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100 Missions: Mission 4 (Level 4) Walkthrough

100 Missions, Mission 4.  If you are stuck, you have arrived at the correct blog to help you.

If you need help for mission 1, 2 or 3:
For mission 1, go here
For mission 2, go here
For mission 3, go here

For Mission 4, continue reading!

Mission 4 was by far the easier of the first 4 missions.  You should not have a great deal of difficulty to solve this one!

When you start the mission you will find a guard that you need to get rid off.  So, let's get on with it!

Pick up the anchor.  Go left.  Pick up the old newspaper inside the crate.  Next to it, pick up the crate full of fishing supplies.  Go more left until you find a lot of rods or pipes lying around. Pick up a long metal rod.  More left and at the oil barrels, pick up the wrench.   Pick up the heavy barrel containing a flammable chemical mix.  Return to the guard at the start screen.  Use the metal rod and knock him out.  Search the guard and take a box of matches.

Go forward and on the stairs you will find a sturdy metal chain.  Go a bit left and pick up the wooden ladder.    Examine the green and yellow machine.  Look again until you see the turning gears.  Use the chain to stop them.  

Use the wrench on the smaller gear.  Use the wrench again and take a small metal screw. Go to the screen with the orange submarine.  

The loading mechanism is missing a gear, so replace it with the one you collected.   Use the screw on the gear.  Now they will turn.

Go back to the dead guard.  Use the ladder on the green crate.  Climb the ladder.
Take the bucket.  Take the crowbar.  Put the newspaper in the bucket.
Go back to the submarine and use the crowbar next to the turning gears.  The submarine will disappear and you can pick up a net.

Go to the crane and use the net on the hook.  Use the chemical barrel on the net.  Use the anchor on the net.   Use the crate with fishing supplies on the net.  

Press the up button of the crane to raise the net.  Use the bucket with newspaper on the net.   Use the matches to light it.

Press the emergency release of the crane.

The remaining guards will be killed.
Enter the white door in front of you and viola!  Well done, Agent!


100 Missions. Mission 3 walkthrough

100 Missions.  Mission 3 walkthrough.
Walkthrough for mission 3.  (Level 3 walkthrough)

For Mission 1, go here
For Mission 2, go here

For mission 3... read on!

Get rid of the guard.  When the target is over his head, tap the target.    Search the guard and take the code (3555) and remove the dart from his neck.

Enter the guard house.  Take the bolt cutter.  Take the shapes code paper and glass mug from the table.  Open the fridge and take the red meat and energy drink.  To the left of the fridge there is a piece of paper.  Read it (contains hint on how to disable the power) and take the duct tape.

Disable the security camera.  Use the computer and enter the correct code.  Use the shape codes hint that you picked up to solve this one.  Simple maths deductions.  You need to work out what numerical values are assigned to the triangle, square, circle, and diamond.  

If you battle, here is the answer:  Triangle = 8, Square = 6, Circle = 9, Diamond = 4.  If you disagree, then look at the shapes sheet and substitute the shapes for the correct number, then see if the equations equate correctly.
So on the computer, enter 8694 and the cameras will die.

Now, disable the electricity.  There are 2 power boxes, one in the guard house and one outside.  Both have the same solution.  If you look at the picture that was at the duct tape, the line goes right, down, right; down, down, left.  So use this combination on the electricity boxes.  Turn the dials as follows:  Top row à right, down, right.  Bottom row à down, down, left.  If you did it correctly, you can go and cut the fence without getting the warning that you first need to disable the power.

Cut the fence with the bolt cutter.  Give the meat to the dog. 

Go left and pick the lock with the dart.  Enter the room and take the ax, small anchor, and wooden plank.  Exit this room.

Climb the ladder.  At the top, tap on the wall to solve the next puzzle.  The code from the soldier was 3555. So move the 1st slider down 3 times to 128 and the other 3 sliders down 5 times (to the bottom).  

Now, you need to add the numbers you have selected here to find another code.  If you are reasonably good with mathematics, the bottom row will blanks will read:

512 : each row is double the previous row
3 : From the top, reduce by 8, then the reduce by the half of 8 = 4, then reduce by the half of 4 = 2, then reduce by the half of 2 = 1  
876 :  a(n)=[a(n-1)+1]*[n+1]
8:  Multiply the 2 digits of a row to get the answer for the next row.  7 x 7 = 49.  4 x 9 = 36.  3 x 6 = 18.  1 x 8 = 8.

Now, add the numbers you have selected with the sliders (128 + 3 +876 + 8) to get 1015.  This is the code at the electricity box.

Climb down. Between the boxes you will find a rope. Between the containers there is a wooden plank, take it. There is another plank you need to take, to the left of the containers at the boxes.  In your inventory, combine the rope with the anchor.  All your way to the right you will find a yellow boat.  Use the anchor on it and retrieve a key.

Go to the lift. (Yellow structure).  

Open the electricity panel.  Use the duct-tape on the wires.

Type the code that you worked out at the top of the ladder.  If you type it wrong, you will get a nasty shock??? and end up in the guard room.  Probably a bug.  Type 1015.  Now you can climb in the lift.
Use the key at the controls and solve the puzzle.

 You need to move the orange piece out.  This is not too difficult.  If you battle, see below for hints:


Almost there!

Now move the orange piece out.

After you solve the puzzle, go to your right and you will see a wooden ladder bridge:

In your inventory, combine the 3 wooden pieces.  If it does not combine, try a different combination. Then use the 3 combined wooden pieces on the ladder. 

  Climb the ladder and you are done!


100 Missions walkthrough – Mission 2

100 Missions walkthrough – Mission 2 (Level 2)

(For Mission 1, go here

If you are stuck, here are some hints:
Get rid of the guard by using chloroform on the rag.
To open the Lab door: If you look at the paper, the clipboard, and the dog tag, you will get most of the info.  For the branch and rank look on the wall, next to the helicopter, there is a sign with military ranks on it. 
For the bomb you will need Protactinum (Pa), Tin (Sn), Copper (Cu), Tungsten (W), and Plutonium (Pu)

Here is the full walkthrough:

Step 1: Get rid of the guard.
Get the dirty old rag.  It is at the boxes, between the truck and tank.
Go to the helicopter and take the chloroform.
Combine the chloroform and the rag in your inventory.
Use rag on soldier.

Step 2: Get into the lab
Search the soldier to get a key and a dog tag.
Pick up the clipboard from the tank front seat.
Get the jerry can from the back of the truck.
Get the AK47 and sheet of paper that is just to the right of the missiles.
Near the tank you will find the C4 explosives in the crate.  Take it.

The code for the lab door is the combination of ID number, Branch, Rank, and Blood Type.
If you look at the paper, the clipboard, and the dog tag, you will get most of the info.  For the branch and rank look on the wall, next to the helicopter, there is a sign with military ranks on it. 
ID = 997.  Branch = Navy (2). Rank = 1st Lt (24).  Blood Type = AB Positive (72).
So open the lab door with the code 99722472

Step 3: Make explosives
Open the middle locker with the key.  Take the car key, cigarettes, and lighter.
Take the timer from the rack.
Use the AK47 on the Scientist to your left and take the document from him. 

 Study the document to get the formula for the bomb.For the bomb you will need Protactinum (Pa), Tin (Sn), Copper (Cu), Tungsten (W), and Plutonium (Pu)

Go to the chemical rack and use the jerry can.   Drag the following chemicals onto the jerry can:  Pa, Sn, Cu, W, Pu.  If you did it right, you will get a message that the jerry can is now ready.

Step 4: Kaboom
Go out of the lab and go to the Suzuki jeep.
Open the door with the key you found in the locker.
Take the pliers.
Open the bonnet of the Suzuki and use the pliers to take the wires.
In your inventory, use the timer on the C4 explosives.  Use the C4 on the Jerry Can.  Use the wires on the jerry can bomb.

Go to the explosive barrels.   And use the jerry-can-bomb.
Exit the hanger.  Kaboom!!!

100 Missions Walkthrough

I am now busy playing the android game: 100 Missions.  Very nicely done game where you are the sleuth that needs to resolve puzzles to win the mission.

Mission 1.  Tips, Hints, and Full Walkthrough.

If you are stuck, have you done the below:
-          Turn on the light?
-          Found the screwdriver?
-          Combined items in your inventory?
-          Found 3 keys?
-          Found and used the hammer?
-          Found a note in one of the jackets?
-          Did you flatten the coin?
-          Used the paper in the printer?
-          Switch off the light before you view the black painting?

If all else fails, here is the full walkthrough:
11.       Get the light on
Go left 3 screens.  You will see the blue screwdriver on the cabinet.  Take the screwdriver.
Go back to the start room.  Zoom in on the panel to the left of the door.
Select the screwdriver from the inventory and unscrew the 2 screws.
Tap the panel to open it.
Solve the puzzle.  Follow each color's cord from left to right and change the right hand side to the correct color.  If you battle, from top to bottom it should be Blue, Yellow, Green, Red.
The power is now restored.
Go back 2 screens so that you see the front door.  To the right of the door is a light switch.  Turn it on.

22.       Get the 3 keys and unlock the drawers
To the right of the door is an umbrella and shoe stand.  Zoom in and touch the top shoe to get a shoelace.
Go right where the jackets are hanging.  Take the hammer.  Take the paper from the middle jacket’s pocket.
Go to the pool-table room.  Look at the liquor cabinet.  Use the hammer on the piggy bank and take the coin.  Use the hammer on the coin to flatten it.
Go to the room with the chess table.  Use the hammer on the wall above it.  Do it again.  Get the tape recorder from the skeleton.
Enter the bathroom and take the papers from the dustbin.  Solve the puzzle.
Look at the sink and take the bronze key.
Go left, and look at the cabinet above the bath.  Use the bronze key to unlock. Open it.
Solve the pipe puzzle by rotating the pipes to flow from the red handle to the bottom right outlet.  Turn the handle.

 Go back to the toilet and now you can pick up the silver key. 
Go to the TV room and unlock the drawer under the TV with the silver key.  Open and take the blank piece of paper.
Open the bottom right drawer and take the batteries and paper clip.
Open inventory and use the paper clip on the shoe lace to make a hook.  Look at the sink then use the hook to get the gold key.  Exit the bathroom and use the gold key to open the white drawer.  Open and take the ultra violet torch.  Use the batteries on it.

33.       The Painting
Return to the front door and switch off the light.
Go to the pool table room and use the ultra violet lamp on the paining.  Take note of the patterns ( > < > < < >)

Return to front door and switch lights back on.
Return to pool table room and insert flattened coin in table coin slot.  “Something has shifted”.    The painting has revealed a safe.  Open the safe by using the combination you saw on the painting.  Turn clockwise, anti-clock, clock, anti, anti, clock to open.  Take the magnetic card, flash drive, and tape.  Use the tape in the tape-deck. 

44.       The PC
Go to the office area.  Use the blank paper on the printer.  Use the printer and take the note with the Morse code on it.  Insert the flash drive into the PC.  Type the correct code.  To get the right code, you use 2 pieces of paper that should now be in your inventory to solve it.  The one paper contains the 4 shapes with their number.  The other one will give you the order.   (Up-triangle, square, circle, down-triangle).   So the solution is 4, 5, 1, 9.  Type it on the PC.  Take the flash drive and exit the study.

55.       Opening the front door.
Go to the front door and use the magnetic card on the keypad to unlock it.
In your inventory, listen to the tape and watch the code coming from the light.  Use the Morse code paper to decipher the numbers.  Each number is a combination of 5 dots or dashes.     Code is 5, 7, 1, 4.  Tap the door and it will open.

 Done!  Mission 1 solved.


100 Doors Walkthrough – the last frontier

100 Doors Walkthrough – the last frontier.  Here then the solutions and explanations for door 71 to 73.

Door 71: Colour coded keys
You will see different colour keys and a colour circle in the middle changing numbers from 0 to 9.
To solve this one, count the number of keys witch match the same colour as the centre circle, then tap the circle when the correct digit appears.  4 Red, 0 Yellow, 5 Green, 3 Blue.  If you make a mistake, you start over from red.

Door 72:  A clock on 12’o clock.  The numbers 90, 270, 150, 240, 60, and 180 at the top.  A keypad in the centre.    The clue at the top are degrees. SO, for 90, turn 90 degrees and tap 3. 270 Degrees = 9. 150 Degrees = 5.  240 Degrees = 8.  60 Degrees = 2.  180 Degrees = 6.  So, the answer is 3,9,5,8,2,6.

Door 73: A door with the number 5 at the top.  To open this door, there are 5 objects on the door you need to touch. (Think of the puzzles where you need to spot the differences between 2 pictures.  In this on it is the differences between the 2 door pictures).  Each time you touch an object it will disappear and the number at the top will decrease until the door opens.
The 5 objects:  spider web in the bottom right corner.  A blue bar in the top right.  A blue circle just above the left door handle.   A white bar at the top on the left door.  A grey triangle at the bottom right of the left door.

That it!  Now we need to wait for an update of more levels!


Comrades Marathon - Are you extra-ultra-ordinary?

Comrades Marathon - South African annual 90km ultra marathon.
Comrades Tips, Comrades Tricks, Comrades Advise, and Comrades ideas to help get you over the finish line before the final gun goes off...

Good day, fellow runner!  The reason that you are reading this page is probably because you have entered, or plan on entering on the the BEST ultra-marathons in the world. To read more on what the Comrades Marathon is, follow this link to the official Comrades Marathon website.

I have completed the race 6 times.  I am not a fast runner or a sport scientist.  I am an average runner that enjoy races, the commitment, the endurance, the running friendships, the camaraderie, the music of Chariots of Fire (Vangeles), and the adventure of finishing the run, beating the final gunshot.  For my 6 races, I have finished twice in the last 5 minutes of the race (sub 12 hours), but I also have 3 bronze medals (sub 11 hours) with a personal best of 10:28.

When reading these tips and tricks, remember that nobody and no program can guarantee success.  Good training and good health can only improve the odds of success.  Also, remember that running long distances should only be attempted with correct training, correct kit, and approval from your doctor or health specialist.  On the day, you should only line up at the start if you trained enough and your body is in good healthy shape!


1.  If you have not run long distances before, start by doing a few months of walking and short distance running.  Aim to run a half marathon (21.1km) race  between 2 hours and 2hours 15minutes at least 6 months before Comrades day.  If you can achieve this, you should be in shape to start a 6-month training program to take you to a successful Comrades.  Remember, before you start any training program it is good advise to consult your doctor or health consultant for a check-up. It is also a good idea to get your Body-Mass-Index (BMI) closer to acceptable levels before you start serious Comrades training - your legs will have to carry you all the way!

2. For Comrades you need to train at least 1000km (start counting 6months before race day).  Track yourself in MS Excel or in a logbook.  Spread the load, start easy, then build up to a couple of weeks of running at least 90km per week.  Have frequent rest days. Include enough time for a good round of tapering before the race.  The 10 percent rule states that you should not increase your mileage by 10% or more per week.  Train and run injury free!

3. If you search the internet you will find a couple of good training programs.  Look at the Comrades website and go to the training folder for a good program.  They normally have a program for Finishing, one for Bronze (sub 11 hour), etc.  It is important that you stick to a specific program and do not jump around between programs.   If you have missed some training sessions, do not try to catch up as this will increase your chances of getting an injury.  If you find it difficult to run a marathon under 4h30m, then you are probably Vic Clapham material, so train with the "finishers" program. Under 4h20m you have a chance for bronze.

4. Plan and practise the race day.  This include everything from what you will eat the night before, the morning of the race, and during the race.  Do some longer races going through all the motions.  Wear the same kit, same running belt, use the same gels, vaseline, plasters, etc.  Make sure it is tried and tested!  Do not get overwhelmed at the Expo with all the latest gadgets.  If you buy stuff here, pack it away and start experimenting after Comrades!

5. When walking up-hills in races, walk better by imagining you are pulling a rope.  Then keep on pulling yourself to the top.  By doing this you will make up some good time and pass a lot of other walkers.  The logic is simple:  By pulling the imaginary rope, you are swinging your arms better that improves the blood circulation and make your legs walk faster.

6. Make hills your friend!  Do hill repeat training in your build-up to Comrades so that you can stay positive when approaching a hill.  Another hill tip: when you are on a hill, try to follow in the footsteps of another person who seems to be running well on the hills.  Follow his/her stride and try to stay close behind this person.  This will do 2 things:  1) keep your mind off the hill and 2) maybe you will feel better if you approach the hill differently by changing your stride and by not looking down, but forward.

7. With both the "up"- and the "down" run, the first couple of kilometres are uphill.   Do not let your adrenaline make you go too fast and then you blow and hit the wall after less than 21kms.   A slow seeding (F and slower) will help you overcome this problem, because it will force you to walk a lot at the start due to the runner congestion.

8. If you have a slow seeding (F and slower) then remember it could take you about 5 minutes to reach the starting line.  Comrades is run gun-to-gun so add at least 5 minutes of no running when calculating and predicting where and when you want to be. Due to runner congestion, it might take about 3 or 4 km's before you can start jogging unhindered at your planned pace.  The congestion is worse when starting in Pietermaritzburg.  

9. Learn how to cope with cramps.  Search the internet or ask fellow runners how they cope.  There are good chances you will get some cramps, minor or major.  I try to walk them out, I rub them with ice, I massage them, and I try to stretch them a bit.  I have seen other runners quit whenever they get a little bit of a cramp.  Normally what works best for me is to walk about a kilometre.  Thereafter I will start running little bits and see how it goes.

10. Your first priority in your training program should be to train for distance.  Second priority is to train hills.  Third priority is to train for speed.  The best training for running is to run.  You can include some cross training to add variety or if you recover from injuries (here swimming and cycling could be good), but your primary training should be lots of running.

11. Comrades race day is a very long day.  You need to try to keep your mind busy to keep it from thinking about the distance or your legs.  I print out a little profile map of the route, and try to predict at what time I want to be at every 10km's.  With this I constantly have a look and do the maths of how I am going.   Another thing to do is to listen to the other runners.  Imagine it is like a symphony where all the runners play a part.  The symphony starts off with a lot of noise, then it will get quieter and quieter until close to the end where it finish off with a grand finale of the crowd clapping and Chariots of Fire on the speakers.

12. After about 21km's into the race, try to stay with a group of runners that have completed between about 4 and 6 Comrades.  These runners will know the route, know the endurance required, and know not to go too fast too soon.  Follow and learn from them.  Ask questions if you want.  A person who have completed only 1 or 2 might be at risk of overconfidence and easily loose respect for the route.

13. In my running belt, I take the following: a small cell phone so I can phone friends during the run and at the end to locate them.  A couple of gels and vitarace tablets.  I take 1 or 2 painkillers in case I need something for the last about 10km's.  A bit of toilet paper in a zip lock - useful if you have a running nose or when you need to run into the bush.  I take a Imodium tablet in case of a stomach problem.  I also carry a R20 note for just in case I run past an ice cream salesman.   Some people run without a belt as they say there are enough supplements at the water points. 

14. The "up" run is the easier run for most people. It is about 4km. shorter and your legs will appreciate the up more than the downs.  For the down run, practice some down running to strengthen the legs.  Remember good warm-up sessions before attempting downward running.  You can easily get injuries running downhill.  Also, do not think you will "make up" lots of time during the final long down-hills on the down run.  It can get painful trying to go fast there.

15. Don't be afraid to start walking in the race.  Also, if you only want to finish the race before the final gun, do not run any of the big up-hills.  Relax, walk, enjoy.  But, be wary of the first couple of cut-offs on the route.  They should not bother you, unless you are a very slow walker or spend a lot of time standing still.

16. Calculate how much liquid you will require per hour.  Ask other runners or search the internet for advise.  Depending on the temperature you will require a little more, or little less.  Over hydrating is also dangerous.   The water stations on the Comrades route are all very close to each other so it is very easy to drink too much.

17. There will be a couple of cameras on the route.  Smile at them!  It will also make you feel good and lift your spirit a little.  When your photos come you will be glad you smiled. :-)

18. The start is normally very cold - especially on the "down" run.  Take an old long-sleeve top, or a black bag or something to keep you warm. Bring a newspaper to sit on as this will isolate you from the cold tarmac. I buy a cheap blanket to sit on and then donate to a needy as I start running.  They normally sell cheap disposable "pajamas" and gloves at the Comrades Expo - these are well worth it.  Throw it to a spectator after about 10-12 km.   On the "down" run I have found the coldest point is at the bottom of Polly Shorts, so do not throw the warm top away too soon.

19. On the "up" run, don't be afraid of Polly Shorts, unless you are running for gold or run out of time.  Only the top few runners are running the whole distance!  You can walk to the top - it is steep, but not a very long hill.  Very scenic.  From the top of Polly's it is about 8km to the end so give yourself at least 1 hour from here to reach the finish line and you should make it.

20. Watch out for debris at the start (water bottles, food, clothing, etc.)  Watch out for cat-eyes and traffic cones.  Take care at water tables for water sachet's, orange peels, bananas, etc. laying in the road.   It is not fun eating tarmac and a big fall could mean the end of your race.  The start area can have some dark spots and there are some horror stories of people who fell and ended the race meters before crossing the start line.

21. Make sure you read and understand the rules.  Check the Comrades website, your entry form, and the race instructions.  The marshals are very strict!  Read the seconding rules, the rules about clothing, advertising, helping and assisting other runners, what your family are allowed to do, etc.  

22. You will be exposed to the sun for a lot of time, so put some sun block on.  You will need to experiment to find something that will work for you (try the options available at sporting shops).  You do not want something that will irritate your eyes as the sun block mixed with sweat get into your eyes.

23. Know at what speed you can operate.  Run a 4 and 8 km time trail.  Remember your average times for these distances.  Now you will know if you have 8 of 4 km left in the race if you have a realistic chance to make it.  You will not easily go faster than your TT (time trail) times, especially after completing 80 odd kilometres!  Take a 10km route and measure how long you take to walk it.  This will tell you with 10km left in the race if you can walk or need to add some running.

24. Make sure your stopwatch have enough battery power and that the memory is cleared.  If you use a heart-rate monitor, then consider sending it in for an inspection to the supplier to ensure it is in top-notch condition on race day.  Some of the elite runners have experience a flat battery or full memory on their stopwatches less than 10kms into the race.

25. It is very important to get to the start line feeling good and healthy.  If you have any injuries or illnesses, then the odds will be against you for completing the race.  Consult your doctor, physiotherapist, or a sport scientist if you are unsure.

26. Drink 2 x 250ml glasses of water 2 hours before the start of the race. This will help to prepare your body to get ready for the fluid intake during the race.  (Remember to also test this on a long run before Comrades!)

27. Do your best to avoid getting flu.  This can take 2 weeks or more out of your training.  It will also spoil race day.  Take extra vitamins and immune boosters (consult your doctor or pharmacist).  If you do get sick, be careful of training.  Consult an expert as with illnesses it is sometimes OK and sometimes it is definitely NOT OK to do exercises.

28. To get an idea of what a realistic target finishing time would be, search with Google for "comrades time prediction" .   If you can't find a predictor online, then take your best marathon time run in the last 6 months, and multiply by 2.35.  This would be a rough estimate.  The predicted time is quite accurate, except for sprinters who run a very fast marathon, then blow at about 50-60km into Comrades.  Use this as a good guideline, give-or-take no more than 15 minutes.  If your predicted time is 12:00, then you do not have any realistic chance of getting a bronze.

29. If you have any Comrades related question, go to the Comrades Forums on www.comrades.com and discuss.   A lot of runners go there to get advise.  Some go there just for some motivation!

30. A big part of Comrades is about getting your head ready for the endurance.  You get your head right by 1: Knowledge, 2: Training, 3: Race experience.  You need to believe in yourself.  To up your belief, do calculations like this one:  Lets say you have completed 2 Oceans 56km race in 6:20.  Now, add 4km and give yourself 40 minutes.  Now that will leave you with less than 30km's in Comrades and you have 4 hours for Bronze or 5 Hours for a Viki.  Believe in yourself! YOU CAN DO IT!!

31. If you need to get accomodation in Durban or Pietermaritzburg, book it well in advance.  Same with flights (also, as availability goes down, up goes the price!).  Comrades is a very busy time!  If possible, get accomodation closer to the start so that you have a better start to the day.  The traffic to the start can get very congested so arrive early.  Find out about bus transport to take you to the start.

32. Bus transport... There are buses that can take you to the start before the race, or return you to the start after the race.  The tickets will be for sale at the Comrades Expo.  It works fairly well, but after the race you can sometimes expect long queues to get on the bus.

33. Tog bag service.  I have used the tog-bag service a few times and were really impressed by the good service.  If you plan to use it, arrive early enough at the start to hand in your bag as the queues can get long with the rush a few minutes before the start.  They have a good system in place to secure your bag, but you should still avoid putting valuables inside.  If you have to take valuables (e.g. cellphone, tablet computer, cash), make sure electronics are switched off and wrap it in a towel or container to make the contents unrecognizable.   I always have a towel, recovery drink, and a warm jacket in my tog bag for after the race.

32. In both the Up and Down run, the second half is much easier than the first.  It is therefore beneficial to take the 1st half slower to give yourself some energy and leg muscle to profit in the second half.

33. Accommodation advise (lesson learnt the last 2 years!)... If you stay to close to the start, remember that there will be some power-tools at work the night before Comrades to setup the start area which will be noisy.  When starting in Pietermaritzburg, check the calendar if the Pietermartizburg Show could be the same weekend.  The night before Comrades could be very noisy till late if it is show weekend and you are staying close to the show grounds --> expect fireworks, loud music, and an announcer on the PA system late in the evening. (Another reason to have a good night's rest 2 days before Comrades!)

A final note: Thank the helpers, marshals, traffic police,  people at the water stations, and the spectators clapping and encouraging you.  It is hard work for all of them and most do it for free.  One day you could be in their position and will then appreciate the runners for being thankful.

100 Doors: 128√e980

100 Doors, door 11. (Level 11).


128 SQRT( e980)

128th Square Root of E980

Some people still battle to understand this.  I will explain in 2026 words

 (1 picture = 1000 words, and I will use 2 pictures and a few words)

Write down the equation:

Now, cover the top half then you get:
If you read the symbols that remain, it will spell out I Love You.


100 Doors - Walkthrough... The madness continues

Need tips, hints, answers, solutions, cheats for door 1-50, click here.
Need to open levels 50 to 55, then click here.
For doors 56-60 of 100 Doors, click here.

Now, lets continue with Door 61 to 70.  These 10 doors was not really tricky to open.  If you could reach level 60 on your own, then you will have very little need for help to reach door 70.  In case you got stuck, glad I could be of assistance!

Door 61:  (Level 61) A 4x4 Chess board with the knight in the top left corner.   To win this level, all the blocks on the board need to be grey.  If you are a good chess player, you should not have any difficulty here.  To help you solve this one, we will use the chess-grid system so that bottom left is A1, and the knight starts on A4. Bottom right will be D1 with top right then D4.

So, tap the following:
b2, c4, d2, b1, a3, c2, a1, b3, c1, d3, b4, a2, c3, a4, c3, d1, c3, a2, b4, c2, d4, c2, b4,a2
…and the door of level 62 will open!

Door 62:  You see a clock, a telephone keypad, and a picture of the moon.  The clock is on 12:30 and the picture of the moon informs you it is half-past midnight.  

Now you need to enter the correct time and the door will open.  If you battle, try 0030

Door 63:  To open this door, you need to turn the wheel either 3 triangles clockwise or 2 triangles anti-clockwise.  If it stops where there is a triangle, then the wedge will disappear, else it will return.  To solve, use +3, +3, -2, +3, -2, +3

Door 64:  LOL.  Laugh out loud.  It’s what you need.  To open the door, you probably need a key.  So change LOL to KEY and woala!

Door 65: Take the balloon; attach it to the end of the pipe.  Pump until the balloon goes up and it will press the green button for you to open the door.

Door 66: 121332123. 
Press the cups in this order: #1, 2,1,3,3,2,1,2,3.  The 3 and 3 again.  You will see the key.  Take it and use to open the door.

Door 67: There us a black ball and a blue button.  

To open the door, you will need to move the ball over onto the button, but unfortunately by rotating the tablet will not solve this one.  SO, take the water bucket and use it in the system so that the black ball will float on the water.   Tilt the table slightly so that the ball goes to the right on top of the button.  Take the bucket again and fetch the water.   The ball will drop, press the blue button and level 67 will be solved.

Door 68:  Towers of Hanoi.  You need all 4 disks on the right hand side.  You cannot put a large disk on a smaller disk.  TO solve (left = A, middle =b, right = c). :   A-B, A-C, B-C, A-B, C-A, C-B, A-B, A-C, B-A, B-C, A-B,C-A, B-A, B-C, A-B, A-C,B-C.  I think my version was buggy... I could not always see the disk as it was placed on a pole.  

 Door 69: There are 6 animal pictures and 4 letters in the middle.  You need to spell each animal’s name to open the door.  If you spell correctly, the animal picture will get a green border.  Once all is spelt, the door will open.  Spell bear, crab, duck, fish, frog, lion.

Door 70.  1 | 2, ½ 2|1, 2/1.  If you click a triangle, then it will turn 90 degrees.   Look at each fraction then turn each triangle of the same color to point in the direction of the “1”.  So yellow point left, Red point top, Green point right, Blue point down. 


100 Doors walkthrough... continues with doors 56 to 60

Here then the walkthrough, hints and explanations for doors 56 to 60.

Door 56:
 You will see 8 lights and 6 plug points.  Every plug you connect will turn certain lights on, but if they are already on, it will switch off again.  You need to switch all 8 lights on to open the door.
To open this door, plug the 4 corners in.  The order does not matter.

Door 57:

The green door and 4 arrows. 
Start by dragging the 4 half-circles to the middle.  Now they are full circles each with a number in them. 5, 7, 9 and 3.  Tap them in the right order (look at arrows) and the door will open.
Struggling?  Tap the 5, 3,9 then 7.

Door 58:

Fire!  Put out the fire and the door will open.
Take the bucket.  Use the bucket on the fire hydrant.
Take the bucket full of water and use on the door.

Door 59:

I have no idea what is going on here.  Soz.
The solution will be tap the blue rock Top left, Then the Paper top right.  Tap the shell bottom left, then return it.  Tap the shell bottom left and return another 2 times.  Door will open.  Any ideas what is happening here???

Door 60:

Each time you tap on the door, another door appears.  To win this one, count the items on each door, but ignore those that are crossed out.  The at the final part, enter the correct sequence.  Answer is 1,3,2,2,1,1