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Now that you are orbiting around a second planet, you can fly there. Head back outside and climb into your spaceship, then leave the asteroid. Open the bulge on the left to reveal a keyhole. Now you must wake up the creature by playing with its antennae the correct order is left, right twice, left twice and right. You then need to make sure there are three white symbols in each column, and the ground will open up. You just need to turn all the red symbols to white, by sucking them into the central object and then spitting them somewhere else out of the way (don't put more than 4 symbols in a column). Use your flute on the small mound to the right, and a puzzle will appear.
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The inventor will complete your spaceship Knife.įly up into space, and land on the small asteroid that flies close by. After you give this to the inventor, go back to your home once more and take the small wooden stool. Go right twice and into your home, then pick up the bathtub. Use your knife on the large plastic bottle and you will also give this to the inventor. You will automatically take these back to the inventor.
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Go left and take the controls from left of the bridge. The card in the 4th slot should now turn green - take it out of the slot. Move the campfire out of the way, and put the cooked mammoth in the 3rd slot. Place a campfire in the 3rd slot to cook the mammoth. Put the spearmen in the 1st slot, the lake in the 3rd slot, and then the mammoth in the 2nd slot. Move the campfire out of the way, and put the cooked moose in the 3rd slot. Place a campfire in the 3rd slot to cook the moose. Once the moose is sick, put the archer in the 1st slot. Put the moose in the 2nd slot and the mushroom in the 3rd slot. Move the campfire out of the way, and put the cooked pig in the 3rd slot. Place a campfire in the 3rd slot to cook the pig. Put the archer in the 1st slot and the pig in the 2nd slot. Put the campfire back in the 2nd slot to cook the fish. Place a campfire in the 2nd slot and wait until there is a worm on the fisherman's hook, then place a lake in the 2nd slot. Put the fisherman in the 1st slot and the mushroom in the 2nd slot, so that the fisherman catches a mushroom. To complete the game, you need to feed these men with 4 different types of food: Fish Start by placing the men in the tent in the 4th position. Now go over and talk to the man, then play a card game with him. After the man has pulled some out, repeat this process twice more Mushrooms. Pull the white structures up and some mushrooms will start sprouting. Go up to the top tree and use your flute on it. While standing just to the right of the bridge, click on 3 loose rocks at the tops of the rock piles Rockheads.Ĭontinue right to a green area. Move the left lever to the top and press the button, then move it back to the bottom and press the button to hit the post again. Move the left lever to the bottom and press the button - the beam will hit the right post. Move the right lever to the second position from the bottom (this one can stay here for the rest of this puzzle). Look at the controls - you need to use them to destroy the bridge. Climb up into the small cave and wait until the deer is next to you, then jump on to it Chamois.Ĭlimb back down and go right twice to return to your home, then continue further right to find a bridge. Examine the large plastic bottle, but you can't do anything with it yet. Follow the path down and talk to the inventor, who needs you to find the components for the spaceship and he will build it for you. Go left and use your flute on the large mushroom. Check out the space around you in all 4 possible directions, then go back outside. Climb up further and look through the telescope to see another planet (move the view around), then pull the lever and look again.
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Sleep in your bed, and you will dream about flying a spaceship. Go inside your home and take the blue book from your bedside table, then read it. Use your flute on the tree with the hole in it to listen to the woodpecker. Touch all of the white flowers on the trees here Blossoms.
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