Geek Quest

Geek Quest
Check out this adventure point and click game called GeekQuest Vol. 1. This game is similar to Myst and Syberia. You are going to enter the world of STY Tech, the geekiest place on earth.

This is a game by Alex Bobbs.

Play Geek Quest

20 thoughts on “Geek Quest

  1. this game is very complacationg

    im still not finished with it and it have been more than one hour

  2. i need a walkthrough i a stuck
    where do i get cream soda!!!!!!!!!!!!!!!!!!!!!!!

  3. Prologue: Useful Clues from Sam
    -Go to the giant chess board.
    -Stand opposite Sam Ward (the guy in the orange shirt). Drag and drop one of the white pawns so that the white bishop is attacking the black king. Sam now talks to you. Ask him about everything.

    Problem: Crack Suite is locked.
    -Pick up the boffer in the center of the courtyard. Go to the front lounge doors.
    -Beat Stumpy with the boffer to get into the lounge.
    -Go see Derek Hohn (playing video games). He won’t talk to you but he mentions something about getting him a cream soda. Everything else he says is irrelevent. Unlock the lounge side door as long as you’re here.
    -Go out the side door to the storage room (covered in police tape). There are various boxes of soda. Note that cream soda is out. Take the note from the EDC organizer to his assistant, which says that he just loaded it into the machine. It also gives a clue to the code for his cash box. “Number of products we offer, Month when school starts, my age mod 2″. There are 4 sodas, school starts in august (8), and we don’t know the organizers age, but it must be 1 or zero.
    -Open the cash box with the code 481. Zero isn’t on the cashbox dial so we know the last digit is one. Take enough change to get a soda.
    -Go back to the lounge. Buy a cream soda from the machine using the coins.
    -Go to Derek. He still won’t pay attention to you.
    -Turn off the GameStation. Derek gets mad.
    -Give Derek a cream soda. He accepts your offering and will now talk to you.
    -Ask about Crack Suite. He will give you the key.

    Problem: The Laundry Room is locked.
    -If you talked to Sam, he should have told you that the proctor gives this information out.
    -Ask the Proctor about the laundry room code. She will demand your student ID.
    -Go down to the courtyard and go behind Sam. Take his wallet, remove the student ID. You automatically return the wallet.
    -Go back to the proctor and give her the Chessers player’s ID. Since she is blind, she can’t tell that it’s not yours. The laundry code is 35422.

    Problem: Chessers Suite is inaccessible.
    -Go above Chessers Suite to Frosh Clone Suite. Note that they have a trap door leading to Chessers, but it can only be unlocked by one of them.
    -Examine the desks and cloning machine schematics. Note the correspondance between the names and numbers of the residents, as well as their apparent favorite colors.
    -Go to the sink and take the toothbrushes.
    -Examine the cloning machine. Pick up the stack of punch cards. Use the cards on the machine to see them all. Note the binary numbers given at the bottom of the card, match this number up to the name of the frosh, and subsequently to their favorite color. Choose that color tooth brush and insert it into the sample feed. The only matching set is for Frosh #3 (two filled in dots on the right side) and her color is blue.
    -The machine malfunctions, but it produces a replica of one of their arms. Take this and use it to unlock the trap door via the panel above it.

    Problem: How to pick locks.
    -Go to CrackSuite using the key. Collect the lockpicks.
    -If you talked to Sam, he told you about the MIT guide.
    -Go to the dorm library (in the lounge). Check the card catalogue. Find the “MIT Guide to Everything.” Ignore “Lock and Key”, it’s a red herring.
    -Examine the shelves and search for the call number.
    -You can now pick locks.

    Problem: Harvie won’t leave her cage.
    -Go to Chessers Suite.
    -Look near the dresser and unblock the pipe leaving the hamster cage.
    -Collect the hamster food, then find the locked box.
    -Pick the lock on the box.
    -Read the journal. It says that the pipe in the lounge must be at 42% and describes Harvie’s behaviour.
    -Go to Crack Suite. Adjust the hamster pipes to match the color of Harvie’s cage (green).
    -Go to the lounge.
    -Go to where the pipe comes through the wall. Adjust the angle to that indicated by the journal. Unblock the hatch.
    -Climb up the second story lounge.
    -Drop hamster food in the feeding area, switch the gate in the feeding area to be open on the left.
    -Switch the gate so that the vent to the toaster is active, but the gate to the nesting area is open.
    -Go to the refrigerator. Get a bagel.
    -Toast the bagel.
    -Hit the start button on the Hamstertron.
    -Harvie will smell the bagel and come running.

    Problem: Harvie won’t leave the lounge.
    -Read the journal. It explains this part.
    -Go to the laundry room. Get the bucket (and the furby as long as you’re here).
    -Go to the courtyard.
    -Climb the rope up to the tree. Notice that the wheel would pull up the pipe (you can pull on the other end to see this). Tie the bucket on as a counterweight.
    -Go to the lounge and inspect the Turbyne. Find the manual in the East dorm library.
    -Set the rotation speed of 1200 rpm and 240 V and hit the red button.

    Problem: Harvey won’t leave G63.
    -Notice that the lights are off and nothing works. Check the letter to learn why the power is off.
    -G63 is room 115. You can tell by the room on top of it (215) or from the map in journal. Go to the circuit box next to the storage room and unlock it. Select Room 115. Note the little map inside the box. Go to the location of the other green dot in the laundry room, unlock the box, and reset the dorm circuits.
    -Go back and put a movie about hamsters in the VCR. Harvey will come and watch.
    -Switch the air intake so that it is connected to the hamster maze. All of the rods should be pulled one step out except for the 3rd one (going left to right), which should be pushed all the way in.
    -Turn on the fan to blow Harvey up the tube.

    Problem: The safe can’t be opened.
    -Open the combination lock for Harvey’s cage by entering the Suite symbols in the right order.
    -The order is the order of Suite creation as described in “History of East” (dorm library, the proctor tells you to read it). The names of each suite are written on the outside of the rooms. The symbols are found as follows: The Time Suck name and symbol are printed on the back of the Chessers player’s shirt (you get a close up when you steal his wallet). G63 is obvious and is also drawn on the suite wall. Chessers is the pawn, as pawns are a chess piece and there’s a wind chime of them hanging in front of the suite. Frosh clones is the logo printed on the Cloning Machine. Crack Suite is the tri-force, which you can deduce from the fact that Zelda is a video game, and Crack Suite has a Zelda poster, swords, and a large rug with the tri-force symbol on it. Proctor Suite is the lollypop diagram on a poster on the proctor’s door (inside) that says “Proctor Candy, nothing wrong with that”. Scandal Suite, though listed in the dorm history, no longer exists (it was replaced by Chessers Suite), so it’s not included.
    -Start the lock spinning and hit “select” over the symbols in order: lollypop, lightbulb, g63, tri-force, pawn, 4-girls.
    -Harvie now escapes from her cage.
    -Turn off the rave music via the computer.
    -Place the Furby next to Harvie.

  4. woah…hard.

    tip: click on the back of the geek playing chess, click his wallet, take his ID, than get to the suite with the candy person and show her the ID for the laundry room code.

    please do post a walkthrough…

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