The inseminator cheats. Mortimer Goth - The Inseminator! Retired, but a good read: pin. High-credibility RFID-based animal data recording system suitable. Ueoa asked in Games & Recreation Video & Online Games 6 years ago Tips on the game the inseminator? Does anyone kno any cheats or tips they can give me in the game the inseminator like how to increase his intellect and agility and other tips thanks.
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- 3Strategy
- 6External links
- 6.2Other
As of February 5, 2013, the latest version is Babysitting Cream v1.01. The game, originally created in Flash, would be remade as a standalone program with GameMaker to resolve maintainability issues.[2][3][4]
Development continues as of January 30, 2019.[5] It is now being developed with the Ren'Py visual novel engine.[6]
On march 2020, Protofan published a Ren'Py conversion of the Flash game, made by decompiling the last official flash version from Aval0nX, and updating the images using artificial intelligence upscalers, fixing some bugs and reinstating some broken scenes. That version got to completion (100% conversion from the Flash version) on september 2020, where development stopped. [7]
On september 2020, F95Zone user FuzzyBunny23, got the source code from Dark Coven's Ren'Py conversion and started updating it to fix more bugs, enhance the playability, add new scenes, and trying to complete unfinished routes. As of this writting, beta 0.2.1 version is published, and FuzzyBunny23 estimates that completing this project can take anything from 6 to 12 months.[8]
Manual dumbwaiters are moved between floors by means of a hand-operated pulley system. Pulling the rope on one side will cause it to rise whilst pulling the opposite rope will cause it to descend. Although it may sound very labour intensive, the system of pulleys, counterweights, gears and brakes makes manual dumbwaiters much easier to use than. Building a manual dumbwaiter. Building the DIY dumbwaiter only cost around $300, much less than commercial models. It would be great to find plans that show even a 'manual pulley system' with a platform. Where you can transfer say picnic supplies and food from an upstairs deck to a lower level. If anyone knows where to buy one.
Objective[edit]
The object of the game is to seduce Cream the Rabbit into as many sex acts as possible. The player's score is based on the number of times they manage each of the following:
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Play style[edit]
Most of the time, the window displays a room, with an icon of Cream in the upper right corner. Options at the bottom of the window allow the player to move from one room to another. If the player clicks on Cream, she will appear, and a menu of choices will be shown at the right. Corel draw x7 indir full. The player can then choose an action. Usually, one of the options is 'Never mind,' which returns to the room display. Sometimes, choosing an action will lead to other actions or choices. For example, the choice to watch cartoons will lead to an opportunity to watch a movie. Cream will fall asleep, and new choices will appear: pull up her dress to peek at her panties or continue watching the movie. Each of these leads to other choices, with different consequences.
The actions available -- and the results -- depend on a set of statistics, which represent the player's progress toward the game's goals:
- Relationship with Cream (RWC): How much Cream trusts the player. This starts at zero, and the very first choice in a new game can change it. Most activities will raise this, but if the player frightens Cream or is mean to her, it can go down.
- Moral Alignment: A numerical evaluation of the player's actions: 'naughty or nice'. Starts at zero. Goes down if the player does something to Cream without her consent. Goes up if the player lets Cream out of uncomfortable obligations or refuses to let her do something dangerous (e.g., 'you don't have to take off your panties' if she loses the racing game). File:CreamLiving.png'>Living Room
- Peeping: How well the player can spy on Cream. Goes up if he catches her in her panties, or if the player does something naughty, and doesn't get caught.
- Lust: How much lust the player feels toward Cream. The more lust, the easier it is to initiate sexual things with her.
- Jerking Off: How many times you have jerked off on Cream
- Exposure (EXP): How comfortable Cream is with seeing the player naked. Goes up if the player exposes himself in front of her without angering or upsetting her (e.g., if she asks to see him in the pool).
- Touch: Goes up when the player touches or tickles Cream. Will unlock different events when it gets high enough.
- Happiness: How happy Cream is. A high happiness gets a good ending, and can also unlock other parts of the game.
- Hunger: How well-fed Cream is. Zero or negative hunger is an opportunity to feed her and raise RWC. Pizza is especially good for this and also makes her happy.
- Energy: This sort-of substitutes for time within the game. The first day starts with 100 points, and various actions will use up energy. Getting a night's sleep raises it by 100 points (but not above 100). Other actions that can raise it (even above 100) include: taking a shower, getting an energy drink from the fridge, buying pizza, or buying something from the vendor at the fountain. It's possible to go to bed with negative points, but then the next day will start with slightly under 100.
- Rings: How much money you have to spend. You start with 500 rings, and can get more by various actions. Some actions cost Rings, e.g., going to the movies, buying a new dress for Cream, ordering pizza.
The current energy is displayed in the upper left corner of the window at (almost) all times. The other statistics are shown in a black book, 'Sonic's Journal' in the upper left corner of the Living Room. The 'score' in terms of sexual acts can be accessed through the journal. The purple arrow in the image at the right points to Sonic's Journal.
The game allows seven days to reach the goal of doing sexual things with Cream. Vanilla will return on the morning of the eighth day, and the ending will be played. The current ending is incomplete, but it has a few drawings as teasers of the eventual, complete ending.
Strategy[edit]
It is most important to try lots of different things. Some actions that don't get good results early in the game will get a better result once statistics have been raised high enough. For example, if the player visits Cream in her room and asks her to take off her dress, she will refuse at first. But once she's taken off her dress once, she will do it again. New options appear when she is in her panties, and yet others once she is naked.
Most activities can be done multiple times in a day, but in some cases you will only get 'credit' (increased statistics) the first time you do them. So plan ahead: figure out what you want to get and do the things that will lead to that. Older versions allowed each activity to be done only once per day, so the strategy has shifted significantly. File:CreamBabysittingSonicsJournal.png'>General[edit]
- Cream should be fed whenever possible -- this raises RWC and (for Pizza) Happiness. Also, if she gets hungry while watching a movie, the options at the end will be lost.
- Never miss out an opportunity to touch or tickle Cream. Raising the Touch statistic enables new options. But be careful of boundaries -- overdo it and alignment will sink.
- It is possible to get sexual with a positive alignment or a negative one, but the paths taken are different. If alignment get too low (around -7), some activities will be refused or have no effect.
- Check Sonic's Journal (in the Living Room) often to see what effect your actions have had. Not all actions announce what they did -- some things do nothing except raise RWC.
Building statistics[edit]
In the first few days, most of the useful actions occur in the Living Room, the Backyard, at the Mall and in the Park (plus, of course, the Kitchen whenever Cream is hungry). The player can choose to watch cartoons and then a movie (and get a chance to raise Exposure, Lust, Jerk Off, and/or Peep). Playing a videogame can lead to tickles (and raise Touch). Go swimming and play Marco Polo or 'Who can make the biggest splash' -- each of these gives the player an opportunity to raise their statistics. During this part of the game, it makes sense to be profligate with energy. Once the limited set of actions that will raise statistics for the day have been completed, the rest of the energy can be used doing random things that will raise RWC -- playing dolls with Cream, or trying all the different things at the mall, etc.
Toward the middle of the week, once statistics are high enough, the player gets new opportunities. For example, they may see Cream peeking in at them when showering. This gives the player a chance to Jerk Off while she's watching, or to invite her to shower with you. When playing a game, sometimes it's best to lose, and sometimes to win. During this phase, the player needs to be somewhat thrifty with their energy until they've gotten as much as they can, then use it up as during the first few days.
Cashing in[edit]
Once Touch is high enough, the player can get Cream to take off her dress. At even higher levels, she will take off her panties. The higher it goes, the more actions will be successful. But not everything works -- the game is still incomplete. Once reaching this point, it's useful to summon Cream to her own room, or to Vanilla's room, where the player can get her naked and (maybe) 'do things' to her.
During this phase, you need to hoard your energy carefully. There are only so many things that you can do (or try to do) before you run out of energy for the day. Play the game through a few times to see what works, then get those things done first. Once you've accomplished as much as you can with the day, then go ahead and spend energy to raise RWC and other statistics further.
Problems[edit]
The game is incomplete, so there are some actions/options that don't do anything. For example, when doing the 'Lets see who can make the biggest splash' activity in the pool, Cream's top will come off, but if you choose to give it back to her directly, it won't let you do anything further on. Also, you can get the keys to the Vanilla's Camaro in the garage, but you can never do anything with the car.
There are also some actions that change your statistics in some way, but give no description, nor any indication of what happened, aside from a decrease in your energy. This can be particularly annoying toward the end of the week, when you have built your statistics up enough that some of the sex options 'should' work. In a few cases, clicking an option gives no error, no indication that you have succeeded, and if you go back and examine Sonic's Journal, you will find that you didn't get credit for that sex act. The issue is compounded by the fact that the statistics are not constantly visible, as they are in some games.
References[edit]
- ↑Ah! after 10,000 years I'm freeeee - Aval0nX, deviantART (November 7, 2013)
- ↑An update on things to come - Avian, Inkbunny (March 22, 2014)
- ↑Babysitting Cream and Game Maker Studio - Avian, Inkbunny (February 5, 2013)
- ↑When are you going to release babysitting cream's .fla? - Aval0nX, Tumblr (June 2014)
- ↑Figures I should kinda make a Journal.. - Aval0nX, Inkbunny (January 30, 2019)
- ↑Babysitting Cream 202X Release - Sprites Preview round 1] - Aval0nX, Inkbunny (01 May, 2019)
- ↑[1] - F95Zone forum thread for Protofan's Ren'Py unofficial conversion
- ↑[2] - F95Zone forum thread for FuzzyBunny23's enhanced version of Protofan's port
External links[edit]
Official latest version[edit]
- Babysitting Cream v1.01 (released February 5th, 2013) at Inkbunny
- Babysitting Cream v.98.86 (released April 8th, 2012) at Inkbunny
- Babysitting Cream v91.3 Beta (released February 6th, 2011) at Inkbunny
Other[edit]
- v0.91 on SWFchan
FunnyGames[edit]
- v05 (also on FilesTube)
Hacked Versions[edit]
- Hack of v98.86 on e621.net
- Hack of v093 (also on [3])
Unknown versions[edit]
Walkthrough Menu
General Tips
- You may play this game in full screen or windowed mode by pressing 'Alt + Enter.'
- From the option menu you can adjust a variety of settings like screen mode, music and sound volume.
- You can access a journal by clicking the book at the bottom left corner.
- Next to the journal is the menu button.
- Click on the crucifix at the bottom right corner to access the hints.
- The inventory items will be stored in the tray at the bottom of each scene.
- You can use an inventory item by picking it up and click it onto the area you wish to use it in.
- Hints are unlimited but they need to recharge before they can be used again.
- The hidden objects are randomized. The solution may vary.
- You can skip any cut scene by pressing the skip button but puzzles cannot be skipped.
Chapter 1: A Mysterious Letter
- The game starts with a cut scene.
- Find all the hidden objects in the scene.
- Pick up the JOURNAL and head to the town of Buchenfeld.
- Click on the door of the first house to the right, watch or skip the cut scene then click again to enter.
- Find all the hidden objects in the scene.
- Exit the house and click on the door of the next house to the left.
- Pick up the HAIR PIN from the inventory and use it on the lock to activate a puzzle.
- Click on the tumblers in the following order: 7-2-5-4-5. This is just one of many possible solutions.
- Find all the hidden objects in the scene.
- Exit the house and use the KEY on the tower's door, watch or skip the cut scene and enter the tower.
Chapter 2: Shadows of the Past
- After the cut scene find all the hidden objects in the scene.
- Read the letter, click anywhere to continue and head back to the Pharmacist's house.
- Find the 15 differences between the two images.
- When you click on a difference it will disappear from the image.
- The inventory items can't be used here but you can always use the hint button if needed.
- Click on the pelt to remove it and discover a door. Click on it to access the cellar.
- You need a light to search the cellar.
- Head back to Bresser's house and grab the CANDLE.
- Return to the cellar at the Pharmacist's house, pick up the CANDLE from the inventory and use it on the torch to light up the room.
- Find all the hidden objects in the scene.
- Exit the house and return to Bresser's house.
- Pick up the MIXTURE from the inventory and use it on Katrin.
Chapter 3: On the Trail of a Witch
- After the cut scene exit the house and the town back to the bridge.
- Take the road to the right of the bridge to get to the Mill.
- Find the ten sacks of flour.
- Grab the PLANKS leaning against the wall, pick them up from the inventory and use them on the bridge to repair it.
- Cross the bridge on to the other side of the river to get to the Crossroads.
- Find all the hidden objects in the scene.
- Pick up the HAND SCYTHE from the inventory and use them on the bushes blocking the path on the right side of the scene.
- Click on the path to access the next screen.
- Find all the hidden objects in the scene.
- Head back to the Mill.
- Pick up the HAND SCYTHE from the inventory and click on the rope that's holding up the barrel.
- Grab the IRON RING from the floor and cross the bridge to the next screen.
- You will give the IRON RING to Farmer Temser so he can move the cart and clear the path.
Chapter 4: Friend or Foe?
- After the cut scene make your way back to where the cart was and go west to the farm.
- Enter the first house to the right.
- Find all the hidden objects in the scene.
- Exit the house and enter the first one from the left.
- Find all the hidden objects in the scene.
- Exit the house and find the 13 differences between the two images.
- When you click on a difference it will disappear from the image.
- The inventory items can't be used here but you can always use the hint button if needed.
- Find the matching footprint by clicking on the correct match.
- The footprint you need to match up shows up on the left.
- Look for the matching footprint on the right.
- Some footprints look alike but there are slight differences between them, examine them carefully.
- The solutions may vary.
- Find the 18 differences between the two images.
- When you click on a difference it will disappear from the image.
- The inventory items can't be used here but you can always use the hint button if needed.
- After the cut scene cross the bridge to the next screen and take a right at the crossroads.
- Click on the door to enter the castle.
Chapter 5: Riders of the Apocalypse
- After the cut scene find all the hidden objects in the scene.
- Read the letter, click anywhere to continue, go back to the farm and enter Derwalt's cabin.
- Find the 12 scraps of paper.
- Put the pieces together to form a letter.
- Click once on a piece to pick it up and drag, click again to release it.
The Inseminator Game Cheats Ps2
- After reading the letter click anywhere to continue.
- Find all the hidden objects in the scene.
- Exit the house and head to the Crossroads.
- Find the 10 differences between the two images.
- When you click on a difference it will disappear from the image.
- The inventory items can't be used here but you can always use the hint button if needed.
- Head south to the Mill.
Chapter 6: In Pursuit of the Truth
- After the cut scene find all the hidden objects in the scene.
- Exit the house and find the 15 differences between the two images.
- When you click on a difference it will disappear from the image.
- The inventory items can't be used here but you can always use the hint button if needed.
- Click on the door of the Pharmacist's house.
- You will find that the door is locked with four deadbolts.
- To unlock the deadbolts pick up the HAIR PIN from the inventory and click on them in the order shown in the following screenshot.
- The solutions for each lock are as follows.
- The combination for lock #1 is: 7-3-4-1-6-5.
- The combination for lock#2 is: 2-4-7.
- The combination for lock #3 is: 1-3-5-6-4-7-2.
- The combination for lock#4 is: 2-4-6-5.
- There are other possible solutions.
- Click on the cellar door to enter.
- Find the 16 scraps of paper.
- Put the pieces together to form a map.
- Click once on a piece to pick it up and drag, click again to release it.
- Exit the house, go south to the bridge, go east to the Mill, go west to the Crossroads and take the first right to the Cesspool.
- Find the 15 differences between the two images.
- When you click on a difference it will disappear from the image.
- The inventory items can't be used here but you can always use the hint button if needed.
- Pick up the HAMMER from the inventory and use it on the log to find a secret entrance.
- Click on the log and find all the hidden objects in the scene.
- Grab the CLOTH, pick it up from the inventory and use it on the SWORD.
- Pick up the SWORD from the inventory and use it on the dead roots.
Official latest version[edit]
- Babysitting Cream v1.01 (released February 5th, 2013) at Inkbunny
- Babysitting Cream v.98.86 (released April 8th, 2012) at Inkbunny
- Babysitting Cream v91.3 Beta (released February 6th, 2011) at Inkbunny
Other[edit]
- v0.91 on SWFchan
FunnyGames[edit]
- v05 (also on FilesTube)
Hacked Versions[edit]
- Hack of v98.86 on e621.net
- Hack of v093 (also on [3])
Unknown versions[edit]
Walkthrough Menu
General Tips
- You may play this game in full screen or windowed mode by pressing 'Alt + Enter.'
- From the option menu you can adjust a variety of settings like screen mode, music and sound volume.
- You can access a journal by clicking the book at the bottom left corner.
- Next to the journal is the menu button.
- Click on the crucifix at the bottom right corner to access the hints.
- The inventory items will be stored in the tray at the bottom of each scene.
- You can use an inventory item by picking it up and click it onto the area you wish to use it in.
- Hints are unlimited but they need to recharge before they can be used again.
- The hidden objects are randomized. The solution may vary.
- You can skip any cut scene by pressing the skip button but puzzles cannot be skipped.
Chapter 1: A Mysterious Letter
- The game starts with a cut scene.
- Find all the hidden objects in the scene.
- Pick up the JOURNAL and head to the town of Buchenfeld.
- Click on the door of the first house to the right, watch or skip the cut scene then click again to enter.
- Find all the hidden objects in the scene.
- Exit the house and click on the door of the next house to the left.
- Pick up the HAIR PIN from the inventory and use it on the lock to activate a puzzle.
- Click on the tumblers in the following order: 7-2-5-4-5. This is just one of many possible solutions.
- Find all the hidden objects in the scene.
- Exit the house and use the KEY on the tower's door, watch or skip the cut scene and enter the tower.
Chapter 2: Shadows of the Past
- After the cut scene find all the hidden objects in the scene.
- Read the letter, click anywhere to continue and head back to the Pharmacist's house.
- Find the 15 differences between the two images.
- When you click on a difference it will disappear from the image.
- The inventory items can't be used here but you can always use the hint button if needed.
- Click on the pelt to remove it and discover a door. Click on it to access the cellar.
- You need a light to search the cellar.
- Head back to Bresser's house and grab the CANDLE.
- Return to the cellar at the Pharmacist's house, pick up the CANDLE from the inventory and use it on the torch to light up the room.
- Find all the hidden objects in the scene.
- Exit the house and return to Bresser's house.
- Pick up the MIXTURE from the inventory and use it on Katrin.
Chapter 3: On the Trail of a Witch
- After the cut scene exit the house and the town back to the bridge.
- Take the road to the right of the bridge to get to the Mill.
- Find the ten sacks of flour.
- Grab the PLANKS leaning against the wall, pick them up from the inventory and use them on the bridge to repair it.
- Cross the bridge on to the other side of the river to get to the Crossroads.
- Find all the hidden objects in the scene.
- Pick up the HAND SCYTHE from the inventory and use them on the bushes blocking the path on the right side of the scene.
- Click on the path to access the next screen.
- Find all the hidden objects in the scene.
- Head back to the Mill.
- Pick up the HAND SCYTHE from the inventory and click on the rope that's holding up the barrel.
- Grab the IRON RING from the floor and cross the bridge to the next screen.
- You will give the IRON RING to Farmer Temser so he can move the cart and clear the path.
Chapter 4: Friend or Foe?
- After the cut scene make your way back to where the cart was and go west to the farm.
- Enter the first house to the right.
- Find all the hidden objects in the scene.
- Exit the house and enter the first one from the left.
- Find all the hidden objects in the scene.
- Exit the house and find the 13 differences between the two images.
- When you click on a difference it will disappear from the image.
- The inventory items can't be used here but you can always use the hint button if needed.
- Find the matching footprint by clicking on the correct match.
- The footprint you need to match up shows up on the left.
- Look for the matching footprint on the right.
- Some footprints look alike but there are slight differences between them, examine them carefully.
- The solutions may vary.
- Find the 18 differences between the two images.
- When you click on a difference it will disappear from the image.
- The inventory items can't be used here but you can always use the hint button if needed.
- After the cut scene cross the bridge to the next screen and take a right at the crossroads.
- Click on the door to enter the castle.
Chapter 5: Riders of the Apocalypse
- After the cut scene find all the hidden objects in the scene.
- Read the letter, click anywhere to continue, go back to the farm and enter Derwalt's cabin.
- Find the 12 scraps of paper.
- Put the pieces together to form a letter.
- Click once on a piece to pick it up and drag, click again to release it.
The Inseminator Game Cheats Ps2
- After reading the letter click anywhere to continue.
- Find all the hidden objects in the scene.
- Exit the house and head to the Crossroads.
- Find the 10 differences between the two images.
- When you click on a difference it will disappear from the image.
- The inventory items can't be used here but you can always use the hint button if needed.
- Head south to the Mill.
Chapter 6: In Pursuit of the Truth
- After the cut scene find all the hidden objects in the scene.
- Exit the house and find the 15 differences between the two images.
- When you click on a difference it will disappear from the image.
- The inventory items can't be used here but you can always use the hint button if needed.
- Click on the door of the Pharmacist's house.
- You will find that the door is locked with four deadbolts.
- To unlock the deadbolts pick up the HAIR PIN from the inventory and click on them in the order shown in the following screenshot.
- The solutions for each lock are as follows.
- The combination for lock #1 is: 7-3-4-1-6-5.
- The combination for lock#2 is: 2-4-7.
- The combination for lock #3 is: 1-3-5-6-4-7-2.
- The combination for lock#4 is: 2-4-6-5.
- There are other possible solutions.
- Click on the cellar door to enter.
- Find the 16 scraps of paper.
- Put the pieces together to form a map.
- Click once on a piece to pick it up and drag, click again to release it.
- Exit the house, go south to the bridge, go east to the Mill, go west to the Crossroads and take the first right to the Cesspool.
- Find the 15 differences between the two images.
- When you click on a difference it will disappear from the image.
- The inventory items can't be used here but you can always use the hint button if needed.
- Pick up the HAMMER from the inventory and use it on the log to find a secret entrance.
- Click on the log and find all the hidden objects in the scene.
- Grab the CLOTH, pick it up from the inventory and use it on the SWORD.
- Pick up the SWORD from the inventory and use it on the dead roots.
- Exit through the hole in the upper left corner of the screen.
Chapter 7: Lucifer's Messenger
- After the cut scene find all the hidden objects in the scene.
- Grab the FEATHER and the PELT.
- Pick up the PELT from the inventory and place it under the door.
- Pick up the FEATHER from the inventory and place it on the door's lock to push out the KEY.
- Click on the PELT to pull it back and grab the KEY.
- Pick up the KEY from the inventory and use it on the lock to open the door.
- Click on the door to exit the room.
- Head back to the Pharmacist's house.
- After the cut scene enter the castle.
- Find the 14 differences between the two images.
- When you click on a difference it will disappear from the image.
- The inventory items can't be used here but you can always use the hint button if needed.
- Click on the torch to the left of the fireplace to discover a secret passage and enter it.
- Find all the hidden objects in the scene.
- Click on the picture on the right wall to activate a puzzle.
- Arrange the sliding tiles so that they match the shield's design.
The Inseminator Game Cheats
- Grab the diary from beneath the puzzle.
- Exit the castle, look at the well and then try to go south to the Crossroads.
- After the cut scene enter the castle and go back to the secret chamber.
- Find the 16 differences between the two images.
- When you click on a difference it will disappear from the image.
- The inventory items can't be used here but you can always use the hint button if needed.
- Combine the two pieces of CLOTH in your inventory by placing one on top of the other.
- You can view the cloak design in your journal.
- Exit the castle and click on the well to access the final puzzle.
- Click on the symbols around the wheel in the same order the appear on the cloak.
- For each symbol align the constellation correctly by rotating the two wheels.
- Please refer to the following screenshots for the solution.
- After you finish the puzzle the well will open.
- Head south towards Crossroads for the final cut scene.
The Inseminator Game Cheats Gta 3
Congratulations! You have completed The Inquisitor!The Inseminator Game Cheats Sims 4
Created at: 2010-05-30