Part 3: Boy Meets Uma
Update 3 - Boy Meets Uma
These Grey Walls (hospital)

Last we left off, we had met everyone in our wing of the hospital. We found Sue's marble and were going to give it to her so she'll let us go in her bathroom because, uh... well I'm sure it'll make sense.




You give the




Tiny Planets

























As someone who loves the snow, I'd totally party with some snowmen. Though their drugs would likely give you a brainfreeze...
Also, we are definitely going to be giving all the marbles to Sue. I think the last two are optional which are damn near criminal. These scenes are some of the best in the game.

These Grey Walls (hospital)

Anyway, we can now talk to Sue about the same topics that everyone else got. One more quick ask and answer session before progressing.






If you recall, Cora said Sue was obssessed about her friend, though this is our first real show of that.




Interesting that she's the first person who brings that line of thinking up.


>Winston



Combine this with her wedding ring not being on... makes for some upsetting implications.
>Cora







>Danielle

She better, considering she's gossiping about this poor kid.
Sue's now out of things to talk about so let's see what's in this vaunted bathroom.


...Ok a bathroom just having a special boarded up room is uh, worth investigating. Sadly, we don't have anything to take down the boards. So that area is locked off for now.

First we need to mark our territory.

Then check the toliet because of course!
*sound of toliet flushing*

My real life experience tells me, dude no it was in the toliet. But my video game experience tells me, all the cool kids do it.

And that was the key the doctor was talking about. Not sure why he has the key to the bathroom, but we know where our next objective is!




Tony's bathroom has a red light instead. Probably has to do with that giant switch on the wall.

Yes, I'm going to keep doing that. No, there is no point.



As a young boy, we don't under stand the word "Not".
>Pull Lever Down
The power is now on! However, we don't know the passcode to get past the door anyway. One of the patients mentioned the receptionist desk having the code though...

The shift leader is angrily standing in our way though. She was pretty hungry though, maybe we should get her something to eat?

You received

We have the vending machine's last candy item. We are now the most powerful person in the whole hospital.

You offered her a




Score! Time to check behind the counter.

>Upper Shelf


>Middle Shelf

>Lower Cabinet

Jackpot! Now to head back to the closet door and see what's inside.


Storage Area

Uhhhhhhhhhhh. We should find an adult... but we're a brave kid. Let's keep exploring.



Strange people, weird messages, no lights. Nothing bad could possibly happen from continuing to explore. Let's check the journal next to the lamp.

Ah good, we've upgraded from weird to creepy messages.

>Upper Shelf


Wait, I didn't sign up for a post-apocalyptic game.
>Middle Shelf

>Lower Cabinet.


That'll be for the cabinet next to the bookshelf, and the last thing to examine in this room.


With that, we can follow that strange man into the next room.



The scooby doo chase sequence will have to be put on hold until we can open the next door.

Now that the lights are on, we know that there's going to be a box puzzle. *booing is heard from the crowd*
The only interesting thing to examine is this note to the side.



Well, lets get to box pushing.




Pulling the level unlocks the door on the other side of the room.

And here's the side area. A side area to a storage closet that we are several rooms deep, for the record.
Opening the locker reveals a lab coat and scrubs. But also...

Progress!



... The hell kind of storage closet are we in?
Investigating the doors reveal we need a key card to open them. So let's check the desk.

>Folder 1

a winged 2B, huh? There's probably fan art of that out there.
>Folder 2
You received a


>Folder 3
You found 5G.
We found progress, and some money. These are now my favorite of folders.
Well, we've got only one card key, and there's two doors to the north of us. So, let's check the other one first.


The desk has bills and tax forms on them, while the locker contains our 2nd key card!

As we were reminded, we need to remove the card key to use it again. I forgot about this my first time through and spent quite a bit of time wandering the hospital trying to figure out what to do. Alcohol may have been involved
Moving on, we can now insert the two card keys in the doors on the left to check out that locker which contains...

The final card key! That was exciting wasn't it? This is the first major gameplay section and...it kinda blows to be honest. As to be expected, rpg maker games aren't going to produce interesting gameplay unless you do something neat with turn based style fights. This game, being half visual novel, tries to still have some kinda gameplay investment for the player- with mixed results. Considering sections like these die off over the course of the game, I feel like the devs did notice this and started sticking to their strengths- for the better in my opinion.
Regardless, the scooby doo chase can now recommence.



Oh jeez, again? How much longer will we have to do this?

The boy agrees.
*A blue light begins shining on the desk*



Uhhhhhhhhhhh, we should go find that adult now.




Fish Heads











... week old fish wouldn't just smell, I'm pretty sure your gut would just explode from the contact.







You received







Ahh giving a kid an unsolveable riddle as a secret. The oldest trick in the book. Except this one is uh, really easy.

... Well, easy to an adult I guess.


Would you believe me if I said we talked to a magical old man hobo?






Tell me a Story








One Wish














