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                          Penny Arcade Adventures
                 On the Rain-Slick Precipice of Darkness
                                Episode One
===============================================================================

FAQ by: Jaz McDougall
Email: jazmcdougall at yahoo dot co dot uk
SteamID: Jazmeister
Version 1.05
Last Updated: 28 May 2008, 9:10 AM

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 Contents
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Hit Ctrl+F and enter the search code to jump
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	Title				Code
1.	Introduction			IN01

2.	100% Walkthrough		WK01

	The Beginning			WK02
	The Goo				WK03
	The Bolt			WK04
	The Key				WK05
	The Gear			WK06
	The Prototype			WK07
	The Light			WK08
	The Silent One			WK09

3.	Unlockables			UK01

4.	Combat*				CM01

5.	Version History			VH01

6.	Legal Stuff			LG01

* Incomplete Sections

=============================================
 Introduction				IN01
=============================================

The first installment in Penny Arcade Adventures is nothing short of
satisfying. If you like semi-turn-based combat with little mini-games,
collecting all the things, running around beating up robots and hobos,
and wonderous wordscapes of verdant verbiage, then you'll like this.

However, it seems to be not for kids, so I've had to struggle with my
powerful urges to transcribe perfectly the more offensive things in favour
of preserving the accessibility of this document. Daddy can now leave this
lying on the couch without worrying about Mummy or the Children finding it,
and mistaking it for a document about violating plump fruity flesh.

This is my first FAQ. I've read plenty, and when I bought this game, I
realised I had completed it twice and there weren't any FAQs online. Depending
on how this goes, I'll probably make this a regular thing (the FAQs).
Definately expect follow-ups to the next games.

This contains a walkthrough suitable for acheiving 100% completion, a list of
all the unlockables/parts and how to get them (for your more itemised needs).
It will contain combat strategies, and it might also include other things,
but I don't know what they are, and for that reason, I can't, uh, tell
you anything about them. 

So, print this, or whatever, get some healthy foods (or crisps/red bull),
settle down with the whole family, and step now along the Rain-Slick
Precipice of Darkness...

=============================================
 100% Walkthrough			WK01
=============================================

This walkthrough is not spoiler-free, because that's absurd. It is reasonably
profanity-free, although the Shithole is still called the Shithole, and
I try to rein in my narrative voice a little. You can jump in at any point
for the bare-bones solution, ignoring what parts to get, where to click,
and so on, or you can follow it from start to finish. My goals are:

1) To complete the gamelol
2) To collect all the partslol
3) To finish with maximum Overkill
4) To unlock all 12 Concept Art sketches
5) To be in the best shape to take on the game at any given point
6) To unlock as many albums as I can (I have no idea how many there are)
7) To burn all the copious time I have, working nights as I do.
8) To give hope to those whom this game frustrates hopelessly.

I will attempt to fulfill these at all times. I am playing the PC version.
I'm having some people look at this guide to make suggestions for the XBox
version; if you have the XBox version and you notice something that isn't
right, let me know. Full credit and free internets for all contributors!

---------------------------------------------
The Beginning				WK02
---------------------------------------------

Okay, you bought it, installed it, and twiddled with the options. You've
wondered how to change your hair/skin/clothing colour (little coloured
buttons above the option cyclers on the right), you've toyed with your
gender, and finally, you typed in a humorous name. Or, your own name. Or,
GabeTycho.
Selecting accept sends you whirling through the stylised, 1920's night of
a virgin New Arcadia.

After some narration, you are treated to a short tutorial with even more
narration. Click on the rake, then click on the pile of leaves. You can't
do anything else in this area.

Cutscene ahoy! After witnessing this bitter act, you vow not only to finish
the tutorial and shut up the narrator, not only to follow the two guys to
kill the robot, but to collect every hidden album and piece of concept art
in its wake. To Arms!

Select a witty response, hit space, then Click the Mailbox in the background.
It contains Concept Art 1. If you like, hit the trash can in the foreground,
next to the two un-smashable ones. The contents are random, usually,
although almost always a bandage at this stage in the game.

Continue to move to the right, and you will be accosted by two fruit-rapists!
Follow the big obnoxious instructions and you should have no trouble killing
them. You will gain 2 parts, vital both for completionists and weapon-
upgrading in general.

Move right and you will be drawn to the cat, Thomas Kemper. Click on him,
select dialogue options 3 and then 2, and he will join you. I've heard if
you do this wrong, it might bug your game. Click on the mailbox to unlock
Album 1.

Move to the right once more, and observe the milk bottles. The way that
they rattle always signifies hidden Fruit-lovers, so watch out for them,
especially if you leave the beaten path of the FAQ and do it on your own!
Go ahead and click on these.
After beating them, you will be awarded 3 parts, and some other junk,
maybe. Go across the street and click the mailbox to unlock Concept Art 2,
then move on right through the level transition.

After passing a few houses, you'll be drawn to an orange tree. Grab the
orange, then head right to face two more juicing apparatus. Feel free to
use the orange to distract them, take the time to read the hilarious line
from FFNo.1, and then destroy them without mercy.
You should level up now, and gain a new special move. You should also gain
2 more parts for upgrading.

The Mail outside the house after the orange tree holds Concept art 3, a
series we are rapidly making a dent in. Move on and fight the 2 Fruit-
Packers. A note, first, on overkill: This is a type of experience that
you gain independantly of your main XP. Every weapon comes with five
overkill slots, and each of the two upgrades for each weapon alots five more
overkill slots. At most, this means 15 overkill slots for each fully
upgraded weapon. To fill them, you must finish an enemy with a perfectly
executed special move. For every overkill point, it adds +1 damage to your
attacks...somewhere. I don't know if its per hit, or... what, but anyway.
You can notice a difference. So, after killing these two with perfect
special moves (resisting the urge to block incase you counterattack),
you should have 2 overkill points and another 2 parts.

Cross the transition and move past the school and... wait, I'm forgetting
something...

Oh yeah, pick up the two dorks standing by the footprint. They won't get
far in their stupid quest without you! Pick any dialogue you like; in true
monkey island fashion, you should not rest till every single one has been
tried. Gabe inexplicably gains a new attack, while Tycho doesn't.

Fight the next 3 FFs, but beware; Tycho does 26 damage with his basic
attack, and doesn't get any overkill for it. He still gets xp if he doesn't
fight, so if you want max overkill, consider letting him rest for now. You
finish up with 3 extra parts.

Move to the right until you reach a gas station, and face the four FFs
there. You will roll for initiative, which is basically an excuse to give
someone (on either side) a free headstart, and also reference a cool PA
T-shirt. You might wanna use fruit, because as you kill them more rush in!
After facing around six, an upgraded Fruit-Groomer appears and has worse,
status-inducing attacks. Win 7 parts for your trouble.

Head straight to anne-claires via the agency button, or move right to
scrounge more items from garbage cans and crates. At either rate, you
should go there.

---------------------------------------------
 The Goo				WK03
---------------------------------------------

First thing's first. Click on the painting above her window to unlock
Concept Art 4. Click on the strange thing behind her, on the shelves to
the far right, and you'll unlock Album 3. Click her nightstand table to
unlock Concept Art 5. Then, talk to her about everything. She'll give
you directions to Hobo Alley (or something), and then you should go
there.

Once there, click on the red poster on the smashed building to unlock
Concept art 6. Then, click on the bald man with the red beard, nearby.
Talk to him about everything. Now head away from the camera into the
background, and watch out for a wriggling travel trunk to the left
of the road. Now there are two FFers, and this time they have 90hp!

Don't panic though. You can easily survive if you watch their health
bars for that tell-tale flash. If you see it, hit the space bar. Read
the Combat section for tips on surviving against the odds. Remember,
summon the Cat to waste a lot of time and charge your moves a little
more, and be aware of who needs overkill points for the battles ahead.

Killing these two nets you 10 parts. My instinct is to tell you to
continue on round, circling and killing everything until you meet up
with Filthy Jim again, but you can't. Anne-claire, Tycho informs you,
wants you to wait a moment. So, press on to the right. Fight the
single FFer here, and chuckle as the game instructs you how to flee.

Using an orange against this fellow is only important if you're
running out of places to stuff the sexy things. Just weaken him and
finish for overkill, if you still need any. Collect your five parts,
Move to the right and get ready to fight your first mime...

Just kidding! He runs away, or lassoes himself to safety (in his mind),
so you're free to investigate the goop lying there by him. You're
actually free to do that and only that, as any level transitions are
met with cold resistance from Tycho and a reminder that Anne-claire
forbids such foolishness. Enjoy the dialogue and receive your stuff.
Go back to Anne-Claire's pad and talk to her.

Talk about the goo, then talk about it again. Talk about the robot,
then ask her about upgrades. At this point, the choice is yours; in
a few minutes, you'll be able to upgrade yours and Tycho's weapons,
or you can upgrade Gabe's right now. If you don't, I'll remind you
later when you have enough saved up. Finally, tell her you're ready
to go to work. Say goodbye, and prepare for the trip back to
Desperation Street.

---------------------------------------------
 The Bolt				WK04
---------------------------------------------

After the transition, move left, and listen to Gabe and Tycho
postulate on the appearance of mimes. Then, move right and fight
the three mimes. Prepare for your first real dose of gore in the
game, and ready your mind to witness ribcages pouring out of...
someone's head?! Well, there's no real weakness you can take
advantage of at the moment, at least until you get some explosives,
so just watch your blocks and take them out one at a time.
When you've won, move to the left.

Fight the three mimes by the old orange tree. If you have one yet,
use an invisible box; it's not technically an item, because it
doesn't exist, but anything classed as a mime will be trapped by
this, so remember it for future reference. Click on the mime by
the orange tree and try out dialogue options until you run out.
Then keep pushing back towards your house.

Kill three more mimes in the same fashion, then get to your house.
Fight the final four mimes to earn Tycho his first special move.
Now he can begin to earn overkill, so practice this move as much
as possible to finish enemies with it; every perfect execution
will earn you a permanent damage bonus.

Now, step into the wreckage to seize the nut of destiny. Head
back to Anne-Claire's. Talk to her about the thing you found,
then ask her where to go next. This will unlock the Pelican Bay
area, for what it's worth at this moment. Then ask about the goo
and become promptly disappointed, as you discover she has made no
advances in her research.

As you either upgraded already or chose to wait, and got no new
parts in the meantime, don't ask about parts. Just say goodbye.

---------------------------------------------
 The Key				WK05
---------------------------------------------

On your way out, however, Anne stops you and tells you that you
can summon her in battle. Her flame-thrower attack hurts everybody,
but the enthusiastic robots are particularly weak against the attack.
Great! Now head to Hobo Alley.

Once there, talk to James Filth again. He informs you that he has a
problem. Ask him about it and he tells you that ambulatory trash
threatens the (questionably) civilised residents of Hobo Alley.
Navigate the dialogue until you officially "accept" his task. If you
press a little more, you'll even get a glimpse at your shimmering
reward...

Hey! Look! There's one right there, on that street corner! Click on
it, and it growls and everything. Try out Tycho's new special move,
taking care to hit the WASD keys. I think I read somewhere that
different people look at either the letters or the arrow directions
and ignore the other component, so work out what is best for you.
You generally have enough time to look at it, understand it, and
press each one before the time runs out, even when it gets very close
to the wire. Enjoy Tycho's overkill bonus, but make sure that the
rake's bleed effect doesn't kill him before Tycho does! Remember
that you can also use items to lower it's defense; at some point,
the garbage may wreath itself in a shell of ordure, heightening
its natural defense. Throw the Armour Eater on it.

Trash Remaining: 9

Awesome. Right, head past where you found the goo and cross the level
transition. Immediately, you are surrounded by three sleeping enemies;
two trash cans and a "fat hobo", the only type of hobo not resistant
to Gabe's fists. Fight them. Tycho's weapons are strong against hobos,
and at this stage you can expect at least 80 damage from a perfect
special. This one, though, is tougher. You'll find yourself waiting
for the perfect chance to use a special, and forget about your
health. Keep using bandages with one character, probably Gabe, and have
the other two pick on a garbage can. Gabe can also throw in some items;
no use hoarding those items if they're lying in crates all over, after
all.

Trash Remaining: 7

After this battle, you should find some Hobo Meat. Go and talk to the
soup kitchen guy behind you about the meat you have. After a bit of
banter, you discover he needs "sanctioned meat". What is that, you
ask? Well, you'll have to worry about that later. For now, just press
on to the right.

As you Approach the corner, click on the red poster. It contains
Concept Art 8. As you round the corner and head to the backdrop, note
the wriggling travel case. This contains 3 FFers, if you should care
to fight them. Tycho does 40 ish damage with his special to these guys,
if you want to build his overkill. The way I look at it is, the sooner
you max someones overkill, the less you have to worry about it in later
battles. Collect 15 parts for your trouble.

Unless you spent some before, you have enough to upgrade your rake. You
can nip back to Anne-Claire through the agency icon right now, if you
like. The rake is a solid tool for right now, but if you want to be
dealing damage to hobos, hold out for the gun upgrade. Push on back,
further into Hobo Alley.

As you come to the crossroads, we'll call the road you just came from
"South", with the one ahead "North", etc. To the north, you see a
few hobos. You can take them, but there's that wriggling box by that
lamp post. If I were you, I'd get that first. Go and fight it!

Two FFers are inside. The battle is easy if you have Anne-Claire ready,
of course, and you get 10 parts for your trouble. You may now upgrade
any of your three starter weapons! Feel free to run back to Anne's to
upgrade. Whether you do or don't, make your way back, and approach the
swarm of hobos.

This battle can wear on your health, so keep Gabe on top of it. I find
that you can keep the Fat one alive so that Gabe can "contribute" by
killing him, but it isn't necessary. He can be your item jockey, or
combine for team-up attacks. The main thing is, use your rake guy to
get a guy bleeding, use Tycho to deal damage, pick them off one by one.
The skinny guys tend to heal eachother, too, but they can't revive
eachother like you can. Go ahead and grab the key.

Now head back to Anne-Claire's. Hand over the key, ask her where to go,
and make a decision on upgrading. You'll be fighting hobos for a while
longer, so I'd suggest Tycho's gun. Then, head out to Hobo Alley again.

---------------------------------------------
 The Gear				WK06
---------------------------------------------

This time, at the corner where James Filth usually stands, head to the
back of the set. Cross the transition, and head towards the Travel case.
Break it open to fight 2 FFers for 10 parts. Remember to use an orange
to distract them while Tycho builds up initiative for his finisher.

Move to the right and travel into the back alley, where a drunk hobo
and 3 garbage cans nuzzle eachother in the cold dark. Leave none alive.

Trash Remaining: 4

New attack, and 60% done with the trash quest! Unlock Concept Art 7 by
clicking on the pile of rubble near them. Move right to the crossroads.
More trash, and this time they have mechanical help. Kill them all for
10 parts and...

Trash Remaining: 2

There's only one place to go now. Head east for the big trash showdown.
First, however, open the travel case and fry the 2 FFers inside for
10 easy parts. If you're properly maxing your overkill, you should be
easily maxed now, with +10 for Tycho and +5 for each of the others.

Now, go face the crowd of hobos and garbage by the Shithole. Incidentally,
this is the first time I got the very rare and powerful cat attack where
he throws up and deals 999 damage to all opponents.

TRASH WASTED!

Okay, now you may go back to see James Filth and collect your reward.
Talk to him, and give him the good news, and he'll reward you with a...
stinky red coin he picked out of the trash. When you're able to get
more of these, you might understand why someone would just throw one
away. For now, though, it's a worthwhile reward, as it gives you a reason
to travel to the Pelican Bay Boardwalk.

As the level loads, prepare to be disappointed... you can't get in! Talk
to the ticket guy standing infront of the GIANT GEAR. Say whatever you want,
but make sure you ask about his "Sale". Find out the prices of everything,
but specifically, you want that gear. He tells you it's an antique, and then
charges you one token! I don't know if this is the dialogue options I chose,
but I think if you can't afford it, he definitely asks you for ten thousand
tokens. You'll get that for the other items at this stage, too.

Now to get this gear back to... wait, what the hell? He's eating that filthy
red coin?
You might as well ask him if you can get in. This is some funny dialogue, in
my opinion, and it explains why we aren't knee-deep in mime guts by now.

Right! Back to Anne-Claire's. You can upgrade Gabe's fists now, if you like,
but again, the Rake is probably more useful sooner, so you should probably
hold off for another 3 parts until you can do that.

Then yap about the gear, and then you could always ponder if you're making
any real progress. You did buy this game for the dialogue and story, right?
So... apparently the bolt actually escaped, like, on its own. It went to hobo
alley. So you're going there again, now.

---------------------------------------------
 The Prototype				WK07
---------------------------------------------

First, talk to James Filth, and hear his song. Why not? Then, head to the back
and follow the road until you see a man with a big red nose and a bowler hat.
Talk to him. He is Professor Whimple, and he asks if you are from the Old
Academy, and you aren't, etc etc...

After bantering with him, you find out that Hobos strewn across the Alley are
preventing him from conducting his important experiments. He suggests that you
kill them. Oh, if he only knew the hobo blood that stained your hands, he
wouldn't be so coy about it. So, basically... go do it.

Your first stop is to the right, where three hobos are lurking. Take them on,
and make sure you don't waste Gabe's attacks damaging the skinny ones who
are resistant to his attacks. Instead, use regular attacks to give Tycho
time to charge up his regular, which should deal about 100 damage to a common
or garden hobo. The skinny ones also heal, so take them out first.

Hobos Remaining: 14

Then head to the right of Prof Whimple. Two more are there, so kill them too.

Hobos Remaining: 12

Now head to the right, and cross the transition. There are three more before
the crossroads.

Hobos Remaining: 9

Now head south, towards the camera, at the crossroads. Cross the level
transition. Two hobos are right there at the corner, so kill those.

Hobos Remaining: 7

Wow, this isn't the most efficient hobo army I've ever fought, let me
tell you! Head left, past Gerhard, and attack the hobos to the back
of the set. Actually, one of them is peeing, look... this is exactly
what Whimple was talking about! He could be disrupting a balanced experiment
right now, offsetting the pH and everything! Kill them!

This time, however, you're surrounded by four hobos. I had Anne-Claire saved
up, so I just blasted them from the start, but I did risk the thin ones
healing everyone up afterwards, so I had Rakeman and Tycho take one each.

Hobos Remaining: 3

Gabe's new attack is actually pretty good, because even if the target is
resistant, they'll get stunned. That means that you can take a particularly
troublesome opponent out of commission and let your other guys do the damage.
However, just like with the invisible boxes and the fruits, you can "snap em
out of it" by damaging them.

So, head left and fight the last three hobos. By doing so, you will receive
the congratulatory...

HOBOCIDE!

...message. Good! Now go back to Whimple, which, if you're lost, is towards
the back of the set. Once you talk to him, he'll give you a punch card, as
promised. Which, you know, really sucks. However, he redeems himself with
a ticket to Pelican bay! If he'd mentioned that, you'd have really rushed
to... well, it didn't take you that long, did it? You probably couldn't
have done it faster.

Oh, also some lint. Okay, so ask him about the stuff, then head out. You
are treated to a cutscene, and incase you didn't see it, Tycho asks if you
saw it. Gabe didn't. To the Shithole!

Mr Because-I'm-Worth-It left a trail of hobos, so you might as well go and
kill them all. Three are to your immediate right.

Hobos Remaining: You killed them all already!

Head right to the crossroads, where more vagrants await. Further still, and
the camera pans dramatically to the Shithole, whose fair doors are not
doors, for they are each ajar. Kill the three Knights of the Road before you,
and enter.

The Shithole is probably the greatest place in the game for me. I laughed
hard at the door sequence you are about to be treated to. First, however,
note the incandescent particle field across the... uh... I mean, first,
however, click the painting by the exit to Unlock Concept 9.

Okay, talk to this guy. Ask him about the sack, the robot, the vacancies...
Notice the stress on "Giant" robots. Also notice the crying in the
background. So! Now you may check out the rooms.

Nomatter what order you click on them, they'll appear in the same order.
Until you open them, all three contain all three different rooms, and none
of them, at the same time. It was this game that inspired Schroedinger to
postulate about his late cat, and go gravedigging. So, open the doors already.
You first meet schroedinger's rat, then his dog, then his... well, anyway.

Go in the fourth door, which is always a massive room filled with hobos.
Before you plunge in, just click on three of the tables. Just three! You can
back up and reveal an often-missed section of this room where more tables hide.
What this does is allows you to telekinetically pick up parts one at a time.
If you didn't upgrade a second party member yet, go now to Anne-Claire's and
get the rake upgrade. You can easily finish off some guys here with the Rake
and get some overkill points before the boss (incase you thought this hair guy
was your friend or something).

Okay, so return to the shithole and charge in, taking care to use Gabe against
the Fruit Fornicators, and try if you can to finish them with the rake. On
your way here, you may have noticed some Hobos still lingering in Hobo Alley.
It's okay to kill those too; actually, on the path in or out of the Shithole,
There's a FFer by Gerhard with some hobos. He yields 5 parts.

So, back in the Shithole's basement, you fight two groups of 2 hobos/2 FFers.
These are good, because aside from the fairly quick attacks, they're all fairly
easy to block, and Gabe can make a real dent in the robot health while Tycho
focusses on hobos. Fight the first group for 10 parts, then the second for
5 more parts.

Okay, pick up all the extra parts. If you like, you now have enough to go back
to Anne-Claire an upgrade your fists, even if you didn't meet the extra
FFer by Gerhard. I'm going to do that; you could probably survive until you
bring Anne that prototype sitting right there on that bench over there.
Now that I think about it, you could even have not killed those hobos and
used them to build up Gabe's Overkill, but I wouldn't do that; I don't think
he makes that big of an impression in the next battle, actually.

Well, make your way there, if you left, or simply walk over to the guy, and
get ready to rumble.

Slum Lord has 999 health. You can't hurt him until you kill all the hobos
in front of him. Then he'll attack you with his hobo-sack and nuke your
stats. Finally, after taking a big enough beating, he'll summon more hobos.

First, he has two skinnies and a fat hobo. Then, he summons a Fat hobo
and a FFer. Finally, he brings out one skinny hobo. He's weak against
hot toddies, and isn't resistant to anything in particular.

If you beat the enemies outside, too, Tycho should get a new attack.
This is a good damage dealer for him, and should be used in preference
of his third and final attack (when you get it) for lone foes.

Okay, sorry. Watch the cutscene! My wife actually called this before Gabe
does it, which worries me... did I marry a Gabette?

While that's neither here nor there, what is certain is that you need that
prototype. Go click on it. Now that you have that, you can go back to the
batcave, although there is that box of on/off switches. You know that whenever
you need something weird in a game, this is how they make you desire it?
There's hundreds of them! Who'll miss one? That dead guy? Take it! Clicky
clicky!

Instantly you can tell from the line, "It will probably work on anything"
that I haven't lead you astray. Before you go, though, Move along the left
side until you see a machine that looks like an airport security scanner
crossed with a hole-punch. Click on it.

It is, quite naturally, an industrial beef stamper. You unlock an album
just by looking at this thing, so potent is its authority. Scratch off
Album 2 on your collecting workbook, son, and continue to investigate the
stamper. Feed in them slabs! Hilariously, the word "Delicious" vindicates
your viscerae sufficiently, which means you can go see Gerhard.

Once there, fight the guys if you haven't already. Give him the meat, then
eat the soup. I said eat it maggots! Apparently, it tastes like felt.
You're officially a cannibal now, so you get the cannibal bonus of +50
health. This is permanent, but only applices to the Rake Man. If you want a
mild chuckle, talk to him again.

Okay! Now go back to Anne-Claire and give her the prototype of the larger
robot. She gives it to you as a helpful chum, but not before painting it
pink and removing "most" of its lust for delights of the tangy flesh.

---------------------------------------------
 The Light				WK08
---------------------------------------------

From this point on, you should know that Fuschia's attacks grow in power
every time you use them. If you want to hyper-power her, then use her as
often as possible. This means possibly drawing out battles so you can use
her an extra time, if you're committed. Some completionists might consider
it a loose end to not see her most extreme combat animation; she starts off
at 25 damage and ends up nearer 300 damage.

With that out of the way, you are still in possession of a ticket to Pelican
Bay, and I urge you now to travel there and speak with Mr Swindell. In this
next section, you should only have to leave Pelican Bay once or twice, all
while collecting 450 parts; some players have found that turning down the
music volume can ease their suffering. I left it blaring, neurons be damned.
At this point, you should be upgrading each of the weapons in no particular
order. As soon as you have enough, exit directly to the map, to Anne-Claire's,
and upgrade. Then return to where you were. This means you're not missing out
on any potential overkill bonuses. Make sure you get at least five overkills
with everyone who gets a new weapon, as usual.
To the ticket master!

Talk to him, and tell him you have tickets. Then convince him somehow that
you are all a family. As always, violence is the answer; threaten him with your
weapons, and he'll cave like... Bam. Move to the right, through the barriers.

You won't get far before a mime-scientist accuses you of not being out of your
mind. Talk the crap out of him until you discover that he needs his invisible
loot back. You should get that for him, but not before discussing religious
matters, obviously. Watch Tycho's face as he talks. Watch the cutscene. Laugh
at the wombat's face. Then, once the talking is over, head further along the
boardwalk.

Now, you're used to the FFers arriving in milk bottles and in travel cases.
You're not used to the seagulls and construction-worker lunchboxes they now
lurk in. As always, if it wiggles, or does anything at all, click on it, but
these little inconspicious robot-brothels are what normally holds people up
from getting all the parts at this stage. Also, those metal bins are item
containers that you can smash.

Now, there are three things you notice on entering this area. The first is
those clowns. The second is that flying pricks place. That is a minigame place.
You play the game, and win a red coin. You'll need five of them, so go do that.
If you prefer, kill the clowns first. When you do fight them...

They aren't weak or strong against anything except clown noses. If you have
one, you don't need to use it, but it's rare to find them by this point anyway.
They are impervious to team-up attacks, though, so don't waste two specials
by doing that. I didn't notice a big increase in damage between specials and
regular attacks either, so you might be better off just saving the specials for
overkill.

Okay, the biting attack drops your speed, so you should wait for the actual
lunge to block. The timing is odd, but you'll get it.

The minigame is not my favourite, but some people like it. What no-one likes
is running around each of the three stalls four or five times to get one of
each different colour coin, so while you're here, just get five of them.
The trick is to aim a little higher and farther than the balloon you want, and
hit enough to score 12 points with 6 darts. So if you hit one +2 with every
dart, you're good. If you hit four +3s, you're good also. If you hit a blue,
you need to compensate by hitting a +3. Just keep at it and you'll get them.

Once you're done, head towards the level transition but don't go through it.
There are two things you didn't notice, fool! One is that lunch box. Nobody
notices that one; it's invisible, practically. Click on it to unleash two of
the Hardest FFers in the game. They have 275 health each, they deal high
damage, they're resistant vs firearms, and... oh look, the ones I'm fighting
for the purposes of writing this guide just got the initiative.

My advice? Get good at counterattacking, and if you can lob an orange, or a
hot toddy, call it the cost of 50 parts. You should have enough to upgrade
at least one of your team by now, so do it. Otherwise, you'll miss out on a
chance for overkill.

Rakeman also gets a new attack here. This is the only tier 3 attack that
doesn't too medium damage to most enemies. This is the fatality move, straight
out of mortal wombat. Okay, before you head off to that level transition,
try the little poster in the doorway of Slippery's Icecream Parlour. You
just unlocked concept art 10.

Right, so now you can head on back past the level transition now. You'll see
more clowns, and some other dancing guys, and a wiggling travel case. Ruh-Roh!
Go get that one, and remember! You have ORANGES in your POCKETS.

Gabe gets his third attack now, which is great for stunning everbody. You get
50 more parts. Okay, now go fight those clowns. They are weak against noses.

With that out of the way, avoid those singing fools, and stick to the right.
Talk to the fortune teller. Ask Tycho about it, examine it, and get a fortune.
...What? Broken? Okay, so, you grabbed one of the many switches from that box,
in the Shithole, so repair it with that. Insert your token. You can go try to
insert another one if you like. Moving on...

Pass the fortune teller lady, and by the next bench/lamps/garbage arrangement,
there is a seagull. It is TWITCHING. You should click on that. 2 FFers appear,
and that nets you 50 parts.

Now go to the vandalism store. Get 5 coins here too; just click to stop the
slider at the centre points.

Now keep to the right and kill those clowns; no, you're not crazy, they weren't
there before. Again, clown noses = only good for clown killing. Use Fuschia as
much as possible in preperation for the later foes, when you'll need a good
showstopper.

Next, you're going to approach the very back of the set and head for that mime
area they've made over there. Smash the two crates and watch them. Look at
them, just pretending they're stuck in a box! To the left is a red sign; click
on that to unlock Concept Art 11. Then, click on the mimes.

These mimes are great, because although they're impervious to special attacks
(That's right, impervious!!!), they're weak against normal attacks. So, you
can't build overkill with these guys, but you can gain experience and advance
the plot. And also kill them. So do that! Wait until you're charged, and click
away. Remember Fuschia, though; this is a game with a finite number of
encounters. You can use some invisible boxes to prolong the match, but you
won't need them for your own protection until you're facing stronger silent
foes.

So, Tycho now has his uber attack aswell, a move that sprays bullets. You also
got that invisible rope, obviously. Okay, so arc round past the level
transition, and move towards the camera. You'll soon meet some clowns - one of
them is laughing, or more precisely, "THE LAUGHTER". SILENCE him promptly.
He's weak against basic attacks, but the others are just normal clowns. You can
also use clown noses to hit a cluster and pick them off two or three at a time.
I prefer to draw this one out and get in another hit from Fuschia.

Are you done? Keep moving towards the camera. You'll come across lunchbox
number 2, and inside, 2 FFers. By proxy, you open the lunch box... 50 parts!
Right, keep going until you reach the compass-dial thing on the floor. By now,
your well-trained eye should easily spot the wriggling seagull. Click on it!

2 FFers, and 50 parts, await you. After you vanquish them, click on the
anchor. The base isn't part of the anchor apparently. This unlocks
Concept Art 12. If you've found them all so far, you should now be able to view
the bonus comic. Well done, and happy chuckling!

Make sure you've been upgrading... you're always running out of enemies to
overkill. To the left a ways are some clowns. Fight them! Explore to the left
and make sure to click on anything wriggling. Like those milk bottles.

Open that up and fight the two FFers inside. You should get 50 parts, putting
you with enough parts to upgrade again. When you're back to that spot, go
to the right and fight those mimes. Again, these guys are immune to special
attacks, so you can't earn overkill from them, so you can mop them up quickly,
or block every hit and wait to use Fuschia again. Then move right to the next
area.

The first thing you'll notice is a big sort of barrier of darkness. By all
means, examine it, but not before clicking on what you should have noticed.
There is a wiggling shoe right by you as you enter. Click it! 2 FFers, 50
parts, as usual.

So, move to the smokey wall of darkness, and talk to Tycho about it. Once
he tells you what you need to do, feel free to talk gibberish at it. Then,
click on that Balls and Holes game. Win 5 coins... somehow. Your best bet is
to go for the middle of the board, straight up, medium power. You won't max
out your points, but you'll usually win. 

Okay. You should now backtrack to Madame Zudora. Take care to avoid any
enemies, as the more enemies you can fight, the more overkill you can build up.
Insert a token, and you find out that you should entertain her.

Now, many of these barbershop guys have appeared all over the place. The ones
right next to you are, infact, evil, and you should be aware of this.

Each guy is a different type of enemy. The way to identify them is their
health, which starts differently from man to man. Three of them are only
weak to certain attacks, while the fourth is generally hardy and reacts
badly to team-up attacks.

So! The one with the thickest moustache needs to be shot at with Tycho.
The short, stumpy one waving his hands around needs a good punching from Gabe.
The lanky one with the squarish head is weak against rakes. The one on the far
right, the tallest by a fraction, is the leader, and team attacks is what he
doesn't like. Memorise that if you can, and then plunge in. I opened with
Anne-Claire, but I found that it made them a bit vulnerable to splash damage
from Tycho's tier 2 special.

A short conversation confirms that you are now hunting barbershop guys.
Remember how you just did that, and if you found it hard or died, either work
on your blocks or make sure you're hitting the right guys.

The next quarter is around that corner at the back. You should hear them before
you see them. Be merciless. After these guys, move to the right for the final
quartet. After that, there's nothing to do but go back to Zubora. Again, avoid
any lingering enemies; you'll need five more overkills for whoever you didn't
max out yet.

Right, get to Zudora, pick one of three hilarious band names, and listen to the
stupid music you play. You now unlocked album 4. Why? Why are they punishing us
for progressing further in the game?

Okay, insert your next token. When the second slip of paper is excreted, take
it out and read it. Now, make your way to the gate barring your way on the
boardwalk, avoiding any enemies of course. Go to the gate, and speak the words
to open it. Once it's open, move through, and fight the dark mime.

The Dark Mime guy has some powerful mimery! His grenade one will drop attack
down for the whole party, so it's vital that you block that one. The other mime
can be taken out quite easily, so just hang in there. The real challenge is
just around the corner.

After that, you should move right, and click on that seagull. This time, four
FFers come out, and this battle is serious. The most state-of-the-art juicers
are hard to handle in this number, but if you pick one off at a time, use
Anne-Claire if you have her, and weaken them with the armour eater, you should
eventually pull through. This wins you the last 100 points, and allows you to
upgrade a final time!

Before you upgrade now, though, pass right and see the cutscene. Then, take
the Giant Light. This is what you came for, in the end, the final clue. That,
and all the parts, that is. And killing mimes is a plus.

Use your Agency button to escape without navigating the hoard of mimes that
now populate the boardwalk. Go to Anne-Claire's, and listen to the talking.
Then upgrade. Then tell Anne about the light. Then ask Anne if she can help.

Talk to her about punching, about firearms, then about rakes. The hunt is on.

---------------------------------------------
 The Silent One				WK09
---------------------------------------------

You need to make your way to Desperation Street. Here, you will notice the
white and red banners of Yog Sethis. You are treated to my favourite style of
narrative delivery, the Dungeon Master's Area Description.

Run right on down to the silent pope, and prepare for some sacrelage.
He is weak versus punches, so it's Gabe's turn, although he isn't resistant to
any of your weapons. He does have a move, wall of fire, that is sometimes too
quick to block. It destroys your attack stat. I managed to keep Gabe buffed
with an attack potion, and stuck an Armour Eater on the pope, so that Gabe's
tier 2 special would deal 650-ish damage to him. I had a couple moments, but
I finished anyway.

Okay, we now have the Pope's Soul. To the boardwalk! We're doing three things
here. The first is to buy that ferris wheel. Don't worry, you won't be
punished for your dialogue choices, so choose the mean version if you like.
Also, buy that horn. You have enough coins, don't you? Next, move right.

There is no reason not to clear the whole boardwalk of enemies right now, but
I prefer to make things easier on myself and wait for the awesome upgrades.
However, as you make your way to Zudora, for our second task, you have no
choice but to fight two dark priests and two boardwalk mimes. You now have
two of the invisible items. You should go to Madame Zudora now. Task number
two is... to watch Gabe do his thing. Not the type of exorcism that Tycho
might perform, but then again, you wouldn't be able to click on the wreckage
and get the vacuum tube (do it!) if there was no wreckage.

Right, thing three is to go back towards the front of the set, then left. Kill
those clowns that you've been dying to kill this whole time, but make sure you
do it with the right party member to get overkill.

Move on right, and face those dark mimes. Kill them, obviously, then take all
three invisible items back to that mime scientist in order to complete item
three on our agenda. He rewards you with a strength buffing item that adds
10 to Rake Man's attack stat permanently.

Now travel to Hobo Alley and go to see Prof Whimple. Watch their faces during
the sequence. He then gives you something... pure. You are thrilled, I'm sure,
but not as much as Gabe must be. Go back to Anne-Claire's.

Give her all of the things, one by one. Then take a deep breath. Move around
until you can clearly see Gabe's hands, and the... dripping. Okay! Moving on,
we should now make our way to the boardwalk. This is it. Any enemies you fight
on the way are your last chance to max your overkill for each character and
give yourself the best chance at the impossible.

Oh, but on your way in, make sure to grab that horn if you didn't earlier. You
now have every trophy, trinket, unlockable, every scrap of metal, and every
ounce of experience the game has to offer. Your weapons are wreathed in...
stuff that glows.

Pass the gate, blast through the mimes, and save your game. You can run around
and collect items to fill your sack, or you can charge on in. Make sure you
save your game, though. Then click on him.

He has two main attacks at this stage; one is a big shush move that hurts you
bad, the other is a big old knee-waggling attack that hurts your defense and
ups his attack. Block this! It's hard, though, so you may need to just laugh
it off and try again next time. Keep damaging him, using every trick in the
book; explosives, special moves, team up attacks, until...

At 35000 Health, he'll lose his legs. This changes his attack pattern because,
obviously, he has no knees. Now he points accusingly, and does more damage.
This move is not status inducing. Neither is his other, the juggling move; this
is actually quite an easy stage of the attack. Get the blocks down, debuff
his armour, and let one guy charge up a special while the others do this. Then,
buff another guy, until all three are charging up specials with +75% attack.

At around 21000 Health, he'll lose even more, and become just a head with a
beret on top. The status attacks are back, though, and this section is more
about staying alive than dealing damage. Find a way to deal damage regularly,
like items. He has one area attack, and one quick attack-down move that will
really kill your offense. Luckily, he's weak against dynamite, and he doesn't
buff himself. You're going to start running out of potions at this point, but
all you need to do is hold... use bandages frequently rather than resorting
to gauzes at the last minute. For extra kicks, do your best to finish it on a
3-way team up, like me. Go team Venture!

Sit back and relax. You have an outro, a teaser for Ep 2, and the credits.
It doesn't say so, but listening to this credit sequence unlocks the final
album, too, so whether you're a fan of nerdcore or not, try to sit back and
enjoy the dancing mimes, hobos, and clowns. Congratulations! You're all done
for four months. Remember to check www.playgreenhouse.com and
www.penny-arcade.com for updates about the next game.

=============================================
 Unlockables				UK01
=============================================

------------------Concept Art----------------

What	Where
1	In the Mailbox behind you after the first scene.
2	Mail across from 1205 Desperation St, where you meet T. Kemper
3	The Mailbox of 1211 Desp. St, after the Orange Tree.
4	The painting above Anne-Claire's window.
5	Anne-Claire's Night Stand Table.
6	The red Wanted Poster on the first area of Hobo Alley.
7	Pile of rubble in alley near Prof. Whimple in Hobo Alley.
8	Red Poster to the right of Gerhard in Hobo Alley.
9	Painting by the door in the Shithole in Hobo Alley.
10	Poster inside doorway to Slippery's Icecream in Pelican Bay
11	Red Poster, behind Zudora, by the red/black area in Pelican bay
12	The second anchor to the left in Pelican bay

---------------------Album-------------------

What	Where
1	In the mailbox at 1205 Desp. St, by the cat.
2	"In" the meat stamper in the shithole, in Hobo Alley.
3	Behind Anne-Claire on her shelf, at the far right, near the top.
4	Entertain Zudora with three "Instruments"
5	Watch the end credits.

---------------------Parts-------------------

--------Desperation Street: 19/19 parts------

No.	Where
2	First 2 FF you meet.
3	3 FF in milk bottles.
2	2 FF in the Orange Tutorial.
2	2 FF in the Special move Tutorial.
3	3 FF in your first fight alongside Gabe & Tycho
7	6 FF and 1 FF mkII in the fight by the gas station.

--------Hobo Alley: 122/122 parts------------


10	2 FF in travel case in first screen of Hobo Alley.
15	3 FF in travel case far to the left of Gerhard.
10	2 FF in travel case by lamp-post at crossroads in Hobo Alley.
10	2 FF in travel case by Prof. Whimple in Hobo Alley.
10	2 FF in travel case by the Shithole.
5	1 FF blocking path to goo in Hobo Alley.
10	2 FF wait on the roof, in Hobo Alley near the crossroads.
10	2 FF team up with hobos inside the Shithole.
5	2 FF team up with hobos inside the Shithole.
22	Loose parts inside the Shithole roboshop.
5	1 FF fights you with hobos by Gerhard in Hobo Alley after
	you enter the Shithole.

--------Pelican Bay: 450/450 parts-----------

50	2 FF in lunch box by flying pricks in Pelican Bay.
50	2 FF in travel case to the right as you approach Zudora.
50 	2 FF in seagull to the right as you pass Zudora.
50	2 FF in lunch box, by It's Like Fudge, to the left of the north
	Passage.
50	2 FF in seagull by the second anchor in Pelican Bay.
50	2 FF in milk bottles by Wangs in Pelican Bay.
50	2 FF in a green shoe by the cataract in Pelican Bay.
100	4 FF in a seagull past the cataract in Pelican Bay.

---------------Weapon Upgrades---------------

Fists 1: 34 Parts
Fists 2: 145 Parts
Fists 3: Ultra-Urine

Rake 1: 42 Parts
Rake 2: 154 Parts
Rake 3: Silent Pope Soul

Gun 1: 50 Parts
Gun 2: 166 Parts
Gun 3: Vacuum Tube

=============================================
 Combat					CM01
=============================================

Coming soon to a FAQ near you.

=============================================
 Version History			VH01
=============================================

-28 May 2008				v1.05
-Went over and fixed some grammatical errors. The FAQ is finally live,
on real flesh-and-blood websites. I had an absolute torrent of 3 emails
as a result. My rise to fame is complete! I added all the relevant
sites to the legal section.

-26 May 2008				v1.00
-Completed chapter-by-chapter walkthrough. Now plan to go on writing
the combat guide.
-Completed the unlockables section.

-25 May 2008				v0.40
-Blasted through the game, writing the walkthrough, adding
to the unlockables section as I went. I'm taking a break to submit
this now, as my energy is waning and it's morning, plus I'm in
with a shot of being the first (incomplete) walkthrough for this
game on GameFAQs.com
-Walkthrough now extends all the way to exploring Pelican Bay.

-24 May 2008				v0.15
-First Version rejected as lacking content. I concede this point!
-Didn't get as much done tonight, as massive and unexpected personal stuff
interfered with free time for 5 whole hours. However, I completed the
Desperation Alley walkthrough: A walkthrough for a tutorial. Wow.

-23 May 2008				v0.10
-Completed game with all parts after my wife couldn't find the last 100
parts. Vowed to contribute this knowledge to an FAQ on gamefaqs.com. There
aren't any, so I'm making one.
-Uploaded the bones for an FAQ. I work nights, and its my night off, so I
should be able to work on this through the night.

=============================================
 Legal Stuff				LG01
=============================================

This work is copyright Jaz McDougall 2008. I give permission for the following
sites to use it:

www.gamefaqs.com
www.ign.com
www.cheatcc.com
www.neoseeker.com

...and that's it! If you want to host this, contact me at jazmcdougall at yahoo
dot co dot uk - I'll be more than happy to consider letting you host me.

The game, and the concepts therein that I'm referencing, are copyright
Hothead Games. The characters belong to Penny Arcade. All rights are reserved
by their respective owners. That bit means that even if I mixed up who owns
what, you can be damn sure YOU don't own, nor can reproduce, anything in this
guide. If you did, you'd know about it, because you'd have spent:
1 Million years writing penny arcade,
2 Years working on this game,
2 nights working on this guide.
In addition, that robot? In the game? The big one? That's my lawyer.
If you violate copyright, you're a big juicy orange, to him. That's all :)