By Al Giovetti
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Third Disk Click on the 9-game on the wall. Move the pieces until the pattern is completed.When it is done you hear the gong sound and the door to the right opens.
Disk Four Click on the disk-player to see how it works (no real need just now, just to get the feel of it!)
Disk Five Make sure that you hear the foghorn sound - if there is a buzzing sound instead press again.
Disk Nine: The Fog-horn and the heavy door
Disk Ten If the purple radio doesn't play when you click on it you'll have to return to the nursery and pull the ring next to the door.Do so if necessary.
One makes you small and the other makes you larger
Disk Eleven You will see a small figure with a H-shaped hat and a gray button in the middle of the H.
Disk Twelve and Thirteen Leave the room through the opening in the middle of the wall and sit down in the yellow car. It is some kind of travel device that Klayman will use to move between different parts of the Klay kingdom. Click on the big red button. In the close-up you see a ring of six smaller buttons with different symbols on them. The flashing ones correspond to possible destinations. Press the one with a nail and then thebig red.Hey presto - Klayman is teleported to another place! Step out of the car and walk to the right. Click on the gray nail holding a heavy chain to pull it out. After a while Klayman succeeds,and the two parts of the Klay kingdom move together again. Notice that the track of the red putt putt car is extended! Go back to the red travelling device. Two new locations are now available. Choose the upper right symbol.Press it and then the big red. You move to a room with two disks on the floor. Pick them up and then step on the pedal in the floor to open the door. Move out quickly - you may have to try a few times before you succeed.
Disk Fourteen To the right outside the door you see a cone-shaped house with a hermit in it. He is fun to listen to but he gives no clue to the game.Walk straight through the opening in the wall. On the other side you see a red mushroom-shaped house with a red door and to the left a gray-brown house with a blue door. Enter the red mushroom. After squashing the gray animal walk straight ahead into the pink house with the brown door and end up in a dark room below the floor. Make a note of the three signs on the wall - you will need them to aim the cannon. Pick up the disk on the floor and then sit down in the transport device.
Disk Fifteen Make the same choice as before, that is the upper right symbol. Go back to the mushroom house. Instead of entering turn back in the direction you came from and walk up to a screen in the wall. Your task is to put the 12 signs in the same order as you saw them on the screen outside the cannon. You do this by pressing the red button when the right sign is shown.There is just one difference: the sign in the first sequence that was accompanied by a funky noise is to be replaced with the noisy sign here.If you do it right a gong will sound,a door opens in the wall and Klayman enters a room inside. Pick up the disk from the floor.
Disk Sixteen You can also see a key on the upper level, but you cannot reach it. Go back out and make a left to the gray-brown house. Enter through the blue front door. To the right you see a mouse sniffing at a piece of cheese. Step on the pedal in the floor and a big fan sucks the mouse and the cheese up to the next floor. Remember this fact and walk to the right. Pick up the disk and place them all in the diskplayer in the wall. There are 16 of them now -not bad at all!
Disks Seventeen and Eighteen Behind the curtain on the right wall there is a memory game with a 6 x 8 grid. Solve the puzzle and make a note of how many times the different symbols appear. The gong sound shows that you succeeded. Walk towards the left past the blue door. On the walkway you are stopped by a mouse-puzzle.Your mission is to guide the mouse to the cheese in the lower right of the screen. You do so by following its nose. Just click on the space between the hole the mouse is pointing to and the next hole. The nose is always pointing towards the correct hole! Move on when the mouse puzzle is finished to the next room.Pick up the two disks on the floor, then push the projector all the way to the place where the mouse was sucked up to the next level.
Disk Nineteen Step on the pedal to suck up the projector also. Open the door by pressing the button to the left of it and step out. Find your way to a transport device, for instance through the mushroom house.Choose the lower right symbol. Press it and then the big red. Walk left through the blue opening and turn right.Walk up to the red button in the wall and press it. You will now see three of the symbols from the memory game. Press the up and down arrows until the dices show the same number as you used in the memory solution and finally the yellow button. The gong sound shows if you are successful and the teddy bear lures the robot to move to its right.Return to the purple radio! You know the way, but just in case you forgot:Go back to your travel device, choose the upper left symbol and go! Leave the device, enter the room and pull the ring hanging from the ceiling! You fall down to the room with the BOBBY capsule. Leave the house. In order to open the front door you have to re-tune the radio to where it was initially.Listen for the sound - the light shining through the front door also shows when it is open. Climb up to the cannon. Walk through the yellow house and operate the lever that rises the bridge. Go back across the bridge, through the red house and finally to the red putt putt car. Drive the car to the right and then through the new tunnels. Finally you arrive to the room where you saw a key before. Step out of the car and pick up the key. Go back to the cannon.Sit down in the cannon's seat and adjust the three vertical symbols to the ones you wrote down before by clicking on the arrows. When you are finished another arrow appears on the vertical scale. Do the same for the three horizontal symbols. Click on the two new arrows to aim the cannon. When it has stopped moving - fire! The shell hits the robot in the head and almost destroys it. Return to the radio room. Re-tune the radio to open the right door and enter the BOBBY capsule room. Enter the capsule and make Klayman tiny again. Walk up to the next floor and drink the mixture that makes him grow to his normal size. Climb the ladder and go to the travel device.Choose the lower right symbol and go. Leave the device and walk left where Klayman will find the partly broken robot and try to run it. Quite a story unfolds - one of the travel devices is squashed and a big fight with a savage beast! The landscape is rearranged too, and Klayman ends up trapped inside Klogg's house. Go forward, turn right and walk out on the balcony. Pick up the needle. Go back in and make a right turn until you face the red door of an elevator. Enter and ride the elevator up to the next floor. Pick up the disk, it's the 19th.
Disk Twenty Look out the window and puncture the balloon with the needle. The key falls down on the balcony - ride down to collect it! After picking up the second key go back in and turn right facing the broken gray door. Enter through it. Pick up the 20th disk.
Finale Ride the elevator up to the room with the disk player, insert the last disks and listen to the story. Pick up the third key from the floor and ride the elevator down. Leave the elevator and enter throughthe broken gray door. Move the projector to the right and then pull the handle. The light will show you numbers for the key combination. Write them down. Click on the blue wall to the right and put the three keys into the correct holes. A door opens, go through it. Push the Venus fly-trap all the way to the right and click on the ring above. Klayman jumps up - click again and he drops into the trap which spits him over the fence. Walk over to the right and click on the red door-latch.The final story now unfolds. Klogg tries to persuade Klayman to accept the crown. If he does a rather short ending unfolds. If instead he selects Hoborg the (very long) happy ending takes place!
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