Combination hatch my sims agents




















You can move up and down, firing little hearts. Your opponent is the eye. It can move up and down, firing little lightning bolts. The first one to get hit ten times loses. Video: Plane Vs. That's terrifying! Travis continues to be effective. However, Wolfah's mission isn't sounding all that good Best puppy!

This nets us a new outfit and Pinky's services as a junior agent. Aww, in case Sam wants to go backpacking across Europe. For helping Jenny we get a Jenny figurine , a coffee table , and a Tesla coil, of course. That sure is a Jenny figurine. Let's recruit Pinky! For whatever reason the game really piles on the Charismatic agents at the beginning.

Not that I am complaining. They're all so charming. Gabby - Prospector turned junkyard man in the industrial district. Gino - Pizza maker extraordinaire on Main Street. Jenny - HQ receptionist. See her for dispatch missions. Justice - Owns the temporary tattoo shop on the boardwalk.

Luis - Paperboy near the Main Street train stop. Luke - Surfer on the boardwalk. Morcubus - The antagonist of the game, generally evil and set for world domination. Poppy - Flower loving sweetie of Main Street. Rhonda - Main Street local. Roxie - HQ scientists. Call her for analyses. Sapphire - One of DJ Candy's dance crew in the industrial district.

Shirley - Owns the hair salon on Main Street. Skip Rogers - Mayor of Main Street, possibly a little corrupt. Special Agent Walker - Establishes the S.

Summer - Boardwalk beach lifeguard. Taylor - Hangs out at the boardwalk. Tim - Chaz's cheerleader on the boardwalk Tobor - Dr. F's robot. Watanabe - Sushi chef on the boardwalk. Yuki - Suffers from Pico but otherwise harmless, stalks you outside of HQ. Zack - One of DJ Candy's dance crew in the industrial district. This part of the guide is organized by the cases in the order you encounter them in the game. Rather than a step-by-step narrative of each case, I have instead listed the leads, clues and items and what to do for each one.

So you can go about the case however you like and if you're stuck on something you can go to your notepad in the game and see which lead it is. The story begins in Gino's pizza parlor.

Buddy and Sam are discussing being secret agents one day when Travis comes in looking for summer work. Gino has nothing for him. After some more conversation Poppy comes in looking for help. Seems a big meanie has taken her dog and won't give him back.

Sam and Buddy agree to help. You now have control over Sam. She suggests that you talk to anyone who might have any ideas about what happened, and this is really the basis of the game. You have to talk to and interact with everyone and everything to solve the cases. You should practice this now. You can talk to Buddy, Travis and Gino in the pizza shop and practice interacting with the oven, you can examine the pizza and furniture, and so on.

When you do finally leave the pizzeria, you will be on Main Street and the game will offer you tutorials. You can click the light bulb at the top of the screen when they appear.

You can walk around and interact with more stuff up and down the street but your ultimate goal is to head to the park to the left. Poppy meets you in the park and briefs Sam on the dog situation. Seems she turned her back for a second and Morcubus snatched her pooch Dogwood. Or so she says. Morcubus says the dog is his and his name is Killfang. Now it's up to you to figure out who is telling the truth. Leads: Finding the ball - Examine the bush to the right of the trash can.

You will find Dogwood's ball. Playing ball - Talk to Dogwood after you find the ball. Evidence of the crime - Equip the magnifying glass and look for Dogwood's prints. Investigating further - Equip the magnifying glass near Poppy and follow her footprints to the pizza shop. Interview the chef - Talk to Chef Gino. Confront Poppy - Talk to Poppy.

Questioning Morcubus - Talk to Morcubus. A bone to pick - Dumpster dive behind Gino's and find a bone. Investigate the dog - Talk to Dogwood. What's the dog excited about - Use the crowbar on the crates behind Gino's and find the jerky. Take it to Dogwood. Report findings to Poppy - Talk to Poppy. Clues: Poppy: -Dogwood likes the pink ball.

Morcubus: -Dogwood's prints show him walking toward Morcubus of his own free will. Items: A pink ball - Found in the bushes near the trash can. A bone - Found in the dumpster behind Gino's. Jerky - Found in the crates behind Gino's. After you talk to Poppy you will get a cut scene where you officially determine that Dogwood belongs to Poppy.

Morcubus isn't happy and vows revenge. Better head back to Gino's. He is impressed with your work on the Dogwood case. And lucky for you, a branch of the Sim Protection Agency is opening in your neighborhood and Walker wants YOU there as a special agent!

Well, actually you'll start off as a junior agent and solve smaller crimes, but no doubt you will get promoted soon. Walker also tells you that Morcubus is the head of an evil corporation called Morcucorp. Walker doesn't know what he's doing around here but he is going to keep an eye on the situation.

He tells you to get a good night sleep and start solving some cases around the neighborhood in the morning. You'll find yourself next at the train station, but you can't go anywhere for now. Instead head back to Main Street. Your tutorial light bulb says that to find a new case, find someone with an exclamation point above them and talk to them. Walk down and to the left to Gino's pizzeria and you find your next case. Talk to Gino and he tells you he has lost his maps to his tomato sanctuary.

There was also a fire in the restaurant when Derek, Shirley and Patrick were having dinner. His oven is ruined and the safe was opened, which is where he kept his maps, even though he didn't lock it. Sounds like a job for the newest junior agent of the S. Leads: The crime scene - Equip the magnifying glass near the safe and follow the blue footprints to the door. Following the footprints - Follow the footprints to Derek in the street.

Faded prints - Follow the footprints from the street back to the sidewalk. Follow the footprints - Follow the blue footprints through the park to the park forest. A forest of mysteries - Jump through the ledges in the forest to get to the monolith.

The elusive paper - Equip the crowbar and bash the monolith. Mapfinding - Search for Gino's maps. Bringing the maps - Return all three maps to Gino. Mountain people - Talk to Patrick and learn that Derek has been talking about Mountains. Partfinding - Salvage parts to repair the oven. Stove fixin'- Repair the oven. Clearing the air - Tell Gino the fire was caused by a lack of ventilation. To the roof - Climb the ladder behind Gino's, jump on the boxes to the roof.

Investigate the chimney. The baseball culprit - Talk to Derek after you find the baseball in the chimney.

Clues: Patrick: none? Shirley: none? Derek: -He sort of admits to putting the baseball in Gino's chimney. Items: Map 1 - Found in the trash can in Gino's restaurant. Map 2 - Found in the trash can near the entrance to the park not park forest. Map 3 - Found in the first trash can in the park forest. Spare parts for the oven repair 2 required : -Salvage from the table next to the oven.

Baseball - Investigate the chimney on Gino's roof after you repair the oven. After you report back to Gino, he bans Derek forever and the case is closed. Walk to the right on Main Street and you will see Shirley with an exclamation point.

Talk to her for your next case. It seems like Shirley has a secret admirer and she wants to know who. Poppy says she sold the same bouquet to Gino, Patrick and Mayor Skip. Shirley isn't too picky, so you have to investigate all of them.

Leads: Scoping out the scene - Equip the magnifying class near Shirley's salon and follow the footprints, pick up the letter in the bushes on the left side of the house. Handwriting sample: Patrick - Examine the blueprints in Patrick's trailer. Handwriting sample: Gino - Read the menu board outside of Gino's restaurant.

Handwriting sample: Skip - Ask Skip for a sample, but he won't give you anything. Finding the safe - Examine the bookshelf in Skip's office. Eyes on the prize - Climb the ladder on the far left side of Main Street, hop the roofs and awnings and look in the window to see Skip open the safe. Interview Gino - Talk to Gino at the pizzeria.

Flower pizza - Investigate the pizza near Gino's oven. Interview the mayor - Investigate the flowers in Mayor Skip's office in city hall go left on Main Street. Patrick in the bushes - Talk to Patrick after you find his footprints near the salon. Patrick's Alibi - Hop on the boxes near the construction site to get to the roofs, hop across and walk the ropes to Shirley's roof and examine Patrick's tool kit.

Flower confiscations - After you find the letter in Patrick's trailer, talk to Mayor Skip. Tax evidence - Investigate the computer on Skip's desk. Hacking the computer - Solve the hacking maze on Skip's computer. Talk to Shirley - Report that Skip is her secret admirer. Clues: Chef Gino: none? Patrick Rhino: -Patrick's footprints are found near Shirley's salon. Skip Rogers: -Skip's handwriting on the note to Morcubus matches the love note to Shirley.

Items: Handwritten note - Find in the bushes on the left of the salon. Flowers - Pick up near Shirley's door. Flower confiscation letter - Find in the trash in Patrick's trailer. Shirley is pleased about her new admirer but Sam and Buddy are perplexed.

They have uncovered government corruption and it is tied to none other than Morcubus. When you leave the salon Agent Walker meets you again. He is impressed with your work and promotes you to Special Agent. Your headquarters are also available via the train.

There's nothing else to do on Main Street for now, so jump on the train and head to HQ. Yuki is outside and she will be for a while. Each time you talk to her she has a new reason to bite your face, which is kind of funny. Your new office is pretty impressive. I'm particularly impressed they managed to build it in such a short time because it took 8 months to build a Walgreens by my house.

But I digress. Anyway, you meet Roxie and Jenny, who will be working with you at HQ from now on. Roxie shows you your cool new stuff and you learn that you can recruit new agents.

You now have a little more freedom. Check out HQ, there really is some very cool stuff. There are 5 floors: the hangar, the loft, the lobby, the patio and the basement. There's not much in any of them right now except the lobby, though. First things first: hire some new detectives. Go to the phone and recruit Travis, the only one available. Talk to Jenny and she can give you your first dispatch mission. Send Travis on his merry way and Evelyn wanders in.

Someone has broken into her apartment and she needs your help. Take the train back to Main Street and Meet Evelyn outside her apartment to the right of the salon. Leads: Talk to Evelyn - Meet Evelyn outside her apartment and talk to her. Casing the scene - Investigate Evelyn's apartment. Haircut receipt - Talk to Evelyn about the salon receipt. Hidden evidence - After you examine the table in Evelyn's apartment, equip the magnifying glass and follow the footprints.

Following the trail - Find and follow the footprints outside of Evelyn's window. Other Evidence - Dumpster dive near the salon. Pizza coupon - Talk to Evelyn about the pizza coupon. Hungry perpetrator - After talking to Gino about the pizza coupon, examine the table near the door. Forest rendezvous - Talk to Derek in the forest be nice and get him to slip and tell you what he saw. Talk to Poppy - Talk to Poppy about the rocks Derek gave her to hold.

Application of F-space recommended. The hatch pops open, allowing us access to the floor below. We're done, right? Time to hop through the opened hatch and find the treasure map? Ha ha, no. Well, okay, yes, we could do that. However, once TOBOR finds that map, he's leaving, and we won't be able to come back--so we'd best make damn sure we've picked everything up before we go. Which he had. Bullshit levels are middlingly high!

TOBOR jumps through the open hatch and falls through a hole in the ship's hull, winding up on the sea floor again, where he finds Or, okay, maybe our ship sank because these two ships collided.

I'll buy that. At the back half of the broken maybe-a-pirate-galleon, there's a suspicious box Brandi now has an exclamation point, so you can talk to her and start the next case. Case 9: Who is killing the plants? Inventor Mentor - Talk to Dr. F in the lab. Mod the analyzer - Use the computer in Dr. F's lab upstairs.

Exit to the roof and the first tower is directly to the left. The next tower is near the train tracks side. Following the wires - Go back to the third tower and equip your new detector formerly the magnifying glass and follow the lightning bolts on the wires. Further explanation - Talk to Dr. To great heights - Climb to the lab roof start on the right side of the door. The missing invention - Talk to Dr.

F after finding his device gone. In with a bad crowd - Talk to Makoto again. Circuit-boarding - Hack Makoto's memory. Evidence of a framing - Examine Brandi and Esma's truck, then equip the techno-tool and pick the lock. Sonic System - Talk to DJ candy about her sonic system. Caught red-handed - Talk to Brandi and Esma. Clues: Brandi and Esma: -Follow lightning bolts from the towers to the unknown device.

F's device. Items: none? After you deal with Brandi and Esma, go back to Club Candy. DJ Candy has an exclamation point so talk to her to start the next case. Case Where are those strange beats coming from? Getting his iron - Talk to Tobor, then equip the techno-tool and salvage parts from him. Shiny new toy - Talk to Grit with the robot parts. Good ear - Talk to Dr. Placing sensors - Place Alexa's sensors on the trash cans: -To the left of the lab front door outside.

Back to the lab again - Talk to Alexa. Finding a listener - Talk to Zack in Club Candy. A Helping Hand - Examine and repair the left speaker. Head for the lab - Talk to Zack again. Underground antics - Use the f-space manipulator on the manhole near the bulldozer and junkyard.

Sewer Spelunker - Follow the sewer maze all the way down and to the right and listen at the wall. Find another entrance - Climb out of the sewer use the f-energy vents to move the oil drums when needed and talk to Esma, who is blocking the manhole in Club Candy.

Move along - Talk to Sapphire. Hit the floor - Talk to DJ Candy. Underground - Enter the manhole while Esma is dancing, go all the way down use f-energy vents to move obstacles and find Brandi digging. Mining operation - Report to DJ Candy.

Clues: On the roof: -Give Grit the robot parts to chew on. Underground: -Zack says the noise is coming from underground. Items: Robot parts - Salvage from Tobor. Sensors - Receive from Alexa. Sam suggests that you talk to Dr. You need to find the real crystal, so head back to HQ and check in Evelyn's journal.

Your next lead takes you back to Main Street so jump on the train and go there. Find Poppy, who has an exclamation point, which means you're about to hear about your next case. Case Where are Poppy's three letters? Use the f-space manipulator to move the tires and trash can so you can reach his ledge. Talk to Derek.

Man vs. Deeper in the woods - Continue climbing from the first letter to the nest. Examine the eggs. Postal nest - Analyze the eggs. Asking around - Talk to Shirley. She tells you that there is some noise on her roof.

Go to the construction site. A visitor upstairs - Climb the crates near the construction site to get to the roofs, hop across to the salon. Pick up the letter in the nest. Talk to Patrick - Talk to Patrick at the construction site. I lost my keys - Pick the lock on the safe in Patrick's trailer. Pick up the keys. Talk to Patrick - Give Patrick the crane keys. We need more power - Use the f-energy vent to move the crates closer to the building on the right.

Jump on them and over to the building. Go right and jump down near the next f-energy vent. Go to the basement to the left and examine the generator. Hack the machine - Hack the generator. Talk to Patrick - Talk to him Vehicle parts - Salvage parts to repair the control panel. Gluing the paper crane - Climb the ladder near Patrick's trailer and repair the control panel. Onward and upward - Climb back to the building under construction and go to the right.

Activate the f-energy vent and move two crates to the left. Hop on the remaining crates to the ledge, then over to the two crates you moved and to the next ledge. Go across the pipe to the left and up the stairs. Balance across the two I-beams and then up the wooden plank. Pick up the third letter. Report to Poppy - Give Poppy her letters back. Items: Letter 1 - Found in the park forest. Letter 2 - Nest on Shirley's salon roof.

Crane keys - Pick the lock on Patrick's safe. Control panel parts 6 required : -Bulldozer in the construction site. Letter 3 - Found at the top of Patrick's construction site. Poppy gives you her invitation to Cyrus' will reading so it's time to fire up the jet at HQ and head out to your next case. Case Who broke the fortunite crystal?

WBF Leads: Combing the scene of the crime - Examine everything in the crystal room and you will notice the fireplace looks disturbed.

Fashionable footwear - Talk to Ms. Nicole about the footprints. Does Zoe have an alibi - Talk to Zoe about the footprints. Interviewing Violet - After you examine the desk near the stairs and find the magazine, talk to Violet. Talkin 'bout fortunite - Talk to Gordon about the properties of fortunite. Fortunite features - Pick the lock of the door at the top of the stairs and climb the bookshelves to the top using the f-energy vents to move boxes and planks when needed and examine the book at the top.

Finding the hammer - Pick the lock on the toolbox outside. Analyze the tools - Analyze the hammer to see if it is silver. Confronting Carl - Talk to Carl about the hammer. Finding footprints - Equip the detector in the crystal room and follow the footprints. Following the trail - Continue following the footprints to the swamp, then back to the mansion kitchen.

Getting in the dumbwaiter - Equip the f-space manipulator and try to open the dumbwaiter. Who's shoes - Ask Carl to see his shoes. Carl's elusive footprint - Examine the jar of jam on the counter, then equip the f-space manipulator and smash it. Jamming Carl - Tell Carl you're hungry. Follow the jam - Equip the detector after Carl steps in the jam. Putting on a show - Talk to Ms. Nicole about costumes. Fabric Finding - Go back to the crystal room and examine the curtains.

Tuxedo Time - Talk to Ms. Nicole again. A moustache for all occasions - Talk to Trevor about moustaches. Creating a moustache - Find enough wispyweed to make the moustache of wonders. Finding ghostly makeup - Equip the f-space manipulator and open the crate in the kitchen flour. Let the show begin - Talk to Trevor again. Report to Zoe - Talk to Zoe after the play. Clues: Madame Zoe: -Her footprints are found at the crime scene.

Zombie Carl: -Traces of crystal are found on his silver hammer. Violet: -Refuses to talk about why she's there. Items: Silver hammer - Found in the toolbox. Cloth - From the crystal room curtains.

Wispyweed 1 - To the right of the path leading to the manor. Wispyweed 2 - Pass the toolbox all the way to the back of the swamp and to the left. Wispyweed 3 - Hop on the stump near the toolbox. Talking to Zoe automatically triggers the next case.

Case Was Carl set up? Interrogate the suspect - Climb in the dumbwaiter, find Carl and talk to him. Mysterious whispers - Climb the rafters outside of Carl's room to the vent at the top and examine it. Fashionable feather - After you pick up the feather near the vent, ask Ms. Nicole about it. Question Zoe - Ask Zoe about supernatural hobbies. Other ways in - Go back to the crystal room and examine the clock. Finding spare parts for the clock - Salvage parts to repair the clock. Fixing an unusual clock - Repair the clock in the crystal room.

Secret passage - Examine the fireplace in the crystal room and go through the maze, using f-energy vents to move obstacles as needed, to the other door. Where does it go - Continue in the secret passage to the mysterious trunk at the end. A mysterious trunk - Pick the lock on the mysterious trunk. Fake-tunite - Analyze the fortunite crystals in the mysterious trunk.

Another fake crystal - Go back to the crystal room and analyze the broken crystal. Carl was framed - Talk to Violet. Just like in the mountains, you will NOT be able to return to the bayou, so if there is anything else you want to do or see here, do it before you talk to Violet.

Make sure to check the china cabinet in the dining room for a trophy before you go. Clues: No: -none? Yes: -Zoe claims to be able to hypnotize people into committing crimes. Items: Feather - Found in the rafters, near the vent. Clock parts 5 required : -Clock in the library.

So, after everything comes out in the open, you get the real fortunite crystal and Violet inherits Cyrus' estate. Now you've got to find the real nightmare crown. Jenny does a Google search for you and says there's a new Morcubus scuba muba shop open on the boardwalk, which is now unlocked on the train map. Looks like the boardwalk has a lot going on.



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