and you can chose to skip the tutorial. It is advised to play the tutorial if you are a new to point & click games or if you want to complement the game lore.

Go to the right, down the stairs to the house. Go down and try to open the basement Door and [Bent] will say that they are locked and that he forget where he hid the key. Open the Door to the house and step into. There are a lot of stuff to look at, but you should take a look at the picture of [Bent] and his wife [Meta] and the picture of the team of Atlas 11. On the team picture there is a bulge in the bottom right corner. Rip open the Bulge and take the Key.

Take the Oil bottle below the Cupboard also. You can look around the house but there are no important things left. Step outside and go down and use the Key on the basement Door. Go inside. Remove the Cover and [Bent] will turn on the light. Open the Dresser on the right and search it. You will find a Screwdriver. Open Ledged door on the left and use the Screwdriver on the Bicycle tube. A cinematic triggers where a helicopter lands near [Bent]’s house and an [Unknown woman] approaches him. That is [Fay]. Talk to her about everything but [Bent] says that he needs to finish his work to become available for her.

Go behind the house and up the stairs to the starting area. Now you have everything you need to repair the Fogger. Look at the motor, remove V-Belt and the Screw in the lower right corner of the motor. Use Screwdriver with the Hole the screw was in and use the Rapeseed oil with the Impeller. Now activate the Fogger but [Bent] will realize that he needs someone to hold the shutter so the screwdriver does not pop out. For that you have to ask [Unknown woman]. Go back to the house and you will find her at the improvised pier. Talk to her and ask her to help you.

After the cinematic when both of them get back to the scene in front of the house you should go and talk to [Unknown woman]. She will start coughing blood and request water.

This is the first point in the game where you can get either of two achievements. So save and when you get achievement you can load and just continue the game since the actions do not affect the story.

Go into the house. Cinematic starts where [Bent] gets a phone call. After the call [Fay] will show [Bent] a picture of his team. If you ask about every single one of then you get < Team Player >achievement, but if you just skip by clicking anywhere outside you get < Get to the point! >.

[Nigel] and [Fay] arrive with the time capsule in San Francisco, year 2050. There are several teams sent from the future and they came to try to convince leaders of the world to make changes that impact the climate.

[Fay] have to setup a time radio antenna. Go to the Time capsule. Explore everything to get the lore and eventually you should open the Shutter and take a Suitcase that contains the time radio antenna. Step away from the time capsule and scale up the Steel beam. Use the Suitcase on the Plateau to trigger the first mini game (see Appendix – Time radio antenna mini game).

After the mini game, descend down the Steel beam and go down the stairs to look for [Nigel]. Conversation triggers. Use up all conversation options and he will tell you that you must synchronize the radio with the antenna. Go back to near the antenna and use Time radio transmitter on the Time radio antenna. Transmitter is out of the power so you need to recharge it. Go to the Time capsule and open up the Svensson. Open Time radio transmitter and take out its Empty battery. Use the Empty battery on the Svensson, recharge it and put it back into Time radio transmitter. Step away from the Time capsule and scale up the Steel beam again. Use the recharged Time radio transmitter on the Time radio antenna. See all connections and [Fay] will conclude that they are all dead. Go back to where [Nigel] was and he will be gone.

To the left is a dead end so go right and [Fay] will fall through the ladders. Look at nearby Clothesline, it’s untearable, but you can use the Knife to cut it. Go into the building through the doorpost. The doors near the doorpost you just passed are locked and you cannot get through, but the third one are locked and if you break off the Iron rod from the nearby stairwell you can then use the Iron rod to open the door. When the door opens you will see a Wallpaper. Tear it off to expose the Ramshackle wall. Again, use the Iron rod but now on the wall and you open up a passage through. Go through it and you will end up in a storage room. Open Locked door (of the locker) and take the Broom, the Dustpan and the Soap. Go out to the hallway and to the balcony. Use the Broom to bring down the Ladder and then climb them.

[Fay] will end up on a higher level balcony with big crashed “Global” neon sign near it. Scale it and the sign will almost fall apart. You find yourself in the library. Go to the right to trigger the cinematic with [Nigel]. He tells you that you need to find some people, make another time jump and explains the data crystals and blue-green algae. Before he falls down he hands over to you one Data crystal.

After he falls down you need to find a boat to get to the second San Francisco team. Go back down the “Global” neon sign and spot the Globe part of the sign that hangs from only one hinge. Go inside the building and use the Knife on the desk and take the Screwdriver. Go back outside and use the Screwdriver with the Hinge. When the sign falls down go down the ladder to the lower balcony. You have the boat but now you need the paddle. Combine the Dustpan and Iron rod and then wrap that up with Clothesline. You get improvised Paddle. Use the Paddle with the Globe.

[Fay] paddles away to the spot where the second team should be. When [Fay] gets of the boat look at the Abyss and talk to [Salvador] and [Delvin]. [Delvin] will launch the rope which you have to use to get them up. First, take a look at the truck on the left. Use the Knife on the Canvas to open it up and expose the empty Barrels. Pull out one Barrel and it will fill the gap in the improvised bridge. Take the Board near you and use it on the nearest stone. As you pass over the Short board and then the Long board, take them both and use them again to cross to the other side.

Check the vehicle on the left side and you will find that the key is still in the lock. Use the Paddle with the Heap of mud to clear the mud away and take the Wheel rim. Take the Rope from the ground and attach it to the Rear axle. Now go to the right side near the abyss and use the Wheel rim on the Steel beam. Then take the Rope from the floor and put it on the Wheel rim. You are all set. Go and activate the vehicle.

[Fay] continues to tell the story to [Brent] while he still doesn’t believe her. As [Fay] turned on the engine the rope pulled two of the survivors to the top. She then led the three of them back to the ruins at Global.

While talking to the [Salvador], [Fay] gives him the data crystal [Nigel] handed over to her and in the end he goes to the library to “explore”.

When he goes away look around the room. If you wipe out the ([Salvador]’s) Writing tablet, located on the desk, you get the < Journeyman Saboteur >achievement. There is one more achievement that can be easily missed. Go to the far right and spot the red container. Search it and a raccoon will run out from behind of it. [Fay] will comment how funny the animal is and you get < Explorer of an Old World >achievement.

Search Delvin’s sleeping bag to find a battery. Follow the [Salvador]. Go to the balcony with the neon sign and scale it to get to the library. Talk to [Salvador] and he will tell you that you can use the probe to search the area. Take the Probe and the Plasma drill from the nearby suitcase. Use newly acquired Plasma drill on the Debris and [Fay] will create a Hole. Put Probe in the Hole and [Fay] will use time radio transmitter to track the probe. Turn on the light clicking on the light bulb and you will spot [Nigel] who takes the probe. Now you need to boost the plasma drill to access the area behind the debris.

Go back to [Delvin] who is standing beside the time capsule and ask him about boosting the plasma drill. He says that he has some kind of membrane that can boost the drill but he needs it for the laser. The membrane is being used as the blue filter. Open up the Plasma drill and take out the Blue filter. Give the Blue filter to [Delvin] and he will give you a Membrane and explains to you how it should be used. Combine the Membrane with the Battery and place Charged membrane in the Plasma drill. The drill is now boosted so go to the Debris and use the Boosted plasma drill on it. It won’t be strong enough, so go back to the glowing neon sign and use the Boosted plasma drill on the Flickering letter to get Red shard. Place that shard into the plasma drill. Use Optimized plasma drill with the Debris again. [Fay] will blow up the debris and create a way in.

Go through the opening. Look around the room and search the nearest Terminal to find a Chip. Look at the data crystal hanging on the Runnel and use the Paddle to try to reach it. Unfortunately the runnel will wash the crystal down, but you should use the Soap with the Runnel so you can easily spot the place where the crystal might have fell. Use the Terminal by railing and [Fay] will say that it does not have power. Take the Lamp from the floor nearby and take a look at three Sockets to the left. There is no power so you cannot do anything with them at the moment. Proceed to the right and look at the Twine laying around and use the Knife to create a way to get down.

Go down the wine to the lower level and inspect the Foam and the conversation with [Salvador] will follow. He will tell you that the data crystal is broken but you can use it to log on to the terminal and download the copy of the data. He will give [fay] the password to the [Nigel]’s account: blue-green algae and [Fay] takes back the data crystal.

Go back to the terminal by the railing and use the Screwdriver to open the Maintenance gate. Inside is a Fried chip. Remove it and place the Chip in the Slot instead. Use the Terminal and Fay will check behind it to see a cable leading down to the lower level. So head down using the wine and enter the room in the back.

Check out the vending machine and the engine room behind the glass. If you try to push the Switch nothing will happen and you learn that you need to fix the generator first. Open the Shutter next to the Switch and operate the Terminal to start a mini game. (See Appendix – Generator switches mini game)

After trying to restore the power to the generator a short circuit will happen. Exit the room to the left and spot a sparkling cable behind the display cases. Follow it to the wall. Open the Cover and drag a Plug behind it to solve the problem. The power is now restored. Go back to and use the Terminal by the railing. The Quickie will tell you that you need to insert the data crystal. Insert the Data crystal into the Terminal and use it again. Quickie will ask for password and you should provide the one [Salvador] said to you. Talk to Quickie about downloading the data but it won’t be possible because of an unknown reason but he says that there is a copy in the crystal archive which is represented by the three big shelves in the left side. Exhaust all conversation options with Quickie so he will unlock the archive for you. < You Call That Service? >Achievement. Proceed to the left and insert the Lamp in the middle Slot and activate the Socket. Take back the Lamp and use it on the third slot from above and then you can take the Data crystal marked by the glowing lamps.

Go to [Salvador] and give him new Data crystal. You will learn that the reason for climate change is an explosion in power plants owned by [Emilio Indez] located in the Brazilian rain forest. Climate disaster occurred within a couple of tears after. At this point [Fay] and [Salvador] argue about their next destination. [Fay] wants to go to the conference where they can present the algae, but [Salvador] wants to go to the power plants and prevent the accident. Bent still does not believes [Fay].

Go back to the [Delvin] near the time capsule and talk to him. He will give you food pills (Chicken a l’Orange) and through conversation you learn that to travel to any particular time [Delvin] need magnetized atom from that time. Perfect would be a videotape of Brazilian disaster. Go back to [Salvador] and he will give you and ID of the video kept in the archive.

You now need to get past that Heavy reinforced door near the generator. Since the person behind the door has the probe you should use the Time radio transmitter on the Heavy reinforced door to try to contact the probe. When [Fay] zoom in on time radio transmitter turn on the light on the probe, again, with the light bulb button and the conversation with the person behind the door will trigger.

He wants some food to let you in. If you try to give him the food pills he will deny and demand that you cook something for him. Finish the conversation and approach the vending Machine nearby. Use the Membrane on the Lock and then combine the Battery with the Membrane that covers the lock. The battery will explode and destroy the lock at the same time. Reach into the Coin chute and grab some Coins. Use the Coins on the vending Machine and then operate it. The Bottle will fall out and you should take it. Combine the Red curry cola and Chicken a l’Orange pills to get Curry chicken. Present the Curry chicken to the man behind the Heavy reinforced door and [Fay] will leave the chicken at the step and leave the room. Go back to the room and find that the doors are now opened.
Go through the door and step in to the Darkness.

The [Survivor] will turn on the light and start a conversation with you. Exhaust all of the conversation options and look around the room. Notice the Terminal to the right of the [Survivor] and the Storeroom behind the glass. Use the Terminal and demand an artifact that starts with the ID [Salvador] gave you. Quickie will list all of the items that meet the search criteria: video, manuscript and camera. The video is not accessible because of an error so take the camera. The platform will bring the box with a camera in it. Take the camera, exit the close up view, activate the Camera and quickly return it to the box. The platform will then take the box with the camera away and the distinct *click* will he heard from the distance. Request the camera again from Quickie via Terminal and take it out of the box. Now the close up view will display the picture the camera took and there will be a number of the big box in front of the box with tapes.

Put the Camera into the Box and [Fay] will use the terminal to return the artifact. Use the Terminal again and this time request the big box inform of the tapes using the number from the photo. Quickie will ask you if you want him to bring you the empty container and [Fay] will confirm. When the empty Box arrives try to get in the box and [Fay] will crawl up in the box and then get out of it commenting that she fits. You need someone to send you with the box thus talk to the [Survivor]. He will deny it at first but you should tell him that it is really important and that you will even cook for him and his friends. He agrees and you should get in the Box again and ask the [Survivor] to send you away.

After the Quickie takes you away you end up at the place the photo was showing and you can finally take the tapes. The Box that contains tapes is jammed so use the Knife to open it up and take the Video tapes. One is on the power plant accident and the other is on the climate conference a week earlier. Get back in the empty Box and [Fay] will say the she waited in the box for a long time but the [Survivor] forgot about her. The conversation with the will [Salvador] follows over time radio transmitter. He will get you back and [Fay] explains to him about the tapes. He will take the one on the power plant incident and you get to keep the other. He will tell you about his intentions to leave you behind.

When the conversation ends you are moved to the Time capsule and everything is prepared for a time jump into the past. Since [Fay] does not give up so easily, replace the Video about the power plant with the Video about the conference so you force the time jump to the time of the conference.

The [Delvin] will figure out that something is wrong but it will be too late to abort the jump. [Fay] will get into the capsule while [Delvin] will try to save everything he can.

Cinematic with [Bent] and [Fay] follows where he gets mad and throws [Fay] out. [Oggy] appears and they both kidnap [Brent].

When the cinematic ends [Brent] will appear tied up in the bathroom of the helicopter and he needs to get free.

Drag the Curtain down to expose the Curtain rod. Use the Curtain rod with the Handle [Bent Svensson] is tied up to and he will get free from the cuffs. Take Nail clipper from the open cupboard (most right one). Open left cupboard and take the Aftershave. Open middle cupboard and take the Comb. Break the Comb and you’ll get 2x One half of the comb. Use the One half of the comb on the other to make Comb cross. Use the Comb cross on the Screw (just right of the big fan).

After the Screw pops out you’ll be able to open the Window and the Cable that the Screw held will be exposed. The Cable is part of the dish antenna. Drag the Cable and the Antenna arm will appear in the cabin. Take the Antenna arm and the Crowbar will appear in your inventory.

Use the Crowbar on the door to break free. Go to the main part of the helicopter through now opened door. Take the Dictaphone from under the sheet. [Bent] will strip a Plastic net from the Dictaphone’s earplugs.

Put away the books on the bottom left shelf to expose the cable behind them. The cable is connecting the Intercom in the Fay’s room and the cockpit. Use the Nail clipper on the exposed cable to cut it. Yank the books on the bed to acquire Pages.

Use the Aftershave on the Pages to get Note soaked in alcohol. Use the Nail clipper on the Dictaphone. He removes the earphones to be able to connect the Dictaphone with the cable in the cupboard which leds to the speaker.

Go left to Fay’s quarters to the left. You will see [Fay] messing with the radio transmitter. You need to get rid of her to get to the radio transmitter.

Go back to the main compartment and then go to the cockpit to the right. There is the [Oggy] flying the helicopter. He has his headphones on so he cannot hear you.

Look at the Fuses. Try to shake the Fuses and the [Oggy] will blabber something that will be recorded on the Dictaphone. You will get < Agent Agitator >achievement if you shake the fuses five times. Use the Dictaphone on the [Oggy].

Go back to the main compartment and use the Dictaphone on the cut cable behind the books. Svensson will place it on the shelf.

Go to the room you were held in. Use the Paper soaked in alcohol on the Fan to tuck them in. Grab (Use) the Cable hanging from the Window to light up the papers and the cut scène where [Fay] looks through the window will trigger.

Go to the Fay’s room and turn on the Intercom to establish the connection with the Dictaphone. Go back to the main room and turn on the Dictaphone. The cut scène will trigger where Fay screams at Oggy. After the scene you end up in the room you were held in. Open the door and the Bent will block the Fay with Oggy in the cockpit. The dialog will popup. Exhaust all of the options and the [Brent] will end up blocking the doors. Use the Crowbar on the door and Brent will bolster the door. Now the room where [Fay] was resting is available. Go to that room and proceed to the left to the communication room. A cut scène will start.

You start this chapter again as [Fay]. Take Coffee cup from the table and use it on the Coffee machine on top of the lounge. If you are unable to take the cup move to the room to the right and back and try again. Take the can next to the coffee machine and [Fay] will grab a Sugar from it. Take the can from the cupboard above the lounge. The can is in the bottom left corner and Fay will fetch a Blend of spices. Use the Sugar on the Burner in the bottom right corner and quickly after that use Knife on the molten saccharides to get Gluey knife. If you fail to accomplish this just get another Sugar cube from the cup next to the Coffee machine and repeat the process.

Go to the right to the main room to the right of the lounge. Use the Camera to get the Photo. Go back to the lounge room and proceed left to the communication room where [Salvador] is and search the third drawer from the top to find Scissors. Use the Photo with the Scissors. Push the Door opener to lower the stairs and go outside.

Talk to the protesters behind the fence and offer them cup of coffee so they will give you a Megaphone, in return. Talk to the Doorman and you’ll find out that you need a press card to enter.

Go back to the main part of the helicopter and use the Megaphone on the bathroom Door. After [Fay] yells at him, [Oggy], who is inside, will open up the door and the dialog will trigger. Exhaust all of the options and eventually [Oggy] will give you his Press card. Use the Gluey knife on the Photograph to make it gluey and use the Photograph on the Oggy’s Press card. Get back to the conference and use the fake Press card on the [doorman]. You can now enter the conference and the cut scene will trigger.

After the story progress you will find yourself at the back of the conference hall. To the left there are two doors. The left one are leading to the support room where an [electrician] in charge of the stage lights is sitting behind some monitors. Go through the right one and you will find the buffet room and [Dr. Braun]. He will immediately begin conversation with you as you enter the room. Use up all of the conversation options with [Dr. Braun] and when finished take Wine cooler from the table in front of him. Go back to the back of the conference hall and the conversation with [Salvador] will trigger via Time radio transmitter. He says that you need to get him to the conference without the [doorman] seeing him. You can go to the support room, the left door, and talk to the [electrician] but you cannot distract him for now.

From the buffet room you can go to the other hallway with a [man] sitting in a chair and a [Hall guard] standing in front of the passage that leaves to the entrance of the stage. The elevator in this room will get you to the garage.

Return to the support room and the [electrician] will be gone. Now open the Cupboard and use the Controls for the partition. [Fay] will radio the [Salvador] that he can enter the conference now through the partition. Go to the hallway where the elevator is and the [Salvador] will appear behind the storeroom door. After the short conversation [Salvador] tells you that you need to bring [Dr. Braun] to him. Open the cupboard next to [Salvador] and take Orange juice. Mix Orange juice with wine cooler to get Spoilt wine cooler. Go to [Dr. Bent] and use the Blend of spices with the Canapés in front of [Dr. Braun] and after he starts coughing give him the Spoilt wine cooler < Insignificant Details >. Go to the hallway in front of the elevator and use the Screwdriver on both the Restroom sign and the Storeroom sign. Switch places of those two signs and go back to [Dr. Braun] and repeat the process. Use the Blend of spices on Canapés in front of him. As soon as he starts coughing give him the Spoilt wine cooler again. The cut scène will start.

After the animation ends you end up in the support room. Use the video tape with the VCR. Another cut scène where [Salvador] speaks on the podium. After the scene ends go to the conference room and look at the stage. [Fay] wonders how to get [Salvador] free. Go to the storeroom where [Salvador] left [Dr. Braun]. His suitcase will be on the desk. Search the suitcase and you will find Keycard. That keycard can be used in the garage on the card lock. Once you use it the protesters will stampede in and the end of chapter four scene will trigger.

You find yourself on the offshore platform where you find that the research funds for the blue-green algae was cancelled but there are two possible investors. Before proceeding you must pass a health check first.

After the dialogs with the doctor [Fay] is left to speak with the doctor and you have to wait for her.

Take Health certificate from the table. Use it with the ink pad and find out that it is completely dry. Open the drawer on the right and take a Blood sample. Use the Blood sample with the ink pad and it will be soaked with blood. Then use Health certificate on the blood soaked ink pad to get it stamped. Go outside to the left and you will encounter [Barney Flint]. While talking to him present the stamped health certificate and he will let you enter the presentation.

You’ll hear [Duve’s] presentation on the blue-green algae and he will say that for the energy conversion to work algae need sunlight, air and water and that every household will grow one the balcony.

After the presentation pauses take Water bottle, Bottle opener and the Snack from the counter next to the enterance and the Pointer from the desk. Combine the Pointer and the Bottle opener to get Rod with bottle opener. Open the top window and try to eavesdrop [Indez]. You’ll be unable to do so because of the hungry birds.

Open the French window and go outside. You will hear the conversation between [Indez] and the [Accountant]. Give Snack to the birds on the air condition and they will stop squeaking. Go back inside. Use Rod with bottle opener with the Stopper to remove it so the Curtain can be closed. Push the button to close the Curtain and try to eavesdrop again. This time [Indez] will reveal his plan about the algae.

The pressentation continues and [Brent] takes the lead of the demonstration. Now you need to show the new power source. Take the weight and [Brent] will say that the generator is getting enough H2 now. You will acquire the Rechargeable battery. Use the Water bottle with the algae container and move the cart to the right so it can be exposed to the light from the outside. Combine the Rechargeable batter with the net, which was already present in your inventory and then use Net with rechargeable battery with the generator. It will boost the power being created and the light bulb will explode.

After the short conversation you continue as [Fay]. She receives the call on the time radio transmitter but the signal quality is bad so she comments that she better check [Oggy] who was supposed to install the antenna on the helicopter. Take a look at the Message on the dresser < Welcome to Atlas >. You can open the Window but there isn’t much to do with that at the moment.

Open the bathroom door (in front of the exit door), enter and search the Beautycase on the sink to find a nail File. Go out of the room through the door on the left and you will find yourself on the lowest level.

On the middle level there are medical room, the door that lead to the metal bridge and the cafeteria. On the top level there are the conference room, the Barney Flint’s office to the far left and the roof access door on the right.

Try to open the door ’23’ but it is locked due to renovations. Go to the middle level to the cafeteria and take from the [Cook] Rakfisk and Apple pie.

Now go to the top level and through the right door to the roof. You will see [Oggy] sitting on the helicpoter stairs and reading a book. Open and search the big black Chest and you will find the Cable. If you open the door next to the chest the [Radioman] will popout and start a conversation with you. Go talk to [Oggy] and exhaust all conversation options. You will learn that the Time radio antenna is probably weak and that something is interferring with it’s signal. After the conversation connect the cable [Oggy] left by the antenna with the Upper rail. Use the Cable from the black chest on the Lower rail and connect the loose end of the Cable to the big Antenna behind the Chest. Open the [Radioman] door and the conversation with him will start. He is transmitting a signal with the other oil rig and he „cannot“ stop right now because he is chatting with some [Lou] guy. He says that he wont take a break because the cafeteria is quite a way. Give him the Rakfisk („I’ve got you something to eat“ conversation option) and he will stop the transmission with [Lou]. Check the Time radio transmitter and the signal is still weak.

Go to the cafeteria on the middle level. Combine the File with the Apple pie and talk with the cook about the cold pie. He will take the pie and put it in the microwave oven. After a short period the oven will break and it’ll stop sending the signals. Now all of the interfering signals off and you can try the radio.

Go back to the roof and use the Time radio transmitter with the Time radio antenna. [Sadi] will respond.

After a short cut scène [Bent] will finish the presentation and the investors are thrilled. [Fay] searches for [Bent] and they end up in the room “24” talking about the presentation, [Fay’s] health and [Delvin’s] radio message. After the conversation [Fay] is left to investigate the “attack” while [Bent] should investigate the algae problem.

[Bent] leaves the room and ends up in a [Duva’s] chambers where he need to find out what happened to the algae.

Take a bread Knife from the counter and an Oven mitt hanging from the shelf above. Combine Pointer and the Oven mitt to create a Dip net. Talk to [Duve] and exhaust all conversation options. Go downstairs and check the Antenna on the left platform. Operate the lock for the door, next to a washing machine, to open Lock door. Go down the hatch.

Open the right Iris door that lead to the office laboratory and proceed forward through to get to the Bureau. < Boo >achievement when the conversation with [Lisa] starts.

A conversation will start with [Lisa] and [Bent] is asking how come the algae is much weaker than before. The conversation ends when [Lisa] tells [Bent] to meet up in two hours in the kitchen to cook together. Open the Locker and take the Lab coat. Sniff, read and search the Lab coat to find an Algae sample. Read the Algae sample and you will learn that it is the D-54H. Search the Refrigerator to find none of that type. Search the Filing cabinet in the left part of the lab and you will find none record of that algae type. Talk to [Lisa] about the delta algae and she will suggest for you to stop looking. Use the Intercom in the lab and call everyone to get < On All Frequencies >achievement.

Return to the [Duve’s] chambers and find the washing machine running in the lower part. Look inside, turn off, open, and search it to get golden Towel. Climb to the top part and talk to [Duva] about the algae file and the expensive hotel. Try to open the staff door and the [Duva] says that it will remain closed. Go back to the lab and use Algae sample and the Towel on [Lisa]. Now you will have to operate the intercom a little bit.

Use the intercom and call [Barney]. Tell him you want to make a reservation in the Du Roi hotel in Barcelona, which is a hotel from where the golden towel comes from. Use the intercom again and call radio room. Tell radioman to page [Duva] and tell that he has a message for him “. his friend called”. The radioman will report that [Duva] is on his way. Now the path to the staff room is clear, so you should get back there. Open the door and search [Duva]’s bed to find the File on the delta algae. After you got the File go and talk to [Lisa] about February 20th.

When [Brent] finds out the “accident” occurred in the past he didn’t believe in it and leaves the room to investigate. You continue as [Fay] in the living quarters. She is talking with [Sadi] via radio transmitter. [Fay] learns that [Bent] is failure and his algae will not work.

Go out of the room and go to the second floor. The [Barney]’s office is opened. Go inside. Take a pen from the desk and a Paper beside the trash bin. Read the Paper and learn that the Paper is an instruction from the radio operator. If you use the Paper on the Fax machine the message will be broadcasted via intercom that a person needs to go to the radio room immediately.

Go to the roof with the helipad and spot that the cable got loose from the antenna. Connect the cable from the ground with the antenna. And the animated scene will start where a man in suit goes out of the lower door and exposes the conspiracy that he is plotting with someone from the rig. He will throw away a piece of paper off the fence. That scrap of paper will end up on the metal passageway where the doctor stands.

Go to the first level through the door behind corridor in the middle and try to take the Scrap of paper. It will fall down to the lower level and now you have to go to the room “24” and out the window to reach it. When you get there take a Scrap of paper and [Fay] will notice that it is the used tissue (handkerchief). When you go back inside the doctor will move from the metal passageway and now you can get through to the workers area. Go there.

As you enter the engine room you see a [Welder (Magnus)] sitting. You can talk to him and take notice on the Filter chamber on the left. If you try to enter the area next to it the welder will stop you so you need to get rid of him. Go up the stairs where you came from and to the left and enter the office. Talk to the [Overseer] about the welder and he will tell you to go to the cafeteria if you want to know more about the welder. Tell him that someone’s planned the attack on the oil rig. He will not believe you and tell you to get him some evidence.

Get back to the first level of the oil rig and go to cafeteria. There will be a [Worker] sitting by a table. Talk to him about all conversation options (Magnus, work, bald man) and he will tell you that there is something in his locker that will get welder (Magnus) to work. Ask him to give you the key to his locker and he will refuse. The lockers are in front of [Overseer]’s office. There are four of them and they are currently locked. Go to the entrance of the cafeteria and there will be a Jacket hanging by the entrance door. Read the label on the jacket and it will say ‘Appolo Langlo’. If you try to search the Jacket the [Worker] will notice you so you need him to get out of the room.

Use the Pen on the Paper and [Fay] will write [Worker]’s name instead of current one. You have everything you need to use the fax machine in the [Barney]’s office on the second floor. Go there and use the Paper on the fax machine. The intercom will sound and that will make [Worker] to leave the cafeteria. Go there and search the Jacket. [Fay] will grab a Key ring with some keys. Go to the office in the Engine room and use Key ring on the Locker 1. Take the tape from the bottom of the locker which is in fact a radio tape (Mini-video). That is what you need to get the [Welder] to work. Go out of the office and use the Mini-video on the Music player in front of the [Welder]. He will start working and you can get to the Filter chamber. Turn the Valve to pump out the water and open the Filter chamber. Take a Scrap of cloth and the [Fay] will read two initials from it. M and S. It is a ripped off sleeve. Take it and show it to the [Overseer]. He will reveal that [Brent] tampered with algae presentation.

You continue as [Brent] on the algae farm.

There are a lever and a red button. If you press a button, a crane will bring up damaged chamber. Press a lever to open the chamber door. Inspect the opening in the pipe and [Brent] will comment that there is something at the other end of the pipe that is out of his reach. Use the Dip net with the opening and you’ll get Bottle cap. Sniff the Bottle cap and [Brent] will say that he recollects the smell but cannot remember where. Open the Algae filter and use the Knife on the filter to get the Cork sample.

Go back up the stairs and go to the laboratory through [Duva]’s chambers. Go to the Mass spectrometer and open the shutter. Put the Cork sample into the test tube and the shutter will auto close. Activate the Mass spectrometer and after it finishes its work [Brent] will learn that there was a fire accelerant on the Bottle cap. He suggests that he should look for more evidence. Open the shutter and empty the test tube. Combine the Lab coat and the Bottle cap and [Brent] will notice that the right sleeve is smelling just as Bottle cap. You will get a parchment of Cloth which needs to be tested for chemicals. Put the Cloth into the test tube and activate the Mass spectrometer again.

This triggers a animated conversation between [Brent], [Duva] and [Lisa]. They explain to [Brent] that the explosion was an accident and he goes to leave the room. In that point [Fay] enters the room and announce to [Brent] that there is a bomb on the H2 tower. They immediately go there and spot a worker planting the bomb. [Brent] stays to figure out how to defuse it and [Fay] should go to chase the worker.

Go to the left until you come up onto a door. Open the door [Fay] will be surprised that that is not the tower door. If you want to get all achievements in one go, save here because the mini game follows which gives two excluding achievements, one for completing and one for skipping the mini game. Close the door and the [Worker] will attack [Fay]. After a short animation you will see [Bent] trying to deactivate the bomb. It’s another small puzzle game.

See Appendix – Bomb defuse mini game

After the puzzle the cinematic will trigger where [Fay] tries to save herself. They spot the burning algae fields.

[Fay] tries to convince [Bent] that they need to get out of there but [Bent] says that he need just one algae sample. You continue as [Bent] while [Fay] guards the entrance.

Use the intercom to talk to [Barney]. He is getting off the rig and [Bent] stays to look for the algae. Search the Cereals and you will find a sealer Clamp. Take a look at both monitors. One will show breathing lab, where you can find algae and the other one will show a bald man location.

Go downstairs, read out and try to operate controls for the lock and you will find that the pressure in the chamber has doubled. To regulate the pressure you need to get into the room behind doors that are next to a chamber. For that door you’ll need a key with a foursquare adapter. Luckily the antenna on the platform is mounted on the foursquare metal rod. Disassemble the antenna and you will get an iron rod. Use the iron rod on the door to open them. You will find a Pressure hose. Use the Clamp on the Pressure hose to lower the pressure in the chamber and you will now be able to operate controls for the lock to open up chamber doors. Once in the chamber open up the Hatch. [Fay] and [Brent] will go down the ladders. Look at the Pump and [Brent] will figure out that someone manipulated the pump. Take a Necklace from the floor. The necklace belongs to [Lisa].

Go through the tube that was locked earlier, go to the left side of the screen and look at the blood trail on the floor. Open the hatch next to a blood trail and [Lisa]’s body will fall out. Look at the [Lisa]’s body and you get < Farewell… >achievement. Search the [Lisa]’s body to find a Key card. If you try to use the Key card on the card reader next to a big Hatch it won’t work because the card reader is broken. So go back and go to the office lab, [Brent] will see that the all algae samples are destroyed.

You now have to search for the algae samples. You can Rummage through the Filing cabin, look at the Mass spectrometer, search the Desk next to a spectrometer, search the locker and the cabinet but you won’t find any algae samples. Use the Necklace on the Microscope and zoom in. [Brent] will remember that ’Elvis’ was the name of the name of theirs very first algae culture that was in the Necklace.

Use the Key card on the Card reader on the right side of the room, and the Hatch to the breeding chambers will open. [Fay] and [Brent] will go in and see a lot of activated bombs.

As you enter the password a conversation with [Fay] will start where [Brent] explains his believing in algae and explains to [Fay] that he needs your help to open the central chamber. They both push buttons at the same time and enter the chamber.

The cinematic starts where bald man in suit and with a gun enters the camber with [Duva] talks with [Bent]. [Duva] grabs the algae sample and the leave them in the chamber locked.

After the cinematic sequence [Brent] and [Fay] need to find a way out before the bombs explode. If you try to push the red button to open the Door you will see that it is not possible because the algae tank is blocking it. Take off the Hose and use it on the Plug. Use the Rod with the Hood on top of the left Cryo tank. Activate the left Cryo tank. The rod will break the glass so now you can push the algae tank. [Brent] will firstly remove the Rod. Remove the Hood from the left Cryo tank. Activate the right Cryo tank and the Cryo container will arise. Use the Hood with the Cryo container on the right Cryo tank and use the Rod with the placed Hood. Activate the right Cryo tank again, to retract the container and Rod will break it. Activate again the right Cryo tank to bring it back up, connect the Hose with the Plug and the broken Cryo container. Go out of the room and take Algae generator. Go back in and put the Algae generator on the Filling station. Siphon the Control pad. Take the Algae generator. [Brent] and [Fay] have the algae and they will try to get off.

The breading lab will explode and [Fay] will take the lead from here.

After the explosion the lab moves into vertical position and they need to get out of there.

Climb to the Junk on the left. [Bent] will help you. Open the Filing cabinet and then climb on top of it. Swing on the Cable and you will end up near the Heating pipe. Move the Iron rod and the cabinet will fall down and it will allow [Bent] to climb to the middle of the upside down room. Turn off the Heater control and the pipe next to you will cool down so you can climb it now and [Fay] will turn the power off so [Bent] can climb up.

The next cinematic that follows shows the [Kellerman] blackmailing the [Bent] and [Fay] and he mentions Brazil as his destination. [Bent] goes down to find his son and [Fay] follows him.

Take a Rod that is lying around. Look at and talk to [Duva]. Search [Lisa]’s body and you will find a Scarf. He broke his leg and you have to help him. Combine Scarf with the Rod and use Track on [Duva]. The conversation follows with the cinematic and the three of them get to the surface of the ocean.

3 days later you get off at a Brazilian jungle two miles from the Indez power plant. [Fay] lost the radio connection and today is the day the power plant supposed to explode. [Salvador] is at the power plant and [Bent] needs to find a way to get them to the power plant.

Try to repair the Antenna in the back of the Jeep and it will break so you can take it. Look at the Toolbox and take it. Search the Toolbox and you will find a Screw. Look at the Staple gun and take it. Talk to [Simon] the barkeeper. He will tell you that the river is the only way to access the power plant and the boat docket nearby is broken down. After exhausting all of the conversation options go to the right and a short conversation with the guys will follow. Take the Tin plate and it will reveal a hole behind it. Combine the Screw with the Tin plate to get a Screw clamp. Talk with the [Guard] and he will tell you that his boat broke down and he is waiting for the mechanic and that they are out of the beer. Look at the key in front of him. It is the Key ring with a bottle opener. Talk with [Duva] and he will reveal their plan to get the guard drunk. Talk with [Oggy] and ask him to lend you some money (Coins). Go further right and proceed behind the bar.

On the left side of the scene there is a boat with a guard in front of it. Look at the Sign on the boat. Look at the book beside the [Guard] and [Bent] will notice that it is the manual for the swamp boat and he will memorize the service number. If you try to talk to the [Guard], read the book or examine the swamp boat it will be a dead end because the [Guard] will refuse. Use the Toolbox on the [Guard] and he will tell you that if you are really a mechanic you’ll know which type of engine powers the swamp boat. Go back to the [Simon] the bartender. Use the Coins [Oggy] gave you on the Telephone near [Simon] and he will let you use it. Use the Telephone and you will get Transport Boats & Manufacturing Inc company. Ask about the engines on Amazon Buggy C-600. It’s a serial engine so the since the guard told you so. The hotline woman will tell you that it is the Drifter TX. Go left and talk to [Fay] about her cough.

Now since you know the type of the engine go back to the [Guard] in front of the swamp boat and talk to him. He will tell you what is the problem with the boat and lets you fix it. There are three problems with the boat. First talk to the [Guard] about the exhaust. He will tell you that he thinks that someone stuffed it with something to pull a prank on him. Try to reach into the Exhaust of the boat and [Brent] will tell you that his arm is too big. Twist the antenna and then try to use the Bent antenna on the Exhaust. [Bent] will take out a dead Snake from the pipe and the first problem is solved.

Now talk to the [Guard] about the wind rudder. It has holes in it. Go to the right of the scene and take the Canvas. Use the Canvas on the wind rudder and use the Staple gun to stick it to the wind rudder. Second problem fixed.

Talk to the [Guard] about the loose fuel hose. Use the Screw clamp, you previously made, on the Fuel hose and [Bent] will clamp the top of the hose with the tank and fix the last problem with the boat. Talk to the [Guard] and exhaust all conversation options. The boat is ready to be used.

Behind the canvas, you took earlier, there are several plugs and screws as well as a hole through you can see guard’s cards. That won’t do it alone as they are not playing since they don’t have beer. Take nearby Beer bottles.

Go back to [Duva] and [Oggy]. Give the Beer bottle to the [Guard] and they will continue the game. Try to open the Beer bottle and the guard will say that you can use the key opener in front of him. Take the Boat keys and use it on the Beer bottle. For you to catch a hold of the Boat keys you will need to get the [Guard] drunk and plant you Jeep keys instead of boat keys back to the guard. For now give the Boat keys back to the [Guard]. Take a look at the two hearts, a cross and a mirror on the wall.

Go back to the back of the bar and use the Coins on both Screws on the wall and the mirror will turn into diamonds and purple heart will turn upside down (represents clubs). Peek through the hole. [Brent] will say what color is card the [Guard] is holding.

Now you have to signal the guys buy switching off/on the appropriate sign. Top left plug – hearts, bottom left plug – spades, top middle plug – clubs, bottom right plug – diamonds. Let the guys „guess“ three colors and [Brent] will say that the guard is drunk enough now.

To take the keys for the swamp boat, go back to the guard playing cards and try to open another bottle using previous procedure but now slip your car keys back to the guard instead of his original Boat keys.

Go to [Fay]. A conversation between [Fay] and [Salvador] will occur and [Bent] leads [Fay] to the swamp boat. When the [Guard] goes in defensive position use the Snake on him and he will fall into the water.

You start this chapter as [Fay].

Break off the Branch in the middle of the improvised log-bridge. Use that Branch on the Electric fence to open up a way underneath that leads to the plant.

You come up on a ledge overlooking the plant. You can’t just storm in and you have to find out what [Salvador] learned.

You see a tent and a binoculars. Search the tent and you will find nothing. Use the Binoculars to trigger the mini game. See Appendix – Binoculars mini game.

You follow [Salvador] to the back entrance where three giant pipes are releasing water and one completely empty.

Try to open Maintenance door but [Salvador] barricaded it from the other side. Look at the pipes that are releasing water and climb through as [Bent] stays out to wait for [Fay] to open the door from the inside. Mini game follows, see Appendix – Water towers mini game.

Cinematic follows where [Indez] caught [Duve] and [Oggy] and [Fay] explains to [Bent] that he will not die since the algae from the future is developed by the both of them. [Fay] goes to find the algae and you continue in the lobby of the building. [Indez] orders his [Secretary] not to disturb him for the next half an hour but [Fay] need to lure him out to reach the algae.

Pick up the Wedge and climb the Ladder.

Look at the Algae generator, break off some branches next to the French window and use the Wedge on the French window to make sure that only air conditioner regulates the temperature in the room. Use the Branches with the Ventilation shaft and go down the ladder. The secretary will clean the branches that fell through the ventilation. Use the Knife with the Telephone to cut the cord so [Indez] wouldn’t be able to call his secretary. Now readjust the air condition via its controls on the wall near [Secretary]’s desk.

Watch as [Indez] leaves the room to get the job done himself since he couldn’t get a hold of his [Secretary] by telephone. Open the French window and take the Algae generator.

You now switch to [Bent] who is located on some docking area. Search the Container to get a Metal lid and a Board. Go to the right and see [Salvador], [Duva] and [Oggy] tied up. Pick up the Pane. Talk to the [Salvador] and he says that he needs something to cut the ropes. Note the emergency switch that turns off the magnet crane. Go back to the room with a crane and use Board with the Chest. [Bent] will place it on top of the chest. Place the Metal lid on top of the board and place the Glass pane on top of the metal lid. Go to the Control panel and lower the crane and the raise it. Then move the crane to get it to the other room. The crane will end up above [Salvador] and you now have to push Emergency switch. [Salvador] will get free and kill [Kellerman] and [Bent] get to know the truth behind the Phoenix plan. Raise hands who was not expecting a plot twist :).

Talk to [Indez] or open the door and conversation will trigger with [Indez] where he will tell you that [Salvador] stopped the crane and now the reactor cannot be cooled. You need to reactivate the crane buy using emergency flooding mechanism. Go through the door on the left to go down one level. Move the Crane controls. [Salvador] appears and demands the algae from [Fay]. He will hold [Fay] at gun point and you give him the Algae generator. Choose any conversation option and go through the door behind [Fay]. [Salvador] will shoot and miss so you now have to turn the Flooding controls. Go to the middle level and move the Crane controls again.

Enjoy the ending and epilogue.

After the credits a time capsule appears in [Bent]’s basement. maybe a sequel one day 😉

How to fix the future game. Смотреть фото How to fix the future game. Смотреть картинку How to fix the future game. Картинка про How to fix the future game. Фото How to fix the future game

Зачин. Сон Марти

Марти снится сон о первом запуске Делориана. Док садит Энштейна в машину и со словами. «Сейчас будет нечто офигительное» отправляет Энштейна в будущее. Затем происходит действительно нечто офигительное. Док, полистав свои записи дезентегрируется. Марти просыпается, вспомнив, что он должен помочь отцу с распродажей в гороже Дока.

Осматриваем гараж Мистера Брауна на предмет особоценных вещей. В макете Хилл-Вели находим тайник с дневником Дока. Но вот незадача, Биф забрал дневник и не отдает. Уговоры не помогают, да и батя не спешит впрегатся разрулить ситуацию. Что делать.Берем гитару, подключаем к усилителю. Врубаем звук на полную и даем Бифу сбацать рок. Бифа сносит звуковой волной в шкаф а мы спокойно забираем дневничок.

Часть 2. Затеряный во времени.

Часть 3. Вперед в прошлое.

Делориан телепортирует нас за день до убийства Дока. Прячим машину за стендом и шлепаем

до города. В городе встречаем Мисс Стрикленд образца 1931 года. Даем ей интервью, пытаемся оправдать Дока в глазах общественности. Узнаем, что Док дожидается суда в городской тюряге. Шлепаем в местное отделение полиции, туда где в темнице серой томится в неволе Док Браун пожилой. После разговоров на тему «Как ваше ничего. » даем доку почитать местную прессу. Обсуждаем план побега. Короче помочь может только Змет Браун из 1931 года. Док дает нам телефон. Идем в столовку. Там наблюдаем картину. Кид Танен чихвостит своего бухгалтера Артура Макфлая. Похоже его Дед круто влип. Ну с дедом разберемся позже. Звоним с таксофона домой Браунам. Нам говорят, что Эмет работает в суде. Топаем в суд. Из дверей выходит паренек, сверстник Марти. Марти всячески пытается убедить Эмета свернуть с пути юриспруденции и заняться наукой, но тщетно. И опять Эмет начинает молоть какую-то чушь про П и Г. Записываем ее на диктофон и идем к Доку старшему. Пожилой Браун дает нам разгадку. Идем к Брауну младшему и говорим ему, что означают эти П и Г. Эмет тинэйджер, с криками Эврика, заявляет что бросает грязное дело юриста и посвящает себя науке. Вот только есть две проблемы. Во первых нужно доставить повестку в суд Артуру Макфлаю, а второе нужно достать самогона для того, чтоб закончить его научный проект. И так первым делом нужно вручить повестку деду. Но где его искать.Тут от портного выходит Кид Танен. Впрягаемся почистить ему ботинки и попутно расспрашиваем его о бизнесе. Оказывается местный самогонный магнат крышует местную столовку для бедных. Вот мы и выяснили, где достать самогон. Затем Марти замечяет шляпу Артура. И снова повторяется история в гараже. Марти пытается всячески выклянчить у Дюка шляпу, а тот не вкакую. Тогда просим угостить нас орешком. Тут Кид становится само милосердие и протягивает Мати шляпу. Обманом забираем шляпу и смотрим ролик, как Марти и его друг Эмет удирают от бандитов. Затем даем Энштейну понюхать шляпу. Пес, как и в прошлый раз, приводит Марти к подъезду. Эмет с Марти пытаются всячески выманить Артура Макфлая из дому, а тот никакую. Босс ему запретил выходить.Снова топаем в парк. Опять сцена погони. На этот раз Кид и его парни загоняют Марти на крышу беседки. Достаем диктофон,записываем голос Кида. Чтоб слезть с беседки натравливаем Энштейна на Кида. Идем обратно к Артуру. Включаем диктофон, выманиваем его на улицу, вручаем повестку. Не самое лучшее занятие сажать в тюрьму собственного деда. Да еще и повестку вручать от друга. Вот оно коварство путешествий во времени. Теперь вопрос номер два. Самогон. Топаем в столовку. Там видим, как гангстер спускает в подвал бочки с «супом». Просим Эмета подсобить. Пока он химичит с дверью на кухню отвлекаем бармена. Просим у него супа, потом говорим, что надо бы поперчить малость. Бармен идет за специями и отодвигает стеллаж с бочками с «особым супом». Стучим по трубе, подъемник опускается и бочки с «бормотухой» скатываются на стол к бочкам с обычным супом. Теперь надо как-то вынести бочку с бара. В этом нам любезно поможет наша знакомая Мата Хари. А за одно и организует доставку на дом.

Часть 4. Самогонщики.

Эмет устраивает экскурсию по лаборатории. Но тут вдруг его вызывает отец и начинает чихвостить. Мы же его не предупредили, что в его доме устроит тусу «Общество Трезвенников».Нам ничего не остается, как следить за реакцией и выполнять указания Эмета, которые нужно угадывать в его ОСОБЫХ ЭНТОНАЦИЯХ. После того, как танцы с бубном по лаборатории закончатся, берем дрель и идем спасать Дока, попутно сказав Эмету, что патента ему не светит, так-как мы вовсе не из бюро и дрель нужна чтобы спасти из беды друга. На что он отвечает.»Не заворачивай больше 8 оборотов»

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