Edna & Harvey: The Breakout

Edna & Harvey: The Breakout

157 ratings
EDNA & HARVEY WALKTHROUGH: Action by Action Guide (spoiler free)
By Cassy
This is a walkthrough written in the form of a series of the specific actions you must take to advance through the game, without giving details of the plot. I tried to provide enough references to look through the guide for the specific part you maybe interested.
   
Award
Favorite
Favorited
Unfavorite
INTRODUCTION
Let me start by saying that I really enjoyed this game, a true unknown gem. Bugged, I give that, but still a great game. I had fun playing it, and also while writting this guide. I really give Poki my gratitude and respect.

Now, to bussines. First things first, I want to say that this is not a comprehensive walkthrough. I really invite you to play the game all you can before seeking the answer to a puzzle, get familiarized with it and it's commands, and how to make your way through the game, and all the tags available on every screen.

I wrote this guide avoiding as much spoilers as I can, so I give only the specific actions you must take to advance in the game. If you see the game screen, at the lower left part you'll notice the action you're taking, like "Use key" when choose the "Use" command on "Key" item, or "Talk to Aluman" when you choose the "Talk to" and then click on Aluman. Through this guide I'll use this format:

[Cell]Look at CHAIR LEG

- The "[XXXX]" part refers to what screen is Edna at the moment.
- Next is the command ("Use", "Talk to", "Pick up" and "Look at") you need to choose.
- Next is the object (or subject) for your action, and will always be on CAPS.

I also provide notes whenever you receive a new item to your inventory, or when an existing item changes to another one (but notice I won't mention when you loose an item).

Sometimes, I also make some remarks of interest.

There's a couple puzzles for which I provide the screenshot with the answer, but it's tagged as spoiler, just to be sure :)

I think that's all for now, let's begin.

NOTES ABOUT THE GAME

High chances are that you will get to a point where you can't advance due to a bug (the dreaded kitchen puzzle bug). You'll need to download the unofficial patch, you can find here on the guide section (thanks to Joseph for that :) ).
SECTION I: All the screens of the game and the codes I use to identify them
These are the different screens in which Edna can interact with things, the "[XXXX]" is the code I'll use through the guide, so you may be coming here constantly. They're in order of appearance (considering the order in which I beat the game).

[Cell] The first room you see. It's the padded cell where they hold captive Edna.
[FanC] The A/C fan formerly hidden behind the pad.
[BMTp] The basement of Edna's house, as in her memories ("TEMPOMORPHED")
[BDHp] The setting where the back door of Edna's house is visible, as in her memories.
[BoHp] The back of Edna's house, as in her memories.
[News] The newspaper on the Back of the House.
[DBMT] The door of Edna's House basement.
[Chu1] The ventilator's chute that leads out of Edna's cell.
[Chu2] The second part of the chute.
[MOff] Doctor Marcel's Office
[4FOO] The hallway outside Doctor Marcel's office, on the fourth floor.
[4FHW] The hallway outside Edna's Cell.
[STRG] The storage room on the last floor.
[WLD1] The window ledge where you land upon getting out.
[WLD2] The window ledge where there's a grate. It' visible from the corner (2 walls visible).
[GtCh] The passage from the grate to the ventilator's chute.
[3FHW] The hallway outside the surveillance room, on the third floor.
[3FPS] The passage that leads to the 3rd floor kitchen and the 3rd floor restroom.
[2Flr] The second floor, from the side of the electric chair room, and the cells are visible.
[1FCl] The first floor, from outside the inmate's cell (the phone guy is visible).
[GLLB] The lobby at ground floor, from where you can reach the dinner room, the back, and the entrance.
[Entr] The entrance, protected by a guard.
[Recr] The recreation room, where Aluman, Adrian and Drogglejug are found.
[BreR] The break room, where the TV is.
[TelP] The telephone room, at the side of the Recreation Room.
[1FHW] The hallway on at the left of the Recreation Room, on the first floor.
[LL1R] The first room in which you access the Laundry Lift (has Ticket Inspector and Passenger)
[Bath] The bathroom in which Petra set the party.
[ArtR] The art room in which the beeman is found.
[TBAR] The bar in which you find Peter.
[Loun] The lounge room at the back of the bar.
[LL] The laundry lift, while you're being transported.
[2FLD] The laundry room at the second floor.
[2FCL] The second floor, from the cell's side.
[RSR2] The restroom at the 2nd floor.
[DORM] The inmate's dorm, where Hoti and Moti are found.
[HMBD] Hoti and Moti's bed.
[KMCl] The cell in which the Key Master is observed.
[LRBM] The laundry room at the basement.
[BSMT] The basement passage, from where you get to the archives, Laundry Room, and Furnace Room.
[ARCH] The archive room at the basement.
[BKHW] The back hallway that connects [GLLB] with [BSMT], and leads to the kitchen.
[KTCH] The kitchen of the asylum.
[DINN] The dinning room, at ground level.
[SCRT] The secret room where Doctor Marcel holds the altar to his late son.
[CLRp] The classroom where Edna studies, as in her memories.
[CRWp] The window at the classroom, as in her memories.
[CB] Inside the classroom's cupboard, as Edna remembers it.
[THHW] The hallway that leads to the Therapy Session Room.
[THSr] The Therapy Session for Videogame Designers
[3FKC] The 3rd floor kitchen, wich has the bublegum dispenser.
[ADRE] Adrian's (Couch) Residence.
[ELCT] The room with the electric chair on it.
[FURN] The furnace room at the basement.
[BtHO] The bottom of the basement, where Almilio is digging a hole.
[SURV] The surveillance rom, where the guard with the master key is found.
[WLDa] The window ledge where the TV antenna is.
[3FRs] The third floor restroom.
[HWtE] The outside hallway that communicate the Entrance with the Backyard
[GRGE] The garage where the white van is.
[LIMO] Doctor Marcel's limousin, near the Entrance of the Asylum.
[BckY] The backyard, where bird bath is, and the therapy session can be seen.
[GRDN] The garden at the back of the Asylum.
[ZENG] The Zen Garden at the backyard of the Asylum.
[DNRT] The dinner table, when the loonies are eating.
[MENU] The menu at the kitchen.
[FRNT] The front of the Asylum (outside).
[MNGT] The main gate of the Asylum yard.
[LO1F] The first floor of the entrance's lookout.
[CarW] The site of the car wreck.
[LIM2] The limousine, wrecked.
[HWtA] The highway to the Asylum.
[ScLO] The scenic lookout, where Aluman is ... having an epiphany.
[Strt] The street from which you can see the Church.
[Str2] The street that's blocked by Bladder.
[VAN1] Inside the van, back part.
[VAN2] Inside the van, at the driver's cab.
[RivS] The riverside area, the bridge is seen.
[ChuE] The Church entrance gate.
[CEME] The cementery of the church.
[Chur] The entrance way to the church.
[Alta] The altar area of the church.
[RevR] The reverend's room.
[BSoC] Back side of the church. The organ pipes are visible.
[Ch2F] The second floor of the church, where you can use the organ.
[Ch3F] The third floor of the church, where the Key Master is.
[ORGA] The organ keys.
[BELL] The church's bell.
[FYrd] The front yard of Edna's house.
[BotH] The back of the House, where the table, chair and parasol are.
[SHED] The shed at the back of Edna's house.
[iSHE] Inside the shed.
[BDHN] The setting where the back door of Edna's house is visible, as is now.
[BMTN] The basement of Edna's house, as is now.
[EHKc] Edna's house Kitchen.
[EHLb] Edna's house Lobby
[STDY] Edna's father's study, on the second floor.
[EH3F] Edna's House 3rd floor.
[EDRO] Edna's room, in present.
[EDRp] Edna's room, in her memories.
[HWLd] The ledge outside the window of Edna's room.
[EHLp] Edna's house Lobby, as in her memories.
[EHKp] Edna's house kitchen, as in her memories.
[H3Fp] Edna's house 3rd floor, as in her memories.


SECTION II: The actual guide
Before starting, let me say that after you scape from the guards, there's a lot of thing you can do in any order, so you can do some things well before the point in which I write them here. Remember, explore all you can.

Now, to the bones:
CHAPTER ONE: Getting out
-Ventilation Chute

[Cell]Look at CHAIR LEG
[Cell]Use CHAIR LEG [+ Chair Leg to Inventory]
[Cell]Use CHAIR LEG with GRATE [Changes Chair Leg to Broken Chair Leg]
[Cell]Use BROKEN CHAIR LEG with PAD (the one on the back wall, first pad from the first column, if in doubt, use it on every PAD)
[Cell]Talk to GRATE
[Cell]Talk to GRATE - Choose 6th option
-> Choose 1st option
-> Choose 2nd option
[Cell]Use BROKEN CHAIR LEG with AIR GAP
[Cell]Walk to FAN
[FanC]Look at SCREW
[FanC]Talk to HARVEY - Choose the last option
-> Choose any option
[FanC]Use HARVEY with SCREW - Choose 1st option

-First "Tempomorph"

[BMTp](Harvey)Drag RAKE to EDNA
[BMTp](Edna)Pick up RAKE
[BMTp](Edna)Use RAKE with WINDOW
[BMTp](Harvey)Walk to WINDOW
[BDHp](Harvey)Walk to the BACK OF THE HOUSE
[BoHp](Harvey)Walk to NEWSPAPER
[News](Harvey)Drag ARTICLE 2 to Harvey's inventory.
[News](Harvey)Walk to Out and return to [BMTp]
[BMTp](Harvey)Drag ARTICLE 2 to EDNA [+ Toenail to Edna's Inventory]
[BMTp](Edna)Walk to DOOR
[DBMT](Edna)Use TOENAIL with SCREWS [+ Harvey 1: Toenails to Inventory]

-Going to the office

[Cell]Walk to FAN
[FanC]Use Harvey 1: Toenails [+ Toenail to Inventory]
[FanC]Use TOENAIL with SCREW
[FanC]Use TOENAIL with SCREW
[FanC]Use TOENAIL with SCREW
[FanC]Use TOENAIL with SCREW
[FanC]Walk to CELL
[Cell]Talk to GRATE - Choose the next to last option
-> Choose the 2nd option
-> Choose the next to last option
[Cell]walk to FAN
[Cell]Use BROKEN CHAIR LEG with VENTILATOR
[Chu1]Walk to CHUTE
[Chu2]Use TOENAIL with GRATE
[Chu2]Walk to OFFICE
[MOff]Pick up POLO MALLET [+ Polo Mallet to Inventory]
[MOff]Pick up BALLPOINT PEN [+ Ballpiont Pen to Inventory]
[MOff]Pick up ENCICLOPEDIA [+ Enciclopedia to Inventory]
[MOff]Walk to DOOR - Choose any option
-> Chose the 1st option
[MOff]Use POLO MALLET with HULGOR
[MOff]Use CABINET
[MOff]Use HULGOR
[MOff]Use CABINET
[MOff]Walk to DOOR

-Babbit

[4FOO]Use PLANT
[4FOO]Walk to DOOR (to the Sotrage Room)
[STRG]Use WINDOW and get back to [4FOO]
[4FOO]Walk to HALLWAY
[4FHW]Walk to AROUND THE CORNER
[4FOO]Quickly Walk to the DOOR (to the Sotrage Room)
[STRG]Quickly Walk to WINDOW
[WLD1]After a quick scene, automatically goes to [WLD2]
[WLD2]Use Harvey 1: Toenails [+ Toenail to Inventory]
[WLD2]Use TOENAIL with GRATE
[WLD2]Walk to GRATE
[GtCh]Walt to CHUTE
[Chu2]Walk to OFFICE
[MOff]Walk to DOOR
[4FOO]Use COLUMN
[4FOO]Use ENCICLOPEDIA with COLUMN
[4FOO]Walk to HALLWAY
[4FHW]Walk to STAIRS
CHAPTER TWO: Meeting other loonies.
At this point, you can get the "Harvey 2" skill, and therefore get Doctor Marcel's signature,
as well as the items needed to get the gold medal, but since the "natural flow" of this game
takes you to get caught first, I assume you get to know the other loonies before going for
the list of things to make the key. If you want to get all the items you can at this point,
go to chapter three (II. Forging the Master Key), follow the instrucions for the items, and
then go to [Entr].

- Going to the Recretion Room

[3FHW]Walk to DOWN
[2Flr]Walk to DOWN THE STAIRS
[1FCl]Walk to DOWN THE STAIRS
[GLLB]Walk to DOOR (the bigger ones at the left)
[Entr] - Choose any option

-Getting the phone

[Recr]Walk to DOOR (at the right)
[1FCl]Walk to DOOR
[BreR]Talk to PROFESSOR NOCK - Choose the 4th option.
-> Choose the 1st option.
[BreR]Use TV SET
[BreR]Talk to TV SET - Choose the 1st option 3 times
[BreR]Use DOOR
[1FCl]Talk to BRUCE BROKER - Choose the 1st option
-> Choose the 2nd option
-> Choose the last option
[1FCl]Talk to BRUCE BROKER - Choose the 4th option
-> Choose the 1st option
-> Choose the 1st option
-> Choose the last option [+ Phone to Inventory]
[1FCl]Return to [Recr]

- Getting the Coin

[Recr]Walk to TELEPHONE
[TelP]Use PHONE with FORK
[TelP]Pick up COIN CHUTE [+ Coin to Inventory]
[TelP]Return to [Recr]

- The tickets to laundry

[Recr]Walk to DOOR (at the left)
[1FHW]Walk to DOOR ("Staff Only")
[LL1R]Talk to TICKET INSPECTOR - Choose the first option.
-> Choose the first option.
-> choose the second option.
-> choose the second option.
-> choose the last option.
[LL1R]Return to [1FHW]

- Peter and Petra

[1FHW]Walk to DOOR (the one at the left with no sign)
[Bath]Use LIGHT SWITCH
[Bath]Talk to PETRA - Choose the 4th option.
-> Choose the last option.
[Bath]Pick up BEAN DIP [+ Bean Dip to Inventory]
[Bath]Walk to DOOR
[1FHW]Walk to DOOR (the one at the right)
[ArtR]Pick up PINKING SHEARS [+ Pinking Shears to Inventory]
[ArtR]Walk to DOOR (the one at the back of the room)
[TBAR]Talk to PETER - Choose the 4th option.
-> Choose the last option.
[TBAR]Pick up COCKTAIL MENU [+ Cocktail Menu to Inventory]
[TBAR]Use BEAN DIP with PETER

- Getting the ticket

[TBAR]Look to COCKTAIL MENU
[TBAR]Talk to BARKEEPER - Choose the 1st option [+ Stinkydrink, Straw to Inventory]
[TBAR]Use STRAW with stinkydrink [+ Fly to Inventory][Changes Stinkydrink to Cocktail Glass]
[TBAR]Walk to DOOR (the one at the back)
[Loun]Pick up CUP [+ Cup Menu to Inventory]
[Loun]Use CUP with CHUTE (on the Beverage Machine)
[Loun]Use COIN with COIN SLOT
[Loun]Pick up CUP [Changes Cup to Coffee]
[Loun]Return to [ArtR]

[ArtR]Use COFFEE with BEEMAN [Changes Coffee to Earwax]
[ArtR]Use FLY with EARWAX [combines both into Fly in Earwax]
[ArtR]Return to [BreR]

[BreR]Use FLY IN EARWAX with PROFESSOR NOCK [+ Coat Hanger Nr.3 to Inventory]
[BreR]Return to [Recr]

[Recr]Use COAT HANGER NR.3 with ALUMAN [exchanges Coat Hanger Nr.3 with the Coat Hanger Nr.2]

- Use the Laundry Lift and get to KeyMaster

[Recr]Return to [Bath]
[Bath]Pick up CHIPS [+ Chips to Inventory]
[Bath]Return to [LL1R]
[LL1R]Use COAT HANGER NR.2 with TICKET INSPECTOR
[LL1R]Walk to LAUNDRY LIFT
[LL] Wait until you automatically get out at the next exit [2FLR]
[2FLR]Walk to DOOR
[2FCL]Walk to DOOR (the other one at the right)
[RSR2]Use LIGHT SWITCH
[RSR2]Walk to DOOR
[2FCL]Walk to END OF HALLWAY (at the back of the hallway)
[DORM]Walk to BED
[HMBD]Use PINKING SHEARS with HOTI AND MOTI
[HMBD]Walk to HALL
[DORM]Walk to HALLWAY
[2FCL]Walk to DOOR (the one at the left)
[KMCl]Use LIGHT SWITCH
[KMCl]Walk to VIEWING WINDOW - Choose any option.
-> Choose the 2nd option.
-> Choose the last option.
-> Choose the last option.
[KMCl]Walk to DOOR
CHAPTER THREE: The three requisites to escape.
I. Getting to the other side of the grate

[2FCL]Return to [HMBD]
If Hoti and Moti are still there, spend some time other place, until they're gone.
[HMBD]Use CHIPS with BLANKET.
[HMBD]Return to the [LL]
[LL]When you're passing through the Laundry Room [LRBM], yo have to "Walk to DOWN" by clicking
on the blanket, before you're gone from that room.
[LRBM]Walk to UP
[LRBM]Walk to DOOR

II. Forging the master key

- Getting the items

[BSMT]Walk to STAIRS (the ones at the center)
[BSMT]Walk to DOOR (the one at the right)
[ARCH]Pick up FORM [+ Form to Inventory]
[ARCH]Use FOLDER CABINET
[ARCH]Pick up DRAWER, read every folder.
[ARCH]Walk to DOOR

[BSMT]Walk to STAIRS (the ones at the center)
[BSMT]Walk to STAIRS (the ones at the north)
[BKHW]Walk to DOOR (the one at the left)
[KTCH]Pick up POTHOLDER [+ Potholder to Inventory]
[KTCH]Pick up POT [+Pot to Inventory]
[KTCH]Use CUTLERY CUPBOARD
[KTCH]Pick up CUTLERY CUPBOARD [+ Knife, Fork to Inventory]
[KTCH]Walk to DOOr (the one at the left)
[DINN]Pick up KETCHUP [+ Ketchup to Inventory]
[DINN]Pick up Mustard [+ Mustard to Inventory]
[DINN]Walk to DOOR (the one at the right)
[DINN]Return to [3FHW]

[3FHW]Walk to HALLWAY
[3FPS]Walk to DOOR
[3FKC]Use CABINET DOOR
[3FKC]Pick up CORNFLAKES [+ Cornflakes to Inventory]
[3FKC]Use CORNFLAKES [+ Police Badge to Inventory]
[3FKC]Walk to DOOR

- Enter the secret room

[GLLB]Return to [MOff]

[MOff]Use KNIFE with DRAWER
[MOff]Pick up DRAWER [+ Old Key to Inventory]

TIP: If you Use PHONE with OLD KEY, they will tell you wich room it opens.

[MOff]Return to [2Flr] (to the hall side, not the cell side)
[2Flr]Use OLD KEY with DOOR (the locked one, at the left).
[2Flr]Walk to DOOR
[SCRT]Use HARVEY with HOMEWORK NOTEBOOK - Choose the first option

- Second "Tempomorph"

[CLRp](Harvey)Walk to WINDOW
[CRWp](Harvey)Drag to Harvey's inventory any three of the following: PLAYGROUND, CIRCUS, ICE CREAM STAND, FERRIS WHEEL, POND.
[CRWp](Harvey)Walk to OUT
[CLRp](Harvey)Drag the three inventory items to Edna (one by one).
[CLRp]Drag MR. HORNBUSH to Harvey's inventory
[CLRp](Harvey)Walk to HOLE (at the CUPBOARD)
[CB] (Harvey)Drag the LETTER to EDNA
[CB] (Harvey)Drag the HOLE to EDNA
[CB] (Harvey)Drag the MR HORNBUSH icon to EDNA
[CLRp](Harvey)Drag the NOTE (at Edna's backpack) to EDNA [+ Harvey 2: Counterfeit Signature to Inventory]

- Using the Signatures

[SCRT]Use HARVEY 2: COUNTERFEIT SIGNATURE with COCKTAIL MENU [+ Barkeeper's Signature to Inventory]
[SCRT]Return to [MOff]
[MOff]Use HARVEY 2: COUNTERFEIT SIGNATURE with DIPLOMA [+ Doctor Marcel's Signature to Inventory]
[MOff]Use DOCTOR MARCEL'S SIGNATURE with FORM [Changes Form to Signed Form]
[MOff]Return to [DINN]
[DINN]Walk to DOOR (the one at the left).
[THHW]Walk to DOOR
[THSr] - Choose the 1st option.
-> Choose the 1st option.
-> Choose the 2nd option.
-> Choose the 2nd option.
-> Choose the 3rd option.
[THHW]Return to [TBAR] (the quickest way is tho let yoursef caught at [Entr])

[TBAR]Use BARKEEPER'S SIGNATURE with COCKTAIL MENU - Choose any option
[TBAR]Pick up SHOVEL [name changes to SPOON]
[TBAR]Talk to BARKEEPER - Choose the same option you wrote on the menu.
[TBAR]Pick up SPOON [+ Shovel to Inventory]
[TBAR]Use LIGHT SWITCH
[TBAR]Return to [Recr]

- Beating Adrian

[Recr]Talk to DROGGLEJUG
[Recr]Use POLICE BADGE with DROGGLEJUG
[Recr]Walk to RESIDENCE
[ADRE] - Choose 1st option.
-> Choose any option.
-> choose 1st option.
-> Choose any option.
-> Choose the next to last option.
-> Choose the last option.
[Recr]Talk to ALUMAN - Choose the 1st option.
-> Choose the 4th option, 3 times.
-> Choose the last option, 2 times.
[Recr]Return to [LL1R]

[LL1R]Walk to Laundry Lift
[LL] Quickly, Use KETCHUP or MUSTARD with MR. FROCK
[LL] Use the LAUNDRY LIFT to go to [LRBM]
[LRBM]Pick up COAT HANGER [+ Coat Hanger Nr.1 to Inventory]
[LRBM]Return to [Recr]

[Recr]Use COAT HANGER NR.1 with ALUMAN
[Recr]Return to [2Flr]
[2Flr]Walk to DOOR (the one to the right)
[ELCT] - Choose any option.
[2Flr]Return to [ADRE]

[ADRE] - Choose the 4th option.
-> choose the 2nd option.
-> Choose the 1st option.
-> Choose the 1st option. [+ Medal to Inventory]

- Making the imprint

[Recr]Return to [BSMT]

[BSMT]Walk to STAIRS (the ones at the south).
[BSMT]Walk to DOOR (the one at the southwest)
[FURN]Walk to LADDER
[BtHO]Talk to HOLE - Choose the 1st option.
-> Choose the 1st option.
-> Choose the last option.
[BtHO]Use SHOVEL with HOLE
[BtHO]Walk to LADDER
[FURN]Walk to LADDER
[BtHO]Pick up PILE OF DIRT (it's among the Twisted Spoons) [+ Clay to Inventory]
[BtHO]Return to [3FHW]

[3FHW]Walk to DOOR
[SURV] - Choose any option.
Also, take note of the monitors, if you've been following this guide, you'll
notice that the lighted monitors are forming a "WC" pattern. If it doesn't,
you'll have to make sure that every room with a turnable switch has the lights on,
except for rooms [BreR] and [2FLD] (make sure those 2 rooms have lights off).
Note: I always had problem with [KMCl], the switch is at the back wall, instead
of the usual spot besides the door. Make sure that light is also turned on.




[SURV]Return to [MOff] (Dr. Marcel's office)

[MOff]Walk to CHUTE
[Chu2]walk to PIPE
[GtCh]Walk to GRATE
[WLD2]Walk to ROOF-EDGE
[WLDa]Use ANTENNA
Note: If you've done everything as supposed, you'll see a cutscene.
[WLDa]Return to [3FHW]

[3FHW]Walk to HALLWAY
[3FPS]Walk to DOOR (the one with the "WC" sign)
[3FRs]Use SINK
[3FRs]Use CLAY with SINK [Changes Clay to Clay Mass]
[3FRs]Use CLAY MASS with KEY [Changes Clay Mass to Imprint]

- Forging the Key

[3FRs]Return to [FURN]

[FURN]Use GRATE
[FURN]Use IMPRINT with HEATING FURNACE
[FURN]Use POTHOLDER with MOLD [Changes Imprint to Mold]
[FURN]Use MEDAL with POT [Pot and Medal combines into Medal in Pot]
[FURN]Use MEDAL IN POT with HEATING FURNACE
[FURN]Use POTHOLDER with POT [Changes Medal in Pot to Steaming Pot]
[FURN]Use STEAMING POT with MOLD [Changes Steaming Pot to Pot, and Mold to Steamig Mold]
[FURN]Return to any place with a SINK (nearest would be [KTCH])

[KTCH]Use STEAMING MOLD with SINK [Changes Steaming Mold to Cooled-Off Mold]
[KTCH]Use COOLED-OFF MOLD [Changes Cooled-Off Mold to Master Key]
Now you can open the locks at [BKHW], [1FCl], [2Flr] and [KMCl].
[KTCH]Return to [BKHW]

III. Getting a vehicle

[BKHW]Use MASTER KEY with LOCK
[BKHW]Walk to BACK DOOR
[HWtE]Walk to GARAGE
[GRGE]Pick up JUMPER CABLE [+ Jumper Cable to Inventory]
[GRGE]Pick up WRENCH [+ Wrench to Inventory]
[GRGE]Use COAT HANGER NR.2 with WINDOW
[GRGE]Use CAR DOOR
[GRGE]Walk to OUT
[HWtE]Walk to LIMOUSINE
[LIMO]Use WRENCH with SPARE TIRE [+ Spare Tire to Inventory]
[LIMO]Return to [KMCl]
IMPORTANT NOTE: From now on, the laundry system will be off and you can't use it any
longer, so you have to pass through the lobby, which is guarded by the choffeur.
Whenever you want to go up, you'll have to Use [anything sharp, like the MASTER KEY or
KNIFE] with Limousine (at [LIMO]) and then QUICKLY get to the first floor through the
lobby. When you want to distract the choffeur so you can come back outside, you'll need
to go to [3FKC], Use WINDOW, and then Use BUBBLEGUM DISPENSER, and quickly come back down.


(Continue in the next section)
(continued)
- Getting help: Key Master

[KMCl]Use MASTER KEY with CELL (if you haven't already)
[KMCl]Talk to KEY MASTER - Choose the 5th option
[KMCl]Return to [GRGE]

[GRGE]Return to [BreR]

- Getting help: Aluman

[BreR]Talk to ALUMAN - Choose the 4th option
[BreR]Look at TV SET (take note of the pattern of the fingerprints, you'll need it)
then Walk to OUT to return to [BreR]
[BreR]Return to [GRGE]

[GRGE]Walk to OUT
[HWtE]Walk to AROUND THE HOUSE
[BckY]Talk to ALUMAN - Choose any option.
-> Choose last option.
[BckY]Walk to GARDEN
[GRDN]Pick up RAKE [+ Rake to Inventory]
[GRDN]Walk to PORCH
[BckY]Walk to ZEN GARDEN
[ZENG] -Arrange the stones according to Aluman's fingerprint pattern.
[ZENG]Click the RAKE



[BckY]Talk to ALUMAN - Choose the next to last option.
[BckY]Walk to THE BACK OF THE HOUSE
[HWtE]Walk to GARAGE
[GRGE]Use ALUMAN
[GRGE]Use JUMPER CABLE with ALUMAN (you'll see a cutscene).
[GRGE]Return to [KTCH]

- Getting help: Hoti and Moti

[KTCH]Use TROLLEY
[DNRT]Talk to HOTI AND MOTI - Choose 3rd option.
-> Choose 2nd option.
-> Choose last option.
[DNRT]Walk to TROLLEY
[KTCH]Walk to MENU
[MENU] -Rearrange the menu so Beeman has Potatoes and Proffesor Nock has Roast Chicken.
IMPORTANT NOTE: If you can't rearrange them (usually the last one doesn't stick
to place), you'll need to apply the unnofficial patch (you'll find it on one of the
other guides for this game on Steam).
Yep, if you find this bug, you'll be unable to finish the game without the patch.

[KTCH]Use TROLLEY
[DNRT]Use KNIFE with FOOT (you'll see a cutscene).
[BKHW]Return to [GRGE]
[GRGE]Talk to HOTI AND MOTI
[GRGE]Use SPARE TIRE with HOTI AND MOTI
CHAPTER FOUR: Escape the Asylum.
[GRGE]Walk to OUT
[HWtE]Walk to LIMOUSINE
[LIMO]Walk to THE FRONT OF THE HOUSE
[FRNT]Walk to MAIN GATE
[MNGT]Walk to DOOR
[LO1F]Walk to UP
[LO1F]Use LOCKER DOOR
[LO1F]Walk to UP
[LO1F]After she gets back, QUICKLY Walk into the LOCKER.
[LO1F]Walk to UP
[LO2F]QUICKLY Use GREEN BUTTON
[LO2F]QUICKLY Use PINKY SHEARS with CABLE
You'll see a nice cutscene.
CHAPTER FIVE: The Church.
-Getting to the Church

[CarW]Use TRUNK
[CarW]Pick up TRUNK [+ Towing Rope to Inventory]
[CarW]Walk to LIMOUSINE
[LIM2] - Choose the 5th option.
-> Choose the 1st option.
->>Pick the 3rd card, twice >> Pick the 4th card, twice >> Pick the 2nd card, twice
-> Choose the last option.
[CarW]Walk to BANK
[HWtA]Walk to STAIRS
[ScLO]Pick up ALUMAN
[ScLO]Pick up DUST REMOVER [+ Rust Remover to Inventory]
[ScLO]Walk to STAIRS
[HWtA]Walk to STREET
[Strt]walk to STREET (north)
[Str2]Walk to VAN
[VAN1]Walk to DRIVER'S CAB
[VAN2]Use PARKING BRAKE
[VAN2]Use CLUTCH, and instantly Use GEAR SHIFT
[Str2]Use TOWING ROPE with BRIDGE RAILING
[Str2]Return to [CarW]

[CarW]Walk to RIVERSIDE
[RivS]Walk to ACROSS THE RIVER
[RivS]Walk to THE WALL
[ChuE]Use DUST REMOVER with GATE
[ChuE]Use GATE
[ChuE]Walk to TO THE CEMENTERY

- The "metal" reverend

[CEME]Walk to TO THE CHURCH
[Chur]Walk to DOOR (left)
[Alta]Walk to DOOR
[RevR]Talk to REVEREND - Choose any option.
[RevR]Pick up HEADPHONES [+ Headphones to Inventory]
[RevR]Look at BOOK (take note of the order of the notes and where to play them on the organ)
[RevR]Pick up AMPLIFIER
[Alta]Walk to TO THE BACK
[BSoC]Walk to STAIRS
[Ch2F]Walk to LADDER
[Ch3F]After the dialog -Walk to HATCH

- Getting rid of the Key Master

[Ch2F]Use HATCH
[Ch2F]Use HEADPHONES with TAPE DECK
[Ch2F]Use HEADPHONES (USE comand on the headphones drawing at the screen, not the inventory)
[Ch2F]Use HEADPHONES with HATCH
[Ch2F]Walk to ORGAN
[ORGA]Click the Red Switch and then the "b" key (the left one)
[ORGA]Play the organ: e > a > d (the right one) > b (the right one) > g
If done right, you'll see a short cutscene.
[ORGA]Return to [Ch3F]

[Ch3F]Walk to LADDER
[BELL]Use POLO MALLET with BELL
[BELL]Return to [BSoC]
CHAPTER SIX: Edna's House and the "TRUTH"
- Getting inside the house

[FYrd]Use POLO MALLET with ORDER DWARF, 6 times [+ House Key to Inventory]
[FYrd]Pick up SHARDS [+ clay Shards to inventory]
[FYrd]Walk to BACK OF THE HOUSE
[BotH]Walk to the SHED
[SHED]Walk to DOOR OF SHED
[iSHE]Pick up SPADE [+ Spade to Inventory]
[iSHE]Pick up PLIERS [+ Pliers to Inventory]
[iSHE]Return to [BoTH]

[BoTH]Walk to THE BACK
[BDHN]Use HOUSE KEY with DOOR
[BDHN]Use PLIERS with DOOR [Changes House Key to Broken House Key]
[BDHN]Use SPADE with THISTLES
[BDHN]Use POLO MALLET with BASEMENT WINDOW


- Forging a new house key

[BDHN]Use CLAY SHARDS with BARREL [Changes Clay Shards to Damp Clay]
[BDHN]Walk to BASEMENT WINDOW
[BMTN]Use BROKEN HOUSE KEY with DAMP CLAY [Changes damp Clay to Clay Imprint]
[BMTN]Walk to DOOR
[EHKc]Walk to PASSAGEWAY
[EHLb]Walk to UP
[EHLb]Walk to STUDY
[STDY]Pick up LIGHTER
[STDY]Return to [BMTN]

[BMTN]Use FURNACE
[BMTN]Use LIGHTER with FURNACE
[BMTN]Use CLAY IMPRINT with FURNACE
[BMTN]Use POTHOLDER with FURNACE [Changes Imprint to Mold]
[BMTN]Use MASTER KEY with POT [Combines the two into Golden Key in Pot]
[BMTN]Use GOLDEN KEY IN POT with FURNACE
[BMTN]Use POTHOLDER with FURNACE [Changes Golden Key in Pot to Steaming Pot]
[BMTN]Use STEAMING POT with MOLD [Changes Steaming Pot to Pot, and Mold to Steaming Mold]
[BMTN]Walk to WINDOW
[BDHN]Use STEAMING MOLD with BARREL [Changes steaming Mold to Cooled-Off Mold]
[BDHN]Use COOLED-OFF MOLD [Changes Cooled-Off Mold to Repaired Key]
[BDHN]Use REPAIRED KEY with DOOR
[BDHN]Return to [EHLb] (upstairs)

[EHLb]Walk to UP (to the third floor)
[EH3F]Use REPAIRED KEY with DOOR
[EH3F]Walk to DOOR
[EDRO]Quick scene

- Last "TEMPOMORHP"

[EDRp](Edna)Use DAIRY
[EDRp](Edna)Use WINDOW
[EDRp](Harvey)Walk to WINDOW
[HWLd](Harvey)Drag the WOODPECKER to Harvey's Inventory
[HWLd](Harvey)Walk to WINDOW
[EDRp](Harvey)Drag the WOODPECKER to EDNA
[EDRp](Edna)Use DOOR
[EDRp](Edna)Use CABINET

[EHLp](Harvey)Walk to PASSAGEWAY
[EHKp](Harvey)Walk to BASEMENT DOOR
[BMTp](Harvey)Walk to WINDOW
[BDHp](Harvey)Walk to TO THE BACK OF THE HOUSE

[H3Fp](Edna) Scene

- The TRUTH

[EH3F] When given the choice, you can save the game. Do it, so you can watch both endings.
- Choose any option you want, depending on the ending you want to see.

THE END
25 Comments
camachocarolina853 9 Sep, 2024 @ 11:21am 
For anyone with the bug for switching the menu items, I switched the game to german and it worked
DenverMax27 23 Jul, 2023 @ 6:00pm 
Chapter 5: YOU HAVE TO TURN THE AMPLIFIER ON AFTER PLACING IT AT THE FRONT OF THE CHURCH. I spent half an hour trying combinations of organ notes to no result and finally had to look up a video walkthrough to figure out that this crucial step was missing and that's why I wasn't getting anything to happen with the organ.
HeatherRose70 31 Mar, 2020 @ 1:42pm 
When I wanted Hoti and Moti to leave, I took a riding cycle on the laundry lift system and they were gone. Did you put the chips on their bedsheets, or something else messy, like ketchup and mustard? That's important, too. I had all the items possible to still have at that point in the game, so, you don't need to acquire anything new to have them leave.
Duke Puppem 18 Dec, 2019 @ 5:43pm 
looks like now you must keep telling the phone hog to buy until he thinks he loses it all.
Tchernobog 2 Jun, 2019 @ 11:53am 
Can't get the phone!
Dominicum 11 Jan, 2019 @ 6:42pm 
I was stuck in the Hoti and Moti part too. Turns out that you have to cut the sweater of Hoti and Moti with the scissors that are next to the Bee guy before they can leave. (Could you add that to the guide for future players?)
austinthehotty 20 Jul, 2018 @ 8:54am 
There's no guide for the patch
AndroidMonkey 24 Jun, 2018 @ 8:33am 
Alas, none of this has worked. I guess my theory was right. Looks like I'll have to start the game over from the beginning. Thank you, regardless!
Cassy  [author] 21 Jun, 2018 @ 6:44pm 
Ok, I replayed the game, and don´t know excactly what was it, but I fiddled with things around there and it worked. I turned on the ligthts in all the rooms on that hallway, then I checked the ELECTRICITY METER at [2FLD], and she comments on "someone" leaving too many lughts on. After that Hoti and Moti were gone. Youy may also leave all the sinks running in [2FCL]. Hope it helps.
AndroidMonkey 21 Jun, 2018 @ 2:13pm 
That's what I've been doing. I'm beginning to wonder if my kleptomania has subverted a trigger. I acquired all (and I mean all) of the items when I first went through the space.