Then go right one room. You should be back in the room with the radio. Go down the ladder. The pipe should be broken. There should also be an old pearl on the floor next to the pipe. Get it and go back up the ladder. Now go one room to the left. Place the fuse in the empty spot. You should hear the sound of electricity from another room.
Now go up one room and then one room to the left. Then go up one room and two to the right. You should see a generator. Pull the switch down and it should create an electric field. Now go up one room. Get tile C from the circle. Place the spoon in the electric field and it should explode. Then wait for the small door at the bottom of the generator to open and get tile A. Now go four rooms to the left.
You should be in a room with a clock. Place the old pearl on the end of the rope on the clock and a small door should open. Get tile B. Go back two rooms to the right. Put each piece of tile on the diamond on the wall. You should see an elevator. Go in and push the top button.
Wait a moment and then push the bottom button. Stick the instructions on a wall outside the classroom or at least quite far from the computers students will be using. During the lesson Explain that students are going to work together to solve a game where they have to escape from a building, and that they will do this as a running dictation. In this running dictation, student A is the runner and must run to the instructions, read and remember as much as possible, and then run back and tell student B what to do.
Student B is the mouse operator, who must listen and do exactly as A says. Student A must not touch the mouse and student B cannot operate the mouse unless student A is next to him or her. In addition, student A cannot touch or photograph! Students must use English at all times! Use instruction-checking questions to make sure all students have understood.
Do the first instruction as an example, where one student A runs and reads the text and returns to tell student B, who carries out the first step with the valve and the switch. Tell students to start the running dictation. Whatever be the digits on your coin, note them down on a piece of paper and click the coin again. Enter the numbers on the metal box by clicking those four buttons.
Example: The numbers printed on my coin were 5 1 4 8 and so I will press the first button from the left 5 times, second button one time, third button 4 times and then press the last button 8 times to enter these numbers. After entering the numbers, click on the metal box to ext and then click on the big wooden box. Click to collect the fuse. You will find 4 bells and below them are 4 small cubes. In this puzzle, the objective is to click on each bell to make all cubes rise up in the air. You can randomly click on each bell and soon you will find all blocks rise in the air.
Click the second bell, then the third, fourth, then click the first and finally click the third bell once again to make all 4 cubes rise up in the air. You will then notice a small square etched on the box. Click the square and click to collect Tile D.
This tile will be later used on another puzzle once all four tiles are collected. Click the door to exit the Bell puzzle room. In the next room, you will see a blue plate with three screws. On a piece of paper, note down the pattern of the screws.
Now click the ladder to go up. Click the ladder to go up. Click the door to your left; you will enter a room equipped with a strange mechanism. You will find three screws below three cylinders. Click the door to your right. Go up by clicking the ladder. Click the door to your left. Drag and drop the valve wheel on to the hole in the pipe and click on the valve.
Click right. Click the ladder to go down. Click the door to the right, go down. Drag and drop the fuse on to the empty slot in the blue plate. Go down and you will enter a room that has a broken pipe and a strange violet-colored fluid is dripping from the pipe. Click on the small white pearl. A metal spoon appears in Submachine 1: The Basement. The spoon is found in a dresser drawer that is opened slowly by playing a radio.
The spoon is used to short-circuit the generator after it begins working. This serves two purposes: giving the player access to tile A, and giving access to the hidden wisdom gem. A spoon is mentioned in a line of the intro to Submachine 3: The Loop to inform the player that a spoon does not appear in the game.
The line, "there is no spoon" is commonly understood to be a reference to the film The Matrix. The same spoon also appears in Submachine The Exit , however it is only used for collecting a secret.
A metal fork appears in Submachine 2: The Lighthouse. This fork is found in an indent in the lighthouse dungeon 's wall after unlocking both ladders. It is used to bridge a pair of broken wires, acting as a connection bridge. This allows a ladder leading to the portal at the lighthouse's top to drop.
A different fork appears in Submachine The Exit at the Meditation temple , after it is unlocked by using the four-square lock at the lighthouse dungeon.
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