New Level - Tales Of Faraway Oceans 14
Posted: Fri Dec 18, 2009 11:16 pm
Leisure activities at Dragon's Mouth:
Citius, altius, fortius.
Citius, altius, fortius.
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1. Talk to Mr. Mokering and solve his problem.
2. Be in front of the nine ball.
3. Steal what ever you can.
DON'T PANIC! - THE HITCHHIKER'S GUIDE TO DRAGON'S MOUTH
(Published by the official tourist office. Editor: Wanda F.Ireball)
Chapter 4: Stress-free through the sports field
1. Go to the jogging area and collect the bonus coins. Push the barrel around the trees and UP into the blue TP. Follow and push the barrel again between the left doorway and the left yellow ball. Collect the coins beside Mr. Mokering, then push him 2x left. Wow, even a sick champion performs an impressive break!
2. Move a second character to the pool table and push Mr. Mokering into the left doorway (using the new niche between the balls). Bring your second hero to a save spot between the trees. Now you can sink the nine balls in any pouch, and as long as you avoid collisions, you can't lose one of them. They will line up at the right side of the table and finally cover the two conveyor buttons.
3. This will calm the situation at the tennis court down, and you can 'steal' the two reflectors from the conveyors. There's always a way to get behind them. Use two prisms and the black and white TPs to build a bridge on the central tile of the court, then push the reflectors to the jogging area through the TPs. Sink the rest of the prisms in the water to get a new set of four pieces. Usem them to cover the four coloured buttons.
4. Move a character into the doorway left of the sign '1st place: Dragon golf'. Let another one push the reflectors through the blue, the red and the green TPs and finally over the tramp to the golf course. Search a helpful place for them immediately to clear a space. Then bring along Mr. Mokering through the doorways. Don't push him through the TPs (he gets 'glitchy').
5.
Hole 1: Place the correspondent reflector on the sign and Mr. Mokering two or three tiles below.
Hole 2: Place Mr. Mokering on the sign and bring him back using the niche between the flower and the tramp.
Hole 3: Use both reflectors and Mr. Mokering to shoot around the corner.
Hole 4a: Place the correspondent reflector on the left conveyor to hit the right box.
Hole 4b: Then make a new setup with both reflectors on both conveyors. Always leafe a character behind the reflectors to get them back again! Open the cyan gate via the upper row of tramps, this is also a way to get behind the left reflector.
Hole 5: Place the first reflector above the white gate and leave a character in this room. Then push Mr. Mokering into the lowest (and now opened) blue gate. Leave a second character one tile above and one tile right of him. Push the second reflector just above Mr. Mokering and open the white gate via the lower row of tramps.
6. Yuo'll need all three items again to finish the level. Push the right reflector 1x left to cut the knot, then 'evacuate' Mr. Mokering, the right and the left reflector in this order. Push the reflectors right into the water to build a bridge. Push the left wooden box up and the upper one right. Go through the pink TP to push the lowest box left and up into the water. Now you can guide Mr. Mokering to his final challenge.
PS: His final challenge? Hm...
(Printed on fireproof paper by FURNACE PRESS, Dragon's Mouth. All rights reserved.)