Demo-Walkthrough by "Tally Ho" and Len Green
28 June, 2006

This walkthrough applies to the Demo made available Wednesday, June 28. The full walkthrough for the entire game is written and ready for release, but in line with ethical practices, will not be published until the day the full game is officially released for sale.

There are 9 Acts in Al-Emmo. The walkthrough covers the whole of Act-1 ONLY. However certain areas, actions and objects in this Act-1 are out-of-bounds in the demo, leaving more to be achieved when you purchase the whole game!

Examine the Readme File for all gameplay instructions. Note that, unlike most games, you can cycle through your inventory items by using your mouse wheel.

Also, try the unmentioned but very useful device of pressing Esc and clicking on the walk crosshair. This takes you immediately to the point required

There are at least 5 very humorous Easter Eggs in this demo, maybe more; and certainly many more in the game itself. See if you can find them!

 


 

Please do not print this walkthrough; it is an interactive document, and will not function correctly if printed. It contains several "Magic Spoiler Boxes." Have a look:

 

So as not to give away everything, some actions are concealed in these boxes. In order to read what's in the next box, you need to place the cursor where it says, and holding the left mouse button down, drag the cursor downward, across the box.

Start with cursor here:

 

If you did it correctly, you can read this.

 

Drag across box to here.

If you are wondering how in the world to use a walkthrough without printing it; it goes like this: Right now, you are browsing the internet, and found this walkthrough. Click on "File" in the top menu, and then select "Save as . . ."

You will then choose a place in your computer to keep a complete copy of the walkthrough, which you can open even when you are not online. You could keep it right on the desktop, or in your documents folder, or in a folder which you create, such as "Walkthroughs." Wherever you put it, just remember where it is, so you can find it.

Then, before you start up the game, open the walkthrough. Then start the game. You can switch back and forth between them by pressing Alt-Tab. (That is, press the Alt key, and while you are holding it down, press the Tab key. This action switches between open programs.)

Game controls: Press F1 to see Help on all controls. There are 15 pages of help. To exit them, press esc.

First rule of this game - Use the Eye icon to look at everything.
That means EVERYTHING everywhere!
Second rule: If you feel stuck, use the Talk icon to
talk to everybody about everything.
Do that anyway, even if you don't feel stuck!
Third rule: Show all your inventory items to everybody, including Al himself.
Fourth rule: If it ain't nailed down, take it.
Finally, enjoy the game and pay attention: there will be a quiz at the end!

 


Act One

Dude, Where's Your Train?

The introductory cutscene ends, and poor Al is at the train station, seemingly stranded in Anozira. First, Al meets his companion; the "Narrator," who will be present for almost all the game. Talk to the Station Master, Johnny Kane, again and again, until he offers you a refund on your tickets. Take the tickets out of inventory and give them to him, in order to have some money. Talk to him again and again, until he asks you to "move along."

The path to the lower left (West) leads to the cemetery. You will need to return here later. The path to the upper left (North) goes to Town. Go there. You are standing in an area where the Sheriff's office and the Post Office are, as well as the town Gallows and a Wombat enclosure. We'll call this area the Village Square. The path to the South returns to the Train Station, East is blocked in the demo, and the path to the West leads into the main part of the town. Go into town.

 

Recommendation: While the game is divided into nine discreet acts, and you must finish each act before proceeding to the next; the actions within each act can be fairly non-linear. We encourage players to explore and experiment on their own; you can't do any harm by following a different path.

 

From left to right: the Green building is the Mayor's house, Koko's is the General Store, and to its right is Kevin's Saloon. Enter the Saloon. (Use the hand icon to open the door.) Al automatically hops up onto a barstool and talks to Kevin. During the conversation, Kevin offers to rent a room to Al. While $5.00 is the correct choice, it's worth guessing wrong, just to hear the funny remarks.

Following that conversation is a cutscene in which Al meets Rita Peralto (She sings a funny song to the tune of "Polly-Wolly Doodle"') and Al sort of falls in love. When it's all said and done, you will have a room key in your possession. To get to your room, which is upstairs, click the walk icon on the door at the top of the stairs (next to the two people hanging over the balcony.) Then use the key on your door, the one to the right. Oops; the key broke. You receive a hint from the piano player ("Dang that key!"). Also, if you have been listening to his delightful rag-time in D-flat, all of a sudden one of the notes is clunky and sounds like it is broken or something.

Sit on the bar stool (Use the hand icon to get there - use it again when you want to get down) and take the broken key out of inventory and show it to Kevin. He can't help because he lost the duplicate somehow. Talk to Kevin about Rita. After Kevin gives you the flyer, click the flyer on Al and read the information about Rita. Notice that she particularly likes the blossoms from the Saguaro Cactus. Talk some more. Kevin suggests consulting Mayor Trinkwasser.

Go to the Mayor's house and talk to him. When you ask him about the local flora, he tells about the Saguaro flowers, and says there is one near the Bull Pen.

Exit the Mayor's house. Exit the town to the West (left.) Look at the "small, obtainable rocks" lying on the path. Take them. Let's go back to the Saloon and ask Kevin for another key. He doesn't have one; he lost it somehow.

Go talk to the piano player, Bill. He hints again, something about a key. He won't talk for very long; he's busy. Look at the piano. You learn something about a key. Touch the piano (Al plinks a key.) Talk to Bill again. And again. He wants a drink called a Blazin' Kev.

Talk to Kevin about the drink. He won't make one because they're explosive; you have to concoct it yourself. It's not difficult, if you listen to the instructions. If you have trouble figuring out how to mix the drink, drag your cursor across the box below. There are three progressively helpful hints.

 

Did Kevin say something about initals?


Look for ingredients that start with the same letters that spell the name of the drink.


Bourbon, Lemon juice, Absinthe, Zedoary, Irish Cream, Nutmeg, Kirsch, Egg Nog, Vodka

 

"Light 'er up and stand back!" With what, you ask? The matches are sitting right there on the bar. Place the small spot on the Hand Icon directly onto the matches to pick them up. Use the matches to light up the drink. Whew! (If you take too long, the alcohol will evaporate, and you'll need to mix up another one.) Light it and offer it to Bill. "I like it on the rocks; no ice." Huh? Maybe he means real rocks. Open your inventory and put some rocks into the drink. That's it!

 

Recommendation: Save your game here, in case you miss the next action. If you don't do it in time, you would need to mix another Blazin' Kev on the Rocks.

 

Now give that drink to Bill. As soon as he takes a sip, plink the piano keyboard and you will have your good room key. Do it promptly; Bill will be distracted for a very short time, and you need to switch the cursor to the 'hand' and touch the keyboard during that time. Once you have snatched the room key out of the keyboard, the piano sounds normal again. Now you know why Kevin didn't know where the other key is. Having retrieved the key to your room, go upstairs again and enter the room. Poke around under the bed, and you will find a (broken) whip. I wonder what that's doing there!

While you are in the saloon, you can find at least three more items. Take the bottle of Mustard from the table. Also look at, and pick up the the drink menu and order the Tequila with Agave Worm. Ooops. The drink slides right off the end of the bar and smashes on the floor. Examine the debris on the floor, and pick up the Agave worm. It is also possible to take some cigarette butts from the ashtray under the dartboard - but you won't need them until much later.

Talk to Bill once more. (Always remember to finish each conversation.)

Exit the Saloon. You see a five-year-old boy sitting on the rocks at the Mayor's house. Use the talk icon to get closer, then talk to him. He challenges you to get his daddy's flag down off the pole. Exit the close-up of the bratty kid, and go to the Hospitality House. To get there, click on the bent tree behind Koko's. This will take you behind his building.

You are standing in the courtyard of the Hospitality House. You see a bubbling water fountain. Take the path around back to the left, and visit Bubba's Barn.

Talk to Bubba. Al asks if the flag can be lowered, but Bubba says it only comes down for cleaning, or lowered to half-mast to honor the deceased. Al decides to try claiming someone has died, but Bubba wants written proof and "hard evidence." Examine everything at Bubba's.

Return to Town and enter Koko's Store. Talk to him until he has no more to say. Then look around, and examine everything. You need to make some purchases. Buy a Flask and a Cost Mo' Magazine. To buy things, click your money pouch on Koko.

Exit Koko's, and exit the town to the West (Left.) Then go North (Up) If you examine the path, it says the path splits three ways; go to the north toward the cattle pen. You see the cows from here. You also see a Saguaro Cactus, which just happens to be in bloom. Wasn't that the flower that will get Rita's attention? You need to pick that flower somehow. Be sure to examine it, even though you can't reach it.

Exit the Saguaro node to the west. You see a branched path. There is a wagon wheel sitting there, with a horseshoe next to it. Examine the horseshoe. It's damaged, but take it just the same. Return to Town.

Enter the saloon and talk to Kevin - he has a lot to say. He will tell about his ancestors, and why he settled here, in this business. He will tell a tale about the Sheriff, reveal some rumors about Rick in the Post Office, and the Mayor, and finally Bubba's rotten kid. An important clue is that the kid might be diggin' up some graves.

Go to the Train Station, (South from the Village Square) and exit West into the Cemetery. At the far left is a small hole in the ground, Reach in there and find a human bone. ("Ew gross - It's all dirty.") If you happened to look in the hole before Bubba wanted evidence, you couldn't take the bone. While you are here, you should take the time to read the inscriptions on all the stones and markers. Optional - there is a Daffodil blossom you can take with you.

Show the bone to Bubba. He won't believe someone has just died, because it's been buried already. He can tell by the dirt clinging to it. Go to the fountain in front of the Hospitality House and wash it off. Now Bubba will accept the clean bone as evidence. Al checks to see if the flag has been lowered, but Bubba still wants written proof. Enter the Mayor's house, and make an entry in the journal of births, deaths and marriages. (Examine it first, in case you didn't do so when you were here before.) For fun, click the page on yourself. Show the page to Bubba. Now he is willing to honor the dead, but it'll cost you a dollar for the "Service Fee." Pay Bubba and he will lower the flag.

Unfortunately, it's still out of reach. Show him the broken horseshoe. When he goes into the barn to look for another one, squirt Mustard on the flag. Bubba will go into a tirade, then take the flag and soak it in the fountain. Take the flag. (Optional: show it to the kid.) Exit the town to the west, and go north to the Bull-pen. Attach the flag to the Saguaro cactus, then open the bull's gate. He charges at the cactus, knocking it down. You can now pick up a fallen flower.

Return to the Saloon and give the flower to Rita. She graciously accepts it, and almost agrees to go on a date with Al, when that slimy, sniveling dirtbag, Antonio Bandana steps in and sweeps her off her feet. He thounds like he'th from Barthelona.