![]() Go back outside, and use the red rope to go down to the lower level. ![]() Then pedal the bike until the water comes on. Twist the dials to match the arrows on the water wheel, and head inside the hut. Then try opening the red door at the top of the hill. Look at the water wheel in this area, and note the position of the white, red, and green arrows on the design. Enter in the code shown above (which is based on the key combinations - read in a Z shape, and with each code going from top to bottom). Now go to the red area at the bottom and look at the key pad. Place them as shown above to reveal the code. Inside, your job is to tie yourself to the bungie coord, and then place the mirrors to light up all four rooms. Once you're done, head into the small hole to the right of the light dome. Remember that you can go left and down for a bit, if that helps. You'll soon need to tell everyone to pull the motor cord again. This gives you a quick chance to move the crane arm - you should aim to move it both to the right and down. Now you need to tell the entire line of people to start the motor. Get it from the lady in the upper square house (you'll need to talk to the man again), and give it to the man. Then talk to the man making a noise in the lower square house. Give the bun to the man in the red window. The answer is this orange one, as it breaks the pattern (yellow, black, red) in that column. He'll ask you to help him with stock keeping by highlighting a mistake in the pattern on his records. Try to pull it yourself and you'll see that you need some help. Use the switch on the right to drop the backup power generator. Then head on inside.Ĭlimb to the very top of the tower, and enter the crane compartment. Outside, show the photo of your grandpa to the security camera to open the door. Repeat this process three times to get photographs of Luma, the photographer, and… grandpa!? Exit the house. Then place it in the basin of chemicals to expose it. Use the lever on the right of this room to print out a photo. With that done, pour in the bottles shown above (as denoted by the symbols in the basin). The solution can be seen above (you just need to put the yellow strip on the rightmost bottle). You now have the slightly tricky job of putting the chemical labels back on the bottles. You can press the bottom button to reset the lights. ![]() There are lots of combinations, but this one worked for us: A - A - A - Right Lock - C - B - Left Lock - C - C - C. Look at the panel on the wall - our goal is to turn all the lights red, to make a dark room. Talk to the owner, and then go into the backroom. Take it up to the higher walkway and follow it along to the next screen. If you got it right, a staircase will appear from the ground. You now need to rotate the three discs on the floor to match the colourful diagram - like above. Here's the solution.īack outside, look at the small panel on the wall. In the mayor's basement, you need to place the cogs on the wall to get the power going again. Finally, sit on the antenna to enter the city. Press the button to the right of the guard tower to pull the antenna back. Grab the winch and connect it to the TV antenna. You'll turn the power back on, and get a lemon for your trouble. You'll need to spin the lemons to make all the connections. For each lemon, you need to pierce it with both a positive (+) and negative (-) connector. Place the wiring diagram on the connectors. Inside is a wiring diagram - pop that in your pocket. Hit the buttons in the order, shown above. You'll be lifted up to the gate to Lumino City. Open up your bag and drag the stick to the bell. That's where we come in, with a complete walkthrough to this charming little point and click adventure. If you want to enter the city and track down your kidnapped grandpa, you're going to need to solve a number of tricky head scratchers. Lumino City is an adorable papercraft world, filled with puzzles and conundrums.
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