It's been a long 5 year journey of development for Hiveswap.
I remember the day we were promised the release at January, and what a long
January it has been. The wait was truly worth it.
Please note that this walkthrough does not include achievements, it is merely
a guide to finishing the game.
Without further ado, I present to you a full walkthrough for Hiveswap: Act 1.
As you start the game, you'll be greeted by an artistic main menu.
First things first, if you make any changes to the screen resolution in the
options tab, you should restart your game.
This is to make sure the changes take full effect.
(At the time of writing this, altering resolution without restarting the game
is a cause of some bugs.
Supposedly, there will be future game patches to fix these bugs.)
After making sure of the above, proceed to start your adventure by hitting the
"new" option.
The game begins with a cheerful little cutscene of the siblings Joey Claire
and Jude Harley playing with their beloved dog in the backyard.
Suddenly, they get attacked by a mob of spooky grey beanlike creatures out of
nowhere. This attack prompts the kids and their dog to escape for safety,
quickly separating ways. Jude resorts to his treehouse, the dog hides in her
rather cramped dog house, and Joey runs back to their manor, one of the
creatures chasing her.
The chase ends as Joey successfully manages to reach her room and lock the
door behind her.
The cutscene fades out to show us Joey, standing in her room.
This is the moment you assume control of her.
Skipping all the introductory text, you now can control joey and interact with
her surroundings via clicking on them.
On Joey's bed, there is a plush of a pink puppy. Click on it and pick the
option "Search".
The scene will zoom in to show smaller puppies and two keys. Pick the keys.
Underneath the closet, there is a Walkie-Talkie on the floor which you will
need to pick up.
Move on to the left of Joey's room, and head to the nightstand near Joey's
gaming setup.
Take a closer look at the journal on the nightstand, and open it using the
small grey key you picked up earlier.
Next to the nightstand, open Joey's closet. Click on the disk shaped toy on
the 3rd shelf, and pick the "Challenge" option.
You don't have to do anything right here, just click around until the minigame
ends and you get the batteries.
Equip the Walkie-Talkie with the batteries.
Next to Joey's portrait in the top right, there will now be an option to use
the Walkie-Talkie to communicate to Jude for help.
Click on the Walkie-Talkie icon.
There follows a dialog between Joey and Jude, with dialog options for you to
choose from.
Whatever you choose doesn't really matter here.
Go back to the right until you reach the room's door.
There are a pair of tap dancing shoes hanging near the door, pick them up and
equip them. Exit the room.
As soon as you exit Joey's room, you're greeted with the busy scene of the
peculiar Harley manor. Head south until the scene perspective changes.
You'll be greeted by two doors, open the door on the far left to reveal the
inside. Use your tap dancing shoes on the box at the very top to drop it.
Search the box to get a pair of ballet shoes, pet treats, Jude's pogs, and
Joey's flashlight.
After the short conversation with Jude, head back north. Continue north until
you get to the stairs, and climb them to reach the attic door.
Peek inside the door for a little haunting cutscene.
Another conversation with Jude will follow. Head back down the stairs and
south down the hallway afterwards.
This time, take the path to the right and go down the stairs.
As you descend, the lights suddenly go out and Joey pauses in fear.
Keep descending the stairs until you reach the living room.
On the far right, check the table for a remote, and pick the option "Scavenge"
to pick up batteries from it.
You wont be using these batteries yet, seeing as they do not fit into the
flashlight, so don't worry about them for now.
Continue heading north and then to the right until you reach the door to the
trophy room. Open it and go inside.
The trophy room is dark and eerie, you won't be able to do anything there
right now. Click on any empty spot and pick the option "Listen".
After that, exit the trophy room.
Finish the conversation with Jude and go left until you reach the kitchen door
next to the blue statue lamp. Enter the kitchen.
The first thing you'll notice is the radio, click on it and turn it off.
Click on the lid at the top to pop it open and extract the batteries.
Now you can finally power your flashlight with these fitting D-cell batteries.
Head to the right of the kitchen until you reach two doors, one of which is
blocked by a hanging mummy.
Go through the unblocked door.
Continue to the left of the dark basement until you reach a junkpile of boxes
marked by Betty Crocker's signature red spoon.
Click on the pile and pick the option to move it, skip the text and then use
your tap dancing shoes on the pile.
A short cutscene will follow, after which you should be able to flip the
breaker on and return power to the house.
Head to the right, and you should come across the grey creature that was
previously chasing Joey around.
Prepare yourself for a strife!
Your turn isn't timed, so don't worry about taking too long to act here.
First, use the tap dancing shoes on the creature.
When the cursor circle changes color, use your ballet shoes to gracefully
abscond from the strife, after which you'll be back to the kitchen's safety.
Click on the Walkie-Talkie for a short dialog with Jude.
Now that the light is back on, you can access the trophy room to the far right
of the living room after you exit the kitchen.
As you enter the trophy room, you're greeted by another grey creature.
Prepare for another easy strife.
Clicking on the creature tells you that it seems hungry, so use the pet treats
on it.
Note that you have to use it three times until you lead it outside the trophy
room successfully.
After that. use your Walkie-Talkie to chat with Jude for a slight bit again.
On the left of the trophy room, check the deer statue and pull on its' horns.
You'll have an automatic short talk with Jude, and after it the screen will
fade into Jude standing in his tree house.
Skipping the introductory text, your mission here is to make Jude help Joey
with the puzzle in the trophy room.
Check the drawer on the left.
Click on the red marbles to add one to the pouch, and click on the green
marbles to add one of those too.
Take the topmost pouch from the pouch pile and go back.
Examine your cage of carrier pigeons, and use the pouch on the brown pigeon
there. A short, heartbreaking cutscene of heinous murder will follow.
Repeat what you did with the marbles and pouches, this time use the pouch on
the white pigeon. Another amusing cutscene will follow.
Once again, repeat with the final pigeon. A cutscene illustrating the heroic
actions of a courageous pigeon will follow.
Finish the conversation with Jude, exit the trophy room and head to the
kitchen. Time for a third strife!
You'll need to get the creature's attention on you, so use your tap dancing
shoes first. Use your flashlight on the creature afterwards, then use the pet
snacks on it. You should notice a small item shining behind Joey, click on it
to pick up the spice can. Use the spice you just got on the creature to defeat
it. Answer to your Walkie-Talkie.
Go near the pigeon and choose the option to befriend it, skip the text and
click on the open cupboards near the fridge to find....
....A single piece of cracker. Use the cracker on the pigeon to befriend it.
Good bird, best friend.
Answer your Walkie-Talkie, exit the kitchen and go back to the trophy room.
Use the pigeon-marbles on the tiger head with the empty eye sockets next to
the room's entrance.
If you do this correctly, two red and green lights should point towards the
globe on the center of the room.
Go and give the globe a spin to find the attic key. Answer Jude and exit.
Head to the left of the living room until you get stopped by a cutscene.
Prepare for your fourth strife, the most difficult strife so far!
Click on the smaller monsters. This will prompt them to hit Joey, making
her pass out.
On the top right, click on the small Jude icon to assume control of Jude.
You'll now be back in the treehouse. to the immediate right of Jude,
there is a box with a gun poking out of it.
Pick the gun up and equip it.
Under the drawer with the marbles, there is a box with an open lock on it.
Open it to pick up some flares.
Load your gun up with flares, and look out the window.
Aim your gun at the broken manor entrance and fire it.
You're now back in control of Joey.
Use your flashlight on the creatures to your right, and go back to Jude.
Fire another flare as Jude, and again use your flashlight as Joey.
Once more, go back to Jude, fire a flare, and watch the cutscene unfold.
You should be back up in the hallways now.
Head to the right and continue up north, ascend the stairs to the attic,
and use your key on the door to enter.
Finish talking to Jude, then head to the far right of the attic.
Examine the moving sheet, and remove it.
It's time to use the first item you've picked: the green key.
An incredibly well animated cutscene will follow.