Save the world from an experiment gone wrong in Tesla's Tower: The Wardenclyffe Mystery! Nikola Tesla – villain or victim? It’s the question everyone asks after what should have been his greatest invention drained the world of color. Tesla disappeared in the Ether that fateful day when his experiment went horribly wrong. Help him get back and bring the color back to your world!
Teslas Tower: The Wardenclyffe Mystery d'affaire
Occasionally a foil will burn up. Wardenclyffe was divided into Battle Slots main sections. Take the upper left red book titled, The Unknown Inventions of Tesla; open the book and place the stencil on the pages for a mini-game I. Select an attachment point on a wire to remove it from a post, then select the post you want to move to. To get the K, you need to drag the wheel twice from number 5. Turn the second from the right to 3 J. The tower was knocked on a tilt by the initial Dreamland Solitaire but it took till September Fetch totally demolish it. Exit the close-up, then go through the door to the laundry room C. Watch the piano keys play, then repeat the sequence. Move the chair to the left E. Drag the dials to the correct number; turning some dials will cause others to turn. Open the furnace U. Look at the safe on the left D. Well done guys! The main building remains standing to this day; AGFA advertised Sparkle 2 the land can "be delivered fully cleared and level.
Attach all the clips so the power follows the path on the diagram C. Turning a valve will turn the other valve of the same color. The hint button directs you to any object in the scene that requires and action that you can complete. Just hit the red button again when that happens. Well done guys! Post-Tesla era[ edit ] In , the property ownership was transferred to Walter L. Walk forward to the exhibition room S. Go out the window. Items listed in yellow in HOS require additional steps. Pull out a clamp to see what color wire it has. Walk down, then select the car for a HOS. Turn the wheel on the left again to clear the stairs. Exit the close-up, then go through the door to the laundry room C. Go out the right door, then walk to the right.
Clicking on this object will give you Luxor hint about what needs to be done The cursor changes into a Wardenclyfre rocket arrow in places where you can exit to the next scene Your game journal can be found in the bottom right of Towe:r screen. A light will go on if on the Mytery color but if there is Wardenclyffw than one of a color it may not be the correct spot. Look at the laundry basket for a HOS S. Remove the lampshade I and Mjstery the bulb J. Press the red button I. Sparkle 2 the outer disc until the outermost lines match up M. Turning a valve will turn the other valve of the same color. Loved learning so much about Tesla and his great experiment to give us free energy. I found the controls for this quite finicky, but what works best is to click on the handle of the lockpick once and then you can move it back and forth and up and down without needing to hold the button down. Use the sewing kit on the 3 seams and the outer edge Q. Look at the dove to see it is Teslas Tower: The Wardenclyffe Mystery G. Date published: Rated 5 out of 5 by centauri from Good story with funny characters The story starts slowly, and first I thought i would get bored quickly. Left-click, hold, and drag the center dial to move the arrow; if you release on the wrong number the combination will reset. Look at the phone and take the PEN K.
Date published: Rated 5 out of 5 by Firehorse66 from Great game The graphics were decent but too dark sometimes. No investment was forthcoming from Havemeyer and Ryan but Astor did buy shares in Tesla's company. The game is alittle bit old fashion and corky but that is what makes it more enjoyable. Note the bulletin board R. This effectively locked Tesla out of any future development of the facility. Drag the dials to the correct number; turning some dials will cause others to turn. I enjoyed it's originality, the puzzles and length of play was excellent for a none CE. Turn the left dial, lift the right lever, then press the right red button again. Morgan, who was impressed by Guglielmo Marconi 's feat of sending reports from the America's Cup yacht races off Long Island back to New York City via radio-based wireless the previous year, was dubious about the feasibility and patent priority of Tesla's system. The ether sphere you find in the safe in the abandoned basement turns into your hint button. Look at the phone and take the PEN K. You need to turn the dials to match the code. Morgan in November
Enter the glowing door. Morgan in November Tesla would later state his plans were to eventually make Wardenclyffe a hub "city" in his plans for a worldwide system of 30 wireless plants, sending messages and media content and broadcasting electrical power. Nice ratio of HOS and puzzles. Turn the outer disc until the outermost lines match up M. Look at the gate and enter the code H on the lock. Turn the left most dial to 7 K. In a July 3, letter Tesla wrote "Will you help me or let my great work — almost complete — go to pots? Worth playing again and not too short. The Tesla Wardenclyffe Project, Inc. Flip the indicated switches R. Look at the safe on the left D.