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Thema: Chicken Run PSX

  1. #1
    Mitspieler
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    Mar 02
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    1

    Hilfe Chicken Run PSX

    Hallo Ihr!

    Habe mir vor längerer Zeit schon das Spiel Chicken Run gekauft, es dann aber wieder auf die Seite gelegt, da ich nicht weiter gekommen bin.
    Hat zufällig jemand eine Komplettlösung oder so? Wäre sehr dankbar

  2. #2
    Mitspieler Benutzerbild von Coco
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    Sorry, ich hab nur eine auf englisch gefunden.

    SOMEWHERE IN YORKSHIRE (ENGLAND) IN THE 1950s...
    It was a rainy night. The rain tumbled past the window of the
    Tweedy's farmhouse, obscuring Mr. Tweedy's view through his
    binoculars as he tried to spy on his chickens. He had been spying
    on them for several months now(a little bit every evening), and he
    was convinced they were up to something. Even now, as he watched, a
    chicken dashed between two sheds.
    Mr Tweedy decided to go and have a look.
    "Erm, love, I'm just going to go and check on the chickens". Mr
    Tweedy said to his wife as he stood up.
    Mrs Tweedy was a thin, evil woman who despised chickens. Their lack
    of eggs were giving the farm miniscule profits. She was at a
    typewriter, rattling off a letter.
    "Fine." Mrs Tweedy barely looked up. Mr Tweedy pulled on his
    wellies and walked out of the house.
    The rain has eased off as Mr Tweedy had spoken to his wife, but the
    ground was muddy. He squelched over to the kennels and got a dog
    out, to keep him company as he patrolled.
    With the dog by his side, Mr Tweedy began walking round the edge of
    the chicken's compound.
    MEANWHILE...
    Ginger was trying to escape. She had tried lots of different
    schemes, none of which had worked. This was currently plan 37G -
    digging a tunnel. She had got out of Hut 17, where she lived,
    earlier and was trying to sneak over to the area where she had
    began digging a tunnel. She was about to run over to it when she
    heard a steady squelching sound, getting nearer and nearer...
    "Blast", Ginger muttered as Mr Tweedy walked past. She flattened
    herself against Hut 1, in an attempt to make herself hard to
    notice. It worked, as Mr Tweedy rounded the corner and headed
    towards compound B. She waited until the sound died down, and then
    ran towards the spoon. Squelch-squelch-squelch, her feet went
    against the mud. The spoon had rusted a bit in the rain, but the
    spoon was still there. Ginger picked it up and began tunnelling.
    Suddenly - a growl was heard. The dog was running straight to her.
    Mr Tweedy had heard the chicken's footsteps and had come back.
    Ginger was trapped. She had nowhere to run, as the dog was nearly
    upon her. Mr Tweedy was running after the dog, or at least, walking
    a bit faster. The dog was in front of her now, breathing it's
    smelly breath over her. Then, Mr Tweedy caught up with the dog.
    He picked her up, frowned at her and walked towards the coal bunker
    - where all chickens went if they had been misbehaving. The mud was
    still making noises as the fat farmer walked to the bunker. Ginger
    began clucking loudly, to get the other hen's attention. Sure
    enough, 4 or 5 chickens came out of their homes to watch Ginger.
    As Ginger watched them, Mr Tweedy used his free hand to lift the
    coal bunker and then threw her in. As she landed in the coal, the
    lid was clanged shut. Darkness descended.
    Mr Tweedy then turned round and stomped back to the chickens, who
    cowered. He then bellowed at them:
    "Now let that be a lesson to the lot o' yer - no chicken escapes
    from Tweedy's Farm!"

    You can understand the chicken's dilemma if you watch the movie.

    /----------------------------------------------------------\
    { F.Characters. }
    \----------------------------------------------------------/

    During the course of the game, you can control the following:

    GINGER.
    Ginger is the chicken with the plan. She's a young and idealistic
    hen whose one goal in life is to help everyone escape from the
    Tweedy's farm for a better life beyond the green and distant hills.
    She pursues this goal with true grit and determination.

    ROCKY.
    Rocky is a sweet-talking American rooster who gets by in life on
    his good looks and charm. Fun to be with, and the life and soul of
    any party, he's the kind of guy everyone wants to have around.
    Everyone likes him (but Ginger still has her doubts).

    NICK AND FETCHER.
    As in any locked-up compound, some items are very difficult to come
    by and certain characters make a living by getting hold of what is
    needed. Nick and Fletcher are two cockney rats who would sell their
    own mothers for a profit. Nick is the leader, the tough negotiator;
    Fetcher is his not-over-bright helper. They are sharp and
    streetwise with the skills of pick-pockets and street vendors. This
    fast talking double-act provide a valuable service for the hens(for
    a price - obviously!). They're cunning crafty and good at slipping
    in and out of the well-guarded compound unnoticed.

    There are other characters, such as:
    MAC.
    Mac is the engineering brains of the outfit, the Maths genius who
    works out the practicalities for all of Ginger's wild plans.
    Totally trustworthy, she is always absorbed in her world of numbers
    and calculations. Mac is Ginger's right hand hen in any escape
    plan.

    MRS TWEEDY.
    Tweedy's Farm may have been in Mr Tweedy's family for generations,
    but it's Mrs Tweedy who calls the shots these days. She is a cold
    and humourless woman who longs to take the egg farm out of the
    'dark ages' and into full-scale, automated chicken pie production,
    that will make the Tweedys extremely rich. Strangely enough, she
    hates everything about chickens and finds them extremely stupid and
    incapable of thinking for themselves. If only she knew how wrong
    she is...

    MR TWEEDY.
    Slow and oafish, Mr Tweedy is a simple man. He is convinced that
    the chickens are up to something, but his domineering wife
    convinces him that these silly notions are all in his head.

    BABS.
    As in all family films, there needs to be a stupid character to
    laugh at. Well, in Chicken Run, Babs is that character. She fails
    to understand that the chickens are trying to escape and instead
    believes that they are trying to go on holiday (she even believes
    that Ginger's time in the coal bunker is a holiday). For all her
    faults, Babs has a heart of gold and if anything to do with sewing
    or knitting is needed, Babs is the one to call. She is the one who
    makes the crate's wings in the final act, and she knits together
    the Mrs Tweedy costume.

    BUNTY.
    Babs' best friend, this fat hen is the expert on egg-laying. During
    the final act, you need to collect Bunty's eggs to pay Nick and
    Fetcher. Bunty herself is quite air-headed and thinks she is better
    than everyone else.

    FOWLER.
    This staunt British cockerel considers his RAF days to be the best
    of his life, and carries them on even today. He organises the hen's
    positions that they take during roll-calls. Fowler hands you medals
    during the course of the game, if you do well in the mini-games.
    Fowler is also the one responsible for Ginger's idea of a flying
    machine to escape.
    <<Thrawn's Göttin>>

  3. #3
    Mitspieler Benutzerbild von Coco
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    /---------------------------------------------------------\
    { I.Exploring Tweedy's Farm. }
    \---------------------------------------------------------/

    The chicken coop area of the farm is divided into four sections,
    separated by wooden fences. Each area has a gate so you can cross
    from one section to another and each section contains four huts.
    The rest of the farm surrounds the chicken coop area and includes
    the Tweedy house, garden, egg room and various other buildings.
    Mr and Mrs Tweedy are always lurking about the farmyard. Mrs Tweedy
    stays around the farmhouse, but Mr Tweedy goes everywhere, to check
    up on the chickens. Be careful that he doesn't spot Ginger (or the
    other characters).
    Dogs also patrol around. They are mainly in the coop, where they
    patrol between the huts.
    As you creep around the compound at night, certain areas are
    brightly lit, and there are sometimes searchlights
    criss-crossing the open ground. If you walk into these areas, the
    dogs/Mr Tweedy will be alerted. They will go to see what the fuss
    is about. You need to find a hiding place - if you stay in the
    light, you'll be caught!
    Remember that the dogs and the Tweedys will be able to notice you
    sneaking about if you run over a noisy surface (such as gravel).
    Tiptoe over these by holding R2.
    You can pick items up by pressing []. The radar will beep as you
    pass near an item and it will get more frantic the closer you get.

    /---------------------------------------------------------\
    { J.The Inventory. }
    \---------------------------------------------------------/

    Press Triangle to access the inventory at any time.
    You can mess around with items, view the map or look at the plans
    here.

    The Map -
    When the game begins, Ginger does not know the complete layout of
    Tweedy's Farm. To help Ginger in her escape plan, she will find
    torn up pieces of a hand drawn escape plan, as she investigates the
    farm. Pick up these pieces (stand close to it and press []) to
    create a map, which will be handy for navigating around the farm.
    Whilst in the inventory, O opens the map.

    The Plans -
    Pressing [] in the inventory lets you view the latest plans,
    drawings and objectives. A box is next to items needed to be found.
    Once one is found, a line appears in the box. Once this item has
    been delivered to it's hut, another line appears, making a complete
    cross in the box.

    Items -
    When you need to collect eggs for the rats, make sure there is
    nothing else in your inventory, as you won't be able to hold the
    eggs.
    To select an item in the inventory, highlight it and press X. When
    you exit the inventory, the character will have it equipped
    (alternatively, press L2).
    If you get caught, an item will be taken from you. The item taken
    will be the one you last picked up, meaning you'll have to go and
    retrieve it again. Be more careful this time!

    /---------------------------------------------------------\
    { K.The mini-games - how to do them. }
    \---------------------------------------------------------/

    ACT 1 - THE DOG CHASE.
    Once you get the Mrs. Tweedy disguise, you'll enter a mini-game, in
    which you have to run away from the dogs, whilst keeping your
    balance and also freeing other chickens.
    Use [] and O to keep your balance.
    Use the d-pad/left analogue stick to control the direction of the
    disguise.
    Set other chickens free by passing in front of their coop doors.

    ACT 2 - SPRING CHICKENS.
    Use the catapult to lob the chickens over the fence. A pond on the
    other side of the fence has objects floating in it. You'll need to
    land the chickens on these to ensure their safety. Use the
    left/right buttons to aim and up/down for power. Press X to launch!

    ACT 2 - WEIGHT EXPECTATIONS.
    Using the seesaw, launch the hens onto the mattress so they can
    bounce to freedom. Unfortunately, the chickens holding the mattress
    are a bit unsteady on their feet, so your aim will have to be good!
    Use the left/right buttons to aim and up/down for power. Press X to
    launch!
    <<Thrawn's Göttin>>

  4. #4
    Mitspieler Benutzerbild von Coco
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    ACT 2 - FOWL SHOT.
    The chickens have been strapped to fireworks! Fire them through
    gaps that are being blown open and shut by the wind. Use the d-pad
    to aim and use X to fire.

    ACT 3 - CHICKEN WINGS.
    Wings will have to be made using poles, fabric and a lot of
    stitching. Sadly, the chickens are very scared, so you'll have to
    encourage them by tapping the appropriate buttons. When they've
    made their item, you must go to that work station to collect it, or
    it will hit the floor and smash! Use the left/right buttons to
    cycle through the various stations. Each work station is controlled
    by different buttons.
    To make the poles, tap T and [] quickly.
    To make the cloth, tap T and X quickly.
    To make the stitching, tap O and X quickly.

    ACT 3 - POULTRY IN MOTION.
    You need to get the engine running. Keep it well-oiled and pedal
    the bike as fast as you can. Rocky is having a bath, however, and
    you must keep blowing bubbles for him, or he'll stop you working!
    Use left/right to cycle through the buttons.
    To blow bubbles, tap X and O quickly.
    To turn the bike, tap [] and O quickly.
    To keep the oiler in operation, press [] and T button.

    ACT 3 - HEN AT WORK.
    You have to build the body of the crate, but using the tools is a
    noisy business. Fortunately, Mr Tweedy is repairing the pie
    machine, so, if you can use the same tools as him (at the same
    time) he won't hear you. You can watch Mr Tweedy through the
    binoculars. Use the d-pad to cycle through the worker chickens that
    are using the different tools. Then tap out the pattern set out by
    Mr Tweedy using the [], X and O buttons to use the tool.
    This mini-game is similar to games like Bust-A-Move and Parappa the
    Rapper, where you have to follow the on-screen instructions.

    ACT 3 THE BUNTY EGGS-PRESS
    Bunty can be found in Hut 2, where you can play this egg-laying
    game. Use the directional buttons to cycle through the different
    chicken chutes. Press O quickly to feed a chicken until it's bar
    changes colour. Then wait for the egg to roll down the chute.
    Whilst it rolls, try feeding another chicken. When the egg is near
    the bottom of the chute, catch it by pressing X.


    /---------------------------------------------------------\
    { L.The guide layout. }
    \---------------------------------------------------------/

    This guide is set out in a slightly different way to my other
    guides, as I have provided a guide that details how to get stuff in
    the best order. For instance, the Act 1 guide tells you how to get
    each piece, when to get them, how to avoid the guards etc.
    It's kinda difficult to explain, but you'll soon pick it up.
    Now it's time for the part most of you probably clicked on the link
    for.
    That's right - it's time for the guide!



    SECTION 2 - THE WALKTHROUGH.

    /---------------------------------------------------------\
    { A.Act 1 - The Mrs Tweedy Escape Plan. }
    \---------------------------------------------------------/

    After speaking to Mac, you are given full control of Ginger.
    Practice moving her around and getting used to the controls of the
    game.
    Once you exit the warmth and safety of Hut 17, you are in compound
    A. Chickens aren't supposed to wander around, so a patrolling dog
    will attack if you wander near him. Don't go near him. Practice
    sneaking in this bit (flattening against walls, tiptoeing and
    avoiding lit areas).
    Several boxes of sprouts can be found lying around in this area,
    along with a map piece.
    You are required to find a butter knife and some broken shears in
    this bit, so we'd better get them. The shears can be found in the
    alleyway between Huts 1 and 2, leaning against Hut 1.
    The old butter knife is located in Hut 16, where Babs lives. It's
    near the door when you go in, on the right of the screen.
    Once the two blades have been retrieved, take them back to Mac.
    She'll knock up some wire cutters and you'll be debriefed on the
    Mrs Tweedy Plan. Equip the wire cutters and go to the rusty fence
    (indicated on the map-check by going into the inventory, then
    pressing []). Press [] and Ginger will cut the fence.
    The cut hole will be large enough for you to go into.

    Once through, head west to the tractor (find which way west is by
    checking the map). Beware the spotlight, the lit area and the
    puddle. A box of sprouts can be found next to the tractor. Now run
    up to the building. This is the egg-counting room. Creep along next
    to this wall and you'll eventually reach an alley leading to the
    door. When you see this alley, go down it. A map piece is lying on
    the ground near the door. Pick it up and go out of the alley. Now
    head east. You'll reach a set of steps (that go up northwards).
    Climb these steps. Beware of Mrs
    Tweedy - she comes in and out of the door, muttering to herself.
    Stay on the steps until she comes out, wait until she turns her
    back on you and dash up to the door. A box next to it has the
    gloves on it; jump onto the box and get the gloves. Get off the box
    and go along the ledge that is up in this area. At the end of this
    ledge is a bonus picture. Get it. Now, leap off the ledge and head
    towards the bunker. On one side of it, the poles are lying in a
    heap, and on the other side there is a map piece.
    Next to the map piece, there are some more steps. Climb them.
    You'll be up on a ledge, again. Run along this and go down the
    steps on the far side. Yes, I know there aren't any items up here,
    but it is the safest way to go to avoid Mr Tweedy and the dog.
    After going down the steps, go through the gateway into the
    Tweedy's back garden. Mrs Tweedy occasionally looks at the garden
    from through the window. Every time the light goes on, she is
    looking. Go around the edge of the garden (furthest away from the
    window) and pick up the sprouts in the corner. Carry on going
    around and you'll eventually reach the back door. There is a light
    above here, so if you go in it, there is a box opposite the door to
    hide in. Get the boots from by the door and equip them. Now you are
    in a welly, and pressing [] in it makes Ginger crouch down. Walk up
    to the dress that is on the washing line and sit by the bricks that
    support it. Wait until the light goes off and QUICKLY unequip the
    boots, equip the wire cutters and then press Action. Ginger will
    cut the rope, and the dress will tumble to the floor. Hide in the
    boot again to ensure safety. Once the light goes off, unequip the
    boots, pick up the dress and then leg it out of the back yard. Make
    your way back to Hut 16 and hand the items over to Babs.
    She'll make the disguise, and you'll then have to participate in a
    mini-game (see section 1K for tips on doing this).
    <<Thrawn's Göttin>>

  5. #5
    Mitspieler Benutzerbild von Coco
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    /---------------------------------------------------------\
    { B.Act 2 - Catapults, Seesaws and Fireworks. }
    \---------------------------------------------------------/

    After succeeding in getting past the dogs, a (funny) FMV sequence
    will play.
    Afterwards, Ginger will tell Mac about her 3 new plans; a catapult,
    a seesaw and a fireworks machine.
    It's now day on Tweedy's Farm, and a few things have changed. There
    are now 2 dogs patrolling compound A. Also, the Rocky poster is up
    on Hut 17's wall.
    Exit Hut 17, and go through the gap in the fence. Ginger will
    encounter Rocky. After briefly speaking to him, you'll gain control
    of him.
    Go to the door next to where you got the map piece from. You need
    to get in here. Go round the corner and hide in the cardboard box,
    as Mrs Tweedy goes in and out of the egg-counting room. Wait until
    she comes out, then turns round to go back in. Drop into step
    behind her and stay behind her until she goes into the room. Wait a
    second or two before going in - if you go in immediately after her,
    she spots you. Once in the room, go over to the other side of the
    room(so you are as far away from Mrs Tweedy as possible). When she
    goes out, run over to the red box and push it along as far as it
    goes, so that it is leaning against a wall. Use it to climb up to
    the shelf. On here, you can find the cooking weights. Climb a
    little further up and get the matches. Exit the egg-counting room.
    Now, head towards the garden, using the ledge to your advantage.
    You may want to collect the sprouts that have appeared where the
    poles previously were.
    In the garden, tiptoe over to where the boots where before. You
    must tiptoe, as there is a sleeping dog. He has the racquet under
    his paw, which is one of the items you need - don't worry, you'll
    find out how to in a bit! If he is woken at any time duting this
    part of the plan, you can use the cardboard box opposite the back
    door to hide in. On your way, pick up the cord near the dog. Grab
    the bone from it's bowl by the door and equip it. Tiptoe towards
    the dog and, when you are fairly close, press []. Rocky will switch
    the bone in his wing with the racquet. Smoooooth!!!
    Now exit the garden, and return to Ginger. As her, take the matches
    to Babs in Hut 16 and then go into compound B. In here, there is a
    map piece by the gate, another in the NW corner, another in Hut 3,
    the spoon in Hut 3, some sprouts in Hut 4 and Betty in Hut 15. Drop
    in on your way past and give her the racquet and the cord.
    Equip the spoon that you retrieved from Hut 3 and sneak to the SE
    corner of compound B. Use the spoon on the darker-coloured earth
    there. Ginger will tunnel through. In this part of the farm, you'll
    meet Rocky again.
    As Rocky, head left. You'll walk under a tower after a second or
    two of walking - collect the pram from beneath it. Head W and get
    the map piece from in front of the tunnel. Go through the tunnel.
    Here, you need to get past the dogs and reach the far end, where
    you can climb up into the barn. Sneak along and use the multitude
    of boxes that are strewn about to hide inside. At the far end,
    there is a bonus picture lying around in some weeds. Climb the
    boxes nearby, and enter the barn through the window.
    Once inside, climb the short flight of stairs and pick up the map
    piece. Walk over to the hay bale and push it off the ledge you're
    on. It'll fall and land on the barn floor below...right into a
    groove. Leap down after it and push it along the groove it's in,
    into a second. Push it along this one until it touches a crate.
    Climb onto the crate and pick up the ladder hanging just above it.
    Get off there and pick up the bonus picture that is on the ground
    near you. Exit the barn by going through the small crack in the
    door. Make your way back to the tower, near Ginger.
    From here, go to the sacks on the east side of the yard. By
    climbing them, you'll be able to get a map piece and a bonus
    picture. There are also some sprouts on the floor, if you want to
    get them. Use the sacks to jump into the barn window (get onto the
    single one, jump onto the two next to it, jump to the two over the
    aisle from them and then jump onto the crates in front of the
    window).
    In the barn, push the red-crate-on-wheels onto the tractor's
    forklift. Climb into the seat and press the button there to start
    the engine. Leap out and hit the button on the tractor's body. The
    crate will be raised up. Use the boxes, tables and shelves to climb
    up to the crate. Jump on it and run along it. Jump onto that shelf
    and get the fireworks.
    <<Thrawn's Göttin>>

  6. #6
    Mitspieler Benutzerbild von Coco
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    Return to Ginger. Go to Hut 15 and give Betty her stuff. Do the
    Spring Chicken mini-game (see 1K for tips).
    Now go into compound C. A map piece is in front of you when you
    enter. There is also a picture in the NW corner. There is another
    picture in Hut 6, yet another picture in Hut 12 and some brussel
    sprouts in Hut 12. Once they've been got, go to Hut 11 and hand
    over the goods. Do the Weight Expectations mini-game (see 1K for
    help).
    Return to compound A and give Babs the fireworks. Complete the Fowl
    Shot mini-game (see 1K for details).
    Once this has been done, the end-of-act screen will appear. You'll
    now have a short, but fun, bit where you control Rocky, in an
    attempt to rescue Ginger from the clutches of the Pie Machine.

    /---------------------------------------------------------\
    { C.Act 3 - The Crate. }
    \---------------------------------------------------------/

    After seeing another FMV sequence, you'll see Ginger discussing the
    new plans with Mac.
    Once you exit Hut 17, you'll discover that it is night again. This
    is great - the darkness is good for sneaking.
    Go to Hut 2. Play the Bunty Eggs-press game and get at least 6
    eggs. If you get more you'll come out of the hut with 6 of them, as
    you can only have 6 items in the inventory at any one time.
    Go round to the Tweedy's back yard and go to the back door. Be
    careful - there is a dog sleeping outside it's kennel, and there is
    a light above the door. On the door, the dog-flap is open. Go
    inside it to get into the Tweedy farmhouse.
    You'll now meet Nick and Fetcher, the two rats, for the first time.
    Ginger will pay them 6 eggs to retrieve some items from inside the
    house. Once you end this conversation, you'll be in control of Nick
    (the short, fat one). Go to the door (that leads to the dining
    room) and get the gnome from near it. Now run to the stool and push
    it over to the other side of it's groove. Now, switch to Fetcher,
    by pressing O. As him, climb onto the stool using the jars near it.
    Once on it, switch back to Nick. Push the stool all the way back
    along. Switch to Fetcher and jump onto the shelf. Jump over the
    sink, and use the table to get onto the shelf where the laundry is.
    Go into the dining room.
    There is a dog in here, who is pretty alert. To get past him, equip
    the gnome and slowly creep past (the gnome works in the same way as
    the boots). Unequip the gnome. Switch to Fetcher and creep up to
    the curtain pulley thing (that opens and closes the curtains). Jump
    onto it and he'll grab onto it. Switch back to Nick and jump onto
    the one on the other side, using the small box to reach it. A
    animation will show, showing Fetcher whizz up to the window. Pick
    up the binoculars. Now comes some dodgy jumping.
    Jump onto the armchair next to the window. Jump onto the chair's
    arm and then leap onto the chair, that is next to the table. Jump
    onto the table and then onto the shelf. Grab the picture from on
    it. Then get onto the mantelpiece. Run along that then jump off it,
    onto the desk. From the desk, jump onto the filing cabinet's lowest
    open drawer. Climb up the filing cabinet and get the yarn from on
    top of it.
    Now, return to Ginger and return the items to her. Get out of the
    yard and back into the chicken section. Be aware that, if you're
    caught, the items will be returned to the place you got it from,
    meaning the rats will ask another 6 eggs to get 1 item. Quite a
    pain...
    In the chicken's homes, go into compound D. In here, there is a map
    piece in the centre, another in Hut 8, sprouts in Hut 8 and a
    picture in Hut 9. Doris can be found in Hut 10 - give her the
    binoculars on your way past. Pop into compound C and hand Cynthia
    (in Hut 11) the laundry and the yarn. Return to Hut 2 and collect
    another 6 eggs. Pay a visit to the barn where, as Rocky, you
    previously got the ladder from (it's on the south side of the map).
    You don't need to climb in though, you can just go in through the
    door this time. In the barn, there is an open trapdoor. Go through
    it and speak to the rats again (notice the famous movie
    reference!). Give them the eggs and you'll take control of them
    again, in an attempt to ruin Mr Tweedy's tractor.
    Once you start, place Nick in the tractor's seat. Switch to Fetcher
    and press the button on the wall. This releases the step-thing from
    beneath it. Then, press the button on the tractor's outside to
    lower the jack, which is holding it up. This obviously lowers it.
    Switch back to Nick and press the button inside the tractor. It'll
    accelerate, and hit the closed barn door. This'll cause the engine
    to shoot out of it, onto the ground outside. After that little
    incident, take the poles and the chain. Return to Ginger. While
    they talk to Ginger, the engine gets taken by some chickens, so you
    don't need to worry about getting that.
    Exit the sewers. On the barn floor, there is another key item (some
    wood) and some sprouts. Make your way back to compound B.
    Hand Betty the chain - she is in Hut 15. She already has the
    engine. Pay a visit to compound C and go to Hut 11, and hand over
    the items. You'll have to do a mini-game, called Chicken Wings.
    Once you've done that, go to Hut 10 in compound D and give Doris
    the wood. Return to Hut 2 and collect 6 more eggs. Go to the egg-
    counting room and push the 3 baskets around to form a series of
    steps that you can get onto by using the shelves, like Rocky in Act

    2. A box of sprouts can be found on the top shelf and a hole can be
    jumped into, just beneath that shelf. This is an air vent, leading
    to the pie machine. In here, you'll meet Nick and Fetcher. Pay them
    the 6 eggs.
    Once you take control of them, the oilcan is on the ground near
    Ginger. The lower area, that runs down the centre, has a map piece
    and a picture. The gears can be found near Mr Tweedy.
    As Nick, climb up the pie machine and stand next to the button.
    Switch to Fetcher and position him near the lower switch. Switch
    back to Nick and press the button. The pie machine will leak gravy.
    Mr Tweedy will go and see what all the commotion is about. Switch
    to Fetcher and get the tools, that Mr Tweedy has left unguarded.
    If you find this a bit difficult, I have been sent a solution on
    how to get these bits by Dave H. Here's his explanation:
    "The gears are the simpler of the two to get because it's closer to
    the button on the ground. Have one rat push the button up on top,
    immediately switch to the other rat who should be standing next to
    the ground button. Immediately run forward when Tweedy moves toward
    the leak and grab the gears; quickly run back to the ground button.
    Now switch to the topside rat again and hit the button, switch to
    the bottom rat and hit that button, and then immediately when
    Tweedy moves toward the leak follow fairly closely behind until you
    reach the tools. If Tweedy doesn't move far enough over the tools,
    run back and repeat. Don't move too close to the tools, just keep
    hitting the action button as you move closer until you pick them up
    (You don't want to get near Tweedy or it's curtains for you). Then
    immediately high tail it outta there. The idea behind this is that
    when BOTH buttons are hit in succession, Tweedy moves to a
    different leak on the far side of the machine, allowing you a
    chance at the tools. This may be why some people are confused."
    Go to Hut 15. Hand over the oilcan and complete the Poultry in
    Motion mini-game. Once that has been completed, go to Hut 10 and
    give Doris the gears and the tools. Do the Hen At Work mini-game.
    Once that has been done, the end-of-act screen appears, giving you
    the option to save.
    Once you select 'Continue', you'll do the final boss - Mrs Tweedy.
    I won't tell you what to do, but this is a pretty easy and very fun
    mini-game.

    There we are! The game's finished! Or is it....?
    Once you've done Mrs Tweedy, the game isn't over yet. If you
    haven't already, you need to retrieve all the bonus pictures.
    If you view the movies in Hut 1, you'll notice a Bonus Ending
    option. To open this, you need to get a Gold medal in all the mini-
    games.
    Once you unlock this ending (after AGES being spent on the
    mini-games), the game is fully completed.

    Sorry, aber die Beiträge waren immer zulang...^_^#

    Ciao Coco
    <<Thrawn's Göttin>>

  7. #7
    Kein Mitglied von Spieleforum.de !
    Hier ein Cheat:
    Unendlich Zeit
    Als Passwort eingeben: Diamant, Oval, Kreuz, Krone

  8. #8
    Elite-Spieler
    Im Spiele-Forum seit
    Jun 02
    Ort
    Sterkrade
    Beiträge
    350
    Die Kommpletlösung jetzt bitte noch mal auf Deutsch. Muss nicht umbedingt sein aber wäre Nett.
    Angehängte Grafiken Angehängte Grafiken  

  9. #9
    Mitspieler Benutzerbild von Das_Aquaschaf
    Im Spiele-Forum seit
    Sep 02
    Beiträge
    5

    Text .............

    Chicken run??????
    ist das ei spiel zum film da wo die hühner von dem hahn fliegen lernen wollen???? wusste garnicht das dazu auchn spiel gibt
    Siedler und Worms 2 u. Armageddon sind mein fachgebiet!

    ;-) ;-) ;-) ;-)

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