Edna & Harvey: The Breakout
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Edna & Harvey: The Breakout is Daedalic’s debut adventure: Edna wakes in a padded cell with no memory, a talking blue rabbit called Harvey, and a strong urge to leave. This walkthrough covers the Steam version from cell to church, both endings, and every Steam achievement, most of which involve ketchup.
How the game plays
- Mouse. Left button acts; right button comments on items and objects, takes an item directly, and skips lines. Space shows hotspots. Esc for the menu.
- Verbs along the bottom: Look, Take, Talk, Use, Inventory. Pick an inventory item, then click the target; items combine by clicking one then the other.
- Saves live in
AppData\Local\Daedalic Entertainment\Edna\savegame. Linear, with free roaming in places; two endings. - Look at, and talk to, everything, and put every new item on Harvey for his comment; that is half the game.
- In the three childhood memories you switch between Edna and Harvey with their icons bottom right. As Harvey, drag an object onto Edna to discuss it, or onto the quick-access bar at the bottom to carry the memory of it elsewhere.
The asylum
The padded cell
Look at the near left chair leg, unscrew it and break it on the table. With the sharp stick, slash all the padding you can reach. At the door, Talk twice at the grille: tell the guard it is too hot; he mentions the air conditioner under the padding and will turn it on later if you behave. Push: “I noticed how professionally you guard this door”; “So you’re a famous athlete!”; “Mini-golf! I’m sweating already.” Air blows from a slit: use the stick on it, look at the grille, use Harvey on a screw with any line, then again: “What exactly do you call chronomorphing?” and “Yes, chronomorph me through time.”
First memory
As Harvey: drag the window onto Edna to ask her to open it, then the rake. As Edna: take the rake and open the casement. As Harvey: click the window and Edna throws you up. In the back yard, the newspaper on the coffee table right of Alfred: drag the article about the chestnut thief’s escape to the bar. Back through the cellar window to Edna and show her the article: the thief used his own fingernail. Edna breaks one off. As Edna: up the steps to the door, talk to the doorknob (for an achievement), unscrew the screws left of it with the nail. End of memory.
Out of the cell
In the inventory, click Harvey 1: Edna bites off a nail. Use it on the four screws of the grille. Now the fan must go off. Talk through the grille: “Now I’m too cold”; “I’d like to know more about mini-golf”; “Did your mum give you the club?”; “I give up, where did you get it?”; “Why not take your dad’s club and hit yourself over the head with it?” He switches it off in a rage. Look at the open unit, Take, and with Harvey’s help push the moving part into the shaft. Climb in.
The ventilation shaft
Crawl left and overhear Dr. Marcel and Hulgor. Through the red pipe on the left, look at the wooden grille, back. Look at the grille you eavesdropped through; Harvey 1 again for another nail, nail on the grille, down into the office.
Dr. Marcel’s office
The article over the fireplace: your father, accused of murder. Take the dictionary from the mantel, the polo mallet and the ballpoint pen from the desk. Open the door and talk to Hulgor about anything; when you have control, mallet on Hulgor. Use the wardrobe door, take Hulgor and he is hidden inside, close it. Out the same door; Take the flowerpot on the pedestal left of the opposite door to knock it over. Through that door to the storeroom: light switch left of the door, try to take the brain and talk to it, look at and take the comics (achievement later). Open the window, out onto the roof.
The roof
Along the ledge right to the familiar grille (the other side of the red pipe); unscrew it with the nail but do not go in. Further right, note the TV aerial. Back to the storeroom and into the corridor.
Fifth floor
Into the lobby, step round the corner where the guard sits, run to the storeroom and out of the window fast. If he catches you first, escape through the shaft again and lure him again. Ignore him raging in the storeroom; along the ledge right and Use the aerial to unscrew it. Left, in through the unscrewed grille, through the shaft and the doctor’s office into the corridor. Lock him in: push the pedestal (pot knocked over first) under the storeroom door handle, and put the dictionary on it. Achievement: Cellfree. Down the stairs.
Fourth floor
The door by the stairs: to the second guard, “Yes, it’s me, the new one, who else?” Take a spoiled paper cup from the bin, look at the empty cooler: “Did you drink all the water?” He needs the toilet badly but will not leave. Talk to the waste basket: achievement Copyhurtress. A key hangs right of his chair. Left along the corridor into the WC: run the tap and use the cup on it; it falls apart; tap off. The door near the toilet: the wall cabinet holds cornflakes; click them in the inventory to find a real police badge in small parts, swallowable. Down to the third floor.
Third floor
The door with the lightning bolt: look at the chair, Dr. Marcel’s brain-dissolver; use the saucepan on the lever handle later for achievement Workeress (you need the pan first). Remember the room. Second floor: behind bars, a patient, Yuppie, talks into a torn-off receiver. Down to the ground floor.
Ground floor
Under the stairs right, the left door: the kitchen. Take the small saucepan from the stove, the oven gloves off the wall, knife and fork from the top drawer. Left door, the dining room: mustard and ketchup from the table; Use on the notice on the right. Grab these, the glove above all, before trying the front door. Out of the front door: the guard; any answer; film.
The recreation room
Wait for Dr. Marcel here. Exits left and right, and the pillow fort, the Residence of King Adrian; Drogelbecher stops you. Talk to Aluman at the window: Adrian was struck by lightning and now sees the future; Aluman holds a coat hanger to keep up the “ether”. A dead end with a broken phone right of him. Left into a corridor with three doors.
Staff room, toilet, bee man, bar
Staff Only: the bearded controller of the laundry lift; you need one of three tickets, Aluman’s, Professor Nock’s or Mr. Mantell’s. The door left of the lift door: the public toilet, light on, talk to Petra about everything, take the bowl of sauce. The right-hand door: the Bee Man wants coffee; take the pinking shears, through the door behind him to the bar. Peter asks you not to turn the light on; talk to him and the barman, give Peter the sauce, he leaves, light on. The barman will not part with the shovel in the barrel, his only spoon. Take the cocktail menu and read it. Through the door left of the barrel: the rest room, a whole paper cup on the floor, into the coffee machine’s holder; note the coin slot.
Yuppie and Professor Nock
Back in the recreation room, right into the corridor with Yuppie, who is on an important call with his broker. Through the door by the bars: try to switch off the dinosaur film, talk to Professor Nock, ask to change channel, tell him the dinosaurs will die out; the stock channel shows. Ask everything; he keeps his ticket, but needs amber with fossil inclusions. To Yuppie: “Buy!”; “BUY!”; “BUY!”; “Look, Yuppie, it’s a boy!” He gives you the receiver. Round the corner in the recreation room, receiver on the phone’s cradle, press the coin slot twice for a coin. Combine glove with fork, then with the coin: achievement Polisheress. Offer the Bee Man a glove swap: achievement Exchangeress. Coin in the coffee machine, take the coffee, give it to the Bee Man: a cup of his earwax.
King Adrian
Show Drogelbecher the police badge and enter. Adrian thinks you want his throne and offers heads or tails; lose twice, ask why you always lose, leave. In the toilet, Peter and Petra sit on two urinals under Congratulations; take the crisps by Petra’s feet. In the bar, right-click the menu, order the Skunk Cocktail, combine the straw with it, drink: a fly at the bottom; combine with the earwax. Give Nock the fly in amber: his ticket is a coat hanger. It is ticket three; you can only ride after ticket two goes down. Swap hangers with Aluman (click the hanger, then him) and give the controller hanger 2.
Third floor via the lift
In the fuse room, light optional. Out left: on the right wall, the fuse room door and the men’s toilet: light on, look at the hose, smear the three sinks with ketchup and mustard (achievements need a lot of this). On the left wall, the security room; at the corridor’s end, a ward of beds. In security, look through the window and talk to the Key Master about everything: to escape you need to be on the other side of the bars, then clay, metal and a furnace to copy the master key, then a car. Gold would do: King Adrian’s medal. The asylum stands on clay. In the ward, talk to Hoti and Moti, fake Siamese twins, then use the shears on them and tell them they are free. They stay until you leave.
The laundry lift
Ride; passing the laundry you could jump, but nothing softens the landing yet. Next stop, the controller: achievement Liftgirl. Ride to the fuse room again, to the end of the corridor: the twins’ bed is empty; the sheet is too heavy; pour the crisps on it, ride, and the sheet lies on the laundry floor. Jump onto it, up the fire escape, through the door.
Ground floor: archive and furnace
The green door on the right, the archive: the top drawer of the cabinet bottom left holds case histories; take the form on top. Read them: the Bee Man, first pet a black pony, picked first in PE; Adrian, a red cat, second; Drogelbecher, a green dog, third; Peter, a blue goldfish, second to last; Hoti, a yellow rat, last. Adrian’s matters. The other green door, marked Dr. Marcel: the furnace; Harvey 1 for a nail if needed, nail on the furnace grate to open it. Up the ladder, left door, the kitchen; out the far left door to the dining room, read the notices on the doors. Left leads to a corridor and the therapy session for game programmers, which needs your form signed by your doctor. Right leads to the front door; do not try it again.
Third floor
In security take a paper cup from the bin, put it back, take it again. For Waterplacer, place eight cups round the building, one at a time, always fetched from here. Smear the WC with ketchup and mustard; in the staff rest room, draw on the doctor’s dartboard portrait with the pen and smear the sink.
Fifth floor
Dr. Marcel’s office: pry the top drawer of the dresser left of Hulgor’s wardrobe with the knife for an old key. A cup in the fireplace, ketchup and mustard everywhere, pen on the desk pedestal, chair and wardrobe door.
Second floor
Another cup from security. On the second floor, the old key opens the door left of the bars: Alfred’s room, Dr. Marcel’s dead son. Look at his portrait; discuss Alfred’s exercise book with Harvey, with the father’s signature you forged; use Harvey on it.
Second memory
As Harvey: look out of the window and drag the carousel, ferris wheel, circus tent and pond to the bar; show them to Edna in turn until teacher Hornbush sends her to the cupboard. Look through the hole in the cupboard door and drag the letter from the red coat’s pocket onto Edna; too dark; drag the hole onto her and she passes the letter out; read it to her. Put Mr. Hornbush on the bar, look through the hole, drag him onto Edna, who asks to return to class; drag her father’s note from her rucksack onto her. End.
The signature
Fifth floor, Harvey 2 on the diploma on the office wall; combine form and signature. Achievement Fälscherin. Ground floor, dining room, corridor to therapy; on the way use comic, pen and ketchup on the doctor’s portrait for achievements. Tell the psychologist you have a signed form: “I’d like to watch first”; after Poki, speak as Adrian: “I’m Adrian, King of the Rec Room”; “In PE I was always picked second”; if asked what colour your first pet would be as a dog, “Green”. Hear the verdict. Back to the recreation room, either through the front door and the guard, or in the cellar washing-machine room with the hanger on the laundry rail. Aluman: “I have questions about King Adrian”; “Will you help me beat him?”; “I’ve decided, I agree to shock therapy.” You need hanger 1, Mr. Mantell’s, who lives in the lift. Ride and ketchup Mr. Mantell in motion before the fuse-room stop; he vanishes (into the washing machine). Passing the laundry alone, jump, take the hanging hanger, up the fire escape, back to the recreation room, give Aluman hanger 1. In the bar, combine Harvey 2 with the menu, then the barman’s signature with the menu, write any name, order it; while he is gone take the shovel. Lift to the laundry, jump, kitchen, dining room, front door, third floor, the lightning room: film, any answer, a charge of energy. Back to the recreation room.
Luring the guard
Light the monitors to read WC. Disconnect the aerial if you have not. Lights on in the bar, the men’s toilet and the Key Master’s security room; lights off in the lift’s fuse room and Professor Nock’s room. The film plays; the guard leaves. The key lies on the toilet floor tied to his trousers: copy it. Cellar, the furnace door, throw the eighth cup in: achievement Waterplacer. Down the fire escape, shovel on the hole, give the shovel to the worker who thinks it a spoon, up and down again, take the clay. Fourth-floor WC: tap on, clay in the water, wet clay on the key on the floor: a mould. Furnace, mould in, out with the gloves. Achievement Comic Nerd along the way. Adrian: “Which pick were you in PE?”; “Red”; “I want another go”; “Heads”: the gold medal. Achievement King of Recreation Room. Medal in the pan, lift to the laundry, furnace, pan in, out with gloves, molten gold into the mould; cool it under a tap on the third floor, knife to pry out the master key. Unlock the grille right of Alfred’s room, go into security and unlock the Key Master’s cell. In the cellar unlock the door, sign and smear the mat, out.
Outside
The garage: wrench and jump leads from the ground, hanger on the driver’s door, Use to open; no rear wheel. The doctor’s limousine round the corner: the spare’s alarm brings the driver; hide, back in, third floor, tell the Key Master about the truck; meet in the garage. The driver blocks you: fourth floor, the room near the toilet, open the window, take gum from the machine: the alarm draws him off. Garage, talk to the Key Master; back in, kitchen, hide in the food trolley, under the table to Hoti and Moti with the plan; a food fight is needed. Back to the kitchen: swap every menu card so nobody gets their order: Peter, coffee pudding; Hoti and Moti, mash; Adrian, dumplings; Nock, chicken; Bee Man, potatoes. The English version has a bug where the last card will not stick: save, switch the language to German in the start menu, place them, save, switch back. Trolley back, tell the twins, crawl to the Bee Man, pen on his foot, then the fork into his bare foot: film. Garage, the twins will fit the wheel. Distract the driver with the mallet on the limousine, second floor, master key on the grille, Nock’s TV room where Aluman leans on the set: talk, ask for help, he leaves; memorise his fingerprints on the screen. Gum trick again, out. Aluman is on the bench down the path; talk; the garden by the lone tree, take the rake (sign and smear the wall: Big Litterbug). At the birdbath, sign, smear, try to take it: Handycapress. Set the five stones in the rectangle to match the fingerprints, click the rake, then Aluman: “How do you like my drawing?” Garage: give Aluman the jump leads, he starts the car. Unscrew the spare from the limousine with the wrench. Before handing it over: men’s toilet with three sinks and hose, Harvey 2 on the hose, then tyre, badge and wrench on it: Tubeslasher; smear the sinks: Small Mucky Pup. Give the twins the wheel. The gate: past the bench to the watchtower, through the Beware door, up two flights; the guard throws you out. Reject the barrels, open the last locker one flight up, show yourself a flight higher, hide in the locker fast, up when he passes, green button, cut the wire under the desk with the shears. Achievement Escapress.
The crash and the church
Take the tow rope from the limousine’s boot, talk to Hoti and Moti, play their card game: click a card and watch Hoti’s eyes; they roll when it is right; confirm three times and receive an electric shock. Up the slope and the stone steps, talk to Aluman waiting for lightning: Use on him to pass the charge, take the antioxidant to his left. Down and right to the van, in through the back, driver’s seat: clutch, gear to neutral, handbrake off, quickly. Tie the rope to the bridge rail on the right, back to the wreck, along the bank right, over by the rope, antioxidant on the rusted gate, open, the cemetery, your father’s grave, the church. The pastor recognises Matthias Konrad’s daughter and flees at the organ. Take the headphones by the notebook, Take the amp to move it into the nave, read the music on the stand: E, A, D, B, G. Nave, switch the amp on. Back rows, up to the gallery and the fire escape to the balcony: the dead pastor, the Key Master, who locked you in. Up the ladder behind the hanged pastor, mallet on the bell; he hates noise. Down to the organ: headphones into the cassette deck, take them so one end is in the inventory, open the valve on the organ, headphones on the valve, close, sit. Red switch, press the first B, not in the tune; the headphones land by the Key Master. Play E, A, D, B, G, each note met with his screams. Up: he has the headphones on. Up to the bell, mallet, his scream. Down; film.
Home
The postbox, the locked door; father hid the key in one of the gnomes. Mallet on any gnome; the four point at the fifth on the column, but Edna smashes them in her order, the fifth last: the key, and take the clay shards. The key breaks in the lock. Behind the house past the veranda, down to the shed: spade from the left wall, pliers from the table; pliers pull the key out. Behind the house, spade on the weed under the window, mallet on the cellar window, down.
Kitchen, hall, up: study, take the lighter; the attic door to your room needs the key fixed. Out through the cellar window; lighter on the moon: Moonlighter. Wet the shards in the rain barrel, combine with the broken key, cellar, lighter on the stove, mould in, out with gloves; master key in the pan, pan in the stove, out with gloves, gold into the mould, drop it in the barrel, pry the key out with the shears. A Steam bug sometimes loses the pan in the escape; only a save helps. Achievement Lady of Keys. Unlock the front door, up to the attic, your room: the third memory. As Edna, read the diary on the desk, Use the window; as Harvey, out onto the ledge, the woodpecker and Alfred at the next window to the bar, show Edna both; as Edna, open the wardrobe, knock on the door, hide in the wardrobe; split up. As Harvey, kitchen, cellar, and out of the window (save here for both endings), round to the veranda, calling Edna each time. The truth about Alfred’s death, and the choice: obey Dr. Marcel, or obey Harvey. Reload for the other ending. New Game afterwards: unscrew the chair’s front leg for Déjà-vu.