You are given a choice between three items to start you on your way: an instant camera, a genetic print out, and a power core. You will need different items for different reasons depending on which item you choose. For example, with the power core the game will tell you that you do not need the beaker on the table. This implies that with each item you may have to come to a different solution or that you will have to come to the same solution in a completely different manner. Either way is a very unique and welcomed twist on the escape the room genre.
Play all the Core Series games:
Analysis: My biggest concern with this game is that I found it much more difficult than the previous two and had a lot of trouble getting going. This may not be an issue at all, perhaps my way of thinking is just different than the method of problem solving required by this game. All in all this is a great addition to the series and I definitely recommend checking it out.
Walkthrough Guide
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Full walkthrough
Camera:
Chose camera, click on door, go through to main room.
Rotate prism until violet.
Move around room to table with compost, take compost.
Move around room to Chemistry Apparatus.
Use camera on hook (where it says the outline of a key is clearly visible in the UV light)
Move around room to ‘Transmat'
Put photo in left opening and compost in right opening. Press button. Take key.
Use key on padlock. Click on grill to escape.
Paper:
Chose paper, click on door, go through to main room.
Move around room to Species Database.
Click on paper. Note Species Code GH745-3EK. Note recipe (A=30% T=30%, G=40%)
Type GH745-3EK into species database and click button. Read text, note code for Jan-ro Orchid FP521-9EK. Note needs red light. Press Return Key.
Type FP521-9EK into species database and click button. Read text, note recipe (A=10% T=30%, G=60%) note code for Lor-thun fly PS971-3EK. Press Return Key.
Type PS971-3EK into species database and click button. Read text, note recipe (A=20% T=70%, G=10%)
Move around room to Petri dish.
Press A 3 times, T 3 times and G 4 times. (Note buttons are in order AGT - NOT ATG) Click button to create mog-pig. Take mog-pig.
Press A 1 time, T 3 times and G 6 times. Click button to create seedling. Take seedling.
Press A 2 time, T 7 times and G 1 times. Click button to create Lor-thun fly. Take fly.
Move around room to Chemistry Apparatus. Take beaker.
Move around room to table with compost, take compost.
Place compost in pot. Put seedling in pot. Fill beaker from barrel. Pour water on seedling. Refill beaker with water.
Move around room to prism. Rotate prism until red. Return to orchid.
Put fly on flower. Take fruit. Return to mog-pig.
Give fruit to mog-pig. Take poo. Put poo in beaker with water. Return to chemistry apparatus. Replace beaker. Take acid.
Use acid on padlock. Click on grill to escape.
Power Core:
Chose power core, click on door, go through to main room.
Move around room to table with compost, take compost.
Move around room to gears, take smallest gear.
Move around room to ‘Transmat'
Put gear in left opening and compost in right opening. Press button. Take both gears.
Return to gears, replace both gears, press button, take photo.
Return to table with compost, take compost.
Return to ‘Transmat'
Put photo in left opening and compost in right opening. Press button. Take screwdriver.
Zoom in on metal plate. Use screwdriver with screws.
Note connection is currently between O and I. Change it so is connected between O and II. (easiest to start from II and work backwards, I think) One piece won't turn.
Transmat is now set to ‘Mode 2'.
Move around room to prism. Rotate prism until red.
Move to gears. Place powercore on shelf below the yellow rod (lens). Press button to rotate lens - power core will infuse with red light. Return to Transmat (back 2).
Place power core in hole in left section of Transmat. Press button to extract energy from the core and create a red sphere. Remove the power core.
Return to prism. Rotate prism for each colour, filling the power core with different coloured light and returning to the Transmat to create 6 spheres.
Move to the door with the switches and the holes. Place 4 of the spheres in the holes and press the white button.
Remember the game ‘Mastermind' you played as a kid? Well the lights above each of the spheres give a clue to which spheres should be where. Green light above means correct colour, correct place, orange light means correct colour, wrong place, red light means wrong colour. Change the spheres until all are correct - door will open.
Spoiler for colours:
I've played twice and has been Violet Green Yellow Red both times.
Turn off light switch (if not off already).
Return to prism. Rotate prism to the first colour in the door opening sequence, (Violet for me) return to room with light off - a number should be projected onto the wall.
Enter this number into the panel at the end. Return to the prism, rotating it to each colour of the sequence and noting the number projected. Press button, take crystal.
Spoiler for numbers:
Has been 2097 both times for me.
Return to prism. Use crystal with prism. Rotate prism to white light. Click on crystal.
Return to gears. Place powercore on shelf. Press button to rotate lens - power core will infuse with white light. Return to Transmat, and you're done!
Posted by: xadoc | November 18, 2007 8:13 PM