Edna & Harvey: Harvey’s New Eyes
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Edna & Harvey: Harvey’s New Eyes is Daedalic’s follow-up to The Breakout, told from the point of view of Lilli, a quiet convent-school girl whose friend Edna is about to run away again. Lilli is very good, which becomes the problem: Dr. Marcel’s hypnosis leaves her with eight rules she has to learn to break, one trance at a time. This walkthrough covers all three chapters and the three endings.
How the game plays
Point and click: left button acts, right button examines. Space highlights hotspots, Esc opens the menu. The inventory and, later, the panel of taboos sit along the bottom and open when the cursor nears them; combine items by dragging one onto another. The taboo panel appears after Lilli is hypnotised: eight forbidden actions. Once a taboo is broken in a trance, click it on the panel, then do the forbidden thing. Puzzles can be skipped from their window. Dialogue topics are pictures; talk everything through, clicking a topic several times if needed. The story is non-linear only in its three endings.
Chapter 1: the convent school
The school garden
Lilli rakes leaves while Mother Superior forbids singing; Edna invites her to a treasure hunt, but the work comes first. Take the tutorial or not. Rake the three leaf piles into one (more clicks just move them about). Scrape the rake on a flagstone three times to bring Mother Superior to the window: new tasks, dig the flowerbed in the back yard and rid the tree of termites. Right to the back yard.
The back yard
Talk to Edna about everything: her treasure is in the very flowerbed you must dig; the soil is dry and needs a spade, which is in the locked cellar; the termites are her friends and can be lured with jam or honey. Back to the pond.
The garden and the well
The cellar door left of the pond is padlocked. Look in the window right of it: a spade in the coal heap by the stove, out of reach; take the brush from the shelf under the window and click the window to climb out. Round the cellar’s left to the well: Freeman peers down it; a beehive hangs above. Something glitters at the bottom, probably the cellar key. Exhaust the topics, leave, hear a splash, come back: Freeman has fallen in. Lay the end of the garden hose over the rim; knock the hive into the well with the rake. Behind the tree to the pond: the tap is dry; part the bushes right of the pond for the pump; move the hose from the tap to the pump’s upper outlet and switch it on. Mother Superior orders it off. At the well: it is full, the hive floats, and Freeman sits on the bench with the key, too angry to give it up. Dip the brush in the floating hive for honey. To the back yard: honey drips a trail from the well to the termite tree; brush the compost barrel and the termites move to it, then follow the trail to the well and, by the sound of it, to Freeman. He is dealt with; a small animal paints the dead pink so nobody is shocked. Take the cellar key, unlock the cellar: the jackhammer from the right shelf, the spade from the coals. Dig Edna’s flowerbed: the treasure is an aircraft bomb; open it with the spade, it is live. Mother Superior summons everyone; you end in her office.
Mother Superior’s office and the dormitory
Feed the cat: take the cat food from the lift behind the carnivorous plant and put it in Lumpi’s bowl; wrong, he eats a special recipe. Take the cat-food recipe and Mother Superior’s dinner recipe for the cook, Doris, but first Edna’s room: she fears Dr. Marcel and means to run; Gerret spies on her and must be distracted. From the left table look at the embroidery frame and take the bag of marbles. In the corridor talk to Shay and Sakku; Sakku will only give up her hairpin in mortal danger. Through the wooden door to the hall: Gerret passes the bullies into the chapel; the bullies take Mother Superior’s recipe off you. Into the chapel: no Gerret, though there is no other exit; Frank at the altar studies the floor slabs and their Templar secret; give him the jackhammer and he starts breaking slabs; the noise drives Gerret out of the confessional. Examine and open its side door: an observation post; take the plank. Upstairs to Lilli’s room: plan Gerret’s capture with Edna, but first Frank must find his secret and stop the noise. From the hall, right into the school corridor.
The school corridor and the storeroom
Examine the clock and the two gargoyles; the left one hangs by one rope with a string of firecrackers on its shoulder. Talk to Kapu, enter the storeroom. The scout chest right of the door and the musket above it are scouts-only, says the old man hanging by the window. Take the jar with a guinea pig from the left cupboard and look at the three empty stands in the right one: three objects go there, and he only remembers a prompt for each. The first E is Emotion: sad, happy or angry that day. The second is Enthusiasm: how he prevailed, by strength, courage or sleepiness. The third is Energy: the fruit he ate. A Notebook icon appears top left, for later. Left along the corridor to the classroom.
Classroom, landing, gallery, office, dining room
The cabinet of stuffed animals is locked, Mother Superior’s key. Birgit, the favourite, explains the symbols: bears strength, deer courage, porcupines sleepiness, and asks you to find out from Mother Superior in the dining room which animal to embroider on her banner; the jar is refused, a model must stand on a base. Hall, up to the landing: three masks, happy, angry and sad, screwed to the wall; a tool is needed. Left through the arch to the gallery: pick the deadly nightshade berries off the column, look in the fireplace where Mother Superior boils her kettle, the hook holds the kettle. Behind the fireplace to the office: the spike on the desk corner holds her note complaining about the guinea pig; take the spike. Down to the dining room: coconut, banana and apple from the counter, the third E done. Banners of animals hang between the windows with one gap: Birgit is embroidering the banner of self-control. Doris’s troubles: no knife, cold stove, no cat recipe, no tins opened in ages; give her the jar and get the alcohol and the guinea pig separately. In the classroom, skewer the guinea pig on the spike and give Birgit the model; Lilli leaves so she can finish; go straight back, take the new banner from the easel, hang it in the dining room gap, hear Mother Superior swear and leave; follow her to the classroom, where she scolds Birgit and forgets to lock the cabinet: take the embroidery and the bear, deer and porcupine, the second E. Through the door under the hall stairs to the well: Shoni, who stole the recipe, is unmoved. Back yard: take the detonator Edna pulled from the bomb. Dormitory corridor: give Sakku the detonator; she gives her hairpin, which disarms the bomb for now; carry the bomb to safety in the cellar: open the stove, meet Memphis inside, talk, put the detonator in, take the hairpin back, close. The bomb goes off outside. Landing: hairpin on all three masks, the first E.
The old man’s puzzle
Four hints. One: I am never sad after a couple of apples, they make me strong. Two: I can be brave only on days I am not sad; when angry I cannot show strength. Three: coconuts fight sleepiness. Four: on the day I helped the Templars I was not happy from apples nor angry from a banana, nor sad from a banana or happy from a coconut. Open the Notebook: three grids of ticks and crosses, one tick per row and column. Apple: tick happy, tick bear; bear row: tick happy. Deer: cross sad; bear: cross angry; porcupine: tick sad; deer: tick angry. Coconut: cross porcupine, tick deer, so tick angry; banana: tick porcupine, tick sad. Three sets: sad mask, porcupine, banana; happy mask, bear, apple; angry mask, deer, coconut. Hint four rules out the first two: place the angry mask, deer and coconut. Ask about the Templar grave and receive the old book of slab symbols. Give it to Frank: a sudoku of four orders’ crests, no repeat in row, column or quarter, then three extra slabs placed by the right-hand clues; the last slab marks the crypt. Frank breaks it, finds a knight’s sword and falls through. Hide in the confessional, Gerret enters his room, take the sword, wedge the plank in his door. Lilli’s room: cover Edna’s traces: the balloon with her face on the hall chandelier, the firecrackers on the gargoyle, the carving on the back-yard tree.
Covering the traces
Examine the balloon on the chandelier; upstairs, the fixing bolt on the beam needs a tool. Talk to the clown Ernest in the hall and, asked for a balloon shape, choose a wrench (ask again if you picked another). Unscrew the bolt with the balloon wrench; the chandelier falls; take the balloon and the cigarettes left of the bench. Corridor: Kapu wants a love letter taken to Shay; deliver it and return; through the first door on the right into the right gargoyle; the sword is too long to reach the crackers; stick it in the clock hand and climb out by the arrow behind Lilli; out to the hall and back: the left gargoyle has fallen on the couple. Take the firecrackers. Classroom: Birgit hangs; take the puma banner from the easel, hang it in the dining room, Mother Superior praises and heads for the classroom; when she leaves, take Birgit’s scout badge from the desk and look at the cake by the door. Storeroom: the badge earns the chest: scout knife, and the musket. Doris trades the knife for a chainsaw. Back yard: Sakku will not speak; the carved heart on the tree; fill the chainsaw with alcohol and cut the bark out.
The diary
New task: Edna’s diary of escape plans. A pigeon on the corridor sill holds it and flies to the roof over the office. Mother Superior throws you out for not bringing cat food. At the well, Shoni: pick “stand up for yourself”; he says you could not shoot a sparrow. Load the musket with marbles and fire at the sparrows on the fence: you bag an eagle; he is terrified; calm him with the clown’s cigarettes, which he lights and stuffs into his mouth; the recipe is yours; pick up a dropped lit cigarette. Doris needs tins from the cellar and the kitchen stove lit. Outside, Shoni has been painted pink. Cellar: tins from the cupboard; bark and cigarette into the stove. Doris: feed the cat and return the empty plate to the lift before she cooks dinner. Office: take the roast from the lift into Lumpi’s bowl; he refuses; feed it to the carnivorous plant; empty plate in the lift; Doris sends Mother Superior’s dinner; put it in the bowl; Lumpi eats and scratches the wall. Hang the embroidery on the hook above him; he climbs to the roof beams near the pigeon. Tie the firecrackers to the balloon, light them with the cigarette, use it on the pigeon: it explodes in front of Mother Superior. In Lilli’s room, Edna is gone; her letter says she is at the hideout. Corridor, observation room, follow Gerret to the chapel, hall, well, back yard: the charred diary: the hideout is at Swamp Lake.
The hypnosis
Dr. Marcel catches Lilli and hypnotises her; the task is tea, and the Taboos panel appears. Examine the painting on the right wall: Gerret hides behind it, tells of a secret passage and gives truth serum for the tea. Take the teapot and cup from the trolley, combine for water, add the serum, carry it and drop it. Gallery: berries into the kettle (pick them now if you did not), kettle on the hook. Office: another cup, fill from the kettle, give it to Mother Superior, who tells her childhood story. Gallery: take the torch over the fireplace, try to light it: the plush Harvey reminds you good girls do not play with fire. Gerret behind the painting suggests a trance, where there are no rules. Click the rabbit on the chair.
Trance: fire
Pull the cord to draw the curtain; dust hits Ignatz’s eye. Take the club by the right wall and beat the dust out of the curtain: eye closed, act freely. Left into the gallery: a snowman Harvey blocks the way and will not part with his top hat. In the office take the contact lens by the left wall; put it in the rib bones before the second eye: the hat catches fire. Take the burning hat and use it on the wood under the snowman. Back in reality, the taboo Playing With Fire is unlocked: click it and light the torch; set it in the bracket over the dark corner, then click the torch to turn the bracket: the secret door. Gerret explains the next rule to break: Contradicting Adults.
Trance: contradiction
Back yard: take the ball of wool from the bomb; the hole in the fence left of the compost barrel is Edna’s way out, and Harvey objects. Give the toy the wool and enter the trance: a giant spider sits on the hole. Take a rib from the bone heap, dip it in the tar puddle, stick it to the spider’s head; Ignatz takes the demon. Click Contradicting Adults on the panel and crawl through.
Chapter 2: Edna’s hideout
The crossroads and the village
Promise Gerret to wait; Harvey snatches the map, reads it and drops it; it rolls away into the village, round a corner and through a barred window. From the bin on the left, the pizza box’s chilli; the pump off the bicycle under the window. Police station: the map is in the cell; the officer will only lock you up for a positive breath test, and you pass sober. Take wine gums right of the printer, sedative above the plate, a yellow marker from the glass by the phone. The bar: no alcohol for children, and no ingredients for the Volcano Berserker anyway; if you bring them, he will make an exception. Take the menu, click the middle cocktail: the recipe died with the previous owner. Take the donation box and the pink neon sign off the dark passage. Right to the cemetery: the medium Mirania and a box with green neon; she is pestered by spirits and needs earplugs: give her the wine gums; she channels Maxmix: wine gums, wormwood, chilli. Pick up the dropped wine gums. Bar: order the Neon Drink, non-alcoholic. Crossroads, right to the bridge: Gerret in the bushes, Dr. Marcel’s two men on the bridge, a feed trough behind Lilli with a warning: switch Contradicting Adults off on the panel and pour the neon drink in. Back to the crossroads, hear grunting, return: a boar has marked the wormwood; pick it. Bar: order the Volcano Berserker; Harvey invokes the third taboo, no alcohol. Wool on the rabbit.
Trance: alcohol
Do not touch the coffee on the bar, it ends the trance. Take the mayonnaise, go out to the village, into the yard between the wagon and the station: a quack doctor with a cure, Alkofix, only for the sick. To the prairie (the crossroads): a vulture on a cactus waiting for someone to die, a smoke signal, a sundial. Mayonnaise spoils in the sun: jar on the sundial, turn the dial to the sun, flies gather; eat the rotten mayonnaise; a rash. Show the quack for a cloth and take the Alkofix; in the bar, bottle in the champagne bucket; the cork flies and a genie Harvey appears; offer the cloth; he drinks the cure himself and the taboo breaks. Click Drinking Alcohol and take the cocktail; drink; police station, breath test, fully drunk, locked up; Lilli picks up the map and finds a hamster in it. Talk to the officer, thumbs up to promise good behaviour: Harvey, the taboo on lying. Wool.
Trance: lying
Lady Justice proves on a blackboard that lying is bad; prove that a lie for good is good in three sums, using the capitalised words of the four statements. Good Truth plus Truthful Wisdom equals Good Wisdom. Evil Wisdom plus Evil Lie equals Wise Lie. Good Wisdom plus Wise Lie equals Good Lie. Justice commits harakiri. Click Lying, thumbs up to the officer, released but ordered to sleep at the station; try to leave: the taboo on dangerous places. Wool.
Trance: dangerous places
Coffee on the counter ends the trance. Out, across to the saloon: the prospector tells of his mine and the Wendigo guarding it. Inside, dogs play poker; the cigars are for players; a stake is needed. At the Indian cemetery click the fire to reach the medium: how to bring coins from reality. Drink the coffee. In the bar, the barman pounds the counter and leaves a palm print: set the donation box on it, he smashes it, take the coins. A coin in the flatfish machine by the door for a flounder; inflate it with the pump. Order the Killer Poison Smile, right-click it, give it to the barman, who passes out; coins on his eyes; try to leave, wool on Harvey. The barman’s ghost gives coins; stake them with the dogs and lose; take a cigar; on the prairie use it on the smoke rings to talk to the shaman: guide him to the cemetery with the buttons, tunnels each leading to one exit of the same type: up, tunnel; down, tunnel; up, tunnel; up, up, tunnel; down, tunnel. At the cemetery he gives a recipe for a weapon against the Wendigo; take the junk food boxes on his left; give the quack the recipe, open the parcel: deodorant and hair-removal cream. Put the junk food in the prospector’s mule’s saddlebag; try to leave and he heads for his mine; on the prairie the vultures circle; right-click them and you are at the mine. Deodorant on the Wendigo makes an ozone hole, so right-click the sky and spray it: the sun intensifies; he brings out sun lotion; swap it for the hair-removal cream; bald, he burns. The fifth taboo falls.
The hideout and the bridge
At the cave on Swamp Lake, click Dangerous Places and enter: no Edna. Right-click the telescope: the two men on the bridge; the note on the crate; the owl whistle beside it. Bridge: they caught Edna and locked her in the van, which will not start. Whistle at Gerret in the bushes: no reaction, but a real owl lands top right. Whistle at it and answer its facial disc with the matching icon: Stop; Sorry; Stop; Nothing; Ha-ha-ha; Stop (a wrong answer shuffles the icons, so go by the words). It flies off. Whistle again; the men hear and find you; a phantom appears behind and scares them off. Take the key from the van’s dashboard; behind the van, Gerret says Edna is at the clinic.
Outside the clinic
The key at the back door; the hamster steals it; whistle at the owl in the tree and it attacks the hamster; look in the bushes where the key fell and fall into the sewer.
Chapter 3: the clinic
Sewer, boiler room, chimney
Take the keys, row left, click the jetty, unlock the iron door with the key from outside: a phantom; back in the boat, left to the waterfall, row hard right and outrun it on the current, click the bridge, climb; it grabs your leg: click the flying energy sweet and hold on. Boiler room: four furnaces, each with a punch-card slot. Take the punch card from the stand on the left, put it in the far right slot, climb the cold chimney. Up: Mr. Frock in a recess is interested in a feather duster. Higher, look into the storeroom: take the cheese from the plate; note the duster right of the microwave and the credit card in the coat pocket. Up to the roof: the bee man cannot hear you; right-click the lamp on your chimney, moths circle it. Down; the holey cheese into the second slot from the right; into that furnace: the storeroom’s stove, blocked by a chair leg; pull it: the sharp leg breaks the taboo on sharp objects, Harvey says so; the can opener too. Take the duster and the credit card; the notice board’s pizza flyer; the phone by the door accidentally orders a plain pizza; from the fridge bananas, tomatoes, broccoli, blueberries; out right.
Corridor and the dragon
The left door is locked; take the delivered pizza; Harvey crawls to the grille; grabbing him again lands you in the phantom’s grip. Pull his string for the trance: a blue dragon behind the grille; pluck a feather from the dead chicken on the pole, tickle the dragon until its tail lies by the grille, click the gate, pull the thorn from its paw. Back: click Sharp Objects and hit the phantom with the chair leg. Left into the toilet: the laundry maniac explains the coloured cleaners in the urinals; take the knitting needle, starch, towel. Right to the players.
The players and the pizza
Adrian left, Peter, Petra and Drogglejug right. Adrian explains the colour blindness: Drogglejug blue and green, Petra yellow and green, Adrian red and yellow, Peter red and green. To join, order a pizza everyone likes: Drogglejug bananas but no broccoli; Petra broccoli but no tomatoes; Adrian tomatoes but no blueberries; Peter blueberries but no bananas. Lilli takes the green cushion; click Playing With Fire and take the scented candle; tear a strip from the red curtain. Storeroom: Sharp Objects on, punch the credit card on the opener. Boiler room, first chimney on the right: give Frock the duster for a white sheet. Card into the second slot from the left, up to the roof: the bee man lacks the smell of freedom; Fire on, give him the candle and he flies; take the yellow scarf; towel on the moth lamp, moths eat holes, starch it: the fourth card. Far left slot, up the chimney to the observation room: Mirania behind the glass, forbidden to speak to the living. Storeroom: Sharp Objects on, cut holes in the sheet on the opener; back, sheet on the window, talk, thumbs up, take the blue cloth from the door slot. Toilet: blue cloth in the blue urinal, yellow scarf in the yellow, green cushion in the green, red curtain in the red. Now recolour the toppings so each is invisible to the one who dislikes it and visible to the one who wants it: bananas red, blueberries yellow, tomatoes green, broccoli blue. Put them on the pizza; smiling faces. Give the players the pizza.
Trance: the game
Adrian narrates as the mysterious NPC; Peter is Snippo the juggler, Drogglejug Sir Drogglelot, Petra the black mage Petrulla, Lilli the amazon Lilligrim. Goblins have dammed the Pink River. Right-click Snippo, talk, choose “no balls” on juggling, take his ball when he sleeps; Petrulla: agree to watch the cauldron, thumbs up, she sleeps; Drogglelot: exhaust topics, pick Zzz until he sleeps, take the log; the NPC will not sleep. Right to the goblin gorge: the chief will not attack first. At the fire, right-click then click the hooded figure; right-click the cauldron for the safety valve; ball into it; log on the fire; the cauldron rockets into the gorge. The hood comes off Harvey, who bursts with rage. The players win.
Anger and the gate
Lilli is sick in the toilet; back with the players, talk to Peter, click Anger off and slap him; take the character sheet. At the grille, pick up Harvey, trance: along the tree to the right, pull the arrow from the rock, into the dragon cage’s lock, open the gate; in reality the clinic gate is open. Take Harvey, into the tower. Corridor: take the portrait off the wall, left into the storeroom: the phantom Ruben, Dr. Marcel’s son, regrets never speaking to his dead brother Alfred. Bowling ball from the bottom shelf onto the coat stand, sheet over it: a ghost. From the lunch box on the lower right shelf, honey pancakes; take the mirror off the door hook and hang the pancakes there; break the termite farm on the top left shelf. Corridor: the termites eat the pancake and a hole in the door; at the doctor’s door opposite, light falls on the sign: take Do Not Disturb, hang the mirror; the beam goes through the hole at the ghost. Hang Alfred’s portrait on the hook over the hole: it projects onto the ghost; Ruben talks, then strangles it and drops the keys. Unlock Edna’s cell on the right.
Edna’s cell
Mother Superior under hypnosis, Gerret and Edna tied to the wall; the door slams, Dr. Marcel’s doing. Right-click the bin under Gerret for Harvey’s old eyes; Sharp Objects on, a needle from the doll heap, thread it with the wool, use on the eyes then on Harvey: the rabbit is himself again. Talk to Gerret and Edna. Save. Give Ignatz the rabbit to wake her, but first win the last taboo in a chess match of Harvey figures: your side is right; pick a rabbit, an action bottom left, a target; one action per rabbit per round; hover for what each does. It is random, and skippable; tactics: your alcoholic rabbit heals with Magic, heal one each turn; kill their healer, Justice Harvey, and their blocker, Spider Harvey, first; your music-lover Harvey blocks with Combo; use multi-target attacks first, single hits last. Back in the cell, save again for all endings. Talk to Ignatz, give her the rabbit, thumbs up; take the knife, go to the doctor, knife on his back, and choose: put the knife down; stab Dr. Marcel; protest. Three endings.