When last we left our brave purple, tentacled detective Mr Gilbert, he was hot on the trail of a missing girl who apparently may have gotten in too deep with the wrong people, and those looking for her might not even have her best interests at heart. But in the second installment of Expera Games' point-and-click adventure series, A Matter of Caos: Episode 2, things are just starting to heat up, and they'll get even weirder before they're done. As the game opens, Mr Gilbert has finally gained access to a bar that may look ordinary (as ordinary as a city with ogre bouncers can be), but has its own share of dangerous secrets. To play, just click on the icons onscreen to interact with people, make choices, or move around the area, and remember that in addition to click on items you're carrying to use them, you can also combine some, so go ahead and experiment. If you wind up carrying a lot, a scrollbar will appear below your inventory for you to slide and see it all. And don't forget... if you like the game, please support the developer by buying the "complete edition", which contains some extra content, and goes toward funding bigger adventures with Mr. Gilbert!
Episode 2 of A Matter of Caos plays more or less the same as the first, though you'll find the cast of characters widens considerably as Mr Gilbert searches for Daphne. The series' strength lies in its blend of noir sensibilities and supernatural set pieces, with crooked cops and hired guns hobnobbing it alongside cultists and hellhound guard dogs. A lot of progression depends on knowing the right things to say to people in order to unlock more dialogue options, so if you're stuck, make sure you've chatted with everyone you can about everything you can. There's a mildly annoying tendency for the game to boot you out of conversation once one dialogue option has been finished, so you have to click on the character again and go through their opening chit-chat before you can select another, but that's hardly a nail in the proverbial coffin. What's a little more frustrating is that there are definitely times when the logic required to solve the puzzles feels pretty specialized, so when you get stuck, it's easy to have to fall back on the "everything and the kitchen sink" method of trying to make progress. Despite that, the plot picks up considerably as Mr Gilbert is introduced to a pack of dangerous characters, and learns several new tricks to get himself out of sticky situations. A Matter of Caos is shaping up to be an appealingly complex tale in a unique setting with all the twists and turns you could wish for, making Mr Gilbert one friend we're glad we made.
Walkthrough Guide
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Walkthrough
Getting out of Manzaran
The Hooker
1. Start off by introducing yourself to the hooker. Ask her about her name and kindly tell her that you're trying to help someone.
2. Go to the bartender and sak him about the hooker, her pimp and why he makes her work there.
3. Head into the toilet, step into the fight and try to menace Roscoe. Tell him you know who he is, mention Old Mama, try to bargain with him and don't forget to mention you have some friends. Now Mylenda will be greatful and tell you everything you want to know.
Winning the card game
1. Talk to Bullock, the barman, and ask him about Morax. Tell him you're looking to hire his services and he'll redirect you to Mentzen - the guy playing cards.
2. Ask Mentzen about Morax as well.
3. Ask Mylenda about Mentzen to find out how he cheats on cards. Go to the bartender and talk to him about Mentzen as well.
4. Shady Guy
1. Talk to the Shady Guy in the middle of the room and ask him what his name is.
2. When he refuses to tell you, ask the hooker about him.
3. Ask Mentzen about him as well and you'll get a few more clues.
4. Bribe the bartender and talk to him about the Shady Guy as well.
5. Now go talk to Mick the Blade. Ask about Mentzen and he'll give you a useful tip on how to beat him.
5. Go to the toilet. Use the bone knife to take a mirror shard and take the chewed gum.
6. Go back, combine the gum and the mirror shard and put them on the bar. You can now go to the players and win the game.
Morax's Den
1. Before leaving Manzaran, take a Dart from the dart board in the bar. Talk to Roscoe (the pimp) and distract him to steal his lighter.
2. Now that you have the location of Morax's hideout, go there and take a look around.
3. Head to Samma's shop and buy a lockpick, a screwdriver and a wirecutter then head back to Mr. Gilbert's office.
4. Talk to Mobbet and go to his house. Once inside, take the Dark Bottle and leave.
5. Back at Morax's Den, combine the Dart with the Dark Bottle and use the dark dart to put the dog to sleep.
6. Use the wirecutter on the gate lock and the barbed wire.
7. Get rid of the stretched thread using the lighter.
8. Open the house door with the picklock.
9. When fighting Morax, choosing the right option will reset the dialgoue. Only one option is the correct one each time. In case you're having trouble the correct actions are
Hide behind the sofa, wait, wait again, jumo on him, hit his wrist, take advantage and get the gun.
10. When the chase starts, unlock the crane's cabin door with the lockpick and use the screwdriver to get the control panel working.
The Lawyer
1. Go to Samma's store and ask her about Mister Phelph.
2. Visit Cross Manor and look at the display cabinet inside. Pretend to be interested in whatever Mobbet's father is talking about to steal his Spring Device.
3. Go to Mr. Gilbert's office to find a note on the floor, revealing a new location - the docks. Go there and take some of the Vile Puddle using the empty vial.
4. Head to the Red Temple and try to go inside. When the doorman refuses to let you through, combine the spring device with the vile. Use the Stink Bomb on him and go talk to Mr. Phelph.
5. Go to the docks to find the phone ringing. Pick it up and ask the Lucky Guy every possible question. Grab Phelph's photo and head back to the Manzaran.
6. Talk to Mick the Blade and ask him everything, including about Andreas Phelp.
7. Go back to the casino. Show the picture to the lawyer and threten him so he'd tell you everything. In case you find the dialogue frustrating, here are the correct options:
Tell him about Mick; "He's hunting you down"; "The traitor was the only one with Marcell"; "He already has you on his list"; "Is he Faust, isn't he?"; "Mick doesn't give a damn"; "Then O'll trust my partner"
The Abominium Monster
1. Go to Mr Gilbert's office and talk to the lady on the phone.
2. Go to the Manzaran and talk to the bartender. Ask him about Morax and he'll give you a bottle of vodka.
3. Inside the toilet, you'll find a Dirty Towel.
4. Back at Morax's Den, use the dirty towel on the Oil slick. Combine the oil soaked towel with the vodka bottle and you're ready to face the monster.
5. Fighting the monster
Use the barbed wire strings on the monster's legs, hit its claws with the bone knife and finally throw the Molotov in its ugly face.
Getting inside the Dungeons
You'll need a certain equipement to enter.
1. Gloves - Can be obtained from the Hobo at the docks in exchange for the 2. Dark Bottle
3. Demon's Hearth - obtained after killing the Abominium monster.
4. Dark Blanket - Use the paper knife to cut some of the tarpaulin off the Limo at Mobbet's house.
5. Black Dahilia - found outside Mobbet's house.
6. Mask - Grab the Shining Penny outside Mobbet's house. Buy the mask from Samma's shop and use the Paper Knife to give it the right look.
Head to the dungeons in Manzaran. Talk to the guardians and use the Green Key on the elevator.
Posted by: Stinky | November 13, 2015 9:41 AM