After your Pines' twin writes a postcard ready to be sent to your family, they realized Grunkle Stan accidentally locked all the doors of the Mystery Shack! It's up to you to point and click your way to their freedom!
Developer Comments#
<!--
ITM Item Names
TLTP Tooltip
HNT Hint
INFO Item Info
-->
Labels on shortened names.
Debugging Material#
Commented Code#
In the level_*.xml file for the character, there are commented copies of buttons and object triggers.
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This needs some investigation. |
<!--Apple Crate-->
<!--
<interactiveItem
name="appleCrateUnmount"
type="stateSetter"
stateToSet="default"
isActive="0"
tooltipText="TLTP_HOP_OFF_APPLE_CRATE"
setCurrentHintOnSuccessfulUse ="HNT_CLICK_DRESSER"
noApproachRequired="1"
availableFromState="onCrate"
playerSuccessfulUseAnimation="dismountCrate"
itemToActivateOnSuccessfulUse="appleCrateMount"
deactivateItemOnSuccessfulUse="1"
playSoundOnSuccessfulUse="CRATE_JUMP_1"/>
<interactiveItem
name="appleCrateMount"
type="stateSetter"
stateToSet="onCrate"
stateExitItem="appleCrateUnmount"
isActive="1"
tooltipText="TLTP_HOP_ON_APPLE_CRATE"
setCurrentHintOnSuccessfulUse ="HNT_DRAG_BATTERIES"
noApproachRequired="0"
availableFromState="default"
playerSuccessfulUseAnimation="mountCrate"
itemToActivateOnSuccessfulUse="appleCrateUnmount"
deactivateItemOnSuccessfulUse="1"
playSoundOnSuccessfulUse="CRATE_LAND_1"/>
-->
Unknown apple crate trigger.
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This needs some investigation. |
<!--DEBUG INSTANT OPEN HATCH-->
<!--
<interactiveItem
name="escapeHatch"
properName="ITM_TRAPDOOR"
type="button"
isActive="1"
setCurrentHintOnSuccessfulUse ="HNT_PULL_ROPE"
itemToSwapWithOnSuccessfulUse="escapeHatchOpen"
successfulUseAnimation="escapeHatchOpen">
</interactiveItem>
-->
<!--
<interactiveItem
name="escapeHatchOpen"
properName="ITM_TRAPDOOR"
type="door"
isActive="1"
setCurrentHintOnSuccessfulUse ="HNT_PULL_ROPE"
gotoBackground="LivingRoom"
setCheckpointOnSuccessfulUse="1"
direction="left"
tag="escapeHatch"
hintToSolve="HNT_EXIT_THROUGH_TRAP_DOOR"
playSoundOnSuccessfulUse="SFX_STAIRS_UP_1"
playSoundOnSuccessfulUse="HATCH_OPEN_1">
</interactiveItem>
-->
Trapdoor hatch debug button. Uncomment it to be able to click the trapdoor in the bedroom early.
<!--DEBUG INSTANT OPEN LOCKED DOOR-->
<!--
<interactiveItem
name="door"
properName="ITM_LOCKED_DOOR"
type="door"
isActive="1"
gotoBackground="GiftShop2"
displayText="TXT_DOOR_NEEDS_KEY"
displayBubbleOffset="-75,-125"
setCurrentHintOnSuccessfulUse ="HNT_GIVE_MACHINE_COINS"
tag="lockedDoor"
hintToSolve="HNT_USE_KEY"/>
-->
Unlock Gift Shop door debug button, comment the above item and uncomment this item to use.
DEBUG_DISABLED_availableFromState="onBarrel"
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This needs some investigation. |
While used, the Jar of Eyeballs interestingly has DEBUG_DISABLED_ appended overtop the target state parameter name instead of commenting it out, while being set to onBarrel, which suggests clicking the barrel would trigger it, which has also been commented out.
<!--BARREL-->
<!--
<interactiveItem
name="barrelMount"
type="stateSetter"
stateToSet="onBarrel"
isActive="1"
noApproachRequired="0"
availableFromState="default"
tooltipText="TLTP_MOUNT_BARREL"
playerSuccessfulUseAnimation="mountCrate"
setCurrentHintOnSuccessfulUse="HNT_USE_CORKSCREW_ON_EYEBALL_JAR">
<requiredFlag value="hasCorkScrew" />
</interactiveItem>
<interactiveItem
name="barrelDismount"
type="stateSetter"
stateToSet="default"
isActive="0"
setCurrentHintOnSuccessfulUse =""
noApproachRequired="1"
tooltipText="TLTP_DISMOUNT_BARREL"
availableFromState="onBarrel"
playerSuccessfulUseAnimation="dismountCrate"/>
-->
Debug Options#
Setting debug to true in game_config.xml allows the number pad to use debug keys in the session. The panel looks roughly identical to the Flash version of Where's My Water.
7: Wins the game.
8: Seems to unlock all levels (but doesn't work?)
9: Loses the level (which is interesting since that's not used)
*: Shows the debug options panel
.: Clears save data and immediately returns to the title
/: Displays the FPS (not displayed in the debug options window)