Showing posts with label walkthrough. Show all posts
Showing posts with label walkthrough. Show all posts

Wednesday, November 5, 2008

Parking Dash Tips & Tricks

Here are some hints that I found useful in trying to hit expert on all the levels or Parking Dash. Good luck! If there are any tips that I missed, please feel free to add them in the comments!

Basic strategy:
- Cars can ONLY be placed in the exit spot when their driver is there to claim it.
- You can move and repark cars in different spots to get at a car that is parked deeper in the lot.
- Every time you park a car in a spot, the space turns the same color as that car, and a number appears. This is the number of times you parked a car the same color in that spot. Parking a car on the same colored spot gives you a bonus and is an important key to winning the game.
- Each time you park a same colored car in that space, the multiplier increases (up to 5x).
- Color matching only counts when parking a car the first time. Moving a car from one spot to another *does not* affect the multiplier bonus.
- The radio station can give Karma a power boost when you listen to a station she likes. Turn the station when the green light starts to flash. If you're having difficulty managing everything, this should probably be your last priority!

Getting the car:
- Notice the clock over the customer's head. Park the cars in the back of the lot for the people who have the most full clocks (i.e. completely blue circle). Make sure to park these keys first.
- Conversely, park the cars with the least amount of time close to the back and exit.
- Keep in mind that you can always change which customer's car you want to park by clicking on a different person.
- When you have a large group of people waiting to park, feed them a vending machine snack to improve their patience; when they return to get their car, they will have more hearts.


Parking:
- (This took me a while to figure out!) You can park a car in the same colored spot to get a bonus, then move it immediately to a different space. That way, you get the bonus and can better manage the spots available on the lot. This is a good technique to use for the later levels that need a lot of points to progress.
- When parking cars, if you can park the same color in a same line (row) or side-by-side (column), it can make it easier to score point bonuses.
- If you have two of the same colors in a row/line, if you park the same color of limo, float, or SUV on those spots, you get a DOUBLE (or TRIPLE) bonus.
- Park SUV cars of the same color side by side to get a double bonus.
- If there is trash on the group, entrance, or a parking spot, you must clean it up before you can drive through it.

Reserved spots:
- A blue and white sign means that spot has been reserved. Drivers with reservations will only park in those spots.
- You can park the car in the reservation slot, then move it afterwards. However, if you do keep it in the reserved slot until the driver comes back, you get an extra tip.
- You can park cars in the reserved spot (that weren't meant for that spot), but move them as soon as a reserved car shows up. This is one way to set up a bonus for the reserved spot.


Driver pick-up:
- Do whatever you can to keep the customer from being angry when they leave. If they leave angry, you lose money.
- Give the donuts to the customers to make them happier.
- If there are too many customers waiting to park (you have no more spots available), deliver all the cars to the drivers waiting for pickup.
- Each customer drives a specific type of car. Knowing which car type belongs to a driver helps to maximize your time. (You can always click on the returned driver to see what car, but it takes time!) This is especially important when dealing with the love-sick man, whose car does NOT show up when you click on him.
- If you're really panicked, just pull out any car. If it doesn't go to the exit, repark and move to the next car. On later levels, it may take too much time to click on each customer individually to figure out which car is theirs.
- When you have a large group of drivers waiting to pick up their cars, feed them a vending machine snack to improve their patience; you'll get more tips.

Other:
- Try to wash all the dirty cars at the same time because you get a bonus for repeating the action.
- Once Jimmy is working for you (level 24), create a chain of car cleaning for
him by clicking him, then the cars to clean. (But pay attention to the length of time they are parked - make sure he washes the cars with the shortest time first!)
- If you're having difficulty finishing a level, try not filling all of the parking spots - that way you have an empty spot where you can move a car. Also keep in mind that if you fail a level, you can repick an upgrade - it might be worth trying a different upgrade for that level.
- Make sure to clean any debris (sand, leaves, moon dust, snow) as soon as it appears, because cars will not be able to drive through.

Customers and their cars:
Teenage girls: "Bug" car. Average speed car, patience, tippers.
Business women: Sedan style care. Fast car speed, not patient, and good tippers.
Celebrities: Stretch limo: takes up 2 spaces in the same line. Average speed, low patience, excellent tippers.
Cell-phone guy: Sports car. Sometimes the alarm goes off. Kick it to
shut it off, or it will annoy the waiting customers. NEVER park this car on a lift because you can't shut it off. Fast cars, extremely impatient, good tippers.
Al - Fast car, average patience, good tipper.
SUV driver: needs two side-by-side spaces. When possible, park against the wall. Remember to click the spot where the left wheel would go. Slower car, average patience and tipping.
Derek: Average car, driver, tipper.
Auntie Ethel: Impatient, slow car, poor tipper.
Lovestruck man: Very patient, average speed car and tipper.
Parade festival woman: Parade float needs 3 spaces in a row (and apparently
they have a lot of parades!) Slower car, average patience, tipping.
Student: Small, fast car - patient but poor tipper.
Dog owner: Leaves the dog in the car. (I found this one to be the most tricky) If you need to move the car, you have to placate the dog by giving him a treat. DO NOT click on the car again, but instead, click on the spot where you want to move the car. Try to move this car as little as possible, because you have to give the dog a treat every time.
Senior: The senior is the last new customer you'll meet, in level 36. Much patience, very slow car, poor tipper.

On the Moon:
- Be very careful with the dog owner's car. You must park it against a wall, because there are no dog treats for the first several levels.
- A new upgrade, the nitrogen tank will appear. It makes cars move faster. Click on the tank, then on the car to move. This is especially useful on the Senior and Aunt Ethel's car. Unlike other items in this game, you can't chain the nitro tank - you must click the tank then the car every time you want to use the tank.
- A cool new way to move cars: you can swap them by clicking! This allows immediate access to cars without having to drive from one spot to the other.

Upgrades:
There are 3 types of upgrade. Speed: lot (upgrading the pavement, adding cones, etc), Karma (upgraded shoes) or equipment (faster moving car lift or nitro tank). Tips: improving the look of the lot increases tips. Patience: Certain aesthetics also improve patience. I found these to be most useful in later levels, especially in the more difficult locations. All upgrades are automatic and presented as choices to you; none have to be purchased.

Hope this is helpful - and happy playing!

Saturday, October 18, 2008

Time Stand Still - walkthrough under construction

I'm still working on solving the Time Stand Still game. However, I'm submitting my current walk-thru. Updates to come very soon.

Home:
1.) Go to the kitchen.
2.) Read the newspaper.
3.) Locate the telephone book on the chair.
4.) Open it and find the address for SOLVIG LIEDBERG.

Kiosk:
1.) Start talking to STINA.
2.) Look at your notepad to ask Stina questions.
3.) Watch the ads Stina shows after the interview.

Katarina's home:
1.) Open the door to enter.
2.) Use the notepad to ask her questions.
3.) After asking all the questions, leave the apartment.
4.) Go to the SOLVIG LIEDBER home.

Solvig's home:
1.) Interview Solvig. She will give you house keys. These keys will be used later - enter the home when it is empty.
3.) Go to the rear door to find the hissing sound, which is coming from the radiator. You will be unable to repair it because you need a key.
4.) Enter the living room/lounge area. (move so that you are facing away from the radiator)
5.) Go to the bureau. Try to open the top drawer. It is locked.
6.) Go to the living room.
7.) Find a rectangular photograph and take the key from the underside. Replace the photo and return to the desk in the lounge.
8.) Open the drawer with the key. Keep the wood plug, radiator key, and two pictures.
9.) Look at the photos, especially the differences (a window is removed in the later picture).
10.) Go to the kitchen and read the note on the table.
11.) Take the coffee mug.
12.) Return to the radiator area and place the mug in the left corner, just under the keyhole. Place the key in the hole to release steam.

Kiosk:
1.) Talk to Stina about Carl Bergsten, asking all the questions in the notebook.

Katarina's home:
1.) Ask about Carl Bergsten.
2.) Look at your map as you leave - there is now a new location.

Museum of Design:
1.) Read all of the panels.
2.) Go to the computer. You'll need a token to turn it on.
3.) Look for the panel that has 17 boxes. It will be a memory match game. Once you've matched the shapes, you'll get a ticket.
4.) Write down the colors and shapes below the ticket. You'll need this information later to open the puzzle box at Solvig's house.
5.) Go to handicraft exhibit (via the stairs) and use the ticket in the door slot.
6.) Find and take a small dowel on the floor (between 2 wheels).

Solvig's house:
1.) Return to the desk and open the top drawer.
2.) Select the puzzel box. Use the dowel and place it in the hole in the bottom right corner.
3.) Use the color/shape sequence from the ticket to solve this puzzle. Alternatively, you can bypass the puzzle (or return to the museum and write down the shape/color sequence.) (note: I believe the solution is always the same: red pentagon, yellow circle, blue pentagon, yellow pentagon)
4.) Once you have the correct order, a lever will activate, but you need to clik on the box to open it.
5.) Take the blueprints.
6.) Look at the couple's photo in your inventory, then look at the blueprints using the magnifying glass. A X will mark the spot in an upstairs room.
7.) Go to the sitting room and click the cabinet with glass panels. The cabinet will move, but the room can not be opened yet.
8.) Head downstairs and look at the diploma from the herb garden.

Kiosk:
1.) Ask Stina questions from the notebook.

Herb garden:
1.) Talk to the gardner and get 5 herb cards.
2.) Solve the puzzle. (Bypass or place in the correct order: thyme, rosmary, lemon balm, oregano, absintium, creeping thyme)
3.) Talk to the gardner.
4.) Enter the house.
5.) Look at the calendar.
6.) Speak with the gardner about Simona.
7.) Find Simona in the garden.
8.) Ask Simona your questions.
9.) Pick up the yellow jacknife from the ground.

Solvig's house:
1.) Go back to the sitting room and move the cabinet.
2.) Use the knife on the wallpaper to tear it. Use it on the wall

again to make a secret door appear.
3.) Enter the room.
4.) Read from the book on the table.
5.) Exit the house and look at the map - notice a new location.

Library:
1.) Use the computer. Use the mouse to read the entire article.

Solvig's house:
1.) Read the note on the front door. Take the attached key and chewing gum.
2.) Use the key on the padlock to open up the hut.
3.) Take the flashlight.
4.) Enter the shed.
5.) Take the batteries from the bench.
6.) In your inventory, drag the batteries over the flashlight. Voila - light.
7.) Go back to the secret room in the sitting room.
8.) Use the flashlight.
9.) Read the paper. Read all the papers, but most importantly the autobiography notes.
10.) You should hear a creaking sound as you're reading the papers.

Click on the carpet and it will lift up to show floorboards.

Library:
1.) Use the computer. Find the new topics - two articles about Dietrich Gunter's body. These articles have some important plot points.
2.) As you leave the library, notice that you have a new location on your map: Mona Redvall's house.

Mona's house:
1.) Examine the keypad. The most worn keys are the ones you need for the code. I believe the solution always is 1,0,2,9.
2.) Once the green light appears, open the gate.
3.) Ask Mona the questions on your notepad.

Herb garden:
1.) Don't enter the lodge, but head to the deck.
2.) Take the fishpole.
3.) Walk by the lake.

Museum:
1.) Don't enter the museum. Find the shiny token (below the bridge left of the museum pathway).
2.) Use the fishing rod and chewing gum to get the token.
3.) Enter the museum and use the token on the computer.
4.) Read about Carl and the buildings he designed.
5.) Notice St Olof's school on your map.

St Olof School:
1.) Try to talk to the janitor. (He won't talk to you now).

Home:
1.) Use the phone to call Solvig. Ask questions. You'll need to find a lost key and clock.

Solvig's house:
1.) Look at the green shrubs beside the house. There will be no key.

Katarina's house:
1.) Interview her.
2.) Ask to borrow her son's metal detector. (Oddly, this places you directly in his room; you don't have to navigate there.)
3.) Look at the orange box on the dresser. You'll need to finish a puzzle to open it.
4.) Look at the computer game boxes. click on the top box to move it - read the post-it note.
5.) Look at the orange box. Open the Guitar Basics book in an open drawer. Write down the musical notes.
6.) Go to the guitar and pluck the strings in the right order. (light blue, yellow, green).
7.) Press the buttons in the same order on the orange box.
8.) Click on the box to open.
9.) Take the metal detector.

Solvig's house:
1.) Use the metal detector on the bushes next to the door.
2.) Take the key.
3.) Enter the house and go to the living room, to the chest.
4.) Use the key to open the left drawer.
5.) Take the pocketwatch.

Herb garden:
1.) Talk to the fishing gardener.
2.) Go to the river.
3.) Find the crowbar in the river.
4.) In your inventory, drag the metal detector over the fishing rod. Place that in the water.
5.) Take the crowbar.
6.) Talk to the gardner and ask for permission to take the crowbar.

He asks for salvinia from the water garden.

Home:
1.) In the kitchen, open up the cabinet and take a glass. Fill it with water from the kitchen sink.
2.) Water the basil plant in the kitchen window.
3.) Fill the glass of water again.
4.) When leaving your apartment, notice that you have a new location on your map: the water garden.

Water garden:
1.) Find the salvinia. Place it in the drinking glass.

Herb garden:
1.) Give the gardener the salvinia in the glass. Take the crowbar.

Solvig's house:
1.) Go back to the sitting room; move the cabinet and enter the secret room.
2.) Move the rug and use the crowbar to pry up the floorboards.
3.) Select the box that says JUGO. Read the letter. Notice the birth date.
4.) Replace the items.
5.) Go back to the living room chest.
6.) Solve the watch puzzle.
(watch puzzle steps: 1. depress the top left knob and run through all the numbers in the bottom left window. 2. Do the same thing for the top right knob and right window. 3. The numbers are the days per month and months per year. It's backwards from American notation (so it's dd:mm) 4. Use the birth date from the letter. (16:9).)
7.) Flip the watch over and open the back. There will be another puzzle.