Komplettlösung Safecracker: Der Anfang, Raum 1: Rezeption. Suchergebnis für Safecracker | Deutsch - PC. Gamepages? 1. Safecracker: Das Ultimative Puzzle Abenteuer, PC. 2. Safecracker, PC. 3. SafeCracker 2, PC. 4. Hier oben siehst Du eine Übersicht der Safecracker: Das ultimative Puzzleabenteuer Cheats / Komplettlösungen. solltest Du Schwierigkeiten mit den Cheats.
Komplettlösung SafecrackerNachlese; Tips&Tricks; Lösung; Direkt download. Safecracker Nachlese. Herausgeber:The Adventure Company Entwickler:The Adventure Company Download. Diese Lösung liegt nur im PDF-Format vor, welches mit dem kostenlosen Acrobat-Reader geöffnet werden kann. Den zurzeit aktuellsten. Let's Play Safecracker: 02 - Ob das ein Dollarzeichen wird? Mortimor Let's Play Safecracker: 04 - Kein Plan aber direkt die richtige Lösung.
Safecracker Lösung Raum 1: Rezeption VideoSafecracker : The Ultimate Puzzle Adventure- Full walkthrough all the safes!
Eure Aufgabe wird es nun sein, dieses Bild durch Verschieben der einzelnen Kästchen wieder in die Ausgangsposition zu bringen. Wollt Ihr einen bestimmten Stein verschieben, klickt diesen einfach an.
Leider können wir an dieser Stelle keinen genauen Lösungsweg angeben, da sich die Ausgangssituation von Spiel zu Spiel unterscheidet. Deshalb hier nur eine kleine Hilfestellung: speichert vor Beginn des Rätsels ab.
Habt Ihr hier alles erledigt, betretet den nächsten Raum. Ja, ich gebe es zu, ich könnte der allerletzte gewesen sein, der von Skyrim in den Bann gezogen wurde.
Mehr noch, Youtuber möchte keine Review veröffentlichen - und das hat seine Gründe. All of this is conveyed in the voiceover that kicks off the game.
Oddly enough, the game never states its title. There is a title sequence, but the title, Safecracker, never appears.
Once the title voiceover ends, it's time to start opening safes. No pressure, though, because there is no time limit in Safecracker The game does keep track of how long a player takes to get to the end, but there is no penalty for taking as long as one pleases.
After cracking the first safe, the player will discover there are now three safes, which can be cracked in any order.
Crack one of the three and others become available. Eventually, all safes will need to be opened to complete the game. There may be one or two that could be skipped, but where's the fun in that?
Once a safe is open, it remains open. Download MB. Description of Safecracker Windows , the year Safecracker was released on Windows, as well as Mac.
External links PCGamingWiki. Write a comment Share your gamer memories, help others to run the game or comment anything you'd like. Any Windows Mac.
Send comment. Download Safecracker Windows We may have multiple downloads for few games when different versions are available. Look close at the small safe on the table.
Flip the switch on the power strip and the secret compartment opens. Take the magnetic pass and the snooker rules. Aim - To find the correct set of numbers based on the frequency of the phone keypad dial tone.
Insert the small iron key taken from the music box at the Violet Bedroom on the keyhole at top left. Turn the key to on position.
Press the speaker button on the telephone. Press the number keys for a set of trial numbers. If one or more green light flickers, it means that out of the 4 trial numbers, there are numbers that are correct.
If there one or more green light that stays on, it means that the number is correct and is at the correct position in the sequence.
There are only 4 chances to select the correct numbers before the puzzle resets to a new code. This is shown by the red lit bars on the radio.
This is a random puzzle. MrLipid states that the end number is always 9. Take the chip card. Clue - Read the snookers rule paper taken from the Yellow Room and check ALL the balls on and under the snookers table.
Take note of the numbers seen on and given to a colored ball from the rule paper. What is the difference between the balls on the paper and the table?
Take the fountain plug and lever. Aim - To turn the wheel based on the path seen on the screen and to end at the checkered flag. Clue - Turn the wheel based on the corners.
No forward driving is required, just the corners. This is an imaginary driving and no action on the screen is seen. Take the paper. Clue - Use the telephone to get Sarah's number.
Take the steering wheel. Read the note on the door left by Duncan W. Aim - To find out the code based on the incomplete readout of the reader.
Note the shape of the incomplete code numbers on the reader and enter the test numbers. The bars will pull back if the number and position are correct.
The numbers of the bars that pull back depend on the number of the correct entry and correct position. Take the triple key.
Read the letter by Elizabeth. Take note of the lines on the top of the bathroom door. Aim - To get all the side bars recessed to the right.
Insert the wheel on the lock. Turn each wheel and study which bars it affects. Each wheel cycles 8 times to produce different bar results.
The door opens to the Laundry room. The Loft. Metal Loop safe:. Aim - To produce a loop of the metal pipes and have it all lit up. Click to turn the pipes around to join other pipes.
Take the carved stone block. Read the note from DWA on the door of the safe. Queen 6 Chess safe:.
Aim - To place 6 Queen moves on the chessboard with NO possible check. The family has hired a specialist you to find his will, which is hidden somewhere in his mansion.
For safe solutions, click on the maps below. You can also follow along the path I took through the game. It starts where the game starts, at the front doors in the Hall.
Turn right and go forward twice. Click on the safe for a closeup. Take the 4-pin circuit. We now have all the parts necessary to open the door in the Office.
Place the magnetic card from the Broken-Keypad Safe in the Workshop into the slot on the keypad. Look at the keypad, and notice that three buttons are lighter than the rest.
We need to put the lady with the red hat on the left, then the wide painting, then a space, then the woman in the white dress, and finally the rooftop view.
When correctly arranged, the safe opens. Take the letter from Hubert Dufigue De Pouillot. Head back to the Workshop.
Click on the left downward arrow ten times, so that the outer L lines up with the inner E. The letters at the bottom of the safe translate to:.
Enter 6 4 1 2 on the dials. Take the photo and 8-pin circuit. Next stop: the Study. Enter the Winter Garden from the Hall where you first started out.
Pan down and place the fountain plug that you obtained in the Games Room. To do so, each of the four fountain plugs must be turned until you see a water stream flowing from it to the fountain.
If you need to, just walk away from the fountain to reset it. Turn left and go clockwise around the fountain twice, then take two more steps, to end up at the plug opposite the Hall, near the windows.
Take the double key. Now we're going to the Museum to complete the raised panels. Right-click to bring up inventory, then left-click on the paper obtained in the Small Corridor to examine it - Right-click twice to close inventory.
Enter 4 2 9 8 on the keypad to the right of the double doors. Go on in, then turn slightly right and go forward.
Click on the double doors to open them. Turn slightly right and go forward to the first Museum safe. Use the T-shaped key obtained in the Workshop to open the cabinet.
Take the piston and head to the Basement. Go back to the Study, then through the door you opened with the red magnetic card, into the little room with green walls, turn left, and go down the stairs.
At the far end of the Dining Room is a locked door. Open it with the brass key you obtained in the Basement. Go through it to the Bottom of the Main Staircase.
It would be a good idea to open the bolted door to the Hall while you're here. If you're following my path through the game, then go up to the Second Floor, to the Kitchen.
At the top of the stairs, turn right and go forward to the bolted door. Open it, and go through to the kitchen.