Puzzles

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Puzzle 1: Keycard

Lost wakes up in a tiny maintenance closet. She must find a keycard to be able to unlock the door out.

Puzzle 2: Corridor

Lost in unable to pass a piles of crates. The player must throw them out of the way so she can get past.

Notes: A screen in this area, when clicked on, displays a recording alluding to a strange mist that prevents the player from touching or moving things. Further on, a crate can be found covered in the mist that cannot be moved.

Puzzle 3: Droids

The malfunctioning droids need to be dealt with before the door out of the maintenance area can open. The player has to pick them up and place them in a grinder to unlock the door and move forward.

Details: Droids will randomly spawn from tiny doors on the bottom of the level. Some will be broken, made clear by animation and particle effects. They move quickly and the player will need to act fast. When a broken droid is captured the player has to drag it and place it in the grinder. A noise and particle effect will make it clear the droid has been destroyed. A light in the back will then light up, indicating there are a certain number of broken droids left to grab. Placing an unbroken droid in the grinder will result in a loud "DUNUH!" noise, making clear to the player they did the wrong thing.

Puzzle 4: Lab

The strange mist referenced in the corridor level is prevalent in this level, surrounding a large barrier in the middle of the room. The player has to use a fire extinguisher to knock down a crate onto a switch, which then removes the barrier and allows them to move forward. The player then has to smash a chemical bottle to turn on the emergency protocol and open the door. Afterward the player must wait in a decontamination room for several seconds before moving on.

Details: The fire extinguisher will be locked in z-space to prevent it from moving away from the vent. Hitting the fire extinguisher against anything causes it to start releasing gases and shoot off. The player has to place the extinguisher in the vent such that it shoots down the vent and hits a crate. The extinguisher can be hit multiple times if the player fails to place the it correctly the first time. The crate will be programmed to perfectly fall on the switch when it comes into contact with the extinguisher, preventing any issues. A sign near the chemical bottles hints the player to smash the bottles. Smashing them releases colourful, smoke-like particle effects which, after several seconds, trigger a loud noise and red, flashing alarm. The door out unlocks and the player can leave. The player sits in a small room labeled 'emergency decontamination' which makes cool sounds before opening the doors again.