Thimbleweed Park (Hard Mode: Before build 1389.918; Casual Mode: Build 1421.958) Walkthrough Version 2.0 Copyright May 2019 by Wilma Jandoc Win By Wilma "Schala" "Chibischala" Jandoc Win E-mail: chibischala (at) yahoo (dot) com =============================================================================== This walkthrough is currently available ONLY on GameFAQs.com. This may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. =============================================================================== CONTENTS NOTE: The walkthrough for Hard Mode covers the game BEFORE Build 1389.918, which was released on Steam on June 22, 2017. The developers have added new features since then, so some comments in this walkthrough might be confusing or outdated if something was changed in the meantime. The walkthrough for Casual Mode was written while playing Build 1421.958 (Steam). 1. Controls (PC only) [[TP-CONTROLS]] 2. General tips and caveats [[TP-TIPS]] 3. Specific situational hints - Hard Mode [[TP-HINTSHARD]] 4. Full walkthrough - Casual Mode [[TP-FAQCASUAL]] Part 1: The Meeting [[C-MEETING]] Part 2: The Body [[C-BODY]] - Finding the murder weapon [[C-WEAPON]] - Heading to town [[C-TOWN]] - Separate ways [[C-SEPARATE]] - Ransome's flashback [[C-RANSOME]] - Fixing the hydrant [[C-HYDRANT]] - Escaping the sewers (OPTIONAL) [[C-SEWERS]] - Delores's flashback [[C-DELORES]] - Completing and mailing the application [[C-APP]] - Getting the county map [[C-MAP]] Part 3: The Arrest [[C-ARREST]] - Getting the fingerprint report [[C-PRINT]] - Getting the blood sample and blood report [[C-BLOOD]] - The identity report and Franklin's flashback [[C-FRANKLIN]] - The ArrestTron 3000 and the arrest warrant [[C-WARRANT]] Part 4: The Will [[C-WILL]] - The agents' return [[C-AGENTS]] - Preparing to read the will [[C-PREP]] - Decrypting the will [[C-DECRYPT]] - Opening Chuck's tomb [[C-TOMB]] Part 5: The Reading [[C-READING]] Part 6: The Factory [[C-FACTORY]] - Getting the factory key [[C-KEY]] - The factory entrance [[C-ENTRANCE]] - Repairing the watch [[C-WATCH]] - Return to the factory [[C-FACTORY2]] Part 7: The Madness [[C-MADNESS]] Part 8: The Escape [[C-ESCAPE]] Part 9: The Deleting [[C-DELETING]] - Reyes's ending [[C-REYESEND]] - Ransome's ending [[C-RANSOMEEND]] - Ray's ending [[C-RAYEND]] - Franklin's ending [[C-FRANKLINEND]] - Delores's ending [[C-DELORESEND]] 5. Full walkthrough - Hard Mode [[TP-FAQHARD]] Part 1: The Meeting [[HA-MEETING]] Part 2: The Body [[HA-BODY]] - Separate ways [[HA-SEPARATE]] - Ransome's flashback [[HA-RANSOME]] - Fixing the hydrant [[HA-HYDRANT]] - Escaping the sewers (OPTIONAL) [[HA-SEWERS]] - Delores's flashback [[HA-DELORES]] - Completing the application [[HA-APP]] - Mailing the application [[HA-MAIL]] - Getting the county map [[HA-MAP]] Part 3: The Arrest [[HA-ARREST]] - Finding the murder weapon [[HA-WEAPON]] - Getting the fingerprint report [[HA-PRINT]] - Getting the blood sample and blood report [[HA-BLOOD]] - The identity report and Franklin's flashback [[HA-FRANKLIN]] - The ArrestTron 3000 and the arrest warrant [[HA-WARRANT]] Part 4: The Will [[HA-WILL]] - The agents' return [[HA-AGENTS]] - Preparing to read the will [[HA-PREP]] - Getting thimbleberry pie [[HA-PIE]] - Decrypting the will [[HA-DECRYPT]] - Opening Chuck's tomb [[HA-TOMB]] Part 5: The Reading [[HA-READING]] Part 6: The Factory [[HA-FACTORY]] - Getting the factory key [[HA-KEY]] - Nabbing the WrenchTron 3000 [[HA-WRENCH]] - The factory entrance [[HA-ENTRANCE]] - Repairing the watch, part 1 [[HA-WATCH]] - Finding and fixing Ransome's joke book [[HA-JOKE]] - The radio station and repairing the watch, part 2 [[HA-RADIO]] - The seckrit bunker and recharging the truck battery [[HA-BUNKER]] - Return to the factory [[HA-FACTORY2]] Part 7: The Madness [[HA-MADNESS]] - Playing the game [[HA-DUNGEON]] Part 8: The Escape [[HA-ESCAPE]] Part 9: The Deleting [[HA-DELETING]] - Reyes's ending [[HA-REYESEND]] - Ransome's ending [[HA-RANSOMEEND]] - Ray's ending [[HA-RAYEND]] - Franklin's ending [[HA-FRANKLINEND]] - Delores's ending [[HA-DELORESEND]] 6. Game notes and comments [[TP-NOTES]] 7. Item list [[TP-ITEMS]] 8. Special thanks, contact info, and other notes [[TP-MISC]] 9. Version history =============================================================================== =============================================================================== 1. CONTROLS (PC ONLY) [[TP-CONTROLS]] NOTE: The walkthrough for Hard Mode covers the game BEFORE Build 1389.918, which was released on Steam on June 22, 2017. The developers have added new features since then, so some comments in this walkthrough might be confusing or outdated if something was changed in the meantime. The walkthrough for Casual Mode was written while playing Build 1421.958. Some of the controls below are the instructions given in the game (with a few edits and additions). This list does NOT include all possible keyboard shortcuts. - Text above cursor indicates an interactive object. - Give commands to your characters by clicking on verbs. - Items your character has picked up are in the inventory boxes on the bottom right corner of your screen. - Simple commands start with a verb and end with an object or character. - Complex commands start with a verb, then an object, and end with another object or character. - To review or see advanced interaction tips, move your cursor to the upper-right corner of the screen and mouse over the translucent picture of your current character until the menu drops down and you see a gear icon. Click the gear icon, choose Options, then Help. - To change characters, move your cursor to the upper-right corner of the screen and mouse over the translucent picture of your current character until the menu drops down to show the list of available characters. Move the cursor over the person you want to control and click on him/her to switch to that person. - Left-click the spot where you want your character to go. Left-click and HOLD the mouse button if you want to make the character walk faster to that location -- very useful in cases such as traveling the length of the highway or going fron one end of town to the other. - Double-click a spot or location to have your character walk quickly to that spot. He/she will stop moving once they hit that spot. - To quickly move through an area, move your cursor to the edge of the screen until it shows an arrow. Click and hold and keep your cursor on the edge of the screen until your character is at the place you want, then let go of the mouse. - Use your mouse's scroll wheel to scroll up and down through the items in your inventory. (This function was added to the game later.) - Press ESC to skip cutscenes or to exit any screen that has a return arrow in the upper-left corner, such as a character's to-do list or when reading a book. - Press the period . key to skip through any dialogue that you've already heard. - Press the space bar to pause/unpause the game. - To save your game, either go to the gear icon or press ctrl-S. =============================================================================== 2. GENERAL TIPS AND CAVEATS [[TP-TIPS]] If you've never played a point-and-click adventure before, these tips might help. - The walkthrough for Hard Mode covers the game BEFORE Build 1389.918, which was released on Steam on June 22, 2017. The developers have added new features since then, so some comments in this walkthrough might be confusing or outdated if something was changed in the meantime. The walkthrough for Casual Mode was written while playing Build 1421.958. (Yes, I am going to keep repeating this note to hopefully ensure people read it.) - This walkthrough explains only the minimum actions you need to do to finish the game. There are, of course, a lot of people and objects to interact with, so feel free to do whatever wandering around and looking at/using items that you want. - As many adventure games are, this can sometimes be a VERY non-linear game. A lot of the actions may not be completed in exactly the listed order. Also, because most items can be switched around the different characters, exactly which person does a certain action may be different. However, there are some situations in which you MUST use a certain character; for example, Delores is the only one who can go into the mansion. - Most of this walkthrough has been arranged so as to put complete tasks together, rather than trying to lump everything that can be done in a single area before leaving. This will NOT be the FASTEST way through the game because it will require a lot of backtracking, but it will probably be the easiest, as I'm sure most people will read this because they're stuck on how to complete a particular task or objective. - A lot of the solutions in this game that involve names and numbers, including phone and room numbers, are RANDOMIZED. So if you're looking for hints online, I suggest you not follow blindly whatever number someone else lists as the answer. - Several verbs may work on a particular object. I have listed many but not all of those possibilities; feel free to try them out on your own. - It goes without saying, but GO EVERYWHERE. "LOOK AT" EVERYTHING. TRY TO "USE" EVERYTHING. "TALK TO" EVERYONE until all the dialogue choices run out. This game is actually really helpful in that anything you can interact with has text pop up; if you don't see any text, then pretty much don't bother. There are some red herrings, of course. - Try the "PICK UP" command on EVERYTHING. Yes, really. You never know what exactly you can pick up. I missed some items because I didn't realize you could pick them up, and got stuck in the game as a result. Conversely, there were some puzzles that others have said they had trouble with but I solved rather easily because I had certain items in my inventory because I picked up everything I found. Even if you can't pick up the item, you might get a good laugh out of the resulting dialogue. - DON'T BE SO QUICK TO SKIP CUTSCENES AND/OR DIALOGUE! Because these kinds of games are usually very reliant on dialogue, you might inadvertently miss clues in what people say if you simply speed through or skip the talking. - For most of the non-playable characters in the game, you don't actually need to choose the "TALK TO" command first if you want to talk to them. Just mouse over the NPC and it should say, for example, "Talk to Sandy" if you are able to have a conversation with them. - Most doors will not let you exit a room on your own. You must use the OPEN command on them to enter or leave. - Each character's notebook (or list, or note) has a to-do list. If you can't remember what you're doing or you're trying to figure out what to do next, this is a good place to check. There are some to-do items that you don't need to complete to finish the game. - If your notebook (or list, or note) is wiggling, that means something new was added since you last looked. Go check it out. - The notebooks of Ray and Reyes span multiple pages. Use the arrows near the bottom of the screen to flip between pages. - The phone book spans multiple pages. Use the arrows near the bottom of the screen to flip between pages. - The locations of the specks of dust are random, so unfortunately I can't tell you exactly where to find them. Just keep an eye out on the ground for a grayish-white single pixel. When you think you've found one and mouse over it, it will be identified as a speck of dust that you can pick up. Picking up dust nets you various achievements depending on how many you get. - Sometimes dust will spawn in an area that you can't use the "PICK UP" command on -- I have had dust spawn in such a way that it was underneath my inventory items or the verb list, and it was not possible to move so that the inventory/verbs would be out of the way. In that case, you'll just have to ignore it, leave the area and the dust will eventually respawn in a place where you can successfully pick it up. - There is now an in-game hint line! Dial 4468 (HINT) on any working in-game phone to access it if you need some help. - This game was a Kickstarter project by Ron Gilbert and Gary Winnick aimed at creating an old-school point-and-click adventure game. The original Kickstarter campaign can be found here (link shortened because the original was way over GameFAQs's 79-character line limit): http://kck.st/1yPSwiv =============================================================================== 3. SPECIFIC SITUATIONAL HINTS - HARD MODE [[TP-HINTS]] NOTE: The walkthrough for Hard Mode covers the game BEFORE Build 1389.918, which was released on Steam on June 22, 2017. The developers have added new features since then, so some comments in this walkthrough might be confusing or outdated if something was changed in the meantime. The walkthrough for Casual Mode was written while playing Build 1421.958. THERE IS NOW AN IN-GAME HINT LINE! Dial 4468 (HINT) on any working in-game phone to access it if you need some help. The hint line has rendered this section essentially moot as I feel the in-game hints are superior, but I'm leaving this here anyway. If you're playing a point-and-click adventure, then you're probably like me: You want to solve most (if not all) the puzzles on your own, and you'd rather be given hints to guide you in the right direction instead of simply being spoon-fed the solution. Or the game's logic just confounds you. Well, that's what this section is for! So far these hints relate only to the puzzles that I had trouble on or that I've seen others say they had trouble with. If there's anything you'd like me to add to this list, let me know! And if these just don't help, feel free to read through the full walkthrough. Note that these hints are listed in the chapter in which that particular goal is completed in the walkthrough. You might encounter each situation earlier or later depending on how much exploring you do; it's best to search for the specific term you want help with. Again, these tips relate to puzzles you find in Hard Mode, so you will not encounter some of these if you're playing in Casual Mode. --- Part 2 --- - THE DIME AND ESCAPING THE SEWERS: First of all, note that escaping the sewers is OPTIONAL. If you missed doing the alleyway scene and you didn't get trapped in the sewers, then don't worry; it doesn't have any effect on the rest of the game and to be honest, it's a lot easier if you skip it. Anyway, it's at this point that the game kind of breaks off in terms of the logic of how the characters interact with each other. You as the player use the game's characters to find out things that another character needs to know but would normally not have been able to know under the current situation. Don't think about that too much; just accept it. - THE STAMPS (Delores's flashback) (Hard Mode only): If you didn't collect stamps when you were a kid, this situation might puzzle you. There was a certain method you employed back when you still had to lick stamps to stick them on envelopes; I don't know if this method will work with today's self-adhesive stamps. Ask someone or use Google before reading this next part. ****************** Okay, you had to steam stamps off envelopes. What is there in the mansion you can use to create steam? - THE PRINTER INK (Delores's flashback): I don't know if the method the game uses to create ink was common knowledge in the '80s (or if it's even true); all I can say is that I never heard of it. You might want to have some conversation with uncle Chuck on this point. - LIGHTING THE FIRE (Delores's flashback): Sometimes you just have to PICK UP things because they're blocking other things behind them. Have you tried picking up everything in the mansion? (Except the majority of the books. I'll tell you now, you can only read most of those.) - GETTING THE COUNTY MAP, PART 1: What?! The Quickie Pal has no more maps, and you can't confront the sheriff about that? Might want to do some more looking around in the buildings around town. - GETTING THE COUNTY MAP, PART 2: So you found a map, but Natalie won't let you have it. Maybe if she weren't around to watch what you were doing...What could you do that would get a story-hungry reporter out of the office? - NEED A NICKEL, PART 1 (Hard Mode only): I'll say this now: You're not going to find a nickel just lying around the streets of Thimbleweed Park. You need to trade for it. Is there anything in your inventory that's worth a nickel? - NEED A NICKEL, PART 2: So you found something in your inventory that has some kind of relation to a nickel, but you have no idea what to do with it. It will actually help to read signs on walls, on windows, etc. that you might have thought were simply background art. - NEED A NICKEL, PART 3: There's also a possibility you threw away the very item you need for this (I certainly did). If you threw it away, it's probably because, well, you thought it was just trash. Remember where you went where you saw (and probably picked up) a lot of trash? You might want to head back to that place and look around again. --- Part 3 --- - THE MURDER WEAPON: Can't find it? There is one area that you may or may not have been to, and you weren't able to explore very thoroughly because you were limited (in Hard Mode, at least). It's an area that's been mentioned by a couple people in town. - GETTING INTO THE SEWERS (Hard Mode): Might want to check the thick brush around the body for something that will help. - WILLIE'S WALLET: He wants to trade for a specific thing, but you can't find it around town? Maybe it's time to switch to the character who most likely would have it and play through their story for a while. - DISABLING THE HOTELTRON, PART 1: Can't move it, can't cut the power to it. Is there another way to keep it from "seeing" your room? - DISABLING THE HOTELTRON, PART 2: A plain white piece of paper won't cut it? What else have you found that might fool someone watching? It will help in this case to have a chat with the manager and try to PICK UP everything you encounter. - THE LAWYER: The lawyer's nowhere to be found! Maybe you should focus on another objective for now. - THE ARRESTTRON TUBE, PART 1: It's missing its tube and you can't seem to talk to Ricki about it? Isn't there someone else you know who's knowledgeable about tubes? - THE ARRESTTRON TUBE, PART 2: You have the tube but can't install it? You might not have picked up everything in a place that has a strong connection to tube technology. --- Part 4 --- - THE RADIO STATION AND THIMBLECON TICKETS: Busy signals preventing you from calling the radio station? Might want to have a look around the station for things you could mess with. - THE RADIO TOWER: Can't get up there? Remember that you do have control of more than one character. - THE CHECK STUB: That check stub isn't convincing Brant. There is a place in town that can help with such financial matters. If you haven't looked around the town in some time, you might not realize you can go in there. - CHUCK'S LUCKY NUMBER: He used it to win the lottery a few years back. Even today, lottery winners are pretty newsworthy. - FRANKLIN LEAVES THE HOTEL, PART 1: Gosh, if such a magic book existed, where is the most likely place it would be? - FRANKLIN LEAVES THE HOTEL, PART 2: Got the book, but now what? Conversation with Morena and the other ghosts might help. --- Part 6 --- - THE WRENCHTRON, PART 1: Who owns the WrenchTron? What can you do to get them to come out? One of the characters you control is perfect for creating such a situation, so you might want to use them for a while. - THE WRENCHTRON, PART 2: Still can't figure out how to get the WrenchTron owners to come out to play? Hanging around the front desk might give you a hint. - THE WRENCHTRON, PART 3: Scared the guest, and the regular maintenance people won't come out, so now what? Something in your inventory might nudge the manager to calling the people you need him to call. - THE WRENCHTRON, PART 4: So, the owners of the WrenchTron are finally here and doing their thing. Do you think that just staying in the lobby is going to help you nab that wrench? - THE JEWELER'S TOOLS: You're at Riker's room but you can't go in there while the door is open, and there's no way to do anything until after Riker shuts the door? Maybe there's a way to mess with it after it's closed. - RECHARGING THE TRUCK BATTERY, PART 1: What, in the most general sense, do you need to recharge any battery? - RECHARGING THE TRUCK BATTERY, PART 2: Trust me, you won't find any plugs or electrical outlets in Thimbleweed Park. Maybe it's time to walk around town and find things that may not have been there before. - RECHARGING THE TRUCK BATTERY, PART 3: So, you found someone in town who wasn't there before, but nothing's happening. You might want to explore ALL of your dialogue choices with that person. - RECHARGING THE TRUCK BATTERY, PART 4: If you've gone through the first three parts to this hint and you're still stuck, I am going to assume you now have a certain item in your inventory when I say this: Have you thoroughly read everything in your inventory? One item has a particular word that should catch your attention in regards to recharging the truck battery. - THE SECRET MEETING, PART 1: This is the main thing in the entire game that really had me stumped. Can't figure out where the meeting might be? Hasn't there been someplace where you've seen people walking into for seemingly no good reason? - THE SECRET MEETING, PART 2: The people just disappear! If only there were some way to track where they walk off to... - THE SECRET MEETING, PART 3: Have you explored everywhere you can in the factory yet and interacted with everything? - THE SECRET MEETING, PART 4: If hint #3 didn't help, you might not have the proper item in your inventory (I didn't, which is one big reason I got stuck). You should go back to the basics and go everywhere in the town and the county area and try to PICK UP everything you can interact with. - THE SECRET MEETING, PART 5: Even after I had the necessary item, I didn't put two and two together, so I'll try to give a hint based on what confounded me: Have you noticed those people interacting with one very specific thing as they're walking? Maybe you can do something to that thing to help you follow them. - THE SECRET MEETING, PART 6: It's a dark night out. Wonder what can help you track people in the dark. (I'll say now, I'm not talking about a flashlight, lantern, or anything similar.) =============================================================================== 4. FULL WALKTHROUGH - CASUAL MODE [[TP-FAQCASUAL]] NOTE: This Casual Mode walkthrough was developed using Build 1421.958 (Steam). If this is NOT your build number, some things may be different as there may have been changes in the meantime. =========================== === PART 1: THE MEETING === [[C-MEETING]] =========================== It's 1987. You see a glowing light, a lock swaying on a chain-link fence, and finally the Thimbleweed Park city sign. A gunshot rattles the night. A train rumbles by on the bridge. The screen scrolls by. When you get control of the mystery man with the strange accent, OPEN or PUSH the GATE. Talk to the wino, Willie, if you want. Walk to the right until you reach the river. LOOK AT the NOTE in your inventory -- it says you need to turn off the light above the sign. There's no switch, so it looks like you'll have to use some kind of force. Go to the water and PICK UP the ROCK you find there. USE the rock on either the SIGN or the LIGHT to destroy the bulb. After that's done, walk more to the right through the heavy brush. Keep walking and at a certain point, something will happen and the game will move on to Part 2. ======================== === PART 2: THE BODY === [[C-BODY]] ======================== Read/listen to the dialogue of Agents Ray and Reyes. When you get control of the agent (it might be random which one you'll control), LOOK AT the CORPSE. You'll get the VICTIM'S KEYCARD for a room at the hotel; the room number is random. You need to take a picture of the body before heading to town. One of the agents will be carrying a POLAROID CAMERA and the other will be carrying POLAROID FILM. Have the agent GIVE the POLAROID FILM to the one with the camera (or vice versa, if you want). Switch to the agent now carrying both items and USE the film in the camera. Now USE the camera on the CORPSE to take a picture. --- Finding the murder weapon --- [[C-WEAPON]] After you're done with the body, go all the way to the right to find the sewer entrance. Head on inside. Go all the way to the right, then north into the tunnel. Head to the left until you see a tunnel heading north, and enter that. You'll find yourself in a place that someone has obviously turned into a makeshift home. PICK UP the ICE PICK inside the cardboard box house. (You can also pick up one of the glowing green MAGIC MUSHROOMS in the corner if you wish.) Exit the sewers. --- Heading to town --- [[C-TOWN]] Now you can head to the town. Go back to the GATE and OPEN or PUSH it and walk up to Trestle Trail. When you come out, you'll be on the highway. Walk to the right to go to the town. Along the way you'll find a few things you can PICK UP, none of them really important. The Pigeon Brothers plumbing van will pass you while you're walking. Continue on to the right to run into a couple of people dressed in pigeon suits. The dialogue will automatically start. Go through whatever choices you want and learn more about "the signals." When that's over, continue walking to the right, past the pigeon pair. When you're near the cemetery, the van will pass by you again. Walk some more to the right to finally enter the town. At the entrance of town, whatever agent you're not controlling will catch up to you. Walk more to the right and run into the sheriff. Go through the dialogue and enter city hall. Go to the right and OPEN the DOOR on the bottom that says "Coroner." Talk to the coroner and you will be introduced to the Tron machines. Go through each dialogue choice to learn about the BloodTron 3000, the FingerTron 3000 and the FaceTron 3000, and Reyes will automatically take notes. Ask whatever else you want before ending the conversation. Go out of the room and OPEN the upper DOOR that says "Sherrif" on it. (Yes, that's spelled incorrectly for now; but who knows, they might patch that.) Go through whatever dialogue choices you want and learn about the ArrestTron 3000. Leave city hall and you'll see the plumbing van. Talk to one of the pigeons to find out they need a WC-67 vacuum tube to fix the HydrantTron 3000. You can't explore A Street for now, so keep walking right until you reach the neon-lit diner. --- Separate ways --- [[C-SEPARATE]] At this point you have a few choices: You could walk around town, you could take the agent you're controlling into the diner, or you could head into the alleyway beside the diner. If you do that last one, head all the way to the left as far as you can go. At some point, the agent will be knocked out by a mysterious shadow and dragged away. NOTE: Doing this scene is OPTIONAL and to be honest, it's probably a lot easier if you skip it. If you do decide to let the agent get knocked out, then control will switch to the other agent. Continue your investigation around town. If you decide to head to the town outskirts, you will get a scene involving the sheriff; watch it. If you decide to get the tube to fix the hydrant, scroll down to the section marked "Fixing the hydrant." You could also go down to the bus station and speak to Lenore Edmund; this will eventually lead to the section marked "Delores's flashback." Otherwise, you can learn more about Ransome the Insult Clown. --- Ransome's flashback --- [[C-RANSOME]] This flashback sequence can also be completed in Part 3, but it's easier to do this now. Head into the diner and TALK TO Sandy. Go through whatever dialogue you want, but it's the option about the dead body that will lead to the flashback and the introduction of Ransome. Once you can control Ransome, check out your to-do list. You need to get ready for that night's performance. USE the CLOWN NOSE in your inventory and Ransome will automatically put it on. Walk to the bulletin board next to the window and LOOK AT or PICK UP the note in the lower right corner. It's an IOU -- it seems that Ransome needs to pay $1000 to Carney Joe to get his joke book back before he can go onstage. Go to the Ransome poster next to the window and PICK UP, PUSH or PULL it to take it off the wall to reveal a SAFE. Then OPEN, PULL or USE the safe. Now PICK UP the MONEY, which is exactly $1000. Leave Ransome's trailer and watch the cutscene with Ransome's lawyer Brant. After it ends, walk to the left to find the opening in the fence, then go to the right to enter the CIRCUS GROUNDS. Head to the tent to the left of the fence to go to the BACKSTAGE ENTRANCE. Walk to the makeup table on the right side. PICK UP or USE the HAIR GEL in front of the mirror and Ransome will automatically fix his hair. Now PICK UP or USE the MAKEUP on the table and he'll automatically put that on, too. Head back out to the circus grounds. Walk to the left to enter the MIDWAY. You'll see only one guy, who is Carney Joe. Either TALK TO Joe or GIVE the $1,000 to Joe, and you'll eventually find out that Ransome's little loan will now cost him $1138 with interest. Return to the backstage entrance and go to the SWEAR JAR just below the poster of Ransome. Use the PICK UP command on the jar to grab $138 in MONEY. Now you have the required total of $1138. Head back to the midway and either TALK TO Joe or GIVE the MONEY to Joe, and get back Ransome's JOKE BOOK. Now Ransome's ready for the show. Return to the backstage entrance, go into the dressing room, and head to the STAGE DOOR. Pick whatever choices you want in the scene that follows, but make note that once you choose the "ugly old lady with the hairy mole," your control over Ransome will end. So if you really want to hear all of the insults the clown has to say, save that choice for the last. After that, Ransome will be back in the dressing room. Watch the scene play out and eventually you will regain control of the agent in the diner. --- Fixing the hydrant --- [[C-HYDRANT]] Just past the diner you'll find the intersection with B Street. Go onto B Street and walk all the way until you reach Ricki's Cakes -- which actually sells vacuum tubes. Now you can help get that hydrant repaired. Go in and TALK TO the owner, Ricki. Tell her you're looking for a tube. In the resulting dialogue, choose WC, then 67. Ricki will give you the correct tube. Feel free to talk to her again and maybe have some fun renaming her former bakery. Leave the tube store, return to the broken hydrant, and GIVE the WC-67 TUBE to one of the Pigeon plumbers. They'll fix the hydrant and you'll now be free to check out A Street. --- Escaping the sewers (OPTIONAL) --- [[C-SEWERS]] Once you get the COUNTY MAP in this chapter, you will NOT able to do the alleyway scene and the subsequent escape from the sewers. But don't worry, your game will continue just fine. You find nothing of importance down there. I believe that any specks of dust that might have spawned while you were trapped in the sewer will simply end up spawning somewhere else, although I cannot say that for certain. But in general, you really don't miss out on anything. Anyway, if you let one of the agents get knocked out behind the diner, it's probably best to switch to that person now. (You may have gotten some dialogue by this time hinting that you should switch to the other person. The longer you ignore the missing agent, the more frequently such dialogue occurs.) When you do so, you'll find yourself in the sewers. Head north through the tunnel. In the next room, you'll see a silvery thing on the floor at the foot of the ladder. PICK UP the DIME. Return to the previous room. Now head all the way to the left until you reach a dead end and see a RED BOX on the wall. You'll also see something written on the wall: "In Emergency Call:" followed by a name. Make note of that name, as it is random in every game. Switch control to the agent who is NOT trapped in the sewers. Go to B Street and go to the pay phone. There's a red PHONE BOOK dangling next to it. OPEN, LOOK AT or USE the book. Remember the name you found in the sewers? Flip to the correct letter (the names are alphabetized by first name), flip the pages using the arrows at the bottom corners of the book, find that name, and make note of their 4-digit phone number. Exit the phone book. (If you have the physical version of the phone book that came with certain versions of the game, you can also look up the person's name in there.) Switch back to the agent in the sewers. If the agent has the CELL PHONE, you'll notice it doesn't work as it has no reception. Instead, OPEN or USE the RED BOX on the wall to reveal a PAY PHONE. If you LOOK AT or USE the PAY PHONE, you'll see that it needs a dime to work. USE the DIME on the PAY PHONE or, strangely enough, the COIN RETURN to pull up the phone's keypad. Call the phone number associated with the name on the wall. They'll call the authorities. Once the phone call ends, you can check the coin return and PICK UP the DIME again if you want. After the phone call, head to the right and you'll get a cutscene with the sheriff. When you regain control, you'll be in front of city hall. --- Delores's flashback --- [[C-DELORES]] This flashback sequence can also be completed in Part 3, but it's easier to do this now. Take either agent down B Street and walk all the way to the right to get to the bus station. You'll run into Lenore Edmund sitting on the bench. Start up conversation with her and you'll eventually go into a flashback concerning her younger sister, Delores Edmund. When you can move again, you'll be controlling Delores. She's waiting for the latest issue of her magazine, which means you need to go to the mailbox. Go out of her room, head down the stairs, and go out the front doors on the left side of the entryway. Head south toward the mailbox just outside the gates. You'll get a short scene with George the mailman and you'll receive the COMPUTER MAGAZINE. OPEN, USE or LOOK AT the magazine, read through it, then exit the screen when you've had enough. Looks like you need to help Delores apply for the MMucasFlem job. Go back into the house. After a while, you'll hear the doorbell ringing (if you don't recognize it as the bell, Delores will say something about it after a bit). The longer you ignore the bell, the more frequently it will ring. OPEN the front door and grab the LETTER from George the mailman. --- Completing and mailing the application --- [[C-APP]] Go back to Delores's room and USE her COMPUTER. Choose whatever answers you want for the first few questions on her personal information, then Delores will take the programming test on her own. After she answers all the questions, Delores will print out her application. Unfortunately, it seems the printer is out of ink. Go to the printer and PICK UP or PULL the PRINTER RIBBON. Sure enough, it's dry and you need to re-ink it. Leave Delores's room and head to the door just east of her bedroom door. OPEN it and crash and bang your way through the area (which takes a shorter time than walking the whole way). When you're back in the hall, walk all the way to the right and OPEN the far right door, which is Chuck's workshop. Watch the cutscene between Chuck, Franklin and Delores. When you can control Delores again, head to the desk on the right side of the room and PICK UP the FULL INK BOTTLE. Go ahead and talk to Chuck if you want. USE the FULL INK BOTTLE on the DRY PRINTER RIBBON and you'll get INKED PRINTER RIBBON. Head back to Delores's room and USE the ribbon with the PRINTTRON 3000. Also, if you haven't yet done so, PICK UP the PAPER from the printer and USE it on the printer to feed it back in, and you're ready to print out the application. USE the COMPUTER again and it will automatically print out both the application and the envelope. PICK UP the ENVELOPE from the printer. Head outside the mansion and USE the letter on the MAILTRON 3000. Wait a bit and George will eventually hand Delores a LETTER FROM MMUCASFLEM. Return to Delores's room and OPEN or USE the letter. She'll beat around the bush and you'll have to try to OPEN the letter several times before she finally does so. Wow! Looks like she got the job at MMucasFlem! Once you've had enough of Delores's dancing, click on her to get her to stop. Head back to Chuck's workshop, TALK TO him and make the obvious dialogue choice. Let the scene play and you'll eventually be back in control of the agent at the bus station. --- Getting the county map --- [[C-MAP]] Looks like it's time for you to go outside of town to question other people. Head to the Quickie Pal and go to the right and then north, walking toward the vista. (If this is the first time you're visiting the town outskirts, you will get a scene involving the sheriff; watch it.) Keep walking on the path to head to the rest of the county. But the ol' sheriff-a-reno is lying in wait for you. He refuses to let you continue on without an official county map, and he's not budging from his stance. Guess you need a map. Go to the Quickie Pal and ask the clerk, Leonard, about a map. He says the sheriff just came and nabbed the store's entire supply. Well, now. If you've been dutiful and done all your examinations around town, you'll know there's still one map left that the sheriff didn't get to. Head to A Street and go to the Nickel News. You'll see the FRAMED COUNTY MAP on the wall, but the reporter, Natalie, refuses to let you have it. Looks like you'll have to get her out of the office somehow so you can grab it. Head left and talk to Natalie if you want. Afterward, try to do something with the POLICETRON 3000 next to Natalie -- several of the verbs will work, so pick whatever you want. She'll tell you to not mess with the scanner and will say that she's waiting for a call about a particular situation. Switch to the other agent and bring them to the sheriff's office and USE the PoliceTron on the desk. Start with "Attention all units!" and then choose the rest of the options according to what Natalie is listening for. The situation changes every time you try to complete this puzzle, so if you fail the first time, you'll have to mess with the newspaper's PoliceTron again to find out the next situation Natalie's waiting for. When you succeed in getting Natalie out, switch back to the agent in the Nickel News. PICK UP or PULL the county map from the wall. Go to the right and USE the map on the COPYTRON 3000, and it will make four nice color copies of the map. PICK UP the original map from the CopyTron and USE it on the EMPTY FRAME on the wall to put it back in its place. Now leave the News. Head back to the vista. When the sheriff stops you again, say that you have an "official map" and the agent will show it to him. Looks like he has no more reason to prevent you from going out to the rest of the county. He'll also return the rest of the maps to the Quickie Pal. ========================== === PART 3: THE ARREST === [[C-ARREST]] ========================== Go through whatever dialogue you want with the two agents. Once you get control of the agent again, first of all switch to whichever one is carrying all of the COUNTY MAPS. GIVE one of the maps to the other agent. The map makes it vastly easier to travel around the entire area. Now, instead of having to walk all the way from, say, the Mansion mansion to A Street, you can just LOOK AT the COUNTY MAP in your inventory to pull up a large map of the town and county. Click on the location you want to go to, and the person will head there without having to do all the walking through the intermediate areas (double-click to have the person walk there a lot faster). When you get control of Delores and Ransome later, have them meet up with the map-carrying agent to also give them their own maps. If you haven't yet done Ransome and/or Delores's flashback sequences, you must do them now in order to advance the game. If you need help with either of those, scroll above to Part 1 and follow the instructions under "Ransome's flashback" and "Delores's flashback." You MUST complete the flashbacks before you'll be able to do anything at the old circus or the Edmund Mansion mansion. If you've already done both flashbacks, it's now time to focus on getting the three reports needed for an arrest warrant. --- Getting the fingerprint report --- [[C-PRINT]] Switch control to one of the agents if you're not already using one of them. If you haven't done so yet, head to the sheriff's office and OPEN each DRAWER of the filing cabinets on both sides until you find the FINGERPRINT BOOK, which will automatically be added to your inventory. Now go down to the coroner's office and OPEN each DRAWER of the filing cabinet on the left side until you find the FINGERPRINT KIT, which will also automatically be added to your inventory. (The exact drawers that are holding the book and the kit might be randomized.) LOOK AT the kit and you'll see it's missing fingerprint tape. Go to A Street and head to the post office. TALK TO the postal worker if you haven't done so yet; if you don't talk to him, you can't get the tape. Identify yourself as a federal agent and go through whatever dialogue choices you want. After the conversation ends, PICK UP the STICKY TAPE from the dispenser on the counter. USE the FINGERPRINT KIT on the ICE PICK to coat it with powder. Now use the STICKY TAPE on the pick to lift fingerprints from it. Head back to the coroner's office and USE the FINGERPRINT BOOK and FINGERPRINT FROM ICE PICK on the FingerTron and it will spit out a report. PICK UP the FINGERPRINT REPORT. --- Getting the blood sample and blood report --- [[C-BLOOD]] Go to the old circus and try to PUSH, PULL or OPEN the gates. Ransome will come out. (If Ransome doesn't respond, that means you haven't yet done his flashback sequence; if you need help with that, scroll up to Part 1 and go to the section marked "Ransome's flashback.") Go through all the necessary conversation choices. After the conversation ends, you'll now have the option to control Ransome. Switch to him. Now LOOK AT his TODO LIST. You need to feed Li'l *Beeper* before you can leave the circus grounds. OPEN the MICROWAVE to find Li'l *Beeper*, who is a hamster. Head out to the CIRCUS GROUNDS and you'll notice POPCORN scattered all over, but Ransome's not picking that stuff up unless he has something to put them in. So go all the way to the left to find the popcorn stand. PICK UP the POPCORN BAG you find on it. Now PICK UP each piece of POPCORN and Ransome will automatically put it in the bag. (You can also USE the POPCORN BAG on each POPCORN piece.) Do this for a total of 6 pieces until you have a FULL POPCORN BAG. (You can keep picking up more popcorn after this, but it's not necessary.) Return to Ransome's trailer. GIVE or USE the full popcorn bag on either the HAMSTER or the MICROWAVE to feed him. With Li'l *Beeper* taken care of, Ransome can now leave the area. Navigate to the CIRCUS GROUNDS and exit on the right side. Now head to either the left or right to go to the COUNTRY ROAD. First of all, meet up with the agent carrying all the extra COUNTY MAPS and have the agent GIVE one of the maps to Ransome to make moving around easier. Switch back to Ransome and head to A Street. Go all the way down A Street until you run into Willie the wino. If one of the agents spoke to him before, you know that he has a wallet that you want as evidence, but he refused to give it unless you had a high-quality Ransome the Clown wallet to trade. Well, now you do have one. GIVE the Ransome WALLET to Willie and he'll give you the old bloodstained WALLET in exchange. Now find one of the agents and GIVE Willie's wallet to them (Ransome refuses to use the Tron machines). Yes, it does seem weird that Ransome is suddenly cooperating with the authorities, but don't question it. (You can also have Ransome first give his sample wallet to one of the agents, and then have that agent talk to Willie and make the trade.) That's one part down. Now you need to get a sample of blood from the body. If you haven't gotten the TOILET PAPER yet, switch to one of the agents -- preferably the one holding the WALLET -- and return to the Quickie Pal. Go to the bathroom on the outside of the store on the left. PUSH, PULL or USE the LIGHT SWITCH immediately to the left of the door. (You need to turn on the light in case there are specks of dust on the floor; they won't show up unless the light is on.) Head to the TOILET PAPER on the right side of the screen and PICK UP, PULL or PUSH it to grab a sheet. Now head all the way back to the bridge where the corpse is. USE the TOILET PAPER on the CORPSE to get a DRIPPING BLOODY TOILET PAPER. You can't put it in the BloodTron while it's soaking wet, but it should dry out to become a regular BLOODY TOILET PAPER by the time you get to city hall. Go to the coroner's office, USE the WALLET and toilet paper on the BloodTron, and it will spit out a report. PICK UP the BLOOD REPORT. --- The identity report and Franklin's flashback --- [[C-FRANKLIN] Switch control to the agent carrying the VICTIM'S KEYCARD. Head to the hotel and you'll run into the Nickel News reporter, Natalie. You'll start talking and almost immediately go into Franklin's flashback. Once you control Franklin, head into the hotel. The manager starts being nosy if you try to book a room, so you'll need to figure out a disguise so he won't know who you are. Go all the way to the right to find an ANNOYING KID playing a boombox rather loudly. If you try to TALK TO him, you'll find that he can't hear you because the radio is too loud. So USE the BOOMBOX to turn it off and talk to him again. (He turns the boombox back on after a short while if you don't talk to him, which means you'll have to turn it off once more.) TALK TO the kid about his jacket, the thing on his face, and his shoes, then ask about the "latest and greatest." Now tell him his stuff is not the "latest and greatest" and choose the "glasses" option. Say that you totally know what the latest and greatest is. I hope you know your '80s slang and pop culture, because you'll need that trivia for the next part of this conversation. The correct choices are: >> I know this gnarly dude who... >> was on MTV and... >> tells me what's wicked and what'll gag me with a spoon. After that, the kid will believe you're legit, but now you need something to trade him. The boombox is blasting again, so USE it to turn it off first so the kid can hear you. Now either TALK TO him or GIVE him one of the PILLOWBEARS in your inventory -- the color doesn't matter. Trade him for the NOSE GLASSES and also receive some CHEWED, STICKY BUBBLE GUM. Stay out of view of the hotel manager and USE the glasses to put them on. Now TALK TO the manager, who totally doesn't recognize you. Check in and pick whatever name you want and go through whatever dialogue you want. When you're done checking in, continue the conversation and ask about photocopying. Say you want to copy the prospectus document. The manager does so and gives you the COPY OF PROSPECTUS. The room that Franklin gets assigned is random, so be sure to check your KEYCARD for your room number. USE (or OPEN) the ELEVATOR or the CALL BUTTON, go to the appropriate floor and room, and USE the keycard on the door. When you enter, the phone is ringing. Franklin immediately answers it; go through the next few bits of dialogue. You still need to disable the HotelTron. Leave the room and head to the 10th floor. From the sign next to the elevator, PICK UP the STANDARD ROOM PHOTO. Return to Franklin's room. (After you use the keycard on the door once, you can simply OPEN the door -- you don't need to keep using the keycard on the door before opening it.) USE the bubble gum on the HotelTron, then USE the room photo on either the gum or the HotelTron to stick it up. Try to leave the room to trigger a short cutscene. Afterward, USE the room's
TELEPHONE. Soon there's a knock on the door. Watch the next scene and that's the end of the flashback. Back in the present day, talk to Natalie some more and go through whatever dialogue choices you want. Now go check out the room that was used by the victim. LOOK AT the VICTIM'S KEYCARD to find out his floor and room number, then USE the elevator to go to the appropriate location. USE the keycard on the DOOR to get in. Head all the way to the left to the small circular table and PICK UP the PASSPORT. After doing so, for some strange reason you're now unable to leave the hotel. Go to the front door and see that it's spinning really fast, preventing anyone from exiting. You also no longer have the option of switching to another character. Looks like the only thing you can do for now is hang around and learn more about what happened to Franklin. TALK TO the manager-a-boo and ask about Franklin. You'll eventually get the KEYCARD to Franklin's room. Go up to the room, USE the keycard on the door and go in. LOOK AT the gum on the HotelTron and leave the room. Watch the next scene. You'll now have the option of controlling Franklin's ghost. So it looks like you need to scare a person. Switch to Franklin and go to the elevator. ZAP the elevator door or the call button to get it to come to your floor, if it isn't already. One thing great about being a ghost is you don't have to constantly OPEN doors, but other things get more difficult -- he can't PICK UP stuff, for one. Head to the lobby and hang around the drinking fountain. After a bit, the annoying kid will take a drink. While he's doing so, either CHILL or SPLASH the DRINKING FOUNTAIN and he'll get freaked out. Good job, you've scared someone. Watch the cutscene, and after that the living people will finally be able to leave the hotel again and you will once again be able to switch to all available characters. Now you have the two items needed for the FaceTron. Switch control to whichever agent is holding the PASSPORT and the PHOTO OF BODY (if you haven't yet put it in the FaceTron) and bring that person to the coroner's office. (Or, if the two items are split between the agents, you can bring both people.) USE the photo and the passport in the FACETRON and have it spit out a report. PICK UP the IDENTITY REPORT. --- The ArrestTron 3000 and the arrest warrant --- [[C-WARRANT]] Now you have all three reports necessary to get an arrest warrant. Head to the sheriff's office and try to USE one of the reports on the ARRESTTRON 3000. But what's this? The ArrestTron doesn't seem to be working. LOOK AT the top of the machine at the SUSPICIOUSLY MISSING TUBE. Looks like someone nabbed the machine's vacuum tube and you need to replace it. If you don't yet have the option to switch to Delores, open up the COUNTY MAP and head over to the Edmund Mansion mansion all the way on the right side. If the gates are closed and won't open even if you use the OPEN command, then that means you haven't yet completed Delores's flashback; if you need help with that, scroll up to Part 1 and go to the section marked "Delores's flashback." After you finish the flashback, take one of the agents to the mansion and you'll see the gates are open. Walk up to the front door and try to OPEN it. Have a quick chat with Delores. After the conversation, you will now be able to switch to her. Control Delores and go to the library to start a short cutscene. After that, she will now be able to leave the mansion. First, meet up with the agent carrying all the extra COUNTY MAPS and have the agent GIVE one of the maps to Delores to make moving around easier. Switch back to Delores. Bring her to the sheriff's office and have her LOOK AT the space for the missing tube on the ArrestTron. She notes that it's supposed to have an AT-25 tube. For whatever reason, you can't talk to Ricki about picking up an extra tube, probably because that solution would just be way too easy. Looks like you'll have to grab a tube from somewhere else. But if you've been looking at everything you can, you probably remember where you've seen an AT-25 tube sitting around. Head back to Chuck's workshop at the mansion. Go to the LARGE VACUUM TUBE in the middle of the screen underneath the large windows. PICK UP the tube to find out it's the very AT-25 tube that you need! Now return to the sheriff's office and USE the LARGE VACUUM TUBE on the ArrestTron. That gets the gadget working again. Switch control to the agent(s) holding the reports and USE each one of them in turn on the ArrestTron. Watch the resulting cutscene, then make whatever dialogue choices you want afterward. Then watch the scene after that. ======================== === PART 4: THE WILL === [[C-WILL]] ======================== If you switch between the three remaining characters, they'll each have their own monologues about what they need to do next. Looks like it's all starting to center around the old Pillow Factory. --- The agents' return --- [[C-AGENTS]] At this point, you can just go walking around, exploring and talking to people. After a certain time -- I'm not exactly sure when this happens -- you'll get a scene involving the two agents. Afterward, you'll be able to control only Ray or Reyes for a short while. Whichever one you control, you'll be in your hotel room. Notice the light blinking on the phone. USE or PICK UP the phone to listen to the message, which says a package has been left for you. Go down to the lobby to pick it up. When you exit your room, control will switch to the other agent. Again, the light is blinking on the phone, and again, USE it to listen to the message. And once again, a package has been left for you at the front desk, so go down and get it. When you reach the lobby, you'll run into the other agent and you'll get a scene. Pick whatever choices you want in the resulting dialogue and learn more about the agents' true reasons for being there. You'll now be back to having control over all 5 characters again. Have Ray OPEN her PACKAGE to reveal a STRANGE TOOL. Do the same with Reyes and he'll have his father's BROKEN POCKET WATCH. --- Preparing to read the will --- [[C-PREP]] There's still the matter of Chuck's will. Switch control to Delores and go to the mansion library. Looks like the lawyer isn't here to read the will, so you have to call him. Seeing as there's been only one lawyer introduced in the game, you could probably guess who it is. Switch to whoever is carrying the LAWYER'S CARD (most likely Ransome) and LOOK AT it to find out Brant Bailiwick, JD, is in the phone book. Switch back to Delores and return to the library. LOOK AT the PHONE BOOK, click on the letter B, and flip the pages using the arrow at the bottom corner of the page to find Brant's name and phone number (names are arranged alphabetically by first name; his name is in red). Make note of his phone number; it's random for each game. Now USE the TELEPHONE and call his number. Unfortunately, he's out of the office, attending ThimbleCon. Guess you have to go to ThimbleCon. Head to the hotel and you'll see the convention is in full swing in the ballroom on the upper floor. But if you try to enter the convention, the dragon-suited person by the door will stop you, saying you need tickets. He also says you can get tickets by winning them from the radio station when they announce it. (If you haven't yet gotten the above scene with the two agents, you will get it at some point while running around trying to find the lawyer. If you need help with that, scroll back up to the section marked "The agents' return.") Head to the diner and you'll immediately hear an announcement over the radio. What do you know, you're just in time to try to win ThimbleCon tickets. Get to any phone book and look up the number of KSCUM. Now switch to the agent that has the CELL PHONE and call KSCUM. (You can also switch to Delores and use the phone in the mansion, but that requires a lot of walking.) When the DJ answers, she says you need to get 2 out of 3 quiz questions correct to win 4 tickets. There is a pool of possible questions and 3 will be chosen randomly -- I've gotten questions about drugs, Gorbachev, "Back to the Future," volcanoes, George Bush and the Olympics. Google will definitely be your friend here. If you win, you'll have to give a name for the tickets -- pick any one from the list. Now head to the hotel and TALK TO the manager. Say you're there to pick up the tickets and give the name that you told to the DJ. Go upstairs, TALK TO the dragon-suited person and hand over the tickets. Now all 4 of the living people will be able to walk in and out of the convention no problem. Switch to Delores and walk into the con. There's Brant the lawyer by the door. TALK TO him and pick the obvious choice, and he'll leave to go to the mansion. Head to the mansion as well. Go to the library and watch the scene. You already have one of the necessary items in your inventory, but it looks like there are still a few other things to take care of before the will can be read. --- Decrypting the will --- [[C-DECRYPT]] Switch control to Delores if you aren't using her already. Go back to her room in the mansion. PICK UP the GRAPHICS BASIC next to her computer. USE the Graphics Basic on the COMPUTER to "supercharge" it. (You don't need to actually turn on the computer first to do this.) Now USE the WILL on the computer and you'll decode it. That's one thing done. --- Opening Chuck's tomb --- [[C-TOMB]] Switch to any living character, go back to the hotel, and get in the elevator. If you press the P button, you'll notice that Clara is no longer stopping anyone from going to the penthouse. In the penthouse, head to the right to the SECRET ENTRANCE and OPEN the door. You'll see a glowing book and a flower on the left side, but you can't do anything with them. If you PUSH the SECRET LIGHT SWITCH to the right of the door, you'll turn on the lights. (The switch is a bit difficult to see; just run your cursor over the area until the text pops up on screen.) You'll see you're in a room full of candles with a pentagram on the floor. Seems pretty paranormal -- and there's obviously one character perfect to use in this environment. Switch to Franklin. Head to the penthouse and have a short talk with Xavier. Go through the SECRET ENTRANCE and float over to the PORTAL on the left side of the room. He'll find himself at Chuck's tomb. Float through the tomb doors and go inside. ZAP the SWITCH beside the doors to open them. There's not much else to do here except have Franklin TALK TO the sarcophagus and hear him complain about Chuck. When you're done, go back into the portal and return to the hotel. Well, so now the doors to the tomb are open and the living people can now walk right in there. Switch to Delores, return to the mansion and go into the library. Rather than handing each thing to Brant individually, choose to TALK TO him instead. You'll have the options to give him the MOLDY THIMBLEBERRY PIE and the WILL, and also talk about the tomb. All of Chuck's stipulations have now been met and the will can FINALLY be read. =========================== === PART 5: THE READING === [[C-READING]] =========================== This is just one extended cutscene. Enjoy. =========================== === PART 6: THE FACTORY === [[C-FACTORY]] =========================== You start with control of Delores, who says she needs to get into the old factory to find out more about what happened to Chuck. --- Getting the factory key --- [[C-KEY]] Go to the abandoned factory and you'll see it's locked up tight with a padlock and chain. If you remember what was said during the reading of the will, the key is being held at Safely First Savings, so go there now. Conveniently enough, they key is hanging next to Mr. El Paulo's desk at the bank, but he'll stop you if you try to just grab it while he's looking at you. You've probably noticed that Mr. El Paulo is being besieged by an obscene caller. Stay there while this is happening and at a certain point, he'll swivel around in his chair so that he's no longer facing you. When he does, quickly PICK UP the FACTORY KEY. Now hotfoot it out of the bank before Mr. El Paulo hangs up the phone. If you're having trouble with this, you can also force Mr. El Paulo to stay on the phone to give you plenty of time to grab the key. He wants to keep the obscene caller on the line long enough to trace the call, and you can use that to your advantage. Find a phone book and look up the number for Safely First -- it's randomized. For this part, I find it's easiest to take the agent with the CELL PHONE to the pay phone on B Street -- it requires the least amount of walking. USE the CELL PHONE, dial the bank's number and pretend to be the obscene caller. You will most definitely fail to convince Mr. El Paulo, but you can get some insights on what the obscene caller SHOULD be like: moaning sounds and filthy noises. Now who do you know who's good at making moaning sounds? If you haven't done so already, bring one of the living characters to the bank and have them stand in front of Mr. El Paulo's desk, right next to the key. Now switch to Franklin and enter any room in the hotel that has a phone. ZAP the phone and dial the bank. When you're faced with dialogue options (which are randomized), it doesn't matter which ones you pick -- I've gone through the scene several times and any of them seem to work, but I usually choose the ones that sound like moaning and filthy noises. But for the record, I chose: >> Woooooo!!! >> Moooaannn!!! >> Blooooww!!! >> Moooaannn!!! After the fourth ghostly sound, that convinces Mr. El Paulo. When you get control again, you'll be controlling Franklin. Quickly switch to the person inside the bank. While Mr. El Paulo has his back to you, PICK UP the FACTORY KEY on the wall and get out of the bank. --- The factory entrance --- [[C-ENTRANCE]] You can now start investigating the factory. Go there and USE the FACTORY KEY on the PADLOCK AND CHAIN to open the gates. Head deeper into the facility. The first thing you'll probably notice is the TIME CLOCK labeled with a "2" on a nearby brick wall, but you can't mess with it yet. Head all the way to the left and you'll run across some BIG DOORS with a RED BUTTON, a DOORTRON 3000 and another TIME CLOCK nearby labeled with a "1," but you can't mess with any of that stuff yet either. Head back to the right and go through the archway. Head all the way to the right to find an ELECTRIC TRUCK. If you LOOK AT the truck, you'll find that it's blocking another TIME CLOCK. Now head to the left and you'll see another TIME CLOCK, labeled as "3." Walk a little more to the left and enter the open doorway that you see. Inside the room, you'll see a FACTORY MAP on the wall, which shows you the location of all the time clocks. What you're really interested in is the black book on the floor on the left side. PICK UP the HANDBOOK. LOOK AT or USE the handbook and it will say that you need to set each security box within 5 minutes of the last box and that when the time is correctly set, the light will turn green. It also gives the number to call for the time code information (the phone number is, as you guessed, random). Looks like you need to set the time clocks. But how to do so? Go LOOK AT one again. You'll notice there's a circular space in the upper right corner of each one. What do your characters have that could fit in that space? If you haven't done so already, switch to Reyes and have him OPEN the PACKAGE he got at the hotel. He'll now have his father's POCKET WATCH. Try to USE the watch in the TIME CLOCK -- sure enough, it fits perfectly in that round space. Unfortunately, you can't set the time because the watch is broken, and only a pro can fix it. Isn't it convenient that you just happen to know someone who fits that description? --- Repairing the watch --- [[C-WATCH]] First of all, you may have gotten a short cutscene in which you see one of the agents lying on the table in the coroner's office. It's unknown why this occurs, although there is a theory that this happens if you haven't used that agent in some time. In any case, the point is that if you get this scene, then you will NOT be able to switch to that person for a while. Unfortunately, if that agent was Reyes, then you're not going to be able to advance in the factory right now. So you'll have to just wander around the county for a bit until he finally returns -- check your list of available characters every so often as there won't be any other indicator. Once Reyes is back, you can continue on below. Switch to Reyes if you're not controlling him already. Head to the sheriff's office and TALK TO Willie in jail or GIVE him the watch. Pick whatever dialogue option you want. Willie says he can fix it, but he needs the proper tools. Head back to ThimbleCon at the hotel. Go to the Sexy Riker in the middle of the room selling handmade starships in bottles. You'll see a set of JEWELER'S TOOLS on his table, but if you try to just pick them up, he'll stop you. So TALK TO him and ask what he wants in exchange. Turns out he wants some dinner and that he's craving a hamburger. If you haven't done so already, bring each of the living characters to the diner and either PICK UP the HOT DOG, or order it by talking to Sandy. Let the scenes play through and enjoy everyone's reactions. Once all the hot dogs are gone, have someone TALK TO Sandy again and order some food. Choose the burger and you'll now have a nice juicy HAMBURGER in your inventory. Head back to ThimbleCon at the hotel and GIVE the HAMBURGER to the Sexy Riker. He'll gobble it down, but then he starts feeling a little sick and he'll rush out to go to his room. Now you're free to PICK UP the JEWELER'S TOOLS from his table. Switch to Reyes and head back to the sheriff's office. GIVE Willie the tools as well as the POCKET WATCH, and he fixes the watch no problem. --- Return to the factory --- [[C-FACTORY2]] With the pocket watch fixed, it's time to go back to the factory. Prepare for the next part by bringing Reyes to the TIME CLOCK labeled with "1," which is all the way to the left by the BIG DOORS. First thing to do is move that ELECTRIC TRUCK out of the way. Switch to anyone aside from Reyes. Go back to the truck and PULL, PUSH or USE the red LEVER to turn it to "On" and the truck will move on its own. Now LOOK AT, OPEN or USE the HANDBOOK and make note of the number to call for time code information. Switch to whoever is carrying the CELL PHONE and dial that number. Make note of the time it gives in the recording (it might be random, but I haven't verified that). Switch to Reyes and USE the POCKET WATCH on TIME CLOCK 1. (Only Reyes can do this part because he refuses to give his father's watch to anyone else.) Use the knobs on the top and side of the watch to set it to the proper time -- each click on the top knob will advance it by one hour, and each click on the side knob will advance it by 5 minutes. (You need to wait until the knob has completely stopped moving before you can click on it again.) Once the proper time is set, the light will turn green. Exit the screen and Reyes will automatically retrieve the watch. Now head to time clock 2, which is nearest to the entrance. USE the watch again, but now you have to set the time to 5 minutes after the first clock. Do the same for time clock 3 (near the room in which you found the security handbook), but set the time to 5 minutes after clock 2. Then go over to time clock 4 (near the electric truck) and set that time to 5 minutes after clock 3. The watch stays on the time that you last entered, so setting the time should be pretty fast. Now all the lights above the BIG DOORS will be glowing green. Head over there and PUSH or USE the RED BUTTON next to the doors. The doors are moving!... But only a little. They must be stuck! Switch to Reyes and have him PULL on the BIG DOORS. They'll open just a little more. Switch to Ray and have her also PULL on the doors, and they'll open a bit more. Finally, switch to Ransome and have him PULL on the doors. Now they'll be open just enough for someone to squeeze through -- namely, Delores. (She's the only one who can do this.) Switch to her and walk to the doors, and she'll push her way through. The foursome will be met by an incredible sight. =========================== === PART 7: THE MADNESS === [[C-MADNESS]] =========================== Keep controlling Delores. Head to the right and go down the ladder. On the lower level, go all the way to the left. Go through the archway. Now head all the way left. Head up and left again. Now head left and up. Finally go all the way to the left, past the device that says it's "Installing Virus." You'll find yourself in a room with a BLAST DOOR with a LOCKING MECHANISM along with a water fountain, among other things. First of all, go to the door all the way to the left that's labeled "Exit" and OPEN it. This door leads out near the entrance of the factory, so if you need to come back you don't have to go through that entire maze of corridors again. Now head back into the room and go through the other door that isn't the blast door. Doesn't this place look familiar? If you remember Franklin's flashback scene, this is where Chuck was spying on hotel guests. PICK UP the FLOPPY DISK on the table. Also PICK UP the pirate HAT from the hat stand on the right side. Now bring Delores to the COMPUTER TERMINAL and try to USE it. It says you need a boot disk. USE the SILBURY HACKER BOOT DISK on the terminal and watch the resulting scene. USE the COMPUTER again and choose "Hard reboot." Everyone else who's not currently in the room will come in. The factory's doors slam shut and you're all trapped in here. Watch the following scene. ========================== === PART 8: THE ESCAPE === [[C-ESCAPE]] ========================== Obviously you need to find a way out of here, and you need to do it while the computer is still rebooting. The buzzing sound you hear every so often is the computer rebooting -- the buzzing comes more often the closer the computer is to booting up. If you don't figure the way out before then, simply do a hard reboot again to gain more time. Go to the BLAST DOOR and try to OPEN it. Watch the following short scene, and now the blast door is open. Switch to whatever living character you want -- it's best to take Agent Ray here -- and first make sure they have the HAT in their inventory. Go through the blast door. Go through the hallway of mechanical arms and Chuck will start them up. It's easy enough to take care of them -- simply PUSH the big red BUTTON below the monitor that Chuck's face appears on, and the arms will stop. It also shuts off the monitor so Chuck will stop annoying you. Now head to the next room to face the searing Lasers of Doom(tm). USE the HAT to put it on. You can now walk through the lasers with impunity. After the lasers, you'll be in a room with a huge fan. You can't go through it while the blades are turning. There's a sign in the lower right corner of the wall with the fan; LOOK AT the SIGN. It gives the phone number to call for servicing -- yes, the number is randomized. You can't use the cell phone here because there's no reception (of course). Switch to Franklin and have him go into any room with a phone. ZAP the phone and have him call the fan maintenance number. The automated system will turn the fan off. Switch back to the other character near the fan in the factory and you can now walk through. On the other side you'll find the Seckrit Room housing the gigantic PillowTron 3000. But it's red-hot in here now and you can't touch anything. Switch back to Franklin and have him call the service number again to turn the fan back on. That will cool off the room so you can interact with things again. Switch back to the character in the PillowTron room. First climb up the LADDER to open the TRAP DOOR -- it leads directly into Chuck's office so you don't have to go through all those death traps again. If you're not already controlling Agent Ray, switch to her and bring her to the PillowTron room. If you haven't already done so, OPEN the PACKAGE that she received at the hotel to reveal a STRANGE TOOL. If you run the cursor around the area below the huge monitor showing Chuck's face, you'll find a SLOT. USE the strange tool in the slot and the METAL DOOR next to the ladder will open. Switch to Delores and bring her to the PillowTron room. Enter the doorway that the strange tool opened (she's the only one who will go through that door). Watch the next scene. Chuck slams the door on you, trapping you in here. There's only one thing you can do. Go to the huge PT-109 TUBES that are powering the PillowTron. OPEN, CLOSE, PUSH, PULL or USE each one to disable them. When you're down to just one left, you'll get a scene. Pick whatever dialogue choices you want in the following long conversation. After a certain point, the other three living characters will walk in and say they have things they want to get done. Chuck gives everyone an item that he says will help each person fulfill their endings. For Delores, he says the clue can be found in the original Kickstarter video. (This line made me crack up so much.) ============================ === PART 9: THE DELETING === [[C-DELETING]] ============================ You'll be in control of Delores. You don't actually need to complete the others' goals to finish the game, but I assume you want to. --- Reyes's ending --- [[C-REYESEND]] Switch to Reyes and you'll see he was given CHUCK'S CONFESSION that admits he framed the security guard for the factory fire. If Reyes wants the world to know that his father is innocent, there's only one place to go. Head to the Nickel News and TALK TO Natalie. Go through whatever dialogue choices you want and you'll eventually get that story out. --- Ransome's ending --- [[C-RANSOMEEND]] Switch to Ransome and you'll see he was given the I'M-SORRY-FOR-BEING-A-DICK CARD. You need to give it to someone, but who? Well, if you LOOK AT his to-do list, you'll see he wants to go back into his flashback scene and do one more show. Remember who it was you talked to that started that flashback? Return to the diner and either TALK TO Sandy and make the obvious dialogue choice, or GIVE her the card. Soon you'll be back in Ransome's flashback. Walk to the STAGE DOOR and the show begins. Whenever you're presented with a choice between two lines, pick the ones that are obviously not the mean ones. Specifically: >> Dude with stupid mustache: Hipster goatee >> Kid with crappy wheelchair: Contact Ransome Foundation >> Lady with hairy mole: Med school --- Ray's ending --- [[C-RAYEND]] Switch to Agent Ray. She was given a GAME OF THE YEAR AWARD. Oh come on, you know there's only one person to give this to. Head back to ThimbleCon at the hotel. Go all the way to the right to find the only person who's left at the convention -- it'll be either Gary Winnick or David Fox. TALK TO him or GIVE the award to him. Once he leaves, PICK UP the PUZZLE DEPENDENCY CHART hanging off the table. Watch the resulting scene. --- Franklin's ending --- [[C-FRANKLINEND]] Switch to Franklin. He wasn't given anything, but he still has things left to accomplish, if you LOOK AT his boo-hoo list. Go to the penthouse. Head all the way to the left and TALK TO Xavier. Choose the "bully" option and then let it rip from there. I don't think it matters which options you pick, as Xavier will eventually break down. Once Xavier is crying, Franklin automatically moves to pick up the CRYSTAL from the balcony. Head all the way to the right and go through the SECRET ENTRANCE. Switch to Delores and bring her to the penthouse. TALK TO Franklin and pick whatever choices you want in the following dialogue. --- Delores's ending --- [[C-DELORESEND]] Delores is the last one left. The scene with Franklin also checked one thing off her to-do list, and she's left with two more. She was given a BALLOON ANIMAL with instructions to watch the Kickstarter video. If you were a project backer and/or you watched that initial pitch video that Ron Gilbert and Gary Winnick put out, you were probably laughing about this as much as I was. In any case, head all the way back to where it began -- to the CORPSE in the river by the bridge. It's poetic and a little bit cheesy, but hey. USE the BALLOON ANIMAL on the corpse and the game will start "glitching." Soon you'll be in the Wireframe World. Have fun exploring and looking at all of what I assume was actual wireframe art -- some stuff you'll come across was posted on the "Thimbleweed Park" development blog, but a lot of it wasn't, and I wouldn't be able to tell you what was "actual" pre-game art and what was done specifically just for this area. All the areas are pretty straightforward so I won't give any directions here. There's not much to do as you can't interact with most stuff, but it's still interesting to see what rooms were created but then cut from the final game, and it's really interesting to see how the art evolved from then to now. When you're done messing around, go back to Main Street and walk all the way to the right to go to the town outskirts. You'll be at the Quickie Pal. Walk all the way to the right again to head to the vista, and you'll be presented with a wireframe map of the county. You have only two choices: the factory and the mansion. Head to the kitchen in the mansion for a bit of fun. But your final goal is obviously the abandoned factory. When you're there, go to the right to find the GATE between the two signs. OPEN the gate and walk in. Walk a little to the left and enter the BIG DOORS. (There are a few other doors you can go in, but otherwise it's pretty straightforward.) Go all the way to the right and enter the last door you see. Then go down the stairs and into the BLAST DOOR. You'll go through wireframes of the mechanical arm room, the Lasers of Doom(tm) room, and the gigantic fan. You can simply walk through all these things and not worry about having to do anything special. Finally you'll find the wireframe PillowTron. Enter the OPENING on the left side of the machine and you'll see the same tubes as in the non-wireframe version. Do the same here: OPEN, CLOSE, PUSH, PULL or USE each tube to shut it down. When you get to the last one, Delores will hesitate. You'll have to interact with the tube several times before she'll finally end things. Now sit back and enjoy the end! (Watch all the way to the end. Trust me.) =============================================================================== 5. FULL WALKTHROUGH - HARD MODE [[TP-FAQHARD]] NOTE: This Hard Mode walkthrough covers the game BEFORE Build 1389.918, which was released on Steam on June 22, 2017. The developers have added new features since then, so some comments in this walkthrough might be confusing or outdated if something was changed in the meantime. =========================== === PART 1: THE MEETING === [[HA-MEETING]] =========================== It's 1987. You see a glowing light, a lock swaying on a chain-link fence, and finally the Thimbleweed Park city sign. A gunshot rattles the night. A train rumbles by on the bridge. The screen scrolls by. When you get control of the mystery man with the strange accent, OPEN or PUSH the GATE. Talk to the wino, Willie, if you want. Walk to the right until you reach the river. LOOK AT the NOTE in your inventory -- it says you need to turn off the light above the sign. There's no switch, so it looks like you'll have to use some kind of force. Go to the water and PICK UP the ROCK you find there. USE the rock on either the SIGN or the LIGHT to destroy the bulb. After that's done, walk more to the right through the heavy brush. At a certain point, something will happen and the game will move on to Part 2. ======================== === PART 2: THE BODY === [[HA-BODY]] ======================== Read/listen to the dialogue of Agents Ray and Reyes. When you get control of the agent (it might be random which one you'll control), LOOK AT the CORPSE. You'll get the VICTIM'S KEYCARD for a room at the hotel; the room number is random. You need to take a picture of the body before heading to town. One of the agents will be carrying a POLAROID CAMERA and the other will be carrying POLAROID FILM. Have the agent GIVE the POLAROID FILM to the one with the camera (or vice versa, if you want). Switch to the agent now carrying both items and USE the film in the camera. Now USE the camera on the CORPSE to take a picture. Before you leave the area, head to the right through the thick brush. Keep your cursor somewhere near the bottom of the screen above your inventory boxes, and at a certain point you'll get the option to "Walk to something odd." PICK UP that SOMETHING ODD to get the CHAINSAW OF EXPECTATION. Now you can head to town. OPEN or PUSH the GATE again and walk up to Trestle Trail. When you come out, you'll be on the highway. Walk to the right to head to town. Along the way you'll find a few things you can PICK UP, but the only one that's important is the empty soda BOTTLE. The Pigeon Brothers plumbing van will pass you while you're walking. Continue on to the right to run into a couple of people dressed in pigeon suits. The dialogue will automatically start. Go through whatever choices you want and learn more about "the signals." When that's over, continue walking to the right, past the pigeon pair. When you're near the cemetery, the van will pass by you again. Walk some more to the right to finally enter the town. At the entrance of town, whatever agent you're not controlling will catch up to you. Walk more to the right and run into the sheriff. Go through the dialogue and enter city hall. Go to the right and OPEN the DOOR on the bottom that says "Coroner." Talk to the coroner and you will be introduced to the Tron machines. Go through each dialogue choice to learn about the BloodTron 3000, the FingerTron 3000 and the FaceTron 3000, and Reyes will automatically take notes. Ask whatever else you want before ending the conversation. Go out of the room and OPEN the upper DOOR that says "Sherrif" on it. (Yes, that's spelled incorrectly for now; but who knows, they might patch that.) Go through whatever dialogue choices you want and learn about the ArrestTron 3000. Leave city hall and you'll see the plumbing van. Talk to one of the pigeons to find out they need a WC-67 vacuum tube to fix the HydrantTron 3000. You can't explore A Street for now, so keep walking right until you reach the neon-lit diner. --- Separate ways --- [[HA-SEPARATE]] At this point you have a few choices: You could walk around town, you could take the agent you're controlling into the diner, or you could head into the alleyway beside the diner. If you do that last one, head all the way to the left as far as you can go. At some point, the agent will be knocked out by a mysterious shadow and dragged away. NOTE: Doing this scene is OPTIONAL and to be honest, it's probably a lot easier if you skip it. If you do decide to let the agent get knocked out, then control will switch to the other agent. Continue your investigation around town. You might find a DIME somewhere on the ground; pick it up. (The location of the dime is randomized.) If you decide to head to the town outskirts, you will get a scene involving the sheriff; watch it. If you decide to get the tube to fix the hydrant, scroll down to the section marked "Fixing the hydrant." You could also go down to the bus station and speak to Lenore Edmund; this will eventually lead to the section marked "Delores's flashback." Otherwise, you can learn more about Ransome the Insult Clown. --- Ransome's flashback --- [[HA-RANSOME]] This flashback sequence can also be completed in Part 3, but it's easier to do this now. Head into the diner and TALK TO Sandy. Go through whatever dialogue you want, but it's the option about the dead body that will lead to the flashback and the introduction of Ransome. Once you can control Ransome, check out your to-do list. You need to get ready for that night's performance. Head to the right to the doll atop the bed and PICK UP the CLOWN NOSE from the doll, then USE it -- Ransome will automatically put it on. Walk to the bulletin board next to the window and LOOK AT or PICK UP the note in the upper left corner to grab it, which talks about fish, clouds and kids. Then LOOK AT or PICK UP the note in the lower right corner of the board, which is an IOU. It seems that Ransome needs to pay back Carney Joe to get his joke book back before he can go onstage. It also gives some hints to the combination to open Ransome's safe -- make note of the specific information needed, as it is randomized. Leave Ransome's trailer and watch the cutscene with Ransome's lawyer Brant. After it ends, walk a bit to the left to find the opening in the fence, then go to the right to enter the CIRCUS GROUNDS. Head to the tent to the left of the fence to go to the BACKSTAGE ENTRANCE. Walk to the MAKEUP TABLE on the right side. PICK UP the HAIR GEL in front of the mirror and Ransome will automatically use it. Now PICK UP the MAKEUP on the table and he'll automatically use that, too. Head back out to the circus grounds. Walk to the left to enter the MIDWAY. Go talk to the only guy you see, who is Carney Joe. Remember the info you needed to open Ransome's safe? Go through all the dialogue choices with Joe, making sure to ask about his family and how many kids he has. Also make note of how many fish and clouds there are in Joe's booth. The number of kids that Joe has is randomized, but I believe the fish and cloud numbers remain the same -- 8 and 3, respectively. So it looks like you need to get $1138 to pay back Carney Joe. Return to the backstage entrance and go to the SWEAR JAR just below the poster of Ransome. Use the PICK UP command on the jar to grab $138 in MONEY. Return to Ransome's trailer. Go to the Ransome poster and PICK UP, PUSH or PULL it to take it off the wall to reveal a SAFE. But first, LOOK AT the note again and use the respective numbers of fish, clouds and Joe's kids to work out the combination to open the safe -- read the note carefully, because you might need to do some math to get the correct numbers. Then OPEN, PULL or USE the safe to enter the combination. When the safe is open, PICK UP the MONEY, which is $1000. Now you have the required total of $1138. Head back to the midway and either TALK TO Joe or GIVE the MONEY to Joe, and get back Ransome's JOKE BOOK. Now Ransome's ready for the show. Return to the backstage entrance, go into the dressing room, and head to the STAGE DOOR. Pick whatever choices you want in the scene that follows, but make note that once you choose the "ugly old lady with the hairy mole," your control over Ransome will end. So if you really want to hear all of the insults the clown has to say, save that choice for the last. After that, Ransome will be back in the dressing room. Watch the scene play out and eventually you will regain control of the agent in the diner. --- Fixing the hydrant --- [[HA-HYDRANT]] Just past the diner you'll find the intersection with B Street. Go onto B Street and walk all the way until you reach Ricki's Cakes -- which actually sells vacuum tubes. Now you can help get that hydrant repaired. Go in and TALK TO the owner, Ricki. Tell her you're looking for a tube. In the resulting dialogue, choose WC, then 67. Ricki will give you the correct tube. Feel free to talk to her again and maybe have some fun renaming her former bakery. Leave the tube store, return to the broken hydrant, and GIVE the WC-67 TUBE to one of the Pigeon plumbers. They'll fix the hydrant and you'll now be free to check out A Street. --- Escaping the sewers (OPTIONAL) --- [[HA-SEWERS]] Once you get the COUNTY MAP in this chapter, you will NOT able to do the alleyway scene and the subsequent escape from the sewers. But don't worry, your game will continue just fine. You find nothing of importance down there. I believe that any specks of dust that might have spawned while you were trapped in the sewer will simply end up spawning somewhere else, although I cannot say that for certain. But in general, you really don't miss out on anything. Anyway, if you let one of the agents get knocked out behind the diner, it's probably best to switch to that person now. (You may have gotten some dialogue by this time hinting that you should switch to the other person. The longer you ignore the missing agent, the more frequently such dialogue occurs.) When you do so, you'll find yourself in the sewers. Head all the way to the left until you reach a dead end and see a RED BOX on the wall. You'll also see something written on the wall: "In Emergency Call:" followed by a name. Make note of that name, as it is random in every game. If the agent has the CELL PHONE, you'll notice it doesn't work as it has no reception. Instead, OPEN or USE the RED BOX to reveal a PAY PHONE. If you LOOK AT or USE the PAY PHONE, you'll see that it needs a dime to work. If the agent in the sewers is NOT the one that has the DIME, switch control to the other agent. Walk around town and keep an eye out on the ground (the location of the dime is randomized). If you found the dime and went down A Street and you gave the dime to Willie, the coin will respawn in a random location, so you'll have to look around again. (Good thing Willie has that hole in his pocket and just can't hold onto that dime.) After the agent above ground has the dime, head onto Main Street and walk all the way to the right and go to the town outskirts. If this is your first time going to the town outskirts, you will get a cutscene involving the sheriff; watch it. Once you have control of the agent again, you'll find yourself in the parking lot of the Quickie Pal convenience store. Head to the SEWER GRATE on the right and USE the DIME on the grate. It will fall down into the sewers. While you're in control of this agent, head back to B Street and go to the pay phone. There's a red PHONE BOOK dangling next to it. OPEN, LOOK AT or USE the book. Remember the name you found in the sewers? Flip to the correct letter (the names are alphabetized by first name), flip the pages using the arrows at the bottom corners of the book, find that name, and make note of their 4-digit phone number. Exit the phone book. (If you have the physical version of the phone book that came with certain versions of the game, you can also look up the person's name in there.) Switch back to the agent in the sewers. Head back to the room that you woke up in, then go north to the tunnel. You'll see the dime on the floor at the foot of the ladder. PICK UP the DIME and head all the way back to the pay phone. USE the dime on the PAY PHONE or, strangely enough, the COIN RETURN to pull up the phone's keypad. Call the phone number associated with the name on the wall. They'll call the authorities. Once the phone call ends, you can check the coin return and PICK UP the DIME again if you want. After the phone call, head to the right and you'll get a cutscene with the sheriff. When you regain control, you'll be in front of city hall. --- Delores's flashback --- [[HA-DELORES]] This flashback sequence can also be completed in Part 3, but it's easier to do this now. Take either agent down B Street and walk all the way to the right to get to the bus station. You'll run into Lenore Edmund sitting on the bench. Start up conversation with her and you'll eventually go into a flashback concerning her younger sister, Delores Edmund. When you can move again, you'll be controlling Delores. She's waiting for the latest issue of her magazine, which means you need to go to the mailbox. Go out of her room, head down the stairs, and go out the front doors on the left side of the entryway. Head south toward the mailbox just outside the gates. You'll get a short scene with George the mailman and you'll receive the COMPUTER MAGAZINE. OPEN, USE or LOOK AT the magazine, read through it, then exit the screen when you've had enough. Looks like you need to help Delores apply for the MMucasFlem job. Go back into the house. After a while, you'll hear the doorbell ringing (if you don't recognize it as the bell, Delores will say something about it after a bit). The longer you ignore the bell, the more frequently it will ring. OPEN the door and grab the LETTER from George the mailman. If you LOOK AT the letter, Delores will notice that the stamps have not been cancelled. --- Completing the application --- [[HA-APP]] Go back to Delores's room and USE her COMPUTER. Choose whatever answers you want for the first few questions on her personal information. When you get to the MMucas programming test, though, you probably won't know the answers. But Delores knows there's a book in the mansion's library that will help you. Choose to pause the application and head downstairs. In the middle of the staircase are the doors to the library. Enter the library and USE the INDEXTRON 3000 that's near the entrance. Sure enough, there's a reference book on MMucas available, in Section 3.1. To get to Section 3.1, you'll need to go up the winding staircase in the middle of the room. But wait, the SIGN on the staircase says it's out of order! Well, that's easy enough to fix: Simply PICK UP the sign and voila! Now it's not out of order and Delores can walk up. Once you're at the top of the stairs, head all the way to the left where Section 3.1 is. Slowly move your mouse over all the books until you find the "MMucas Programming Primer." PICK UP that book. OPEN, LOOK AT or USE the MMUCAS PRIMER. Take notes on everything that's in there, because the test questions are random. (The text inside the book is NOT random.) Go back to Delores's room and USE her COMPUTER again. You don't have to enter her name, etc. again, but you will have to start the test all the way from the beginning even if you answered the first few questions, so be sure you have everything you need from the MMUCAS PRIMER so you don't have to keep referring to it in the middle of the test. After you answer all the questions correctly, Delores will print out her application. Unfortunately, it seems the printer is out of ink. Go to the printer and PICK UP or PULL the PRINTER RIBBON. Sure enough, it's dry and you need to re-ink it. Leave Delores's room and head to the door just east of her bedroom door. OPEN it and crash and bang your way through the area (which takes a shorter time than walking the whole way). When you're back in the hall, walk all the way to the right and OPEN the far right door, which is Chuck's workshop. Watch the cutscene between Chuck, Franklin and Delores. When you can control Delores again, head to the desk on the right side of the room and PICK UP the EMPTY INK BOTTLE. Go ahead and talk to Chuck if you want. During that conversation, you find that you can make cheap ink out of gasoline and ash. Exit the room. If you haven't done so already, go outside the mansion and PICK UP a log of FIREWOOD from the wood pile and the GAS CAN sitting next to the front door. Go back inside the mansion and go into the door below the big stairway, which leads to the kitchen. OPEN or PULL the refrigerator to open it. PICK UP the BROKEN BOTTLES OF KETCHUP. Now pick up the HOT SAUCE that the ketchup was blocking. LOOK AT the HOT SAUCE to read the label (Delores won't use it properly until you do this step). OPEN or PULL the CUPBOARD that's closest to the kitchen door. PICK UP the GLASS that you see inside. Go to the sink and USE or OPEN the FAUCET to get water running. Now USE the GLASS on the running faucet to get a GLASS OF WATER. Return to the entryway and USE the log of FIREWOOD in the fireplace. (It's not necessary to do so, but you can also USE the GAS CAN on the LOG.) Now USE the HOT SAUCE and Delores will breathe fire, setting the wood ablaze. Now USE the GLASS OF WATER on the HOT FIREPLACE to put out the fire, or you can walk around the mansion for a bit and let the fire burn out on its own. Check the fireplace again and you'll be left with FIREPLACE SOOT. You can either PICK UP some of the soot, or you can USE the EMPTY INK BOTTLE on the SOOT to fill it. If you simply picked up the soot, then USE the soot on the EMPTY INK BOTTLE to get an INK BOTTLE WITH SOOT. Now USE the GAS CAN on the ink bottle and you'll get a FULL INK BOTTLE. (You can also use the gas can with the ink bottle first, and then put the soot in the bottle. Either way, you'll end up with a full ink bottle.)
Now USE the FULL INK BOTTLE on the DRY PRINTER RIBBON and you'll get INKED PRINTER RIBBON. Head back to Delores's room and USE the ribbon with the PRINTTRON 3000. Also, if you haven't yet done so, PICK UP the PAPER from the printer and USE it on the printer to feed it back in, and you're ready to print out the application. USE the COMPUTER again and it will automatically print out both the application and the envelope. PICK UP the ENVELOPE from the printer. --- Mailing the application --- [[HA-MAIL]] You obviously need stamps to mail Delores's application. Remember something recently that had some uncancelled stamps? If you were a good niece and gave the letter to Chuck before now, go back to his workshop and PICK UP the LETTER from the desk again. I don't know if you ever took stamps off an envelope back when you had to lick-and-stick those suckers, but you might know that you need steam to remove them. So return to the kitchen. Go to the MICROWAVE and OPEN or PULL it to open the door. If you used the glass of water on the fire earlier, then go back to the FAUCET and USE the GLASS on it again to fill it up once more. Now USE the GLASS OF WATER and Chuck's LETTER on the microwave to put them both inside. USE the microwave to automatically close the door and get it started. When it dings, OPEN or PULL the microwave and PICK UP the LETTER, which you will now notice has been separated into a LETTER and STAMPS. USE the STAMPS on the LETTER TO MMUCASFLEM to stamp it. Head outside and USE the letter on the MAILTRON 3000. Wait a bit and George will eventually hand Delores a LETTER FROM MMUCASFLEM. Return to Delores's room and OPEN or USE the letter. She'll beat around the bush and you'll have to try to OPEN the letter several times before she finally does so. Wow! Looks like she got the job at MMucasFlem! Once you've had enough of Delores's dancing, click on her to get her to stop. Head back to Chuck's workshop, TALK TO him and make the obvious dialogue choice. Let the scene play and you'll eventually be back in control of the agent at the bus station. --- Getting the county map --- [[HA-MAP]] Looks like it's time for you to go to other areas to question other people. Head to the Quickie Pal and go to the right and then north, walking toward the vista. (If this is the first time you're visiting the town outskirts, you will get a scene involving the sheriff; watch it.) Keep walking on the path to head to the rest of the county. But the ol' sheriff-a-reno is lying in wait for you. He refuses to let you continue on without an official county map, and he's not budging from his stance. Guess you need a map. Go to the Quickie Pal and ask the clerk, Leonard, about a map. He says the sheriff just came and nabbed the store's entire supply. Well, now. If you've been dutiful and done all your examinations around town, you'll know there's still one map left that the sheriff didn't get to. If you haven't done so already, GIVE the soda BOTTLE to Leonard to get a SHINY NICKEL. (If you threw away the bottle, return to the highway and walk along it to find another one.) Have some more conversation with Leonard if you want. Take control of the agent carrying the NICKEL, head to A Street and go to the Nickel News. You'll see the FRAMED COUNTY MAP on the wall, but the reporter, Natalie, refuses to let you have it. Looks like you'll have to get her out of the office somehow. Head left and talk to Natalie if you want. Afterward, try to do something with the POLICETRON 3000 next to Natalie -- several of the verbs will work, so pick whatever you want. She'll tell you to not mess with the scanner and will say that she's waiting for a call about some particular situation. Switch to the other agent and have them go to the sheriff's office and USE the PoliceTron on the desk. Start with "Attention all units!" and then choose the rest of the options according to what Natalie is listening for. The situation changes every time you try to complete this puzzle, so if you fail the first time, you'll have to mess with the newspaper's PoliceTron again to find out the next situation Natalie's waiting for. When you succeed in getting Natalie out, switch back to the agent in the Nickel News. PICK UP or PULL the county map from the wall. Go to the right and USE the map on the COPYTRON 3000. Then USE the SHINY NICKEL on the copy machine, and it will make a nice color copy of the map. PICK UP the map again and USE it on the EMPTY FRAME on the wall to put it back in its place. Now leave the News. Head back to the vista. When the sheriff stops you again, say that you have an "official map" and the agent will show it to him. Looks like he has no more reason to prevent you from going out to the rest of the county. He'll also return the rest of the maps to the Quickie Pal. ========================== === PART 3: THE ARREST === [[HA-ARREST]] ========================== Go through whatever dialogue you want with the two agents. Once you get control of the agent again, first of all switch to whichever one does NOT have a county map. Bring that person to the Quickie Pal and PICK UP one of the maps that are now near the door. This will make it vastly easier to travel around the entire area. Now, instead of having to walk all the way from, say, the Mansion mansion to A Street, you can just LOOK AT the COUNTY MAP in your inventory to pull up a large map of the town and county. Click on the location you want to go to, and the person will head there without having to do all the walking through the intermediate areas (double-click to have the person go there a lot faster). When you get control of Delores and Ransome later, also bring them to the Quickie Pal in turn to pick up their own maps. If you haven't yet done Ransome and/or Delores's flashback sequences, you must do them now in order to advance the game. If you need help with either of those, scroll above to Part 1 and follow the instructions under "Ransome's flashback" and "Delores's flashback." You MUST complete the flashbacks before you'll be able to do anything at the old circus or the Edmund Mansion mansion. If you've already done both flashbacks, it's now time to focus on getting the three reports needed for an arrest warrant. --- Finding the murder weapon --- [[HA-WEAPON]] First, there's still the matter of the murder weapon. You've probably combed the town, but you know there's still one place you haven't checked: the sewers, where Willie has said he has a nice hidey-hole. But there's a big tree blocking the entrance. Go to the Mansion mansion and PICK UP the GAS CAN next to the front door. If you try to OPEN the front door, the agent will ring the doorbell. Have a quick chat with Delores. After the conversation, you will now have the option to switch to Delores. Continue controlling the agent. Head back outside the mansion and USE the GAS CAN with the CHAINSAW. (You did find the chainsaw in the thick brush near the body, right?) It'll now be gassed up and you can finally use it properly. Return to the bridge where the body is still lying in the river. Go all the way to the right to where the tree is blocking the grate. USE the CHAINSAW on the OLD TREE and you'll be able to go into the sewer entrance. USE the LIGHT BOX just inside the entrance to open it, then USE the LIGHT SWITCH inside to turn on the lights. Go all the way to the right, then north to the tunnel. Then go all the way to the right again until you have to go through another tunnel heading east. Now go a little bit right and enter the first tunnel you see headed north; this is the sewer under A Street, as you can see by the sign at the top near the entrance. Continue on to the right and enter the first north tunnel you see. Then walk a little to the left and enter another tunnel. Walk all the way to the right and enter yet another tunnel. Finally, enter the first tunnel you see and you'll find yourself in Willie's little hideaway. PICK UP the ICE PICK next to the lantern. (You can also pick up one of the glowing green MAGIC MUSHROOMS in the corner.) Nothing else is of real interest here, but go ahead and explore if you want; there is a lot more to the sewers and specks of dust are littered all over the place. When you're done, you can look at your COUNTY MAP and decide where to go; you don't have to go back through the whole sewer maze. --- Getting the fingerprint report --- [[HA-PRINT]] Switch control to one of the agents if you're not already using one of them. If you haven't done so yet, head to the sheriff's office and OPEN the bottom DRAWER of the filing cabinet on the left side to find the FINGERPRINT BOOK. Now go down to the coroner's office and OPEN the top DRAWER of the filing cabinet on the left side to find a FINGERPRINT KIT. (I'm not sure if the locations of the book and kit are random; if they're not in the particular drawers mentioned above, then just OPEN the other drawers.) LOOK AT the kit and you'll see it's missing fingerprint tape. Go to A Street and head to the post office. TALK TO the postal worker if you haven't done so yet; if you don't talk to him, you can't get the tape. Identify yourself as a federal agent and go through whatever dialogue choices you want. After the conversation ends, PICK UP the STICKY TAPE from the dispenser on the counter. USE the FINGERPRINT KIT on the ICE PICK to coat it with powder. Now use the STICKY TAPE on the pick to lift fingerprints from it. Head back to the coroner's office and USE the FINGERPRINT BOOK and FINGERPRINT FROM ICE PICK on the FingerTron and it will spit out a report. PICK UP the FINGERPRINT REPORT. --- Getting the blood sample and blood report --- [[HA-BLOOD]] Go to the old circus and try to PUSH, PULL or OPEN the gates. Ransome will come out. (If Ransome doesn't respond, that means you haven't yet done his flashback sequence; if you need help with that, scroll up to Part 1 and go to the section marked "Ransome's flashback.") Go through all the necessary conversation choices. After the conversation ends, you'll now have the option to control Ransome. Switch to him. Go to the bulletin board and PICK UP the POSTAL NOTICE in the lower right corner -- looks like he has a package to pick up. However, if you try to go to town, Ransome will say he first needs to feed Li'l *Beeper* before he can leave the circus grounds. OPEN the MICROWAVE to find Li'l *Beeper*, who is a hamster. Now OPEN the fridge and PICK UP the MOLDY CHEESE inside. Head out to the CIRCUS GROUNDS and go all the way left to find the popcorn stand. PICK UP the POPCORN BAG you find on it. Now go into the BIG TOP entrance. Stand around for a little while and make note of which hole the rats are coming out of -- it's random each game. Stand next to the appropriate hole and USE the MOLDY CHEESE on the HOLE. The rats will drop whatever popcorn they might have in their mouths and start eating the cheese instead. Leave the Big Top and come back, and you'll see that a bunch of popcorn has accumulated in front of the hole. PICK UP the PILE OF POPCORN and you'll now have a FULL POPCORN BAG. (Alternatively, you can USE the bag on the pile and it will also be filled.) Return to Ransome's trailer. GIVE or USE the full popcorn bag on either the HAMSTER or the MICROWAVE to feed him. With Li'l *Beeper* taken care of, Ransome can now leave the area. Navigate to the CIRCUS GROUNDS and exit on the right side. Now head to either the left or right to go to the COUNTRY ROAD. First of all, go to the Quickie Pal and pick up a COUNTY MAP to make moving around easier. Now head to A Street and go to the post office. GIVE the ATTEMPTED DELIVERY NOTICE to the postman. When you get the PACKAGE, OPEN it to get a Ransome WALLET and a CANDY DISPENSER. Leave the post office and head to the right, farther down A Street. You'll run into Willie the wino. If one of the agents spoke to him before, you know that he has a wallet that you want as evidence, but he refused to give it unless you had a high-quality Ransome the Clown wallet to trade. Well, now you do have one. GIVE the Ransome WALLET to Willie and he'll give you the old bloodstained WALLET in exchange. Now find one of the agents and GIVE Willie's wallet to them (Ransome refuses to use the Tron machines). Yes, it does seem weird that Ransome is suddenly cooperating with the authorities, but don't question it. You can also have Ransome first give his sample wallet to one of the agents, and then have that agent talk to Willie and make the trade. That's one part down. Now you need to get a sample of blood from the body. If you haven't gotten the TOILET PAPER yet, switch to one of the agents -- preferably the one holding the WALLET -- and return to the Quickie Pal. Go to the bathroom on the outside of the store on the left. PUSH, PULL or USE the LIGHT SWITCH immediately to the left of the door. (You need to turn on the light in case there are specks of dust on the floor; they won't show up unless the light is on.) Head to the TOILET PAPER on the right side of the screen and PICK UP, PULL or PUSH it to grab a sheet. Now head all the way back to the bridge where the corpse is. USE the TOILET PAPER on the CORPSE to get a DRIPPING BLOODY TOILET PAPER. But you can't put it in the BloodTron while it's soaking wet. So, head back to the Quickie Pal and go to the bathroom. USE the toilet paper with the DRYER next to the door and you'll now have just a plain BLOODY TOILET PAPER. (You can also use the flaming trash can next to Willie to dry it out, or you can wander around for a bit and the paper will dry on its own.) Go to the coroner's office, USE the WALLET and toilet paper on the BloodTron, and it will spit out a report. PICK UP the BLOOD REPORT. --- The identity report and Franklin's flashback --- [[HA-FRANKLIN] Switch control to the agent carrying the VICTIM'S KEYCARD. Head to the hotel and you'll run into the Nickel News reporter, Natalie. You'll start talking and almost immediately go into Franklin's flashback. Once you control Franklin, head into the hotel. he manager starts being nosy if you try to book a room, so you'll need to figure out a disguise so he won't know who you are. Go all the way to the right to find an ANNOYING KID playing a boombox rather loudly. If you try to TALK TO him, you'll find that he can't hear you because the radio is too loud. So USE the BOOMBOX to turn it off and talk to him again. (He turns the boombox back on after a short while if you don't talk to him, which means you'll have to turn it off once more.) TALK TO the kid about his jacket, the thing on his face, and his shoes, then ask about the "latest and greatest." Now tell him his stuff is not the "latest and greatest" and choose the "glasses" option. Say that you totally know what the latest and greatest is. I hope you know your '80s slang and pop culture, because you'll need that trivia for the next part of this conversation. The correct choices are: >> I know this gnarly dude who... >> was on MTV and... >> tells me what's wicked and what'll gag me with a spoon. After that, the kid will believe you're legit, but now you need something to trade him. The boombox is blasting again, so USE it to turn it off first so the kid can hear you. Now either TALK TO him orGIVE him one of the PILLOWBEARS in your inventory -- the color doesn't matter. Trade him for he NOSE GLASSES and also receive some CHEWED, STICKY BUBBLE GUM. Stay out of view of the hotel manager and USE the glasses to put them on. Now TALK TO the manager, who totally doesn't recognize you. Check in and pick whatever name you want and go through whatever dialogue you want. The room that Franklin gets assigned is random, so be sure to check your KEYCARD for your room number. USE (or OPEN) the ELEVATOR or the CALL BUTTON, go to the appropriate floor and room, and USE the keycard on the door. When you enter, the phone is ringing. Franklin immediately answers it; go through the next few bits of dialogue. You still need to disable the HotelTron and copy the prospectus. Leave the room and head to the 10th floor. From the sign next to the elevator, PICK UP the STANDARD ROOM PHOTO. Now go into any room on the 10th floor, head all the way to the left to the small circular table in the corner, and PICK UP the STATIONERY. Go into three more rooms and repeat until you have 4 sheets of hotel stationery. Head back to the lobby and talk to the manager. Ask about photocopying and say that you have some stationery, and say you want to copy the prospectus document. (If you asked about photocopying twice before, you'll go straight to the dialogue option about stationery.) The manager does so and gives you the COPY OF PROSPECTUS. Return to Franklin's room. (After you use the keycard on the door once, you can simply OPEN the door -- you don't need to keep using the keycard on the door before opening it.) USE the bubble gum on the HotelTron, then USE the room photo on either the gum or the HotelTron to stick it up. Try to leave the room to trigger a short cutscene. Afterward, USE the room's TELEPHONE. Soon there's a knock on the door. Watch the next scene and that's the end of the flashback. Back in the present day, talk to Natalie some more and go through whatever dialogue choices you want. Now go check out the room that was used by the victim. LOOK AT the VICTIM'S KEYCARD to find out his floor and room number, then USE the elevator to go to the appropriate location. USE the keycard on the DOOR to get in. Head all the way to the left to the small circular table and PICK UP the PASSPORT. After doing so, for some strange reason you're now unable to leave the hotel. Go to the front door and see that it's spinning really fast, preventing anyone from exiting. You also no longer have the option of switching to another character. Looks like the only thing you can do for now is hang around and learn more about what happened to Franklin. TALK TO the manager-a-boo and ask about Franklin. You'll eventually get the KEYCARD to Franklin's room. Go up to the room, USE the keycard on the door and go in. LOOK AT the gum on the HotelTron and leave the room. Watch the next scene. You'll now have the option of controlling Franklin's ghost. So it looks like you need to scare two people. ZAP the elevator door or the call button to get it to come to your floor, if it isn't already. One thing great about being a ghost is you don't have to constantly OPEN doors, but other things get more difficult -- he can't PICK UP stuff, for one. Head to the lobby and hang around the drinking fountain. After a bit, the annoying kid will take a drink. While he's doing so, either CHILL or SPLASH the DRINKING FOUNTAIN and he'll get freaked out. Now bring one of the agents to the lobby and bring them to the fountain. (They don't have to actually USE it; they just need to be near it.) Again, CHILL or SPLASH it while the agent is standing near it and the agent will be spooked. Good job, you've scared two people. Watch the cutscene, and after that the living people will finally be able to leave the hotel again and you will once again be able to switch to all available characters. Also make note of what the manager says about "wondering what the guest is up to now." Now you have the two items needed for the FaceTron. Switch control to whichever agent is holding the PASSPORT and the PHOTO OF BODY (if you haven't yet put it in the FaceTron) and bring that person to the coroner's office. (Or, if the two items are split between the agents, you can bring both people.) USE the photo and the passport in the FACETRON and have it spit out a report. PICK UP the IDENTITY REPORT. --- The ArrestTron 3000 and the arrest warrant --- [[HA-WARRANT]] Now you have all three reports necessary to get an arrest warrant. Head to the sheriff's office and try to USE one of the reports on the ARRESTTRON 3000. But what's this? The ArrestTron doesn't seem to be working. LOOK AT the top of the machine at the SUSPICIOUSLY MISSING TUBE. Looks like someone nabbed the machine's vacuum tube and you need to replace it. If you don't yet have the option to switch to Delores, open up the COUNTY MAP and head over to the Edmund Mansion mansion all the way on the right side. If the gates are closed and won't open even if you use the OPEN command, then that means you haven't yet completed Delores's flashback; if you need help with that, scroll up to Part 1 and go to the section marked "Delores's flashback." After you finish the flashback, take one of the agents to the mansion and you'll see the gates are open. Walk up to the front door and try to OPEN it. Have a quick chat with Delores. After the conversation, you will now be able to switch to her. Control Delores and go to the library to start a short cutscene. After that, she will now be able to leave the mansion. First go to the Quickie Pal to pick up a COUNTY MAP for Delores. Now bring Delores to the sheriff's office and have her LOOK AT the space for the missing tube on the ArrestTron. She notes that it's supposed to have an AT-25 tube. For whatever reason, you can't talk to Ricki about picking up an extra tube, probably because that solution would just be way too easy. Looks like you'll have to grab a tube from somewhere else. But if you've been looking at everything you can, you probably remember where you've seen another AT-25 tube sitting around. Head back to Chuck's workshop at the mansion. Go to the LARGE VACUUM TUBE in the middle of the screen underneath the large windows. PICK UP the tube to find out it's the very AT-25 tube that you need! However, there's still something you need to install the tube, if you haven't gotten it already. Before leaving the workshop, go to the desk and PICK UP the RECEIPT. LOOK AT the receipt to find out it's for a tube puller. Now go to Ricki's tube store and either TALK TO Ricki or GIVE her the receipt. Ricki will give you a VACUUM TUBE PULLER, which is used to both remove and install tubes. Now return to the sheriff's office and USE the LARGE VACUUM TUBE on the ArrestTron. That gets the gadget working again. Switch control to the agent(s) holding the reports and USE each one of them in turn on the ArrestTron. Watch the resulting cutscene, then make whatever dialogue choices you want afterward. Then watch the scene after that. ======================== === PART 4: THE WILL === [[HA-WILL]] ======================== If you switch between the three remaining characters, they'll each have their own monologues about what they need to do next. Looks like it's all starting to center around the old Pillow Factory. --- The agents' return --- [[HA-AGENTS]] At this point, you can just go walking around, exploring and talking to people. After a certain time -- I'm not exactly sure when this happens -- you'll get a scene involving the two agents. Afterward, you'll be able to control only Ray or Reyes for a short while. Whichever one you control, you'll be in your hotel room. Notice the light blinking on the phone. USE or PICK UP the phone to listen to the message, which says a package has been left for you. Go down to the lobby to pick it up. When you exit your room, control will switch to the other agent. Again, the light is blinking on the phone, and again, USE it to listen to the message. And once again, a package has been left for you at the front desk, so go down and get it. When you reach the lobby, you'll run into the other agent and you'll get a scene. Pick whatever choices you want in the resulting dialogue and learn more about the agents' true reasons for being there. You'll now be back to having control over all 5 characters again. Have Ray OPEN her PACKAGE to reveal a STRANGE TOOL. Do the same with Reyes and he'll have his father's BROKEN POCKET WATCH. --- Preparing to read the will --- [[HA-PREP]] There's still the matter of Chuck's will. Switch control to Delores and go to the mansion library. Looks like the lawyer isn't here to read the will, so you have to call him. Seeing as there's been only one lawyer introduced in the game, you could probably guess who it's supposed to be. If you haven't grabbed everything possible from Chuck's workshop before now, return there and OPEN the CHECK REGISTER on the desk near the door. Grab the CHECK STUB. Look at the check stub to find out Chuck paid Brant Bailiwick to read his will. Remember how Brant was also Ransome's lawyer? Switch to whoever is carrying the LAWYER'S CARD (most likely Ransome) and LOOK AT it to find out Brant is in the phone book. Switch back to Delores and return to the library. LOOK AT the PHONE BOOK, click on the letter B, and flip the pages using the arrow at the bottom corner of the page to find Brant's name and phone number (names are arranged alphabetically by first name; his name is in red). Make note of his phone number; it's random for each game. Now USE the TELEPHONE and call his number. Unfortunately, he's out of the office, attending ThimbleCon. Guess you have to go to ThimbleCon. Head to the hotel and you'll see the convention is in full swing in the ballroom on the upper floor. Unfortunately, if you try to enter the convention, the dragon-suited person by the door will stop you, saying you need tickets. He also says you can get tickets by winning them from the radio station when they announce it. (If you haven't yet gotten the above scene with the two agents, you will get it at some point while running around trying to find the lawyer. If you need help with that, scroll back up to the section marked "The agents' return.") Head to the diner and USE the RADIO to turn it on if it isn't already. What do you know, you're just in time to try to win. But it will be a bit tricky. Get to any phone book, look up the number of KSCUM, and call from any working phone. Unfortunately, you will probably get a busy signal. So to deal with that, have Delores head over to the radio station and go to the back of the building where the PHONETRON 3000 is. Now USE the TUBE PULLER on the VACUUM TUBE of the PhoneTron. This will take down KSCUM's phone lines. Wait a few seconds, then replace the tube to reboot the phone system. Once you fix the tube, switch to the agent that has the CELL PHONE and call KSCUM. You should now hear it ringing. (You can also switch to Delores and use the phone in the mansion, but that requires a lot of walking.) When the DJ answers, she says you need to get 2 out of 3 quiz questions correct to win 4 tickets. There is a pool of possible questions and 3 will be chosen randomly -- I've gotten questions about drugs, Gorbachev, "Back to the Future," volcanoes, George Bush and the Olympics. Google will definitely be your friend here. If you win, you'll have to give a name for the tickets -- pick any one from the list. Now head to the hotel and TALK TO the manager. Say you're there to pick up the tickets and give the name that you told to the DJ. Go upstairs, TALK TO the dragon-suited person and hand over the tickets. Now all 4 of the living people will be able to walk in and out of the convention no problem. Switch to Delores and walk into the con. There's Brant the lawyer by the door. TALK TO him and he insists Chuck never paid him to read the will and wants proof that he WAS paid. If you try to GIVE him the CHECK STUB, he says that's not proof enough and that he wants to see the actual cancelled check. So, go to the Safely First Savings bank in town. Either TALK TO the guy behind the desk or GIVE him the CHECK STUB. You'll eventually get the CANCELLED CHECK. Return to the hotel and TALK TO Brant or GIVE him the check. He leaves to go to the mansion. Go to the mansion as well. Go to the library and watch the scene. Looks like you still have to take care of a few things before the will can be read. --- Getting thimbleberry pie --- [[HA-PIE]] Go to Ricki's shop and TALK TO her about thimbleberry pie. First you'll need to get the main ingredient: thimbleberries. She'll give you a set of GLOVES so you don't get scratched up by the thorns. Now head to the Quickie Pal and PICK UP the bottle of BEAR REPELLENT beside the map holder near the door. Go to the trailhead and USE the repellent. Head into the forest. (I've found it's not absolutely necessary to use the repellent, as I haven't yet been attacked by bears in the forest, but better safe than sorry. If you don't use the repellent, you'll hear the bears growling fiercely as you walk around the forest.) I haven't tried plotting out where all the paths in the forest lead; I just wandered around randomly and I found the thimbleberry bush pretty easily -- it's a big clump in the center of the screen with small red berries on it. USE the GLOVES on the shrub and Delores will pick every last berry on the bush. Now take random paths again until you find yourself out of the forest. Head back to Ricki's and TALK TO her or GIVE her the THIMBLEBERRIES. You'll also automatically return her gloves. In a short time, Ricki will give you a fresh-from-the-oven thimbleberry pie. That's one thing down. --- Decrypting the will --- [[HA-DECRYPT]] Switch control to Delores if you aren't using her already. Go back to her room in the mansion. PICK UP the GRAPHICS BASIC next to her computer. USE the Graphics Basic on the COMPUTER to "supercharge" it. (You don't need to actually turn on the computer to do this.) Now USE the WILL on the computer and you'll get a hex version of the document. That's odd. Delores figures it must be encoded and thinks that the secret to decoding it will be her uncle's lucky number, which he used to win the lottery. To get that number, head over to the Nickel News. Run your mouse over the stacks of papers; the particular one you want is in the lower left corner of the bunch, whose headline starts with "CHUCK EDMUNDS WINS $1,000,000 IN QUICKIE PAL LOTTO." LOOK AT that article and it will say what Chuck's lucky number is, which is -- you guessed it -- randomized. Make a note of that number and go back to Delores's room. USE the will on the computer again. Delores will start decoding and you will be presented with a series of choices. Pick the options that correspond to Chuck's lucky number. If you choose correctly, Delores will successfully decode the will. That's another thing done. --- Opening Chuck's tomb --- [[HA-TOMB]] This will be the most pain-in-the-*beep* goal to accomplish. You'll need the BOOK OF THE DEAD and a FLOWER. If you haven't picked those up already, let's start with the Book of the Dead. Switch to anyone aside from Ransome or Franklin. Head over to A Street and walk all the way down until you see the blinking "Sale" sign, and then walk through the brush to find the Occult Books store. You can talk to the proprietor, Madame Morena, if you want. But what you're really interested in are her shelves upon shelves of books. Walk to the CURSED LADDER, stand to the left of it, and PUSH it once. It should now be in line with the opening in the railing at the upper part. Click on the ladder to have your character walk to it, and they'll automatically start climbing it. Climb some more and they'll stop off at the second level, at the bottom of the next ladder. Now climb the second ladder all the way to the top. You'll see a glowing book on the left side just below the rafters. LOOK AT the CURSED BOOK and Madame Morena will let you have it for free. PICK UP the book and climb the ladders back all the way down. Now to grab the flower. Head to the cemetery. Walk all the way to the end of the very long path to find Chuck's tomb. (If you've visited the tomb before, then you can simply choose the "cemetery" on the COUNTY MAP and you'll be right at the front of the tomb.) Go to the floral arrangements near the tomb and PICK UP a FLOWER from one of them. It's time to switch to Franklin. You need to get into the penthouse, but Clara is still stopping anyone from going there. Enter the elevator and talk to her to eventually find she's craving ice cream cake. Go into ThimbleCon and find Vergil at the far right end of the room. Ask him for some cake and say it's for Clara, and he'll give you a slice. But it's just plain ol' GHOST CAKE. Use your CHILL power on the cake and voila! Now it's Clara's favorite, I-SCREAM GHOST CAKE! Go back into the elevator and talk to Clara. Ask if she wants the i-scream cake and she'll happily accept it. After that, she'll willingly talk to you. Go through the dialogue choices, aside from the penthouse question, to find out more about how to leave the hotel and what her favorite TV show is. Her favorite show is randomized, as you might have guessed. After the conversation, take the elevator to the 10th floor and you'll see that unplugged TV is still on the floor. When you ZAP it once while the elevator doors are open, Clara will come out and see what's on. If it's not her favorite show, she'll go back in the elevator and the doors will close. You'll have to prepare by zapping the TV until it's on the show that comes right BEFORE her favorite, so you'll need to keep track of what order the shows are in. Once you've prepped the TV, go back into the elevator and zap the button for the 10th floor again. When the doors open, quickly go out and ZAP the TV again. If you've set things up correctly, it should now be on Clara's favorite show. She'll leave the elevator and you're now free to go to the penthouse. Make sure that one person is carrying both the BOOK OF THE DEAD and the FLOWER. Switch to that person and go to the penthouse. Head to the right to the SECRET ENTRANCE. OPEN the door and go in the room. It's not necessary, but you can USE the SECRET LIGHT SWITCH to the right of the door to turn on the lights; it's hard to see, but just run your cursor over the area until the text pops up. You'll see a podium on the left side of the room. USE the BOOK OF THE DEAD on the PODIUM, and then USE the FLOWER on the book. The book will start glowing, but you can't read it. Switch to Franklin. Head to the penthouse and have a short talk with Xavier. Go through the SECRET ENTRANCE and have him TALK TO the glowing book, and he'll say a spell. A PORTAL will open and Franklin will find himself at Chuck's tomb. Float through the tomb doors and go inside. ZAP the SWITCH beside the doors to open them. There's not much else to do here except have Franklin TALK TO the sarcophagus and hear him complain about Chuck. When you're done, go back into the portal and return to the hotel. Well, so now the doors to the tomb are open and the living people can now walk right in there. Switch to Delores, return to the mansion and go into the library. Rather than handing each thing to Brant individually, choose to TALK TO the lawyer instead. You'll have the options to give him the pie, the will, and talk about the tomb. All of Chuck's stipulations have now been met and the will can FINALLY be read. =========================== === PART 5: THE READING === [[HA-READING]] =========================== This is just one extended cutscene. Enjoy. =========================== === PART 6: THE FACTORY === [[HA-FACTORY]] =========================== You start with control of Delores, who says she needs to get into the old factory to find out more about what happened to Chuck. --- Getting the factory key --- [[HA-KEY]] Go to the abandoned factory and you'll see it's locked up tight with a padlock and chain. If you remember what was said during the reading of the will, the key is being held at Safely First Savings, so go there now. Conveniently enough, they key is hanging next to Mr. El Paulo's desk at the bank, but he'll stop you if you try to just grab the key while he's looking at you. You'll need another distraction like what you did with Natalie. You've probably noticed that Mr. El Paulo is being besieged by an obscene caller, and he wants to keep the person on the line long enough to trace the call. You can use that to your advantage. Find a phone book and look up the number for Safely First -- it's randomized. For this part, I find it's easiest to take the agent with the CELL PHONE to the pay phone on B Street -- it requires the least amount of walking. USE the CELL PHONE, dial the bank's number and pretend to be the obscene caller. You will most definitely fail to convince Mr. El Paulo, but you can get some insights on what the obscene caller SHOULD be like: moaning sounds and filthy noises. Now who do you know who's good at making moaning sounds? If you haven't done so already, bring one of the living characters to the bank and have them stand in front of Mr. El Paulo's desk, right next to the key. Now switch to Franklin and enter any room in the hotel that has a phone. ZAP the phone and dial the bank. When you're faced with dialogue options (which are randomized), it doesn't matter which ones you pick -- I've gone through the scene several times and any of them seem to work, but I usually choose the ones that sound like moaning and filthy noises. But for the record, I chose: >> Woooooo!!! >> Moooaannn!!! >> Blooooww!!! >> Moooaannn!!! After the fourth ghostly sound, that convinces Mr. El Paulo. When you get control again, you'll be controlling Franklin. Quickly switch to the person inside the bank. While Mr. El Paulo has his back to you, PICK UP the FACTORY KEY on the wall. Now hotfoot it out of the bank before Mr. El Paulo hangs up the phone. --- Nabbing the WrenchTron 3000 --- [[HA-WRENCH]] Before heading out to unlock the factory gates, you'll need the plumbers' WrenchTron. Switch to Franklin and go to the lobby. Hang around the computer that's at the front desk. When the manager approaches and says, "I wonder what the guest is up to now," quickly LOOK AT the computer. You'll see a guy sitting on the bed in one of the hotel rooms. The guy's room number is shown in the upper left corner of the monitor -- and yes, the room number is randomized. Make note of the room number and bring Franklin up there. Enter the room. You'll need to use your ghostly powers to scare him, and there are several things you can do in the room. You can do them in any order, but I'm listing them in terms of how close they are to the door. First, ZAP the LIGHT SWITCH next to the door. The guest will start getting a little worried. Now go CHILL or SPLASH the TOILET LID, and the guest will start getting really scared. Now ZAP the LAMP SWITCH next to the bed and the guy's head will literally explode. The scene switches to the manager, who's been watching the guest. He tries to call the maintenance company to get them to come out, but they're not available. Now switch to whoever is carrying the Pigeon Brothers' BUSINESS CARD. Head to the hotel and GIVE the card to the manager. Switch back to Franklin. Time to scare the guest again. ZAP the RADIO and the TV one right after the other, and the guest's head will explode again. (If the guest doesn't get completely freaked out, go ZAP the LIGHT SWITCH on the small circular table in the lower left corner. That should do it.) The manager sees this and calls the Pigeon Brothers, who come in quick order and go up to the guest's room. Now switch to one of the living characters and have them go up to the guest's room. Slyly PICK UP the WRENCH sitting unguarded in the tool box. But be sure to NOT interact with either of the pigeons in any way, or else they will notice you have their wrench and will force you to return it. --- The factory entrance --- [[HA-ENTRANCE]] After getting the FACTORY KEY and the WRENCHTRON 3000, you can now start investigating the factory. BUT FIRST! Switch control to Delores and go back to her room in the mansion. If you haven't done this yet, go to the bookshelf near the printer and PICK UP her MATH TROPHY on the second shelf from the top and the SUSIBOY'S RED GEL DECODER from the bottom shelf. Also, return to Chuck's workshop. OPEN, PUSH, PULL or USE the PAINTING beside the door. You'll see a SAFE, but you can't deal with that right now. Instead, PICK UP the small KEY hanging to the right of the safe. (The key is very small and is easy to miss, which is one reason I got stuck in the game.) Finally, return to the fireplace on the bottom floor and PICK UP some more FIREPLACE SOOT. Now you're ready to start checking out the factory. Make sure one person is holding both the WRENCH and the FACTORY KEY to make things easier. Go there and USE the FACTORY KEY on the PADLOCK AND CHAIN to open the gates. Head deeper into the facility. The first thing you'll probably notice is the TIME CLOCK labeled with a "2" on a nearby brick wall, but you can't mess with it yet. Head all the way to the left and you'll run across some BIG DOORS with a RED BUTTON, a DOORTRON 3000 and another TIME CLOCK nearby labeled with a "1," but you can't mess with any of that stuff yet either. Head back to the right and go through the archway. Head all the way to the right to find an ELECTRIC TRUCK. If you LOOK AT the truck, you'll find that it's blocking another TIME CLOCK. You can't seem to turn the truck on to move it, either. Walk to the RESTRAINING BOLT on the left side of the truck. USE the WRENCH on the bolt to get it out of the way, then PICK UP or PULL the BATTERY inside the compartment. Looks like the battery is discharged, which is why the truck won't run. You'll need to recharge it somehow. Now walk all the way to the left until you come across a CORRODING SILO that is dripping with RADIOACTIVE WASTE. (If you LOOK AT the silo, the description will then change to RADIOACTIVE WASTE SILO.) USE the MATH TROPHY on the waste to fill it up with the glowing green liquid. Head more to the left and you'll see another TIME CLOCK, labeled as "3." Walk a little more to the left and enter the open doorway that you see. Inside the room, you'll see a FACTORY MAP on the wall, which shows you the location of all the time clocks. What you're really interested in is the various PAPER scattered on the floor. Go to the leftmost pile and PICK UP all the pieces of paper until you reveal a black book underneath. PICK UP the HANDBOOK. LOOK AT or USE the handbook and it will say that you need to set each security box within 5 minutes of the last box and that when the time is correctly set, the light will turn green. It also gives the number to call for the time code information (the phone number is, as you guessed, random). Looks like you need to set the time clocks. But how to do so? Go LOOK AT one again. You'll notice there's a circular space in the upper right corner of each one. What do your characters have that could fit in that space? If you haven't done so already, switch to Reyes and have him OPEN the package he got at the hotel. He'll now have his father's POCKET WATCH. Try to USE the watch in the TIME CLOCK -- sure enough, it fits perfectly in that round space. Unfortunately, you can't set the time because the watch is broken, and only a pro can fix it. Isn't it convenient that you just happen to know someone who fits that description? --- Repairing the watch, part 1 --- [[HA-WATCH]] Okay, I was wrong. THIS is the most pain-in-the-*beep* goal to accomplish. First of all, you may have gotten a short cutscene in which you see one of the agents lying on the table in the coroner's office. It's unknown why this occurs, although there is a theory that this happens if you haven't used that agent in some time. In any case, the point is that if you get this scene, then you will NOT be able to switch to that person for a while. Unfortunately, if that agent was Reyes, then you're not going to be able to advance in the factory right now. So you'll have to just wander around the county for a bit until he finally returns -- check your list of available characters every so often as there won't be any other indicator. Once Reyes is back, you can continue on below. Switch to Reyes if you're not controlling him already. Head to the sheriff's office and TALK TO Willie in jail or GIVE him the watch. Pick whatever dialogue option you want. Willie says he can fix it, but he needs the proper tools, and he needs theremin music playing on the radio. Completing this will require a pretty roundabout series of actions. If you haven't done so already, bring each of your living characters to the diner and either PICK UP the HOT DOG, or order it by talking to Sandy. (When you bring Ransome, you automatically talk to Sandy.) Let the scenes play through and enjoy everyone's reactions. Once all the hot dogs are gone, have someone TALK TO Sandy again and order some food. Choose the burger and you'll now have a nice juicy HAMBURGER in your inventory. Keep controlling the person who has the HAMBURGER and head back to ThimbleCon at the hotel. TALK TO the Sexy Riker in the middle of the room selling handmade starships in bottles. During the course of the conversation, you'll learn that he makes his ships using the same tools that jewelers and watch repairers use. Isn't that convenient for you. You'll also learn that he hasn't had time to grab any food because he's been busy minding his stall. But he'll refuse if you offer to mind his table, and he's also rather unwilling to let you borrow his tools. Guess you'll need to nab them from him somehow. GIVE the HAMBURGER to the Sexy Riker. He'll gobble it down, but then he starts feeling a little sick. When he rushes out to go to his room, run after him. Make note of what floor the elevator stops on. Now USE the elevator and head to the proper floor. Walk around until you see whatever door is open; you'll also hear the sounds of someone being sick. Yeah, that's Riker's room all right. Make note of the room number; it will be random. You'll need to be a little quick about finding his room because Riker won't stay there forever. If you get the wrong floor or otherwise miss getting his room number the first time, just talk to him again and mention the hamburger. The memory of that horrible burger will be enough to make him sick and have him run back up to his room again, and you'll have more chances to find out where's he's staying. You can't enter Riker's room while he's being sick, and you don't have the proper keycard to open the door. So when Riker leaves, switch to Franklin and bring him to the room. ZAP the DOOR from either the inside or outside to unlock it. Now one of the living people can OPEN the door and go inside. Head all the way to the left to the small circular table and PICK UP the JEWELER'S TOOLS. Great, now you have the required tools. But Willie still can't fix the watch because he needs to have theremin music, and you can't change the radio that's playing in the office because the sheriff took away the knob. So the only thing left is to hijack the radio station and have them put on some theremin music (yeah, makes perfect sense). But to get to that point, one of the things you'll need to do is find (and then fix) Ransome's joke book, if you haven't done that already. --- Finding and fixing Ransome's joke book --- [[HA-JOKE]] Switch to Ransome and go back to his trailer at the old circus. First of all, if you haven't done so yet, head over to his bed and PICK UP the COMIC BOOK. Now PULL the Ransome POSTER from the wall to uncover his SAFE. OPEN the safe -- no more combination needed this time -- and PICK UP the BOOK inside. Also PICK UP each PAGE that you find in the safe. Unfortunately, the last page will fly out of the window and get stuck high on a pole outside. There's a TRAMPOLINE there that you can use to reach it, so stand to the right of the trampoline and PUSH it to the left as far as it can go. But he's not jumping on it without a spotter. The only living person who's allowed onto the grounds without a warrant is Delores, so switch to her and have her stand near the trampoline. Switch to Ransome and walk to the top of the stairs of the trailer on the left side of the trampoline. Now USE the trampoline. If Delores is too far away, he'll tell her to come closer, and she'll automatically do so. Now Ransome will start jumping on the trampoline. He'll get higher with each jump. When he's as close as possible to the wayward page, click on the page and he'll grab it. (If he's not close enough, he'll make some kind of comment about how he can't reach it yet. If he says that, let him jump a few more times until he's finally high enough.) Once he nabs it, he'll stop jumping and he'll eventually get off the trampoline. Now USE each PAGE with the JOKE BOOK and they'll automatically be reattached. Once his book is back in perfect condition, head to ThimbleCon at the hotel and get ready to slay the audience with your insulting jokes. --- The radio station and repairing the watch, part 2 --- [[HA-RADIO]] Take Ransome with his newly repaired joke book to ThimbleCon to enter the look-alike contest. But before you do so, head over to the guy near the door selling comics, Ken Thien. GIVE him the RANSOME THE CLOWN COMIC and he'll give you the HINT BOOK for the forgotten text adventure called "Colossal Dungeon Cave Quest II." You can also TALK TO him and bring up the subject of hint guides to eventually trade him the comic. Now head all the way to the right through the door to where they're holding the Ransome the Clown look-alike contest.
It doesn't matter what dialogue you pick; Ransome will come in third place no matter what you choose. Which in this case is helpful, because as your prize you get a SYKEN THEREMIN RECORD! To prepare for the next part, GIVE the record to either Delores or Ray and have that person stand outside the doors to the radio station. Also, bring Reyes to the jail and have him stand in front of Willie. Switch to Ransome and head to the radio station. He won't go inside the station, but if you've poked around this place before with another character, you'll know that the door to the control booth is locked and bolted from the inside, so you can't get in. However, you can mess with their transmission. Bring Ransome to the radio tower and climb the ladder all the way to the top. (Only Ransome can do this part; everyone else says they're afraid of heights.) Now USE, PUSH or PULL the LEVER at the top, which will take the station off the air. The DJ notices and leaves the booth. You'll have to be quick about this next part, because like the Riker situation, the DJ won't stay outside forever. Switch to whoever is carrying the record. Go to the control booth and you'll find you can now OPEN the door. Now USE the THEREMIN RECORD on the left TURNTABLE, and then USE the nearby LEVER to switch the transmission to that turntable. At this point, there will be a scene showing the DJ at the top of the tower, and she'll pull the lever so that they're on the air again. Now theremin music will be playing on the radio. If you take too long, the DJ will return to the booth, hear the theremin music, and switch the lever back to the Scummettes, also kicking you out in the process if you're still in the booth. If this happens, you'll have to make Ransome climb the tower again and go through the rest of the actions. Once you have the theremin music playing, switch to Reyes and GIVE Willie the POCKET WATCH again along with the JEWELER'S TOOLS. Now he has both the tools and the music, and he fixes the watch no problem. But you still won't be able to advance in the factory until you recharge that truck battery. --- The seckrit bunker and recharging the truck battery --- [[HA-BUNKER]] You can reach the seckrit bunker only AFTER opening the gates to the factory and filling the MATH TROPHY (from Delores's room) with RADIOACTIVE WASTE. Check the section above named "The factory entrance" for instructions on how to get the waste if you haven't done so already. If you haven't wandered around the main town in some time, switch to one of the agents and head to the intersection with B Street. You'll find Chet, who's dressed up in a pizza suit. TALK TO him and he'll say he's offering free pizza coupons, wink wink. Choose the dialogue option that scares him into thinking he's going to be arrested. He'll peg you for a fed after that and eventually run off, dropping a PIZZA FLYER. Go on and pick it up. You'll see the flyer has some kind of code printed on it -- again, the code is random. (You can also use the other living characters to talk to Chet. If you use Ransome, either stick with the "joke" options OR say you'll take a coupon, and then keep picking the first dialogue choice to insult him. Either conversation will make Chet eventually run off and drop the pizza flyer. If you use Delores, ask if you know each other and he'll eventually recognize you, run off and drop the flyer.) If you've been listening to the radio, you'll know that Chet is connected with some kind of "secret meeting" that's taking place. Also, if you've been to the trailhead at least once (which you will have needed to do in order to grab the thimbleberries), then you've probably seen at least one person walking into the forest, sloshing through the puddle at the beginning. But if you try to follow that person, you lose track of them. These are your subtle clues that something is up in the forest. How can you discover where all those people are headed off to? Switch to whoever is holding the trophy full of RADIOACTIVE WASTE. Go to the trailhead and USE the waste on the PUDDLE near the beginning of the trail. Now exit the area and wander around somewhere else for a little bit. Also give the TRUCK BATTERY to Ransome. After a while, bring Ransome back to the trailhead. You'll see there are now glowing footprints leading into the forest. Go into the forest (you might want to USE some BEAR REPELLENT first, but it's not necessary) and follow those footsteps. After a while, you'll come to a place where a pizza van is parked and an electric fence is blocking your way. First of all, USE the TRUCK BATTERY on the ELECTRIC FENCE to recharge it. Now go all the way to the right and you'll find a KEYPAD on the fence. Remember that code on the pizza flyer? Make note of that code and enter it on the keypad. If you've done it correctly, the light will turn green and the fence will open. Head to the PIZZA VAN and OPEN the VAN DOOR, then walk inside. You'll automatically be taken down into the depths of the seckrit bunker. (Once you access this place, it will show up on your COUNTY MAP and you won't need to follow footsteps through the forest anymore.) Only Ransome will be allowed in, but you can bring the others here for fun and see what they tell you. Walk further in, then watch the scene that follows. Afterward, head to the table and PICK UP a GOODIE BAG. OPEN the bag to get a FOIL-WRAPPED BRICK and a FLOPPY DISK that's labeled as "Silbury Hacker Boot Disk." Go back to the ELEVATOR and return to the surface first. Now you can use the COUNTY MAP again. --- Return to the factory --- [[HA-FACTORY2]] Time to go back to the factory. GIVE the now-recharged TRUCK BATTERY to someone other than Reyes. Prepare for the next part by bringing Reyes to the TIME CLOCK labeled with "1," which is all the way to the left by the BIG DOORS. First thing to do is move that ELECTRIC TRUCK out of the way. Head back to it and USE the battery on the truck to reinstall it. (You don't need to put the restraining bolt back into place.) Then PULL, PUSH or USE the red LEVER to turn it to "On" and the truck will move on its own. Now LOOK AT, OPEN or USE the HANDBOOK and make note of the number to call for time code information. Switch to whoever is carrying the CELL PHONE and dial that number. Make note of the time it gives in the recording (it might be random, but I haven't verified that). Switch to Reyes and USE the POCKET WATCH on TIME CLOCK 1. (Only Reyes can do this part because he refuses to give his father's watch to anyone else.) Use the knobs on the top and side of the watch to set it to the proper time -- each click on the top knob will advance it by one hour, and each click on the side knob will advance it by 5 minutes. (You need to wait until the knob has completely stopped moving before you can click on it again.) Once the proper time is set, the light will turn green. Exit the screen and Reyes will automatically retrieve the watch. Now head to time clock 2, which is nearest to the entrance. USE the watch again, but now you have to set the time to 5 minutes after the first clock. Do the same for time clock 3 (near the silo), but set the time to 5 minutes after clock 2. Then go to time clock 4 (near the electric truck) and set that time to 5 minutes after clock 3. The watch stays on the time that you last entered, so setting the time should be pretty fast. Now all the lights above the BIG DOORS will be glowing green. Head over there and PUSH or USE the RED BUTTON next to the doors. But what's this? Nothing happens! Bring Delores to the big doors and have her LOOK AT the TUBE SOCKET atop the DoorTron, and she'll identify the missing tube as one of Chuck's secret PF-001 tubes. She'll also say that she's seen a picture of one of those tubes somewhere. LOOK AT the PILLOWTRONICS T-SHIRT that Delores got as her inheritance. What do you know -- it has a schematic of the PF-001 tube! (You MUST look at the tube socket first before Delores will identify the tube on the shirt.) Head back to Ricki's tube shop and GIVE her the shirt. Delores will ask if Ricki can make the tube. You're in luck; she can. After a few moments, Ricki comes out bearing the PF-001 TUBE. Return to the factory and USE the tube on the TUBE SOCKET. Now PUSH or USE the RED BUTTON again. The doors are moving!....But only a little. They must be stuck! I will admit that at this point, I was ready to fling my mouse at something. Luckily I stumbled upon the answer before doing anything rash, and I have to say it is a pretty clever solution. Anyway, switch to Reyes and have him PULL on the BIG DOORS. They'll open just a little more. Switch to Ray and have her also PULL on the doors, and they'll open a little more. Finally, switch to Ransome and have him PULL on the doors. Now they'll be open just enough for someone to squeeze through -- namely, Delores. (She's the only one who can do this.) Switch to her and walk to the doors, and she'll push her way through. The foursome will be met by an incredible sight. =========================== === PART 7: THE MADNESS === [[HA-MADNESS]] =========================== Keep controlling Delores. Head to the right and go down the ladder. On the lower level, go all the way to the left. There's a PANEL on one of the machines next to the archway. OPEN it and then LOOK AT what's inside -- you'll see a CONTROL PANEL with red, green and blue things on it. Exit the screen. Delores says she needs to reprogram the SR-01 robots so they don't kill everyone, but she needs to find a manual to learn how to do so. If you were diligent and picked up Chuck's JOURNAL from the desk in his workshop earlier, you probably read through it and you know that he hid an SR-01 programming manual in the mansion's library. Go back to the library, and USE the IndexTron to find out the manual is in Section 2.1. Go to that section and run your cursor over the books until you come across the title "Programming the SR-01." PICK UP the book. OPEN or USE the SR-01 book and read through it. It will say how to put the robots in maintenance mode by moving the red, green and blue jumpers to specific positions on the control panel -- and you guessed it, those positions are random with each game. Make note of those positions. Return to the factory and the control panel. Put the jumpers in the correct positions according to the SR-01 manual. When you do so, the robots will be in maintenance mode and it will be safe to continue on. Head through the archway and go north to the corridor. Now head all the way left. Head up and left again (the game will move you in the correct direction). Now head left and up. Finally go all the way to the left, past the device that says it's "Installing Virus." You'll find yourself in a room with a BLAST DOOR with a LOCKING MECHANISM along with a water fountain, among other things. First of all, go to the door all the way to the left that's labeled "Exit" and OPEN it. This door leads out near the entrance of the factory, so when you need to come back you don't have to go through that entire maze of corridors again. Now head back into the room and go to the other door that isn't the blast door. It's locked. Remember that key you picked up in Chuck's workshop? USE the OFFISS KEY on the door and it will open. Doesn't this place look familiar? If you remember Franklin's flashback scene, this is where Chuck was spying on hotel guests. PICK UP the GLASS on the table. If you LOOK AT it, Delores (or whoever you're controlling) remarks that it hasn't been washed. Also PICK UP the pirate HAT from the hat stand on the right side. Now bring Delores to the COMPUTER TERMINAL and try to USE it. It says you need a boot disk. Remember where you got one lately? Switch to whoever has the SILBURY HACKER BOOT DISK -- probably Ransome -- and GIVE it to Delores. Switch back to Delores and USE the disk on the terminal. Watch the resulting scene. USE the computer again, but it looks like you need a password to go further, and Chuck will likely have kept that password someplace safe. Now where was there something of Chuck's that you couldn't break into because you needed a fingerprint? And if that glass has been sitting here in Chuck's office unwashed all this time, it might just still have some prints of his. Have Delores GIVE the GLASS and the FINE BLACK SOOT to whichever agent is carrying the FINGERPRINT KIT. (If you didn't go back to the mansion earlier to get more soot, you'll have to do that now.) And if you haven't done so yet, bring one of the agents -- preferably the one with the fingerprint kit -- back to the post office and PICK UP another piece of STICKY TAPE from the dispenser. Now USE the soot on the glass, and then USE the tape on the glass to lift some prints. GIVE the FINGERPRINT to Delores. Switch to her, then return to Chuck's workshop and USE the print on the FINGERPRINTREADERTRON 3000 on the safe. It works! PICK UP the BOOK you find in the safe, then LOOK AT the book to find the password to the "office computer." You MUST look at Chuck's password book to get the correct information. You might notice that the correct password was NOT among the choices given when you first tried to log in to the computer, so it's not possible for you to just run through that list and pick the correct one by chance. --- Playing the game --- [[HA-DUNGEON]] Don't return to the factory yet!! If you haven't gotten the "Colossal Dungeon Cave Quest II" HINT BOOK yet, refer to Part 6 and the section marked "Repairing the watch, part 2" to get it. You'll also need the SUSIBOY'S RED GEL DECODER if you haven't gotten that from the bookshelf in Delores's room. Now LOOK AT the HINT BOOK. You'll see it has a strange red screen obscuring most of the text. No problem, just USE the decoder on the book and you'll now be able to read it. Make note of what it says. You MUST decode the hint book in order to properly advance through "Colossal Dungeon." Return to the factory office and USE the COMPUTER again. Choose the correct password from among the options, then choose "Adventure (Chuck mod)." The computer will load "Colossal Dungeon Cave Quest II." Step through the game as described in the hint book: First go west, then west again, then north to the room with the robot paintings. In that room, choose to say "fizzscumm." You'll cause the machine to crash and start rebooting. Everyone else who's not currently in the room will come in. The factory's doors slam shut and you're all trapped in here. Watch the following scene. ========================== === PART 8: THE ESCAPE === [[HA-ESCAPE]] ========================== Obviously you need to find a way out of here, and you need to do it while the computer is still rebooting. The buzzing sound you hear every so often is the computer rebooting -- the buzzing comes more often the closer the computer is to booting up. If you don't figure the way out before then, simply play the "Colossal Dungeon" game again and crash it again to gain more time. If you haven't done so already, OPEN the FOIL-WRAPPED BRICK -- if you haven't messed with it since getting it, Ransome is probably the one carrying it. You'll get ALUMINUM FOIL and -- what's this? -- a BRICK OF C4 EXPLOSIVE. Man, those anti-government guys weren't fooling around. Go to the BLAST DOOR and USE the C4 on either the door or the LOCKING MECHANISM. Now USE the CANDY DISPENSER on the C4 -- you may remember that the dispenser sparks if you use it. Watch the following short scene, and now the blast door is open. Switch to whatever living character you want -- it's best to take Agent Ray here -- and first make sure they have both the ALUMINUM FOIL and HAT in their inventory. Go through the blast door. Go through the hallway of mechanical arms and Chuck will start them up. It's easy enough to take care of them -- simply PUSH the big red BUTTON below the monitor that Chuck's face appears on, and the arms will stop. It also shuts off the monitor so Chuck will stop annoying you. Now head to the next room to face the searing Lasers of Doom(tm). USE the FOIL with the HAT to get a FOIL-COVERED HAT. Now USE the hat to put it on. You can now walk through the lasers with impunity. After the lasers, you'll be in a room with a huge fan. You can't go through it while the blades are turning. There's a sign in the lower right corner of the wall with the fan; LOOK AT the SIGN. It gives the phone number to call for servicing -- yes, the number is randomized. You can't use the cell phone here because there's no reception (of course). Switch to Franklin and have him go into any room with a phone. ZAP the phone and have him call the fan maintenance number. The automated system will turn the fan off. Switch back to the other character and you can now walk through. On the other side you'll find the Seckrit Room housing the gigantic PillowTron 3000. But it's red-hot in here now and you can't touch anything. Switch back to Franklin and have him call the service number again to turn the fan back on. That will cool off the room so you can interact with things again. Switch back to the character in the factory. First climb up the LADDER to open the TRAP DOOR -- it leads directly into Chuck's office so you don't have to go through all those death traps again. If you're not already controlling Agent Ray, switch to her and bring her to the PillowTron room. If you haven't already done so, OPEN the PACKAGE that she received at the hotel to reveal a STRANGE TOOL. If you run the cursor around the area below the huge monitor showing Chuck's face, you'll find a SLOT. USE the strange tool in the slot and the METAL DOOR next to the ladder will open. Switch to Delores and bring her to the PillowTron room. Enter the doorway that the strange tool opened. Watch the next scene. Chuck slams the door on you, trapping you in here. There's only one thing you can do. Go to the huge PT-109 TUBES that are powering the PillowTron. OPEN, CLOSE, PUSH, PULL or USE each one to disable them. When you're down to just one left, you'll get a scene. Pick whatever dialogue choices you want in the following long conversation. After a certain point, the other three living characters will walk in and say they have things they want to get done. Chuck gives everyone an item that he says will help each person fulfill their endings. For Delores, he says the clue can be found in the original Kickstarter video. (This line made me crack up so much.) ============================ === PART 9: THE DELETING === [[HA-DELETING]] ============================ You'll be in control of Delores. You don't actually need to complete the others' goals to finish the game, but I assume you want to. --- Reyes's ending --- [[HA-REYESEND]] Switch to Reyes and you'll see he was given CHUCK'S CONFESSION that admits he framed the security guard for the factory fire. If Reyes wants the world to know that his father is innocent, there's only one place to go. Head to the Nickel News and TALK TO Natalie. Go through whatever dialogue choices you want and you'll eventually get that story out. --- Ransome's ending --- [[HA-RANSOMEEND]] Switch to Ransome and you'll see he was given the I'M-SORRY-FOR-BEING-A-DICK CARD. You need to give it to someone, but who? Well, if you look at his to-do list, you'll see he wants to go back into his flashback scene and do one more show. Remember who it was you talked to that started that flashback? Return to the diner and either TALK TO Sandy and make the obvious dialogue choice, or GIVE her the card. Soon you'll be back in Ransome's flashback. Walk to the stage door and the show begins. Whenever you're presented with a choice between two lines, pick the ones that are obviously not the mean ones. Specifically: >> Dude with stupid mustache: Hipster goatee >> Kid with crappy wheelchair: Contact Ransome Foundation >> Lady with hairy mole: Med school --- Ray's ending --- [[HA-RAYEND]] Switch to Agent Ray. She was given a GAME OF THE YEAR AWARD. Oh come on, you know there's only one person to give this to. Head back to ThimbleCon at the hotel. Go all the way to the right to find the ONLY PERSON who's left at the convention -- it'll be either Gary Winnick or David Fox. (Actually, I'm not sure if David Fox shows up in this last part, but the two of them do switch off at that table during the course of the game. In both of my games, Gary just happened to be the person who was at the table in this last part.) TALK TO him or GIVE the award to him. Once he leaves, PICK UP the PUZZLE DEPENDENCY CHART hanging off the table. Watch the resulting scene. --- Franklin's ending --- [[HA-FRANKLINEND]] Switch to Franklin. He wasn't given anything, but he still has something left to accomplish, if you look at his boo-hoo list. Go to the penthouse. Head all the way to the left and TALK TO Xavier. Choose the "bully" option and then let it rip from there. I don't think it matters which options you pick, as Xavier will eventually break down. Once Xavier is crying, Franklin automatically moves to pick up the CRYSTAL from the balcony. Head all the way to the right and go through the SECRET ENTRANCE. Switch to Delores and bring her to the penthouse. TALK TO Franklin and pick whatever choices you want in the following dialogue. --- Delores's ending --- [[HA-DELORESEND]] Delores is the last one left. The scene with Franklin also checked one thing off her to-do list, and she's left with two more. She was given a BALLOON ANIMAL with instructions to watch the Kickstarter video. If you were a project backer and/or you watched that initial pitch video that Ron Gilbert and Gary Winnick put out, you were probably laughing about this as much as I was. In any case, head all the way back to where it began -- to the CORPSE in the river by the bridge. It's poetic and a little bit cheesy, but hey. USE the balloon animal on the corpse and the game will start "glitching." Soon you'll be in the Wireframe World. Have fun exploring and looking at all of what I assume was actual wireframe art -- some stuff you'll come across was posted on the "Thimbleweed Park" development blog, but a lot of it wasn't, and I wouldn't be able to tell you what was "actual" pre-game art and what was done specifically just for this area. All the areas are pretty straightforward so I won't give any directions here. There's not much to do as you can't interact with most stuff, but it's still interesting to see what rooms were created but then cut from the final game, and it's really interesting to see how the art evolved from then to now. When you're done messing around, go back to Main Street and walk all the way to the right to go to the town outskirts. You'll be at the Quickie Pal. Walk all the way to the right again to head to the vista, and you'll be presented with a wireframe map of the county. You have only two choices: the factory and the mansion. Head to the kitchen in the mansion for a bit of fun. But your final goal is obviously the abandoned factory. When you're there, go to the right to find the GATE between the two signs. OPEN the gate and walk in. Walk a little to the left and enter the BIG DOORS. (There are a few other doors you can go in, but otherwise it's pretty straightforward.) Go all the way to the right and enter the last door you see. Then go down the stairs and into the BLAST DOOR. You'll go through wireframes of the mechanical arm room, the Lasers of Doom(tm) room, and the gigantic fan. You can simply walk through all these things and not worry about having to do anything special. Finally you'll find the wireframe PillowTron. Enter the OPENING on the left side of the machine and you'll see the same tubes as in the non-wireframe version. Do the same here: OPEN, CLOSE, PUSH, PULL or USE each tube to shut it down. When you get to the last one, Delores will hesitate. You'll have to interact with the tube several times before she'll finally end things. Now sit back and enjoy the end! (Watch all the way to the end. Trust me.) =============================================================================== 6. GAME NOTES AND VARIOUS COMMENTS [[TP-NOTES]] NOTE: The walkthrough for Hard Mode covers the game BEFORE Build 1389.918, which was released on Steam on June 22, 2017. The developers have added new features since then, so some comments in this walkthrough might be confusing or outdated if something was changed in the meantime. The walkthrough for Casual Mode was written while playing Build 1421.958. It goes without saying, but SPOILERS AHEAD!!! Many of these were already stated within the main walkthrough, but I felt they were important enough to also separate into another section. - The scene in which the agent gets knocked out behind the diner is OPTIONAL. Once you get the county map, you will NOT able to do that scene and the subsequent escape from the sewers. But it's a self-contained puzzle and if you don't play through it, it won't affect the rest of your game. I believe that any dust that might have spawned while you were trapped in the sewers will eventually just end up spawning somewhere else, but I can't say that for certain. - You don't actually need to retrieve the agent's notebook in the alleyway after they get knocked out behind the diner. I have left it alone and successfully finished the game without it. - If you do retrieve the abducted agent's notebook, you don't have to return it to the agent to finish the game. The notebook WILL disappear from your inventory if you don't give it back before Part 9, but it won't affect your ability to finish the game. - (Hard Mode only) If you gave the dime to Willie before the agent escapes from the sewers, it will respawn somewhere in town in a random location. Keep an eye on the streets and sidewalks to find it again. - I haven't verified if the numbers of fish and clouds in Carney Joe's booth are fixed or random. They were the same in both of my games, so I assume for now that they are fixed. - I have read elsewhere that the combination to Ransome's safe sometimes uses information aside from clouds, fish and kids. I haven't yet confirmed that because those specific things were used in both my playthroughs. - You don't need to give the letter to Chuck to advance the game. - Delores MUST look at the label on the hot sauce first before she'll actually eat it when you try to use it. - (Hard Mode only) If you threw away the empty soda bottle instead of redeeming it at the Quickie Pal, return to the highway and walk along it to find another one. - One of the agents MUST talk to the postal worker and at the very least identify themselves as a federal agent before you will be allowed to pick up the sticky tape. - When controlling anyone who checks into the hotel (Franklin or the two agents), you need to USE the keycard on the door only once to enter their hotel room, and then after that you can simply OPEN the door to their own room. - When the agent first enters Franklin's room, you don't need to actually interact with anything before leaving. Simply entering and then leaving the room is enough to trigger the next cutscene. - (Hard Mode only) When scaring the agent at the hotel drinking fountain, the agent doesn't need to actually USE the fountain -- they just need to be standing near it. - You don't actually need to go through the whole rigmarole of picking up the check stub, looking at the lawyer's business card, and calling Brant to advance the story. If you had some incredible insight -- or if it's not the first time you've played this game -- then you can just go straight to trying to win the ThimbleCon tickets. All the previous stuff is really for first-time players, who are probably not going to know who the lawyer is, where he is, or what is needed to convince him to read the will. - It seems like you can yank (and replace) the radio station's PhoneTron tube at any point after getting the tube puller and it will count when you need to win the ThimbleCon tickets. When I was stuck in the game, I tried messing with tubes all around town, including the PhoneTron. Then much later, when I had to call KSCUM, I never got the busy signal and instead got through right away. - (Hard Mode only)When scaring the guest in Part 6, you might be able to advance by messing with only 2 items, or you might need to mess with 3 items. In my first playthrough, I'm certain I had to interact with 3 items. But in my second playthrough, the guest got spooked after just the radio and TV. - (Hard Mode only) In Part 6 in the factory, you MUST look at the tube socket next to the big doors first before Delores will identify the tube on her T-shirt. - I don't think it matters in what order you have everyone pull on the big doors, although I haven't tested that. The important part is that Delores needs to be the only one NOT pulling on the doors because she's the only one who'll be able to squeeze through the opening. - (Hard Mode only) When trying to log in to the computer in Chuck's office in the factory, you MUST first find and look at the password book. You might have noticed that the correct password was NOT among the choices given when you first tried to log in, so it's not possible for you to just run through that list and pick the right one by accident. The correct one will not show up in the list until you look at the book. - (Hard Mode only) Before playing "Colossal Dungeon Cave Quest," you MUST first acquire and decode the hint book or you will not get the proper options within that game. =============================================================================== 7. ITEM LIST [[TP-ITEMS]] NOTE: The walkthrough for Hard Mode covers the game BEFORE Build 1389.918, which was released on Steam on June 22, 2017. The developers have added new features since then, so some comments in this walkthrough might be confusing or outdated if something was changed in the meantime. The walkthrough for Casual Mode was written while playing Build 1421.958. This list containers SPOILERS since many of the descriptions include how the item is obtained and what its use is. Also, this list is incomplete. These are the items I've found that you hold in your inventory at some point in the game, listed in alphabetical order. You may not encounter some of these items depending on what mode you're playing. The item name given is the name that appears once you have it in your inventory. Animal paperweight: Small wooden figure with "Matt" carved into the base. Found on Mr. El Paulo's desk at Safely First Savings. AT-25 ArrestTron tube: Spare tube for the ArrestTron 3000. Very rare and hard to find. Found in Chuck's workshop in the mansion. Atari cartridge: Found along the highway. The title of the game is random. Badge: Both Ray and Reyes carry one throughout the game. Balloon animal: The key to the end of the game. Bank flyer: "Open an account TODAY and get a FREE toaster!" Found at Safely First Savings. Bear repellant: Levo's Bear Repellant. "When you have this, you don't need to bear arms." It's sitting on the counter near the door at the Quickie Pal. Leonard lets you have it for free. Blank paper: The job application to MMucasFlem that Delores tried to print out. Boo hoo list (Franklin): Franklin's to-do list after he becomes a ghost. Bottle: An empty soda bottle found along the highway. Give it to Leonard at the Quickie Pal to get a nickel. (Hard Mode only) Broken bottles of ketchup: Found in the Mansion refrigerator. Business card: Card for Pigeon Brothers Plumbing. Flower: Picked up from the floral arrangements outside Chuck's tomb. (Hard Mode only) Candy dispenser: One of Ransome's failed products. It sparks when you USE it. (Hard Mode only) Cell phone: One of the agents starts off holding this but can be passed around to the other living characters. Chainsaw of expectation: Found in the brush near the body by the bridge. Used to enter the sewers. (Hard Mode only) Check stub: Found in the check register in Chuck's workshop. (Hard Mode only) Cheese: Good enough for a snack. Delores eats it if you USE it. Found in the Mansion refrigerator. Chewed, sticky bubble gum: Prechewed gum to add to your collection. Get it from the annoying kid in the hotel in Franklin's flashback. Chuck's confession: A note from Chuck admitting that he framed the security guard for the factory fire 20 years ago. Chuck's Journal, Vol. 1: Chuck's musings. Found in his workshop in the mansion. Chuck's Journal, Vol. 2: More of Chuck's musings. Found in the factory. Circus flyer: Found along the highway. Computer magazine: The latest issue of Byte-Me World, the best computer magazine in the world. Full of ads touting a job opening at MMucasFlem for a highly paid game programmer. Copy of prospectus: A copy of Franklin's dazzling prospectus to turn the Pillow Factory into a toy factory. County map: Allows you to quickly go from one location to another. Each living character should get one for ease of movement. In Hard Mode, they're found at the Quickie Pal after you make your first copy and confront the sheriff. In Casual Mode, one of the agents starts off carrying all 4 copies and you cannot PICK UP the maps at the Quickie Pal. Dime: Used to make a phone call. In Hard Mode, you first find this somewhere on the ground in town. In Casual Mode, you find it at the foot of the ladder in the sewers. Dripping bloody toilet paper: What the toilet paper becomes after getting a sample of blood from the body. Becomes just "bloody toilet paper" after it dries out. Dry printer ribbon: Found in the PrintTron 3000 in Delores' room. Becomes "inked printer ribbon" once you use the ink on it. Empty ink bottle: Empty bottle of homemade printer ink. Smells awful. In Casual Mode, it starts off as a "full ink bottle" before you use it with the printer ribbon. In Hard Mode, it becomes the "full ink bottle" once you mix together the right ingredients. Empty whisky bottle: Found in the area near the dead body. Factory key: Opens up the padlock securing the PillowTronics factory gate. Found hanging in Safely First Savings bank. Fine black soot: Picked up from the fireplace in the Mansion mansion. Used to make printer ink (Hard Mode only) and lift fingerprints. Fingerprint book: Contains fingerprints of everyone in Thimbleweed Park. Found in one of the filing cabinets in the sheriff's office. Fingerprint kit: Used to lift prints from various items. Found in the filing cabinet in the coroner's office. Floppy disk: Becomes "Silbury hacker boot disk" after the first time you LOOK AT it in your inventory. Found in the factory in Casual Mode; found in the goodie bag from the seckrit bunker in Hard Mode. Franklin's keycard: The card for Franklin's hotel room. Game of the Year award: "Best Game of 1988." Ghost cake: A very rare slice of ghostly cake. (Hard Mode only) Ghostly crystal: Allows ghosts to speak with living people. Glass: A drinking glass found in a cupboard in the Mansion kitchen. Becomes "glass of water" when it's filled with water from the faucet. Gloves: Ricki gives you these to pick thimbleberries; you won't be able to pick anything without these to protect your hands. They're automatically returned to Ricki when you bring her the berries. (Hard Mode only) Graphics Basic: The powerful programming language from HesWare to supercharge your C64. Used to decode Chuck's will. Hair gel: Goop that keeps Ransome's clowfro erect. Found in his dressing room through the tent's backstage entrance on the circus grounds. Hamburger: Fresh from the diner's grill. Give to the Sexy Riker at ThimbleCon. Handbook: Security handbook for the PillowTronics factory. Found at the factory. HaoLinKinYao Tea: A magical tea. Gives you the gift of speaking many languages. Found in the Occult Books shop. When you USE it, the character speaks a sentence in one of several languages. Listed as "package of tea" until you first LOOK AT it in your inventory. Hat: Pirate hat. Great for UVA and UVB protection. Found in the factory. Hot sauce: Extreme Chili Sauce by Brian H.J. Comes with a warning: "You might breathe fire." Delores will breathe fire if you USE it after you LOOK AT it. Used to start a fire in the fireplace (Hard Mode only). Found in the Mansion refrigerator. I-Scream ghost cake: Clara's favorite thing. (Hard Mode only) I'm-sorry-for-being-a-dick card: Give it to someone to say you're sorry. Ice pick: Possibly the murder weapon. Found in the sewers. Becomes "ice pick with fingerprints" once you coat it with fingerprint powder (or soot). IOU: A note saying that Ransome owes $1000 to Carney Joe, who is holding Ransome's joke book until he gets paid. Found in Ransome's trailer. Jeweler's tools: A set of very fine jeweler's tools. Nab them from the Sexy Riker at ThimbleCon. Joke book: Ransome's joke book. Get it from Carney Joe at the midway on the circus grounds during Ransome's flashback, and from the safe in Ransome's trailer in the present day. Journal (Delores): Delores's to-do list, which she carries throughout the game. Letter: Addressed to Uncle Chuck. Has some uncancelled stamps on it (Hard Mode only). Letter from MMucasFlem: The response to Delores's job application. Letter to MMucasFlem: Delores's job application to MMucasFlem Games. Lettuce: A wilting head of lettuce. Found in the Mansion refrigerator. Lawyer's card: Business card for Brant Bailiwick, JD. Makeup: Ransome's special clown makeup. Found in his dressing room through the tent's backstage entrance on the circus grounds. Math trophy: Made of pewter and titanium. Found on a bookshelf in Delores's room. In Hard Mode, it becomes "radioactive waste" in your inventory once you fill it up with waste from the silo at the factory. Moldy cheese: Found in the refrigerator in Ransome's trailer in the present day. Moldy thimbleberry pie: Rickie Lee's famous pie. Delores keeps it for good luck. Apparently she's been holding on to this thing ever since her flashback scene. (Casual Mode only) Money: Exactly $1000 in unmarked bills. Becomes "$1,000" after the first time you LOOK AT it in your inventory, and later becomes "$1,138" after you pick up the extra cash from the swear jar. My keycard: Each agent and Franklin have one after they check into the hotel. Non-trademark-infringing Poopsi: A can of soda that totally does not resemble any other brand you know. Found in the Mansion refrigerator. Nose glasses: Swag from the latest MMucasFlem adventure game "Jason the Newsguy." Makes you totally unrecognizable when you put them on. Notebook: Both Ray and Reyes carry one throughout the game. Includes notes on the case, their own personal musings, and their personal to-do lists. Offiss key: Opens the locked door in the factory. Found underneath the painting in Chuck's workshop at the mansion. (Hard Mode only) Old batteries: So old they have mold growing on them. Found in the Mansion refrigerator. Package: Each agent receives one during Part 4. Page: A page from Ransome's *beeping* joke book. (Hard Mode only) Passport: A German passport for Boris Schultz. Found in the victim's hotel room. Photo of body: A Polaroid shot of the body by the bridge. PillowBear: Prototype. Starts off as a plush bear, but turn it inside out and you get a pillow. Comes in pink, blue, orange, green and classic red. PillowTronics T-shirt: Delores's inheritance from uncle Chuck. Pizza flyer: Dropped by Chet. Helps you get into the seckrit bunker. (Hard Mode only) Plastic rings: The stuff that's used to hold a six-pack of soda cans (or beer cans). Found along the highway. Pocket watch: This once belonged to Agent Reyes's father. It's broken at first. Polaroid camera: Carried by one of the agents at the beginning of the game. Used with the Polaroid film. Polaroid film: Sample package of Polaroid film that contains only one photo. Carried by one of the agents at the beginning of the game. Used with the Polaroid camera. Popcorn bag: Found on the popcorn stand on the circus grounds in the present day. Becomes "full popcorn bag" once you fill it with popcorn. Prospectus: Franklin's precious, dazzling 4-page document to turn the Pillow Factory into a toy factory. Radioactive waste: The math trophy is called this in your inventory once you fill it up with waste from the silo at the factory. (Hard Mode only) Ransome poster: Featuring Ransome the Clown. Found in Ransome's trailer. Becomes "old Ransome poster" in the present day. Sepp the Navigator's Head: Found in Occult Books. Helps you find your way through the forest to find a secret in Hard Mode only (not the thimbleberries). Listed as "head" until the first time you LOOK AT it in your inventory. Shiny nickel: Received from Leonard in exchange for a soda bottle. (Hard Mode only) Specks of dust: So far, they serve no purpose aside from earning you various achievements depending on how many you collect. Standard room photo: A picture of a perfectly clean hotel room. Found on the 10th floor of the hotel. Starship in a bottle: Replica of the starship Isabella, in a bottle. Won by correctly answering Sexy Riker's question at ThimbleCon. Becomes "Starship Isabella in a bottle" after the first time you LOOK AT it. Stationery: Mostly blank paper with the Edmund Hotel's letterhead. Found in all the hotel rooms in Hard Mode; in Casual Mode, only some of the rooms have stationery. Sticky tape: Picked up from the dispenser in the post office. Used to lift fingerprints. Becomes "fingerprint from ice pick" after using it on the ice pick. Strange tool: Agent Ray receives this in a package. Used to open the door in the PillowTron. Susiboy's red gel decoder: Found in a bookshelf in Delores's room. Used to decode the "Colossal Dungeon Cave Quest II" hint book (Hard Mode only). Syken theremin record: Soothing music for professional watch repairers. You win it in the Ransome Lookalike Contest at ThimbleCon, but it's in your inventory only in Hard Mode. Thimbleberries: The main ingredient in thimbleberry pie. Found in the forest. (Hard Mode only) Thimbleberry pie: Fresh from Ricki's oven. You have one in your inventory during Delores's flashback, but you also eventually get one in the present day in Hard Mode. ThimbleCon ticket: Allows you entrance to ThimbleCon '87 at the hotel. Get it by winning the radio station's trivia contest. TODO list: Ransome's to-do list, which he carries throughout the game. Franklin also carries one until he becomes a ghost. Toy bear: The toy that can be turned into a pillow. The PillowBear that is found in the victim's hotel room. Trippy mushroom: Glowing green fungus found in the sewers. Give to Madame Morena if you want. Truck battery: Powers the electric truck in the factory. (Hard Mode only) Tuna can: "Crockford's Tuna Heads - the good parts." Found along the highway. Vacuum tube puller: Used to remove and install vacuum tubes. Get it from Ricki. (Hard Mode only) Wallet: Sample official Ransome the Clown wallet. Trade it to Willie to get a bloodstained wallet that's needed as evidence (which is also called the "wallet" in your inventory). WC-67 tube: Used to fix the HydrantTron 3000. Get it from Ricki. Will: Uncle Chuck's will. It's all in binary. Try inputting the digits into a binary decoder and see if it actually says anything (no, I have not tried this). Wrench: The WrenchTron 3000. Owned and used by the Pigeon Brothers (before you steal it, at least). (Hard Mode only) =============================================================================== 8. SPECIAL THANKS, CONTACT INFO, AND OTHER NOTES [[TP-MISC]] - Thanks to all involved with creating and marketing "Thimbleweed Park" -- from the famed Ron Gilbert, Gary Winnick and David Fox to the awesome Jenn Sandercock (who helped with a few issues with my Kickstarter pledge as well), to the rest of the Thimbleweed Park team! - Thanks to all 17,000 Kickstarter backers and many others outside of the original Kickstarter campaign who helped make this game a reality! - Head over to http://blog.thimbleweedpark.com for really fascinating insights into how the game was made. - If you catch any spelling errors, punctuation errors, etc., or would like to send me suggestions, story possibilities, or other comments, feel free to e-mail me at chibischala (at) yahoo (dot) com. Thanks! =============================================================================== 9. VERSION HISTORY ** Version 1 ** April 2017 - Hard Mode complete walkthrough done ** Version 1.1 ** June 17, 2017 - Added a "specific situational hints" section - A few typos fixed - Made minor formatting changes - Changed/added some sentences here and there for clarification - Added clarifications on the alleyway scene and escaping the sewers - Added alternative solutions to some puzzles - Added more items to the Item list June 22, 2017 - Added notes specifying up to which build this walkthrough is good for. It's a relatively minor revision that doesn't change anything in the main walkthrough, so I'm not changing the version number. ** Version 1.11 ** Oct. 3, 2017 - Labeled each section with a unique code to make it easier to search for the part you need (thanks to whoever on GameFAQs gave this suggestion!) - Made some minor text additions/changes that I feel better clarify some parts ** Version 2.0 ** May 2019 - Casual Mode complete walkthrough done - Added more items to the Item list - Added note about in-game hint line - Updated which build this walkthrough is good for - Edited parts of the Hard Mode walkthrough to better separate the different puzzles and to try to map out what possible puzzles you might have available at certain points