Version 1.2 9/11/12
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Edna & Harvey: The Breakout
A Walkthrough by Michael Gray
AKA The Lost Gamer (
[email protected])
Copyright 2012
For a list of all my various guides, check
http://the_lost_gamer.tripod.com/guides.html
Table of Contents:
001. General information
002. Walkthrough
003. Credits
001-General Information
---------------------------------------------------------
This is a walkthrough for the game called Edna & Harvey:
The Breakout. It's an iPad game about a girl who has been
locked inside an insane asylum. With the help of her
stuffed animal, a rabbit named Harvey, Edna pledges to
escape from the asylum and clear the name of her father, a
convicted murderer.
To contact me about this guide, use my email address
[email protected].
Thanks to Joan Stark, who made the picture of the rabbit
that is seen at the top of this guide.
004-Walkthrough
---------------------------------------------------------
Escaping the Building
---------------------
The game begins with Edna in an insane asylum. She has been
given drugs, so she cannot remember who she is or why she's
here. About the only thing she can remember is her stuffed
animal, Harvey.
You can go through the tutorial at this time, if you want.
Talk to the grate to speak with the guard. Talk to it
again. Ask why it is so hot in the room. The guard mentions
that there is an air conditioner behind the padding. Ask
him to turn on the AC, and he says he might do it.
Time to butter up the guard, so he'll turn on the AC. Talk
to the guard about how skillful he is at his job, then call
him a famous athlete. Say that you're getting dizzy, and
the guard is impressed that his athletic skills have caused
Edna to swoon. He turns on the AC.
Take the leg from the chair, which is detachable. Use the
chair leg with the table to sharpen it. Use the sharp chair
leg on the padded walls here. The leftmost pad on the back
wall, third from the top, is the pad with the AC unit
behind it.
Use the chair leg on this pad a second time to see the AC
unit. Zoom in on this area. The ventilation shaft here is
block with a grate. Use Harvey on one of the screws here to
learn about tempomorphing. Use Harvey on a screw again, and
Edna and Harvey return to the past, ten years ago, when
Edna was punished for being mean to the son of the doctor
who runs the asylum.
Switch to Edna, and take the rake on the wall. Use the rake
on the window. Switch to Harvey, then go through the
window.
Follow the stone path to the other side of the house, where
Edna's father is making friends with the asylum doctor's
son. Harvey thinks this is suspicious. Examine the
newspaper here, and move Article 2 (the one on the left) to
your inventory.
Return to the room with Edna, and use Article 2 on her. The
article says that the chestnut burglar escaped, using a
gnawed-off toenail.
Switch to Edna, then go up the stairs. Use her gnawed-off
toenail on the screws here. Turn the handle, and Edna goes
to the kitchen. The tempomorph ends, and Edna returns to
the present.
Examine the ventilation shaft. Use Harvey Skill 1 to get a
toenail, then use the toenail on the screws here. The shaft
is now open, but the AC is still on.
Talk to the grate above the door to the room, so Edna can
speak with the guard. This time, you want to be mean to him
so he'll turn off the AC. Talk him about minigolf and his
club, which belonged to his father. Suggest whacking the
guard with his precious club, and he'll turn off the AC.
Go back to the ventilation shaft. Use the ventilator, and
Edna pulls it out of the way. She can now go forward, to
the ventilation shaft.
Crawl left. Enda overhears a conversation in another room.
Go to the grate to listen more closely. Dr. Marcel is
upset, because Edna can remember things from ten years ago.
He mentions that Edna's father is a murderer, and Edna is
sure that the doctor is hiding something.
Go through the pipe on the left to see that it leads to a
dead end. If you can get on the roof, you can open the
grate from the outside.
Crawl back right. Use the toenail on the grate to Dr.
Marcel's office to open it. Go into the office. Look at the
items here, if you want. Take the polo mallet from the
umbrella container, the encyclopedia from the fireplace
mantle and the pen from the desk.
Open the door that leads out of the room. She runs into
Hulgor, the doctor's associate. Talk to him about anything
you want to. When the conversation ends, use the polo
mallet on Hulgor.
Use the cabinet to open it, then use Hulgor. Edna puts him
inside the cabinet. Use the cabinet again to shut it, then
go through the door.
You're in the hallway now. Go through the other door here,
and use the window to open it. Go out the window to reach
the room. Go left, then use the antenna to distract a guard
in the security camera room.
Go left again. Use Harvey Skill 1 to get a toenail, then
use the toenail on the grate here. Now you have a
passageway back in the building.
Return to the hallway by going left, inside the window and
through the door (or by going in the grate, right, through
the grate and through the door). Here, go down to reach the
outside of Edna's cell. Try to go down the stairs, and the
guard sees Edna.
Go right through the door, then exit through the window.
The guard follows Edna, but he refuses to go onto the roof
because he's afraid of heights.
Time to double around the building and lock the guard in
the room he's in. Go right, then go through the open grate.
Go right again, and go through the grate in Dr. Marcel's
room. Go through the door to the hallway.
We need to lock the guard in this room. Use the potted
plant to break it, then use the column. Use the
encyclopedia from the doctor's office on the column, and
the door is securely locked shut.
Go down, then downstairs. You can examine the hallways and
rooms here if you want, but your goal is to go all the way
down the stairs, then leave through the doors on the left.
The guards catch Edna and lock her up in an area with all
the other inmates.
Professor Nock's Ticket
-----------------------
Edna starts off in the recreation room. This area with the
inmates is pretty big, but thanks to a locked door, there's
no way to escape. No way except through the laundry lift.
Go through the left door, then through the upper/left door.
Talk to the ticket inspector here. He refuses to let Edna
onto the laundry lift, unless she has a ticket. Ask him if
you can buy a ticket, then ask who has tickets.
Professor Nock has a ticket. Edna needs to get that ticket
from the Professor.
You might as well meet the Professor now. Return to the rec
room by going right, then through the double doors. Go
through the doors on the right, then through the door on
the right.
The man in this room is the Professor. Talk to him. He
likes dinosaurs, and he wants to use his lift ticket to get
dinosaur DNA from a mosquito trapped in amber. We need to
make a fake bug in amber to fool the Professor.
Ask the doctor if you can change the channel. Tell him the
dinosaurs become extinct, and he agrees you can change the
channel. Use the TV to do so, and a show about stock
exchanging comes on. Talk to the TV. Go through the
dialogue to learn that you should buy twice, then sell.
Go through the door and talk to the man here. He thinks he
is using the stock market on his broken phone. Twice, he
mentions that his wife distracts him from the stock
exchange, by talking about his son.
Tell the man to buy three times, then distract him by
talking about his son. He believes that he has lost
everything in the stock market, and so he gives Edna the
phone.
Go back to the rec room by going through the double doors,
then go to the pay phone in the far corner. Use the phone
on the fork, then pick up the coin on the coin chute.
Leave the pay phone area, and go through the double doors
on the left. Go through the door on the right. The Bee Man
is here, and if you talk to him, you learn that hot
beverages cause him to give off a lot of ear wax. Ew.
Go through the door in back here. This is a bar. Peter is
the only customer here, and he is hogging the bar because
he's depressed about his age.
Go through the back door to reach the coffee room. Pick up
the coffee cup on the floor, then use it on the chute on
the coffee machine. Use the coin on the coin slot to get a
full cup of coffee.
Take the coffee from the chute, then exit through the door.
Exit here and give the coffee to Bee Man. He drinks the
coffee, then fills the cup with earwax. The earwax looks
like amber, so we can use it to fool the Professor.
Take the pinking shears from the table while you're here.
Go through the exit to the right, then go through the
lower/left door. Use the light switch here to meet Petra,
who is trying to have a birthday party for Peter, the
depressed man at the bar. Take the bean dip from the table
here.
Exit the bathroom, then go through the door on the right.
Go through the door here to reach the bar. Give the bean
dip to Peter, and he leaves to go to the bathroom.
Look at the menu, against the wall. Talk to the barkeeper,
and ask for a stinky drink, the only thing on the menu. In
the inventory, use the straw on the stinky drink to drink
it. This results in Edna getting a fly.
In the inventory, use the fly on the earwax. That looks
like a bug in amber, right? Time to give it to the
Professor!
Leave the bar, then go right and through the double doors
to reach the rec room. Go through the right double doors
and into the room. Use the fly in earwax on Professor Nock.
He gives you a ticket to the lift, in exchange for what he
thinks is dinosaur DNA.
The ticket is actually a coat hanger. Odd.
Escape the Grated Area
----------------------
Return to the laundry lift, which is left of the rec room,
in the upper/left room. Give your ticket to the inspector.
He says that Ticket #2 is up next, and that belongs to
Aluman.
Return to the rec room. Aluman is here, waiting by the
window. He has a coat hanger, just like Edna's. Use Edna's
coat hanger on Aluman. He swaps coat hangers, so now Edna
has #2.
Return to the lift and use your coat hanger on the ticket
inspector. Go into the laundry lift, and Edna meets someone
who lives inside. He thinks that he is a coat.
He says there are three exits. One is in the basement, one
is in the first floor, and one is in the second floor. The
first floor entrance is the one you just went through.
Finish the conversation by saying the next stop is coming
up soon. Edna winds up in the second floor laundry area.
Leave this room. You're in a small area, behind bars. Go
through the left doorway (there are two doors, but you can
only go through one), to reach another solitary cell. Look
at the window to talk to the man here. He is the keymaster,
and he says there are three things needed to escape the
asylum.
1. You must get to the other side of the grate.
2. You must have a master key.
3. You must have a car to drive away.
The first task is the easiest, so let's start with that.
Leave this room, then go through the double doors in the
back. It's somewhat hard to reach them, because the lock is
in the way. Once you get inside, you'll see Hoti and Moti.
The two of them believe they are Siamese twins.
Use the pinking shears (from Bee Man's room) on Hoti and
Moti. This destroys the sweater connecting them.
Now you need to waste time, so Hoti and Moti have time to
leave. Exit this room, then go through the doorway on the
right which is closer to the double doors. This is the
laundry room that you've been in before.
Ride the laundry lift, and ask Mr. Frock about the next
stop. You ride past this stop, which is the basement one.
Edna can't stop here, because there's nothing to cushion
her fall.
Ask Mr. Frock for the next exit again, and you end up back
at the laundry lift station. Leave this room, then go
through the door in the lower/left. This is the bathroom,
where Petra and Peter are. Take the chips in front of them.
Now, return to Hoti and Moti's room by leaving this room,
going through the upper/left door and riding the laundry
lift to the next stop. Leave this room, then go through the
double doors.
Hoti and Moti have left, and there's a heavy blanket on
their bed. Go to the bed and use the chips on it. Now the
heavy blanket is dirty, and it gets sent to the laundry
room to be cleaned.
Exit this room, then go to the laundry lift room (on the
right). Ride the lift to the next stop, which is the
basement. Edna lands on the blanket.
Leave through the doors on the left, then go up the stairs.
Walk down the hall. You're now at the main staircase.
Hooray! Edna can freely move around the entire insane
asylum again!
The Master Key Imprint
----------------------
Step two to escaping is getting the master key. This will
open all the doors in the building, including the exit door
and the door to the other inmate in solitary confinement.
Getting the key will be difficult. First, Edna needs to
learn how to forge signatures, so she can get a spoon,
which she can use to get clay.
Go through the double doors in the back here to reach the
dining area. Get the ketchup or the mustard here (or both),
then go through the two double doors in the back to reach
the kitchen.
Examine the cutlery cupboard, and take the knife and fork.
Take the small pot on the stove here, and take the
potholder on the wall as well.
Go through the double doors on the right, then go forward.
You're at the main staircase. Go all the way up the stairs
to the top, then go left. Go into Dr. Marcel's office on
the left.
The top drawer of the dresser (under the diploma) is
locked. Use the knife on the drawer to open it and get an
old key. Leave the office, then go down two flights of
stairs. Use the old key on the left doorway to find a room
dedicated to Dr. Marcel's son.
There is a display case on the left. Examine the homework
ledger. It contains an attempt by Edna to forge her
father's signature. Harvey claims to remember that day
well, so use Harvey on the homework ledger and telemorph to
the past.
Edna is in math class. The teacher is nasty, and he likes
to lock Edna in the closet if she misbehaves.
As Harvey, look out the window. Put some of the things here
into Harvey's inventory. Then, use them on Edna. Edna will
talk, and Alfred will get her into trouble with the
teacher.
Do this three times, and Edna is sent to the closet. Look
into the closet. There's a letter in the teacher's coat
pocket. Use the letter on Edna, and she'll say it's too
dark to read. Use the hole in the closet on Edna, and
she'll pass the note to Harvey.
The note says that the Dr. Marcel is paying the teacher to
purposely fail Edna. And as we know, ten years later, Dr.
Marcel will have her locked up inside an insane asylum.
Clearly, he has something against Edna.
Put the teacher into Harvey's inventory, then look into the
closet again. Use the teacher on Edna to get her back in
class. Then, use the note from Edna's bag on Edna. She says
it's a note from her father.
Harvey gives Edna the idea of forging her father's
handwriting, so they can write a note to the teacher. The
flashback ends, and Edna gets Harvey Ability 2, forging
signatures.
Leave this room, then go all the way downstairs. Leave
through the double doors on the left to get caught and sent
to the rec room. Go through the double doors on the left
here, then go through the door on the right to the room
with Bee Man. Go through the back door here to reach the
bar.
Edna wants the spoon in the barrel by the bar here, but the
bartender won't let her take it. Use Harvey Ability 2 on
the menu here to get the bartender's signature. Use the
signature on the menu and write in the name of a drink,
like coffee.
Talk to the bartender and ask for the drink you just wrote
in the menu. He is surprised to see it in the menu, and
leaves to get the ingredients. Now that he's gone, take the
spoon from the barrel.
Leave the bar, then leave Bee Man's room. Go through the
upper/left door and use the laundry lift twice to reach the
basement. Tap on the blanket on the ground, otherwise Edna
won't fall on it.
Leave through the double doors here, then go down the
stairs and through the door on the left. Climb down the
ladder here and talk to the hole to meet a man. He is
digging a hole, with spoons. Use the spoon from the bar on
the hole. The man gratefully accepts it.
Climb up the ladder and climb back down. The man has dug up
some dirt. Pick it up. This dirt/clay is exactly what Edna
needs in order to get the master key to this building.
Go up the ladder and go right. Go up the small stairs here,
then up the stairs on the back. Go down the hallway to the
main staircase, and go up three floors. This floor has the
surveillance room. Enter this room.
If you haven't done so, you need to go to the roof and use
the antenna. If you don't do this, the guard here spends
his time looking at the TV, instead of the surveillance
monitors.
Examine the water cooler. Someone drank all the water. Talk
to the guard to learn that he did it. He needs to go to the
bathroom, but he doesn't want to leave his post.
Look at the surveillance monitors three times in a row. The
layout of the monitors sort of resembles letters. If you
turn off some monitors and turn others on, the monitors
will look like "WC", which are the letters on the bathroom
door on this floor. Seeing the monitors resemble "WC" will
cause the guard to go to the bathroom.
So...this means Edna needs to visit all the rooms in this
game, and turn the lights on or off, as necessary. The only
two rooms whose lights should be off are the laundry lift
room on the second floor and the TV room by the rec room.
Every other room should have their lights turned on.
So, have fun going through all the rooms in this game and
turning on and off light switches as necessary. You can
kind of see which rooms you're looking for on the monitors,
although that's not much help.
Once you solve the puzzle, the guard goes to the WC
bathroom. Return to the third floor and enter that
bathroom. Use the sink here to turn the water on. Use the
clay/dirt from the basement on the sink to get it wet, then
use the clay/dirt on the master key.
King Adrian's Challenge
-----------------------
Edna now has an imprint of the master key. She can use this
to make a copy of the key, but she needs metal. The only
way she can get metal is by winning gold from King Adrian,
in the rec room.
Leave the bathroom, then go into the room on the right.
It's a break room. Use the cabinet door, then take the box
of cornflakes. Use the box of cornflakes to get a police
badge.
Leave this room, then go right. Go all the way downstairs,
and go through the double doors on the left to get sent to
the rec room. Use the police badge on Drogglejug, the
purple-haired man here. He lets her in the fort here, to
meet the king.
He challenges Edna to a contest, for a gold medal. The
challenge is to accurately predict a coin toss. Lose twice,
then ask why you always lose. King Adrian explains that he
was hit by lightning, which is why he always wins the game.
Leave the tent, then talk to the man by the window. Talk to
him about the king inside the cushions, and ask how to beat
the king. The king's powers come from a lightning strike,
so Edna must duplicate the effects of a lightning strike,
using the chair from the electroshock room.
However, this man needs a better coat hanger in order to
use the laundry lift system. The only two coat hangers
currently in use are #1 and #2, belonging to Mr. Frock and
Edna.
Go to the laundry lift, by going through the double doors
on the left and into the upper/left door. Use the ketchup
or mustard (from the kitchen on the ground floor) on Mr.
Frock to mess him up.
Edna stops at the next exit. Immediately get back on the
lift. Mr. Frock is gone. Stop at the basement laundry room.
Mr. Frock has put his clothes in the washing machine here.
Take his coat hanger, then climb up the ladder here. Use
the coat hanger with the laundry lift system.
Leave this room, then go through the double doors to reach
the rec room. Use coat hanger #1 on the man by the window.
He promises to meet Edna in the shock therapy room. Use the
laundry lift to reach the basement again, and from there,
go to the second floor. The electroshock room is on the
right. Edna gets shocked, which means she can now beat King
Adrian.
Go back to the rec room, then go into the tent. This time,
you'll win every round of the king's game. Unfortunately,
whenever it's the king's turn, he wins, too. So every round
is a 1-1 tie. It looks like Edna needs to find a way to
make the king lose, and the only way to do that is to cure
him through effective therapy.
This is a two-part challenge. First, we need to find King
Adrian's records, then we need to get into the therapy
group on the main level. We can then use Adrian's records
there to learn what cures him.
Take the laundry lift to the basement, then exit the room.
The files room is through the green door on the right here.
Go into the room, and take the group therapy form from on
top of the file cabinet.
Use the file cabinet to open it, and look at the files.
They tell Edna where she can find information on the
various inmates here. Select King Adrian to learn that he
has a red cat for a pet, and he always came in second
during P.E. class.
You also have to read Drogglejug's file, because he had a
green dog.
Leave this room and go all the way upstairs. Go left twice,
into Dr. Marcel's office. Use Harvey Ability 2 on the
diploma to get Dr. Marcel's signature, then use his
signature with the form for group therapy.
Go all the way downstairs, back to the first floor. Go
through the double doors in the back, then through the
double doors on the left. The door here leads to the group
therapy room.
Go inside and tell the woman you have a signed registration
form. She lets Edna join the group. Tell the group that you
are Adrian, and that you were always picked second during
gym class.
The lady asks what color your pet would be, if it was a
dog. Adrian had a red cat, but red is not the right answer.
Instead, choose green. Note that if you haven't read
Drogglejug's form, the option "green" doesn't appear.
Once you answer all three questions correctly, the woman
explains how to cure King Adrian, whose encounter with the
lightning strike caused him to want to control everything,
even the outcome of a coin toss.
Return to the rec room. Ask Adrian about his place in PE
class, then tell him that his dog was red. Adrian is cured
of his control psychosis! Play the game with him again, and
this time, Edna wins. Edna becomes the king, and she gets
the golden medal!
Key Making
----------
Take the laundry lift to the basement. Leave this room,
then go through the door on the left to reach the furnace.
Use the potholder from the kitchen on the furnace grate to
open it.
Use the key imprint on the furnace, then use the potholder
to take it out of the furnace. Edna now has a key mold.
Use the gold medal from King Adrian on the pot from the
kitchen. Then, use the pot on the furnace. The gold medal
melts. Use the potholder on the pot to pick it up, then use
the pot of gold on the key mold. Now Edna has a hot, golden
key.
Leave this room. You need to go to a bathroom; the closest
one is probably the WC bathroom on the fourth floor. Turn
on a sink to make the water run, then use the mold on the
water to cool it down. Use the cooled mold to get the gold
master key. You can now use this key on the locks on the
second and third floors, to make it much easier to move
around.
Get a Vehicle
-------------
The final step in the Key Master's plan to escaping the
asylum is to get a vehicle. In fact, if you free him from
his solitary confinement cell, he refuses to leave until
you find a vehicle.
Go down to the first floor, then leave through the right
exit. That leads to the hallway between the kitchen and a
locked door. Use the master key on the lock, then go
through the doors. They lead outside. Free at last! Kind
of. There are still high walls around the entire facility.
Doctor Marcel returns to the insane asylum, and he is
confident that Edna cannot escape. He has the laundry lift
system turned off, and he posts guards are various
locations.
Go to the van in the garage. This will make a good escape
vehicle, but it's missing a tire. Also, the engine is
busted, and the door is locked. Huh.
Use the coat hanger on the window to open the door. Then,
take the jumper cables and the wrench. Leave this area,
then go to Dr. Marcel's fancy car. Use the wrench on the
spare tire to take it.
Go back inside the asylum. The guard on the first floor is
by the stairs, and he's the chauffeur for Dr. Marcel's car.
Getting rid of the chauffeur will not be too difficult.
Return to Dr. Marcel's fancy car. Use the car, or use a
sharp item on the car, and the alarm goes off. The
chauffeur comes outside to check on the car. So what you
have to do is set off the car alarm, then quickly go back
inside and go up the stairs.
Go up two floors, then enter the Key Master's room on the
left side of the hall. If you haven't done so already, use
the master key on the grate here, and use the master key on
the Key Master's room. Tell him about the van in the
garage. He says that he will meet Edna there. That's your
cue to go back outside, to where the van is.
You may have to distract the chauffeur again, to get
outside. If so, go to the floor with the surveillance room.
Go left, then enter the break room. Open the window. Use
the bubble gum dispenser here, and Edna chews gum. She
spits it out the window, onto Dr. Marcel's car. The alarm
goes off, and the chauffeur goes to check it.
The Key Master is in the van. He says that the engine is
busted, in addition to the rear tire. Use the spare tire on
the Key Master, and he says that you need a car jack to put
it on.
Go back inside the building, and go to the kitchen. Use the
trolley to sneak into the food room. Edna is under a table,
containing many people she has met. The only person she can
talk to is Hoti and Moti.
Hoti and Moti agree to leave, if she has an escape plan.
Since Edna has confirmed the plan with the Key Master,
inside the escape van, she can tell Hoti and Moti that the
plan is almost ready to go. All they need is a car jack.
Hoti and Moti agree to leave, provided that Edna can create
a distraction, so no one notices their disappearance. They
also tell her that someone has played around with the food
orders for today.
Go back into the trolley. The food orders are on the
bulletin board on the left. Switch them around, so Bee Man
has a potato and Professor Nock has chicken.
Use the trolley to go back into the dining hall. Use a fork
or a knife on Bee Man's bare foot. His potato goes flying
into King Adrian, provided that Professor Nock is bent
over, eating chicken.
Adrian starts a food fight. In the ensuing chaos, Hoti and
Moti leave. Return to the van and give them the spare tire
to fix the tire problem. Now all we need is an electrical
expert to fix the engine.
Use Dr. Marcel's car to distract the chauffeur again, then
go up one floor. Aluman is inside the TV room. Ask him for
help, because he is an electrical expert. He agrees to
help, and he leaves.
Look at the TV here, to see Aluman's fingerprints.
Go back outside to the car. If necessary, distract the
chauffeur by spitting gum out the window of the break room
on the floor with the surveillance room and the WC
bathroom.
Talk to the people in the garage to learn that Aluman went
to the garden. Leave the garage and go down. Talk to Aluman
about the car. He says he needs to be charged with energy
from the Zen garden.
Go to the tree on the right, then take the rake. Go back,
and examine the garden. You want to arrange the stones
here, so they match Aluman's fingerprints on the TV.
One stone is in the lower/left corner. Another stone is two
above and one right of it. Another stone is two above and
one right of it.
Stone four is one right and one down from stone three.
Stone five two below and one right of stone four. Tap the
rake the use it on the garden, and ask him about the
pattern you raked. He is thrilled, and he is filled with
energy.
Go left and to the van in the garage. Give the jumper cable
to Aluman, and he starts the car battery.
Edna has one final task: open the main gate. This isn't too
difficult. Go back to the Zen Garden, then walk to the main
gate. Go through the watchtower door, which has a sign on
it. Go up the stairs, then open the locker.
Go upstairs, and a guard hears Edna. Go down the stairs,
then hide in the locker. The guard walks past Edna, and he
leaves the building. Go upstairs to where the guard was.
Use the green button to open the gate, then use the pinking
shears on the cable which controls the gate button. That
way, the guard can't close the gate.
The guards appear, and they throw Edna away. Then, Edna and
her friends make a daring escape from the insane asylum.
Even though Edna spent a lot of time fixing the old van,
they use Dr. Marcel's car. They don't get very far, because
Key Master crashes the car into a lake.
The Church
----------
Edna is at the site of the car crash, and she wants to get
to the church, which is to the right. Use the car trunk to
open the trunk, then pick up the towing rope. Go up the
slope here, and head right.
The police roadblock is here, as well as the man from the
surveillance room. He is on the bridge which leads to the
church. Climb inside his car, then move towards the
controls. Tap the parking brake (the lever in the middle of
the car). Then, tap the clutch, which is the leftmost
pedal. Now, use the stick-shift in the middle of the car,
and Edna puts the car in neutral.
The van then rolls away, and the security guard chases
after it. Now that the bridge is free, use the towing rope
from the car trunk on the bridge.
Go back left and down to the site of the car crash. Here,
go right and use the rope to swing over the bridge. Edna
makes it to the gate of the church, but she can't open it
because it's rusted shut.
Go back to the car crash. Go inside the car and talk to
Hoti and Moti. They are doing a card game. The challenge is
to find the Ace of Hearts three times in a row.
Play the game. When you pick a card, watch the eyes of the
Hoti on the right. If you picked the correct card, his eyes
go crazy. If you pick a wrong card, his eyes are normal.
Use this to figure out where the correct card is, three
times in a row.
Edna gets shocked by the car.
Leave the car, then go up the hill. Here, go up the pathway
to another hill. Aluman is here, waiting to get struck by
lightning. Use Aluman to shock him, with the same shock
Edna got for winning the card game. Aluman is happy, and he
will let Edna take the bottle of rust remover.
Return to the church gate and use the rust remover on it.
Edna can now go inside. Go left past the graves, then go
inside the doors of the church.
Go into the door on the right and talk to the reverend. He
remembers Edna and her father. The father was given the
death penalty for killing a young boy, even though he was
innocent.
Before the reverend can say too much, he is interrupted by
the sound of the organ. He goes to investigate.
Go out of the room, then to the back of the church. Climb
up the ladder here to the organ, then climb up the ladder
once more. The Key Master has murdered the reverend, by
hanging him from the bell rope. The Key Master has also
locked himself and Edna in the church, and he won't give
her the key to the doors.
Edna must get rid of the Key Master, by making a musical
distraction. Go back to the reverend's room. Look at his
music book, then take his headphones and his amp. Use the
amp, and Edna plugs it into the pulpit of the main church.
Use the amp again to turn it on. The red light indicates
that it's working.
Go to the area with the organ. Flip the red switch to turn
the organ on. Press one of the notes that was written in
the reverend's book (E, G, A, B or D). Edna learns that the
organ is connected to the guitar and amp by the pulpit.
The Key Master doesn't like that noise, and he'd gladly
block it out with headphones, if he had a pair.
Use the tape recorder which is right of the organ. It plays
music. Use the headphones on the tape recorder to plug them
in, then pick up the headphones.
Open the hatch which is to the left of the organ, and use
the headphones on the hatch. Edna puts them inside. Now,
use the organ and press the B key (that one right of a
group of three black keys). This shoots the headphones up
through the pipes, to the Key Master.
Now the Key Master has headphones, and he'll put them on if
Edna makes a racket. Play the song which was listed in the
book in the reverend's room. The notes are E, G, A, B and
D. If you don't know how to play piano, draw a little
diagram, using the book in the reverend's room.
Once you play the song, go up the ladder. As expected, the
Key Master is listening to the headphones, to block out the
sound of Edna. Go up the ladder here.
Use the polo mallet on the church bell to ring it. Edna
can't use the bell rope, because the reverend's corpse is
hanging from it. A scream is heard.
Go back to the main floor of the church. The Key Master is
dead. Ringing the bell caused the reverend's body to smash
into the Key Master, knocking him out of the choir loft. If
the Key Master isn't listening to the headphones, though,
he doesn't let Edna use the bell.
Edna wonders if she killed the Key Master on purpose,
before deciding to leave as quickly as possible.
Home Sweet Home
---------------
Use the door to learn that it's locked. The key is inside a
lawn gnome. Use the polo mallet on all the lawn gnomes; the
key is inside the gone you break last, which is the one on
the pillar.
Pick up the gnome shards on the pillar, then use the key on
the door. Oh no! It breaks in the lock!
Go around the side of the house. In Edna's first flashback,
her father and Dr. Marcel's son were sitting in this area.
You can go forward from here, to reach a shed.
Go into the shed. Pick up the pliers and the shovel. Leave
the shed, then return to the front door. Use the pliers on
the keyhole to retrieve the broken house key.
Go right twice, to the back entrance of the house. Use the
shovel on the thistles, by the basement window. Use the
mallet on the window to open it. Edna can now crawl inside.
Go to the basement, then climb up the stairs. Exit the
kitchen to the main hallway, then go up the stairs here. Go
into the room on the left, where Edna's father worked. Take
the lighter from the table, then leave.
Go to the second-from-left room on this floor, which is a
bathroom. Use the gnome shards here to get damp clay, then
use the key shards on the clay to get the clay imprint.
Exit the bathroom.
The room on the right here is the old classroom, and if you
go up the stairs, you'll find Edna's room. The door is
locked, so Edna has to make a key.
Go down to the basement. This is another key forging
puzzle. Open the furnace, then use the lighter on it to
start a fire.
Use the master key on the pot, then put the pot in the
furnace. Use the potholders to take it out. Edna now has
liquid gold.
Use the clay imprint on the furnace, then use the
potholders on the imprint to get a key mold. Use the pot of
gold on the key mold, and Edna gets a golden key.
Go upstairs to the bathroom and use the key mold on the
bathtub to cool it down. Edna now has the key. Leave the
bathroom and go to the area on the right, which is Edna's
room. Use the key on the door to enter.
Edna wants to find her old diary, and Harvey tempomorphs
her to the past.
The End
-------
Edna is being grounded for playing a trick on Alfred. Her
punishment is to be locked in her room for the day. Look at
her diary on the table to learn that today is August 3, the
day of the murder.
As Harvey, go out the window, where there is a woodpecker.
Add the woodpecker to Harvey's inventory. Go back inside,
then use the woodpecker on Edna. Edna realizes she can
knock on the door to bring Alfred into the room.
Open the closet door, then use the door to the room to
knock on it. Use the closet to hide inside it. Alfred comes
in, and he doesn't see Edna anywhere. She escapes when his
back is turned, and she locks him inside the door.
The game switches to Harvey, who has to go outside to the
porch. Do this by going to the kitchen, then the basement,
then through the basement window to outside, then around
the house. Along the way, Harvey has scary visions of
Edna's father.
If you can, save your game here.
Once Harvey goes to where Edna's father is, there is a
cutscene. It ends with Edna seeing the murder of Dr.
Marcel's son, firsthand.
The game switches back to the modern day. Dr. Marcel comes
up the stairs, and he speaks with her. Edna now has a
choice to make. Does she give up Harvey and return to the
insane asylum, or does she follow Harvey's advice and try
to escape?
There are two endings, one for each choice. If you saved
your game, you can watch one ending, then reload your save
file and watch the other.
003-Credits
---------------------------------------------------------
This FAQ is copyright of The Lost Gamer, 2012. If you want
to use any part of this FAQ, ask me first (instructions
under general information).