CALSOON 2 - WALKTHROUGH.
8th May
2002.
Len
Green.
lengreen@hotmail.com
This walkthrough covers all the necessary steps to finish the game
successfully. There are most probably interesting &/or amusing
episodes which have not been included ... but which are not essential.
There are also doubtless some actions which *have* been included but which are
not essential for merely completing the game.
Although not formally separated, "Calsoon 2" is divided into two separate
halves. Although quite different, each half is very approximately equal in
length and difficulty. I have inserted a dividing line between the two
parts.
The usual instructions for all Quest/Adventure games apply:- Pick up
everything not nailed down; Talk to everybody until the dialog tree is
exhausted; You are never 'killed' in this game but occasionally if you make a
bad move you are returned to just before you made it; Save often (there
are only 6 save slots, but you can easily save batches of 6 saves and zip them
for compactness if you wish); etc., etc.
You may wish to turn up your monitor brightness &/or gamma setting since
some interiors are dark. During the first half of the game you may find it
convenient to go to the options panel and set your menu to the bottom of the
screen ... otherwise some texts high up on the screen may be difficult to
read. During the second half of the game it is *highly* advisable to go to
the options panel and set your menu to the top of the screen ... see {050} for
the reasons for this.
Good luck ......... and enjoy Tork's meanderings! :~))
Abbreviations:- N, S, E, W, NE, NW, SE, SW = directions (on
screen).
[I] = From or in inventory.
[(A)], [(B)], [(C)], etc. = Openings.
//B1//, //B2//, //B3//, //B4// = Four buttons.
{001} Go E, N, W. Exhaust all dialogs with Fat Willy.
{002} Return E, S, E to the old house. {003} Get
the Pliers, hammer, & shovel [I]. {004} Go W, W, SW to
the deep hole. {005} Exhaust the (short) dialog with the keeper
of the hole. {006} Go SW, S, then at the fork W to the frozen
lake. {007} Go NW, then at the fork NE to the gigantic tree.
{008} Pick up the saw [I]. {009} Return W, SW to
the fork, then S to the frozen lake. {010} Look at the frozen
object, to the E of the rock in the ice. {011} Use the saw [I]
on the frozen object. {012} Later:- Pick up the block of ice
[I]. {013} Return to the old house (SE, E to the fork, NW, NE,
E, E). {014} Put the pliers [I] into the burning coal. You
get a piece of burning coal (held by the pliers) [I]. {015} Put
the piece of burning coal [I] onto the block of ice [I]. You melt the ice
and instead get some silver coins [I]. {016} Put the coins [I]
onto the pliers [I]. You get a silver coin gripped by the pliers [I].
{017} Put the coin gripped by the pliers [I] into the burning
coal. You get a burnished (golden looking) coin [I]. {018}
Return to the deep hole (W, W, SW) and give the "gold" coin to the keeper of the
hole. {019} Talk to the keeper of the hole and exhaust all
dialogs with him. He gives you some *essential* info.
{020} Return to the frozen lake (SW, S to the fork, W).
{021} Go NW, then at the fork NW to the trailer (house).
{022} Talk to the military guy and exhaust all dialogs with
him. He gives you some *essential* info and you make a deal with him.
{023} Go E to the fork, SE, E to the fork, then SE to the
treehouse. {024} Stinkage is snoring, but
amongst his snores he tells you where to go and what to do next.
**Important note** .......... (Listen to
Stinkage. He starts off by saying "Mumble... Grumble... zzzzzz". He
then continues moaning but during this he gives you *two* vital hints.
Wait until he repeats his "Mumble... Grumble... zzzzzz". This may take 2
or even more minutes.) {025} Go SE to
the graveyard. {026} There are 6
graves there. You can look at (read) the (somewhat humorous?!?) epitaphs
on 5 of them. You *must* read the epitaph on the grave in the SE
corner. {027} Use your shovel
[I] and dig on that same grave. {028}
Later:- You get a grenade [I]. {029}
Return to the trailer (W, W to the fork, W, NW to the fork, NW).
{030} Give the grenade [I] to the military
guy and receive in return a bomb [I]. {031} Return to the treehouse ... E (**BOOM!**) to the
fork, SE, E to the fork, SE. {032}
Press the button to open the door of the treehouse elevator.
{033} Place the bomb [I] in the elevator (to get rid of
Stinkage!). That doesn't work ... you have to light the fuse first.
{034} Go to the old house (W to the
fork, NW, NE, E, E). {035} Put the bomb [I] onto the
burning coal to light the fuse. {036} *Quickly* return to the
treehouse ( W, W, SW, S to the fork, SE) and throw
the bomb [I] into the elevator (**BOOM!**). If you don't do this quickly
enough, the bomb blows up and you have to repeat stage {36}. You
automatically get out of range. {037} Return to the
treehouse. Go to the graveyard (SE) and look at, pick up, and wear the
pair of blue 'Looncalsoon' which has been blown onto a tree just outside.
{038} Go W, W to the fork, NW,
NE, E. There is a sturdy looking stick there that wasn't present before.
{039} Pick up the stick [I]. {040}
Return W, SW. There is a rock there that wasn't present before.
{041} Try moving the rock. You can't with your bare
hands. {042} Use the stick [I] to move the rock. It
breaks. {043} Use the shovel [I] to move the rock.
It also breaks, but the rock moves a bit. (N.B. You can do this in the
reverse order:- i.e., the shovel first and then the stick. The
result is identical). There is something under the rock which you pick
up. It is a crank handle [I]. {044} Return to Fat
Willy (NW, NE, E, N). {045} Talk to Fat Willy and choose
"I'd like to buy a pulley ride trip". {046} **Cut Scene**
.......... Tork gives Willy all his coins [I] and uses the crank handle
[I]. He rides the pulley and down the rope, and arrives below at the
entrance to the icy caverns.
~ * ~ * ~
* ~ * ~ *
~ * ~ * ~
* ~ * ~ *
~ * ~ * ~
* ~
{047} Go E into the entrance of the icy caverns.
{048} **Cut Scene** .......... Tork walks
through some of the icy caverns. {049} Pick up the wooden
stick. {050} Go E. ***Important Note*** If your
menu is at the bottom of the screen, you are *strongly* advised to go to the
options panel and raise it to the top. If you don't do this your extended
text box will obscure 2 or 3 entrances making it impossible to access (&/or
exit) some rooms! There are 3 rooms leading off from
here. An opening (entrance/exit) N, [(A)]; An opening E, [(B)]; And an
opening S, [(C)]. {051} Enter [(A)] and proceed E.
{052} Talk to Skully, the talking skull and exhaust all
dialogs. {053} Take Skully's mug. He won't let you
have it. {054} Talk to him again and exhaust all
dialogs. Keep asking him for his mug and eventually he reluctantly agrees
to let you have it. {055} Take the mug [I].
{056} Go W then exit S [(A)]. {057}
Go S and enter [(C)]. {058} Go E. Look at the large
door. Try to open it ... you can't with your bare hands!
{059} Go E. There is another opening [(D)].
{060} Pick up the red tool box. Look at the toolbox
in inventory [I] and it 'empties out' a file, a roll of copper wire, and a
magnifying glass [I]. {061} Go W, W. Look at the
unlit torch on the W-wall, and note Tork's comments. {062}
Interact with the torch. It rotates from vertical to horizontal, but after
a few seconds returns to vertical! {063} Repeat {62} and
*very quickly* go E. You can see the large door open. Try to enter
... but there's no time before it closes ... you're going to have to find
another way! {064} Repeat {62} and *whilst still
horizontal* *look* at the torch and note what Tork says.
{065} Put your file [I] onto your wooden stick [I] and
file it into a small wooden peg [I]. {066} Repeat {62} and
*whilst still horizontal* fix the torch horizontally with your wooden peg [I].
{067} Go E. The door which was previously shut is
now permanently open [(E)]. {068} ***The next puzzle is
more complex than previous ones. So instead of simply giving instructions
what to do, it will be split into 2 parts. The first "Part I" ({069} thro'
{074}) will be a 'tour' around the locations involved. That may be
sufficient to eliminate stuckness. If not, the second "Part II" ({075}
thro' {083}) will give the full spoiler!*** {069} **Part
I** ........... This part only describes how to get to the various essential
locations. You are advised to look around at each location, but no
*actions* are specified. If you wish to try out your own actions please go
ahead ... you can't 'spoil' anything. If not, you can wait until "Part
II". {070} Go W, N through [(C)], E through [(B)].
Look around at everything. ***It might be helpful to save here and keep
for later reference.*** {071} Go W, then N through
[(A)]. Climb the ladder. Look around at everything. Go S through the
opening [(F)]. Look around at everything and note the button //B1//
(amongst other things!). Watch out for the demon setters (fierce dogs)!
{072} Go N through the opening [(F)], down the ladder, go
S through the opening [(A)], go S through the opening [(C)], and climb the
ladder. Look around at everything and note the button //B2// (amongst
other things!). {073} Go down the ladder, go E, then N
through the opening [(E)]. Look around at everything and note the
button //B3// (amongst other things!). {074} Go S through
the opening [(E)], go E, go N through the opening [(D)], Look around
at everything and note the button //B4// (amongst other things!).
{075} **Part II** ........... The 4 rooms containing
buttons //B1//, //B2//, //B3//, and //B4//, are all
basically identical ... the only exception being the room containing //B3//
which has a hole in the floor which the others haven't got! In each of
them, you can't remain too long at a stretch or the demon setters will expel you
... but you can easily return for additional stints. {076}
In each of the rooms try looking through the window (the down-arrow gets you
out), pressing the appropriate button, then looking through the window
again. Have you seen what mechanism is at work here? ........ the answer
to this is as follows! {077} Each time you press any
button, one of the wooden blocks in the room (whose opening is [(B)]) moves down
one position. You don't have to traipse to that room to see this ...
looking through the window near to the button gives you an immediate view of the
inside of that room! {078} Did you take note of the
positions of the 4 blocks of wood *before you caused any of them to move*?
In case you didn't, they were as follows:- numbering the blocks from W (left) to
E (right) #1 thro' #4, #2 was in the lowest possible position and #3 in the
highest possible position. Each block can take up 8 positions from the
highest through to the lowest (inclusive). They only move downwards,
except after they reach the bottom-most position the next move causes them to
jump up to the top-most position. {079} Button //B1//
operates wooden block #1; button //B2// operates wooden block #2; button //B3//
operates wooden block #3; and button //B4// operates wooden block #4.
{080} The object of the exercise is to enable Tork to
cross the bottomless pit and enter the room (at the NE corner of the
screen). There could be several ways of doing this, but only one is
acceptable to the game! :~(( {081} Block #4 was in its
'correct' position before you started, i.e. with the top edge of that
block level with the bottom edge of the platform at the NE corner. So if
you haven't previously moved it, you shouldn't alter its position now.
Each of the other blocks must be *one step only* below, forming a staircase
downwards, i.e. #3 must be 1 step below #4; #2 must be 1 step below
#3; and #1 must be 1 step below #2. {082} Go to the
3 appropriate rooms and press buttons //B3//, //B2//, and //B1//, each its
appropriate number of times. You can check with each corresponding
window that you've got it right ... but don't take too long or the demon setters
will interfere! {083} From wherever you are, go to the
opening [(B)] and enter. If you've arranged the wooden blocks correctly,
Tork will tell you so!! Jump onto the staircase you have arranged and Tork
will hop up to the top. Go N through the opening [(G)] and enter into
another room. {084} Look at and activate the panel ...
nothing doing ... maybe dangerous?! {085} Pick up the book
in a foreign language [I]. {086} Fill up your empty mug
[I] with water from the pool, and you get a mug full of water [I].
{087} Go S through the opening [(G)], jump down the
stairs, go W, go N through the opening [(A)], go E to Skully.
{088} Give the book [I] to Skully in order to translate
from the French. He can't proceed ... the print is too small and he needs
glasses (spectacles). {089} Use your hammer [I] to smash
the magnifying glass [I], and you get a few pieces of glass [I].
{090} Use your file [I] to smooth the shards of glass [I],
and you get a pair of lenses [I]. {091} Use the pair of
lenses [I] on the roll of copper wire [I], and you've created a pair of glasses
[I]. {092} Give the pair of glasses [I] to Skully.
{093} Talk to Skully and get him to translate the
book. He informs you of the 3 simple steps to find the portal (and return
to earth). {094} Go W, go S through the opening [(A)], go
E through the opening [(B)], go up the stairs, go through the opening [(G)] to
the panel. {095} Activate the panel. You obtain 8
panel pieces. {096} This is a simple jig-saw like
puzzle. The center piece is stuck to the panel and cannot move but all the
other pieces can. To move any piece, move the (hand/finger) cursor onto it
and click the left mouse button; then move the piece to where you want it to
go. When the piece is in its exact correct position, click the right mouse
button to release and fix it there. {097} You can assemble
a 'picture' ... but one piece appears to be missing. To exit, click the
down-arrow. {098} Go S through the opening [(G)], down the
stairs, go W, go S through the opening [(C)], go E, go N through the opening
[(E)]. {099} Pour the water from your mug [I] into the
hole ... it only fills it half way! {100} Retrace your
steps (the opposite of {098}) and again fill up your empty mug [I] with water
from the pool and again you get a mug full of water [I].
{101} Retrace your steps again (exactly as in {098}) and
again pour the water from your mug [I] into the hole. This time it fills
the hole completely and there's a small stone floating in the water.
{102} Interact with the hole. You get a stone with
markings on it [I]. {103} Return again to the room with
the panel (the opposite of {098}). Place the stone [I] onto the panel.
{104} Interact with the panel. {105}
This time, similarly to {095}, you obtain panel pieces but this time 9 pieces
instead of 8! {106} Assemble the 'picture' as described in
{096}. If nothing happens when you've completed the 'picture' it means
that you haven't put all the pieces *exactly* into position. Each panel
piece has small jagged edges which must mesh *accurately* with other
pieces. If you are unsure whether you've got the correct 'picture', the
next few hints describe how to assemble it. {107} Two of
the pieces each have *one only* *distinctly* rounded corner. Those rounded
corners have to go into the positions NE and SW. One only of the pieces has
two distinctly rounded corners. That piece goes to the NW. One piece
includes what looks somewhat like a fairly small man with a black hat holding
something in his hands. This piece goes to the SE.
{108} Of the remaining pieces, the one with part of a head
and two large eyes goes to the N. The part with a man (a bit larger than the
abovementioned man and without any hat) goes to the S. The part with a
fairly large black oval goes to the E. {109} Finally, the
last moveable piece, which seems like part of some sort of column, goes to the
W. {110} When you have assembled the picture correctly,
Tork will say "Oooooh ...... I think I've triggered something". If this
doesn't happen, it is most likely that *all* of the 8 moveable panel pieces do
not fit *exactly* and have to be adjusted slightly.
{111} **Cut Scene** ..........
Ending and Credits.
Hope you enjoyed the game! :~)) :~))
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