Dopaminium: The Heal Journey
What could be more terrifying than delving into your own mind and facing deeply rooted disorders you never knew you had? Dopaminium: The Heal Journey, a bizarre point-and-click puzzle game, takes you right into the middle of a mind riddled with everything from phobias to dementia, asking you to find the cure by putting bits of the broken psyche together. Come along then, but watch your step and leave all common sense at the door. You'll start out with an almost empty map of the brain. Portions of the map will gradually open, each with its own disorder which has to be cured. Every portion is one hand-drawn room, oppressive and chilling, but at the same time strangely intriguing. Your job is to find the right items (the cursor will change when you mouse over them) and then use them to interact with the objects in the room. The items will be stored in the inventory, which can be accessed by clicking on the little walking brain in the bottom right of the screen.
However, the interaction is anything but straightforward since, for the most part, the game doesn't follow any perceptible reasoning. Asking yourself what a sick subconscious would do probably isn't high on your list of daily activities, so this gameplay aspect might be a little frustrating. Alternatively, you can pick up an item from your inventory and blindly wave it around the room, and it will glow blue when it hovers over the object it can interact with. This is not the most elegant of solutions, because it sort of does your job for you, but it can also be a relief if you get truly stuck. On the surface, Dopaminium: The Heal Journey can look rough or even devoid of meaning, but its surreal atmosphere and unhinged logic are striking symbols of a mind fighting its own demons. After all, part of the reason we are frightened or repulsed by its imagery might be that it hits a little too close to home.
Play Dopaminium: The Heal Journey
Thanks to Rookwings and Scott for sending this one in!
Walkthrough Guide
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Dopaminium: The Heal Journey Walkthrough
Hallucination
Open the drawer, take the matches.
Use the matches to light the fire underneath the bottle on the stove.
Open the other drawer, take the syringe.
Use the syringe above the stove, get the handle.
Put the handle on the big box/cupboard to the right.
Light a fire under the bottle with the matches again.
Now you can click on the handle to open the box. Take the huge pair of frilly underwear.
Hang the underwear on the hook on the ceiling. When the terror teddy falls out, click on it and take the first pill.
Mania
Open all the cupboards (one on the left, two in the middle, one on the right). Take the green ball from the left cupboard.
Use the green ball on the table.
Click on the coloured panes on the ceiling. There is the red one, then a yellow one will appear, then green.
Click on the top compartment of the cupboard on the right.
Click on the seat of the chair, the astronaut will appear.
Move the astronaut until his flames are just above the alien�s eyes. Wait for the alien�s eyes to turn orange. Click on the astronaut to get the next pill.
Phobia
Put all the objects you see on the ground (six in total) in the middle of the room, and they will form a person, sort of.
Grey signs will start appearing on the tiles on the wall. Click on the tiles to reveal a face, eyes, a nose, a mouth and a light bulb.
Put all the features where the person�s head should be.
Put the light bulb in the person�s hand. Click on the light bulb. When the weird creature appears and reaches the circle in the middle of the room, click on it to get the next pill.
Delusion
Wait until the big ball comes above the plum thingy, then click on the ball.
Click on the ball again when it�s in the middle of the plum thingy.
Add three little clouds to the big one.
When the boat stops moving, take the stem from the plum and put it on the boat. Do the same with the leaf and the cloud.
When the freaky grey heap appears, click on it to receive a pill.
Psychopathy
Click on the left drawer in the end table to the left, take the slipper.
Click on the sixth leaf on the left side of the branch on the wall.
To the left of the branch, on the wall, there is something that looks like two white twigs. Click on them, they turn out to be antlers.
Click and drag the skull on the left wall until it�s upright.
Put the antlers and the leaf on the skull. Take the weird little skeleton.
Put the weird little skeleton into the clock.
Put the slippers into the bear�s hand, then click on it to get a pill.
Paranoia
Click on the little door at the bottom of the left wall to get a locked box.
Click on the picture on the left wall to get the disc and again to make the string fall to the floor.
Push the upper button on the right wall next to the lift door. Pop all the balloons and get one.
Remember the sequence you see on the floor, then press the button next to the lift door again, and repeat the sequence on the lights to the left of the door. Take the freakish snail.
Fish are swimming around the ceiling. Wait until the reddish fish comes, then click on the key it�s carrying.
Use the key on the locked box.
Put the disc into the box.
When the fly lands on the head of the statue in the middle of the room, use the freakish snail on it.
Click on the egg that is in the mouth of the second head on the statue. Click on the mouth again to get a needle.
Put the balloon on the string, then pop it with the needle. Click on the strange folks to get your pill.
Dementia
Click twice on the big valve on the left wall.
Click on the door on the far wall to get a light bulb.
Put the light bulb into the socket at the end of the long tube.
Take three long thin blue candles. They are sort of hidden: one is on the floor between two planks, the other two in the grooves on the wall on the left and on the ceiling to the right.
Click on the valve on the left wall again, then in the middle of the flower. Take the cocoon that comes out of it.
Place the cocoon on the object with a lot of holes on the floor. Click on it to get a butterfly.
Click on the two buttons on the butterfly�s wings, then put them opposite the three buttons on the window. Wait for the fish and the spongy thing to appear.
Stick the candles into the fish.
Click on the spongy thing to get a piece of it.
Click on the piano keys until the third one falls through the floor. Put the spongy part in the hole.
Click on the piano keys until the floor opens up and reveals the big elephant creature. Click on it to get the last pill.
Epilogue
Put all the pills into the bottle and click on the brain for the final scene.
Posted by: starchild | October 15, 2013 10:06 AM