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Thimbleweed Park (Hard Mode

by Terrible Toybox 66 sections about 44 minutes to read

Thimbleweed Park
Hard 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:

  • Open the gate

  • Talk to Willie

  • Look at Boris’ note to see his tasks

  • Look at the light over the sign. There’s no switch to turn if off.

  • Pick up the rock in the middle of the stream

  • Use the rock on the light to break it.

  • Walk all the way to the right to find the entrance to the sewer.

Part 2: The Body

Take a photograph of the body:

  • 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.

  • For example, to Give the camera to the other agent, select Give and click the polaroid camera, then click on the other agent.

  • Now select the other agent (who now has both the camera and film) by clicking on the upper right icon.

  • Select Use and click the camera, then click the sample polaroid film pack.

  • Select Use and click the camera, then click the body to take a photograph.

  • Look at the body. There’s something in his pocket. You can Look at the body multiple times for more information.

  • 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:

  • Explore the area to the right. Find and Pick up the object hidden in the bushes.

  • Examine the area where Boris “completed” his mission.

  • Find and Pick up the bottle near the sign.

Getting to town:

  • Select Open and click the gate at the left of this location.

  • Move the cursor to the top of the path and click to exit the bridge location.

  • 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.

  • Talk to the pigeons to learn about the signals.

  • When the conversation with the pigeons ends, continue walking to the right.

  • Along the way, you can explore the cemetery if you want, or come back later.

  • Pick up the empty bottle along the roadside.

  • When you reach the end of the highway, click to enter the town’s Main Street.

  • Look at the store signs, including the first one to learn more about Willie.

  • You’ll meet the Sheriff, who will bring you into City Hall for a debriefing.

Other things to do:

  • Talk to the Tron machines in the Coroner’s and Sheriff’s offices for more information.

  • 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):

  • Leave city hall and go onto Main Street.

  • Talk to the Pigeon Sisters about the broken hydrant. They need a vacuum tube to fix the hydrant.

  • While you’re there, Look at their tool box. Notice the wrench with the blinking light. (If it’s not there, it will be in a few seconds.) Remember this for later in the game.

  • Visit Ricki’s Cakes on B Street.

  • 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.)

  • 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.

  • Pick up the Ransome the Clown doll’s nose. It will have to do since Ransome needs to go onstage.

  • Use nose for Ransome to put it on.

  • Explore the notes on Ransome’s corkboard, he owes money to Carney Joe.

  • There’s also a strange note with some sort of code.

  • Explore the area around the circus poster, try picking it up.

  • Ransome needs the combination to the safe. Maybe the strange note is a hint for the combination.

  • Exit the trailer and talk with Ransome’s lawyer.

  • Exit to the left to enter the circus grounds.

  • Enter the backstage area and examine the swear jar. Pick up the swear jar to collect the money. $138, not enough to cover the IOU.

  • Ransome’s makeup and hair gel are on the table. Pick up the makeup and then the hair gel to apply them.

  • Exit the backstage area and walk to the left of the circus grounds.

  • Talk to Carney Joe to find out how many kids he has. That’s one of the numbers for Ransome’s safe combination.

  • Look at the strange note to find hints for the other two safe combination numbers.

  • Return to Ransome’s trailer and Open the safe. Pick up the $1000 in it.

  • Give all the money to Carney Joe. He’ll give Ransome his joke book in return.

  • Return to the backstage area and enter the stage.

  • Complete Ransome’s stage performance and the action returns to the agent inside the diner.

Other things to do:

  • Push the mime.

  • 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):

  • When you wake up in the sewer, you can exit to left or to tunnel in the back wall.

  • Go through the back tunnel. There’s a ladder in this room. Climb up and you’ll see the QuickiePal store outside the grate. You can’t escape this way.

  • If you have the cellphone, it won’t work in the sewers, no signal.

  • Leave the ladder room, walk to the left through the room you woke up in.

  • 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.

  • In this room you will discover a phone and some graffiti on the wall.

  • The phone requires a dime and the graffiti gives an indication that someone is available to help you. Take note of the name on the wall and walk back to the room with the ladder (right, right, back).

  • Switch to the other agent.

  • While walking down the street, be on the lookout for a dime on the ground. It may be on Main Street, A Street, or B Street. Once you find it, Pick up the dime.

  • 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).

  • Walk to the far right end of Main Street and click. You’ll end up in the QuickiePal parking lot (but first there will be a cutscene of the Sheriff in his office).

  • Look at the sewer grate in the parking lot. It will start a dialog between the two agents.

  • At some point in the dialog there will be an opportunity to give the dime to the agent. If you miss it, just Give dime to sewer grate or Use dime in sewer grate to drop the dime for the other agent.

  • Switch to the sewer agent, Pick up the dime, walk back to the payphone, Open it, and Use the dime with the phone.

  • 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.

  • 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:

  • 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.

  • Walk down the stairs and exit the mansion through the front door.

  • Walk to the bottom of the path to check the mailbox.

  • After George the Postal Worker arrives as you’re walking to the mailbox and gives you a computer magazine.

  • After George leaves, Look at the magazine.

  • Re-enter the mansion and return to Delores’ room.

  • (At some point after this, the doorbell will ring — go answer it.)

  • Use the computer to apply to MmucasFlem for a job. Unless you’ve worked for MmucasFlem, you probably don’t know the answers to the questions about their MMucas programming language. You can guess, but better find a book on MMucas.

  • Leave Delores’ room, go through the arch into the main entryway, and walk through the door that’s on the first landing of the staircase, the library.

  • Use the IndexTron 3000™ machine in the library to find where the book might be.

  • You’re going to have to go up the spiral staircase to find this section. Look at the sign on the staircase. Out of order.

  • Pick up the sign. If there’s no sign, it must no longer be out of order (excellent adventure game logic).

  • Walk up the stairs. Find the section and the MMucas book in it. Look at the book and read it. You’ve automatically picked it up so you can check again if you need to.

  • Walk back to Delores’ room and Use computer to continue the job application. Once you’ve answered the questions correctly, you find out…

  • The printer’s out of ink!

  • Exit Delores’ room. Walk to the very right of the hallway and enter the furthest room (Chuck’s workshop).

  • Talk to Chuck and find out about making ink. He says you can make it by polycyclic hydrocarbons along with methyl ethyl ketone. For our purposes, soot may be a good substitute for polycyclic hydrocarbons and gasoline a substitute for methyl ethyl ketone.

  • Pick up the empty ink bottle from the desk.

  • 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.

  • Go outside through the front door. To the left is a woodpile and a can of gasoline. Pick up the gas can and the wood pile (to get a log of firewood).

  • Go back inside, Use the log in the fireplace. (Optional, Use gas can with firewood for some pyrotechnic fun.)

  • Delores needs to find a way to ignite the firewood. Go through the door under the staircase. This is the kitchen.

  • Open the refrigerator. There seems to be something behind the broken bottles of ketchup. Pick up the broken bottles of ketchup.

  • Look at the hot sauce to learn more about it. Fire eh?

  • Pick up the hot sauce bottle.

  • Go back to the fireplace and Use hot sauce.

  • Go back to the kitchen and wait for the fire to die down. Explore the cabinets and pick up whatever you find. You can also Use the faucet to turn the water on/off.

  • Go back to the fireplace. The fire has died down and all that’s left is some fireplace soot. Pick up some of the fireplace soot.

  • Use fine black soot in empty ink bottle.

  • Use gas can with ink bottle (with the soot inside). Voila! Ink!

  • Return to Delores’ room and Use the full ink bottle with the printer.

  • Use Delores’ computer again to print the completed job application.

  • Pick up the envelope on the printer. Need to find some stamps. There were some uncancelled stamps on the letter George the Postal Worker delivered for Chuck.

  • If you don’t have the letter George delivered (if you gave it to Chuck) go back to Chuck’s workshop and Pick up the envelope from the desk.

  • Take the letter to the kitchen, Open the microwave, and Use letter in microwave.

  • Did you find the empty glass in the kitchen cabinet? Use glass with faucet to fill it with water.

  • Use glass of water in the microwave. The glass of water and Chuck’s stamped letter are now in the microwave.

  • Use microwave. When it finishes creating steam from the water, Open the microwave and Pick up the letter. The stamps now fall off.

  • Use stamps on the letter to MMucasFlem.

  • (You can also now read Chuck’s letter if you want.)

  • Exit the mansion.

  • Open the mailbox outside the gate, actually the MailTron 3000™.

  • Use the letter to MMucasFlem in the mailbox.

  • When George delivers the letter, return to Delores’ room and Open it.

  • Repeat this Open action to build up Delores’ courage.

  • After Delores has opened the letter take it back to Chuck’s workshop.

  • 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

  • First try the QuickiePal. Unfortunately the sheriff seems to have removed all the maps from the map holder.

  • Walk to the Nickel News on A Street. Go inside and Talk to Natalie to find out about Chuck.

  • 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.

  • 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.

  • 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.

  • When Natalie has left the Nickel, switch back to the agent inside the Nickel and pick up the map.

  • (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.)

  • Use the map on the CopyTron 3000™. You’re going to need a nickel to operate the machine.

  • Did you Pick up the bottle along the highway? If not, go back and get it.

  • Take the bottle to the Leonard at the QuickiePal and Give it to him in exchange for a nickel deposit return.

  • Return to the Nickel News and Use the nickel in the CopyTron.

  • Pick up the map copy from the side of the CopyTron. If you want, you can return the wall map to its frame on the wall.

  • Return to the Vista and the sheriff will again stop you. Show him the map. He’ll let you pass.

  • Since he wasn’t able to stop you from getting a map, the sheriff returned the other maps to the QuickiePal. Have the other agent Pick up the rest (two of them to be distributed to Delores and Ransome when you next see them).

  • 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.

  • 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

  • Look at Franklin’s To Do list.

  • Walk Franklin through the front doors and across the lobby to the hotel manager.

  • 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.

  • He won’t be able to hear you, so Use boombox to turn it off.

  • Talk to the kid. Find out what motivates him. Then convince him you’re cool and current on the latest and greatest.

  • 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.

  • Use the nose glasses to put them on. Then Talk to the hotel manager and get a room.

  • If you ask about photocopying your prospectus, you’ll discover you need to find four sheets of paper.

  • Use the elevator and go to your room. Use the keycard to get in. This triggers a phone call cutscene.

  • You’ll need a way to keep the HôtelTron 3000™ from seeing you.

  • Use the chewed, sticky bubble gum on the HôtelTron.

  • Pick up the hotel stationery from the desk and Use it on the HôtelTron (or the gum).

  • That’s the right idea, but it alerts Chuck to something being amiss.

  • The hotel manager said the 10th floor was under construction, installing the HôtelTrons. Take the elevator to the 10th floor.

  • From the stand near the elevator, Pick up the standard room photo example.

  • While you’re on this floor, go into four of the rooms and Pick up a sheet of hotel stationery from each.

  • Go down to the lobby and Talk to the Manager. Ask him about photocopying. Continue by giving him your stationery and then the prospectus.

  • Return to your room. Use the standard room photo on the HôtelTron.

  • Use the telephone to invite Franklin’s associate up to his room.

  • Oh no!