Nancy Drew: Ransom of the Seven Ships: Walkthrough. Lagoon review

Lagoon



Developer: ZOOM Inc.

Publisher:Kemco

Release dates

Super Nintendo - December 1992

Plot: The water in the rivers became cloudy, and monsters attacked the village. You are Nasir, the Knight of Light, chosen to end the suffering of people. Anything else that needs clarification? As you understand, you can’t expect any plot revelations from Lagoon. The main character is practically mute, and most of the dialogue will consist of “take this, go there.”

Gameplay: Lagoon can safely be called a clone of Ys. Too many elements were shamelessly “borrowed” from legendary game from Falcon. Unfortunately, this clone doesn't come close to the level of the original. Let's start with the main problem of Lagoon - the terribly clumsy combat system. Unlike Ys, in Lagoon the developers made separate buttons for attack and jump. But it didn't do any good at all. Hitting monsters with a toothpick sword is not a trivial task, but the enemy will take away a decent amount of HP at the slightest contact. Unfortunately, this applies to all swords in the game, be it the starter knife or the advanced moonblade. If you can somehow get used to this on ordinary enemies (and even learn to attack in rhythm, without losing HP), then on bosses the real nightmare begins.

You can restore lives in the game, just like in Ys - by standing still. You are also allowed to carry a couple of healing potions with you, which will be indispensable in battles with bosses, since confronting them is a competition to see who can run out of HP faster. It is difficult to choose any other, more sane tactics there, since hitting them is a feat.

There is also magic in the game. What are several staves and several multi-colored crystals used for? By combining them you will get different magic spells. Long-range magic is your only salvation from a clumsy sword attack. But don't rejoice ahead of time. Firstly, magic does not work on all enemies, and secondly, you won’t be allowed to use it on bosses at all. The second use of magic is magic rings that absorb MP every second. They are very useful on bosses, as they provide a significant bonus to attack, defense, and can even restore HP.

Locations in Lagoon are very intricate labyrinths. And then you will discover that the game has other shortcomings. Such as the snail's speed of movement of the main character and instant death from falling into a pit. Fortunately, there are not so many jumps in the game, and besides, you can save at any time.

Overall, Lagoon could have been a good game if the developers had at least polished the sword attack a little. But because of this one flaw, all the pleasure from the game comes to naught. I wouldn’t recommend Lagoon to anyone except fans of bad old games who love to test their nerves.

Characters:

Graphic arts: Lagoon's visuals aren't very strong even by the standards of SNES games from 1991. Poor detailing, simple animation and special features. effects. The only thing that can be noted is the rare anime scenes that somehow brighten up the game.

September 26, 2017

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Break In Hint Word Walkthrough

Now what you’ve been waiting for, Simply enter “ Widia” into the game, But be careful some options may lead to you ending the game. But you can always start again :)

Junior and senior detectives differ in the complexity of the puzzles.

So, it's a beautiful summer day. We arrive after our friends Bess and Jess to relax on the Island of Fear. As soon as we get off the plane, we see a worried Jess and find out that someone has kidnapped Bess! We read a note from the Gibsons - the owners of the hotel. We talk with Jess and find out that Bess took the golf cart and went for a walk around the island, where she disappeared. There is a second golf cart, but the battery needs to be topped up with water. Jess gives a letter from the kidnappers in which they say they will free Bess if we let's find the treasure El Toro. To do this, you need to dig up something in Shark Bay. Jess wants to set up a satellite phone to call for help.

1. We look around in the hotel lobby.

We look at the map of the island next to Jess on the wall.
We look at the closed cabinet with underwater equipment and an electronic lock to the left of Jess. We go to the display case, read the information about bats, pick up the detector (everything is fine, but there is no battery). We read information about monkeys on the stand, we need to press the buttons and listen to their voice. Let's take "Field Notes" by the tireless Sunny June. We look at the poster with flags on the wall. Let's move on - oh speaking parrot on the perch! It turns out that he is a relative of our old friend Laurie from Blackmoor Manor. The parrot's name is Kuku. In a confidential conversation, Kuku explains that he is ready to show us all his tricks and give us an unlimited number of tips, but he really loves guava. Well, let's take note.
We approach the table at the entrance and read a book about the famous El Toro. In 1669, he and his seven ships loaded with treasure disappeared. The author of the book wrote that the treasure can be found using scuba gear, a metal detector, a shovel and underwater equipment. Now the action plan is clear.

2. We explore the hotel territory.

Let's go to the pier. We see a yacht that still has no sails. We return back to the hotel, turn onto the terrace. Here it is, our means of transportation around the island is a golf cart, but the batteries are empty. Pinned to the seat is a note with instructions on how to refill the batteries. Where can I find water?
In front of us we see a small shed, locked. Maybe the Gibsons left the key behind the counter?
We return to Jess, who gives us the key to the barn. Maybe it also has a battery? Alas...
We open the shed, take a shovel, a distilled water sprayer and see a box with sails, locked.
Read another instruction about charging the battery.

3. Open the box with sails.

There are flags painted on the box. We go to the stand with flags and convert each flag into numbers. Yellow-red - 7, multi-colored - 9, blue-white - 2, yellow-red-yellow - 0, white-red - 4. So, the code for the castle with sails is 79204. We take the sails.

Raise the seat and insert the sprayer there.
Fig. 2 - sprayer from passage.
I numbered each switch from top to bottom, left to right. Open - horizontally, close - vertically. To pour water, you need to press the blue button, to pour it out, press the red button.

Solution:
Junior detective:
Close 1,2,3,5, open 4,6
Open 3,4,6, close 1,2,5
Open 3,4,5,6, close 1,2
Close 1,2,3,4,6, open 5
Open 3,4,6, close 1,2,5.

Senior Detective:
Close 1,3,6, open 2,4,5
Close 1,4,5,6,open 2,3
Open 1, close all others
Open 1,4,5,6, close 2,3
Open all

5. We go to Palm Beach to look for Bess.

Easter egg 1:
You need to take the lower road, leave the highway and enter the thickets; there is a path between two rows of trees where the car passes. The car will stop and you will become the owner of a cackling cat in a cap)))

We get out of the thickets and go to the Beach. Bess is not there, but her slipper is there. We try to look at it closer and find ourselves trapped upside down. This is how we meet Johnny Roll, a wildlife lover. He doesn’t want to communicate with us, so we’re going to Shark Bay to fulfill the kidnappers’ demands.

6. Shark Bay, digging up the diary.

After carefully studying the instructions, it becomes clear that you need to find the letter W. Three palm trees in the middle of a sandy beach look like this letter. We stand under them.
Next, we follow the instructions - multiply the number of leaves on the palm tree or the number of pebbles by the number of steps and move away from the obstacle in the other direction.
Solution:
Down 3, left 3, up 9, left 9, up 2, left 3, down 15, left 4, down 6, right 12, up 5, right 6, down 4, right 8, up 2.
We take the shovel in our hands.
We dug up El Toro's diary.

7. Shark Bay, transcript of the diary.

And the diary is encrypted! And there is no code... You'll have to translate it yourself. You need to select letters, they will be duplicated in the text, it’s easier to start with short words. The matter is complicated by the fact that each page has its own code.

Solution:
First page:

IN pitch darkness When a hurricane wind blew and huge waves flooded the deck, I ordered the ships to change course and go to land. The island was close, but the Caridad fell apart and disappeared into the sea, and the sails of the Castidad were struck by lightning. The ship caught fire and sank, engulfed in fire and smoke. The five remaining ships reached the island and anchored to wait out the storm.

Second page:

At dawn we realized how great the damage was. Only a third of my people survived, and the ships were beyond repair. None of them are destined to go to sea again. We are completely defeated and doomed to spend the rest of our days on the island unless we are spotted by some passing ship. As a loyal servant of the king, I decided to do my duty and safely hide our cargo in case of an encounter with pirates.

Third page:

Seven ships set sail, which means seven parts will break the seal. I asked the crews of the remaining ships to hide one item each in different places. Only I and those I asked will know the caches. I'll take care of the treasure cache myself. I am not writing here in Spanish so that none of my people will understand my notes. If our saviors turn out to be enemies, they will not learn anything from the team.

The diary has been deciphered, but not completely. You need to look for some additional decryption code.

We return to Johnny and ask him for a battery. In exchange, he asks to bring him a signal flag, which was lost at sea northwest of Palm Beach between two rocks. We're going back to the hotel.

8. First trip to sea.

We set the sails and set sail. Instructions for driving a yacht appear in your inventory, which would be a good idea to study. We sail northwest from Palm Beach, dodging whales, sharks, buoys and other obstacles. If you do bump into something, the yacht will begin to be damaged and eventually you may drown. To increase your swimming speed, you need to maneuver.
Second Easter Egg:
At the same time, we get to know the surroundings and collect 9 bottles from the sea with pieces of the poem inside. Let's read. Some letters are highlighted in red: "Swarm Before Sharks." When we dive in the Coral Reef, we will need to swim closer to the sharks and dig a second Easter egg from the sand

We return to the hotel.

According to the diary, El Toro lowered an iron chest into the sea one mile southeast of the island in memory of the dead sailors. We have a shovel, the yacht is ready. We need scuba gear and a metal detector.

We open the electronic lock on the equipment locker.
You need to turn off all the lights by driving them into a corner.

We number the cells from left to right, top to bottom.
Junior Detective 1 - press 5, 15, 25, 10, 5, 22, 21, 7.
Or:
Junior Detective 2 - press 21, 22, 25, 15, 10.7.

Senior Detective - press 20, 14, 8, 9, 4, 5.

We take out the wetsuit, there is also air for scuba gear (to use it, click on the wetsuit, then on the red button on the cylinder and don’t forget to pick up the scuba gear). We take two walkie-talkies - now you can communicate with Jess. We look at the map, which marks the places where Nancy solved cases - strange...
On the table next to Jess there is a dish with fruit, we take guavas from there.
If you treat Kuku, he will either give a hint or show a trick. For all the tricks seen they give an asterisk in the title. If you eat a few guavas yourself, you can also get a star for that.
We go to Johnny. We give the flag, we get a battery and ask for a metal detector.
Johnny will give it back, but in exchange for the compass stolen by the monkeys.
We're going to the Primate Research Center.
There are three games you can play with the monkeys.

To win the compass, you need to play Coconuts. This is where Sunny June's recordings came in handy. You need to aim first at the coconuts, then at the crabs, and then at the stars to score the maximum number of points.
The game is for a while, after some training everything will work out.
At the same time, you can play guava for Kuku.
If you win all the prizes from the monkeys, you can get an asterisk in the title.

Third Easter egg.
Take any egg, click on the monkey on the right, play “Cages” with it. If we win, we get an Easter egg with palm trees

We exchange the compass for a metal detector at Johnny's.
We're going back to the hotel.

10. Dive

We sail to the Coral Reef to the southeast of the island. We swim into the bay, click on the water. I recommend saving the game, because... This is a timed task and if you don’t have time, the air in the scuba tank will run out and you’ll have to swim back to the hotel to charge it or use a second chance.
We are looking for a chest with a metal detector. You'll find a variety of metal objects, don't forget to dig up the second Easter egg!
If you find all the metal objects in the game, you will receive a star in the title.

As a result, the chest was found, but closed.
This is Sudoku. According to the diary, you need to arrange the colors on the lid so that they do not match either horizontally or vertically, or in each of the 9 blocks. We assign a number from 1 to 9 to each color.
There is a hint for the junior detective: the first block of numbers is numbered

1 2 3
4 5 6
7 8 9

Solution:
Junior detective:

1 2 3 9 4 7 6 8 5
4 5 6 8 2 1 7 9 3
7 8 9 5 3 6 4 1 2
9 6 2 4 7 5 8 3 1
8 1 4 3 9 2 5 6 7
3 7 5 1 6 8 9 2 4
2 9 1 6 5 4 3 7 8
6 4 8 7 1 3 2 5 9
5 3 7 2 8 9 1 4 6

Senior Detective:

4 7 9 6 5 3 8 1 2
1 3 6 8 7 2 5 4 9
5 8 2 4 1 9 6 7 3
6 5 8 2 4 1 3 9 7
7 9 4 3 6 8 2 5 1
2 1 3 7 9 5 4 6 8
9 2 7 5 8 4 1 3 6
3 4 1 9 2 6 7 8 5
8 6 5 1 3 7 9 2 4

The eldest will have to work hard on his own. We start with the central square.
Finally the lid is open. We take an astrolabe and a strange multi-colored disk from the chest. We float up.
There are some letters written on the astrolabe. This is the missing code for the diary!

Solution:
with huge ears, catching insects, the light of our lanterns, from a cliff, an astrolabe on a stand, three feet, six times, fifty feet, a blue abyss, will follow the signs.

The diary has been deciphered.

We sail back to the hotel. There is a threatening note pinned to the terrace post.
Now we need a stand for the astrolabe and a detector to find the cave where they live the bats.

We assemble the detector and insert the battery.
We find out from the diary that the bats we need give a signal at a frequency of 16 kHz (Waterhouse's big-eared leaf bat).
The harmful Kuku does not want to give us his perch for free. Therefore, we give him guava (if you run out of them, we go to the monkeys).
But even after that, he will start chasing you to all locations. There are twigs in Shark Bay, Blue Abyss and Palm Beach, but you can only take one at a time. Finally, we have an astrolabe stand.

12. Let's go rock climbing

A rock with caves is located in the middle of the island. We climb up and begin to check all the caves with the help of a detector, not forgetting to dodge the stones that fall from the sky. If you check all the caves, you will receive an asterisk in the title.
Hurray, we've finally arrived! But what is it? There's some kind of button in the wall... Let's press it. It would be better if we didn’t do this... The entrance was closed with a large stone. It's dark and hard to breathe. Let's try to illuminate the cave. You need to direct the light of the mirrors to the opposite wall.

Take the second multi-colored disk and the gray plate with symbols.
Let's try to contact Jess and call her for help.

13. Play as Jess

Now Jess will have to climb the rock)))
The entrance is closed, and the castle is a very strange puzzle.
Take your time to open it, carefully remember the picture.
When you open the lid, the puzzle pieces must be assembled into groups - the camel's head, hump, legs, etc. Only when you put everything together correctly will all the puzzle pieces fall into place and instead of the puzzle there will be spots.
We number them from left to right from top to bottom from 1 to 9.

8 9 6 3 2 1 4 5 6 3 2 5 8 7 4 5 6 9 8 7 4 5 6 9 8 5 4 7 8 9

Finally the entrance is open. We go to the exit and see on the floor of the cave the driver's license of Johnny Roll, who, as it turns out, is not Johnny Roll at all. We take him with us.

Fool