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Flip radio clock
Flip radio clock








flip radio clock
  1. FLIP RADIO CLOCK SERIAL NUMBER
  2. FLIP RADIO CLOCK MANUAL

“Subject must be held between the mail room and the cafeteria” “DO NOT hold the subject on the same floor as a Trash Compactor. They contain the clues you need to find Eel. Go over to the Fax Machine and pick up the three pieces of Prison Data. She will then fax you over some key information regarding the cell that Eel is being held captive in. With audio and visual contact re-established, radio the Headmaster a “10-4” to let her know you’re back. Then select the corresponding grid-map on the machine and you will find yourself back in radio contact with the ship. Cross-reference this with the map picture to see where the ship should be now. To find out, look to the right and you will see a clock that is counting down the current time. The key is knowing which part of the map the ship will be. You then have a machine that can pinpoint a new radio signal on the map on the desk in front of it. There is a big map dictating the route of the ship depending on the time. We need to hone in on its new location.įor this we need to look to the right of the room. QUANTY will then announce that the ship is on the move, and as such we have lost our communications with the Headmaster.

flip radio clock

So reply on the radio with “ 2”, and she will thank you and head there. “Ok, so which deck is the computer terminal on?”Ī quick peruse of the deck layouts again show a computer terminal on Deck 02.

flip radio clock

So go back to the Radio and this time enter “ 10-10” to reply that it isn’t there. You will see on the Deck 01 pages that there is no picture of a computer terminal.

FLIP RADIO CLOCK MANUAL

To answer this refer to the layout of the decks in the manual to the left of the screens. “Is there a computer terminal on the first deck?” Next the Headmaster will ask you a few questions. Key that in over the radio for the Headmaster and the turret will be disabled. Read out what you see and you should get the answer.

FLIP RADIO CLOCK SERIAL NUMBER

To figure out the Serial Number you need to treat the puzzles like old-style Dingbats. On one of the screens you can see the serial number of the camera, with some image below it. The Headmaster will then enter the complex, and before long she will declare she has a turret on her, and needs help to disable it. This will let the Headmaster know that you’re ready for the mission. Now, go to the radio next to it and input “ 10-4” into it. Most of it is unnecessary, but the thing you want to pay attention to is: To do that, head over to the desk in front of you and take a look at the Radio Operator’s shorthand. The first thing you need to do is make contact with the Headmaster. The Breakout is the fifth escape room in Escape Academy by Coin Crew Games, and here is our walkthrough to help you through every step: Escape Academy The Breakout Walkthrough Details Time to complete: 25 Minutes Difficulty Rating: 3/5 Walkthrough Make Contact










Flip radio clock