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ShowGamer.comWalkthrough Edna & Harvey: The Breakout - Anniversary Edition

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Walkthrough Edna & Harvey: The Breakout - Anniversary Edition

Your attention is presented to the passage of the game "Edna and Harvey. Explosion of the brain." The article is released for the recent release of the extended edition.


Start

You show up at the hospital. Approach the only chair and examine it carefully. Find the weak leg and remove it. Now go to the table and hit it with the leg of the chair. Then take a look at the upholstery, go up to it and use the leg to cut a small piece. During the conversation with the guard, ask him to turn on the air conditioner. After a few failed attempts, tell him how important his job is and start talking about minigolf. Choose the answer that talking about mini golf made you sweat, after which the guard will turn on the air conditioner. Once this happens, approach and inspect it. You will see a small gap where you can apply a chair leg. Now examine the grate to see the fan. The grate does not lend itself - you need a screwdriver. Use Harvey on the screws to take you to the past.

Past #1. Basement

You appear in the basement of your hut. After the dialogue between Harvey and Edna, you have to mark all the items that are in the basement. To do this, hover over an item and drag it to Edna. Take it under againrule Edna and equip the rake. With this item in hand, interact with the window to open it. Now you need to manage Harvey. Ask Edna to give Harvey a lift so that he can get out.


Run to the back of the house, interact with the newspaper and take article #2 from the issue. Return to Edna and tell about the find. To do this, the article must be dragged to Edna. Take control of Edna again and approach the locked door. Select the nail from inventory and use it on the screw. Edna easily unscrews the screws, after which you will be transported back to the present.

Ward

Now you know how to unscrew the screws without the help of a screwdriver. Approach the grate and repeat the trick to unscrew all the screws. It is not possible to climb into the ventilation, because the fan is still working there. Return to the guard and kindly ask him to turn off the air conditioner. If he refuses, then start talking about mini-golf again and try to get him emotional. When the air conditioner is turned off, return to the ventilation, use the chair leg on the fan and climb into the shaft. You need to get to Dr. Marcel's office and overhear the dialogue, from which you will learn a lot of new things. Through the slots in the lattice, you can follow the movements of the doctor and his assistant. Once they're on?Inside the room, use your fingernail on the screws and leave the mine.

Office

Search the office for useful items. Here you can find a club, a ballpoint pen and a dictionary on the fireplace. When the last one is in your inventory, do not rush to move away from the fireplace. Examine the notes that say that Edna's father is a murderer. Now go to the door so that the guard notices you. As soon as he tries to take Edna back to the ward, use a stick on him. The guard drops dead. Get rid of the body: you need to hide it in the closet. Before you leave the office, don't forget to close the closet door!


Find the flower pot and break it, then enter the door opposite the doctor's office. In the room, find a window you can interact with and open it. Return to the corridor again and walk forward a little. Here another guard will notice you again. Return to the room opposite the doctor's office and climb through the already open window. Climb to the roof, find and break the antenna. Now examine the roof to find the ventilation grille. Use a nail on the grate and climb into the mine. Leave the shaft in the doctor's office, return to the corridor and interact with the column on which the flower pot stood. After moving the column to the pantry door, put the dictionary on it.

Find the stairs and go down to the lower floor. Now you need to find a guard who will tell you that he drank too much water and really wants to go to the toilet. This information will be useful to you. Follow the corridor forward and enter the unlocked room next to the toilet. Open one of the lockers, take the cereal box and search it for a police badge. Leave the room, find the stairs and go down even lower. As soon as you find yourself on the lower floor, Edna will be caught by a guard and taken to the room where the insane are.


Hall

Talk to several characters - Drogelyuekher and Alumen. The second will tell you that he needs a hanger. Find the door on the right and leave the room. Listen to Yuppie in the hallway and ask him to hand over the phone. Enter another room and talk to Professor Knock. Unfortunately, the professor does not allow you to change the channel on the TV. In the dialogue, he needs to be convinced that you know the ending of the film. After that, he will allow you to change the channel, and you can watch the news and remember a few keywords "buy" and "sell".

Return to Yuppie and tell him about the purchases. Do this until the answer option “Look Yuppie! This is a boy!". After that, the patient will give you the phone, and you can return it?Go to the telephone booth and put the handset back in its place. As soon as this happens, a coin will fall out of the machine, take it.


Now you need to perform several actions in turn:

  1. Enter the first door on the left. Talk to the controller and find out about the laundry lift and that you cannot call it without a pass.
  2. Examine the toilet. Take the sauce and chips from the table, after which Petra will appear. Ask her about someone who knows how to get out of psychiatry. She will kindly inform you that this is Almilio and the Keymaster.
  3. The last door on the list will lead you to the Bee Man. Talk to him to find out that he wants coffee. Then take the scissors from the table and enter the only door in the room. Thus, you will find yourself in a bar.

A few more easy steps:


  • Find Peter in the bar and give him the sauce;
  • Take the map of cocktails from the counter;
  • Pick up the glass from the floor in the next room;
  • Find a coffee machine, use a cup and a coin on it to get ready coffee;
  • Find the waiter and ask for a cocktail from the map you found earlier;
  • Connect the cocktail with a straw and drink the resulting mixture;
  • Go back to the Bee Man and give him the coffee;
  • After that, a glass with earwax will appear in the inventory, in which you need toput the fly from the previous cup;
  • Return to the professor and give him the glass to get a hanger in return.

Now all that remains is to visit Drogelbeher and ask him to take you to the King. If he does not agree, show him the police badge. Lose the challenge, then return to Alumen and trade coat hangers with him. Run through the first door from the list above to give the hanger to the controller.

Station #1

Leave the room and follow forward along the corridor. You need to get into the last door on the left, behind which is the Keymaster. To start a dialogue, you first need to turn on the light. From the dialogue we find out how you can leave the hospital. Return to the corridor and find the door to the toilet. Turn on the lights and watch a video showing one of the guards running to the toilet. Follow further along the corridor until you get to Hoti and Moti. Talk to them and use the scissors on them. Get on the elevator, make a circle and come back. Now Hoti and Moti are not here. Before you go to the laundry, sprinkle the chips on the bed.

Station number 2. Laundry

Jump onto the sheet, then go up the stairs and enter the only door. There will be another door on the left - you go there. Examine the boxesto and take the form to find out the patient's medical history. Focus on the medical history of King Hadrian. Leave the room and enter the door next to the painting. You will find yourself in a boiler room. Go down the stairs to inspect the hole. Choose any dialogue, after which Almi will get out of the pit. This guy is here for a reason - he is actively digging a tunnel, but in order to continue - he needs a spoon. Go back to the laundry room door and up the stairs opposite that door. Enter the only door that leads to the kitchen.

Kitchen

Examine the drawers in the table to make sure there are no spoons. Pick up the fork and knife, and take the pan on the stove. Don't forget to take the potholders off the wall! Walk a little further to find yourself in the dining room. Take the seasonings from the table: mustard and ketchup. Leave the dining room and find the door behind which a certain session takes place. Return to the dining room and find another door. Enter it, then go up the stairs to the top floor. Thus, you will return to the doctor's office, and with the help of a knife you can open the drawer and find the key. Go down to the second floor again and use the key you received to open the locked door to inspect Alfred's diary. Now you need to go back in time: select Harvey and interact with the notebook.

past??2. School

You appear at the school, where you first have to play as Harvey. Select all the items you can and aim them at Edna. So the teacher bans the girl from the closet. Ask Edna to search her coat pockets to find a letter and pass it through a small opening in the door. Read the letter, then have the teacher let Edna out of the closet. Ask Edna about the note in her purse, after which you can return to the present.

Office

Exit the room and return to the doctor's office. Forge a signature with a new skill: aim Harvey at one of the Doc's diplomas. Go down to the first floor and run out the door for the guard to catch you. After that, go to the bar and forge the signature on the cocktail card, then go to the bar and order a cocktail. While the bartender is distracted, take the scoop from the barrel behind the counter and return to the elevator. Now you need to go through the laundry to Almi: since you did not find the spoon, you will have to give the scoop to the guy. Return to the door and watch the cut-scene.

Talk to Alumen and ask him how to beat King Hadrian. But in return, he will ask for another hanger. Leave the room and run to the elevator. Use the ketchup on the professor, then use the elevator to get to the laundry room and find Beskho?? a hanger on a rack. Visit Almi again to collect the clay he has already dug up. Return to Alumen. Give him the hanger, then go to the elevator, through the laundry room and up the stairs to the second floor through the door that shows electricity. After a short procedure, follow Adrian and defeat him in the contest. Even after losing, the “king” does not want to give up his medal.

Now you need to get into the room next to the dining room, where the therapy session is being held. Previously, they didn’t want to let you in without a form, but now you can forge the doctor’s seal and get inside. You only need to answer three questions. Here are the correct answers:

  1. I am Adrian.
  2. The first number in physical education.
  3. Black.

Leave the room and return to the stairs in the hallway to go up to the fourth floor. Find a toilet and go inside. Apply water to the clay and make a mold of the key. With the help of simple manipulations, you need to make Adrian give up the medal: first, talk to him about physical education, ask about a pet, then answer the question “red”. Finally, choose the first answer twice in a row to collect the medal.

Leave the room and go to the boiler room. Put the clay in the fireplace and pull it out with oven mitts.Dip the medal into the pan and repeat the procedure with the fireplace. Pour still hot gold into the clay mold and cool the resulting ingredients in the kitchen. Use the knife on the mold to get the golden key into inventory. Find a locked door and open it. Watch the cut-scene.

Street

In the garage, approach the car, then use the hanger on the door to open it. Look around and find a wrench. On the street you will see the driver as well as the limousine. Approach the limousine and try to unscrew the bolts on the wheel, after which the alarm will go off. Return to the hospital, go up to the second floor and open the locked grate with the key. With these actions, you will free the Keymaster. Climb even higher - to the fourth floor, then enter the room next to the restroom. Interact with the window to open it and pick up the gum. Use chewing gum on Edna so that she chews it. As soon as she spit out the gum, the alarm goes off. Return to the garage and start a dialogue with the Keymaster.

Again, go to the hospital and go up to the kitchen. Get into the cart on wheels and talk to Hoti and Moti. Back to the kitchen you need to come already on the trolley. Once inside, grab the menu and make some changes to the names:

  • Peter - coffee pudding;
  • Hoti and Moti??? puree;
  • Adrian - koloboks;
  • Professor Nok - chicken;
  • The Bee Man is a potato.

Without getting out of the cart, go to the dining room. Get close enough to the Bee Man that you can stick a fork in his leg. Now you can leave the hospital and return to the garage - do it. After talking with Hoti and Moti, approach the limousine and use the club.

Return to the hospital again and go up the stairs to the second floor to enter the professor's room. Somehow, Alumen ended up here. Talk to the guy to leave the room. Examine the TV: you need to remember the location of Alumen's prints on the screen. Climb to the last floor and chew gum, then go down to the street.

Follow the street down until you reach the bench on which Alumen is located. Start a dialogue again, which will do little good. Go around the street and enter the garden. Find the rake and go back. Arrange the stones on the sand in the same order as Alumen's prints were on the TV, and then interact with the rake. Talk to Alumen again and run to the garage. Find the cable to return to the guy. Return to the limousine and unscrew the spare tire with a wrench. You can now give the wheel to Hoti and Moti.

Naposledok, visit the tower in the garden. Climb up and open the locker, after which the guard will notice you. Hide in the closet, and when everything calms down, run upstairs and press the green button. To finally escape, you should cut the wire under the table.

coast road

Inspect the limousine, open the trunk and pull out the cable. Inside the cab of the limousine, you need to play cards with Hoti and Moti. Watch how Hoti reacts to what is happening. If the card is correct, then the character's eyes will start to run in different directions. Guess the card three times to get an electric shock. Go outside, up and see Alumen. Touch it and charge it with current. Take the oxidizer, follow down and to the right side. There's a van here. Get inside, get to the cockpit and press the clutch. Then click on the shift lever and on the handbrake. The van will start moving down. Bubble will follow him. Attach the cable to the fence on the bridge and go back to the limousine. Follow the right towards the bridge, use the cable to go to the opposite side and apply the oxidizer to the gate. Go inside the church.

Church

Go to the door on the right side and talk to the pastor. He will run away. Take the headphones and the amplifier, which you need to move to the door, and then turn it on. Learnthose book on the stand and remember what you learned. Move to the very end of the seats and go up to find the Keymaster and the Hanged Priest. Talk to a living character and go up. Hit the bell with the club, causing the Keymaster to start cursing. Climb down and approach the organ. Apply the headphones to the tape recorder, insert the other end into the valve located to the left of the organ. Go to the organ itself and press the third key. The headphones will go straight to the Keymaster. Play a tune from a book. The key keeper will put on the headphones. Go to the bell and hit it with a club. Follow down. The key is no longer there. Go below and you will see that he fell down. Take the key and go outside.

House

Follow the door, but it is closed. Take a stick and hit all the gnomes. Pick up the key with pieces of gnomes and apply to the door. The key will break. Enter inside and go to the veranda with an umbrella. Follow the barn, take the shovel and tongs, and then go back. Use the tongs to remove the key stuck in the keyhole, then again go to the back of the courtyard. Get rid of the weeds under the window with a shovel. Moisten the pieces from the gnomes with water from the barrel, and then use the stick to unlock the basement window.

Make your way inside the house, go up the stairs, into the passage and even higher up the other stairs. Follow toleft door, take the lighter and go down to the basement. Use the lighter on the stove and make a key, as they did in the hospital. To get gold, melt the key to the hospital. Cool it in a barrel of water outside and remove it with scissors. Enter the house, follow to the second tier where the door was not visible. Open the door with this key and get into your bedroom.

Past #3. Room

Read the diary, unlock the window and activate Harvey. Playing for him, get out through the window and go to the next window. Take the icons of Alfred and the woodpecker, go back and move these icons to Edna. Switch to the girl, open the closet and knock on the door. Hiding in the closet, wait for Alfred to appear. Run outside and close Alfred indoors. As Harvey, go to the kitchen on the first floor. Move forward and forward until you are next to Edna's bedroom. Alfred will appear and pick up Harvey. Watch the video, and at the end of the game, follow Dr. Marcel and chat with him, choosing arbitrary phrases.