walkthrough ?

Started by Mary~Janne, Fri 17/12/2004 15:22:15

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Mary~Janne

hi, does a walkthrough for "Two of a Kind"exist? And is it o.k to make one if their isn't any( for this game or for any other).
do you have to ask the maker of the game first?
Ã,  Ã,  Ã, 

YOke

Hello.
I was on the team that made "Two of a Kind". There is no official walkthrough, but we would be very flattered if you wish to make one. :)
I guess most gamemakers will feel the same way. If you decide to make one, PM it to me when it's done and I will make sure it is linked to from the game page.

Enlightenment is not something you earn, it's something you pay for the rest of your life.

Dave Gilbert

Quote from: YOke on Fri 17/12/2004 15:43:12
Hello.
I was on the team that made "Two of a Kind". There is no official walkthrough, but we would be very flattered if you wish to make one. :)
I guess most gamemakers will feel the same way. If you decide to make one, PM it to me when it's done and I will make sure it is linked to from the game page.

I also was on the team and I approve this message!

YOke

Sorry I didn't check with you first Dave, but I knew you would approve. ;)
MJ: Actually it would be better to PM the walkthrough to Dave as he is the one who can modify the thread.

Enlightenment is not something you earn, it's something you pay for the rest of your life.

Mary~Janne

ok tanks, i'm gonna work on it! but...afther x-mas 'cus you know ssssoooooo busy this time of year. And also it would be a good thing if somebody check my spelling once i'll finish the walkthrough, english not being my native tongue there will surely be some misspeling.   
Ã,  Ã,  Ã, 

Dart

Actually, there IS a walkthrough, albeit an un-official one.

You should thank Bart Weisser for kindly making this out of his own will. So, thanks Bart. :) And thanks Mary, for your effort.

And now, the Two Of A Kind walkthrough:
Spoiler

---------------------------
TWO OF A KIND - WALKTHROUGH
---------------------------

by Bart Weisser
Christmas, 2004
bart_weisser@hotmail.com

--- I WILL SKIP THE PREAMBLE FOR NOW ---

1 - Power of the twins

TOAK is different from other adventure games, in a sense that you control
two characters simulataneously.  This, of course, adds another dimension
of the game.


1.1 - Character and inventory control

You need to select the active character, which you can do by clicking
the potrait of the desired character in the lower right corner.
The active character should be highlighted (but still hard to spot,
at least for me).

An important thing one should know is swapping inventory items from
one character to another.  This took me forever to figure out.
To swap inventory between the twins, select one twin, then USE the
item in question and click on the other twin.  NOTE: there are items
that can only be carried by each character and they will not be
available for swapping.


1.2 - Special abilities

Each of the twin has a unique ability without which the game will not
proceed.  I will briefly mention them here.

Levitation - Tim can levitate across all terrains.  This allows him to
reach high(er) grounds, sneak up on people, and avoid traps.  To
activate the levitation mode, click on the FLOAT button at the lower
right corner while tim is the active character.

Talking to animals - Tiff has the ability to talk to most animals, which
are also indensible at critical parts of the game.  When Tiff is the
active character, simply talk to the animal, and a conversation will
follow.


1.3 - Loner or team player

Another thing that is often overlooked, is that the twins can talk to
each other.  This will give more ideas of how to solve certain problems.
You can also get the twins to work together by having them talk to
each other.

On the other hand, there are parts where each of the twins can only
do certain things alone.  You can simply move the other twin to another
map location, while the active twin can go about doing the deed.

This also brings me to another point.  You can cover more grounds by
having the two twins going different places and, most of the time,
you are given the same conversaton options (except, of course, for
animals, where Tiff has the definite advantage).  When you need them
both together, simply click on the FOLLOW button at the lower right
corner (under the FLOAT button).


2 - Characters

I will present them in the order of interaction relevant to the plot.

Tim and Tiff
   Twins, you control them throughout the game

Museum curator
   Tells you someone has stolen the crystal (and also gives you the case)

Bouncer at Oracle
   Bars you from seeing the Oracle until you have the right password

The Bartender
   A man of few words

The rat
   Gives you the password to the Oracle

The Oracle
   Tells you who has the crystal

Mr. Gilbert
   Guard at the Bovino mansion

BerserkerTails the squirrel
   Tells you about the Bovino mansion security system

Roger the dog
   Will confide with you (Tiff) his fears

Yonkers
   The son of the owner of Yonker's farms.  Sells Supergrow formula

Alley Cat
   Roger's namesis.

Mrs. Gilbert
   Shopkeeper.  Gives one-time discount with a silly hat.  Also has
   Mr. Gilbert do all the gardening

Bum in Alley
   Wears funny hat.  Can also turn water into wine

Dr. Love
   His name infringes certain copyright.  Gives sex appeal to anything

Bessie the cow
   Will give you milk

Crocodile
   Blocks your way at the end.  You gotta kill it

The demon
   Bad guy.  You gotta kill him, too, at the end



3 - Game Map

The map begins with a number of locations.  As the story unfolds,
new locations will appear.  I will present them all here.


You will have access to the following maps at the beginning

* Tim and Tiff's office
    - Tim's drawer
    - Tiff's drawer

* The museum

* Yoker's farm
    - Bee farm

* Gilbert's general store
    - Inside the store
        - Device settings


After the twins talked to each other for the first time

* Darts and Scoth
    - The Oracle
    - Alley

After talking to the Oracle

* Bovino mansion
    - Security panel
    - Inside the mansion
        - Kitchen
             - Cabinet
             - Basement
                 - Book
        - Bedroom
             - Closet

After reading Bovino's journals

* The Cliff

After performing the teleportation ritual

* Corridor with crocodile
    - Back to the cliff
    - Portal
        - Book


4. Items

Listed in order of appearance based on plot

Item
---------------------------------------------------------
Smiley sticker   In Tiff's inventory
Yellow crayon    - ditto -
Red crayon       - ditto -
Water gun        In Tim's inventory
Antenna          Outside Gilbert's general store
Supergrow        Yonker's stand
Sissors          Tim's drawer in office
Headband         Tiff's drawer in office
Cotton balls     Tiff's bunny slipper (use sissors)
Ear muffs        Comb. headband with cotton balls
Funny hat        Bum. exchange with ear muffs
Peanut           Mrs. Gilbert's store
Flower           Outside Mrs. Gilbert's store
KISS CD          Office, on Tim's desk
Pretty flower    Giving flower to Dr. Love
Honeycomb        Yonker's beefarm
Honey nuts       Comb. honeycomb with nuts
Beewax           Left over from honeycomb
Bronze bowl      Kitchen cabinet in Bovino mansion
Silver bowl      - ditto -
Gold bowl        - ditto -
Acid             - ditto -
Water            - ditto - (use w/ silver bowl)
Shoestring       Bedroom closet in Bovino mansion
Inkwell          Bedroom in Bovino mansion
Black candle     Comb. beewax, shoestring, & inkwell (use w/ bronze bowl)
Bowl or wine     Give bowl of water to bum
Milk             Bessie (use w/ gold bowl)
Acid gun         Use acid w/ water gun
Defaced sticker  Use yellow crayon on smiley sticker, then red crayon


Walkthrough

1. Get one of the twins to pick up the phone

2. Talk to the museum curator (not much except background information)

3. Have one twin talk to another.  They will suggest going to the Oracle
at Dart and Scotch, which will now show up on the map.

4. The bouncer at the will demand a new password, which you don't have.
A rat hanging outside the bar will tell you when you can get it down.

5. Go to Gilbert's store.  Have Tim walk into the store, and
turn on the device (near the Tely to the right on the shelves) to high.
Tiff will talk to the bird and get him to stand on the antena.  Then
go back to Tim and have him turn on the Tely.  When the bird gets
electricuted, have Tim walk out of the store, and pick up the antena
by levitating.

6. Return to the Dart and Scotch, have Tim levitate and use the
antena on the window where the rat is trapped.  Once it is free, have
Tiff talk to the rat, who will provide with her the new password.

7. Go in and tell the bouncer the new password.  The Oracle will tell
you who has the crystal (Aaron Bovino), the location of the Bovino
mansion, and that the twins must work together to succeed.

8. Head to the Bovino mansion.  Talk to the guard.  He is the Mr. Gilbert,
the husband of the shopkeeper.  Have Tiff talk to the squirrel,
BerserkerTails, who will tell her about the security system.
You need to do four things: 1) get rid of Mr. Gilbert, 2) avoid the
pressure-sensitive plate, 3) Know the entry code, and 4) deactivate
the camera.  BerserkerTails will offer to disable the security
camera if she brings him honey coated nuts.

9. Return to Gilbert's General Store and talk to Mrs. Gilbert.  She
will tell you about the "silly hat day" discount and complain
about her husband not cutting the grass.

10. Head to Yonker's farm.  Have Tiff talk to Roger the dog.  It will
tell her about a cat that's been terrorising him.  Follow up the
issue with Yonker, who will also tell you about his supergrow formula.

11. Go to the alley beside the Dart and Scotch.  Have Tim talk to the
bum about the silly hat.  He'd need something to warm his ears.
In the mean time, have Tiff talk to the cat.  Ask it to apologise
to the dog.  Enjoy another cut scene about the apology.

12. Have Tiff go to the farm, without Tim, and pick up Supergrow.
Talk to Bess the cow and she will mention the bees.  Have her stay
there for the time being.

13. In the mean time, Tim will return to the office.  Pick up the
sissors from his office drawer, and the head band from Tiff's.  Use
the sissors on Tiff's bunny slippers to obtain the cotton balls.
Combine the cotton balls with the head band for a makeshift ear muff.

14. Have Tim return to the Alley.  Give the ear muff to the bum
in exchange for the funny hat.  Return to the Gilbert store, and,
once inside, wear the hat.  Tim can now pick up the peanuts for free.

15. Have Tiff head over to the store.  Use the supergrow on the grass
beside the flowers.  Go in and tell Mrs. Gilbert about the grass.
She (Mrs. Gilbert) will call her husband, who will abandon his post
and cut the grass.  Have Tiff pick up a flower before she leaves.

16. Have Tiff go to Dart and Scotch alone.  Talk to Dr. Love.
He will tell her about Mr. Bovino's entry code (65000).  He also
offers to make the flower prettier (for the bees), but will only
do it for a price.  Ask him about his name (sounds like a certain KISS
song) and he will need something to vent his anger.

17. Return to the office with Tiff alone.  Pick up the KISS CD from
Tim's desk.  Go back to the bar and give it to Dr. Love.  He will
break it.  Give him the flower to make it prettier.

18. Have both twins go to the bee farm.  Have Tiff use the flower on
the bees.  The bees will be drawn to the flower.  Move Tiff to the next
screen (where Bess is).  Go back to Tim, and have him pick up the
beehive.  Use the behive with the peanuts to produce honey-coated nuts.
Tim will still have some beewax left.  Give the nuts to Tiff.

19. Return to the Bovino mansion.  Have Tiff give BerserkerTails
the nuts, and it will go chew off the camera cables.  Get Tim to
levitate to the security panel.  Punch in 65000 and the gates will
open.

20. Go inside the mansion.  Go up to the bedroom.  Read Bovino's
journal on his desk.  It will tell you where he is (the Cliff) and
that he can now teleport to there and hence the Cliff no longer
has a visible entrance.

21. Go downstairs.  Head to the basement through the kitchen.  Read
the book on the pedestal.  It will provide detailed instructions of
teleportation.  You need a gold bowl, a silver bowl, and a bronze bowl.
You also need to score some milk, wine, and a black candle and put
each of them in the respective bowls.

22. Return to the kitchen.  Have Tim levitate and search for the
cabinets on top.  One of them will have all three bowls (gold, silver,
and bronze) as well as a vial of acid.  Pick them up.  When Tim is
on the ground again, have him use the silver bowl on the sink, which
will give him a silve bowl of water.

23. Go up to the bedroom again.  Look in the closet and grab the
shoestring from the shoe.  Then take the inkwell from the desk.
Combine shoestring with beewax to produce a candle.  Combine the
candle with the inkwell to make it black.  Put it in the bronze bowl.

24. Go see the bum again.  Have him touch the water to turn it into
wine.  Now you have a silve bowl of wine.

25. Go to the farm.  Use the bowl on Bessie, and it will be underneath
the cow's teats.  (I got Tiff to do it, but I am not sure if Tim can
do this, too).  Make sure Tiff has the pretty flower and have her head
over to the bee farm.  Use the flower on the bees again, and they will
follow the flower.  Have Tiff talk to Bessie again (with the bees around
her).  Choose the option "are you still scared of bees?".  At the end,
Bessie will be dumping milk right into the gold bowl.  If somehow
it doesn't quite work, you have to repeat the whole process again (starting
from Tiff luring the bees over to Bessie).  Now you have all three items.

26. Return to the Bovino basement.   Whoever has all three bowls will
use each of them on the circle with the inscribed triangle.  The twins
will be smart enough to put them in the right place.  When that's done,
have Tim walk into the circle.  Tiff will read the book again, and
have her read the greek letter aloud.  This will start the teleportation
spell.

27. Tim will be transported to a corridor with a crocodile.  Fill his
watergun with the vial of acid.  Squirt the gun (of acid) at the crocodile
and he will disintegrate.  Go over the the LEFT door and open it.  This,
I think will let Tiff join you using the FOLLOW button.  Try opening
the door to the right and you will find that you can't do it.

28. Before, have Tiff give her sticker, and her two crayons to Tim, and
the SAVE THE GAME, because there is a time limit on the last little bit.

29. Have the twins talk to each other.  You will have the option of
opening the door together.  This will bring them to the final showdown.
Bovino is dead, and the demon in the crsytal has opened up a portal
to the demon world.

30. Have the twins talk to each other again.  They will suggest sneaking
up to the demon.  Have Tim use the YELLOW crayon on the smiley face sticker,
followed by the RED crayon.  He will create another inscribed triangle,
that is used in the teleportation spell.  Levitate Tim over to the demon,
and use the sticker on it.  Tim will be knocked unconscious.

31. Have Tiff read the book on the pedestal.  It is identical to the one
in Bovino's basement.  Click on the magical words again.  This will kill
the demon, and the game will come to an end.
[close]

Dave Gilbert

Ooh sweet.  I hadn't seen that.  Thanks much, Bart.  I'll try and have that up on the website soon.

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