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DP Tool Club 16
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CD_ASCQ_16_0994.iso
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ladder3.ov4
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Text File
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1994-08-01
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3KB
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107 lines
Welcome to the Ladder Man III Demo ! The
objective is to collect all the yellow
light bulbs located in each room and then
manage to reach the doorway to escape
from the room.
Now he must use his ladder to climb up
to the next level in his quest to reach
all the light bulbs and get to the
elusive doorway. His ladder can reach
up a maximum of two grids.
Seeing that there is a gray crate above
him, he will use his ladder to push it
out of his way so he can continue to
reach the ledge to his left.
Having used his ladder to push the crate,
it is now too short to reach the ledge. To
re-set his ladder, he must get off of it
and then put it up again so it will reach
its maximum two grid length.
Looking up he sees he can climb on top
of the crates above him, yet he will not
be able to reach the top ledge. Using
some ingenuity, he will rearrange the
crates to make a passageway.
Having reached the top ledge, there is
a boat in front of him. He can't swim, so
he must take the boat to the other side.
He makes sure there is nothing blocking
the boat on the other side or it will sink.
Having taken the boat safely to the other
side, he sees balloons floating in front of
him. Unlike crates, the balloons will float
in the direction pushed until they either
hit another object or the side of the room.
If he takes another step he will fall into
the water, so he will use the balloons he
is standing on to safely descend to the
next ledge. When standing on balloons,
they will only go down one grid at a time.
Having successfully avoided the water, he
now is standing before some TNT left there
for him to collect. It allows him to blast
through walls. He cannot use the TNT
when he is on the ladder.
Now notice the gray colored wall in front
of him. Watch what happens when he walks
over it.
He cannot go back because the electric
poles prevent him from doing so. The
electric current that passes through
these poles is dangerous to his health.
Ok... he is halfway there, but below him
there is a laser which he must avoid. To
do this he sees that he can use the crate
above him to block the laser below.
With the deadly laser blocked, he can
now safely get the light bulbs within his
reach.
Notice the colored platform before him.
This is a teleport that will transport him
to the other teleport located elsewhere in
the room.
Since he can't do anything there, he must
step off the teleport and go back to
where he started.
The wall before him is preventing him from
going any farther, but since he collected
some TNT earlier he can use it to blast
through the wall.
Here's the teleport again.
Here he sees the switch before him. This
switch will turn the lasers off if he can
reach it. Using the TNT he just picked up
a few moves ago, he will blast through the
wall and turn the lasers off.
Once more for a ride on the teleport.
Now he is about to reach the last light
bulb in the room. Once he has collected
all the bulbs, the gray door will turn
pink and he will be able to exit the
room once he reaches it.
This concludes the demo of some of the
objects you'll encounter in solving these
puzzle rooms. Remember to use your logic
skills to help Ladder Man overcome the
puzzles that await him. Good Luck !!!