Edna Harvey: The Breakout 0.19120404
In Edna and Harvey: The Breakout, young Edna wakes up in the padded cell of an insane asylum with no memory of her past or how she ended up there. Only one thing is for certain: She has been wrongfully imprisoned and will have to escape! After all, she feels entirely sane – and her speaking stuffed toy bunny Harvey wholeheartedly agrees. Edna & Harvey: The Breakout – Anniversary Edition 0.19120404 (35602) 1.04 GB. DRM-free GOG version. About the game In Edna and Harvey: The Breakout, young Edna wakes up in the padded cell of an insane asylum with no memory of her past or how she ended up there. Only one thing is for certain: She has been wrongfully imprisoned and will.
- Edna Harvey: The Breakout 0.19120404 Movie
- Edna Harvey: The Breakout 0.19120404 Cast
- Edna Harvey: The Breakout 0.19120404 Video
Asylum
Cell
Look in your inventory and talk to Harvey. Look at the table, chair and wall, then talk to the door. Use the grate above the door and talk to the guard about the air-conditioning and his father the minigolfer. Take the detachable chair leg, and use it on the table to break it. Now use the broken chair leg on the padded wall - destroy each pad that you can. Talk to the guard about air-conditioning again, and when he turns it on you will see some padding fall down from one of the pads. Use your broken chair leg with the 'airy gap', then look at the grate. Look at the screws, then use Harvey on a screw twice.
Tempomorph 1
As Harvey, go up the stairs and look at the screws and handle, then put the screws in your inventory. Go back downstairs and look at the window and rake, and put the rake in your inventory. Use the screws and rake on Edna, then switch to Edna. Pick up the rake, then use it on the window. Switch back to Harvey and climb out the window.
Walk to the back of the house and look at Mattis and Alfred. Look at the newspaper and place Article 2 in your inventory. Go back down through the window and use Article 2 on Edna - she will chew off her toenail. Switch to Edna and go up the stairs, then use your toenail on the screws.
Cell
Look at the fan and use Harvey 1 in your inventory to get a toenail. Use this toenail on each of the 4 screws and you will remove the panel. Go back to your cell and talk to the guard through the grate again, but this time be mean and he will turn off the air-conditioning. Go back to the fan and push it.
Dr Marcel's Office
Crawl left and you will overhear a conversation. Continue left but you are blocked by a heavy grate. Go back to the right and look through the grate to see Dr Marcel has left. Use your toenail with the grate and go through. Pick up the encyclopedia, polo mallet and ballpoint pen. Look at the 3 photos, diploma and newspaper clipping over the fireplace. Open the door, then after talking to Hulgor, hit him with the polo mallet. Open the cabinet, then after putting Hulgor inside, close the cabinet. Go through the door.
Roof
Open the door opposite and go inside the utility room, then flip the light switch on the left wall. Open the window and go outside. Walk around the roof edge. Look at the antenna, then turn it (you will see a guard now turn his attention to the security monitors). Keep walking around the roof, and on the next screen look into the distance. Examine the grate, then get another toenail using Harvey 1. Use this on the grate, then go inside. This takes you back to the end of the chute that was blocked before.
Go through Dr Marcel's office and walk along the hallway. When Babbitt starts to chase you, enter the utility room, then go straight out through the window. Babbitt will talk to you from the window, but won't come outside. Head around the roof, in through the grate, and back to the door to the utility room. Use the plant here and it will break. Move the column under the door handle, then use your encyclopedia on the column to trap Babbitt. Go out to the hallway and down the stairs to the ground floor, then go through the double doors - you will be taken to the main patient area.
Patient Areas
Talk to Drogglejug and Aluman in the recreation room. Go to the telephone in the back right corner and look at it to see the receiver is missing. Return to the recreation room and head through the double doors on the left, then take the first door on the left to find the laundry room. Try to enter the laundry lift. Talk to the Ticket Inspector about everything, and you will find our Professor Nock has the next laundry lift ticket.
Return to the recreation room and go through the double doors on the right. Talk to Bruce Broker, then go through the door on the right. Talk to Professor Nock, then change the TV channel to see a program about stocks. Go back out and talk to Bruce Broker again. Keep telling him to buy until you can select 'Look Brucey! It's a boy' - you will end up with the phone receiver.
Go back to the recreation room again and head to the phone area. Use the receiver on the telephone, then take the coin from the coin chute. Go through the double doors in the left of the recreation room, and then go through the right door. Talk to Beeman, then head through the door in the back. Talk to the Barkeeper and Peter, then continue through the back door into a coffee room. Pick up the fallen coffee cup and place it in the coffee machine's chute. Insert your coin in the machine and take the cup of coffee. Go back to Beeman and give him the coffee in exchange for a cup of earwax. Also take the pinking shears from the table. Leave this room and go through the front door on the left. Turn on the light switch, then talk to Petra and take the dip from the table. Return to the bar and give the dip to Peter. Take the cocktail menu from the bar and read it in your inventory. Talk to the Barkeeper and ask for a stinkydrink. Combine your straw and drink in your inventory to find a fly, then put this in the earwax. Go back to the toilet and take the chips from next to Petra.
Go to the television room and give the fly in earwax to Professor Nock, in exchange for his coat hanger. Look at the coat hanger to see it is number 3. Go and swap this for Aluman's coat hanger 2. Return to the laundry room and show this to the Ticket Inspector, then enter the lift.
Laundry Lift
Talk to Mr Frock, then you will get out at the second floor. Look at the electricity meter, and you will notice that someone is leaving a light on. Turn off the light switch and leave the room. Go through the front right door and turn on the light switch, then look at the hose. Leave here and go through the front left door. Turn on the light switch. Press the alarm button, then look at the window and talk to the Key Master about everything. Go back out and through the doors at the end of the hallway. Talk to Hoti and Moti, then use the pinking shears to separate them. Talk to them again, then leave the room for a while and come back - they should be gone. Try to pick up the blanket, but it is too heavy for you. Use your potato chips on the blanket, then return to the laundry room. Get in the lift again.
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Talk to Mr Frock, and this time you will get out at the basement level - quickly click on the dirty blanket on the floor to jump down. Climb the ladder and go through the double doors.
Free Run of House
Go down the stairs and through the left door to find a large furnace. Go down the ladder and talk to the hole to find Almo, who needs a spoon. Go back up the ladder, right, up the stairs and up the stairs in the back right. Go through the double doors on the left to find the kitchen. Read the menu on the wall. Open the cutlery cupboard and pick up a knife and fork. Also take the pot and potholder. Continue left to the dining room, and take the ketchup and mustard.
Go through the double doors on the right, then all the way up the stairs to the top floor and back into Dr Marcel's office. Look at the locked drawer under the diploma, then use your knife to pry it open. Take the old key from inside the drawer. Go back out to the stairs and down 2 levels. Use the old key to unlock the door on the left and go through. Look at the portrait and talk to it. Look at the urn, the other pictures, and Poozie the bear. Look at the homework ledger on the top shelf. Use Harvey on the homework ledger.
Tempomorph 2
As Harvey, use the note on Edna, and put Mr Hornbush in your inventory. Look through the hole in the cupboard and look at the note in Mr Hornbush's coat pocket. Back out and look out the window. Place three of the outside objects (circus, Ferris wheel, playground) in your inventory, then use each of these on Edna, and she will get locked in the cupboard. Look through the hole again, and use the letter on Edna. Use the hole on Edna and you will read the note to her. Now use Mr Hornbush on Edna to get her back out of the cupboard. Use the note on Edna again.
Free Run of House
Go back to the bar (the fastest way is to go downstairs, through the main double doors to get caught and put back in the patient area, then go left, right and through the back door). Try to take the spoon from the barrel, but the Barkeeper stops you. Use Harvey 2 on your cocktail menu, then use the Barkeeper's signature on the cocktail menu to add a new drink. Ask the Barkeeper for the drink that you added to the menu. Now take the spoon.
Go to the laundry lift and take it to the basement level. Drop down to the mattress, then climb the ladder, go through the door, down the stairs and into the furnace room. Climb down the ladder and use your shovel on the hole to give it to Almo. Go up the ladder and back down again, then pick up the pile of dirt/clay from next to the hole.
Leave this area and go out and up the main staircase to the third floor. Enter the surveillance room and talk to Bladder, but he refuses to leave his post. Look at the monitors - you need to spell out WC with lit monitors, so go and make sure that the laundry lift room at the second floor has its light off, and the TV room has its light off. The Bar light needs to be turned on; you should now see Bladder leave his post. Make your way back to the third floor. Go around the corner to the hallway, then into the WC. Try to take the key, but it is attached to Bladder's belt. Use the sink, then use your clay with the sink, and use the clay mass with the key to get an imprint.
Leave the WC and go through the other door here to find a break room. Open the cabinet and take the box of cornflakes, then use them in your inventory to find a toy police badge. Now head down to the furnace and open the grate with your potholder. Place the imprint in the furnace, then get it out again with your potholder.
Go back to the main recreation room. Talk to Drogglejug, who won't let you in to see King Adrian. Show him the police badge, and you can go inside. Talk to King Adrian and lose several times against him, then ask why you always lose. Talk to Aluman, who will help you but first needs a better coat hanger. Go to the laundry lift system and spray ketchup on Mr Frock. Keep riding until he disappears, then get off in the basement. Take his coat hanger from the rack, then get back on the lift system and return to Aluman. Give him coat hanger 1. Now go to the main staircase, up to level 2 and through the door on the right to get some electroshock therapy.
Head back to the recreation room and see King Adrian. You can now beat him, but he beats you straight away again. Go down to the basement and through the door opposite the furnace room. Pick up the form from the top of the file cabinet, then look at it in your inventory. Open the file cabinet and pick up the drawer 5 times, each time looking at a different patient's history. Go all the way up to Dr Marcel's office. Use Harvey 2 on the diploma on the wall, then use Dr Marcel's signature on the form.
Go down to the dining room and through the double doors on the left. Look at the doorplate reading A22, then go through the door. Answer the questions with 'Adrian', 'second' and 'green'. Now return to King Adrian. Talk to him and ask about his place in physical education, then select 'red'. You will win the gold medal. Use the laundry lift to get to the basement and go to the furnace. Put your gold medal in your pot, and put it in the furnace, then get it out again with the potholder. Use the steaming pot with the key mold. Head to the kitchen and use the steaming mold with the sink, then use the mold to get a master key. Go right from the kitchen and use the key on the lock.
Asylum Grounds
Pick up the trashcan lid and look at all the gold keys, then go to the garage. Take the wrench and jumper cables from the floor. Try to open the car door, then use the coat hanger on the window and open the door. Go back out and around to the sedan. Try to take the spare tyre, then while the driver is outside, go inside, along the corridor and up the stairs. Go up to the second floor and open the gate with your key, then enter the solitary room. Talk to the key master through the window, then unlock his door with the master key. Talk to him and he will agree to meet you at the garage.
Try going downstairs, but the driver is back at the bottom. Go up to the third floor, around the corner and into the break room. Use the bubblegum dispenser, then open the window and use it again - the driver will be distracted. Go downstairs, over to the right, and out through the back door. Go to the garage and talk to the key master.
Head out to the sedan and use your wrench on the spare tyre to get it. Go and talk to the key master, who now says you need a jack. Go back inside and into the kitchen. Use the trolley and you will end up under the dining table. Talk to Hoti and Moti; find out it is free choice day, and tell them you have an escape plan. Now use your knife on Beeman's foot - he throws his food in the air. Get back in the trolley again. Look at the menu in the kitchen and change it so Beeman gets potato and Professor Nock gets roast chicken. Now return to the trolley and stab Beeman's foot again. After the food fight starts, head out to the garage and give your spare tyre to Hoti and Moti.
Hit the sedan with your polo mallet, then go inside and up the stairs to the first floor. Unlock the gate with your master key, and enter the TV room. Talk to Aluman and he agrees to help you. When he leaves, look at the television and note the position of the fingerprints. Go up to the third floor and use the bubblegum dispenser so you can go downstairs and outside. Go to the garage - Aluman came and left again. Go around the back of the house and talk to Aluman. Go right to the garden and get the rake. Return to Aluman and look at the Zen garden. Move the stones to match the fingerprints from the TV, then use the rake. Talk to Aluman again, who will meet you at the garage. Go there and use the jumper leads on him.
Go towards the main gate and enter the watchtower. Go up to the landing and open the locker. Go up the next stairs, then quickly get in the locker. Once the guard has gone downstairs head up to the control room. Press the green button, then cut the cable with your pinking shears.
Outside
Wilderness
Open the trunk and take the towing rope. Enter the car and talk to Hoti and Moti. Play the card game and win to get zapped by the car (after you click a card the first time, Hoti will blink if you are correct). Now head up the bank and then up the stairs. Touch Aluman to zap him, then talk to him and take his antioxidant. Climb down and go right along the road. Enter the van and then enter the driver's cab. Release the parking brake, press the clutch and change gear to neutral. Use the towing rope on the railing, then go back to the crash site and walk right. Use the rope to cross the river.
Go right and try to open the gate. Spray anti-oxidant on the gate, then open it and go through. Head left and into the church.
Church
Go through the door on the right and talk to the reverend. Look at the music book on the stand to see the notes EGAHD. Pick up the headphones and guitar amplifier - you will take this out to the church automatically. Turn on the amplifier, then go to the back of the church, up the steps and up the ladder.
After the key master talks to you, climb up the next ladder. Look at the distance, then use your polo mallet on the bell. Go down twice and look at the organ. Turn on the red switch. Press the E on the keyboard and you will notice the guitar also plays the same note. Open the hatch left of the organ and place the headphones inside. Look at the tape deck, then pick up the headphones and you will plug them into the tape deck. Look at the organ again and play the first B key on the left. Now press EGABD in order (as read from the music book in the reverend's room). Climb up twice and hit the bell with the mallet again, then climb all the way down to see the key master has fallen.
Home
Outside
Look at one of the gnomes, then smash them all with the mallet and pick up the shards of the 'Order Gnome' on the pedestal. Use the house key on the lock but it breaks off inside. Go around the back of the house and then to the shed. Enter the shed and take the pliers and spade, then return to the front door. Use the pliers on the door to get the broken house key. Head around back twice to reach the back door. Look at the thistles, then use the spade on them and use your polo mallet on the basement window. Head inside through the broken window.
Inside
Go upstairs to the kitchen, then to the passageway and up the main stairs. Go though the left door into Mattis' room and take the lighter from the table. Leave here and enter the schoolroom. Look at the chalkboard and the cupboard, then leave and go up to the attic. Look out the window, then try to open your bedroom door, which is locked. Go back down and into the bathroom.
Use the clay shards in the tub, then combine the broken key with the damp clay. Head down to the basement. Open the furnace and use your lighter on it. Put the mold in the furnace, then get it out with your potholder. Now put the master key in the pot and put this in the furnace. Get this out with your potholder and pour it over the mold. Go up to the bathroom and put the mold in the tub. Break the mold with your mallet. Head up to the attic and use the key on your bedroom door, then go inside.
Tempomorph 3
Look at the diary, then open the window and switch to Harvey. Go out the window to the ledge, and put the woodpecker in your inventory, then look through the other window. Go back to Edna's room and use the woodpecker with Edna. Switch back to Edna. Open the closet door. Knock on the bedroom door and quickly get in the closet - you will automatically escape and lock Alfred in your room.
As Harvey, go into the kitchen, then down to the basement, then out through the window, each time seeing a vision of Mattis as a killer. Save your game. Go to the back of the house. Choose to listen to either Dr Marcel or Harvey to see one of the two possible endings.
Edna & Harvey: The Breakout | |
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Developer(s) | Daedalic Entertainment |
Publisher(s) | Daedalic Entertainment |
Platform(s) | Microsoft Windows |
Release | |
Genre(s) | Point-and-click adventure |
Mode(s) | Single-player |
Edna & Harvey: The Breakout (known in Germany as German: Edna bricht aus, lit.'Edna breaks out') is a 2008 adventure game for Windows starring a young woman and her toy rabbit. The object of the game is to escape from a mental hospital which they find themselves in at the beginning of the game.
The game began as a university project in Germany. Although that version received an outstanding reception, the English game merely received a mixed reception with both average and low review scores, mostly due to the sloppy translation.[citation needed]
Gameplay[edit]
Edna & Harvey: The Breakout is an adventure game in the same vein as LucasArts' pre-1994 games created using the SCUMM engine. The game screen shows a two-dimensional cartoon world where Edna, the playable character, is incarcerated within a mental hospital. The bottom edge of the screen contains a list of verbs which must be clicked on before the player clicks on an item within the game world in order to manipulate it. When the player tries to combine or effect one item with another each combination produces a different response, unlike in most games of this type where an incorrect combination would result in a response of 'I don't know why you'd want to do that.' During play expensive in-game objects such as cars can be defaced by the player, this does not affect the game in any tangible way but represents an act of rebellion.[1]
Plot[edit]
Edna awakes in a padded cell with her toy rabbit, Harvey, who she talks to throughout the game. She has no recollection of how she came to be in the cell and must escape.[1] In order to do so, she navigates along the ventilation shafts and gathers friends (other inmates) as well. Such friends have mental issues like two people in one sweater, one trying to become an energy being, and another who can make keys to any lock. While there, she decides to clear her father's name, although he was killed for murdering the son of the asylum's owner, Dr. Marcel. Harvey then gives Edna the ability to relive certain events in her past, called 'Tempomorphing'. After escaping in Dr. Marcel's car, they crash in a swamp and go separate ways, the 'Keymaster' following Edna. He wanted revenge on Edna for releasing 'Someone who should never be released', himself. After escaping a Church that he locked both Edna and himself in, she finds herself at her own house where she learns that she was the one who committed the murder by pushing Dr. Marcel's son down the stairs and that her father took the blame. Dr. Marcel then arrives and asks her to come back with him so he can have her memory erased as her father asked Dr. Marcel to do. Though he succeeded several times, Harvey always brought her memories back. Edna is then given two options: Destroy Harvey and have her memory erased, or listen to Harvey and push him down the stairs as his son was. If she listens to Dr. Marcel, she cuts Harvey to pieces with scissors, is renamed and given house chores to do for the rest of her life, which she then adores doing. If she listens to Harvey, then she knocks Dr. Marcel down the staircase with a mallet from his office and is never heard from again, the only clue of her fate being the remains of Harvey found by the ocean.
Development[edit]
The game was originally developed as a university project by Jan Müller-Michaelis (known as Poki), co-founder of Daedalic Entertainment.[1]Jan Müller-Michaelis created a own game engine using Java to implement the game [2].
According to Daedalic's Carsten Fichtelmann, Valve rejected Edna & Harvey and A New Beginning three times from its Steam platform 'on the grounds that their target audience did not care about the game'. However, Daedalic went on to achieve success on the platform.[3]
Reception[edit]
Domestic[edit]
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International[edit]
Edna & Harvey: The Breakout garnered a Metacritic score of 56, representing 'mixed or average reviews'.[7]
References to other media[edit]
The game contains some references to other media such as:
Edna Harvey: The Breakout 0.19120404 Movie
- An imaginary rabbit named Harvey is the premise for the movie of the same name starring James Stewart.
- Professor Nock is fascinated by dinosaurs and thinks to have found a way to recreate them. Mosquitos trapped in amber might contain blood with the DNA of dinosours. This is a reference to Jurassic Park.
- The bartender claims there was once a pirate in the mental house who only drank grog: a cocktail based upon several acids, red paint and other chemical substances. This is a reference to Guybrush Threepwood from Monkey Island' franchise.
- When trying to force one of the locks, she talks about the grog jar puzzle from Monkey Island' franchise.
- There is a reference to the Ewoks from the Star Wars-franchise.
- Harvey tells Edna she might use her chains saw once again to commit some murders. This is a reference to The Texas Chain Saw Massacre.
- The noisy, mad man at the elevator resembles Ed Edisson from Maniac Mansion and Day of the Tentacle.
- A poster of a death metal group called Even Blacker Sabbath in the church. This is a reference to the metal group Black Sabbath.
Edna Harvey: The Breakout 0.19120404 Cast
References[edit]
- ^ abcWalker, John (2011-02-02). 'Edna & Harvey: The Breakout Review'. Eurogamer. Retrieved 2012-01-25.
- ^Grimm, Matthias (2009-06-29). 'The Whispered World - 'Vieles im Adventuregenre läuft falsch' Der Edna-Entwickler packt aus'. gamona. Archived from the original on 2016-05-27. Retrieved 2009-06-29.
- ^Steinlechner, Peter (October 23, 2013). 'Goodbye Deponia, hallo Adventure-Verkaufserfolg'. Golem.de. Archived from the original on March 18, 2016.
- ^Wöbbeking, Jan (June 12, 2008). 'Edna bricht aus'. 4Players (in German). Archived from the original on July 12, 2008.
- ^Weiß, Thomas (July 1, 2008). 'Test: Edna bricht aus - zurück in die guten, alten Zeiten'. PC Games (in German). Archived from the original on July 1, 2008.
- ^Matschijewsky, Daniel (June 15, 2008). 'Witziges Adventure à la Day of the Tentacle'. GameStar (in German). Archived from the original on June 29, 2011.
- ^'Edna & Harvey: The Break Out - Critic Reviews'. Metacritic. Retrieved 2012-01-25.