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Cheet Sheets 1996 October
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3EEN-SOL.TXT
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1995-10-07
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~Teenagent (LR)
Animated Adventure by UNION LOGIC
Solution
--------
By Lu Richardson
General:
Click on the left button of the mouse to look at things (you must
look at EVERYTHING), and the right one to do everything else. With
the right button you can pick things up, use one item on another,
give items to other people, engage in conversation, etc. Pity you
can't borrow money off them, you can do just about everything
else... Talk to everyone you meet and keep talking till they start
repeating themselves. Come back later and try talking to them again.
After the intro:
As soon as you are in control, give the pass to the guard and talk
to him. Let's have a look around. Go right. Get the rope inside
the trash can. Go to the right and look at the tent, fence and
mysterious object, exit left, look at the bird, post and mud pool,
down, look at the brick wall, the solid ground in front of it, the
shovel behind it and the plant beside it. Click with the right
button on the plant to get a spring of it. Go left and enter the
cantine. Talk to the barman, look around and get the crumbs. Out.
THE FIRST TEST
Enter the door marked "001" and you will automatically meet the
captain and get put in jail to attempt the first test. Get the
spring from the bed and then the bulb. Use the "crates" portion of
the door again and again until some food appears. Click on the live
wires and you will automatically attach them to the bowl. Use the
switch by the door. Use the crates again; the captain will appear
and get an electric shock. Click on his body to get the key and use
it to unlock the door. Watch the next sequence.
THE SECOND TEST
Use the delicate plant on the captain and get the Swiss army knife.
Go out the door and to the right. Use the knife on the fence.
Left, down, use the spring on the solid ground and then the spring
itself: you'll go over the wall and automatically pick up the
shovel as well as find your way around the wall. Go back to the
fence, use the spade on the mysterious object. Take it to the
guard: use it on him to swap it for the magazine. While he is
looking through the kaleidoscope, nick the guard's grenade. Go back
to the captain and use the magazine on him. Watch.
THE THIRD TEST
Talk to the barman; he will give you a mug of coffee. Go to room
001, use the rope on the grenade and that on the locked drawer of
the desk. Get what's inside, leave and go to the mud pool. Combine
the medicine with the crumbs and use them with the post. The bird
will eat them and pass out. Pick up the bird. Use the post and,
when you fall in the mud, use the mug on the pool. You have to be
quick, otherwise the character gets out without collecting any mud.
If that happens, try again. Go to the cantine and use the bird on
the radio. When the barman is busy with it, use your mug on the
barman's man. Talk to the barman to remind him of his tea - he'll
drink it and pass out. Open the door to the store and look around.
Note the hole on the barrel by the locker and use it (blinking hole)
to find the captain. Watch.
THE MISSION
Outside:
The object of the exercise here is obviously to get into the
Mansion, and indeed you will have to try and fail several times
before you can actually make it inside. You can do the following in
any order you like.
When you are in control, use the boat to get the broken paddle.
Note the well and the handle. Go left. Talk to the squirrel and
keep talking till it throws the nut at you, which will disappear
in the grass. Go into the house. Pick up the chainsaw and the
rotten cheese. Look at everything in this room. Leave and go
right. Go down to the village. Talk to the boy, go through the
door and talk to the old man. Look around. Out and talk to the boy
again. Open the car door, get the comb, if you like (it's a red
herring), and use the lever. This opens the trunk, so get the box
inside. Use the box to get a car jack and then look at the box
again to get a spanner. Use the spanner on the basket; you lower it
down the pole and the boy is able to put the ball through. Watch.
Go inside, pick up the fan, the shotgun and the hanky from the
drawer. Out.
Take the path to the field, to the left of the house. Put the hanky
in the mouse hole, use the cheese on the mouse. You can now pick
up the mouse. Search in the second haystack from the left to get a
needle. "Use" the hen and pick up the feather. Use the shotgun on
the crows and, when they've gone, get the diving mask and flippers
off the scarecrow. Pick up the sickle and the rake. Leave.
Go to the right. Look at the laundry and use the fan on it.
Attempt to reach the "valve" past the dog. Ring the bell and go
into the house. Talk to the old lady and she'll go out to get the
laundry. Look at everything in the room and try to pick it up, and
then talk to the girl. Out. Get the rope on which the laundry was
hanging.
Walk down to the cave and have a look around. Use the car jack on
the rock to the right and get the bone. Go and give it to the dog.
Now you can go to the "valve". Use it and go down the hole. You
won't be able to see a thing. Up again and close the valve, then go
down the hole again and a switch will have appeared by the stairs.
Use it and then get the shovel. Up.
Go to the lake. You can now use the mask on the flippers and then
the diving equipment itself. You'll jump in the water - click on
the anchor to the left of the sunken boat. The character will come
out and you'll have to use the equipment again. Once more in the
water, click quickly on the anchor and he will get it. If you are
not fast enough, you'll just have to try again. Now use the sickle
on the well and it will be sharpened.
Go right to the Mansion. Speak to the guard and keep talking till
he gives you some candy. Pick up the wrapper by his feet. Go up
and left and have a look around. Leave and go to the right of the
guard. Note the branch on the tree - attempt to climb the tree.
You get tickled. Use the plant against the wall and you will get a
wild potato badly spelled. Go left. You will see a hedgehog
carrying a pine cone on its back. Pick up the rock.
Now go all the way to the first house, go in and use the candy on
the heart-shaped holes on the cupboard. You get a heart-shaped
candy - use the wrapper on it and take it to the girl. She will
give you a ribbon in return. Use the ribbon on the rake and take it
to where the squirrel is and use it on the grass to retrieve the
nut. Take the nut to the old lady and use it on the fake apple on
the table to swap it.
OK, now for your next trick. Go to the cave, use the sickle on the
bush and go in. Read the message. Put the mouse in the hole and
the rock in afterwards, use the superglue on it. The mouse will
come out through the bottom, pushing a nugget in front of it. Pick
up the nugget. If the mouse escapes because you have not been quick
enough, go back to the field and get it the same as before, then try
again.
Well, we are just about ready. Go to where the hedgehog is and use
the shovel - this is attempt to get in number one. Watch. Go left
and you should see the guard drinking from a flask. Talk to him and
he'll drop it - pick it up (don't worry if you don't catch him at it
now, try again later). Once you have the whisky, use it on the
chainsaw. Go to the tree with the hole in it and use it on the
branch. Get the sawn bit and use it on the half paddle.
Go to the lake and use whole paddle on the boat. Go to the isle and
get the two flowers. Take them to the old lady, give her one and
then get the feather duster. Give the other flower to the girl.
Leave and go to the first house, using the feather duster in the
fireplace. Use that on the wild potato.
Go to the hedgehog and give him the fake apple to get the cone.
Move right and use the fake grenade in the hollow of the tree.
Watch.
Now is the time to try various things to get in. After each
attempt, you will see a short sequence inside the Mansion. Attempt
number two, climb the tree with the hole. Next, combine the rope
and the anchor and use that on the wall next to the tree. Then, go
to the forest, to the left of the guard, and combine the pine cone,
the needle and the feather. Hide behind the bush and use the dart
on the beehive. Watch. Use the valve. Finally, give the nugget to
the guard.
The bad guy will come out and try to bribe you. Pick up the note,
look at it and take it to the girl. Watch.
Inside:
Go to the left and pick up the chilli bottle and the rolling pin.
Out, up the stairs. Open all the drawers of the desk, one by one,
look inside and get the dictaphone and the camera. Get some paper
from the waste basket. Down. Go to through the next door and pick
up the newspaper (you find the remote control), use the couch to get
a cork, pick up the brandy (cognac) and the tongs (pincers) from the
bucket on the table. On to the next room and meet Mike. Out, last
room: note the square hole on the door. Open it, go in and note the
sock on the basket by the door. Go to the sink, use the paper on
the cork and use that in the sink. Use the tap, and then put the
chilli bottle in the sink - you get a label. Use that on the brandy
bottle.
Go upstairs and get another piece of paper from the waste basket.
Go to the kitchen and put the brandy on the spot from which you took
the chilli. Talk to the cook and watch. When he is gone, use the
rolling pin on the radio and you'll get the batteries - use them on
the dictaphone. Open the fridge. Open it again and look at the
meat. Use the paper on the hotplate and put the burning paper in
the fridge. Get the meat and use it in the stew; you get left with
the empty plastic bag. Go to the bathroom and use the tongs on the
sock, which you collect in the bag.
Now go upstairs again and look for the book, third bookcase from
the left and first in the second row from the bottom. Look at it.
Open the blue drawer of the desk (top left) then grab the book. A
secret compartment opens - get the video tape.
Go to the TV and use it. Use the tape in the slot and use the
remote control on the video machine. When you get the chance, use
the polaroid on the TV and then the dictaphone, also on the TV. Go
to Mike and use the socks, photo and dictaphone on him. He will
open up. Get the blue jar and the book. As you read the diary a
little scene will develop. Watch. At the end, when the guy is
about to come into the room, use the left lower edge of the screen
to hide. Wait. When John leaves, pick up the door handle he's left
on the cabinet. Out.
Use the handle on the square shaped hole on the bathroom door and
use the handle to open it. To get past the giant fan, use the pill
bottle. Use the switch, if you like. Open the door and go in.
Watch what happens. When you are in control again, go to the TV
room and through the wardrobe. Use the chilli bottle on John.
Watch the end of the game. If you wait till the credits are over,
you'll see one final screen.
THE END
Copyright (c) 1995 Eurowave Leisure Ltd.