Ringing the doorbell starts a game of Memory to unlock the door as the first puzzle. The panels above the door can be triggered, and (in Expert mode) also the lamps and flamingoes. The game triggers one item, then I have to repeat it, then it triggers two items starting with the same first one, and I have to repeat it, and so on. The final sequence is ten items long. On lower difficulty levels, the lamps or flamingoes aren't involved, and the sequence is shorter, 6 items on Novice and 8 on Standard. Finishing the puzzle opens the door and yields the "Memory Puzzle Plaque" (regardless of difficulty level - I played through on all three levels for the first puzzle to see the differences).
|Winning a plaque doesn't mean as much on Novice level.|
|Most of the descriptions of random objects are bad jokes.|
|One move from completion.|
|Math Marvel puzzle, before completion.|
|The almost completed magic square. The number in the top left box is 31.|
The next room is full of clocks -- and noise! The first puzzle is just to turn off the talking clock, not to mention the other noises, like the alarm, so that we can hear ourselves think in here. Fortunately, there are some buttons that help with that, although somewhat indirectly. One button toggles the alarm. One button toggles the cuckoo. One button turns off the clock, but also turns on the alarm. And the fourth button turns off the alarm, but only if the cuckoo is off and the radio is on.
The cuckoo and the clock are on, to start. And the clock makes it seem like a timed puzzle, as it reports an intervaled countdown from 60 seconds, but if it gets down to zero, it just starts over again. (I find out later that the timing does make a difference, but only a small one.) Turning everything off is pretty straightforward. I turn the cuckoo off, and then turn the clock off, which turns the alarm on. I have to turn the radio on first, and then I can turn the alarm off. Then turn the radio off again, and ah! Nice and quiet! Now we can see what else is in here.
|An educational description instead of a joke description.|
|Measuring cup puzzle with time.|
But with time, you can't repeat the process or throw away extra time, except that you can flip an hourglass before it finishes if the other one has just finished. The critical bit is that it will then essentially count in reverse as far as it had gotten before you flipped it over. So I start the clock, watch the 15second hourglass count down, flip it over when it finishes, and watch it count down again. At 30 seconds, when it finishes the second time, I flip it again, and keep an eye on the 35second one. When it finishes, I immediately flip the 15second hourglass back over, reversing the last five seconds to count out the extra five seconds needed to go from 35 seconds to 40 seconds. With the time lock complete, the drawer opens to reveal three time cards.
|Anyone remember using physical time cards? (I never have...)|
|The next time in the pattern is 1:45.|
|Metal maze and stone elevator.|
|I numbered and color-coded the stairs to keep track of which ones connected.|
|Looks a lot like the first floor hallway...except for that vast computer room.|
Total Time: 2 hours 30 minutes
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