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outdated if something was changed in the meantime.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</pre><pre id="faqspan-2">
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.)
</pre><pre id="faqspan-3">
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.
</pre><pre id="faqspan-4">
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