Thimbleweed Park (Casual Mode
Thimbleweed Park
Casual Mode Walkthrough
NOTE: Thimbleweed Park is a non-linear game and many puzzles can be solved in different orders. You don’t need to follow this walkthrough exactly!
Part 1: The Meeting
Boris completes his mission:
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Open the gate
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Talk to Willie
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Look at Boris’ note to see his tasks
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Look at the light over the sign. There’s no switch to turn if off.
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Pick up the rock in the middle of the stream
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Use the rock on the light to break it.
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Walk all the way to the right to find the entrance to the sewer.
Part 2: The Body
Take a photograph of the body:
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You can switch between the two agents by clicking the icons in the upper right corner. Notice that one is carrying the polaroid camera and the other has the film. To take a picture, first you need to Give the camera (or the film) one agent is carrying to the other agent.
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For example, to Give the camera to the other agent, select Give and click the polaroid camera, then click on the other agent.
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Now select the other agent (who now has both the camera and film) by clicking on the upper right icon.
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Select Use and click the camera, then click the sample polaroid film pack.
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Select Use and click the camera, then click the body to take a photograph.
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After taking the photo, the agent will walk over to the body and inspect it, finding a keycard.
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You can Look at the body multiple times for more information.
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Look at the notebook each agent is carrying for backstory. When the notebook is wiggling, it means new information has been entered into it.
Other things to do:
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Explore the area to the right where Boris “completed” his mission.
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Find and Pick up the bottle near the sign.
Getting to town:
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Select Open and click the gate at the left of this location.
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Move the cursor to the top of the path and click to exit the bridge location.
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Walk to the right on the highway to trigger the arrival of the pigeons. You can Look at / Pick up the items on the side of the road.
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Talk to the pigeons to learn about the signals.
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When the conversation with the pigeons ends, continue walking to the right.
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Along the way, you’ll see the entrance to the cemetery. Come back later to explore it.
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When you reach the end of the highway, click to enter the town’s Main Street.
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Look at the store signs, including the first one to learn more about Willie.
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You’ll meet the Sheriff, who will bring you into City Hall for a debriefing.
Other things to do:
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Talk to the Tron machines in the Coroner’s and Sheriff’s offices for more information.
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Look at the agents’ notebooks for a To Do list of tasks to accomplish. These tasks will automatically update.
Fixing the broken hydrant (Main Street):
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Leave city hall and go onto Main Street.
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Talk to the Pigeon Sisters about the broken hydrant. They need a vacuum tube to fix the hydrant.
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Visit Ricki’s Cakes on B Street.
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Talk to Ricki and ask her for a vacuum tube to fix the hydrant. The code is WC-67. (This option only appears after you’ve talked to the Pigeon Sisters about it.)
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Bring the WC-67 tube back to the Pigeon Sisters and Give it to them. Once the hydrant fixed, you can access A Street.
S&D Diner (Main Street):
When you enter the diner, Talk to Sandy about the body. Sandy will reveal that she may know something about the identity of the killer. This will trigger the Ransome flashback.
Ransome Flashback:
Ransome must prepare for his big stage performance, he must wear his clown nose and makeup, fix his hair, and find his joke book.
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Ransome has his nose in his pocket. Use nose for Ransome to put it on.
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Explore the notes on Ransome’s corkboard, he owes money to Carney Joe.
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Explore the area around the circus poster, try picking it up.
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Open the wall safe and Pick up the money inside, $1000.
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Exit the trailer and talk with Ransome’s lawyer.
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Exit to the left to enter the circus grounds.
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Enter the backstage area and examine the swear jar. Pick up the swear jar to collect the money. $138. The combined total, $1138, should be enough.
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Ransome’s makeup and hair gel are on the table. Pick up the makeup and then the hair gel to apply them.
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Exit the backstage area and walk to the left of the circus grounds.
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Talk to Carney Joe to give him the money (or Give money to Carney Joe). He’ll give Ransome his joke book in return.
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Return to the backstage area and enter the stage.
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Complete Ransome’s stage performance and the action returns to the agent inside the diner.
Other things to do:
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Push the mime.
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Look at the names of people on the Swear Jar List.
Alley (next to the diner):
If you walk to the back of the alley (optional), the agent will be hit over the head and abducted. You’ll lose control of that agent for approximately ten minutes, after which time they’ll show up in the sewer. In the meantime, you can keep playing as the other agent.
Escaping the sewer (if abducted):
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When you wake up in the sewer, you can exit to left or to tunnel in the back wall.
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Go through the back tunnel. There’s a ladder in this room and a dime on the floor.
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Pick up the dime.
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Climb up and you’ll see the QuickiePal store outside the grate. You can’t escape this way.
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If you have the cellphone, it won’t work in the sewers, no signal.
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Leave the ladder room, walk to the left through the room you woke up in.
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Next, go left. This leads you to an area with a locked gate, there is no way to open this gate so proceed further to the left.
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In this room you will discover a phone and some graffiti on the wall.
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Open the pay phone. The phone requires the dime and the graffiti gives an indication that someone is available to help you. Take note of the name on the wall.
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Switch to the other agent.
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Walk down B Street until you reach the pay phone. Look at the phone book and locate the name from the sewer wall. Remember the phone number (names are alphabetical by first name).
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Switch to the sewer agent. Use the dime with the phone.
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Dial the number from the phone book, wait for the conversation to end, and then exit the room. The sheriff will unlock the grate and rescue the agent.
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Return to the alley and Pick up the agent’s dropped notebook.
Bus Station (B Street):
The bus station is at the very end of B Street. Talk to Lenore here — she has some information on the identity of the killer which will trigger the Delores flashback.
Delores Flashback:
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The flashback begins with Delores in her room. Exit the room and make your way through the archway on the left into the main entryway.
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Walk down the stairs and exit the mansion through the front door.
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Walk to the bottom of the path to check the mailbox.
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George the Postal Worker arrives as you’re walking to the mailbox and gives you a computer magazine.
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After George leaves, Look at the magazine.
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Re-enter the mansion and return to Delores’ room.
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(At some point after this, the doorbell will ring — go answer it.)
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Use the computer to apply to MmucasFlem for a job.
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The printer’s out of ink!
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Exit Delores’ room. Walk to the very right of the hallway and enter the furthest room (Chuck’s workshop).
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Talk to Chuck and ask about new printer ribbons. He says he just re-inks them.
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Pick up the full ink bottle from the desk.
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Leave the workshop. You can either walk all the way back to the far left side of the great Mansion mansion hallway, or experiment with Opening its doors to find a shortcut.
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Return to Delores’ room and Use the full ink bottle with the printer.
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Use Delores’ computer again to print the completed job application.
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Pick up the already stamped envelope on the printer.
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Exit the mansion.
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Open the mailbox outside the gate, actually the MailTron 3000™.
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Use the letter to MMucasFlem in the mailbox.
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When George delivers the letter, return to Delores’ room and Open it.
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Repeat this Open action to build up Delores’ courage.
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After Delores has opened the letter take it back to Chuck’s workshop.
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Talk to Chuck about the letter to end the flashback.
Vista (to the very right side of Main Street, past the QuickiePal and up the winding path):
If you attempt to proceed past the vista, the sheriff will stop you. To explore past the vista you need to locate a map.
Finding a Map
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First try the QuickiePal. Unfortunately the sheriff seems to have removed all the maps from the map holder.
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Walk to the Nickel News on A Street. Go inside and Talk to Natalie to find out about Chuck.
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When the conversation has ended, attempt to interact with the map on the wall. Since Natalie won’t allow you to remove the map, we need to find a way to get rid of her.
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Try interacting with the PoliceTron 3000™ to hear that Natalie is waiting for a call from the sheriff’s office about a potential news story. Remember the details, they’re important.
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Switch to the other agent and go to the sheriff’s office. Use the PoliceTron on the desk to make a false report that matches with what Natalie is expecting to hear. If Natalie leaves the Nickel, you have chosen the correct story. If not, try again.
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When Natalie has left the Nickel, switch back to the agent inside the Nickel and Pick up the map.
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(If you try leaving with the wall map, Natalie will return and stop you, so you’ll have to make another PoliceTron call to get her to leave again.)
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Use the map on the CopyTron 3000™.
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Pick up the map copies (there are four of them) from the side of the CopyTron. If you want, you can return the wall map to its frame on the wall.
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Return to the Vista and the sheriff will again stop you. Show him the map. He’ll let you pass.
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You only need one map. Give the extra copies to the other agent, Delores, and Ransome when you next see them.
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Seasoned Adventure Pro Hint: If you Use map, you’ll be able to quickly traverse most of Thimbleweed Park County, even moving between points inside of the town.
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The map will also appear whenever you exit any of the other main areas in Thimbleweed Park, like the circus, Mansion mansion, factory, etc.
Part 3: The Arrest
Thimbleweed Park Hotel (Map):
Either Use the map or walk into the countryside from the Vista and go to the Thimbleweed Park Hotel. Walk through the front doors and you’ll find Natalie again. Find out what you can. This will trigger the Franklin flashback.
Franklin Flashback
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Look at Franklin’s To Do list.
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Walk Franklin through the front doors and across the lobby to the hotel manager.
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Franklin can’t get a room without raising suspicion. You’re going to need a disguise. There’s a cool kid with a boombox to the far right of the lobby.
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He won’t be able to hear you, so Use boombox to turn it off.
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Talk to the kid. Find out what motivates him. Then convince him you’re cool and current on the latest and greatest.
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After he thinks you’re cool, Give him one of your prototype bear pillows in exchange for his nose glasses. He’ll also throw in some used chewing gum as a bonus.
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Use the nose glasses to put them on. Then Talk to the hotel manager and get a room.
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Ask about photocopying your prospectus.
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Use the elevator and go to your room. Use the keycard to get in. This triggers a phone call cutscene.
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You’ll need a way to keep the HôtelTron 3000™ from seeing you.
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Use the chewed, sticky bubble gum on the HôtelTron.
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Pick up the hotel stationery from the desk and Use it on the HôtelTron (or the gum).
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That’s the right idea, but it alerts Chuck to something being amiss.
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The hotel manager said the 10th floor was under construction, installing the HôtelTrons. Take the elevator to the 10th floor.
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From the stand near the elevator, Pick up the standard room photo example.
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Return to your room. Use the standard room photo on the HôtelTron.
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Use the telephone to invite Franklin’s associate up to his room.
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Oh no!
BloodTron 3000™ Report Tasks
Getting a blood sample
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If you need more information Talk to the BloodTron 3000™ in the Coroner’s office. Find out you need a blood sample from the body, and will need something absorbent.
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Go to the QuickiePal Bathroom (outside the QuickiePal, on the left side).
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Search around with your cursor until you find the light switch. Use light switch to turn on the lights.
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Pick up the toilet paper.
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Use your map and click on the bridge to the left of town.
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Use toilet paper on the body to get a blood sample.
Leave the circus
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Use the map to go to the circus. Try to Open the gates or Use the clown horn. Ransome will come out and talk to the agent.
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After the conversation, Ransome will be available as a playable character. Use the upper right icon to switch to Ransome.
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Look at Ransome’s To Do list.
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Open the microwave. Ransome’s pet hamster lives in there and needs to be fed.
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Look at mirror to try and remove makeup again. Doesn’t work.
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Leave the trailer, walk to the main circus grounds. There are popcorn kernels all over the ground. Ransome won’t pick them up unless he has something to put them in.
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Pick up the popcorn bag on the popcorn cart.
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Pick up enough kernels to fill the bag.
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Take the now full bag of popcorn back to the trailer, Give it to the hamster.
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Ransome can now leave the circus. Watch out for those old stilts near the exit (if you pushed the mime).
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If the agent is still at the gate and has an extra map, Give the map to Ransome. If not, just walk Ransome to the far left or right edge of the circus entrance area to enter the map.
Get the bloody wallet from Willie
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As Ransome, Use the map and go to A Street.
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Walk to the right until you find Willie. Talk to Willie and offer him wallet. In exchange, Ransome will get the bloody wallet Willie took from Boris.
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Give the bloody wallet to one of the agents.
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The agent needs both the bloody wallet and the bloody toilet paper. Go to the Coroner’s office and Use wallet in BloodTron.
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Use bloody toilet paper in BloodTron.
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The BloodTron will then print out the blood report. Be sure to Pick up the report.
FingerTron 3000™ Report Tasks
Get a fingerprint book, fingerprint kit and supplies
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Open the file cabinet drawers in the Coroner’s office until you find the fingerprint kit. You will automatically pick it up.
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Look at the fingerprint kit. It says it’s missing fingerprint tape.
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Open the file cabinet drawers in the Sheriff’s office until you find the fingerprint book. You will automatically pick it up.
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Go to the Post Office on A Street. Show George the Postal Worker your badge (Give badge).
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Pick up a piece of sticky tape from the tape dispenser on the counter.
Find the murder weapon
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Leave the post office, walk to the right to far end of the street and enter the Occult Bookstore.
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Talk to Madame Morena and learn she will help with the investigation if you Give her some mushrooms from the sewer.
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Use the map and walk to the bridge. Walk to the far right where the sewer entrance is and go inside the sewer.
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Walk through the tunnel opening on the right.
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Walking to the left and through the first tunnel opening on the back wall. You should now be in the room where Willie lives. It has a large cardboard box.
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Pick up a mushroom.
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Pick up the ice pick inside Willie’s box.
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Optional: Give the mushroom to Madame Morena. Not much of a help…