1. Chameleon Care Game Cheats Age Of Empires 2
  2. Chameleon Game Online

Chameleon Care was devised and created for the #LOWREZJAM2018 and any support is gladly welcomed. I will continue to develop the game after the jam, so keep an eye out, in the future for updates, including: Learned traits. Enhanced genetics. More chameleons (larger vivarium).

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Chameleon Care Game Cheats Age Of Empires 2

  • For Kid Chameleon on the Genesis, GameFAQs has 2 guides and walkthroughs.
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Chameleon Game Online

Mysterious Journey II: Chameleon


a.k.a.
SCHIZM II: CHAMELEON
WALKTHROUGH

I.Revision History
III.Contact Information
IV.Game Walkthrough


{I} REVISION HISTORY

v 1.0 July 2012: first full draft of the walkthrough, with pictures

<~~~ ~~~ ~~~>

{II} COPYRIGHT NOTICE

'Chameleon' is a 2003 graphic adventure game for PC.
Developer: Dedalion
Publisher: DreamCatcher Interactive / The Adventure Company
Official Website: http://www.adventurecompanygames.com/

Min. Sys. Requirements: PIII 1.0 Ghz, 128MB RAM, 64MB VRAM, 1.6GB free
Rec. Sys. Requirements: P4 2.0 Ghz, 256MB RAM, 128MB VRAM, 1.6GB free
The game is very stable. It is mostly composed of high-resolution background stills with little animation, so it will run smoothly on low-end systems too (though the loading times might be longer).

<~~~ ~~~ ~~~>

THIS FAQ/WALKTHROUGH is the exclusive copyright of Claudio D'Amato.
You may NOT repost this walkthrough anywhere else on the Internet without prior written permission by the author.
Legal action will be taken against transgressors.
The author of this FAQ/Walkthrough can be written to at:
claudiodamato1 (at) gmail (dot) com
<~~~ ~~~ ~~~>


{IV} GAME WALKTHROUGH


1. The Space Station


  • Watch the introductory cutscene. Once out of the chamber, speak to Talen the companion robot. It needs juice. Proceed all the way down the hall; notice the lowered bar on the left blocking the way. Locate the fallen companion robot, pick up its power chip, and go back to Talen. Give it to him.
  • Talen needs a prion generator. He has kindly lowered the bar, so go back down the hallway and take a left after the hump. Take a left and climb upstairs.


The Rotating Bridge

  • There are five buttons on the panel, which I'll label A-B-C-D-E from left to right. There are six rotating bridge sections, all aligned except for the first. Here's what each button does:
  • A = rotates 4, 5
  • B = rotates 1, 5
  • C = rotates 2, 3, 6
  • D = rotates 1, 4
  • E = rotates 5, 6
  • Thus, press button A once, B twice, and D twice to align the bridge.


  • Walk across the bridge. On the right is a control panel with two levers : pull the right-hand lever to turn off the electric discharge on the lower floor. On the left is a companion robot: activate it to get its generator. Go back to Talen and watch the cutscene.


The Shuttle Bay Door

  • This puzzle is randomly generated each time you play the game: the pictures below are purely for illustrative purposes.
  • Go back to where the electric discharge used to be, walk past it, and up to the right. Look through the window and note the position of the bars blocking the shuttle bay door. The goal is to center all four.

  • Go back to the end of the corridor where you picked up the first power chip for Talen. Access the control panel on the right. If you move the top switch to the right, the top bar on the door will move by one position to the left, and same with all the other bars. Figure out the number of moves required to center all the bars, and the door will open.
  • For me, this was the original configuration of the switches..
  • .. and this was how they needed to be to unlock the door. As you can see, the bars must be moved: A 1 right, B 1 left, C 4 left, D 3 right. So I moved the switches: A 1 left, B 1 right, C 4 right, and D 3 left.


The Shuttle Bay

  • See the large room with a crapton of pods, a laser activated by a button, and an eye-like lens on the right-hand wall. There's also an elevator that leads to a catwalk and a vantage point over the room, but whatever. The goal is to let three laser beams converge on the pod that's directly facing the lens. I could spend an hour drawing a map, or I could link you to MaGtRo's own map, which is pretty and functional, so I choose the latter. All credit where due.

  • Start by rotating the red pod twice, then move to the white pods, then the maroon pods, then the blue pods, and finally the one pod right in front of the lens. Alternatively, you can just figure it out on your own. There's no brains to this tedious puzzle: only trial and error.
  • Watch the cutscene and get off the station.



2. The Valley

  • Walk up the mountain on either side of the crashed ship. This will bring you to the Neutral Zonebetween the Transai and the Ansala domains. You access each domain by solving two sets of puzzles, but right now you can only do the first puzzle in each set.


The Plant Raised Bridge (Ansala)

  • Go right and down the stairs. See the panel with four colored buttons. The goal is to raise the plant's trunks so that two large leaves end up at the very top of the plant, allowing you to walk across the chasm.
  • Each button raises a plant by a certain number of trunk segments and adds the leaves on top of the last added segment..
  • Blue = 3
  • Yellow = 2
  • Green = 1
  • Red = resets the whole plant
  • Each plant takes a different number of trunk segments to get to the top..
  • Left = 9
  • Center = 13
  • Right = 10
  • The goal, therefore, is to make sure that the very last segment you add to each plant has the leaves on top.
  • However, in this puzzle you play against the computer. First you choose to add 1, 2, or 3 segments on a plant. Then the computer adds a random amount of segments on top of yours, but without any leaves. It's thus possible that the computer add the last segment, which is no good.
  • To avoid that, you must make your next move so that the number of segments left before the top is always a multiple of four. Because both and the computer can only add 1, 2, or 3 segments at a time, this is the only way to ensure that the computer's last segment never reaches the top of the plant.
  • Here's a sample run for the left-hand plant, which again has 9 total trunk segments:
  • You shoot 1. Now there are 8 segments left, a multiple of 4, before the computer's move.
  • The computer adds 3 segments. Now there are 5 left to the top.
  • The nearest multiple of 4 is 4 itself, so shoot another 1.
  • Now whatever the computer adds, you're set. If it adds 3, shoot a 1 again in the next round. If it adds 2, shoot a 2 as well. And if it adds 1, shoot a 3. Either way, the last (leafed) segment is yours.

  • When the bridge is raised, walk across the leaves to the other side. Watch the cutscene, but you cannot progress right now. Go back to the Neutral Zone.


The Mechanical Raised Bridge (Transai)

  • Go left and down the stairs. Again you must raise the bridge, except that this time you're not playing against the computer. Each time you shoot a blue light, the bridge you're shooting it at raises by a certain number of positions. The first light raises it by 1, the second by 2, the third by 3, and so on. The bridges can get as high as position #14, but they must be at position #13 for you to walk across. You can identify the bridge's positions by the number of blue rings on their trunks.
  • The bridges' starting positions are 1, 2, 1, and 3, left to right. This means that they need to be raised by 12, 11, 12, and 10, left to right.


  • There are several ways to do this. Below is what I take to be the simplest, which only takes nine rounds:
  • A = 7, 5 = 12
  • B = 3, 8 = 11
  • C = 6, 4, 2 = 12
  • D = 1, 9 = 10
  • Thus, press the switches in this order: D-C-B-C-A-C-A-B-D
  • When the bridge is raised, you can walk across. Another cutscene, but again nothing you can do right now. You could activate the next bridge, but since you still can't lower the yellow force field to walk across it, I'll postpone that puzzle until later.


  • Go back to the Neural Zone and further back to the Valley and the beach. Witness a fight between the Transai and the Ansala. What morons! Speak to the companion in the center (Danoosha) and then speak to the one on the left (Wookash). The latter will move aside to reveal a secret passage into the cave.


The Fans Puzzle

  • The path is blocked by those weird fan-looking metal thingies. The goal is to raise those that are lowered so that you may pass. There are 16 fans, of which 1,2,4,5,7,8,11,12,13,16 must be raised. The fans are connected to 16 cables, which are themselves controlled by a panel with 16 buttons. The cables can be connected by 4 rods, of various length, which you may move freely. The panel only has enough power for two moves. Since you must lower 10 fans by only pulling two cables, you must find the connections among the cables that allow you to do so. Below is the simplest solution I've found. Perhaps there's more?

  • First move:
  • Connect cables 1 and 5 with the 5-length rod.
  • Connect cables 4 and 7 with the 4-length rod.
  • Connect cables 2 and 4 with the 3-length rod.
  • Connect cables 4 and 5 with the 2-length rod.
  • Push any one among buttons 1,2,4,5,7.


  • Second move:
  • Connect cables 12 and 16 with the 5-length rod.
  • Connect cables 8 and 11 with the 4-length rod.
  • Connect cables 11 and 13 with the 3-length rod.
  • Connect cables 12 and 13 with the 2-length rod.
  • Push any one among buttons 8,11,12,13,16.

  • Move forward and watch the cutscenes. Once back on companion beach, go the Neutral Zone and to the left-hand side to access the Transai domain.


The Force-Field Bridge (Transai Domain Access)

  • Alignment of the six bridge segments is controlled by the top row of buttons on the control panel; activation of the force fields is controlled by the bottom row. This is the same kind of puzzle you've been doing so far, except easier..

  • A = rotates 4, 6
  • B = rotates 1, 5
  • C = rotates 3, 4
  • D = rotates 3, 6
  • E = rotates 2, 4
  • F = rotates 1, 2
  • G = toggles force field 6
  • H = toggles force fields 2, 5
  • I = toggles force fields 4, 5
  • J = toggles force fields 3, 6
  • K = toggles force fields 1, 2
  • L = toggles force field 1
  • Thus, press buttons A, B, D, E (top) and G, K (bottom). Walk across.



3. The Transai Domain

  • The transport system is irrelevant right now, though you can still take a tour around if you so wish. The only relevant station is the Skyport, which is the second button from the top on the right-hand column of the transport system control panel. Go there and enter the Skyport for a hellish puzzle..

The Skyport

  • Go straight down and walk across the fog. You will quickly fall through. SAVE YOUR GAME! Look up and see a pattern of tiles underneath the smoke. The idea is to map your path from below, return upstairs, and cross blindly.
  • Except you're not really blind. Here's some ways to orient yourself:
  • Take note of turns (right or left) and their order.
  • Take note of how many clicks it takes from one turn to the next. Three clicks of the right mouse button equal to spanning one tile. For example, if you have to walk four tiles and then turn right, you can note down something like '12 R,' or make up your own notation.
  • Take note of the lamps on the four sides of the room. Number them right to left (entrance to exit) and write down which lamp each turn lines up with. Also, on the upper level are guide wires above you, which you can use to see if you're walking straight.
  • Listen to the sounds! A small siren goes off when you're about to reach a ledge, meaning that one or two more clicks in the same direction will make you fall down. It is wise to have mapped your path from below as per the above, but the auditive hints make it easier to put it into practice.
  • Remember the quote from the Hunt for Red October movie: 'Give me a stopwatch and a map and I'll fly the Alps in a plane with no windows.' If the map is accurate enough, of course, so make it accurate!

  • The tile pattern is randomly generated each time you fall. To avoid having to re-map everything, save your game after you're done mapping and then just reload and retry whenever you fall. It is also convenient to save several times halfway through.
  • When you eventually get to the other side, the fog dissipates (thankfully!) and the tiles remain fixed, so that you don't have to do this again when you have to go through the Skyport again. Watch the cutscene and get to the Lyra.
  • Aboard the Lyra, go right and then left to reach a chamber with large plants. Watch the cutscene. Leave and go left, to the door with the puzzle.

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Lyra Door

  • The goal is to allow an uninterrupted laser flow from left to right. Flipping each switch also flips the four on its cardinal sides. The trick is to work left to right, establishing connection after connection and never returning to the same area again. Or you can just look at the solution below..


  • Switches with green numbers must be flipped once, yellow ones twice, and red ones thrice, in the order indicated by the numbers. End result:


  • Go through the now-open door and watch the cutscene. Then note the symbol on the floor, which will be useful later..

  • Go back to the hall with the plants and the companions (more cutscenes) and then back to the shuttle to leave the Lyra. Once back to Touchstone, go back to the beginning. The portal won't open, so speak to the hovering robot to make it open. Go back to the Neutral Zone.




4. The Ansala Domain

  • Once you're back in the Neutral Zone, cross over to the Ansala side and past the sentinel.


The Raised Flower Bridge (Ansala)

  • This may be the game's simplest and easiest puzzle. Of the sixteen buttons you see on the panel in front of you, ten do nothing and six activate one flower each. All you need to do is press the latter six, in any order but consecutively. Simple trial and error will do the trick; or just use the map below.


  • Cross the bridge and enter the Ansala city, the gorgeous Brenda Coe. Explore the surroundings and watch the many cutscenes. The city is on three levels: the bottom level with the lake shores, the middle level with the huts and the Great Pavilion (elevator) door, and the top level with the stretched drum and the pretty view. Use the ramps to move from one level to the other.


The Great Pavilion Elevator Door

  • The panel that opens the elevator door needs a set of three symbols and three sounds. Hints to the correct symbols are on the bottom level and hints to the correct sounds are on top level. The key to decipher both hints is right here, on a stretched banner above the door:

  • Symbols. Go down to the bottom level. On the far left, by the shore, is a large leaf standing upright. Note down which symbols correspond to the four colors on the banner: purple, blue, red, and turquoise.


  • Sounds. Go up to the top level and find the large stretched drum in the center of the village. Again click on the four colors from the banner and note down the sounds they make. You can record them, play them in your head, or associate them to things they remind you of (to me that's a bird, a breath, a whale, and a radio signal, but to each her own).

  • Return to the elevator panel and enter the symbols and sounds as explained above and shown below. The door will open, but don't ride the elevator yet!



The Underwater Controller

  • Do this before you ride the elevator down! On each of the three levels of Brenda Coe is a small stand with symbols on it, as pictured below. Note down the symbols and how many of them there are (16, 15, and 9 respectively).
  • Now ride the elevator down and access the panel in front of you. Under each symbol you need to enter how many of them there are. Notice that you may only choose among four 'digits' for each slot. This means that the Ansala count in base four, and thus you must translate each number of symbols (16, 15, and 9) into base four. Thus, 16 = 133, 15 = 100, and 9 = 21.
  • To enter 133: push the first button once and the other two thrice each.
  • To enter 100: push the first button once and ignore the other two.
  • To enter 21: ignore the first, push the second twice, and the third once.
  • Watch the cutscene and soon you'll be on the wreck of the Gelleas.


The Wreck of the Gelleas

  • The goal here is to align the hexagonal platforms to clear the path to the other side of the room. There are two control panels to do that from. You can pick one and ignore the other. This is extremely tedious and unrewarding, so I won't blame you if you just skip to the solution below:
  • Push the first button once, the second once, and the third thrice.
  • Advance..

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