Dr. Metoro
More point-and-click mystery goodness for you from Xylo.co.jp, the same site that The Wand House comes from. Dr. Metoro is an escape-the-room type game that should please anyone interested in games of this type, though it's not a very long game at all.
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It's called Dr. Metoro because the japanese language consists of two letter consonants like na, to, me, ru, ra, and many others. Because metro isn't of the japanese language, they create an adaptation of it so Metro turns into "ME-TO-RO" which if you say quick enough sounds almost the same as metro.
This bloody chess problem is driving me mad! Mad! I got the first move right by chance, could you tell me the piece for the second one? Somebody? Maybe rot13 it so as not to spoil things. I'm at my wit's end, I think I've tried nearly every move.
Oh, and by the way, this site is absolutely excellent.
Oh my god..i really can't do it in 15 minutes..:) I'm from finland, so can someone tell me in really easy english what to do with the chess? Like:go with the king 3 steps forward or something..Thanks.
And then, mu numbers just get bigger and bigger with the silicons in the cups..huh? it is something with that paper from shelf: a:b...
I just don't get this game.
So please help me someone, and tahnk you. Have a nice day!
I think jay's walthrough with the chess is already very simple; let's have a numbering system: number the squares across 1 ~ 8 and the squares down A ~ H, like this:
1 2 3 4 5 6 7 8
A A1 A2 A3 A4 A5 A6 A7 A8
B B1 B2 B3 B4 B5 B6 B7 B8
C C1 C2 C3 C4 C5 C6 C7 C8
D D1 D2 D3 D4 D5 D6 D7 D8
E E1 E2 E3 E4 E5 E6 E7 E8
F F1 F2 F3 F4 F5 F6 F7 F8
G G1 G2 G3 G4 G5 G6 G7 G8
H H1 H2 H3 H4 H5 H6 H7 H8
all the squares have been marked; here's a very thorough walkthrough:
1. move H4 to A4
2. move F5 to C5
3. move C6 to C8
4. move C5 to B6
viola!
as for the paper, it says A:B=10:1, which means the ratio of silicon A to the ratio of silicon B should be 10 to 1. for every 10 A there has to be 1 B.
Ok so, we've got the Chess sorted( Cheers Jack), now hows about filling us in as to where we can mix the silicone. I understand that this must be done in a special place, but cant find where that place is. Also, whats the deal with the torch? I put in the batteries but now it cant be taken from the inventory... Unless its needed later....
OK, I really havnt got a clue about the silicone. I've read the formula, and put it back (automatically), I've got the plastic cup, and both cans of silicone. I've tried dragging one on top of the other in the inventory, I've tried bringing the cup up while in the centre of the room, and tried brining up both cans of silicone in the centre of the room, but still nothing happens. How do I know when its mixing?
Maiko;
I am extremely close to beating Dr. Metro.
As far as I can tell, you need his card, his fingerprint, and his passcode to finish.
Right now I have the card and the passcode.
A few hints:
You'll need to use the ladder if you want to see the grate above the door.
Te letter you find in the book case is actually instructions.
It should be fairly obvious where the fingerprint is coming from, but how to transfer it to the machine? Hmmm...
I guess that's all I'll say. If you want more hints just ask.
I think the chess board is the key to his passcode, but i know nothing of chess. My guess so far is the positions and the numbering of the board? No idea.
Okay okay okay. Finally got it. Beleive it or not, the chess board is interactive; the object is (obviously) checkmate, however if you do not move your peices to a certain location the board will be shut off. To start you off, move the left castle all the way to the top of the board. Figure it out from there.
(You may want to look up how the peices move, just a hint.)
Hmmmm, 3 posts in a row... thank goodness this is my last. Figured out the flashlight thing by pure luck, then the ending confused me a bit. How in the world did John get the transporter but? It's nothing but a series of number puzzles! I can't figure it out! And what planet is the gypsy's riddle reffering to? aaah! In dire need of help!
Complete Walkthrough:
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Move Up, Up, Down, Left, Left and Up.
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Click on Green button and enter room.
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Turn left and move to the drawers on the left side. One is locked but the other has a 'spoon' inside. Take it.
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Go to the bookcase and take the 'batteries' (lower right) and look at the paper with a note on it (left middle).
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Go to the standalone desk and take the 'silicon-A' and the 'cup'.
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Open the drawers and take the 'birdfood' and 'screwdriver'.
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Now go to the bird stand and put the 'birdfood' in the holder.
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Turn around and face the entrance door and click the panel on the left. Take the 'flashlight'. Now click the panel on the right to close the doors. Move the ladder infront of the doors.
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Click the grate above the door and use the 'screwdriver' on the screws.
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Move back and put the ladder back where it was originally and open the doors again.
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Face the birdstand and turn around to the doors again and a parrot will enter the room.
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Turn back to the parrot, and look at its feet. Take the 'key'.
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Now use the 'key' on the locked drawer from earlier and take the 'silicon-B'. NOTE: To combine in this game you musn't be close(zoomed in) to any objects.
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Now, as the note earlier said, the ratio of mixture is A-10:B-1.
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Move to the center of the room and click on the 'cup'. Now click on 'silicon-A' TEN times and 'silicon-B' ONCE.
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Now click on the 'spoon' and the mixture should be filled in the 'cup'. NOTE: If you screw it up, you have to start the game again (I think) as the mixture is wrong, but I haven't tried to see if you can still get a 10:1 ratio at higher levels.
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While you are here, click on the 'flashlight' and then the 'batteries' to combine them.
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Now move to the handprint mold and use the 'cup' on it. It will take a few minutes to dry so leave it and move onto other things for the time being.
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Click the 'flashlight' on and move into the dark area behind the door.
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Turn left and move straight and take the 'ID-card' on the floor. Head back into the room.
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Click on the chessboard. Turn it on. (This is the annoying part if not done correctly).
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A-Move left tower to 4th square from top-left(directly up) B-Move Queen 3 steps up C-Move right tower 2 places right D-Move Queen 1 place diagonally North-East. Checkmate! Note down the 'code' (35651877).
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Go back to the Mold and take the 'handprint'.
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Now you have the 'ID-card', 'handprint' and the 'code'. Move to the security door.
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Use the 'ID-card' on the swiper. Enter the 'code' and press enter. Use the 'handprint' on the panel.
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Head out the door!
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Walkthrough Guide
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Complete Walkthrough:
Move Up, Up, Down, Left, Left and Up.
Click on Green button and enter room.
Turn left and move to the drawers on the left side. One is locked but the other has a 'spoon' inside. Take it.
Go to the bookcase and take the 'batteries' (lower right) and look at the paper with a note on it (left middle).
Go to the standalone desk and take the 'silicon-A' and the 'cup'.
Open the drawers and take the 'birdfood' and 'screwdriver'.
Now go to the bird stand and put the 'birdfood' in the holder.
Turn around and face the entrance door and click the panel on the left. Take the 'flashlight'. Now click the panel on the right to close the doors. Move the ladder infront of the doors.
Click the grate above the door and use the 'screwdriver' on the screws.
Move back and put the ladder back where it was originally and open the doors again.
Face the birdstand and turn around to the doors again and a parrot will enter the room.
Turn back to the parrot, and look at its feet. Take the 'key'.
Now use the 'key' on the locked drawer from earlier and take the 'silicon-B'. NOTE: To combine in this game you musn't be close(zoomed in) to any objects.
Now, as the note earlier said, the ratio of mixture is A-10:B-1.
Move to the center of the room and click on the 'cup'. Now click on 'silicon-A' TEN times and 'silicon-B' ONCE.
Now click on the 'spoon' and the mixture should be filled in the 'cup'. NOTE: If you screw it up, you have to start the game again (I think) as the mixture is wrong, but I haven't tried to see if you can still get a 10:1 ratio at higher levels.
While you are here, click on the 'flashlight' and then the 'batteries' to combine them.
Now move to the handprint mold and use the 'cup' on it. It will take a few minutes to dry so leave it and move onto other things for the time being.
Click the 'flashlight' on and move into the dark area behind the door.
Turn left and move straight and take the 'ID-card' on the floor. Head back into the room.
Click on the chessboard. Turn it on. (This is the annoying part if not done correctly).
A-Move left tower to 4th square from top-left(directly up) B-Move Queen 3 steps up C-Move right tower 2 places right D-Move Queen 1 place diagonally North-East. Checkmate! Note down the 'code' (35651877).
Go back to the Mold and take the 'handprint'.
Now you have the 'ID-card', 'handprint' and the 'code'. Move to the security door.
Use the 'ID-card' on the swiper. Enter the 'code' and press enter. Use the 'handprint' on the panel.
Head out the door!
Posted by: beto | November 18, 2006 5:47 AM