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Lost in Play

by Alina 18 sections about 45 minutes to read

Chapter ten – Flight on the dragon

We press on the keyboard on the cursor key “right” and start a leisurely flight. If you want to fly fast, hold down the Right arrow key and enjoy the flight.

Along the way, we meet our fairy wizard, who tells us to take care of the crown, which will help us get home through the guarded gates. At some point in the flight, a quarrel begins , which leads to a catastrophe and a fall from a height. Let’s watch the video.

Chapter eleven – Saving your sister

We come to ourselves in an unfamiliar place. We get up and look around, ask a question about my sister. We are offered to look into the eyepiece of the periscope, which we do.

We peer into the window at the top of the tower and see our sister behind bars.

We lower the eyepiece below and see a goblin aeronaut with our crown on his head.

We lower our gaze even lower and notice the guard who is watering the flowers on the window.

Above the entrance, we notice a rather vicious bird on the window, ready to raise the alarm at the slightest danger.

An armed guard stands in front of the passage. We tell all this to our saviors. After a little consultation among themselves, we are offered a whole plan to save our sister.

In the first paragraph of the plan, we have to get a cart with vegetables with the neutralization of the first guard in order to go through the transition to the tower.

To implement the whole grand plan, we need to find a cart, a chicken and a flower. Before leaving, we are handed a paper with a password. We press the doorknob and go outside. It turns out that we got on the flying islands.

We are trying to catch a walking chicken, but she runs away from us.

We knock on the attic window and are offered to name the password. We say it wrong three times to anger the questioner.

After each angry rebuff addressed to us, the head of a deer, nailed over the attic window, bows lower and lower to the ground. Finally, it falls off, and we take the head of a deer into inventory.

We fumble with our hand in the fountain, we find a coin in it. We ask the street musician to play something. We note that a lamb appears from the foliage to mournful sounds and shows its negative attitude towards such music. We go to the right, go to the next island. Again we are trying to catch the chicken, but again she deftly dodges and runs across to the neighboring island.

We speak with the goblin who waters his garden, we ask him for a cart. We get rejected because the farmer complains about the birds that spoil his crop.

We open the toilet door. We get from there instructions for making scarecrows for various types of birds. We turn the page in the direction of the arrow and find the scarecrow we need. We need a deer head and a black T-shirt with a red cross on the chest to make it.

We move to another island, we communicate with the shepherdess, who complains about the loss of two lambs. We note that in order to get soda with syrup from a barrel, we need to have a valve on the tap . Watching the card players. We see how the loser leaves his place and leaves.

We ask the outlet’s owner for a bottle of soda with syrup, but we are refused.

We communicate with the players and find that you need ten coins to play. The chicken again slips out of our hands and now flies to the roof of the outlet.

We note the second lamb on the neighboring island, but the bridge is broken. So, we need to make sure that the lamb jumps over to our island. We go to the left screen until it stops.

We are talking with a former player who is now enthusiastically fishing. The player asks to find him a magnet.

We note a bird’s head in the crown of the tree, click on it. It turns out that our familiar fairy wizard is hiding there. We tell him about our sister behind bars. We get a bird’s head mask for use. We head to the island with lambs.

Before climbing a tree, apply a bird mask to it. The sentinel raven allows us to climb the tree.

We rise along the trunk, tear off the valve for the crane on the right side. We move up the tree trunk. We note the magnet, but we cannot reach it. Along the way, we fix for ourselves which signs are depicted on suspended or similar geometric figures.

We get to the top. We ask for a flower from the raven-teacher. Raven agrees to give us a flower if we prove our wit.

The crows line up vertically and hold geometric figures with drawings in their beaks. We are invited to put the correct images that we saw on the way to the top of the tree. Click on the figures, select the desired images.

We get a flower from the raven. We go down the trunk and approach the barrel.

We use the valve on the tap, click on it. We observe how a lamb runs up to the leaked puddle of carbonated syrup and feasts on it. After that, it emits a multi-colored gas and flies over our head. While the outlet’s owner scolds the lamb, we pick up a bottle of soda from the counter.

We throw a bottle of soda to a lamb on a neighboring island. Having licked a delicacy, the lamb flies to our island and goes to the shepherdess.

We pay attention to the posters pasted on the wall of the outlet. Let’s look at them up close.

We tear off two posters pasted on top. We find under them the musical work of a famous rock band. We take this poster into our inventory.

We return to the street musician and show him a poster with the music of a famous rock band. We observe the transformation of a street musician who begins to play completely different music. The lamb descends from the tree and begins to sing along. We click on the lamb and inform him that the shepherd is waiting for him. Following the lamb, we go to the shepherd’s island.

We select the shepherd’s staff from the ground. We approach the shepherdess, tell her about the clever chicken and ask us to help in catching her. We automatically climb the pyramid of lambs and try to grab the chicken. After a while, we still succeed.

We put on a raven mask, climb the tree trunk, remove the magnet from the branch and go down.

We go to the fisherman and offer him a magnet. We watch how the fisherman pulls out a mountain of coins from below and returns with them to the gaming table.

We pick up the dropped coin. We take a magnetic fishing rod in our hands.

Our task: With a fishing rod’s help, load the trolley with scrap metal so the arrow stops in the green zone. After recycling scrap metal, a coin appears to the right of the recycling mechanism. We direct the fishing rod to the right / left and up / down using the cursor keys. In order for the magnet to pick up a metal structure, press the “Z” key. We release the key and the item taken falls down.

We pick up a coin with a magnet and move it to the right to other coins.

We raise the coins with a magnet and lower them into the barrel on the right. After all the coins are in the barrel, lift up all the collected coins.

We go to the right. On the way we pick up two more coins.

We find the last coin at the location with the players.

We show our coins to place bets in the game.

We get acquainted with the rules of the game. Each player initially has 10 coins. Bets are made in turn. Your bid must be higher than the highest bid of your opponents. The rates should not be the same. The one who bets the most coins wins. To win, you need to score at least 30 points. Try not to spend coins on small cards. The number of points is indicated on each card.

You need to click on the cross on your coin to skip a move. Use the arrows on the coin to select the bet amount. After choosing a bet, click on the coin’s center with the assigned amount. We carefully examine how many coins each of the opponents has, whether any of them can beat our bet.

If our bet has played, then it is marked with a green checkmark. Scoring is done automatically for all players. If you lose, then you do not need to look for coins again. you need to click on the game table again.

After winning, we pick up the Chupa-Chups candy from the ground and go to the location with the fountain.

We click on the subject of the laundrywoman’s underwear and automatically step aside. The washerwoman turns her back to us, and we see a baby tied to her back. We try to take off the black T-shirt, but the kid throws a tantrum. We take off the washerwoman’s underwear again. We click on the baby and give him a candy so that the baby does not raise the alarm at the moment when we remove the T-shirt from the rope. We return to the location with the garden.

We first put a T-shirt on the scarecrow’s base and fit the deer’s head there. Seeing such a monster, not only birds fly away, but the farmer himself runs away. We pick up a cart with greens.

We click on the stairs down and automatically inform the conspirators that everything is ready for us to implement the plan. Let’s watch the video.

Chapter twelve – Save the prisoners

We click alternately from left to right on the eyes glowing in the dark. The lamp topples over and illuminates the prison cell along with all the conspirators. To free the chicken, we first click on the right conspirator, then on the left. The fire burns through the rope on which the fighting chicken was hung.

Playing as a fighting chicken

We make our way through the bars of the lattice into the common prison cell. We poke our nose into the “ duck ”, into which the prisoners relieve their need. We make our way through the bars into the next room, where the guard enthusiastically reads a book.

We quickly climb under the table and pull the fan rope. The fan cover opens and a spider escapes from it, which has been spinning the fan blades all this time.

Following the spider, we return to the common cell. We click on the spider, and it brings us a sleepy flower, which we hide in our inventory.

We fall asleep here. Click the mouse to bring the chicken to life.

We follow into the security room. We use a sleepy flower on the guard.

After the guard has fallen asleep, we take the tongs from the table and pick up the book of fairy tales from the floor. We head to our solitary cell.

We use tongs to pull a nail out of the wall. We offer this nail to Toto so that he opens his shackles. Let’s watch a short video. Again we go to the security room to open the grate.

We jump on the table. We peck on the plaque to release the belts.

We carefully look at the hint on the guard’s chest. We turn left, we study the puzzle. Above the magnet is a crown. To the right of the crown is a crescent moon, and to the left is an image of a house. Click on the cells in the order indicated on the guard’s chest. The lattice of the common cell rises, clearing the way for the prisoners.

Everyone goes out into the sleeping guard’s room. There are no keys, so we cannot go through the door. We bravely stick our head into the air duct grille, remove it. The escape route is clear.

Chapter thirteen – Reading a story

Let’s watch the video.

Note . In this episode, Gal will read the tale of how the Princess frees her Prince imprisoned in the tower. The pages of the book are temporary portals from the Past (-50), to the Present (0) and the Future (+50). We will move from one time to another along the arrows to the right / left along the book’s edges. Items will be transferred through a well bucket.

Past

We take the well gate and insert it into place.

The present

We ask the Prince to throw us a plant in a flower pot. We place the plant in a well bucket.

Past

We twist the handle of the gate, we take out the plant from the bucket. We plant it in the ground.

Future

The grown tree drained all the water. We go down into the moat, take the egg and put it in a bucket.

The present

We take out the egg from the bucket, we pass it to the bird for incubation.

Future

We take the turtle that hatched from the egg. The turtle asks to fill the moat with water.

Past

We dig the plant out of the ground.

Future

We take the turtle out of the water and put it in a well bucket.

Past

We take the turtle out of the bucket and put it in the water.

Future

We move to the other side of the moat on the back of a grown turtle. We rise to the Prince on his regrown beard. Let’s watch the video.

Chapter fourteen – Catch a frog

Playing as Toto and Gal

Our long journey ends at a portal guarded by two frogs. Time is almost running out, but we made it on time.

We take out the crown from the inventory and try to place it on the top of the portal, but because of our small stature, we cannot reach it. We hear the sounds that the frog makes behind the portal, we hurry to it.

We click on the frog, and an idea comes to our mind how to use it to put the crown in place.

We try on the crown on a frog, but the amphibian clearly does not like this idea. The frog escapes to the platform in front of the portal. We follow her. We click on the frog.

We have to play another game in which we need to drive the amphibian to a cage with which we can reach the frog in order to put a crown on it. We will drive the frog together, we will be able to move only one cell. The frog jumps two squares in any direction. The puzzle is random, so the presented walkthrough is just one of the possible winning options.

We move: B2 and G7.

We move: G6 and D6.

We move: G6 and B3.

We move: G5 and D5.

We move: D4. We click on Gal, who can already grab the frog. Let’s watch the video.

Chapter fifteen – Come back home

Playing as Toto+Gal

We fall into the interworld, merging together with each other.

We take a bottle and take out a fairy magician with an ultraviolet glow. We take out a coin from the hollow of the tree.

We approach the fairy wizard, ask him for a watering can. Fey is willing to exchange the watering can for three cups. We go in search of them.

We look at the family photo. We fix for ourselves in what position the multi-colored objects are. We fly up to the clock-clocks. We set the multi-colored arrows to the same position as in the family picture. We get the first cup.

We find a book, highlight its drawings with the ultraviolet light of a fairy wizard. Near the steering wheel, note the number three. The card lights up the number one, and the handbag shows the number two.

By clicking, we change the characters under the belly of a huge whale. We saw the hint in the book. We compare objects from the book with their belonging to various characters: a gambler, an old woman with pigeons and Baba Yaga. We get a second cup.

We throw a coin into the pay phone. The pizza delivery man brings us the third cup.

We give the fairy-wizard three cups. Instead, we get a watering can with the image of a crescent.

We use a watering can on the door. We give the watering can and go outside.

We go to the right and select the crown. We go back and hand over the crown to the royal person. Watch the final video. To see the real games of brother and sister, we watch the subtitles to the end.