Creatively Complicated
Point-and-click your way through a short list of complications to heroically rescue a damsel in distress. Using a touch of clever problem solving and item management, you'll soon reach the end of this creatively unassuming puzzle game. The blend of whimsical sketchwork and mild challenge ensures your left brain and right brain will be feeling quite pleased to have this meeting of the minds.
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@hothotpot
The middle numbers are the sum of added numbers,7+5=12, etc. with the 3's on the outside with the 3 circle, etc. so I solved for 3 circles (the numbers turn yellow when correct) and then used one other circle spinning with the last one to make the last one correct. That was the easiest method to solve the spin numbers for me.
Currently stuck at
The spin faces. Not sure what the solved face puzzle should look like.
Finished!
I wish I could click on the outer rectangle and circle for the levers instead of the inner spot.
Also, read! I already had tried smiles first because of the smiley face and must have been too slow on the last smile the first time. Then, I thought I was stuck and tried all the other faces before trying the happy faces again. :)
So...
What are the 2 rooms where it seems like you should be doing something but you're able to escape without doing anything? I'm talking about the room with the 2 piles of stuff on either side of the large rectangle and the room with the pile of stuff on the pedestal with an unlit flame above it...
Creatively Complicated
A quick way to create less complications in your life/gameplay.
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Follow the Clicks
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Click here, here and here when told to.
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Then, click to highlight/pick-up the PIZZA from your inventory.
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Then, click on the little guy's mouth (or where the mouth would be. Don't try to feed pizza to his hair...that's just messy).
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Click the right edge of the screen to go right.
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Keep to the Right *
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You See a Door:
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Door is locked. Needs key. Noted.
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Go right again.
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Muscles Needed:
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Click the pile of...stuff? Find out you're not strong enough.
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Go right.
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No Spin Zone:
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A part seems to be missing here.
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Keep going right.
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Left Brain/Right Brain:
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You've reached mid-brain.
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Keep going right.
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Button, Button, Who's Got the Heavy Pile of?
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Learn you need something heavy to activate the button.
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Go right.
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Wheel of Smilies:
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Currently closed for refurbishments. Enjoy some of our other amusements. Return later.
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Go Right.
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Light My Fires:
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Unlit fires means no strong making goodies for you.
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Keep going right until you reach the Ring of Numbers.
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Rings of Numbers
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The two numbers on the outer edge of a ring must be equal to the number in the middle of the ring itself.
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The number where two rings intersect must be the sum of the numbers on either side.
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i.e. the number between the top two rings, 1 and 3, must be 4.
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When you have a number in the correct position, it will turn yellow.
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It helps to solve one ring at a time because it's easier to keep track of where to put the numbers as you progress. But if one set-up is proving too difficult, leave the room and return to reset the puzzle. It's randomly generated each time and some set-ups are a bit easier to solve.
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Go right.
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Memory Match Game
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Pull the handle.
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Click on a panel to see what's behind it.
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Then click on the place where the matching item is hidden.
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If you mess up, you'll have to start all over.
(It's more fun if you truly test your memory, but if you're having trouble or just want to hurry along, just make a note or screenshot of it.)
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When you're successful, the second fire will be lit.
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Go right.
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Grab the Torch
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Take the TORCH that's sticking out of some more brain stuff.
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Go left three times.
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Get Lit and Be Strong
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Take the BOTTLE off the middle pillar.
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Give the BOTTLE to the little guy so he will drink it and be strong.
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Use the TORCH on the right fire to light it and get FIRE.
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Go left about five times until you reach the ramp where you found a heavy pile of stuff you couldn't lift earlier.
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This is Heavy Stuff
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Now that you've drank the strength potion, go up the ramp and take the HEAVY PILE.
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Go right three times to the one big smily face.
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Put the HEAVY PILE on the big button.
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Go right.
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Expressions Roulette
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If you don't already have a smiley face in a column of blocks, sit down on the button in front of it.
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Hover your cursor on the ground somewhere to the left or right of that spot so you're ready to stand up as soon as a smiley face turns yellow in that column's middle row.
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Change each yellow face until all are smiles.
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A SWITCH piece will land on the pillar to the right. Take it.
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Go right three times to the room with a broken switch and spinner.
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Switch on the Spinner
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Go up the ramp. Put the SWITCH PIECE into the socket.
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Switch it up to the "on" position. The dial will spin, eventually stopping.
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Take the CRANK HANDLE out of the spinner.
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Go left five times until you see a sword stuck up in the ceiling.
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A Boy and His Sword
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Use the torch of FIRE in the niche to the left of the sword.
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Pull the SWORD out of the rock in the ceiling.
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Go right.
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Those Who Would Fight Monsters
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Move to the middle of the room by the tied-up girl.
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Click on the monster to find out he's mean.
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Use the SWORD on the monster.
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Click on the slot in the wall to find out you need something to make it work.
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Put the CRANK HANDLE into the slot in the wall.
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Turn the crank to lower the girl.
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Click on her to get your reward...a kiss and a KEY.
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Pick up the KEY.
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Go right twice.
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Use the KEY on the door.
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Open the door and exit.
* It would actually be a tad quicker to just go left to the first puzzle. But then you miss looking at—and taking stock of—all the puzzles and stuff. If that doesn't matter to you, turn around, go left, and skip to here:
OBJECTIVE: turn the rings until each has the correct arrangment of four numbers.
Screenshot: Number Rings Solution.
When all the numbers are correct, one of the fires will be lit.
OBJECTIVE: memorize the placement of each color do-dad and then pair each up by clicking on the correct two panels.
OBJECTIVE: get four yellow smiley faces in a row.
If you stand up at the wrong time, you must move off screen and return to reset the puzzle. Unless it was the last button, in which case it will reset automatically.
@ Rich W
The second room you mention...
I believe is the room you received the torch from. So you have done something there. I had to play through another time before I realized this.
The other room ...
I don't know. I have been wondering the same thing. When you click on the piles he thinks about "brains". So, I get the impression that there is something you are suppose to do to make yourself smarter, just as you made yourself stronger. And that this might possibly lead to an alternate ending? But so far, I have been unable to find anything else to do to accomplish this. :(
Number Rings
For these kinds of puzzles, I like to complete one ring at a time, starting with the top left, then moving to the top right.
If you need to add a number in the ring, think about where it needs to go in relation to the other numbers in the ring. Turn that part of the ring to link up with the ring that has the number you need. Then spin the other ring until the correct number is in place. The hard part is thinking about where t place each number before the spin.
Some folks have a harder time with spatial relationships because of less practice at them... Try using four small pieces of paper to help. Work out in your head what each ring is supposed to look like and draw it on that paper. Then you can turn the paper around to see how each should look.
The cool thing about this kind of puzzle is practice does make you better. Brains are pretty neat that way... you can train to think a certain way. Just methodically working through spatial problems will help you get better at it. There are all kinds of 3-D type games found in bookstores and toy/ puzzle shops that help with this, too.
Avetre:
You do have to mess up ones you've already got right. There's no other way to do it. Work out how to mess up one of the positions, then put it back again, without messing up all the other circles. And work out which positions you can easily swap without harm. This is exact principle which will help you solve Rubic's Cube !
The spinny numbers was an annoying puzzle but here's how I solved it.
Let's use the upper right circle as a starting point. Make sure that the 3s and the 4 are out of that ring first. Rotate one of the 3s into the upper central spot, then rotate the upper right ring once. Get the other 3 into the upper central point, then rotate the upper right ring once again. Now get the 4 into that upper central point. You're done with that ring for now. Now move to the next ring clockwise, then repeat with the other numbers in succession (outer, outer, inner); as you work your way around, the 4 will inevitably get knocked out of position, but by the time you get around to the last ring, you should be able to just spin that last ring around and the numbers drop into place.
I thought the spinning number puzzle was fine. The only problem is that it is several degrees of magnitude harder than any other puzzle in the game. Overall, I had fun, though I didn't appreciate that I spent more time walking back and forth to get to the places I needed to go than I did actually solving puzzles or playing the game. Also, I thought I still needed to do something before
confronting the monster, because after grabbing the sword and clicking him with it, I still got the "oh he's deadly" message. Turns out, every time you enter the room, you needed to click once to get that message BEFORE trying to attack him. Either that or I wasn't clicking the right pixel. Very misleading.
What was up with all the inventory slots? There were about twelve more than there needed to be. Was this just a failsafe to prevent crashing in case of a weird glitch?
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Walkthrough Guide
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Creatively Complicated
A quick way to create less complications in your life/gameplay.
Follow the Clicks
Click here, here and here when told to.
Then, click to highlight/pick-up the PIZZA from your inventory.
Then, click on the little guy's mouth (or where the mouth would be. Don't try to feed pizza to his hair...that's just messy).
Click the right edge of the screen to go right.
Keep to the Right *
You See a Door:
Door is locked. Needs key. Noted.
Go right again.
Muscles Needed:
Click the pile of...stuff? Find out you're not strong enough.
Go right.
No Spin Zone:
A part seems to be missing here.
Keep going right.
Left Brain/Right Brain:
You've reached mid-brain.
Keep going right.
Button, Button, Who's Got the Heavy Pile of?
Learn you need something heavy to activate the button.
Go right.
Wheel of Smilies:
Currently closed for refurbishments. Enjoy some of our other amusements. Return later.
Go Right.
Light My Fires:
Unlit fires means no strong making goodies for you.
Keep going right until you reach the Ring of Numbers.
* It would actually be a tad quicker to just go left to the first puzzle. But then you miss looking at—and taking stock of—all the puzzles and stuff. If that doesn't matter to you, turn around, go left, and skip to here:
Rings of Numbers
OBJECTIVE: turn the rings until each has the correct arrangment of four numbers.
The two numbers on the outer edge of a ring must be equal to the number in the middle of the ring itself.
The number where two rings intersect must be the sum of the numbers on either side.
i.e. the number between the top two rings, 1 and 3, must be 4.
When you have a number in the correct position, it will turn yellow.
Screenshot: Number Rings Solution.
It helps to solve one ring at a time because it's easier to keep track of where to put the numbers as you progress. But if one set-up is proving too difficult, leave the room and return to reset the puzzle. It's randomly generated each time and some set-ups are a bit easier to solve.
When all the numbers are correct, one of the fires will be lit.
Go right.
Memory Match Game
OBJECTIVE: memorize the placement of each color do-dad and then pair each up by clicking on the correct two panels.
Pull the handle.
Click on a panel to see what's behind it.
Then click on the place where the matching item is hidden.
If you mess up, you'll have to start all over.
(It's more fun if you truly test your memory, but if you're having trouble or just want to hurry along, just make a note or screenshot of it.)
When you're successful, the second fire will be lit.
Go right.
Grab the Torch
Take the TORCH that's sticking out of some more brain stuff.
Go left three times.
Get Lit and Be Strong
Take the BOTTLE off the middle pillar.
Give the BOTTLE to the little guy so he will drink it and be strong.
Use the TORCH on the right fire to light it and get FIRE.
Go left about five times until you reach the ramp where you found a heavy pile of stuff you couldn't lift earlier.
This is Heavy Stuff
Now that you've drank the strength potion, go up the ramp and take the HEAVY PILE.
Go right three times to the one big smily face.
Put the HEAVY PILE on the big button.
Go right.
Expressions Roulette
OBJECTIVE: get four yellow smiley faces in a row.
If you don't already have a smiley face in a column of blocks, sit down on the button in front of it.
Hover your cursor on the ground somewhere to the left or right of that spot so you're ready to stand up as soon as a smiley face turns yellow in that column's middle row.
If you stand up at the wrong time, you must move off screen and return to reset the puzzle. Unless it was the last button, in which case it will reset automatically.
Change each yellow face until all are smiles.
A SWITCH piece will land on the pillar to the right. Take it.
Go right three times to the room with a broken switch and spinner.
Switch on the Spinner
Go up the ramp. Put the SWITCH PIECE into the socket.
Switch it up to the "on" position. The dial will spin, eventually stopping.
Take the CRANK HANDLE out of the spinner.
Go left five times until you see a sword stuck up in the ceiling.
A Boy and His Sword
Use the torch of FIRE in the niche to the left of the sword.
Pull the SWORD out of the rock in the ceiling.
Go right.
Those Who Would Fight Monsters
Move to the middle of the room by the tied-up girl.
Click on the monster to find out he's mean.
Use the SWORD on the monster.
Click on the slot in the wall to find out you need something to make it work.
Put the CRANK HANDLE into the slot in the wall.
Turn the crank to lower the girl.
Click on her to get your reward...a kiss and a KEY.
Pick up the KEY.
Go right twice.
Use the KEY on the door.
Open the door and exit.
Posted by: elle | September 14, 2012 2:40 PM