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Mechanical Maze Strategy Book
I The Beginning of the World

The beginning, the desolate Mechanical City.

Our poor protagonist's body is thrown into the garbage, his head is tossed to the side, and his body is covered by a bath tub. Click on the bath tub twice, then click on a section of the body underneath the tub, the body falls off, get a head next to it, and rescue the hero, but he's missing

arms and legs. He can't even move.

There's a rat coming and going. Click on the rat and tell the rat that he's missing arms and legs, and the rat says it wants a rag doll.

Stretch yourself, click on the rag doll above your head, and put it in your stomach. When the mouse comes, give the rag doll to the mouse and the mouse a leg. You can walk.

Walk forward a bit. Pick up the magnet next to you and swallow another thread. Continue forward and step on the standing hose.

Combine the magnet and the thread at the item bar, then take it out and tap it towards the water pipe. And out of the water comes the arm =. = It's pathetic.

By the way we went over the water. Then just threw away the magnet and the line, what a way to cross a bridge ......

Forward to the end of the first level.

Two False Crossing

The poor protagonist was wobbling, and was kicked hard by a seemingly police officer behind him, falling to the side of the road.

The cop talks to the police on the road and crosses the bridge. The main character went to talk to them as well, and was refused, not letting the regular robot go over.

Had to disguise himself.

Spotted a stack of barricades by the bridge that looked quite a bit like police high hats, picked up the first broken one and took it into his belly, threw the others away =. =

And collect the small bucket of paint next to it.

Walk back and see a bucket of white sticky liquid. Remove the paint from your stomach and pour it in, then throw the barricade in and dye it successfully.

It really looks like that on.

Going to talk to the police again, they still won't let you in, the disguise failed-,-

The police also have a light on their head. I don't have one, what should I do? There is a street light on the side of the road, take it down.

Walked to the street lamp next to the upward climb a cut, can not climb, the feet of the empty one removed, inserted in front, continue to climb, so repeatedly, finally can no longer climb. Pulling himself up,

Taking the bulb down. Fell down himself.

Place the bulb on your head, and finally put the hat on (these two steps cannot be reversed).

Stretch yourself out again and successfully fool the guards and go over. But when you get to the end of the bridge, an oil pipe leaks, and your foot slips, and you fall.

Three Transportation Tracks

After falling off the bridge, we got next to a track.

First, shorten yourself up and go to the right next to a water tower thing, then go and click on a switch thing next to the guys, tap it, and adjust each of the two switches.

See a long, thick, hard thing sticking into the appropriate hole. Okay, change back to normal form. Go up the stairs on the left. Pick up the piece of iron hook next to the rocker. Fit it back into the stair railing.

Stretch yourself again and mouse over the long, thick, hard one you just had and an up arrow appears. Move to the right and take that golden triangle with the hook. We dropped it.

Throw the triangular thing onto the railroad tracks, being careful to throw it onto the outside one, the one away from you. Then pull the stair rail. A load of stuff comes out. It hits the barrier we prevented it from hitting and flips over (how bad is that?) Click on the overturned car, remove the

wheels and place them on the tracks, sit ourselves on them, and with another pull on the stair railing, the cart of stuff falls out and crashes into the door together. Passing the gate.

Four Escape the boiler room

Fall into a large boiler room. Just inside, there's a movement in the pipes on the right, only to see a chubby man sticking his head out to look at it. Drops a line and follows it down. Walked right up to the cart and ate the purple, sarcoma-like thing inside.

Our protagonist at this point remembers being bullied by this person when he was a kid building a sand castle... Poor Silver...

With the fat man gone, we start by tapping a red switch on the stove beside us. One of the switches on the right turns on. Then walk over to the door on the far right and take down a key-like thing on it.

Tap the switch you just turned on again. Adjust it so that 1, 3 is at the bottom and 2 is at the top, then quickly run back to the car (remember to make sure you get back to your normal length first or you'll go very slowly) and get in. The claw picks us up. When we reach a platform on the left next to

Click on the platform and a left down arrow will appear, our to the left platform.

Use the key you just got to flip the switch and give it a reverse. Jump down and come down. Go to the switch on the right, click on it to move the claw, and we realize that the claw won't go down, and a wire is broken. Okay, go ahead and wire it up. Feel free to do so.

Come back to the switch, then quickly run to the cart, and when the claw grabs itself past the pipe on the right where the fat guy just came down, click on the pipe. And we're dumped in.

That's when we see the two bad guys grouping bombs, and our poor hero remembers being bullied by two guys

That's a gray life.

V Prison Break

Hiding in a water pipe, he is unfortunately discovered and is imprisoned.

Along with the prisoner is a disheveled guy, click to talk to it and he says he wants a cigarette.

Go to the water pipe on the far right and get the yellow stuff coming out of the pipe (so evil =. =)

Walk down the table and take one of the handles on the pipe, which is the propeller-like thing.

Walk over to the toilet and sit on it to poop - pull a piece of toilet paper when you're done. It's dirty if you don't wipe your PP. Stretch yourself again, remove what you just got from the hose and put it on to dry.

Then you get tobacco -, -, combine the tobacco with the hand paper. It becomes a cigarette. Hand it to the man.

He lights the cigarette in his own eyes!

While shaking hands with him, he accidentally pulled his arm off, and took it when it was broken.

Found a rat hole at the foot of the wall, go see what it is. Go next to it and shorten yourself. And then pinch yourself in the hand of that robot you got. Reach over to the two robots, a fat one and a skinny one, looking scared.

There are two more holes at the foot of their wall, the one outside is a rat's nest, reach into the one inside and you're in the third room. Grab that cabinet and shake it hard enough to shake the mop off. Collect it.

Toss the hand back to the smoking robot.

Combine the mop and the handle. Open the sewer lid and go right. It's right out of the prison. When you get to a dark, dark place, you vaguely see a sewer cover. Open it the same way.

The rats come and take our mop - this level is passed.

VI Teasing the target shooting guard

Poke your head out of the sewer to find a baddie shooting a target in a very pretentious way.

Take advantage of it leaning its chair back and push its chair leg. It falls to the ground and takes the tray of bullets. When it gets up and realizes it's out of bullets, it goes to the target to get them.

While it goes to get the bullets, take its key and throw the bullets into the open space on the left (behind the chair, note that you don't have to leave the sewer for any of these maneuvers.)

Then go up and down the sewer (make sure to do this while it goes for the bullets, so you may need to push a few more times.)

Walk over to where the two switches are behind the chair, use the key you got to flip both switches, and come back to the hole.

The two robots are released, attempt to escape, and are spotted by the bird. When the bad guy goes after them, he steps on a bullet and falls. After getting up and going after them, they disappeared behind the door. We can come out now.

Enter the door on the left and slip on a bullet you spilled (at your own peril.)

Walk to another room with three doors, enter the second one and go next door to the prison you used to stay in, there's a water puller on the roof, stretch yourself and take it down. Come out again.

The door on the far left is closed, and there's a switch next to it that we adjusted to 4:45 minutes (the next section tells you why it's that number.) Push the red button and the door opens.

Inside is the prison on the far left, there's a locker we've shaken before, click on it, and you need to do a puzzle to turn the green one to the center. Get a gun when you're done.

Then go out, to the room with the target shooting, go up the stairs.

Go to the other room, go up the stairs again, there's a telescope, through which we find the bad guys planting a bomb!

There's a switch next to the door on the left, press it, the lights go out in the room, and the clock on the wall shows 4:45 (that's the code to open the door just now!!!)

Go out the door, this level is finished.

VII Catching a dog and borrowing an umbrella

Out the door to the right, there are two big boxes stacked together, we push it to the left, until it can not be pushed again Found a female robot, playing an umbrella, while anxiously whistling, as if looking for something, go and talk to her, and borrow an umbrella from her, and she said she wanted to be a dog

The female robot to the right of the staircase beside the switch, click on it to open the interface First, click on the switch to the left, and then click on the switch to open the interface First, click on the switch to the left, and then click on the handle to the left, and then click the suction cup. Click on the handle to the left of the switch, put the suction cup down, then do the questions. Move the yellow ones all the way up and the red ones move down. (Tip: Never

Let two of the same color connect during the move) The suction cup then sucks away the top box, and we push the bottom box back into place Go up the right side into the small tower. To do the puzzle, adjust that oil canister in the water to the shore and drop a few drops of oil. (Tip: The pointer should be pointing to

the lower right corner, corresponding to the direction of a light bulb in the lower right corner on the light panel on the left The dog will be attracted to it

Go down to the shore, combine the water pluck and the gun, click on the dog, and you will catch the dog.

Go back and give it to the female robot, we get the umbrella, hit the umbrella and go to the left, this level is over

VIII CAT CATCHING

Going up the hill, it looks like we've reached a red-light district, there are three musicians, and their instruments can't be played anymore. We need to help them. There's a bar on the right. Go into the bar and a strap is hanging down from a shelf by the right hand door, take it. Sit in the chair by the way,

Play backgammon with the old man, go out, go upstairs

We'll be coming back to this next scene a lot later. Ignore it for now, and continue straight up the stairs. When you get to a courtyard, there's an old lady and an old man in a wheelchair sitting in the courtyard, go talk to the old man and it gives us a teapot that needs to be filled with oil Collect the teapot

There's a crank in the middle of the bottom of the screen, collect it

There's a staircase next to the old lady, go up it. There's a welder fixing something. Climb up, unplug it from the welding, when it turns around, we'll fall, hurry up and pull a handful of red wires on the left The welder moves to the right Go forward under the electric

Wire pole, there's a switch, turn it on, to do the maze puzzle. Click on one of the finger-like ones and it falls down - picked by the crow The one picked is put in the upper left corner, so ignore it for now and group the others. Then close the switch screen. Walk to the middle or left of the bridge

and realize that the crows are starting to imitate themselves. So we lengthen ourselves, then shorten ourselves, and the crow learns, so it shakes the wires and falls. (Be sure to control the tempo here, wiggle slowly, don't rush.) Take back the last piece of the puzzle, and by the way, connect the broken wire

to the railing (be sure to connect it or the cat won't be electrocuted). Turn on the power switch on the pole again, put in the last piece of the puzzle, and the power is on (picture of the completed puzzle:

) Then climb up from the

welder's ladder, grab the cat, which runs away, lands on the railing, and gets electrocuted. Come down, mess up the puzzle (just remove a random piece) and disconnect the electricity. Get the cat.

Down the stairs again, back to the three musicians. In the lower right corner there's a cesspool of flies, take out the tape you got at the bar and wave it around twice to catch some flies. Collect them (again, disgusting).  Enter the bar, walk up to the bar, release the flies (

Just click on the pile of flies in the toolbar, then click on the waitress), and while the waitress (the older woman) is chasing the flies away, pull the oil drums At this point, you've got all the stuff you need to help the three musicians. The nut you get from chess is for the saxophone player, the cat stuffs it into that

long pipe, the oil drum is for the percussionist, and when you give it to them, they play it, and the chartered lady upstairs doesn't like it and throws things down, so we get a flower seedling and a radio End of this level

Nine Drowning in the Three Evils

There's a door next to the three musicians, and we go through it, and find out that this is where we are. At the second turn off where we go down, throw the teapot under the oil pipe to catch a bit of oil Take it back to the old man, who puts a few drops on the wheelchair and the chair moves. He gave us the teapot again

and said he needed sunflower oil At this point he got out of the way of the drain on the floor. We took the teapot. Walk to the wall on the left, there is a hole and a drawing on the top, open the drawing and find some symbols Insert the shaker you took earlier on the railing into the hole, turn it

so that the black pointer is aligned with the first symbol in any line, then align the red pointer with the second number in this line, stop turning then the music of the bell will sound and the old lady enters the house.

Behind the old lady there is another piece of paper with the same symbols and the first row of symbols forked out, turn the pointer according to the second row of symbols, and when it stops the old lady comes out, and the man reading the newspaper in the upper right corner comes down. We went up to his place, took the horn, came down and opened the cover of the sewer well next to the old man in the wheelchair and went down. Found a very complicated row of water pipes.

We need three red switch handles

The first one is already up there, tap it to put it in the top toolbox, there's a drawer on the right, take it out and it's a book. Turn the pages and you'll find a diagram of the drainage project. Ignore it, turn to the last page and get a handle, then get a bent wire from the pipe array

Go down the short ladder to the drain, where the water drips, and hook the third handle with the wire

The three switches are placed in the position shown in the diagram (

)

The second from the bottom of the leftmost pipe and the third from the left of the leftmost pipe, the third from the left. the first and second switches of the second tube from the left

from the bottom up. Combine the horn and radio from the toolbar and place them on the table on the right. Then click on the wrench in the upper right corner.  

It will jump down, hold it to open the water valve, and the three baddies are drowned in castrati. Go up the stairs, back to the square, and jump down the big well in the center. Then you'll be inside the water tower where you just finished draining the water Climb out through the pipe next to it, and this level is passed.

Ten The first time and MM meet

Dropped into a lift-like thing First go to the upper right corner of the lift to do the question, the red all the way to the upper two corners, the black to the lower two corners Then come back to the left to press the switch on the wall, fell to a place with a window, go in

A look, it turned out to be we want to save the MM poor her forced to do the cook! Manipulate the MM, put the pot down, throw the ground (need to be operated twice) and then from the upper left cupboard out of the corn (the robot turned out to eat corn) Put it on the stove, began to popcorn

. Unfortunately, it's all blown up and you can't eat it.

The popcorn shakes the chimney and one of the bars on the chimney falls off. Gather it up, hand it to MM, who stands on the pot and uses the iron rod to remove the frozen heater (not sure if it is) from the top, and then the pipe from the inside.

Get off the pot, put the pot on the stove, and put the pipe in the pot to cook. When it's cooked and soft put it away (just like eating spaghetti) and go connect it to the fuel line on the wall to the left The fuel line sticks out of the window and feeds the lift. Pull the switch in the upper left corner and the lift starts. Toggle

Toggle the top right switch up again and the elevator takes us to the upper floors.  This level is complete

XI Finding Sunflower Oil

When you get to a sleeping, rotating fan in front of you, walk up to it and knock on it twice and he'll ask you to do a question. It's something like a quiz, a test of observation. Multiple choice questions. Then do it. We're not trying to get it right though, we're trying to get it wrong and piss him off.

And he got mad, bad. It can be seen that anger is not a good thing Nerds usually have to pay attention to controlling their emotions ah, nerds too long easy to get on fire, anger is harmful to the health of the body After all the questions are wrong, its fan flew out, it regretted it (this is the down

field of the anger, haha) Climbing in through its mouth, we went to a rooftop garden First, by the way, to the right of the two drawers ate it = == and then go to the switch on the wall of the right side of the place, play the game

First, click on the top row of buttons on the left, from the left, so that the green ones go through all the squares that the red ones don't have. After all the ones on the left are done, it's the one that turns on the heater in the middle of the room - so let's start by pushing the heater to the third planter and planting the flower seedling we

picked up from the chartered lady. Then came back and flipped the switch to heat it up. The sunflowers grow. Go over and shake the sunflower, eat the squash, and when you go in past the first plant, take away a yellow stick that's propped up underneath in the meantime. Move the heater to the first

plant again. Turn on the heater and the hogweed grows. Go up the stairs. Support the hogweed with a stick and take a magnifying glass out of it Wait for that butterfly to rest on the railing next to it, use the magnifying glass to look at the pattern on it and write it down. Go down the stairs to the far left, there is an open

Switch, open it, follow the pattern on the butterfly and light the lamp. Pull the handle and the door opens. To the right of the door is an oil press. Go down first and throw the teapot under the oil pipe. Throw in the sunflower seeds, crank the handle, get sunflower oil This level is complete.

Twelve Finding Batteries

After getting the sunflower oil, we see a giant holding a child, blocking a door.

Go up to him and talk to him, he says he needs two batteries to get his child moving and starts the journey to find the batteries.

Slide down the bar next to it and see where we are. I've seen it in level 4, haha. Okay, onwards and upwards. Got to the old man in the wheelchair again and gave him the sunflower oil. , and receive a ticket to the game room from him. A cloth belt also drops down,

Take it.

Go in to the cat catcher again. If you forgot the entrance, go up the stairs next to the old lady.

Go to the end of the bridge on the left, shove the entrance ticket through the door, and enter There are three consoles in the house, but sadly there's no power, so we can't play any of them

Go straight to the generator on the left side of the house. Pedal your bike - it's exhausting.

Pedal until the needle points to the red zone. Turn on the first game console. Go and play Bee Beater.

Reach 1000 points and get a gold coin.! Go to the generator again, move the switch on the left and set it to second gear. Start the second game machine. Oh my poor mouse.

Go to the second game console and play the game. To play five levels, you have to open the door inside the small enlarged one, and then go out again. (See picture for moving steps:

).

For the gold coins you get from playing the game, go to the trash can in the upper right corner of the square where the old man with the wheelchair is and buy two batteries. Assemble the band and batteries you just picked up.

Go down the downward staircase next to the old lady again, and at that place where you just came down, stretch yourself and climb up.

Give the battery to the giant. The giant lets go of the door, press the switch to the right of the door, the door opens, go in, and you pass this level.

Thirteen Open the elevator

From the door behind the giant, we enter a small, very clean room with a very large plant.

Scratch the flowerbed twice, sprinkle some dirt on the floor, and out comes the cleaning robot.

Grab the robot, shake it twice, tap it and it drops something and runs away. Pick up what the robot dropped on the ground and walk to the door on the left.

Flip the switch on the door and you need to do the puzzle. Start by plugging the light bulb that the robot dropped out that you just picked up into the top right corner where it's missing, there's one more missing in the bottom left corner, leave it alone for now.

Click on the light bulb to light up each small bulb, forming a pentagram (if the group is wrong, press the button in the middle of the restore)

Composition of the pentagram after the success of the elevator moved, and then click on the mouse to move to the middle of the lower part of the screen, there will be a down arrow, click on it, go out the door, this scene over.

XIV Solving the bomb

This level will be very tangled =. =

Enter a place with a red carpet and an upward staircase also with a red carpet.

We're going to have to defuse the bomb here. Go right and enter a small room with a toilet on the floor, climb up and check to make sure the bomb is still there =. =

Then go out of the small room and to the left of the big room, there's a switch. Trigger it downward, four times. The vacuum cleaner goes into the small room.

Go into the small room, stand on top of the vacuum cleaner and take the scissors. Get off the vacuum cleaner, get out of the small room, go to the switch to the left of the big room again, and up twice. The vacuum cleaner comes out.

Go to the switch to the right of the door to the small room and turn off the electricity in the house. Stand up to the vacuum cleaner and cut the chandelier with the scissors. Get off the vacuum cleaner and tie the chandelier to the vacuum cleaner. Go to the door of the small room again and turn on the power. Then go to the switch on the left side of the house and go down

twice to get the vacuum cleaner into the small room. Go into the small room and hang the chandelier on the toilet. Go to the switch on the left side of the big room and go up once. The vacuum cleaner will pull the toilet down.

Pull the hand towel on the wall and we hang down and see the bomb. Click on the bomb and jump on it. Click on the bomb switch, we need to set the five ABCDE switches to the appropriate position (it's on the bomb switch cover.)

Take the ABCDE ones down first. Then put them back in the order of DBEAC, and the bomb is silent. There's a time limit on the whole process, so be quick or you'll have to wait for the replay -, - turn off the bomb and we go back to the small room.

Go to the big room and go up the stairs, this level is passed.

Fifteen Rescue the Scientist

We get to the top of a building, which is where the game will end. We see a scientist with a big head, who keeps shivering and drooling. Talking to him, we find out the reason why this game started.

The main character and MM, who are helping out at the healthy scientist's house, are living the good life.

Suddenly a bad guy breaks in, the bad guy hurts the scientist, who calls the guards but mistakenly collects the main character and throws him in the garbage. That's why the game starts in the trash.

And the cop who arrives is the same giant who was blocking the doorway looking for batteries for the kid. He probably didn't catch the bad guys, lost his job, and didn't even have the money to buy the kid batteries.

The bad guy also snatched MM. and that's all our game has to offer. Go to the left side of the room next to the cabinet-like thing, open it up, there's a red button in the center, click on it, you need to do the questions. Just put the green one in the designated spot.

After both locks are opened all the way, get a wire. Go and connect yourself to the scientist. It will be necessary to play a maze game.

We get to the top of a building, which is where the game will end. Saw a scientist with a big head that kept shivering and drooling. Talking to him, we found out the reason why this game started.

The main character and MM, who are helping out at the healthy scientist's house, are living the good life. Suddenly a bad guy breaks in, the bad guy hurts the scientist, who calls the guards but mistakenly collects the main character and throws him in the garbage. That's why the game starts in the trash

The trash heap. The policeman who arrives is the same giant who blocked the doorway to find batteries for the kid. He probably didn't catch the bad guy, lost his job, and didn't even have the money to buy the kid batteries. The bad guy also snatched MM. and that's all our game has to offer.

Go to the left side of the room next to the cabinet-like thing, open it, there's a red button in the center, click on it, you need to do the questions. Just put the green one in the designated spot.

After both locks are opened all the way, get a wire. Go and connect yourself to the scientist. It's time to play a maze game.

This game requires the mouse to move around, find the key, then get the gun and destroy all the enemies. Maze Full Map

. A full color map of the maze and a map of the 33 enemy locations can be found here. After eliminating the enemies, heal the scientist

. Get the other light bulb that the scientist gave you. Go back to that elevator room from the previous level (go down the stairs to the big room with the vacuum cleaner and take the elevator up.)

Bump the light bulbs you get to form an eight-pointed star. (Tip: just connect each bulb to two bulbs away from you.) The elevator opens and you get off. End of level.

Sixteen Saved off the elevator, we get to the bottom of three small rooms, the bar, where the three bad guys are getting soaked, and where MM is being held

Begin the process of completely eliminating the bad guys and saving MM.

On the right side of the subway, there is a standing hammer, go over and take it in your hand. A little further right there is a key on the wall, use the hammer to break the glass cover and take out the key.

Exit through the door on the left and go into the elevator.

There is a small cabinet on the right side of the elevator, use the key you just got to open it and get a bottle of liquid, not sure what it is.

Get off the elevator. Use the liquid you got to spray the lock in the center once.

Grab the hammer again and break the lock. The bad guys are then all flushed down the drain.

Follow the ladder that was lowered in the bad guys' room, go up, and rescue MM.

Again, you're in the scientist's room. This level is finished.

Seventeen Grand Finale

Go back to the scientist's room with MM. The whole game is pretty much over here, the bad guys are eliminated, the good guys are saved, and MM is in hand. Such a beautiful life == But before the prince and princess can live happily ever after, there's still a little something

that needs to be done.

Walk over to a yellow spectrometer looking machine on the left side of the room and turn it on. ,

Adjust the horizontal line to the 7 position and the vertical line to the 108 position. A few notes will be heard, make a note of the order of these notes.

Drag MM out the door. It's so high up, be careful of falling down-,-

MM went by herself to a cross-shaped thing on the right. We went to the left by ourselves to a cross-shaped thing that I don't know what shape it was.

It says 7.0:108, which is why it was tuned to 7 across and 108 down on the spectrometer earlier. Tap on it and play the notes you just played. (The sequence is: 1423523). The stairs come out, don't move at this point, immediately maneuver the MM and move the cross-shaped switch,

and it fixes the stairs.7 Go up the stairs. Get on the flying machine and start the passionate double flight =. = and the ending scene 。。。。。。。。。。。。。。 Over