Inside that door and to the right you can then use it again to break into the room with the papers and a yellow key. You can now hide the green key in the tunnels behind the movable boxes here so that the guards will never ever find it again.īack outside in the main courtyard you can now use the lockpick to break open a door on the eastern side of the camp buildings. This room has the shovel (important item) so pick that up. Use the lockpick kit to open the other locked door. Picking a lock takes a while and your man will be frozen until he's finished. Now I wouldn't have known it was a lock pick until somebody told me it was. In the open door room you find a lockpick kit. Next you make your way along the fence to a door which you can open with the green key. This is a really poor move by the game designers and locked many of us out of ever finishing the game simply because we had no idea it was even there! If you don't get this key you can't complete the game 100%. You can barely see it amongst the lines of the leftmost fence - if it wasn't for the isometric perspective blocking our visual of it. OK, so essentially in order to win you need to have the compass and the map and be outside of the fence.įirstly I take issue with the green key which is hidden *just* out of sight in the bottom corner of the camp area and under the guard post. If you get chased, you can hide in your tunnels until the next event on the schedule and all seems to be forgiven! Most of the time you can ignore the roll calls and prisoner schedule and just do what you need to do. You can skip a few roll calls and then show up another day and make roll call and there's no consequences. Also the roll call doesn't seem to matter for much. If you don't touch the joystick, you leave via another door and you're all green! It makes no sense sometimes. Right at the start of the game if you get up at wake up time and leave out the door on your left on your own volition, the morale meter goes red and you can be arrested - which is just silly. It's a classic game, but it could have been executed a bit better in my opinion.Īdditionally the whole red/green system of knowing where you are supposed to be in order to not get arrested is kind of stupid. Then there's the dick move by the programmers to hide an important key out of sight. There's just a lot of red herring objects in the game, half the objects aren't described well or detailed enough for you to know what some of them are, and you have to wait until the fourth day until you can escape if you don't want to get killed or recaptured. Resurrecting this thread because I played this through to completion on the C64 recently.
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