Collector wrote:I can also put them on the save games page. What version?
adeyke wrote:I decided that, since, if I was going to play it, it would be following a walkthrough to the letter, I might as well just watch a playthrough on YouTube. Wow. Brutal is right. There's one thing I still don't get:
What's the deal with the earring? As I understand it, you're sent encoded messages by the CIA and you have to use the microfilm from the earring to decode them. If you were actually meant to get that microfilm, it seems that Stacy used an incredibly risky and roundabout way of getting it to you.
adeyke wrote:So that whole thing doesn't make sense in terms of the narrative, and it's just there for the sake of copy protection (and being one more thing the player can mess up)? That's disappointing.
adeyke wrote:It seems that a lot of the gameplay comes from one of three things:
1. Copy protection. Lots of it. The intrusive manual-based copy protection is a big problem for a lot of Sierra games, but this is one of the worst.
adeyke wrote:2. Just following orders.
adeyke wrote:3. Puzzles for the sake of puzzles. There are a lot of things that either don't fit in with the plot or that even run counter to it.
adeyke wrote:This is a shame, because the game does have great music, and on a technical level, it's quite nice.
adeyke wrote:As for the flares, I believe their use is to make the current visible (via floating debris), to help the player get through the maze.
adeyke wrote:I think if you have the device from the dice game, you can bypass the caves.
adeyke wrote:Instead of going through that field, head two screens to the left, and there's an entrance to the cave behind a rock. Apparently, you can also get a bottle on that screen if you didn't win one. So in that instance, the game is actually surprisingly forgiving.
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