3 Minutes to Midnight contains multiple paths to follow, and multiple solutions for most chapters. This guide is dedicated to listing all possible routes.
3 Minutes to Midnight is a point and click adventure where most chapters have alternate routes, which can affect the story in different ways. This guide will attempt to outline all possible routes in the game.
If there is any route not listed, please post a comment and I will attempt to add it in and credit you.
You also may like: 3 Minutes to Midnight Mainline Walkthrough Guide
Chapter 1
Mayor of a Forgotten Town
Start by picking up the FAMILY PHOTO, reading the BIRTHDAY CARD, and grabbing the GLUE from the desk. Downstairs, try to leave out the door. After the DOORKNOB falls off, combine the glue with the doorknob.
Visit Linda’s Junkyard. This is the first option of the game. You have 2 choices on freeing Linda:
Option A: Help Her- When you fail to open the door, say “That was just a warm up”, then open it again when she says “Go”
Option B: Leave Her- Leave and inform the sheriff of Linda’s predicament
Whichever option you pick, the crowd in front of town hall will have dispersed. Follow them to town hall. After the mayor’s speech, jump inside the open window to town hall. Inside, give the mayor the family photo.
The Barber and the Offer He Couldn’t Refuse
Head to Linda’s junkyard. Head inside and promise Linda you’ll get the tools back.
Get Rid of Luca
To get past Luca, you need Whiskey from Mike’s Diner. You options are:
Option A: Dialogue- Ask Mike what he remembers. Talk about Luca, then ask about Mike’s Special. Make a guess about the whiskey being water, then treaten to ell Luca. Mike will give you the Whiskey.
Option B: The Contest- You’ll need to win the Beer Slide contest. First, get Sim’s hair ready. Head to the Firehouse district and grab the TREE SAP off the tree. Go back to Mike’s and activate the jukebox. While Mike’s distracted, put the tree sap onto Mike’s COMB.
After Mike loses his hair, you’ll need to make him a wig. Head to the barber’s and tell him you need one for Slim. For material to make it, go to the fire department district and head over to Don’t Touch. Grab a chuck of Don’t Touch’s TAIL FUR and give it to the barber, then give it to the barber. Receive the resulting WIG and BARBER KIT. Give Slim the resulting wig and he’ll be ready for the challenge.
To win the contest, grab the GREASY COMB out of the trash. When it’s Slim’s turn, combine the comb with the beer bottle and Slim will lose. Claim your prize.
Whether you chose A or B, head to the Sheriff’s office. Head into the basement and open the first aid kit. Grab the LAXATIVES. Combine with the whiskey and give it to Luca in front of the mansion.
Option C: Get Banned- Follow Option B, but use the grease the beer on your throw instead of Slim’s. You will get banned from the diner, but will hear Slim bad-mouthing Luca. Go inform Luca of this and he will leave his post to teach Slim a lesson.
Get the Hedge Trimmers
Head to the church and grab the DELIVERY NOTICE on the altar steps. Head to the sheriff and give it to him to get the BLANK BIBLE.
Head back to the church. Tell the priest you have a confession, then leave the confessional. Adjust the right-hand knot holding up the cross, then use the lever on the left. When the priest gets thrown through the glass, swap his bible for the blank one. When he comes back, ask to use the shears and he’ll have no retort.
Head back to the mansion and use the clippers on the bush to get inside.
Scale the Mansion
Option A: Scale the Cactus- If you got rid of Slim’s hair by following Get Rid of Luca Option B or C, use the barber kit you got on the cactus.
Option B: Secret Entrance- If you got the Whiskey without making Slim go bald, check out the SUSPICIOUS FOUNTAIN. Head to the barber and ask him about it. Then head back and check out the fountain again to unlock the back gate.
Get the Toolkit
Now that’s you’re inside the manor, there are several ways to proceed.
Option A: The Sheriff- Tell the sheriff about the robbery and insist that you need his help. He’ll tell you to get evidence. Back inside the manor, grab the WRENCH off the foot of the bed and use the NEWSPAPER by the mannequin (you have to use, not just look). Go give the wrench to the sheriff and tell him about the paper. He’ll arrest the gangsters.
Option B: The Mannequin- Once again, grab the WRENCH and use the NEWSPAPER. Grab the HAT off the bust on the upper level. Head outside the manor and grab the BELT. Head back to the barbershop and grab the CUSHION off the barber chair (Whiskey Option B needed). Head to the firehouse and use the wrench on the fire hydrant, and grab the HORSE HEAD while the kids are playing.
Back inside the manor, combine the horse head, belt, cushion, and hat on the mannequin. Use the mannequin and tell the barber you’re the gangster from Chicago back to finish the job. When he runs out of the room, grab the BOOK and put it in the INCONSPICOUS HOLE in the bookshelf. Watch the ensuing cutscene.
Option C: Get Wrecked- Interact with the Moonshine on the Mansion’s lower level enough times and Betty will eventually have a sip. Watch the ensuing cutscene.
The Last Spark of the Vermillion Racer
You will need something to fix the generator.
Back to School
Head to the school on the other side of the park and talk with the professor. She will give you an exam before you are allowed into the school. The questions change every time, and there is no comprehensive guide to them yet.
Alternatively, you can skip the exam by:
- Introducing yourself as Admiral Betty or Professor Betty
- Talking to Lola at Mike’s bar and asking her to help you with getting in
- Choose the “Skip Puzzle” option
Get the Hamster
Once you gain access to the classroom, obtain the ETHANOL by waiting until Garrick the hamster eats a big sunflower seed, and picking it up while Dixon’s goggles are misaligned. Head into the hall. Open the flowery locker and pickup the SANDWICH (and the BACTERIA with it). Stop inside the science classroom and grab the EMPTY BAKING SODA.
Head out into town. Stop by the taco truck in the park to grab the EMPTY VINEGAR, then swing by Mike’s diner. Give the empty baking soda to Mike and he will refill it.
Back in the classroom, combine the empty vinegar with the ethanol and then the bacteria to make a full pitcher of VINEGAR. Combining the baking soda and vinegar in the volcano. After the explosion, head back inside to pick up Garrick.
Get the Hamster: Banned Route
If you chose to give the empty baking soda to the janitor and tell him about your plan, you will be banned from the science room. You will now need another way to free Garrick. Talk to Garrick and he will suggest something from Linda’s junkyard, even giving you a bite to transfer some reaction energy into yourself.
Head to the junkyard and open the hood of the car. When the WRENCH comes towards you, pick it up while it’s flying through the air. Open the hood and use the wrench on the engine to get the TIMING BELT. Bring it back to Garrick, then watch as he flies into the fountain. Pick him up to continue.
Energize Garrick
Bring Garrick back to the park. He will be low on energy.
Stop by Lorraine’s fruit shop in the town square.
Option A: The Sandwich- Feed the pigeon the sandwich. Won’t work if you already tried feeding it to Garrick the hamster.
Option B: Dialogue- Chase it away with the right dialogue choice.
Lorraine will reward you with a Twonky. Head back to the generator and feed it to Garrick to power up the machine.
Chapter 2
A Dam’s Worth Of Trouble
Check the dam control room. It’s locked. Head over to the campsite. You will be told by the girl that you will have to perform 3 favors to become an employee and get the keys.
Unclog the Outhouse
You will be given the SPRAY BOTTLE. Grab the CITRONELLA GRASS from the left side of the camp. Open the locker and get the KEROSENE.
Head down to the lake.
Option A: Repel the Mosquitoes- Use the citronella on the clothes press. Fill the spray bottle with the repellent and spray the mosquitoes with it.
Option B: Burn the Mosquitoes- Grab the CANDLE on the stand. Return to camp and light the candle in the campfire. Back down by the lake, put the lit candle by the mosquitoes. Fill the spray bottle with kerosene and spray the bugs with the flammable mixture.
Talk to the man inside the outhouse. He will mention the HANDLE is lost in the poop. Select the pipe draining muck from the outside to reveal it. Fill the spray bottle with water from the lake and clean it off, then pick it up and use it on the panel outside the outhouse.
Retrieve the Canoe
Grab the PLUNGER from the outhouse and the PIPE lying in front of it. Play on the tire swing and it will break, allowing you to pick up the ROPE. Combine these 3 items to make the HARPOON GUN.
Back at the campsite, douse the fire with kerosene and let counselor extinguish it. Kick the TRASH CAN so the raccoon and counselor run into the basement, then close the basement door. Pick up the FIRE EXTINGUISHER and combine it with the harpoon gun to complete it. Head to the dock, bring in the canoe, and pick up the PADDLE.
Get the Diving Gear
After you unclog the outhouse, the diver will need help retrieving his harpoon. You will have a whopping 4 options here.
Option A: Get His Harpoon- After retrieving the canoe, use the paddle to knock his harpoon off the sign. Give it to him and let the scene unfold. His gear will be back at the campsite, near the citronella grass.
Option B: Poseidon’s Trident- To do this option, you must have read The Book of Sherman during Chapter 1 Part 2 (It is one of the books in the mafia’s mansion). Look at the lake twice, then interact with it. You will get POSEIDON’S TRIDENT. Give it to the diver and let the scene unfold.
Option C: The Cardboard Harpoon- Head back to the dam and grab the FAKE HARPOON off the billboard. Give it to the diver.
Option D: Dialogue- With the right dialogue option, you can convince the diver to give up and stop pursuing Sherman.
NOTE: Choosing options C or D will forfeit the diver as a friend at the end of the game. Choosing option B will cause you to lose the plunger for the rest of the game.
Restore the Dam: Main Route
Unlock the dam with the keys. You will need to set the control panel levers to the right position. The note inside the lunchbox will give you a hint to their positions (the first brother is the upper left lever, the second brother is the upper right, and the third brother is the bottom.) Once that is done, open the hatch and use the hand pump to drain the water.
Head inside the dam and out the other side. Walk up the path to the military base. After the dialogue with the general, pick up the POLE from the barrel to the right of the gate.
Back inside the dam, use the pole a few times to clean out the ‘blockage’, then pull the lever to restart the power.
Restore the Dam: Trident Route
If you chose Option B for getting the diving gear, your path will be a little different. Click on the hole in the dam and Betty will reluctantly dive in. You will have to head to the right this time and grab the pole from the base first. Head back underwater and use it to pry away the pipe blocking the ladder to the control room. From here the route follows the main path, solve the room the same way, clear the body, and restart the power.
The Re-Examination Situation
Once Betty is back in town, she’ll need to find her mom.
Get the Cursed Necronomicon and Ingredients
Use the Lincoln Bust in the Mayor’s office and hit the button inside. Grab the book that appears. The book lists a few ingredients, but is incomplete.
Head to the park and speak to the vagrant sleeping outside the school. When you leave the conversation, Betty will mention the spell book. You will be told to get a cursed cup.
Go to the church and ask for the GRAIL. Fill it up with water from the baptismal font on the left. Ask the priest to curse it and it will become the CURSED GRAIL.
You will now need the 5 ingredients from the book:
- Sharp Sword: Head to Mike’s diner and insult his food. After he stabs the counter, tell him to step away from the counter and grab the KNIFE
- Crushed Soul: Head across the railroad tracks. Grab the ROADKILL in the middle of the road
- Wings of a Fallen Angel: Head to Ben’s fuel which is on the other side of the road you got the roadkill. Grab the FEATHERS off his dreamcatcher
- Tears of a God: You already have this, it is the cursed grail
- Human Skill: Head inside the school and talk with the professor. Agree to do the play and you will receive the SKULL
Head back to the Mayor’s office. Combine the cursed grail with the Necronomicon. Cast the last spell in the book, which will summon the janitor. He will unlock the door for you. Go in and pick up the package from the trash.
Get the Car Keys
Head to the garage and examine the car. You will need the car keys. Head to the jail beneath the sheriff’s office and talk to the prisoner. He will give you a COUPON and ask you to get a cake with a ‘surprise’ from Mike.
Go to Mike’s and get the cake. You can pick whether to get it with the ‘surprise’ or not, this will affect whether the prisoner goes free. Go back and trade it for the CAR KEYS.
Get the Gas
To get the gas from Ben, you will need to distract him. A little makeover to his car ought to do the trick.
Go to the park. Ask the musician to play a calm tune, which will put the janitor to sleep. While the janitor is sleeping, grab the RED PAINT. Talk to Max the vagrant about the FUSE he has in his hand and he will give it to you. Finally, poke around in Max’s cart and find the COMMIE NEWSPAPER.
Next, you will need a communist star. Head to town square and talk to the sheriff. You can distract him by telling him about Max (NOT recommended) or by telling him that the Twonkies are advertising themselves as better than donuts. Either way, pull the STAR STICKER off his car while he is distracted.
At Ben’s gas station, give Ben the newspaper, then fiddle with the fusebox on the right to put out the light. Paint his car red and decorate it with the star. Put the fuse you got from Max in to turn on the lights. Ben will start crying- grab the GAS CANISTER over by the pumps and fill it up while he’s doing so.
The Vanishing of Lincoln Porter
Arrive at the crossroads. The bridge is out. You’ll have to find another way to track Lincoln
Farm Chores
Head down the upper-left road and talk to Roscoe. He’ll loan you his tracker, but only if you complete some chores. He’ll give you DUCT TAPE and a SLEEPING PILL.
First, fix up the sign. You’ll find it at the crossroads on the right, just apply some duct tape.
Next, you’ll need to find Bessy. She’s at the airfield along the lower left path. Head on down, talk to the spy inside the hangar, and climb the stairs to find her.
To give Bessy her medication, you’ll need some hay. The farm has some, but the cows won’t let you near it. To spook them away, head to the airfield. Examine the control box on the left of the hangar, then use the duct tape to keep the spotlight in place. While you’re here, grab the AIR LIFT PACK hanging from the plane on the left. Head back to the farm and grab some hay.
Once you have the hay, you can either mix it with the sleeping pill and feed it to Bessy, OR feed Bessy the hay and give her the pill… er… manually while she’s distracted. Once she’s sleeping, attach the balloon pack to her and let her fly.
Get to the Plane
Head inside the air control room. Hit the button to print out the air report and unlock the crashed plane from the crossroads. You’ll need several things to cross.
First, head back to the farm. Tell Roscoe the chores are done, then head into the barn. Grab the DRIED BEEF and the BLANKET. Give Pikki the underwear, and she’ll lead you to the mine from the crossroads.
At the crossroads, pick up the TARP by the barrel, then convince the cougar to come down. Your options are:
Option A: Feed Her- Giver her the dried beef you got from the barn
Option B: Dialogue- If you let the Sheriff arrest the mobsters in Chapter 1 Part 2, then talked to them in jail about the missing pet, you can tell the mountain lion to go home. This option will let you keep the dried beef if you picked it up.
Once the cougar is gone and the ladder is lowered, head up and grab the ROPE in the mine cart.
At the crossroad, examine the PITCHFORK. Keep using it over and over and eventually Betty will rip the handle off. You now have everything to reach the plane.
(If anyone knows how to get the pitchfork out without breaking it, please tell me)
At the plane, use the rope to jam up the first propellor, then use the pitchfork handle to knock the cable loose. Combine the blanked and tarp into a hang glider. Wait until the wind picks up, then use the glider on the door to clear the gap
Get into the Mine
To get into the mine, you’ll need to use the mine cart. For that, you’ll need 3 items: a helmet, goggles, and a gas mask.
At the plane, push away the cargo net and pull the lever behind it. A skull will pop out. Interact with it and talk to the ghost that emerges. He’ll give you ECTOPLASM and a GHOST TRAP, and ask you to trap some ghost chickens. While you’re here, pick up the WEIRD TYPEWRITER by the plane’s hatch.
At the mine, grab the TRIPLE MEDIUM ROCK and a piece of HALITE from the barrel.
At the air base, head up the stairs and throw the triple rock off the balcony. While you’re here, grab the GAS MASK from the air control room. Down below, pick up the rock halves and use them on the halite to make SALT. As long as you’re here, unlock the door with the typewriter/encrypter and grab a HELMET from the crates.
Head to the farm and ask Rocoe for some CHICKEN FEED. He’ll give you some.
At the crossroads, check the mailbox to gain GLOOPY, combine it with the salt, then use the result on the chickens to make the ghost pen. Combine the chicken feed with the ectoplasm to make the bait, then use it in the trap. Finally, capture the ghosts with the trap. Go back to the ghost pilot and give him the chickens, then grab the GOGGLES off his skull.
You now have the equipment to use the mine cart, but now you’ll need more weight. Grab the MEDIUM ROCK from the crossroads, and the SMALL ROCK inside Roscoe’s barn. You can now use the mine cart.
Inside the Mine
Once the cutscene ends, grab the METAL BAR off the mine cart, then head up to the upper lair to grab the DETONATOR and the DIAMOND.
Grab the CABLE by the colored jewels over by the river. Next, you’ll have to solve the jewel riddle. The poem relates to their order by color (blood means red ruby, sunlight means yellow citrine, etc.) Grab the SHARPENING STONE that appears.
By the campfire, there are 2 mystery items shrouded in darkness. You can’t use the right one without light, but you can use the left (consistency much?). Sharpen the CLAW with the sharpening stone, then use it to tear open the red curtain by the sign. Grab the DYNAMITE behind it.
Head all the way to the left, and use the 3 explosive items together to blow open the hole. Watch the ensuing dialogue.
Head down to the island that became available and attempt to pick up a flare. A piranha will stop you. The pigeon from Chapter 1 Part 3 will appear. If you were nice and fed him the sandwich, he will get rid of the piranha. (If not… need to test this. Maybe he’ll want the diamond or the dried beef?)
Grab the FLARE, then use it on the campfire. Knock the fossil open with the metal bar, and watch the ensuing cutscenes.
At the Base
The only thing you can do now is kick away the sand and find the journal beneath it. Thus, we put a pin in Betty’s story…
Chapter 3
The Road to Re-Election
Time to flash back to the Mayor’s story.
Daytime Electors
Head to the church and talk to the priest. Remind him of your contributions to the church and he’ll endorse you.
Head down to the park and talk to the mobsters. They’ll give you the CONTRACT for Linda to sign. You’ll find Linda at Mike’s diner. She won’t sign it, but if you give it to Slim and then use reverse psychology you can trick her into signing. Bring the contract back to the mobsters and you’ll be set.
Nighttime Electors
Head to town square and talk to the musician. He’ll demand help recording his album before you can get his vote. You’ll need both a guitar and a recorder to do so.
Head inside the sheriff’s office and talk with Amos. On your way out, Barret will mention his love of the statue in town square. Head to the tiki bar in park, where the generator will stand in the future. Grab the FIRECRACKER from the box along the fence. Head across the tracks to the motel and grab some MATCHES. Head back to town square. Use the firecracker and matches on the statue, and it’ll blow up. Oops. Grab the GUITAR from the evidence locker’s mail slot.
Next, you’ll need a recorder. The spy in front of Max’s bar has one, but she’ll want something in return. Head back to the mayor’s office and grab the BLUEPRINTS off the desk. On your way back, head by the radio station and grab the TAPE REEL from the box. Go back to the spy and trade it for the RECORDING DEVICE. Put the reel in and head back to the musician to secure his vote.
Secret Plans of Soldier and Sinners
Military Checkpoint
Outside the military base, keep using the gate until the soldier is forced to speak with you. The rambling will continue until nightfall, going nowhere.
Head back to the church to meet with Father Jenkins, and discover the bank robber who has taken his place. Agree to help with his plan.
Recruit the Accomplice
You’ll find the accomplice outside Mike’s diner. He’ll ask for a garand from someone named “The Viper”. You’ll have to find out who they are. Ask Luca in front of the mobster’s house and he’ll drop the hint.
Head to Lorraine’s and use the shutters until she opens up. Make demands until she gives up the garand. Give it to the biker and he’ll be set.
Clear the Park: The Taco Vendor
Next, you’ll have to clear the park. The Taco Vendor is the easiest, as he is working for you. Just tell him the truth and he’ll leave.
Clear the Park: The Musician
To clear out the musician, you can get him a gig at Max’s bar. Speak to Max and he’ll give you a contract, but an eagle will grab it.
Head to the cul-de-sac outside the park. Betty will give you the idea to use the church organ to clear it out. Recruit the janitor at Max’s bar to set it up.
The eagle will fly over to the motel. Talk to the motel owner waiting for the bus, then use the DANCE STEPS he gave you. The eagle won’t fly down, but will be roasted. Grab the contract and bring it back to the musician to clear him out.
Clear the Park: The Deputy
The Deputy will be at the park investigating Chipmunks for Amos. To get him to leave you have multiple options:
Option A: The Chipmunks- Grab another tape reel from the radio station, then record the chipmunks in the park tree. Then do… something with the record (needs further investigation)
Option B: Dialogue- Amos can be convinced to go home with the right dialogue option. Ask him what he’ll need to take the night off and he should comply.
Option C: Inside Job- If you already know Lorraine is The Viper and report it to Amos, he’ll reveal his plan to use the bank heist to get Jack involved. He’ll leave and move the deputy out of the way.
Disable the Alarm
Head to Max’s bar. Talk to the drunk salesman about the alarm system for the bank. When he requests a drink, give Max the flyer to get a DRINK and give it to him. He’ll give you his BUSINESS CARD and reveal the alarm’s weakness.
Head over to the park and use the card on the alarm. Silent as a lamb!
Get the Costumes
Go to the sheriff’s office and grab the STATUE HAND and KEYS. Head to the costume shop and bash the window open with the statue hand to get 2 costumes.
You can get the 3rd costume from Max’s bar. Grab the hula dancer skirt and you’ll have everything ready for the heist! Head back to the church and let the overly-long cutscene unfold.
Who Framed Lazlo Hardy?
Head over to the sheriff’s office. You’ll need some way to get into the car and frame the salesman
Recover the Tow Cable
Head to Max’s bar where his car is parked. Linda will ask for you to help recovering the tow cable back from Ben. While you’re here, talk to the mailman. If you can convince him to leave without making him mad (“What do you think will happen?” then “Max will be upset when he sees his delivery” works) you will be able to grab a BOTTLE from the crates. Also grab a RUBBER CHICKEN from the party box. You will need one of these items later.
Head up to Ben’s trailer- you can get there from the path at the right edge of the screen at Ben’s gas station. Talk to Ben about the tow cable. He will refuse to give it up, and his rooster Ducky will prevent you from stealing it. You have 2 options on how to proceed:
Option A: Replace Ducky- Head down to the gas station and trigger the alarm on the door. Hide behind the car. When Ben appears, sneak off to the right. While he’s gone, use the rubber chicken on Ducky to swap him out. Then you can steal the cable at your leisure.
Option B: Explosion Day- This option will only work if you got the bottle, and didn’t tell Ben to stop golfing (this includes the “Turn Him to Your Advantage” dialogue option). Turn on the generator on the right, then put the bottle on it to shake it up. Turn off the generator and pick up the WELL SHOOK BOTTLE. Then place it on the golf tee and watch the fun! Afterwards, grab the cable.
Romantic Advice
Back at the garage, agree to give romantic advise to Linda. Anyway you pick to resolve the situation will result in an cleared junkyard. (My favorites are telling Slim he’s too young to settle down, or telling Linda that Carrie is planning to propose). Whichever option you pick, stash the evidence in the trunk.
A Feud Forged in Flames
The situation turns ugly. General Hartman demands that Max’s bar be burned down, and there’s not much you can do about it. First thing’s first- clear out the patrons!
Clear out Lincoln
Lincoln is easy to clear out. Talk to him, then threaten the spy into leaving, then talk to him again. You’ll take him home.
Clear out Ben
Ben will refuse to go home until you overrule his eviction notice. Talk to Sheriff Amos and he’ll tell you to stamp the notice. Head up to his trailer to get it (watching the ‘Taco Stand Owner’ die along the way).
Now you’ll need to stamp it. Grab the STAMP off your mayoral desk. It needs repairs and ink. Head down to Max’s bar and ask Linda to fix it. After she does, grab the HOT SAUCE off the shelf by the mannequin and use it as ink. Stamp up the document and return it to the sheriff’s office.
Clear out Betty and Linda
Talk to Betty. Be sure to ask if she’s pulling a prank for inspiration on how to burn down the bar. Tell Betty you want her to leave. Pick to have a conversation with her, then answer her questions. She, Linda, and Pikki will all leave together
Clear out the Musician
Interact with the musician 3 times, and he’ll short-circuit the shaking tiki. Interact with the plugs on the bottom and he’ll mess up and get kicked out.
Talk to Max
WARNING! If you tell Max you need to burn his bar down, he’ll give you a test to prove your friendship. If you mess up, Max will refuse to help. Save-scumming will NOT allow you to re-take the test, no matter how far back your load goes.
- What’s my life-long dream? To open a tiki bar
- (I do not know the rest, will finish this later)
If Max gets mad, keep talking to him and he will calm down, but it will affect your game later.
Pour the NAPALM you got on Max’s curtains, then ask him to do the fire-breathing trick. Pow!
The Many Losses of Mayor Barret
Soldiers are blocking the road. You’ll need a way to get rid of them. Perhaps that boulder could work?
The Four Ropes
Cutting the 4 ropes will get the boulder to come loose.
After talking with the soldiers, try to use one of the paths on the left. The soldiers will shoot the ground and cut a rope in the process.
The spy will appear. You will need to get rid of her, but first, she’s hungry. Interact with the sand by the pitchfork to uncover the fridge. Open it and grab the CAN OF MEATBALLS. Give it to the spy. Talk to Lincoln and he’ll agree to give her the access codes. Next, you’ll need to distract the guards. Grab the HORSESHOE that was tethering the first rope and drop it in the canyon. Talk to the spy while the guards are distracted. During the ensuing commotion, the second rope will be cut.
To the get guards to cut the third rope, they’ll need a target and the right angle. Pick up the EMPTY CAN of meatballs. If you put it on the rock, the guards will shoot at it, but it won’t hit any ropes. To get the right angle, pick up the Y-SHAPED STICK in the road and use it to prop up the fridge. Then place the can and watch the third rope get cut.
Roscoe will come out. First, pick up the CAN LID. Then, grab the PITCHFORK from the rock. Use the pitchfork on Roscoe to telepathically talk to him and have him distract the guards. While they look away, use the can lid to cut the last rope.
The boulder will roll out, but will smash the bridge. With no other options, watch as Lincoln sacrifices himself and Eliza gets captured.
Chapter 4
The Lost Traveler
Time to pick things back up with Betty!
Escape to the Ship
With nothing left to do, kick the bomb multiple times. Evenentually, an apple will fall out of the bag. Give it to Pikki and she’ll break your ropes.
Search the crates nearby on the truck. One of them will contain a STRANGE DEVICE. Head over to the right and look under the tarp to uncover the spaceship. Put the strange device in the hole and enter the right code (it is the same code that played in the airfield control tower back in Chapter 2). Enter the door that appears.
Inside the Ship
Enter the door on the right and head down the hall into the Cryo room. Interact with the panel to the right of the door and solve the puzzle to activate the device on the right. Use it, and the alien in the pod will awaken. Let the cutscenes play out as he explains everything.
When prompted to push the button on the pig’s helmet, consider saving. It’s the last time you’ll be able to manually save for awhile. When you’re ready, turn it on.
After the cutscene plays out, you’ll need to solve a puzzle to get the device back online. It you can’t solve it, quitting the puzzle and re-entering it will grant the option to skip it.
The Many Friends of Betty Anderson
Well, this is it. Betty gets sent to an alien world and comes back with new gadgets, as Betty’s friends arrive to help her out.
Depending on the routes you picked, different friends can appear:
- Linda
- Sheriff Amos
- Lorraine
- Smoky the Diver
- The Mobsters
- (I believe Max may appear if you pass his quiz in Chapter 3, and did not spook him away in Chapter 2. Needs confirmation)
Take Out Trenzor’s Systems
Before your friends can go to town, you’ll need to take out 3 systems: Auxillary Boosters, Impact Sensors, and his Force Field.
To bring his force field down, Trenzor needs to get hit with something colossal. The train will work, but not with the crossing lights warning him. Use the EMP device on the level crossing, then use the train remote to trick Tenzor into eating a train collision.
To knock out the collision sensor, head to the church. Spray the altar cross with Midas dust to turn it into gold, and the fake priest will lift it up on the hoist. Play the nearby organ to lure Trenzor in, and watch as he gets knocked clean out the window.
Don’t Touch the bear will aid with the auxillary booster, but first go to Mike’s diner and grab the RUBBER GLOVES from the trash. Go to the fire department and open the garage door to create a hiding place, then use the greatest hits music player on the bear to lure Trenzor in. While he’s distracted, use the rubber gloves to grab his truster.
Down with Trenzor!
Time to bring your pals in to finish the job! Each one can be found in a different location, and needs a different item:
- Before going to Linda in the junkyard, swing by the generator and grab the HOLOGRAM CRYSTAL that fell out the ground. Combine it with the holographic projector and give it to her.
- Sheriff Amos is at the generator. Combine the Lawbringer pistol with the EMP device to fill it up and give it to him.
- Lorraine is at her fruit stand. She’ll use the Rocket.
- Smoky the Diver is inside the fountain at the park. He’ll use the Beast Slayer harpoon gun.
- The Mobsters are at the junction by the radio tower. Give Luca the Brass Knuckles.
With Trenzor down, Betty is free to head back to the ship. Have a chat with the general and head inside.
Chapter 5
Time to save the world! First thing’s first- get to the bomb!
The Last Stand of Betty Anderson
Clear the Blast Door
Trenzor has locked the spaceship down and activated the blast doors. To get past them, you’ll need to get to the engine room and overload the system.
Start by using P’Taa-h’s hand in the entrance room to unlock the second half of the ship. Enter the cargo hold and use the panel on the left to choose and acquire the MAINTENANCE DROID. Head out into the hall. The maintenance droid can use the maintenance tunnels to get past the force field. Use the alien hand on him, then send him through to unlock the door. Head down the hall the the engine room.
To start the engine, you’ll need fuel and a frozen core. Grab the HOT CORE out of the engine room, then swing by the garden and grab the BUCKET. Fill the bucket up with fuel from the broken pipe outside the engine room to get the ENGINE FUEL. Take the hot core back to the cryo room and use it with P’Taa-h’s pod to freeze it. Back in the engine room, fill the tank up with fuel and place the core in the reactor.
Charge up the Transporter
Now you’ll need a fully-charged power cell to activate the transporter.
To get the power cell, head to the creature prison behind the blast door you blew open. To get at the power cell, you’ll need to unlock the cage. The answer to this puzzle is in the cryo room- active the panel with the alien hand, navigate to the alien that “requires containment”, and note the directions of the symbols on the map when it flickers up. Match the direction of the symbols in the prison to the map.
Once you unlock the cage and activate the panel to release the creature, pick up the POWER CELL and the ALIEN too. Head to the garden where a giant plant is blocking the charger. Unleash the alien upon it to clear the way, then charge up your cell. Head back to the transporter and plug it in!
Swap the Cores
Time for the final puzzle!
Start by charging up the Cymbal Monkey using the plutonium core inside the bomb, then hop back to your hiding place and let him loose on the transporter. When Trenzor steps in, use the alien hand to lock him in, then activate the transporter to send him away.
To unlock the system, you’ll need to switch out the authorized hand signature back to P’taa-h. Open the access panel beneath the hand scanner. You’ll have to hit the buttons in the correct order. I don’t know where the hint was, but the buttons will play out “Twinkle, Twinkle, Little Star” when you hit them correctly.
Trenzor will reappear, and smash the monkey with a hammer- you’ll need a new way to keep him out. Pick up the HAMMER he dropped, then poke the monkey again. It’ll have just enough juice to lure him over. Close the door with the alien hand one last time, then smash it with the hammer to make sure it stays shut!
Waltz over to the control panel, use the controls to open the bomb, and swap the cores. You win!
There are still a lot of Easter Eggs to cover in this game, so I’ll update this guide as needed. Be sure to let me know if you find any other routes!
Credits:
- c_arya.stark– Multiple new routes
- T_T – Alternate route for Get the Hamster
- SoulBrook – Starting me on the alternate route for Get Ride of Luca