![]() ![]() Use the FLASHLIGHT and play the HOP (G) receive the SCISSORS.Open the drawer and take the FLASHLIGHT (F).Use the HAIRPIN, open the bag, and take the HANDKERCHIEF (C).Take the HAIRPIN, pull the zipper, and take the KEY CARD (A).This guide will not mention each time you have to zoom into a location the screenshots will show each zoom scene.This guide will not show screenshots of the HOPs, however, it will mention when an HOP is available and the inventory item you'll collect from it. Hidden-object puzzles are referred to as HOPs.This is the official guide for Subliminal Realms: Call of Atis.Any unauthorized use, including re-publication in whole or in part, without permission, is strictly prohibited. This walkthrough was created by David Becker, and is protected under US Copyright laws. Remember to visit the Big Fish Games Forums if you find you need more help. Use the walkthrough menu below to quickly jump to whatever stage of the game you need help with. We hope you find this information useful as you play your way through the game. This document contains a complete Subliminal Realms: Call of Atis game walkthrough featuring annotated screenshots from actual gameplay! Whether you use this document as a reference when things get difficult or as a road map to get you from beginning to end, we're pretty sure you'll find what you're looking for here. Open a puzzle box to unlock four extraordinary worlds! This level strangely uses the same background music as the main menu.Welcome to the Subliminal Realms: Call of Atis Walkthrough.We all know them for their excellence in crafting incredible vacation experiences. With this level the environment changes to one of a peaceful hotel, completely unlike the sterile testing rooms that made up the previous chapter. The title says 'SEIZE THE DAY, other Somnasculpt resorts are waiting for you'. This poster's background features two lounging chairs, side-by-side, overlooking the sea. This is the first elevator and poster the player encounters, considering they are absent in Induction. Continue down this maintenance hallway and enter the elevator to end this level.Enlarge the small doorway atop the moon so it can be entered. Grab the moon above and lower it to the floor (note that the moon is unaffected by gravity). Enter the large room with the open skylight.Continue through the room with the crane, along the bridge in the warehouse room and along another pink hallway.Moving this piece will reveal the room's exit. ![]() ![]() Stand on the edge of the platform with the yellow railing to properly align the giant, cyan king piece. Align the checkered cube imprint on the roof.Proceed up the stairs with the yellow railing and enter the door to the right.The exit will now appear at the end of this room. Align the emergency exit door to materialize it. Take the checkered cube from the previous room and use to reach the left platform.Use this to reach the raised exit situated across from this room. This cube, unlike the previous one, has steps inside of it. Now the same can be done to the checkered cube. Align the imprinted image of the vase on a table to make it 3D. Otherwise, enter the room with the double doors. To save time, the checkered cube from the previous room can be used again to reach the raised exit of this hallway (though this is likely not the intended solution).Use this to reach the raised exit at the hallway's end. When aligned, the cube will transform into an interactable 3D object. Align the imprints so that the cube picture is complete. The picture of a checkered cube is imprinted on various pieces of furniture in the room. Continue down the hallway and enter the room with the double doors.Exit the warehouse through the door near the boxes. Use one of the four green exit signs to create a ramp over the inner room's walls. Follow the hallway into the room inside the warehouse.This room gives the illusion that it is a dead-end but entering it reveals a hidden hallway to the room's right. Turn right at the hallway's fork and enter the last room to the left.Grabbing the door will take it off it's hinges. Take the first left then a right to reach a grey door with an exit sign above it.Head out of the yellow reception area into the pink-walled hotel.The player will "spawn" here for many levels after this. Optical begins in a yellow hotel room (labelled Suite E). ![]()
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