YEAR: 2017
GENRE: Graphic Adventure
WHERE TO GET IT: GOG
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
PLAYING AS JOEY CLAIRE
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BEDROOM
Your
adventure starts in your bedroom. Monsters have invaded, trapping you in
your bedroom, and your brother in his treehouse. How are you gonna deal
with this?
Explore your room, and everything in it. Look at calendar
on the door, and mark the calendar. Look at TAP SHOES hanging
from the bookcase, and equip TAP
SHOES. Look at ballerina in the bookcase. Look at
your little toy oven, and try to bake with the toy oven. Look at globe on
top of the little oven, and use TAP
SHOES with the globe. Look at toys on the shelf
above the window. Look at the Puppy Surprise toy on your bed, and search
the Puppy Surprise toy to get a close-up. Look at the puppy toys.
Look at DIARY
KEY and get DIARY
KEY. You also take your MUM’S HEIRLOOM KEY.
Now exit the close-up. Look at WALKIE TALKIE on the floor in front of
your wardrobe, and get WALKIE
TALKIE. Pity it’s got no batteries - you need to find
some. Turn on your computer. Unfortunately, you don’t dare use it
right now, for fear that the noise will attract the monsters. Walk left
to the other end of your room.
Look
out the window to see a flashing light coming from the treehouse where your
brother is hiding. Also notice your dog hiding in the dog house.
When you’re ready, look away from the window.
Turn on your TV if you like. Look at the diary on the
chest of drawers next to your TV to get a close-up of it. Use DIARY KEY on the
diary to unlock it. Look at the diary, and write an entry in the
diary. Exit the close-up. Open cupboard on the left. Look at
the Simon Says game, and challenge the Simon Says game. For those who
don’t know, just click on the lights that Simon shows you. After you beat
it, you automatically remove the BATTERIES.
Insert BATTERIES into
your Walkie Talkie, then use it to communicate with your brother. Just
choose any options, when given the choice. He advises you to retreat to
the attic, as your bedroom isn’t secure. Head right, and make your way to
the bedroom door. Click on the door to leave your bedroom.
HALLWAY
Use WALKIE
TALKIE to communicate with your brother. Click on
the blue jewellery box on the table next to your door, and use MUM’S HEIRLOOM KEY on
the jewellery box to unlock it. You can’t do anything with it at the
moment, but remember it’s there. Explore everything in the hall.
When you’re ready, walk right to the other end of the hall.
Look at the hall cupboard door and open the hall cupboard
door. Look at box on the top shelf, and use TAP SHOES on the
box to knock it down. Now search the box to find TORCH (with no
batteries), BALLET
SHOES, PET
TREATS, and some POGS.
Walk right, back to the other end of the hall.
Click
on the stairs in the back wall.
ATTIC
Climb up stairs to the attic door. Click on the attic door
and try to open it, but it’s locked. Your brother talks to you through
the WALKIE TALKIE,
and tells you to get the attic key from the Trophy Room. Climb down the
stairs, and click on the doorway, then exit the attic area.
HALLWAY
Walk
right to the other end of the hall.
Click
on the stairs.
Click on the photos on the stairs, and look at each photo.
When you’re ready, climb down the stairs. Halfway down the stairs, the
power goes out. Use WAKIE
TALKIE to talk to your brother. When conversation is
over, continue down the stairs to the Living Room.
LIVING ROOM
Explore the room. Look at universal remote on the table,
and get BATTERIES from
the universal remote. Now walk up to the other end of the Living
Room.
Explore
the area. When you’re ready, walk right to the next section.
Click
on the double-doors to enter the kitchen.
KITCHEN
Explore the kitchen. Click on the radio to get a
close-up. Look at lid at the top of the radio, and pop open the lid to
reveal the battery compartment. Take the BATTERIES. Exit
the close-up. Insert BATTERIES into
your torch. Walk right a few steps, and enter through the door into the
Basement.
BASEMENT
You automatically use your TORCH in the dark basement. Walk
left a few steps, and look at the junk pile next to the wall. Use TAP SHOES on the
junk pile to shift it. With all that junk out of the way, you now have
access to the power box. Click on the power box and flip breaker.
Success! You have power again, and the lights come back on. Walk
right a few steps and… you come face to face with the monster! Use BALLET SHOES to
outwit him, and escape from the basement.
KITCHEN
Use WALKIE
TALKIE to talk to your brother. Walk left, and enter
through double-doors, into the Living Room.
LIVING ROOM
Walk
right a few steps, and enter through door, into the Trophy Room.
TROPHY ROOM
There’s another monster here. Throw DOG TREATS at the
monster, and repeat this until he’s out of the room. Phew! That was
close! Now look at the stuffed deer, look at his antler, and pull his
antler. It seems you turned on some kind of laser, which is shining out
from the deer’s eyes. Your brother talks to you through the WALKIE TALKIE -
choose any responses. He tells you to find some marbles, but you can’t
see any nearby.
Play
now switches to Jude Harley.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
PLAYING AS JUDE HARLEY
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
TREE HOUSE
Use WALKIE
TALKIE to communicate with your sister to tell her that
the marbles she needs are here in the Tree House. Explore everything in
the Tree House. Look at poster on wall on the right, and pay special
attention to the diagram of the animal head - the eyes are red and green.
Look at desk on the left, and open drawer in the desk. In the drawer,
you’ll see a POUCH and
lots of MARBLES.
Place a RED MARBLE and
a GREEN MARBLE (as
per poster on the wall) into the POUCH,
then take the POUCH.
Exit the close-up. Look at the metal chest under the desk to get
some FLARES.
Look at box on the right and take the FLARE GUN. Load FLARE GUN with FLARES. The pigeon
will fly the POUCH
WITH MARBLES over to your sister. Well… the pigeon
ALMOST makes it… but the a monster kills it. Poor pigeon. Get
another POUCH WITH
MARBLES and try again. The second pigeon will fly
away. For the third time, get a POUCH WITH MARBLES and give it to your
remaining pigeon. This time, the mission succeeds, and the pigeon makes
it safely into the house.
Play
switches back to Joey.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
PLAYING AS JOEY CLAIRE
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
TROPHY ROOM
You
have to find your brother’s pigeon. Walk right a few steps and leave the
Trophy Room.
LIVING ROOM
Walk
left a few steps, to the double-doors. Enter through the double-doors
into the kitchen.
KITCHEN
A flying monster is lurking here, and it‘s got your brother‘s
pigeon cornered on top of the fridge. You HAVE to do something!
Get SPICE JAR from
the rack on the counter on the right. Use TAP SHOES on the
monster to get it’s attention. Use TORCH on the monster to make it face
you. Use SPICE
JAR on the monster to defeat it. Talk to your
brother on the WALKIE
TALKIE. Search cabinet next to the back door to find
a STALE CRACKER,
and give STALE
CRACKER to the pigeon on top of the fridge.
The PIGEON trusts
you now, and is happy to go with you. And since you have the PIGEON, that means you
also have the MARBLES.
Head through double-doors on the left to leave the kitchen.
LIVING ROOM
Walk
right a few steps, and go through door into the Trophy Room.
TROPHY ROOM
Use PIGEON on
the mounted lion head, and you insert MARBLES into the eye sockets, which
reflect back onto the globe. Now spin the globe - it opens to reveal
the ATTIC KEY.
Take the ATTIC KEY.
Now leave the Trophy Room.
LIVING ROOM
Walk
left a few steps, and watch the cut scene as several monsters break into the
house. Click on any of the monsters, but you get knocked out.
Notice the small icon of your brother, flashing at the top. Click on the
flashing icon to switch play to your brother.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
PLAYING AS JUDE HARLEY
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
TREE HOUSE
You have to save your sister from those monsters! Make
sure your FLARE
GUN is loaded, then use FLARE GUN with the
window to get a view of the house. Now shoot FLARE GUN at the
broken glass window. The monsters are distracted by the light.
Play
switches to Joey.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
PLAYING AS JOEY CLAIRE
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
LIVING ROOM
Your brother distracts the monsters long enough for you to come
around. Use TORCH on
monsters on the right to get their attention. The monsters spin round,
and one of them gets knocked out. Click on the small flashing icon at the
top, to switch play to your brother.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
PLAYING AS JUDE HARLEY
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
TREE HOUSE
Use your FLARE
GUN with the window again, so you can see the house.
Now fire the FLARE
GUN at the broken window to distract the monsters.
Play
switches back to Joey.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
PLAYING AS JOEY CLAIRE
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
LIVING ROOM
As before, use TORCH on
monsters on the right to get their attention. The monsters spin round,
and another one gets knocked out. Click on the small flashing icon at the
top, to switch play to your brother.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
PLAYING AS JUDE HARLEY
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
TREE HOUSE
For the third time, use your FLARE GUN with the
window again, so you can see the house. Now fire the FLARE GUN at the
broken window to distract the monsters. Unfortunately, this time, you
drop the FLARE GUN.
It lands on a pile of leaves in the garden below, starting a small fire.
The monsters are panicked by this, and run out of the Living Room to deal with
the fire.
Play
switches back to Joey.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
PLAYING AS JOEY CLAIRE
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
LIVING ROOM
You
take this chance to escape, and run upstairs to the Hallway.
HALLWAY
Run
right to the other end of the hall, then head through door in the back wall, to
the attic.
ATTIC
Run up the stairs. Use ATTIC KEY in attic
door at top of the stairs.
You make it into the attic just in time, and lock the door
behind you, so the monsters can‘t get in… but you accidentally drop the key,
and it falls under the floorboards. Talk to your brother on the WALKIE TALKIE, choosing
any dialogue options when prompted. He mentions a portal. Hmm,
interesting! Now explore the attic. Walk right to the other end of
the attic.
You
can see a floating red drape. This is what you saw through the keyhole
earlier. Walk up, towards the drape.
Look at the drape, and remove the drape. The portal is
under lock and key. Use MUM’S
HEIRLOOM KEY with the portal twice to unlock it. The
portal activates… and you are sucked into an alternate universe.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ALTERNATE UNIVERSE - PLAYING AS JOEY CLAIRE
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
BASEMENT
Look at COMMUNICATION
TABLET on the floor, and pick up COMMUNICATION TABLET.
Now use the COMMUNICATION
TABLET in your Inventory. It looks like someone is
trying to communicate with you. Click through the conversation dialogue,
and when given the option, choose any dialogue options. Your new friend
Xefros mentioned something about a strange paper lying on a crate? Maybe
if you find it, you could get some answers. Explore the Basement.
Click on the green Control Panel, but you don’t know how to use it. Walk
towards the crate with purple gunge in the foreground, and pick up HAND DRAWN DIAGRAM showing
schematics of the portal. Use the COMMNICATION TABLET again, and click
through the conversation dialogue. Xefros tells you how to use the
Control Panel. When conversation is over, click on the green Control
Panel, and following Xefros’s instructions, you manage to boot it up.
Wow, it looks like a computer game! Click to start the game - it’s a game
of Snake. Use the Arrow Keys to control your snake, and collect all the
symbols on screen. When you’ve beaten the game, watch the cut scene,
where you end up in some kind of store room.
STORE ROOM
Click on the COMMUNICATION
TABLET to talk to Xefros, and click through the
conversation dialogue. Choose any dialogue options when you get the
chance. Xefros finally realises that you aren’t his friend, and you are
not ‘testing’ him. Explore the room. Look at posters on the back
wall. Click on COMMUNIACTIONS
TABLET again, and click the conversation dialogue.
Choose any dialogue option. Watch the cut scene as you take a picture of
yourself and send if to Xefros.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ALTERNATE UNIVERSE - PLAYING AS XEFROS TRITOH
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
BALCONY
Play
switches to Xefros.
You’re standing in a balcony, overlooking the street. Look
at the parcel on the balcony, and open it to receive the FLARP MANUAL you’ve
been expecting. Look at FLARP
MANUAL in your Inventory. Now head through door on
the left, into your bedroom.
BEDROOM
Explore the room. You have the power of telekinesis,
although you aren’t very good at it. Use your telekinesis power on the
pile of spoons on the table, and you get a BENT SPOON. Look at poster on the
wall above the shelf. Look at TABLET on
desk on the right, to get a close-up of it. Pick up TABLET and MIC. You run
through the conversation you had with Joey again… this time, from your
prospective. Click through the dialogue text. You see the picture
that Joey sent to you. Choose any dialogue option. When
conversation is over, exit the close-up. Now leave your room through door
on the right.
HALLWAY
Explore
the hall. Look at all the posters on the wall. Look at the cleaning
supplies on shelf on the back wall. Head through door on the right, into
your Rumpus Room.
RUMPUS ROOM
Explore the room. Look at CUEBAT, which is hanging
next to the door. Try to take CUEBAT,
but it’s wedged into the wall too tightly. Use BENT SPOON with
the CUEBAT to
pry it out of the wall. Look at the sports vault on wall on the left, and
use your telekinesis to try and open it. It’s another game you have to
beat. Unfortunately, you don’t succeed. You have guide book to help
you… somewhere. But it’s not in this room. When you’re ready, leave
the room.
HALLWAY
Walk
right a few steps, and climb down the stairs to the Living Room.
LIVING ROOM
Look
at picture of The Heiress on the wall on the left. Walk left, into the
kitchen.
KITCHEN
Look at your lusus, who is peacefully sleeping. You get to
name him, if you like. Look at the lusus, and try to move him, but he
just ignores you. The only thing he’s interested in, is sloth
treats! Look at fridge on the left. Open fridge, and look at
everything in it. Take GRUB
JUICE HYDRATION CYLINDER, then exit close-up of the
fridge. Now look at PUSHER
PLAYBOOK on table on the right, and pick up PUSHER PLAYBOOK.
This is basically a guide to the game Pusher. Walk right, back into the
Living Room.
LIVING ROOM
Climb
upstairs to the hallway.
HALLWAY
Walk
left a few steps, and enter Rumpus Room again.
RUMPUS ROOM
Use PUSHER
PLAYBOOK with sports vault on the left. Now you have
the guide book, you successfully manage to open the vault. Take SLOTH TREATS from
the vault, then leave the room.
HALLWAY
Walk
right a few steps, and climb the stairs to the Living Room.
LIVING ROOM
Head
left to the kitchen.
KITCHEN
Give SLOTH
TREATS to your lusus. He wakes up, and moves away
from the doorway, so he can enjoy his tasty sloth treats. Head out
through the door, into the garden.
GARDEN
A white package appears in your garden. Look at it - it’s
a software box. Pick up the software box to get another COMMUNICATION TABLET.
Click through the conversation dialogue, choosing any dialogue option when
prompted. Watch the cut scene as a missile lands near you!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ALTERNATE UNIVERSE - PLAYING AS JOEY CLAIRE
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
BASEMENT
Play
switches back to Joey.
You get a message through your COMMUNICATION TABLET, so
click through the conversation dialogue. It’s from Xefros.
Phew! He’s still alive, after that missile went off. The bad news,
is that he’s buried under a pile of debris. Choose any dialogue
option. When conversation is over, climb through the vent shaft in the
back wall.
The
vent shaft takes you directly to the Office.
OFFICE
When you arrive in the Living Room, you automatically use COMMUNICATION TABLET to
contact Xefros. Click through the dialogue conversation, choosing any
dialogue option when prompted. When conversation is over, explore the
room. Pick up BIG
BOOK OF BEASTS in the foreground left corner. When
you’re ready, look at door on the left, and try to open it… but there’s no
handle. Look at Control Panel next to the door and try to access it, but
it’s out of power. Use the green POWER CELL from your Inventory with
the Control Panel. The door opens, and you walk through, into the Living
Room.
LIVING ROOM
You automatically use COMMUNICATION TABLET to talk to
Xefros. Click through the conversation dialogue. When conversation
is over, head up through the steel doors in the back wall, into the
Surveillance Room.
SURVEILLANCE ROOM
This
appears to be some kind of Surveillance Room. Look at the TV
monitors. Look at door on the right, and take note of the huge
spear! You definitely don’t want to go that way! Walk left, back to
the Living Room.
LIVING ROOM
Walk
left a few steps, to the other end of the Living Room.
Explore
everything in the room. Look at bug on the table in the foreground.
Look at desk on the back wall. Look at the scribbled note on the desk,
and notice the different spellings of Grubels \ Grubbles. Look at door in
the back wall - it’s locked. Who locks the door to their kitchen?
There’s nothing you can really do here, so walk left, back to the other end of
the room.
Look at the red box on wall on the right. Your COMMUNICATION TABLET starts
buzzing again. You have to play a quick game of Snake, before you soon
have to ask Xefros for help on how to win. Click through the conversation
dialogue, choosing any dialogue option when prompted. When conversation
is over, click on red box on wall on the right again. You HAVE to beat
this Snake game. If you looked at the scribbled note on the desk, you’ll
see the word ‘Grubbles’ in the upper right corner. You have to pick up
the letters in the order of that word. At the same time, you have to avoid the
other snake. This is tricky, and may take you several attempts, but keep
trying. When you succeed, the door to the kitchen will open, and the
lusus from the room below will rise up on the platform. You make a hasty
exit!
KITCHEN
You automatically use the COMMUNICATION TABLET to talk with
Xeflos. When conversation is over, explore the kitchen. Open the
cupboard to find a BOWL.
Look at fridge on the left. Open fridge, look at everything, and
take LUSUS MILK,
then exit the close-up. Now climb up the stairs to the attic.
ATTIC
Look at orange HOVER
PAD on the floor, and take HOVER PAD. You
communicate with Xefros using the COMMUNICATION
TABLET. When conversation is over, walk left a few steps,
and take VET
MEDKIT from the red settee. Look at VET MEDKIT in your
Inventory, to see everything it contains. Look at the pile of instruments
on the left, and use HOVER
PAD on the instruments to move them. You talk to
Xefros through the COMMUNICATION
TABLET again. Choose any dialogue option when
prompted. When conversation is over, head right, and climb down the
stairs to the kitchen.
KITCHEN
Look at door on the right - the deercat beast is on the other
side of the door. In your Inventory, pour LUSUS MILK into
the BOWL,
then use BOWL OF
LUSUS MILK with door on the right. You carefully
open the door, just a crack, and slip the bowl of milk through the door for the
deercat beast. Now you can’t go through this door again, as that would
startle the deercat. You have to find another way around. So climb
up stairs to the attic again.
ATTIC
Head
left, and climb down stairs on the left, into the Office.
OFFICE
Head
through door on the left, into the Living Room.
LIVING ROOM
Walk
left to the other end of the room.
The deercat beast is here, still enjoying his bowl of
milk. Click on the deercat to realise that the poor thing is hurt!
Click the BOOK OF
BEASTS on the deercat to learn more about him. Now
use VET MEDKIT on
the deercat. He’s grateful to you, and gives you a big, affectionate lick
- the two of you are now friends! You can name him if you like. Now
click on the deercat, and ride him. You use the COMMUNICATION TABLE to
contact Xefros again, choosing any dialogue option when prompted. Watch
the cut scene, as the deercat takes you to Xefros’s garden.
GARDEN
Poor Xefros is still buried under the rubble. Use
the COMMUNICATION
TABLET to communicate with him, and choose any dialogue
option. When conversation is over, look at the rubble that’s burying poor
Xefros. Use the HOVER
PAD on the rubble to rescue Xefros.
Watch
the cut scene to end Act 1. Hope you enjoyed the game as much as I
did.
The End.
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