Puzzles

From Studio Grow Wiki
Revision as of 21:23, 4 May 2011 by 124.148.147.69 (talk)
Jump to: navigation, search

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.


Puzzle 5: Alice - Card guard

A card guard stops Lost from moving, claiming that she cannot enter the Queen's garden. After the dialogue, the player can pick up and throw the guard out of the way, allowing Lost to continue.

Notes: Trees in this area can be tapped to shake and release apples. Apples can be picked up and thrown about.


Puzzle 6: Alice - Shrinking

A tree behind the player is sparkly, tapping on the tree releases cookies rather than apples. Bringing one to Lost allows her to eat the cookie and shrink. She leaves by squeezing through a tiny hole in the magical tree.


Puzzle 7: Alice - Mushrooms

A variety of mushrooms appear around the player. Clicking on them causes them to grow and shrink. The player can move Lost onto the mushrooms and make them grow or shrink, raising her up or lowering her down. This must be done to continue.

Notes: A series of mushrooms can be seen in the foreground, organised in a certain patter of sizes used for reference in the next puzzle.


Puzzle 8: Alice - Caterpillar

The pompous and classically cryptic caterpillar sits atop a large stone. He comments to Lost saying that everything repeats itself, and the answer to the challenge she faces herself with would have been something seen in her past. The player must then look back at the small mushrooms seen in the foreground and use them as reference to organise larger mushrooms near the caterpillar into a pattern. When the patter is perfect, the caterpillar speaks again and Lost shrinks again, allowing her to leave through a dark tunnel under the caterpillar's rock.



If there is time


Puzzle 9: Under the Sea - Eel

Lost comes across a giant eel who says he'll eat her if she gets too close. He says children are terrible creatures, always throwing things about and causing chaos. This a hint for the player to throw objects at a large glowing area on the eel's head. The eel is enshrouded in the dark mist, so the player cannot interact with the eel or smash objects into it directly. The glowing area must be hit three times (it could potentially grow smaller each time its hit), after which the eel screams and retreats back into its tunnel. The level shakes and Lost falls down into a dark abyss, ending the area.