Lumino City
2021:
Walkthrough by : Dick Leeuw
If
you have found this walkthrough via google search or via another site then you
have probably not visited the site of Louis
A
lot more very detailed
game walkthroughs can be found on the site of Louis Koot at: www.pcgameswalkthroughs.nl
In Lumino
City you cannot save yourself but the game is saved after certain puzzles, these are
the places where you can stop and where the game is saved.
The House
of Grandpa
You are
standing in front of grandfather's house, at the door with enter. Click enter
and you will enter. You are
talking to grandpa, you have to click on Lumi a number of times and grandpa
will ask you to make tea. Go down the
stairs to make tea, when you are doing that you will hear a lot of noise
upstairs and you run up the stairs.Grandpa has
disappeared, you will find a red book on the floor, pick it up and put it in
your bag.
The stairs
Click on your bag and then on the
red book, this now appears in a large screen and you can browse through it or
you click on the red arrow.
You will
read this book later. You follow the red arrow through the door, walk through a
forest and you come to a few high posts.
At 1 of
these posts there is a stick on the ground, take this. Climb on the box and jump
to the hook,
Now take
the stick out of your bag and click on the bell. You will be lifted up.
The Gate
building
On top you
click on the man in the booth, when you are done talking jump on the plateau and you go
down the stairs, gate is locked.
Open the lock according this screenshot and.....
.......and go inside, turn right twice and then you enter a room. There is a
lemon tree against the right wall, pick the lemons. In the
bookcase is a yellow book, take this and open it, you find a
drawing that disappears in your bag. Out of the
room again, a cupboard hangs on the left wall. Open this
and take the drawing from your bag and click it on the switch box.
Take the
lemons from your bag and click them on the switch box each time on a + and
a-, the power is now restored and the light switches on.
Go up the
stairs and then further up the ladder to the roof, click on the antenna, you are not
strong enough to bend it. Go down the ladder on the other
side and take the hook of the hoist, climb back up click the
hook onto the antenna. Go down the ladder in the middle and press the
button at the front of the loft, the winch starts to work and
pulls the antenna backwards. Climb up
again, sit on the antenna and click on the hook.
You will
now be shot away and land on a tea house, some people will look out of the
windows and a cat will jump on your house.
The Market
Square
Climb down
from the house and go up the stairs and follow the kitten up, down to the right
and then go inside the
house, there is a granny sitting there, talk to her.
Then go down the spiral
staircase. Here you
have to put the gears in the right place to restore power.
When this
is done, go upstairs and outside again, walk to the snack bar and talk to the
baker / chip shop.
Walk back
to grandma's room but do not go inside but walk to the cupboard at the end,
click it open.
This is the
control panel of the turntables under the tea house, if you set
it correctly and press the stair button, the discs will change into a
staircase.
Press A
twice, then B 3 times and then C. The stairs will open.
Go up these
stairs and follow the path. Here you
can leave the game, here the game is saved.
The
photographer
Continue to
the back and go up the stairs and go to house B, you need a photo to open the
house. Now go to
house A, this is the photographer's house. If you click on the door, a photo
will be taken of you, enter the
house and talk to the photographer. He tells you that of the last 3 people who
have entered the house, a picture
has been taken. Enter the dark room, you now have to make all the lamps red.
Ring on 1:
3 x A, ring on 2: 1 x B and 1 x C, ring on 1: 2 x C and then the red button. Pull the
handle next to the door and you will get a sheet of photo paper.
Turn around
to the tray on the table and click on the tray. You now
have to restore the labels first.
Fill with
bottle 1 to level A and then with bottle 2 to level B, now take the photo paper
from your bag and put it in the
developer, this is a picture of yourself. Pull the lever again and you get
another sheet of paper, put this in
the liquid, now you have a picture of the photographer. Get another sheet of
paper and place it in the
liquid, now you have a picture of grandpa. Go outside and walk to house B, take
the picture out of your bag and hold
the picture of grandpa in front of the camera and the door will open, walk in
and you will come to the back outside
again and walk up the plank. Climb the ladder. You now see a wall with a crane and a
number of buildings against the wall with ladders in between.
The Crane
Talk to the
man in 2 and then to the woman in 3. Climb into
the crane, it has no power, you have to connect the emergency power.
When you
are in the crane, the control panel of the crane pops up.
Click down
the lever on the far right of the panel. A piece of cable is now coming down.
Climb back
down from the crane and then climb up the wall, now talk to the workman in the
yellow coat. Walk up the
plank 5 and hang on the cable, you are not heavy enough to start the power. Jump back
on the shelf and climb down and talk to the baker in 4. You now
have to get 4 people upstairs to hang on the cable so that the emergency power
works Ask the
baker first, he has a problem. He is taking inventory and there
is something wrong with the stock. He asks you if you want to have a look. Click on
the black pastry and then on the check mark.
When you have
solved this puzzle you will receive a cake from the baker and the
baker goes upstairs and stands on the shelf 5. The woman
in 3 wants to hide from the noise of the man in 2, talk to 2, he needs a can
opener.Go to 3 and
ask for can opener, you now have to go up and down a few times between 2 and 3. You now get
a can opener and give it to 2, a little later 2 and 3 also come on top, on the
shelf 5. Now go to 1
and talk to him, he will go back in. Now take the cake from your bag and click
it on 1, he eats the
cake and goes upstairs to shelf 5. Go up and in the crane.
`Let the 4
people now jump into the cable and you have power, move the lever to R up, L
down, R b and L o again, R b and L o
again. The power is gone, let 4 people climb into the cable again. You have
power again. Now lever L
b, L o, L b, L o one more time L b and L o, the power is off again, let the 4
people jump in the cable once more and you
have power again, now the lever to R o then to L b. the glass dome is now on
top of the light well and the
workman goes to rest / sleep. Climb out of the crane and then up to plank 5,
now walk to the right,
the door is locked but you have a lid on the floor. Click on this and the hatch
will open. Climb
inside. Here you can save.
The Light
Source
You arrive
on a platform in a dark room, on the left are 5 lamps and on your right is a
cable reel (K). First click
on K and you attach the cable to your belt.
Take lamp 3 and click on A when you
are back on the landing. Take lamp 2
and click on D, then lamp 4 on C, lamp 5 on B and finally lamp 1 on E.
Now click
on F and you go down via the cable.
Click on
the door and you will get a number box, you have to enter a code here. You see a
painting hanging in the illuminated rooms, in which 2 buttons have been made black.
The
sequence is room 1, 2, 3 and then 4.
Press 1-6,
4-9, 2-5 and then 1-10, the combination lock disappears and you go through the
door. Here the
game is saved again.
You are now
at the water wheel and the guitar puzzle.
The Park /
Waterwheel
Walk to the
red door and click on the lock. Put the
lock correctly and you will enter the bicycle / pump room.
Click on
the lever and sit on the bike and water is now pumped into the container.
After a
while you can get off the bike but the pump continues to work.
Exit the
room and walk down the slope pass in
front of the water wheel and climb down the rope. Walk to the
bird's nest house with the lounger in front of it.
Click on
the opening and talk to the guitar man. He actually lives in the house to his
left, together
with his wife, but because he no longer plays their song, he moved to this
house. He wants to
try to learn Lumi to play but he can't come outside because he doesn't have
pants. It hangs on
the water wheel, it is the green one in the middle of the wheel. You need to
get his pants now. Ask now if
you can take the spanner that is against the lounger, you will need it in the
bicycle / pump room. Take the
key and climb up again, walk along the water wheel, up the slope to the house.
Inside,
take the key from your bag and click it on the broken handle, this will turn
off the sprinkler.
There are 3
places on the edge of the wheel where you can climb the wheel. You have to
see which point you have to take and then climb via the clothesline to the
centre of the wheel and take the green pants there, climb back
to the ledge and jump to the ground. Now climb
down again via the cable and give the pants to the guitar man. He now
comes out with his instrument and hangs in the lounger. Now click on
the stool with the guitar in front and Lumi sits on it with the guitar in her
hand.
There are 6
parts in the song and the guitar man plays them first, you have to play them,
then you play together all 6 parts
in a row. If you do this correctly the window of the house will open and the
woman will say this is your song. Go down the
stool via the red arrow in front and walk to the house. Knock and the door will
be opened.
Continue to
the left and you will arrive at the cyclist. Here the
game is saved again.
The Cyclist
Talk to the
cyclist, you ask if you can cycle for a spin but that is
not possible because the tire is flat. Click on the tire.
This is how
the patches have to be placed, the tire is now fixed and is
pumped up. You can now cycle for a while.
You can now
just cycle a round or you first climb via the ladder to the roof
and you put the red part of the cycle track up there. Climb down
again and get on your bike. At A you
now get a point that you can grab if you click on it in time, are you too
early or too late to click? Don't worry because you just make it round and
cycle another round until you reach point A. This is the
bottom of a rope ladder.
You will
reach A on the walkway, climb a few more steps and jump onto the balcony to the
right. Continue to
the entrance and enter the building.
In the
container with plants in the right front corner is a shovel, take this shovel. Now walk
back to the rope ladder, jump in and climb down.
Walk in
front of the house to the left and climb up the ladder to the roof.
Potatoes
grow on top of the roof, but you still have to harvest them.
Click with the
scoop on the right boxes, you
have to click a number of times per box to dig up the whole pile of potatoes.
When you
have all the potatoes put the potatoes in the bag that hangs from the crane in
front of the house. There is a
board on the bag, step on it and you sink down.
You are now
hanging above the chip shop that you saw by the gazebo, if you have talked to
the chips baker earlier then you
know that he had no more potatoes. He now puts
out a stick with a hook and open the bag at the bottom, the spuds
fall into the funnel and the chip shop starts baking.
Moments
later he puts a bag of fish and chips up on a stick. Take this
bag and go upstairs again. Walk the
path to the rope ladder and climb up.
You come to
a house and in the garden a man is busy with a barbeque, to the right of him
are a few boxes of salt. Stand under
the ladder and try to get a pack of salt. You have to try it several times, usually he
says he can see you but after a few times you can score a bag of salt. Then climb
up the ladder and here the game is saved at the boat again.
The captain
Talk to the
sailor and he will tell you that there is no water pressure, climb up
and over the wheel to the water tower.
Climb up
and then take the pack of salt from your bag, pour the salt into the water
tower.
Now climb
down 1 ladder and you are at the closed valve, you now have to solve the puzzle
of the valve.
Climb
further down and go back to the sailor, you tell him that there is water
pressure again and the sailor
starts to pump.
The captain in the hammock is now being sprayed with salt
water.
Now walk to
the mast and climb in it, now take the package of fish and chips from your bag
and place it on top of the plank in the mast. The seagull
that flew with you for a while and regularly sat on your head, now sits on the
board with the fish and chips. Walk to the
hatch and climb down to the "engine room".
Talk to the
officer with the map in his hands, they have a problem because the drive is
broken. Click on
the map, it's a blueprint of the drive.
This is how
it should look, if you have done it right you go out of the close-up. Climb out
of the engine room and go to the sailor.
Meanwhile
the ship starts to rock. Because of this and because of the salt water and the
gull, the captain wakes up.
He looks
through binoculars and then calls down for them to drop anchor. The officer in
the engine room pulls the
handle and the anchor drops.
Now climb down the anchor chain and you will come
to the Bubbles garden. Here the
game is saved again.
The Air
bubble garden
Go down the
stairs to the green cupboard and open it. They have
problems with CO2 supply and you have to fix it here.
Click on
the arrows to choose the correct tube.
If this is successful, go up the stairs
again and walk to the ladder at the anchor. Climb up,
someone is hiding behind the bushes.
Talk to him and when you are done talking
click on the periscope.
You have to
get the i.d. Put the coin in the circle, click 1 x on the bottom red button then on the
middle one and then 1
x on the bottom one. The coin now flies up and ends up in your bag. Climb down
again and go to the man with the landing net, talk to him and when you are done
talking. Climb to
the red house. Inside is a machine that can make bubbles.
Number the
buttons from left to right 1 to 4, they must all be pressed all the way but it is
not as simple as it looks: if you press button 1, button 2 also responds, with button
2 these are buttons 1 and 3, with button 3 it is 2 and 4 and with button 4 also
button 3 reacts. Take the
coin from your bag and put it in the slot at 1. A series
that worked well for me a number of times is: 1-3-4-2-2-4-1-3-3-1-1-4-4
sometimes the end is not right completely,
sometimes you need to press button 4 one more time. From time to time a
different combination is needed.
When all
buttons are fully pressed, a bubble will appear. Take this
one, now climb to the roof and walk to the gas cylinder at the back.
Take the
air bubble from your bag and click it on the gas cylinder.
The air bubble will
now be inflated further and you
float under the bubble to the other side, to the houses under the mill.
There in
the corner of the buildings, jump down onto the walkway. Here the
game is saved again.
The
windmill
Go through
the door behind you, you will enter the library.
Walk to the
middle ladder and click on bookshelf M, a book
about Morse signals will now appear on your screen.
Click on
the paper with Morse signs and it will go into your bag. Go outside
again and follow the path, go down the ladder and then up the other ladder.
Then climb
up the next ladder.
Walk over
the roof to the line with flags, click on that line and slide down it. You will
see such a click point again, click on it if you do it on time then you swing
towards that point. Not in time
you just slide further down and you end up at the library again,then follow
the same path and try again.
Walk over
the roof of LUDO's and then click on A, then B and then on the top step of the
stairs. You swing
from A to B and you climb up. Along the next ladder you come to a balcony with
binoculars C. If you look
through the binoculars you will see that a boy is looking at you with
binoculars. Now climb
up the ladder against the house to a balcony, from here you can climb up along 1
of the windmill blades and you arrive at the door of the windmill. Go inside.
Against the
wall is a device with a coat hanger on it, get that
coat hanger. Now climb up the ladder.
You enter a
room with a lamp with a lens in front of it.
On the left you have a desk with
a few levers, the mechanism hangs on the back wall to focus
the light beam and in front is a telescope.
If you look
through that, see that boy again. You must
now first focus the light beam.
I did the
top part first, number the buttons from bottom to top 1 - 4.
If you
press 1 then rotate 1 + 2, with 2 it is 1 + 2 + 3, with 3 it is 2 + 3 + 4 and
with 4 it is 3 + 4.
Click on 2
until 3 and 4 are equal
Click on 3
until 2 and 1 are equal
Click on 1
until 1 and 2 are correct
Click on 4
until 3 and 4 are correct
Then the
bottom half in the same way.
|
Under the
handles is a drawer with a key in it, take the key. You can
open a cupboard downstairs with this, but it won't help you.
You should
now send a message with Morse signals. Click on the desk with the levers.
The note
with Morse signals is on the left of your screen, in the middle the windmill
and on the right the operating levers for the
windmill blades. The left lever turns the blades on or off and the right lever
determines whether it is a point or becomes
a stripe, bottom position is stripes and the top position is dots. You have to
make each letter separately e.g. S is 3
points, so put the right lever up, then the left lever up and after 3 points
the left lever down again. The letter
O is 3 stripes so put the right lever in the down position, then the left lever
up and after 3 stripes the left lever down again. Do the
letter S one more time. Your 1st
message is S O S (..., - - -,....).
When this
is done you look through the telescope again, you see the boy and he hold up a
note asking what you need.
The following message is ROPE,
this is a bit more difficult to send because you have points and stripes you
need both (.-., - - -,. - -.,.).
You can
find the code in the Morse note.
Look
through the telescope again and the boy writes on the note that you have to
wait, when the
boy returns you will see that he has a signal gun with which he can fire a
rope.
The rope
turns around a support post of the balcony at the back of the mill.
Now go
outside and walk to the telescope, look through the telescope and you can see
everything.
With the
button at the bottom of the screen you move the telescope, at a certain moment
you will see your grandfather. He is at
the highest point in the village. Get out of the close-up and now take the coat
hanger from your bag. Click with
the coat hanger on the rope and you slide down the rope hanging on the cloth
hanger and you come to the platform where the boy stood.
The Pub
The boy has
crawled away but now comes back out and says he followed you. He asks if
you are looking for someone and you tell him you want to go to your grandfather
who is at the highest point of the village. The boy
tells you to be on top of the power plant, but that this is forbidden area. In
the past they used to go there through a shortcut.
You then have to go through 1 of the houses and they can only be reached via
the post pipes. He also
tells you that the postman is in the cafe and is not happy. Enter the cafe and
talk to the postman.
He says he
only drinks silly shit because he doesn't have a drink token, you can win this
with the pinball machine. Go to the
pinball machine but it doesn't work because there is no power. Go outside and
walk to the end of the
trailer, there is a ladder to the roof of the trailer. There is a solar panel
there, but it still needs to be lined with
reflective material. And you should do that now.
When this
is done enter the cafe again and go to the pinball machine, for the
drink token you have to win 2 jackpots.
For the 1st
pot you have to put 1 bumper in a different place (see image), then press the firing
button and the ball will hit the jackpot through the bumpers.
For jackpot
2 you have to move 3 bumpers then shoot the ball and you win pot 2.
Now a drink
token comes out of the cupboard, take it and give it to the postman. He is very
happy with it, but also says that he still has a problem with the last letters
he has to deliver. There are
strange things like address on the letters and he cannot make sense of it so he
does not know in which mailbox he
has to deliver them. He asks if you want to look at it and if you understand,
deliver them too. Go to the
mailboxes and get the letters. You will
see numbers from 1 to 39, now draw a line from 1 to 2, then to 3 and 4 and
further to 39. With some
imagination you can sew 32 new str.
in it, make with the device you received
with the lettersa new
address sticker and then click on the post send sign at the bottom and the
letter will be placed in the correct PO box. On the next
letter you will see musical notes at the top with the alphabet below each note, on the next
lines is a melody in musical notation, you have to use the top one to convert
notes to letters and then it says: eight piano garden square.
Make a new
address sticker for this as well and click on the send button at the bottom
again. You start
the next letter at the bottom left at 2 and you follow the line, you will
arrive at the following address: 24 Lightwell st. make a new
sticker and send the letter.
The last
letter states the periodic table and some numbers, which must be convert from
numbers to letters
and you get:
one spinner house, also make a sticker and send to
the correct PO box via the send button at the bottom.
Now climb
down again and talk to the boy again and he asks for the addresses,
the The first 3
say nothing to him, but the last one does: one spinner house. You can go to the
power plant through this house.
Climb up
again and click on the mailbox and you say that you now know the correct
address,
you walk to
the boxes and climb on them and you slide down a mail tube to Spinner House.
Spinner
House
When you
are downstairs, you first talk to the resident who is reading his newspaper on
the balcony, he will tell you all about it. There is a
loose wardrobe in 1 of the rooms and it blocks a passage, you have to secure
the wardrobe and for that
you need a hammer and nails, these are somewhere in this house. You also
need a key for the back door so that you can go to the power plant that way. When you've
finished talking, look at the house first. There are 7 pivot points, I have
numbered them from left to right and from
top to bottom. If you hang on one of those points, the house turns upside down, point 1
that used to be top left, is now bottom right, etc.
When you
are done talking, walk through the room with floral wallpaper, up the red
stairs and on to point 5.
Click on
that and you will hang at that point and the house will turn upside down.
When the
house is stationary again, you automatically climb up to the floor, Now walk
down the yellow stairs and outside to point 6. Click on it
and you turn around again, you automatically climb back to the floor. Now click
on the pole that goes from 6 to 7, you slide down this. Walk across
the room and up the stairs to point 4. Click on it
again and the house turns again, when you reach the top you walk through the blue stairs
to the door in the red wall.
Click on the door and you enter, it is dark
there but you will find a table with a hammer on it. You take the hammer and this one
comes in your bag. Walk back to point 4, click on it and the house will turn
again. Now walk
back to point 7, click on it and when you are standing still, slide down the
pole. Walk into
the room and down the white stairs, walk to point 1. Click on it and you turn
again. When you
stopped turning, slide down a pole, now you go up 1 floor via the yellow
ladder.
There is a
ladder in the right corner of the room. Climb up there and walk to the chest, click on it
and you will find some big nails. These goes in your bag. Climb down
again and go to point 3. Click on this again, the house will turn around again. You are now
in the room with the floral wallpaper. Now climb the yellow ladder up and then
slide down the pole. Walk outside via the white stairs to point 6. Click on 6
and when you have finished sliding down the blue pole.
Walk into the
room until you are under the brown wardrobe, now take the hammer and nails from
your bag and click
it on the wardrobe. You are now nailing the cabinet to the floor. Walk back to
point 7. Click on it
again and there you go upside down again, now slide down the pole. Go inside
and go up the yellow stairs. You now see a doorway on the left. The
cupboard used to be there before you nailed it down to the floor. Walk
outside to a box, click on it and take a key from it. Go back
into the room and walk past point 5 to the red stairs.
Go up the
stairs to the back door, take the key from your bag and click it on the back
door. It opens now
and you can
now go to the round door. Open this and you are one step closer to the power
plant.
The moving
city
You come
out of the brown door, click on the roof of house A and climb on it via the
pipe. Now click
halfway up the ladder on the side of house B to take a run-up and you
jump to the ladder, you get the bottom rung. Climb to
the roof of house B and jump off on the other side and walk to house C.
Now click
on the ladder above you. You climb up and then you click on the box that you
see there, this is a gearbox.
The gears are off and you have to put the correct gears on the correct axles. This's how
it should be.
If you did it right, you see the houses move back and forth.
Jump on the
roof of house 1 and from there on the roof of 2. When house 3 comes forward click on it
and immediately after that click on the bar at 4, you quickly walk over 3 and
you jump to 4. Now climb
through the gate of 5 to the front of 6 and climb up through the grid. Now click
on the pipe and you slide down here.
Jump down
here on the green roof, you will see a house coming forward and go back
again.
In this house there is a window in the side, if it comes to
the front click on that window and you walk to the window and climb inside.
You see a
chair, a gramophone and a cupboard. You can click on the gramophone button and then a
record starts playing. Click on the box until it is open, you now take a key
from it. Walk to the
window again and click on it again, you climb out again and walk back to the
green roof. Click on the pole of the awning and you climb up the pole. Next to the
door you see a cupboard on the wall, use the key on this cupboard.
You will
find a switch panel here, but the connections are not correct, you must now
make the correct connections.
When you
have done this, press the red button and if all is well, a green light will
light up. Leave the close-up via the red arrow.
Jump on the
green roof again, walk to the right. Click on the red roof and you jump over
the parasol to the red roof, you then climbs
up the roof.
Continue to the right until you get to a ladder, click on it and
you climb down.
Via a
gangway and another ladder you come to a round door, click on it and you will
enter the:
Turbine Hal.
You will
see a red button on the central axis, climb up to it and click on it.
The bottom
vanes will now start to rotate and stop a little later with one of
the blades just below the hatch.
Climb
further up and walk over the blade to the hatch, enter and
you will enter a control room.
On the
right is a desk with a booklet "Birds" on it and behind you is a
machine where you have to insert a punch card. Click on
the booklet.
Open the
booklet and a message is written on the first page sign with
Mary, remember this name, you will need it at the machine behind you. Turn around
to the machine. You see a green screen and a pile of punch cards, a device
for punching holes and you also see a table. Click on
that table and it will appear large on your screen.
You now
have to convert the name Mary to a punch card, the first 3 squares are for the
column and the back 4
are for the line.
The capital letter M is in the 3rd column and the 3rd bottom
line, the code
for M then becomes 1-0-0-1-1-0-1. Do this
also for the other letters and make the punch card.
You will
see in the green screen that you have to enter a password, so stop the punch
card now with the
code for Mary in the slot below the screen.
If you did it right and get a new screen
otherwise you will read on the screen that you have to enter the correct
password.
The machine
now gives 3 options and you now choose 2: "manual override", this is
option 2 so make now a punch
card for 2.
Put it back in the slot and you will see that the middle blades
start to turn. Again, 1 of
the blades stops under a hatch on the right.
Exit the
control room and walk over the blade to the shaft, climb up
and walk over the other blade to the hatch.
You will
now enter another control room.
Walk to the
corner to a machine with a number of spools.
You must
first put all the reels in the right place and then put the tape around the
reels in the right way. You will
see 4 control lights, if you place the tape correctly, the lights will come on.
You start at the green coil at the bottom left, it also
says start on it and you have to end at the small coil to the right of it. You
go from the green to the gray coil bottom
right and from there further. If you have done it correctly, you will see
"turbine 3 activation" in the green screen. You will
now see that the top vanes start to turn and 1 of the blades stops again under
a hatch on the left.
So leave
the control room and walk and climb to the top layer, then to the left and you
will enter a room.
There is a
film projector in front, but it does not work, you are missing a number of
connections and also a voltage source.
Zoom in on
the board, now click between 2 points that you want to connect and then a plate
is placed in between and finally you take the lemon that was left from the
gatehouse. Place the lemon on the 2 pins with the lightning bolt in between.
The movie projector is fixed and starts playing an instructional movie. In the movie
a code number is shown: 49463.
Als de film af is verlaat dan de kamer loop
over de bladen van het schoepenrad naar de rechterkant, je ziet een klein kastje
hangen , klik daarop.
When the movie is finished leave the room and
cross over the blades
of the paddle wheel to the right, you see a small box hanging, click on it.
Here you
have to enter the code number from the movie, the door opens and you climb out.
Walk over
the plank to the left and climb up the red ladder, click on
the hatch, the hatch opens and you climb inside.
You come on
top of the hatch there, cross the walkway and climb the 2 rungs up the
ladder. Walk to the mast with the orange stripes.
Climb the 2 ladders up and via the
cable you cross to the next ladder.
\
Climb up
here too and you climb through a rack to the
right to the next ladder.
Climb up
here too and you will
find grandpa at the top of the ladder.
You can sit
back now cause the work is done you just
have to watch the final movie.
Walkthrough by: Dick Leeuw