Friday 2 September 2011

Steamworks - Written Walkthrough

  1. Enter the island on Main Street. There is the Clockwork Cantina, a trash bin, the larger Center and Museum and the Gear Shop (includes multi-player room). To the left are scenes for Sully's Paraphernalia and the Living Quarters building. To the right are scenes for the Hub of the Universe and the drawbridge to theBotanical Research Laboratory.
  2. Play the game at the Cantina to get the Multi-tool (place the larger gears on the hubs at top and bottom, with the smaller three in between).
  3. Get the Steam Battery from the trash bin.
  4. Climb the Cantina and pull the lever to extend the crossing arm. Walk across, then use the wind-blowers to reach the upper right on the Center's roof. Enter by using the multi-tool to remove the bolt.
  5. In Mayor Crumb's office, there is a message in the typewriter (remember the number 0516).
  6. Return to ground level and enter the Museum, and go to the right. Throw the lever to raise the machine arm, then climb up to the left, then to the right (avoid the weak steps) and get the Dirty Beaker.
  7. You can ride the wind-blowers to the top of the Gear Shop (you could also have jumped from the Center roof), but there is nothing there.
  8. Turn back to the left, go to the next scene (Sully's Paraphernalia) where you will soon meet the robot Sprocket.
  9. Walk past Sully's doors to the Living Quarters, and jump on the lever arm to raise the left side and reach the doorway. You will not be opening it anytime soon. But jump on the Robot Crab, who will flip over revealing Sully's Key. Pick up both.
  10. Return to Sully's and open the right side door using the Steam Battery : to set the proper pressure, the connectors have to total negative 5 (-5) between the starting pressure (10) and the output (5). These change positions after each try.
  11. In Sully's, you will find the robot Sprocket at the far right. Ring the bell to wake him up, but he is initially not much help. Later he will talk more. In the junk pile to the left, collect the Rubber Mallet.
  12. Enter the garage to the left, and you will see the incomplete Mech walker being built by Sprocket's owner, Zack.
  13. Go to the final building on the left, and ride the wind-blower to the roof, where you will pick up a short length of Vine.
  14. You can now head for the Hub of the Universe scene to the right of Main Street.
  15. At the Hub scene, Sprocket can be used to pick up the robot crab and drop it on the hot hatch cover. The water inside cools the hatch. Go down inside.
  16. When you are faced by the monster, use the Vine to pull down a steam pipe onto it.
  17. At the bottom, there are a series of three "tilt mazes" to solve, which restore power to the Hub elevator. Leave the underground steam room.
  18. Throw the lever on the right side of the Hub to start it turning, so that you can reach the elevator to the Captain's Quarters. Go up.
  19. Rescue Sprocket from the plant tendrils by slamming the hatch covers shut on them. He will speak to you now.
  20. Enter the quarters and ride the mini-vators to the bedroom level. Click the dial below the picture of Mayor Crumb and Captain Ziggs. Stop the dials when they show 0516, the passcode from Mayor Crumb's office. Captain Ziggs is long dead on the floor, but you will find the Bridge Key on the floor to the left, and theMech Weed Whacker on the ceiling above it.
  21. At the Drawbridge, use the Steam Battery and raise the pressure by +6, (look for a path with four plus-2's) and cross to the Biological Research Laboratory.
  22. Bounce up to the Wrecking Ball control. Push all three levers down and press the green button. It will smash a hole in the weakened conduit below.
  23. Go right and enter the engine room. Press the three red pressure pads on each side, three for each of the "toaster switches". Have Sprocket press on one switch while you stand on the other. This will power the circling step plates above.
  24. Climb to the one on the right, ride it up and jump right to the platform. Go up and cross above until you can jump down on the left plate, then to the stationary ones. (It is possible, but difficult, to cross by jumping to the two sides of each plate as it turns.)
  25. At the far left, push the single switch to start the riser and go to the next level. Cross to far right and climb the vine to the conveyor belt. You will have to cross under the falling blobs. Use the vines to reach the left belt and the Mech Steam Motor. Go up the vine.
  26. Cross the lab to the left and enter the chemical storage. Use the empty beaker to mix a Herbicide. The graduations on the beaker let you mix exactly 3 parts blue, 2 green, and 4 red, as indicated on the wall chart.
  27. You can see the carnivorous plant just above. Go up the vine and use the herbicide on it. (Your character may say "I have to get closer"...!)
  28. Enter the Maintenance Closet and get the Steam Key (for the Living Quarters), and leave after the robot guard starts the alarm. Climb to the upper left and use the Rubber Mallet to break the dome glass to escape.
  29. Return to the far left scene and use the Living Quarters key (it needs a -3 on the Steam Battery).
  30. Use the lever-activated elevator and timed-action ladder to reach Zack's room, avoiding the cracked platforms. Climb to the upper left and play the Steam Vent Game (a variation on a game marketed as Oil Cap Pro). Quickly move the pipe pieces around to form a path from upper left to bottom right, avoiding the dead end squares. There are 4x4, 6x6, and 8x8 pipe sets.
  31. Go up the ladder, to the left, out the exit, and down the tightrope vine to get the Mech Crank at far left.
  32. Drop to the ground and return to Zack's garage space at Sully's. Install the two parts (Motor and Crank). You will now walk around in the Mech walker until the game's end. Climb in and get the teleporter (of limited but precautionary use) from the seat. Now you can attach the Weed Whacker as well.
  33. Go to the annex entrance at the far left and use the spacebar to whack away the blocking weeds (you should need at least two whacks, down and across).
  34. Enter and jump down to the left. You will squash a small attacker with the Weed Whacker. Use the giant plant to toss you and the Mech up, then exit the Mech briefly to turn the small power wheel for the elevators.
  35. Take the elevator and head right, splattering three more little enemies.
  36. Take the elevator and face the Whirlygig Plant. You will have to splat the missile fruits while advancing left to take out the whirlygig.
  37. Go up a level, and cross right on the slow-crawling tractor platform. Go up again.
  38. Face the Smiley-Tongue Monster. It is easy to knock out its tongue and body.
  39. Exit the annex and go left to the fan blades. When you disturb them with the Whacker, they spin, so you will have to leave the Mech again to ride the blades up to the cutoff wheel (use the multi-tool).
  40. Enter the door to the Hibernation Chamber, where all of the residents of Steamworks Island have been in suspended animation to await rescue, after a mutation experiment created monstrous plant creatures. (They have been sleeping for 200 years in the stasis pods.) Use the multi-tool on their revival machine and then talk to Mayor Crumb.
  41. Unfortunately, the monsters have not gone away. You will have to go into the depths to battle their "brain plants" with the Toxic Blaster Attachment (climb to the weapons locker at upper right, and attach it when you reboard the Mech).
  42. Go down in the elevator and face the monsters. Most are just delaying you, and you want to reach the lower left, the second level from the bottom (there is a screw-thread riser on the bottom elevator). Exit right for the Final Battle.
  43. There is a pool of acid rising from the depths, which limits your time. You will fight three similar monsters who attack like the Hydra, with their heads. You must get close enough to provoke an attack, then jump away to avoid getting hit. For a few seconds afterward, the monster can be shot (splat). Hit the first one three times, then climb to the next level, where the monster also shoots discus-like bombs at you. Hit the second one three times and avoid being knocked back onto the elevator. Cross left on the slow tractor platform. The third monster also has caterpillar-like bombs dropping from the ceiling onto you. Hit the third one three times and you have beaten the island! Mayor Crumb gives you the Island Medallion.


  44. You can leave the Mech suit where it ends up (the Hibernation Chamber), or walk it back through the Annex. If you are impatient to leave the island, you can buy the Haunted House game from the Poptropica Store. Entering the Haunted House, and then leaving, brings you to the Island Map. 

  45. NOTES : 
  46. - An interesting touch is that if you return to the laboratory Maintenance Closet, you can return the Living Quarters key and turn off the alarm.

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