Sunday, 29 June 2014

The Impossible Quiz: Walkthrough Guide

The Impossible Quiz: Walkthrough Guide

Walkthrough Guide on The Impossible Quiz
Note: Answers written in red indicate that the question features a bomb. The bolded red text next to it indicates the timer of the bomb. If the number is "in quotes", then the bomb won't cause a game over upon time running out. If the number has an ellipsis (...) before it, the bomb will appear if you take too long in a question.


1. Four (holes in the words "A Polo" or 4 holes in a polo shirt: head, arms, and bottom)
2. No, but a tin can (Wordplay: A match can't box but a tin can.)
3. K.O (O.K backward)
4. Click the words THE ANSWER
5. Right click, then move over then click, or move around the screen, or click the left mouse button, move straight to the destination point and then release it.
6. Shallots (Shallots are the roots of onion!)
7. An elephant (it's referring to real life)
8. Find the green checkmark with the message "Yes!" (under "se" in "Search!")
9. Top right 'THAT ONE' (it points to the bottom left option, where the answer to Q2 was)
10. Dentures ("choose = "chews", therefore making the task "Chews Food") //+1 Skip
11. n (It follows the word "December" second)
12. The dot above ' i ' (It's the smallest blue dot there!)
13. F'TAANG (does sound a lot like a bell!)
14. Torch (lighter as in brighter, adding a torch makes it "lighter")
15. Type 'Horse' on the on-screen keyboard
16. H (the 7th letter of the alphabet)
17. The question number (result of the subtraction of the question)
18. Hammer (MC Hammer reference: "Hammer Time!" in the clock)
19. Blue, Orange, Green, Green, Yellow (BOGGY)
20. Seal! (Seal the deal!) //+ 1 Skip
21. Top left option box (will flash in green after a few seconds)
22. +1 Skip (Skip to the next question)
23. BRAN (You have to give a name to the file to save your changes!)
24. "Click the 'V' in lives" (If you cycle over the colors, they show that message)
25. Shoe Polish (has silver nitrate, and silver can be used to kill werewolves)
26. Arsefacey (the rest of the locations exist in the UK)
? (27.): GO TO 28 (you're in Question 27, so you'll be sent to the following one)
28. Abundance ("A bun dance", perfectly describing the dancing cupcake)
29. Egg Mayonnaise (Splapp thinks it tastes like cardboard!)
30. Cross through the tunnel (Or cheat by either abusing right-clicking or holding the left mouse button)
31. Woof. Woof. Woof. (number of times Splapp's Badly Drawn Dawg barks)
32. Babycham and Human Faeces ("Babycham"= "sham", "faeces" = "poo", making "shampoo" together)
33. 7 (There are 7 letters in "HIS HAND")
34. Move cursor away from the screen (or just right-click)
35. Wait 5 seconds, then click the green smiling button that appears. //+ 1 Skip
36. A walk (because a fly without wings can't fly, therefore making it a walk)
37. Any answer is correct (you can't get this question wrong!)
38. Mary Rose (as in "Mary got up" after sitting on a pin)
39. Cylindrical Adventures (Splapp's Flash animation where the cylinder belongs)
40. Cross over the maze; you can cheat by right-clicking or hold the left mouse button, moving to the point and then releasing it.
41. AFRO (the most peculiar thing of that duck, plus it's not called "Afro")
42. The 42nd 42 (it is the second 42 on the bottom row)
43. Tom Cruise (Jerry McGuire reference)
44. Click the dot on the nailed puzzle piece (if you solve the puzzle, it says: "Click here" and has an arrow pointing to that dot)
45. WRONG (top right option box). (everything is in Wingdings: question says "Potatoes fly", options say "Indeed", "WRONG", "Why not?", "ROFL")
46. OMGF U KILLS SONIKKU U BASTUD (one of the comments to Splapp's Flash "Sonic Breaks his Neck", from which the picture is taken)
47. Find the red button with an invisible cursor (around where the arrow on the "Vanish" bottle was)
48. SNAAAAKE! (Metal Gear Solid reference)
49. SPLAPP-ME-DO (correct spelling of the name)
50. O.K. (you must remember both codes)

51. Repeatedly click the Spatulon and the Phlovomite until the Spatulon wins (because Spatulons are the better ones!)
52. Click the third batch of leaves, which belongs to a carrot (Splapp did trace a carrot's leaves for that one)
53. ...but pa might not. ("Marmite" = "ma might")
54. No, about 20cm off the ground ("Shanghai" = "She hang/hung high")
55. A games console for wholemeal biscuits (definition of a digestive system) (10) //+ 1 Skip
56. Using your invisible cursor, press the buttons in the following order: Blue, red, blue, yellow (color code from Q50)
57. Erm... one? (Count Dracula... Count him!)
58. Shepherd's Pie (the ones made OUT of shepherds! Also, blood is a drink)
59. Repeatedly click the Shoop da Whoop face until he's charged his laser and destroys the bomb. (10)
60. Answer this honestly: no if you didn't make it the first time you got here since opening the Flash, or yes if you managed to do it the first time. If you lie, it's a Game Over!
61. Thumbs up icon ("(Y)" makes the thumbs up emoticon on MSN)
62. Moss (the question was written with a lisp, so "moth" actually means "moss")
63. Tasteless white filth (author's opinion on Chicken McNuggets)
64. Egg > 28 (completely random, according to Splapp)
65. Click the word "LARGEST."
66. The '!' at the end of the words 'the world' (10)
67. A big hairy arsonist (because the picture IS an "arse on IST")
68. Stroke Chris the cat with your mouse until filling the bar; he'll make an odd "meow" before you move on.
69. LOL, 69 (sex position and reference to question number)
70. Using its anus (as in what makes the dog smell bad)
71. Click on any option box when it turns green (timing's important!)
72. Click on the light switch, located near the left edge of the screen; you will be presented with a funny picture of a lemur before moving on.
73. Top right '?' (the one that matches the one in the task)
74. No one knows that (the game assumes nobody who has got to this point knows how many questions there are)
75. After the bomb is lit up, click the ESCAPE arrow quickly (it will appear under the question number; if you fail, it's an instant Game Over!) (1) //+ 1 Skip
76. Sugar, honey, honey (reference to the song "Sugar Sugar" by The Archies)
77. Question 77 (the question isn't talking about the picture, but actually about itself!)
78. Four (the only option that has ever been a correct answer before; "Déjà vu" is when you experience something you think you have already experienced before)
79. Click the U in 'what do yoU mean?', (it's shaped like a horseshoe, and that's what the question's asking you to click!) (10)
80. Filthy Romanians (Romania was known to have the highest rate of hepatitis, which is a liver infection)
81. Rub the cursor up and down on the pole, and after the lightning strikes on it, click on the green arrow that will appear on the monitor on the right.
82. Cut all 10 toenails by clicking them (you have to be fast!) (6)
83. National Dyslexic Association (joke about how dyslexic people would naturally mess up the initial letters of their association)
84. You must only touch the shooting star, avoiding the meteors. Before doing so, you MUST grab the Skips here, since you will need them later.
SKIPS: There are 2 Skips here. The first one will appear around the top left corner, while the second will fly from the upper-right corner of the screen towards the left side shortly afterward. Roll the mouse over them to collect them.
85. I loved it! (you'd better have enjoyed the mini-game!)
86. The Prince (from the Katamari video game series; he's green, and the "sticky balls" refer to the Katamaris, which collect what they touch!)
87. The dot after '87' (it's hidden; therefore, it's what is missing from this question)
88. Repeatedly click until Eggman snaps Sonic's leg (a scene from Sonic Break His Neck) (10)
89. Blindness (dog eggs don't exist; if you can see them, you are blind!)
90. Nonce (Michael Jackson HAD nose jobs, but "nonce" is British and Australian slang for "child sex offender") (10)
91. Hover under the third hole in the paper on the left side; it will start to rip. You have to move all the way across to rip the paper in half. (...5)
92. Click the numbered heads in descending order ('194', '27', '26', '14', '9', '3', '2.5', '1', '0.4'). If you do it, Mars will sing 'What Is The Light?' by the Flaming Lips. If you take too long to answer this question, a bomb will appear. (...10)
93. Move the bomb away and press "Go!" (10)
94. You must NOT do anything; the bomb is a dud, and clicking the "Detonate" button would obviously make it go off! ("10")
95. Move your cursor away from the screen (or right-click), then click the red button after the cat leaves (the cat will stay on the screen if your mouse is on screen, as cats like mice)
96. A right mess (if you put both a number 1 (pee) and a number 2 (poo) on a calculator, that's the result!) (10)
97. 10+ times! (the game will assume you have restarted that amount of times anyway!) (10)
98. Click on the words "Blue, red, blue, yellow", ignoring the colors they're written in (referencing the color code from Q50) (10)
99. When the traffic light turns green (at 1 second), click the sign next to it (10)
100. Two (there are two holes in two Polo mints!)

The Epic 10
101. Type 'Chihuahua' on the on-screen keyboard (10)
102. Touch all of the dots by rolling your mouse over them and avoid the squares. One section has no circle and just one square; wait for the square to disappear. if you miss one, you lose a life and start the question over.
103. Using your invisible cursor, search for Dennis the Square Tomato, who's invisible as well (it's where the "c" in "search" was located before fading away). Glitch: if you click it twice, you'll skip Q104! (10)
104. Large yellow sad moon (the opposite of what the task said; "yellow" doesn't have an opposite) Glitch: like the previous one, click that moon twice and you'll skip the following question! (10)
105. Spell "BANANA" using the "A" in "Apple", the "N" in "nectariNe", and the "B" in "gooseBerry" (it's the only way to refer to the picture of the banana on screen!) (10)
106. Follow the road, then click on the arrow that will appear on the end (right-clicking doesn't work here, unlike previous maze questions; clicking and holding the LEFT mouse button in the beginning and releasing it, in the end, WILL do the trick, though!)
107. When you put your mouse on any of the answers, a fake Game Over screen comes up. Don't do anything. Just wait and it will disappear before you proceed. (If you click TRY AGAIN on the fake Game Over screen, a new one that says "Oh, you idiot!" will appear and you will get a Game Over!)
108. Type "4 8 15 16 23 42" (the number code from Q50 and reference to "Lost") on the on-screen keyboard, then click 'Execute'; if you fail to do this, the computer will go completely crazy and display hieroglyphics before you get a Game Over! (11)
109. Repeatedly click Spidermonkey until he craps out an arrow. Click on the arrow to move on (10)
110. Use all of your Skips by clicking on them; if you don't have all seven of them when getting here, it's Game Over! (10)

Sunday, 22 June 2014

Turtle Trigger: Walkthrough Guide

Turtle Trigger: Walkthrough Guide

List of Items on Turtle Trigger
Jet Pack - $7,500
Description: A flying turtle! Damn boy, must get this.
Super Shell - $6,000
Description: Doubles up your armor! Also, you'll look like a pimp!
Rifle - $0
Description: The most basic gun of all! Single shot fire.
Uzi - $3,500
Description: Go ghetto on dem dawg! Dat shit fo real!! Rapid fire!
Shotgun - $7,500
Description: Deliciousness in each shell, spread shot, powerful!
AR-15 - $12,000
Description: Rapid firing Assault Rifle. Powerful.
Super Automatic Rocket Launcher - $30,000
Description: Own everything but this!

Recommended Build on Turtle Trigger
1. Super Shell
2. Jet Pack
3. Shotgun
4. AR-15
5. Super Automatic Rocket Launcher
5. Uzi

Weapon Setup
1. Rifle
2. Shotgun
3. AR-15
4. Super Automatic Rocket Launcher


Walkthrough Guide on Turtle Trigger
Turtle Trigger is all about competing for Highscores to be the best of the turtles! Survive this madness for as long as possible, and most importantly of all, don't die! Here are some quick tips for Turtle Trigger; Use your shotgun against weak enemies in big groups, never shoot at bomber when near them. Use your jet pack when needed, such as spikes or enemies charging at you. The UZI is somewhat useless in my opinion, you're better off with the rifle. The Bazooka overheats, spam slowly. I know it's hard. :P

To kill Rufus aka "The Boss", you have to shoot him in the head of the first part of the battle, except when he's about to do that ground pound thing (that's a no-damage mode for him). You'll see his head flash white with each hit that damages him. The second part of the battle starts when he "goes nuclear" as I put it, or when he shoots fireballs out in a circle. After that, any hit hurts him, including body shots. The ground pound no-damage mode still applies, though. As for dealing with fireballs, you can try to dodge them, but you will probably still be hit. The best way to handle them is to shoot them; one shot will stop a fireball.

The best weapon for fighting Rufus is the assault rifle. While the rocket launcher looks like a good choice, the sustained fire you'll need to stop fireballs and hit Rufus will overheat it very quickly. The assault rifle, however, has a fast enough rate of fire to stop groups of fireballs and still hit Rufus, while also having a quick enough reload time not to get you killed while reloading. Additionally, it has a good enough damage rating to keep the fight from lasting too long, and it is more accurate than the other guns. Reload the shotgun right after you shoot the first shot. The cooldown between reloading and then shooting is shorter than between each shot.

Sunday, 15 June 2014

Flight: Walkthrough Guide

Flight: Walkthrough Guide

List of Upgrades on Flight
Better Model
Description: Improves the plane in general, and give you additional fuel.
Cost: $ 260 / 820 / 1900 / 2830

Lightweight
Description: Your plane becomes lighter, and falls slower.
Cost: $ 30 / 120 / 360 / 950 / 2140

Areodynamic
Description: Your plane retains its velocity for longer
Cost: $ 40 / 170 / 480 / 1260 / 2750

Rudder Control
Description: You can control your plane at the cost of fuel higher levels give you better control.
Cost: $ 80 / 290 / 650

Throwing Power
Description: The initial power of throwing the plane is increased by 10 / 20 / 30 / 40 / 50 percent.
Cost: $ 90 / 180 / 430 / 900 / 1200

Fire Engine
Description: Hold spacebar to activate your engine.
Cost: $ 130 / 480 / 1490

Crane Booster
Description: Cranes now also give a boost.
Cost: $ 485

Lucky Star
Description: Normal stars have an additional 2 / 4 / 6 percent chance to spawn as a gold star.
Cost: $ 150 / 375 / 1450

Green Fuel
Description: Reduces fuel consumption by 10 / 20 / 30 percent.
Cost: $ 180 / 590 / 1350

Hurricane
Description: Your plane resists negative effects and gains boost from windmills.
Cost: $ 160 / 310 / 890

Emergency Booster
Description: Whenever you stall, you are given a chance to restart your engines.
Cost: $ 400

Rainbow Stars
Description: Once per flight, you can turn all stars into rainbow stars for 10 seconds.
Cost: $ 1750

Crane Duration
Description: Increases the duration of the crane bonus by 1 / 2 seconds.
Cost: $ 325 / 1250

Wind Detector
Description: Jetstream warnings last 1-second longer.
Cost: $ 500

Mystery Upgrade
Description: A mysterious and impractical upgrade that is probably not worth the cost.
Cost: $ 3000


Recommended Build on Flight
1. Lightweight
2. Rudder Control
3. Aerodynamic
4. Throwing Power
5. Green Fuel
6. Hurricane
7. Better Model
8. Lucky Star
9. Crane Duration
10. Crane Booster
11. Fire Engine
12. Wind Detector
13. Emergency Booster
14. Rainbow Stars
15. Mystery Upgrade
16. Repeat!

Walkthrough Guide on Flight
My fastest record is 15 days for this game, Flight. My strategy is basically to fly at low altitude, then pick up speed by gliding through a windmill or take cranes repeatedly. This cycle can keep on going and last for insanely long, as long you got fuel to control your paper plane. Every bar of fuel can give you about 1000 meters, just imagine if the game implements fuel pickups. The game is self-sustainable! The "Mystery" Upgrade is not that bad. What it does is it makes your plane turn into some origami animal (I've seen the Learn to Fly's Penguin and Toss the Turtle's Turtle), which makes you bounce forward some more, hitting cranes, stars, and those propeller things.

Lastly, to grab lots of space stars. Try to max out all your upgrades first. Pick up your plane, go to the bottom left the corner, then throw quickly towards the top. Immediately hold left and space, so you should fly close to straight up. When you have about 1 bar of fuel left, stop using the engine. You should stall. Use emergency stall; now you're flying horizontally at some crazy high altitude, and you can use the rest of your fuel to aim for space stars. By the way, do not ever throw backwards.

Sunday, 8 June 2014

Don't Escape: Walkthrough Guide

Don't Escape: Walkthrough Guide

Walkthrough Guide
Gathering Items
1. Take the rope from the hook on the left, by the shelf.
2. Turn right once again and take the glass bottle from the table.
3. There's a bit of dark floorboard at the very bottom of the screen. Click it to look down, and click the square of loose flooring.
4. In the upper right corner, you'll find a piece of meat, and in the box, you'll find some spice.
5. To leave, click twice on the far left side of the hole.
7. Turn right so you're facing the window. Take the silver key from the jacket, and the small golden key from under the bed.
8. Check out each drawer in the chest of drawers. Open the third one from the top and take the tinderbox from inside.
9. Turn right and take the dried herb from the hook on the wall, and a piece of root from the top of the barrel farthest from you.
10. Use the small key (the gold one) on the chest. Ooh, a hammer and nails.
11. Turn right one more time, so you're facing the open door, and go outside!
12. Take the axe from the stump, the chopped wood logs from next to the stump, the chain from under the cabin roof, and the mushroom from near the rightmost fence post.
13. Head back inside.

Brewing the Potion
1. While facing the door from inside, turn right and examine the papers on the table. There's a second page, so after you read the first page, click on the one behind it (the overlap is on the left).
2. There's something here about how "a handful of hot dust, a crunchy herb, and something that grows in the earth but is not a plant" can weaken the beast.
3. Facing the fireplace. The first step in brewing a potion is boiling the water, so you'd better do that first.
4. Place the chopped wood below the pot, then use the tinderbox on the wood. FIRE!
5. The next step is the ingredients. There are many things you can add, but not all of them are useful.
6. "Hot" can also mean "spicy," so add the spice to the pot.
7. The herb is already well-dried, so that can go right in.
8. Next, up is something that grows but isn't a plant. Fungi aren't plants, so add the mushroom.
9. Use the glass bottle on the pot. You have a vial of potion!
10. The notes said it wears off very quickly, so better not use it right away.


Final Preparations
1. Turn so you're facing the front door. Click the door to close it, and use the silver key on the door to lock it.
2. Click on the very left of the shelf to push the shelf in front of the door.
3. Turn 180 degrees and close the window.
4. Click the latch at the center of the closed window to lock it up. The hook is on the left.
5. Since the potion is slow-acting, combine the potion and the meat.
6. Put the meat on the hook above the table.
7. Use the axe on the table. Take the planks.
8. Use the planks on the window, then use the hammer & nails on the planks.
9. Use the rope on your face in the inventory, then do the same with the chain. Both icons should have a check mark.
10. Once you're all tied up, click the hourglass and choose "yes," and then read about your night!

Endings
What happens next depends on your level of preparedness. If you managed to complete all of the above (not necessarily in that order), you'd be successful in restraining the werewolf. Fail to do so and it will break free and go on a rampage. The results of the rampage vary depending on how long it took for the werewolf to break free - and if you fail to restrain it in any way, well… you'll see. Bad stuff.

Thursday, 5 June 2014

Toss the Turtle: Walkthrough Guide

Toss the Turtle: Walkthrough Guide

List of Items on Toss the Turtle
Rock Pack - $1,000
Description: This primitive jet pack is heavy and slow, but it will get the job down. Free fuel refills.
Chest Bomb - $2,000
Description: Strap this bomb to your chest and it will automatically explode if you stop moving! Only one use.
Jet Pack - $25,000
Description: The newest in jet pack technology. Smooth flight and can go very high. Must purchase a Rock Pack first.
Missile - $60,000
Description: Everyone knows missiles are faster than any jet pack, so why not use this instead? Must trade in Jet Pack.
Big Cannon - $10,000
Description: A strong, durable cannon. Good for private use of launching yourself.
Super Cannon - $40,000
Description: This cannon comes with flashy buttons, and a stronger blast. Need to trade in the previous cannon first.
Gold Cannon - $100,000
Description: The Gold Cannon is of superior design, utilizing maximum comfort to distance ratio! Will only trade for good quality cannons.
Tank - $200,000
Description: The Tank is not only an awesome weapon of war but can provide hours of fun! It's the most powerful cannon in this shop!
Nuclear Thingy - $10,000
Description: Nuclear bombs are dangerous, but who cares? They make a huge explosion! You can buy more than one.

List of Guns on Toss the Turtle
Sling Shot - $0
Description: A primitive weapon.
Power: 1, Ammo: 3, Accuracy: Low
Revolver - $6,000
Description: Well small rounded weapon.
Power: 5, Ammo: 6, Accuracy: Medium
Dessert Eagle - $8,000
Description: Strong small weapon
Power: 10, Ammo: 8, Accuracy: Low
Uzi - $10,000
Description: Weak but lots of ammo.
Power: 15, Ammo: 20, Accuracy: Low
AK-47 - $40,000
Description: Strong but hard to aim.
Power: 20, Ammo: 30, Accuracy: Low, Requirement: Reach 25,000ft+
Pump Shotgun - $40,000
Description: Area effect allows easy hits.
Power: 50, Ammo: 8, Accuracy: Medium, Requirement: Reach 25,000ft+
Automatic Shotgun - $50,000
Description: Area effect allows easy hits.
Power: 50, Ammo: 12, Accuracy: Low, Requirement: Reach 25,000ft+
Sniper Rifle - $75,000
Description: High power and accuracy.
Power: 100, Ammo: 10, Accuracy: High, Requirement: Reach 100,000ft+
Bazooka - $80,000
Description: Powerful explosion.
Power: 200, Ammo: 5, Accuracy: Medium, Requirement: Reach 100,000ft+
Golden Gun - $400,000
Description: The Golden Gun of ultimate power.
Power: 5000, Ammo: 10, Accuracy: High, Requirement: Reach 200,000ft+


Recommended Build on Toss the Turtle
1. Rock Pack
2. Big Cannon
3. Uzi
4. Super Cannon
5. Jet Pack
6. Ak-47
7. Gold Cannon
8. Missile
9. Sniper Rifle
10. Tank
11. Golden Gun

Walkthrough Guide on Toss the Turtle
Generally, you want to make sure that the cannons are the first item you upgrade when you can afford to, as they are the most rewarding to the distance. Next on the list will be Jetpacks, then weapons; for weapons, guns with more ammo are better in my honest opinion. You are advised not to buy the chest bomb or nuclear bomb until you get your Tank and Golden Gun. They are expensive and don't give you that much extra distance at early game. You are better off not to spend away your money on not so helpful stuff and items, follow on the recommended builds to have an idea what to buy on.

For me, the best launching angle would be somewhere at around 50 degrees with full power. As soon as you are at the peak of your initial launch, activate your Rock Pack, Jetpack or Missile immediately. This will avoid the risk of hitting some spikes early on. Now, shoot the turtle when he is dropping (closer to the ground seems to be better, but not after he bounces) to maximize ammo use. Keep your finger on the D key to give you an extra distance, and only use the other keys if it is essential to get an item or avoid spikes if it is not you should leave the W, A and S keys alone.

Monday, 2 June 2014

Deeper Sleep: Walkthrough Guide

Deeper Sleep: Walkthrough Guide

Walkthrough Guide on Deeper Sleep
1. After the intro, you'll find yourself in the foyer of a library. Go left, and then forward. There will be a note on a table. Click to pick it up. (1/15 Notes)
2. Go back, then go to the room to the left. Pick up the book on the table. Go right two times back where you started. Use the book on the empty space in the bookshelf. A secret doorway will open up.
3. Go forward into the secret door into the room with a horse painting. Pick up the note in the left corner of the empty bookcase. (2/15 notes). Also, pick up the batteries from the table, then head through the door to the right.
4. Go right, then right again, then down the stairs. Pick up the key from the key rack. Head down the staircase in the upper left, then goes to the right to enter the dungeon.
5. Click on the grate to talk to the prisoner. He has some interesting information for you. Exhaust all the conversation options, and he will give you a piece of paper. (3/15 Notes)
6. Head to the right. Pick up the note in the corner of the other cell, (4/15 notes), then go to the right again. Pick up the flashlight on the floor. Combine the batteries with the flashlight. Now go left, then left, then left, then up the staircase, then up the staircase again to the second floor.
7. Go to the right, into the dark room. Use the flashlight on the darkness. Pick up a scrap of paper in the corner of the fireplace (5/15 notes), then head to the right.
8. You will now be in an old classroom. Pick up the pointer from the right desk, and a scrap of paper under the center desk (6/15 notes). Also, note the combination on the chalkboard. It will change during different playthroughs.
9. Go left, then left again out into the hallway, then left two more times until you are standing in front of the locked door. Use the room key on the locked door, walk forward and explore the room a little bit. Once you are finished looking around, go back to the hallway.
10. Go right, then right, then down the stairs. Enter the room on the upper right. Use the pointer to knock the key off the pipe. Doh! It fell through the grate!
11. Exit the pipe room to the left, then go down the upper left stairs. Head right twice, and you will see where the key has fallen. Pick up the gold key, then go left twice and back upstairs.
12. This time, enter the room on the lower right. You will find a clown poster. Use the gold key on the door, and prepare to head outside.
13. Once outside, go to the right and turn on your flashlight. Go forward down the path that is illuminated on the darkened right side of the screen. Pick up a scrap of paper on the tree to the left (7/15 notes), then move forward again, then forward again. Click the scarecrow to take a piece of thread from him.
14. Go back three times to return to the main path. Head right. Note the pile of stones, then head right again to a clearing with a small tree.
15. Move forward. Pick up the paper lying on the left of the path (8/15 notes). Walk forward again. Note the pile of dirt on the ground, then walk forward until you reach the well. Examine the pot next to the well and you will find a key.
16. Go back until you are on the main path. Then head right again. There will be a piece of paper in the tree on the right (9/15 notes). Head right again to the outside of the cabin. It looks like spinning the wheel will return the power. It sounds like we have a river to restart!
17. Enter the cabin. Pick up the Bag with a Hole from the floor. It looks like we'll need to weigh down that shelf on the right to keep the door open. First, we need to fix that bag, though...
18. Exit the cabin, then head left until you are back in the house, past the clown poster room, into the kitchen. Use the key from the pot to unlock the center door.
19. Go forward through the door. Pick up the wrench from the table, and the piece of paper in the upper left (10/15 notes).
20. Head back into the kitchen. Go to the room on the upper-right (where the gold key was lying on the pipes). Use the wrench on the valve (1/3 Valves).
21. Head down the stairs to the dungeon. Head right till you are at the tile room.


22. Using the keypad next to the door, input the code from the chalkboard on the second floor. The light will turn green if you are correct. Click the lever to turn it until the door is fully open.
23. Go into the door. Turn on your flashlight, and move forward twice. In the second room in, on the lower left will be a piece of paper (11/15 notes). Head forward, through the door at the end of the hallway
24. On the left of this room is a valve. Use the wrench on it (2/3 Valves), then head right into the toy room.
25. In the toy room, pick up the needle from the sewing machine on the left. On the top of the shelves on the right is a piece of paper, as well (12/15 notes). Also, pick up the plushie tiger that's on the floor to the right... you'll need all the moral support you can get.
26. Combine the needle with the thread, then use the needle-with-thread on the Bag with a Hole to fix it.
27. Leave the toy room, then back up to the tile room, left through the dungeon, then up the stairs, then right out to the woods again.
28. Once outside, go right and turn the flashlight on. Go to the right, to the clearing with stones. Use the bag on the stones to fill it.
29. Head right again to the clearing with the small tree. There, go forward twice down the path, to the clearing with a mound of ground. Use the bag on the mound to fill it further. Go back to the main path.
30. Go right to the cabin and enter it. Use the bag on the flour on the floor to finish filling it. Put the full bag on the weighing device on the right to open the door.
31. Head forward into the door. Use the wrench on the valve (3/3 Valves). The wrench will break, but the flow of water has returned... now we just need to direct it. Also, pick up the piece of paper on the right (13/15 Notes).
32. Exit the cabin, then head right to the canal. Take the piece of paper on the center left (14/15 notes). Then go right to the fountain.
33. Once at the fountain, pick up the note sitting on its right edge (15/15 notes). Notice the two rows of four lights on the bottom. You must turn all eight of them on to activate the fountain. The easiest way to do this is to click each of the two center buttons in the top row, then each of the two center buttons in the bottom row. The fountain will overflow and power will return!
34. Return all the way left, back into the house, then up the stairs, then left to the elevator.
35. If you would like to see an Easter Egg, at this point, go left again and enter the room with bunk beds. Put the plush tiger on Cody's bed. This will unlock a newspaper article at the end of the game.
36. Return to the elevator. Press the red button to call it.
37. Enter the elevator. Press the "2" button. When you exit the elevator you will be trapped in a dark room. Turn on the flashlight and walk forward.
38. Pick up the screwdriver from the shelf, then back away... quickly. Use the screwdriver on the panel by the elevator door. If you drop the screwdriver it can be found on the floor. One the panel is unscrewed, hit the button and get into that elevator. Do it quickly, before Felicity, the girl in the attic, reaches you.
39. Enter the elevator again, then press the "-1" button. Once out of the elevator, head to the left. Use the screwdriver on the panel, then pick up the rope.
40. Head right. Click the door to unlock it, then head through the doorway and up the stairs, outside into the woods. Turn on the flashlight, then head right to the clearing with the small tree.
41. Head forward down the path, all the way to the well. Use the rope on the well. When you are ready, climb down the rope...

Full Text of all 15 Notes on Deeper Sleep
"I first encountered this phenomenon in the early 80's, but it seems They have existed since the dawn of the human race. Commonly known as the Night Folk, or Shadow People, they live in the realm of dreams but desperately want to get to our realm, by possessing vulnerable unoccupied bodies. As long as you don't know you are dreaming, you are safe... They attack when they sense a mind detached from its body, which sometimes happens during comas, but much more often during OOBEs and Lucid Dreamin."