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Blamyvog Demo

A point-and-click adventure about scientists, AI, puzzles and anientisement. · By Dry Cough

Full walkthrough (SPOILERS) Sticky Locked

A topic by Dry Cough created Nov 14, 2020 Views: 169
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In case you are struggling with the game.

Our rover got into the acid lake and now we need to figure out what to do.

Go INSIDE THE ROVER. There are four lockers inside. Open the RENEE'S LOCKER and take the ELECTRICAL TAPE from it. Open the UTILITY COMPARTMENT and take the PLIERS from there. If you try to open TOBERT'S LOCKER, it's locked. THE TECHNICAL COMPARTMENT is also locked. Go TO THE COCKPIT. Take the PICTURE from the shelf. Press the flashing BUTTON above the window. The Automatic Assistance System named MERM is activated. Ask her about WHAT SHOULD WE DO. She tosses the COMMUNICATION DEVICE on the floor. End the conversation with her and pick it up. We need to inspect it for damage. Move the SPEAKER, MAGNET, ANTENNA, DISPLAY, WINDSCREEN, MICROPHONE, MEMBRANE and LEG. We now know that we need to find a replacement for the magnet, antenna, display, windscreen, membrane and leg.

Go to the very left and go to another location TO THE BASE. We take the plastic card from the TRASH. The door to the base is overgrown with vines and you can't remove them with bare hands. Return back TO THE ROVER. Go to the very right and go TO THE RAVINE. In the middle of the location, there is a passage between two walls. Go into it and we find ourselves in a place in which there is a PILE OF BRANCHES. Take away the branches from it and find a CONTAINER behind them. It is closed with a combination lock with symbols. We leave back to the center of the location and go TO THE HILL. There is a STICK on the ground here. Take it. Go back TO THE RAVINE and from there go to the right TO THE FOREST. Another rover is standing here. Its door is closed. Our rover has a winch that you can hook this door and break it down, but we can't get it. Take the COIL OF WIRE from the table next to the rover. Use the PLIERS to bend the WIRE and get hook-shaped BENT WIRE. Combine the BENT WIRE and the STICK and get the PIKE POLE. It is too short to get the winch and needs to be lengthened. Combine the PIKE POLE and the BRANCHES. Combine the ELECTRIC TAPE with the POLE AND BRANCHES and get the ELONGATED POLE. Go TO OUR ROVER and go down to the stones floating on the surface of the acid to the right of it. Use the ELONGATED POLE on the WINCH and take it. Go to the FOREST and use the WINCH on the ROVER DOOR. Go to the COCKPIT OF OUR ROVER and press the WINCH BUTTON. The winch wraps up and breaks down the door. Go to the FOREST and go INSIDE the opened rover. We are met by another Automatic Assistance System named BREVE. The ROVER has three lockers. Open the RIGHT LOCKER and take the NOTE from there. The MIDDLE LOCKER'S handle is broken, and the left locker is protected by a PANEL with a six-digit code. On the panel there is a piece of paper with the inscription "look for serif". On the NOTE there are numbers 3, 10 and 6 are written in Roman numerals. A CALENDAR hangs on the wall. The months on it are also numbered in Roman numerals, and each month has its own symbol. The third month corresponds to a FLOWER with eight petals and cuts at angles of 90 and 45 degrees. The tenth month corresponds for a LEAF, thick at the bottom and pointy at the top. The sixth month corresponds to the SUN with six rays. Enter this sequence of characters into the CONTAINER in the RAVINE, open it and get the DRILL and the NOTEBOOK. Examine the NOTEBOOK. Some numbers in it have serifs, while others do not. In total, six numbers have serifs - 2 1 4 3 6 7. Enter this into the PANEL in the ROVER in the FOREST. Open the unlocked LEFT CABINET and take the SCISSORS and the DEAD KITTEN from it. For now, we will not get anything else from this rover.

Now we need to open Tobert's locker, because there might be something useful in it. You can talk to TOBERT, who is sitting on a stone to the left of our rover, but he refuses to open the locker. Speak with MERM in the rover and ask her about TOBERT’S LOCKER. She says the locker can only be opened if the owner fills out a written permission form. Take the printed FORM. We need to write the name and surname of the owner of the locker, his address, signature and the secret word. Give the FORM to TOBERT, but he refuses to fill it out. In this case, we need to find all the information ourselves. Talk with him that we should GET TO KNOW EACH OTHER. Try to ask him about WHERE HE LIVES, but Renee says that such direct questions cannot be asked, therefore we ask unsuspicious questions. Ask Tobert about WHAT HE DOES IN HIS SPARE TIME, he replies that he walks in the park accros the street. Ask about HIS PREFERRED WEATHER IS, he replies that he loves wind, but there is never windy in his city. Ask about GETTING SICK, he replies that there is a hospital in the next block. Ask about COOKING, he says that there is a cafe next to his house. We now know what to focus on when we will look for his home. CHANGE THE SUBJECT and ask him the rest of the questions, but they are all too suspicious. Instead of asking about AGE, ask the question of HOW LONG HAS HE WORKED IN SERVIDAS. He says he applied for the job as soon as it became possible, and recently celebrated his second anniversary of officially working in Servidas and has a photo from the celebration. We will not get more information from him. Go to the ROVER COCKPIT and use the ON-BOARD COMPUTER. It has a dictionary, map, file storage and a database about Servidas. Open ServiMAPS. In it we can find Tober's house. We need a house that meets four requirements: accros the street there must be a park, there must be no wind in the city, there must be a cafe near the house and there must be a hospital in the neighboring block. The wind always blows near the sea, so Arbaro Bay and Darsman are immediately excluded. In the upper left corner there are buttons that highlight certain types of buildings. By the method of elimination, we found the required house in the city of Dot Point in the block to the left of Erm Park (the park at the bottom of the city). The house we are looking for is located in the lower right part of this quarter, at the junction of Euler and Pajitnov streets. Click on the button in the lower right corner of the screen and click on the house. Now we have an address - EULER street, 22. Go to the desktop (house icon in the lower left corner) of the on-board computer and open ServiCLOUD. Tobert's account is password protected. Click on the RESET PASSWORD button. This requires a secret word, the same one we are looking for. A secret clue says that example of this word is the Voronoi diagram. Exit to the desktop and open ServiDIC. Above, select the letter V and open the article about the VORONI DIAGRAM. It says here that it is a type of TESSELATION. This is the secret word. Open ServiCLOUD again, press RESET PASSWORD and enter the word TESSELATION. The password has been successfully reset and now we need to write a new one. Enter the new password and LOG IN to Tobert's repository. It contains a photo from the second anniversary that Tobert is mentioned. The date of the photo is March 14, 2048, according to the name of the photo file. The anniversary is second, therefore, he got a job two years earlier, on March 14, 2046. Go to the desktop and open ServiDATA. Here are articles about everything related to Servidas Corporation. On the left is a list of articles. By clicking on the triangle next to the article, you can expand the list. Open an article about SERVIDAS CORPORATION. It says that a person can apply as soon as they turn 19, and a week later they will be officially accepted. He was accepted on March 14, therefore, he applied a week earlier, on March 7. Tobert said that he applied as soon as it became possible, therefore, on that day, March 7, 2046, he turned 19. Subtract 19 years from 2046 and get MARCH 7, 2027, his date of birth. The PICTURE has Tobert's diploma, which should contain information that will help us, but it is difficult to see something with the naked eye. IN THE ROVER IN THE FOREST, there is a MICROSCOPE. Put the PHOTO into it, adjust the focus with the left slider and move the camera to Tobert's diploma so that it is in the center of the screen. We now know what Tobert's signature looks like. Return to OUR ROVER, go down on the left stones and with the ELONGATED POLE take the T-SHIRT from the CLOTHESLINE. Examine the T-SHIRT. It has a tag with Tobert's last name - Tabres. We now have all the information we need. Go to the COCKPIT OF OUR ROVER and use the FORM on the PEN on the shelf. Enter everything that we have discovered. Name and surname - TOBERT TABRES. Address - DOT POINT, EULER street, 22. Date of birth - 22 MARCH 2027. Secret word - TESSELATION. Return the completed FORM to MERM and she will unlock TOBERT'S CABINET for us. Open it and get the SCREWDRIVER TIP.

Now go to the BASE and use the SCISSORS to cut the VINE from the door. There is a MECHANISM on the door. Each button inverts the three segments that correspond to it. It is necessary to make all the segments white at the same time and then all white at the same time (in any order). Let's conditionally designate buttons with numbers from 1 to 7, clockwise, starting from the topmost button. The order of the buttons: 4 5 3 6 1 2 3 4 5 6 7. The door opens, go INSIDE the BASE. Take away the PLATE from the TRASH BIN. Take the MAGNET from the fridge. There is a LOCKER WITH A GUN on the wall, and to open it, you need to unscrew the screws. Put the SCREWDRIVER TIP into the DRILL and get a SCREW GUN and DRILL TIP. Use the SCREW GUN on the GUN LOCKER and take the GUN. The fridge is locked with the PANEL. Try to use its buttons, but because of this, all the electricity gets cut off and now we cannot open the fridge in any way. Go to the ROVER in the FOREST. A MIDDLE LOCKER with a broken handle can be moved with a MAGNET. The magnet breaks and we get a MAGNET ROD. Take the HYDROTHERMAL GENERATOR from the locker. It can generate electricity from hot liquids. THE BASE has an UPPER DRAWER, locked with a blue lock. Cut the KEY CARD with the SCISSORS and get the BLUE KEY. Use the BLUE KEY to open the UPPER DRAWER and take a VACUUM FLASK. Combine the HYDROTHERMAL GENERATOR and VACUUM FLASK. Use FLASK AND GENERATOR on the SOCKET next to the fridge. Now it has the energy to make the PANEL work. Use the PANEL. We need to use the buttons of mathematical operations to make the number on the screen the same as the number in the upper left corner in a limited amount of moves. The moves are indicated at the top center, and the current stage is indicated at the top right. At stage 1, it is necessary to turn the number 15 into the number 4 in 3 moves: -7 -7 +3. At stage 2, it is necessary to turn the number 6 into the number 11 in 4 moves: ^2 /2 +4 /2. At stage 3, it is necessary to turn the number 42 into the number 68 in 5 moves: /2 +7 -4 *3 -4. The FRIDGE can now be opened. Take the POT and BAGUETTE from it. Also take away the HYDROTHERMAL GENERATOR along with the VACUUM FLASK. Now we have nothing else to do in the base.

IN THE ROVER IN THE FOREST ask BREVE, IF IT'S POSSIBLE TO TAKE THEIR COMMUNICATION DEVICE, He says it can only be gived if the vehicle is damaged. Load the AIR GUN with THERMOS and shoot the wall of the ROVER. It gets damaged, and now we can tell BREVE that NOW WE CAN TAKE THE COMMUNICATION DEVICE. It turns out that it broke from the shot, and the only thing remains is the DISPLAY. We now have everything we need to fix our COMMUNICATION DEVICE. Cut the T-SHIRT and the DEAD KITTEN with the SCISSORS and get the SLEEVE and DEFINITELY A DEAD KITTEN NOW. Put the DRILL TIP into the SCREW GUN and get the DRILL. Use the DRILL on the PLATE. Use the SLEEVES, PLATE WITH A HOLE, DEFINITELY DEAD KITTEN, SCREEN, BAGUETTE and MAGNET ROD on the COMMUNICATION DEVICE. The communication device is completely repaired and now we need to stick its PLUG into the power source. The hydrothermal generator can provide energy, but the tea in the thermos is cold. You can pour water into the POT, but first you need to get rid of its contents. Pour the POT into the ACID to the left of our rover and get an EMPTY POT. The water supply at the base is broken. Drill the TANK next to the BASE and get a stream of water. Use the EMPTY POT to collect the water from the TANK and get the POT WITH WATER. IN OUR ROVER, use the STOVE in the UTILITY COMPARTMENT to move it onto the table. Put the POT WITH WATER on the STOVE, apply the HYDROTHERMAL GENERATOR on it, turn on the STOVE and insert the PLUG into it. Now the COMMUNICATION DEVICE is working and we can use it. It is necessary to make the white oscillogram wave identical to the black one by moving the sliders. Set the topmost large horizontal slider to the 4th mark. Set the left vertical slider to 8. Set the right vertical slider to 3. Set the upper small horizontal slider to 7. Set the lower small horizontal slider to 5. The communication device is configured and we contacted the space station dispatcher. We inform him that WE HAVE AN EMERGENCY SITUATION, and wait for salvation.