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Walkthrough for Thimbleweed Park (Casual Mode)

Thimbleweed Park
Casual Mode Walkthrough

 

NOTE: Thimbleweed Park is a non-linear game and many puzzles can be solved in different orders. You don’t need to follow this walkthrough exactly! 

Part 1: The Meeting

Boris completes his mission:

  • Open the gate

  • Talk to Willie

  • Look at Boris’ note to see his tasks

  • Look at the light over the sign. There’s no switch to turn if off.

  • Pick up the rock in the middle of the stream

  • Use the rock on the light to break it.

  • Walk all the way to the right to find the entrance to the sewer.

 

Part 2: The Body

Take a photograph of the body:

  • You can switch between the two agents by clicking the icons in the upper right corner. Notice that one is carrying the polaroid camera and the other has the film. To take a picture, first you need to Give the camera (or the film) one agent is carrying to the other agent.

  • For example, to Give the camera to the other agent, select Give and click the polaroid camera, then click on the other agent.

  • Now select the other agent (who now has both the camera and film) by clicking on the upper right icon.

  • Select Use and click the camera, then click the sample polaroid film pack.

  • Select Use and click the camera, then click the body to take a photograph.

  • After taking the photo, the agent will walk over to the body and inspect it, finding a keycard.

  • You can Look at the body multiple times for more information.

  • Look at the notebook each agent is carrying for backstory. When the notebook is wiggling, it means new information has been entered into it.

Other things to do:

  • Explore the area to the right where Boris “completed” his mission.

  • Find and Pick up the bottle near the sign.

 

Getting to town:

  • Select Open and click the gate at the left of this location.

  • Move the cursor to the top of the path and click to exit the bridge location.

  • Walk to the right on the highway to trigger the arrival of the pigeons. You can Look at / Pick up the items on the side of the road.

  • Talk to the pigeons to learn about the signals.

  • When the conversation with the pigeons ends, continue walking to the right.

  • Along the way, you’ll see the entrance to the cemetery. Come back later to explore it.

  • When you reach the end of the highway, click to enter the town’s Main Street.

  • Look at the store signs, including the first one to learn more about Willie.

  • You’ll meet the Sheriff, who will bring you into City Hall for a debriefing.

 

Other things to do:

  • Talk to the Tron machines in the Coroner’s and Sheriff’s offices for more information.

  • Look at the agents’ notebooks for a To Do list of tasks to accomplish. These tasks will automatically update. 

 

Fixing the broken hydrant (Main Street):

  • Leave city hall and go onto Main Street.

  • Talk to the Pigeon Sisters about the broken hydrant. They need a vacuum tube to fix the hydrant.

  • Visit Ricki’s Cakes on B Street.

  • Talk to Ricki and ask her for a vacuum tube to fix the hydrant. The code is WC-67. (This option only appears after you’ve talked to the Pigeon Sisters about it.)

  • Bring the WC-67 tube back to the Pigeon Sisters and Give it to them. Once the hydrant fixed, you can access A Street.

 

S&D Diner (Main Street):

When you enter the diner, Talk to Sandy about the body. Sandy will reveal that she may know something about the identity of the killer. This will trigger the Ransome flashback.

Ransome Flashback:

Ransome must prepare for his big stage performance, he must wear his clown nose and makeup, fix his hair, and find his joke book.

  • Ransome has his nose in his pocket. Use nose for Ransome to put it on.

  • Explore the notes on Ransome's corkboard, he owes money to Carney Joe.

  • Explore the area around the circus poster, try picking it up.

  • Open the wall safe and Pick up the money inside, $1000.

  • Exit the trailer and talk with Ransome's lawyer.

  • Exit to the left to enter the circus grounds.

  • Enter the backstage area and examine the swear jar. Pick up the swear jar to collect the money. $138. The combined total, $1138, should be enough.

  • Ransome’s makeup and hair gel are on the table. Pick up the makeup and then the hair gel to apply them.

  • Exit the backstage area and walk to the left of the circus grounds.

  • Talk to Carney Joe to give him the money (or Give money to Carney Joe). He’ll give Ransome his joke book in return.

  • Return to the backstage area and enter the stage.

  • Complete Ransome's stage performance and the action returns to the agent inside the diner.

 

Other things to do:

  • Push the mime.

  • Look at the names of people on the Swear Jar List.

 

Alley (next to the diner):

If you walk to the back of the alley (optional), the agent will be hit over the head and abducted. You’ll lose control of that agent for approximately ten minutes, after which time they’ll show up in the sewer. In the meantime, you can keep playing as the other agent.

Escaping the sewer (if abducted):

  • When you wake up in the sewer, you can exit to left or to tunnel in the back wall.

  • Go through the back tunnel. There’s a ladder in this room and a dime on the floor.

  • Pick up the dime.

  • Climb up and you’ll see the QuickiePal store outside the grate. You can’t escape this way.

  • If you have the cellphone, it won’t work in the sewers, no signal.

  • Leave the ladder room, walk to the left through the room you woke up in.

  • Next, go left. This leads you to an area with a locked gate, there is no way to open this gate so proceed further to the left.

  • In this room you will discover a phone and some graffiti on the wall. 

  • Open the pay phone. The phone requires the dime and the graffiti gives an indication that someone is available to help you. Take note of the name on the wall.

  • Switch to the other agent.

  • Walk down B Street until you reach the pay phone. Look at the phone book and locate the name from the sewer wall. Remember the phone number (names are alphabetical by first name).

  • Switch to the sewer agent. Use the dime with the phone.

  • Dial the number from the phone book, wait for the conversation to end, and then exit the room. The sheriff will unlock the grate and rescue the agent.

  • Return to the alley and Pick up the agent’s dropped notebook.

Bus Station (B Street):

The bus station is at the very end of B Street. Talk to Lenore here -- she has some information on the identity of the killer which will trigger the Delores flashback.

Delores Flashback:

  • The flashback begins with Delores in her room. Exit the room and make your way through the archway on the left into the main entryway.

  • Walk down the stairs and exit the mansion through the front door.

  • Walk to the bottom of the path to check the mailbox.

  • George the Postal Worker arrives as you’re walking to the mailbox and gives you a computer magazine.

  • After George leaves, Look at the magazine.

  • Re-enter the mansion and return to Delores' room.

  • (At some point after this, the doorbell will ring -- go answer it.)

  • Use the computer to apply to MmucasFlem for a job.

  • The printer’s out of ink! 

  • Exit Delores’ room. Walk to the very right of the hallway and enter the furthest room (Chuck’s workshop).

  • Talk to Chuck and ask about new printer ribbons. He says he just re-inks them.

  • Pick up the full ink bottle from the desk.

  • Leave the workshop. You can either walk all the way back to the far left side of the great Mansion mansion hallway, or experiment with Opening its doors to find a shortcut.

  • Return to Delores' room and Use the full ink bottle with the printer.

  • Use Delores' computer again to print the completed job application.

  • Pick up the already stamped envelope on the printer.

  • Exit the mansion.

  • Open the mailbox outside the gate, actually the MailTron 3000™.

  • Use the letter to MMucasFlem in the mailbox.

  • When George delivers the letter, return to Delores' room and Open it.

  • Repeat this Open action to build up Delores' courage.

  • After Delores has opened the letter take it back to Chuck's workshop.

  • Talk to Chuck about the letter to end the flashback.

 

Vista (to the very right side of Main Street, past the QuickiePal and up the winding path):

If you attempt to proceed past the vista, the sheriff will stop you. To explore past the vista you need to locate a map.

 

Finding a Map

  • First try the QuickiePal. Unfortunately the sheriff seems to have removed all the maps from the map holder.

  • Walk to the Nickel News on A Street. Go inside and Talk to Natalie to find out about Chuck.

  • When the conversation has ended, attempt to interact with the map on the wall. Since Natalie won't allow you to remove the map, we need to find a way to get rid of her.

  • Try interacting with the PoliceTron 3000™ to hear that Natalie is waiting for a call from the sheriff's office about a potential news story. Remember the details, they’re important.

  • Switch to the other agent and go to the sheriff's office. Use the PoliceTron on the desk to make a false report that matches with what Natalie is expecting to hear. If Natalie leaves the Nickel, you have chosen the correct story. If not, try again.

  • When Natalie has left the Nickel, switch back to the agent inside the Nickel and Pick up the map.

  • (If you try leaving with the wall map, Natalie will return and stop you, so you’ll have to make another PoliceTron call to get her to leave again.)

  • Use the map on the CopyTron 3000™.

  • Pick up the map copies (there are four of them) from the side of the CopyTron. If you want, you can return the wall map to its frame on the wall.

  • Return to the Vista and the sheriff will again stop you. Show him the map. He’ll let you pass.

  • You only need one map. Give the extra copies to the other agent, Delores, and Ransome when you next see them.

  • Seasoned Adventure Pro Hint: If you Use map, you’ll be able to quickly traverse most of Thimbleweed Park County, even moving between points inside of the town.

  • The map will also appear whenever you exit any of the other main areas in Thimbleweed Park, like the circus, Mansion mansion, factory, etc.

 

Part 3: The Arrest

Thimbleweed Park Hotel (Map):

Either Use the map or walk into the countryside from the Vista and go to the Thimbleweed Park Hotel. Walk through the front doors and you’ll find Natalie again. Find out what you can. This will trigger the Franklin flashback.

Franklin Flashback

  • Look at Franklin’s To Do list.

  • Walk Franklin through the front doors and across the lobby to the hotel manager.

  • Franklin can’t get a room without raising suspicion. You’re going to need a disguise. There’s a cool kid with a boombox to the far right of the lobby.

  • He won’t be able to hear you, so Use boombox to turn it off.

  • Talk to the kid. Find out what motivates him. Then convince him you’re cool and current on the latest and greatest.

  • After he thinks you’re cool, Give him one of your prototype bear pillows in exchange for his nose glasses. He’ll also throw in some used chewing gum as a bonus.

  • Use the nose glasses to put them on. Then Talk to the hotel manager and get a room.

  • Ask about photocopying your prospectus.

  • Use the elevator and go to your room. Use the keycard to get in. This triggers a phone call cutscene.

  • You’ll need a way to keep the HôtelTron 3000™ from seeing you.

  • Use the chewed, sticky bubble gum on the HôtelTron.

  • Pick up the hotel stationery from the desk and Use it on the HôtelTron (or the gum).

  • That’s the right idea, but it alerts Chuck to something being amiss.

  • The hotel manager said the 10th floor was under construction, installing the HôtelTrons. Take the elevator to the 10th floor.

  • From the stand near the elevator, Pick up the standard room photo example.

  • Return to your room. Use the standard room photo on the HôtelTron.

  • Use the telephone to invite Franklin’s associate up to his room.

  • Oh no!

 

BloodTron 3000™ Report Tasks

Getting a blood sample

  • If you need more information Talk to the BloodTron 3000™ in the Coroner’s office. Find out you need a blood sample from the body, and will need something absorbent.

  • Go to the QuickiePal Bathroom (outside the QuickiePal, on the left side).

  • Search around with your cursor until you find the light switch. Use light switch to turn on the lights.

  • Pick up the toilet paper.

  • Use your map and click on the bridge to the left of town.

  • Use toilet paper on the body to get a blood sample.

Leave the circus

  • Use the map to go to the circus. Try to Open the gates or Use the clown horn. Ransome will come out and talk to the agent.

  • After the conversation, Ransome will be available as a playable character. Use the upper right icon to switch to Ransome.

  • Look at Ransome’s To Do list.

  • Open the microwave. Ransome’s pet hamster lives in there and needs to be fed.

  • Look at mirror to try and remove makeup again. Doesn’t work.

  • Leave the trailer, walk to the main circus grounds. There are popcorn kernels all over the ground. Ransome won’t pick them up unless he has something to put them in.

  • Pick up the popcorn bag on the popcorn cart.

  • Pick up enough kernels to fill the bag.

  • Take the now full bag of popcorn back to the trailer, Give it to the hamster.

  • Ransome can now leave the circus. Watch out for those old stilts near the exit (if you pushed the mime). 

  • If the agent is still at the gate and has an extra map, Give the map to Ransome. If not, just walk Ransome to the far left or right edge of the circus entrance area to enter the map.

Get the bloody wallet from Willie

  • As Ransome, Use the map and go to A Street. 

  • Walk to the right until you find Willie. Talk to Willie and offer him wallet. In exchange, Ransome will get the bloody wallet Willie took from Boris.

  • Give the bloody wallet to one of the agents.

  • The agent needs both the bloody wallet and the bloody toilet paper. Go to the Coroner's office and Use wallet in BloodTron.

  • Use bloody toilet paper in BloodTron.

  • The BloodTron will then print out the blood report. Be sure to Pick up the report.

 

FingerTron 3000™ Report Tasks

Get a fingerprint book, fingerprint kit and supplies

  • Open the file cabinet drawers in the Coroner’s office until you find the fingerprint kit. You will automatically pick it up.

  • Look at the fingerprint kit. It says it’s missing fingerprint tape.

  • Open the file cabinet drawers in the Sheriff’s office until you find the fingerprint book. You will automatically pick it up.

  • Go to the Post Office on A Street. Show George the Postal Worker your badge (Give badge).

  • Pick up a piece of sticky tape from the tape dispenser on the counter.

Find the murder weapon

  • Leave the post office, walk to the right to far end of the street and enter the Occult Bookstore.

  • Talk to Madame Morena and learn she will help with the investigation if you Give her some mushrooms from the sewer.

  • Use the map and walk to the bridge. Walk to the far right where the sewer entrance is and go inside the sewer.

  • Walk through the tunnel opening on the right.

  • Walking to the left and through the first tunnel opening on the back wall. You should now be in the room where Willie lives. It has a large cardboard box.

  • Pick up a mushroom.

  • Pick up the ice pick inside Willie’s box.

  • Optional: Give the mushroom to Madame Morena. Not much of a help...

Get a fingerprint from the murder weapon

  • Go to the Coroner’s office. You can either find your way out of the sewers, or simply Use the map as a shortcut. 

  • Use the fingerprint kit on the ice pick to dust it with fingerprint powder.

  • Use the sticky tape on the ice pick to lift the fingerprint.

  • Use the fingerprint from the ice pick (the sticky tape) in the FingerTron 3000™.

  • Use the fingerprint book in the FingerTron.

  • Pick up the Fingerprint Report from the FingerTron.

FaceTron 3000™ Report Tasks

Find official photographic ID

  • Make sure you have the keycard from the body (one of the agents has it).

  • Go to the hotel and take the elevator to the floor that the room is on. Use the keycard in the door to gain entry.

  • Pick up the passport lying on the table at the far left.

Escape from the hotel

  • For some reason, you can’t use the map to leave the hotel. Check out the front door to see what’s up.

  • Spinning too fast? Mechanical problem or ghostical? Talk to the hotel manager and get a keycard for Franklin’s room (registered under his alias).

  • Enter Franklin’s room. Nothing there? When you leave his room, and after the cutscene, Franklin will be available as a playable character. Use the upper right icon to switch to Franklin.

  • Franklin has a new set of verbs, appropriate to his ghostly nature. Try experimenting with them.

  • Look at Franklin’s To Do list.

  • Click on the door to walk through it (ghosts don’t need to open doors).

  • Take the elevator down to the lobby.

  • Go to the drinking fountain and wait for someone to approach. Use your ghost verbs to scare the person. 

  • Once that’s done, the ghost on door duty will leave the door and you can either Use the map or walk through the doors.

Get the Identity Report

  • Go back to the Coroner’s office.

  • Use photo of body in the FaceTron 3000™.

  • Use Boris’ passport in the FaceTron.

  • Pick up the identity report from the FaceTron.

ArrestTron 3000™ Tasks

  • Now that you have the three Tron reports (Blood, Fingerprint, and Identity), go to the Sheriff’s office.

  • Use any of these reports in the ArrestTron 3000™. Oops, it doesn’t seem to be working. If you Look at the top of the ArrestTron on the left side, there seems to be a vacuum tube missing.

  • Go to the mansion front door and meet Delores. After the conversation, Delores will be available as a playable character. Later, use the upper right icon to switch to Delores.

  • Switch to Delores. Walk her upstairs to Chuck’s workshop. Pick up the large vacuum tube on a box against the left wall. Look at the tube and Delores will find out it’s an AT-25 tube.

  • Pick up the journal on the desk. Read for more insight into Chuck.

  • Delores won’t leave the mansion until she’s talked with her sister, Lenore. So walk Delores into the mansion library. Lenore isn’t pleased.

  • That didn’t go well. Maybe we could try again? Talk to Lenore.

  • Oh well.

  • Leave the mansion. If the agent is still there, Give an extra map to Delores. Otherwise she can exit to left or right of the mansion to go to the map.

  • Use the map to go to Main Street.

  • Go to the Sheriff’s office and Use the AT-25 ArrestTron tube in the ArrestTron.

  • Switch to the agent(s) with the reports and Use each report in the ArrestTron.

  • The sheriff will come, take the report, and arrest Willie.

  • Interrogate Willie. He cracks and confesses, the agents leave town.

 

Part 4: The Will

Reading of the Will

Get into ThimbleCon

  • Switch to Delores. Go to the library, Use the phone book under the telephone and look up Brant Bailiwick’s phone number. Call him on the phone. He’s preparing for ThimbleCon.

  • Go to the hotel lobby and either Talk to the manager or Look at the ThimbleCon signs. Free tickets!

  • Use the phone to call the radio station. Answer the trivia questions. If you get two of them right, you’ve won the tickets. If not, call back again.

  • Go to the hotel lobby and Talk to the manager to pick up the tickets.

  • Walk to the mezzanine level of the lobby and Give the tickets to the dragon door guard.

Agents return

  • At some point, Ray and Reyes return to the hotel, in a very convincing disguise.

  • Once each gets to their room, have them Use the phone to get their message then leave the room to go to the lobby.

  • Once the cutscene is over, have each agent Open their packages.

Get Brant to the library

  • Have Delores Talk to Brant and ask him to read the will. He’ll eventually agree and will meet her at the mansion.

  • Go to the mansion library and Brant will read the stipulations of the will: Decode will, Thimbleberry pie, meet in the tomb...

Decode the will

  • Take binary will up to Delores’ room. Pick up the Graphics BASIC software to the left of the computer and Use it in the computer.

  • Use the will in the computer.

  • That fully decoded the will.

  • Go back to the library and Give the will to Brant

Thimbleberry pie

  • Give the thimbleberry pie Delores is already carrying to Brant. (Ok, so it’s not really freshly baked…)

Open the tomb

  • Use the map and go to the cemetery (off of the highway into town).

  • Walk through the cemetery until you get to Chuck’s tomb. The gate can’t be opened from the outside, but there’s an unreachable switch inside. What we need is someone who isn’t stopped by simple bars… Franklin?

  • Switch to Franklin. He can’t leave the hotel through the front door. Take him into the elevator and to the Penthouse. Zap the Penthouse button.

  • There’s a secret room with red runes on it. Franklin is repelled by the runes. Maybe one of the others can walk through.

  • Switch to Delores and Use the map to go to the hotel.

  • Take the elevator to the Penthouse.

  • Open the door with the runes and walk in.

  • Switch to Franklin and have him Float into the secret room.

  • Have Franklin Talk to Delores. Even though she won’t hear him, it’s cathartic for Franklin, and he gets to check off an item on his To Do list.

  • There’s a portal already open to the cemetery. Float Franklin through it.

  • Float Franklin into the tomb. Once there, have him Zap the switch on the wall.

 

Part 5: The Reading

  • If Delores has already given both the fully decoded will and thimbleberry pie to Brant, a cutscene will begin with Brant reading the will.

 

Part 6: The Factory

Get inside the factory

Get the factory key

  • Delores now has a T-shirt. Look at the T-shirt.

  • Switch to Reyes and take him to the bank on Main Street.

  • If you haven’t done so already, Open the package Reyes got.

  • There’s a key on the wall. Try picking it up. Bank manager Mr. El Paulo won’t let you unless he’s on the phone.

  • Wait for the manager to get another call and turn around in his chair, then Pick up the key.

  • Use the map to go to the factory. Use the key to unlock the padlock and go inside.

  • There’s a glowing time clock at the corner of the factory with a number 2 on it. Look at it.

Pocket watch repair estimate

  • The close-up of the device shows it has a digital time display and a space for something round with two knobs.

  • Exit from this screen and Use pocket watch in time box. It fits perfectly. Just need to get the watch fixed.

  • Walk to the left and go through the big arch. Then walk to the left and find the security office. On the way there’s another time box, this one with a 3 on it.

  • The map on the wall shows four red lights, each one positioned at a corner of the factory. Two of them correspond to the two boxes we’ve seen.

  • Pick up the handbook on the floor.

  • Look at the handbook. There’s a phone number to call, as well as mention of a PF-001 tube.

  • Call the number in the handbook. It tells you what time time box 1 needs to be set to. Remember this for later (you can always call the number again if you forget).

  • Look at the photo on the desk.

  • Have Reyes visit Willie in jail and Talk to Willie. If you’ve talked with him before, or read the sign on the burnt out store on Main Street, you know he used to be a watch repairman.

  • Give watch to Willie. He won’t fix it without jewelers tools.

  • Have anyone but Ransome go to ThimbleCon and Talk to the guy with the red Star Trek shirt, Sexy Riker, and find out that he uses jewelry tools. Actually, there the tools are, right on his table.

  • He won’t loan you his tools, but wouldn’t mind a hamburger.

  • While in ThimbleCon, walk to the right and Look at the yellow sign that says Big Prizes on it. Repeat Looking at it until you’ve read all the prizes.

  • Go to the S&D Diner on Main Street and try to order a hamburger for Sexy Riker.

  • You find out they won’t make one until all four of the hot dogs are eaten first. Each of your four living characters must eat a hot dog (no one is willing to eat more than one).

  • After that, order a hamburger.

  • Give the hamburger to Sexy Riker. Not surprisingly, he becomes ill and rushes off to his room.

  • When he leaves, Pick up his tools. If Reyes didn’t pick up the tools, Give the tools to Reyes.

  • Have Reyes return to Willie and Give him the tools.

  • Have Reyes Give willie his watch. Willie will fix it and return it.

Optional — Enter the Ransome look-alike contest

  • Switch to Ransome and have him Open his wall safe in his trailer. No need for a combination this time.

  • Pick up the joke book and the four pages that are in the safe.

  • Pick up the comic book that’s under Ransome’s mattress. Look at it. A rare first edition.

  • Use each of the four pages with the joke book to put them back inside.

  • Have Ransome go to ThimbleCon and walk through the curtains at the far right.

  • Guess what. Ransome wins third place.

Set the factory time boxes

  • Have Reyes go back to the factory with his fixed watch.

  • Go to the far left corner of the factory and Use pocket watch in the time box with the 1 on it.

  • On the close-up screen, set the watch to the initial time you heard when you called the phone number listed inside the handbook. Click on the watch’s top knob to adjust the hour, the right knob to adjust the minutes.

  • If you get the correct time, the green light on the time box should turn on.

  • Exit the screen. Notice that one of the red lights over the main factory doors are now green.

  • Go to time box 2 on the far right of the factory. Use the pocket watch in the time box. This time only click on the right knob to adjust the minutes. They will advance by 5 minutes to the correct time for this time box.

  • Exit the screen, go through the arch, and repeat the process with the time box 3 on the far left.

  • If you now go into the security office, three of the four red lights have turned green.

  • Walk to the far right. There is no visible time box 4. Must be behind the electric truck.

  • Push the switch on the truck and the truck will move.

  • Have Reyes set the time on the fourth time clock.

  • All four lights over the factory door should now be green.

Open the factory door

  • If all four lights above the door are green, Push the red button to the right to the left of the doors. They should open a little… enough for a finger hold.

  • Bring Delores, Ransome, Ray, and Reyes to the doors.

  • Have Ransome, Ray, and Reyes Push the factory doors.

  • Each time someone pushes, the doors open a bit more. When all three are pushing, have Delores squeeze through the opening.

 

Part 7: The Madness

Get into Chuck’s Offiss

  • Have Delores walk through the factory corridors until she gets to a hallway.

  • There’s a big blast door there. Have Delores Push the buttons on the door.

  • It works!

  • Have Delores go through the blown blast door and walk to Certin Death.

  • Not gonna happen.

  • Walk back to the hallway and go into the next door to the left, Chuck’s office.

  • Pick up the hat.

  • Pick up the floppy disk from the desk.

  • Pick up the second volume of Chuck’s Journal from the desk. Look at it for more backstory.

  • Use the floppy disk in the computer.

  • Chuck’s nuts!

  • Use the computer.

Shut down the factory computer

  • On the computer screen, select Hard reboot.

 

Part 8: The Escape

Turn off the robot arms

  • Computer should now shut down for a short time. Long enough to make it through the robot arms room.

  • After Chuck finishes his threats, have Delores walk through robot arms room and when she gets to the far right side, Push the red button.

Escape the lasers of doom

  • Delores should walk to the right. She’s now in the laser room.

  • Only way through is to protect her head from the searing heat of the lasers.

  • Have her Use the hat.

  • Walk to the far left.

Turn off the fan

  • Delores can’t make it past the spinning fan.

  • Look at the sign to the bottom right of the fan. Remember the number

  • Switch to Franklin (the only one who still has access to a working phone).

  • Have him Use a phone in the hotel to call the number. That turns off the fan.

  • Switch to Delores. Have her squeeze past the stopped fan.

  • The room she’s now in with the immense PillowTron 3000™ is overheating.

  • Switch to Franklin and have him turn on the fan again by calling the same phone number.

Disable PillowTron 3000™

  • Switch to Delores. In a few seconds the room will cool off enough to climb the ladder and Open the hatch… into Chuck’s office.

  • Switch to Ray. Have her climb down through the now opened trapdoor.

  • Have Ray Use the strange tool (she got in her package) in the slot to the right of the PillowTron door. Ray will not go inside of PillowTron (can you blame her?).

  • Switch to Delores and have her climb down through the opened trapdoor.

  • Have Delores enter PillowTron.

  • After her dialog with Chuck, have Delores Push the large vacuum tubes.

 

This is the end of this walk through. There are a few more steps for you to take to complete the game, but we want you to experience them yourself, hint free.

 

Other things you can do:

During the game, here are some additional things you can try:

  • Read the agents’ notebooks.

  • Talk to George the Postal Worker (post office), Willie (outside the post office), Leonard (QuickiePal), and Madame Morena (Occult bookstore -- to the right of Willie’s location).

  • Check out the QuickiePal bathroom. Change toilet paper from “under” to “over” in the game settings. Pick up toilet paper.

  • Edmund Mansion mansion library: Read crowdsourced books. If you haven’t figured out how to go up the library’s spiral staircase:

    • Look at the sign on the staircase. Out of order.

    • Pick up the sign. If there’s no sign, it must no longer be out of order (excellent adventure game logic).

    • Use the stairs

  • Call numbers in the phone book (using mansion library phone or agent’s cell phone).

  • Find Chuck the Plant.

  • Try to grow Leonard’s plant (QuickiePal).

  • Read the greeting cards (QuickiePal).

  • Pick up specks of dust.

 
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