For players of Doctor Who: The Edge of Reality, this is a complete guide of the game with todas the locations of objects docaugmented that I know how to find.
100% tour of Doctor Who: The Edge of Reality
Controls and generalities
Here are the mechanics to use throughout the game:
- W, S, A, D - Movement
- Move the mouse - Rotate the camera
- Left click - interact / collect / place / confirm launch
- Right click - use / throw object / sustained sound
- Shift - press once while moving to start running. The race will stop when you stop moving.
- Tab - open the Diary of Impossible Facts
- I - menu
- Control - stoop slightly
- I - pause the menu
- F - examine the held object
- R - exit the submenu
1A: The laundry room and the office
In front of you will be a fuse box, with a fuse on the table just below. Click on it to pick it up, and click on the fuse box to replace it when the green outline appears. Then flip the fuse switch to turn on the lights. With the lights on, you will have to find the code for the safe.
- The first two digits are on the back of the photo frame of the man at the desk: 14
- The second two figures are on the back of the notepad inside the top drawer of the filing cabinet to the right of the desk: 83
Now, enter the numbers in the safe: 1483 and retrieve the sonic screwdriver from inside. You can then ring the back door.sera with the right mouse button to escape from the laundromat.
1B: The Daleks invade London
Walk down this street and quickly enter through the lid in the wall and stand against the building.Now there is a Dalek spaceship swooping up and down this street repeatedly. For the next section, you will have to alternate between the street and the tops of the houses, making sure not to get caught in the focus of the Dalek ship. You can press shift after you start moving to start running.
When you get to the end of the street, you will be able to open a door and this will allow you to enter another building called 'Reception'. Now there are a few items for you to collect.
- On the desk against the right wall as you enter there is a key, you will need it!
- Continue through the other door of the building. Right in front of you and a little towards the elevator, you can see the following object: A red cable, but you will have to leave the deck and walk in front of it again to catch it.
- Go back to where you left the cover outside the reception, and look across the junkyard, you can see the next object in front of the building, a black wire hanging against the wall. Come over to pick it up.
Now that you have the key and the red and black wires, go back to the deck where you left the reception. You should have a lighted bus in sight and also a tow truck.
Come to the backsera of the crane and attacks both cables. Now go left to use the key to open the door of the crane.
Once the crane is open, ring the control panel. The bus will move out of the way, but this will also reveal a Dalek. Let the crane complete its movement and ring it again to pick up the Dalek. Now you are free to move forward. There is now a maze of containers to get through.
Go through the first red container and then the second. Walk around to enter the red container in front of you. Then, to your immediate right, enter the blue container. When you exit, go through the gray container, and then the container that follows. Turn left and go through one last red container to find the radio.
Pick up the radio, then turn left and go through the archway.
Walk up from the journal page drawer, and you've already found the workbench and put the radio on it when prompted.
Now there are two items to find:
- To the right of the workbench against the wall are stairs that lead to a balcony. Go up these stairs and you will be able to see the necessary satellite dish on your right. Ring it to get it down and pick it up.
- Go through some emblematic doors and to your left there is a car. Pop the hood to open it and collect the car battery from inside.
Now, go back and place both objects on the workbench. When prompted, make them ring. Then, following the voice of the Daleks, ring them once more to allow a safe landing, and get in there at once! Well done, you have completed the first level of Edge of Reality.
2A: Flying the TARDIS
Now, you will play Bop-it with the TARDIS. Some switches on the panel will be highlighted in order, you have to remember the order and then hit them. After each round, the doctora will deliver some dialogue, before the next round begins. The third and final round concludes when you hit the big flight switch to activate flight, and well done, you've flown and landed the TARDIS! Now go explore the next level.
3A: Lucia Minor - Exterior
Continue along the path following the beacons until you reach a camp. There is a box to your right.
You can rattle the top section of the box to retrieve the torch.
You can light the torch with the right mouse button and turn it on and off. Then continue down the path with the torch light.
There is something that is prowling through the forest, but it keeps going until it reaches a small ravine, and continues along it until there is a branch in the way.
Walk left and go up the path to find another box, make it sound like the one above to reveal your torch upgrade. With the right mouse button you can choose between turning off the torch and the new UV light. However, I recommend that you leave the UV light in most cases, since following the paths is the key to this level. Now, go back to the fork and take the path to the left to come out into a clearing.
Now is the time to start the search for 4 connectors, which you will need to finish this part of the level.
- From the clearing, head right following the spot trail off to the side towards the campground. Here you can find the red connector sitting on a rock. Pick it up.
- Return to the clearing and continue following the trail of the stain. However, you will soon come to another fork, a path that leads up a hill. For now, follow the path to the left, we will return to the hill later.
- Soon you will find more bones and the next connector, this one in blue, as well as a figure with glitches that makes its first appearance.
- Go back to the hillside branch and follow the trail of the spot up the hill. At this point you should have 1 red and 1 blue connector.
- At the top of the hill there is a camp. A green connector rests on top of the box, pick it up. Then when you are ready, go into the cave.
- Follow the trail of the stain through the cave until you find the room with the plug puzzle.
- In this room is the last blue connector, bringing the total to 4. You should now have todThe connectors necessary to complete the puzzle.
The connector puzzle consists of simply placing the 4 connectors that you have found in the slots corresponding to the sketches on the walls.
This is the solution:
When you've arranged them like this, flip the switch and step out into the clearing.
Here is the last puzzle of this part of the level. When you go inside, a podium should come out of the elevator. If you look at the pattern of lights on the wall, you'll know the order of the buttons around the podium to activate. The top of the diagram is for the back.sera from the podium, and so on. The button is a little hard to select, but it will turn green when pressed (or red if you've pressed the wrong one).
After pressing the six buttons in the correct order, the elevator will activate and transport you inside Lucia Minor.
3B: Lucia Minor - Interior
Gravity will fail in the next hallway, but todYou can still ring the next door to continue.
The door on the right is stuck, so continue down the hall on the left.
Next, you will come across the locked door of the bridge. Since it is locked, you will have to bang the other door and walk down the hall to enter the laser puzzle.
- First, press the button to activate the laser. This will hit one of the door panels and the right door will unlock.
- Before exiting the main chamber, walk to pick up the green reflector plate on the side opposite the door you entered through.
- Enter the newly discovered side chamber and press the button to turn it on.
- TodGo into the side chamber, remove the refractor plate from the podium and replace it with the reflector you picked up. The laser should have bounced off the main chamber.
- Go back to the main chamber and place the refractive plate you just collected in the path of the newly redirected laser from the side room.
- This unlocks a box on the wall where you can grab another fire plate.
- Now, press the rotate button in the main control room two more times. This will close the original side room, but will also open another one.
- Enter the new side room and press the power button to activate the laser, then walk to the three levers at the bottom.
- Select the panel with the levers to enter the rotating puzzle. Each lever controls different layers of the barrier. You can select which lever to use by using the w and s, y and d keys to pull the lever to the left or right.
- The solution is to pull the upper lever 3 times (in any direction) to align the outer barrier. Next, pull the second lever to the left once to align the center barrier. Lastly, pull the third lever 3 more times to align the inner barrier.
- Now go back to the main room and place a refracting plate in the path of the new laser.
- This unlocks one last refractory plate from the wall. Pick it up, and place it in the last remaining slot in the main room across from the entrance.
- Finally, press the cycle button 3 more times. The laser will refract by unlocking both doors, and the two lasers in the side rooms will also refract, which will unlock the bridge door, puzzle completed!
Head back into the hallway and turn left into the newly unlocked hallway towards the bridge. Soon you will come to a fork where the path is blocked by boxes, so you will have to go to the right.
You will come to another fork, but go straight and turn right into a bright room. Sound the device in the center to deactivate artificial gravity.
Then float back to the box lock and you can get through it.
You will then have to go through the door with the sonic screwdriver to get past the lock.
When you're ready, bang the next door and enter the Zlysters room. Listenhalos and, when they stop, go up to the elevator in the center of the room to be taken off.
Am bastbefore sure that the puzzle actually consists of pressing any of the round green buttons on each of the 3 consoles.
Once this is done, the elevator will bring you down to the bridge, at last.
Let the scene that begins when you enter the bridge play out. When told to do so, ring the three control terminals.
This will lift the first crystal off the ground. Open the box and take the crystal.
Lastly, use the sonic screwdriver on the EMER panel and exit through the doors behind you.
From there, you have to go straight to the TARDIS to complete this level!
Once inside the TARDIS, pull the flight stick for your next adventure.
4A: Empty streets of Victorian London
Turn right from the fountain and walk to the door in front of you. This is the only gate in the park that you can open. Walk forward to see a side alley that contains an abandoned cart. Walk through this side alley to exit to the other side on another street and turn left and then walk to the end of the path. Walk through the doors in front of you, and turn left. You found Manfred Grayle's house. Enter through the open front door.
4B: Manfred Grayle's house
After entering Grayle's house, head upstairs to the second floor. Now, head to the door at the end of the visible hallway. A loading screen should appear.
Now you have to rebuild the cylinder phonograph. The wax tube is attached to the globe, and the crank for the globe is on the dresser to the right of the door you entered through. Put both on the phonograph and then wind it up.
This is followed by a long scene with two temporary glitches.
When prompted, wind the phonograph twice (wind it backward and then forward again) to trigger a temporary fault.
Next, you will be asked to rewind it, and look at the photo above the fireplace.
Rewind the phonograph to return to the undamaged room.
You have to collect the four books in the room. Here are their locations:
- On the dresser to the right of the door.
- On the shelf under the skull to the left of the fireplace
- In the boxes to the right of the fireplace.
- And on the bottom shelf, to the left of the street painting.
Take these books to the fireplace and, when asked, burn them in order.
The order is: Leaf, Larva, Cocoon, Firefly.
Next, a cutscene will unfold that will take you to the painting. Now you will have to bring three candles to the box. They only appear one at a time, so you have to find them in order.
Note, I would recommend lowering the volume as the voice of the frame is very loud.
- The first candle is on the shelf to the left of the fireplace.
- The second candle is on the left side of the bottom shelf.
- Get away from the painting and someone will open the door. Head towards it and it will now be unlocked. Open it and the third and final candle will be in the hall.
Placing the third candle on the holder will trigger a scare that will reveal a key.
Place it in the keyhole of the cylindrical phonograph at the back of the room. The angel in the painting won't move anymore.
When you have unlocked the phonograph, take out the "time key" and when you look towards the center of the room, the elevator will appear. Enter to pull the lever and descend into the crypt.
4C: Manfred Grayle's Crypt
Angels won't activate until you've observed them at least once, so don't worry about getting killed from behind unnecessarily. The angels moving behind you make a screeching stone sound, but as long as you keep an eye on them and follow the right path, you should be able to get to the closet of time.
5A: The Temple of the First
WARNING: In the current version of the game, it seems that exiting the game from the Temple of the First really reloads your game in the Flight of the Tardis section. Play this section to the end, or exit before playing the Victory section, which appears to have a stable recharge.
As you exit the TARDIS, cross the bridge in front of you. Press and hold the Sonic Screwdriver on the recessed square on the floor in front of you to lift the box containing the Time Crystal. However, trying to catch it produces a temporary glitch and the true level begins.
At this level, stealth is required around some rooms containing Daleks. There's a ton of debris around that you can throw by holding the right mouse button to set the arc, and then pressing the left button to confirm. There are several rooms to go through, but the process is pretty much the same: throw an object to distract a Dalek and sneak past or behind him to the door panel, which opens the exit. This continues until you reach a bridge that concludes this part of the level.
5B: Inside the case
Some tips for this section, move side to side to avoid bullets, shoot power-ups (white lights on the ground) when available. Use as much cover as you can to avoid the bullets, and keep an eye on the heat level of your weapon. Don't let it overheat in the middle of battle, because you will be helpless. If you can fight your way to the time crystal, it's time for the final showdown.
You will have to destroy the four shield generators to free the crystal, and then shoot the black shell. As a hint, once they have been destroyed once, they only need 2 shots to be deactivated again. Just double click on each one and then fire back at the black casing.
After destroying 3 of the 6 sections of the black cover, drones and Daleks will enter. Destroy these, and then destroy more of the cover. Repeat the operation and make sure to kill the drones and Daleks before firing at the carcass again to destroy the last 3 sections and cause a temporary slide to return to safety.
Finally, collect the two floating time crystals and place them in the slots of the box to open it, revealing… the TARDIS? See what's inside to complete this level!
6A: Face the first
Now it only remains to ring the three devices to unite them and let the final scene unfold.
7A: Return to the Laundry
Let the scene unfold in the TARDIS and the Doctor will leave you where todor it started, in the Laundry. But, something has changed here.
He walks through the management office door and, as before, replaces the switch piece and flips it again. Let the scene unfold and head back to the front door. Ring it to unlock it and hit the streets.
7b: The Cybermen invade london
Back at the junkyard, now you have to find a cyber helmet. The Cybermen They are on patrol and when they see you they will chase you. They have a very wide range of vision, but they are slow and clunky and easy to maneuver with. Also, they make a lot of noise, so take advantage ofhalo to avoid them.
To navigate the junkyard, first exit the laundry room and turn left. Walk down the street and avoid the iconic trotter lane gates, instead entering the hole as you pass them. Then turn right and go through a red container before going through a yellow one. To your left is a blue container at an angle. Climb up it and drop down the other side.
From here, continue forward until you find the deck of the well-known reception room. Walk along the deck to a hole in the wall where you can walk out onto the patio with the head of the Cyberman.
Use the sonic screwdriver on it to discover the information you need.
From there, walk in front of the body of the Cyberman and out of the caravan until you come out into a more open area. There is probably a Cyberman here, but go back through the hole in the left wall and head to the base of the tower.
Keep your sonic screwdriver on the console to activate a transmat towards the cyber ship.
8A: The Cyber Ship
Welcome aboard the Cyber ship! There is more Cybermen ahead.
Exit the bridge and go through a warehouse to the first junction. You have to go left, so wait for the Cybermen walk to the right before running past if you can.
Follow the hallway until you find the monitor. From the monitors you can control the Cybermats. They can only move in a limited area (they will run into invisible walls), but use them to disable todyou Cybermen that you can to make your life easier as you explore the ship.
Exit the room directly past the screen, and then follow the hallway to the left. The Cybermen They should be disabled from here, as this is the hallway the Cybermat was in.
Follow the hallway until you reach a large warehouse. Following the instructions, get on the elevator to your left as you enter the room and go down it, and then continue in the direction you were walking to the screen in the center of the room. Deactivate the two there Cybermen, and then continue in the same direction to exit the room on the other side. Pass in front of the Cybermen disabled to meet him Docthor.
Let the scene unfold and you will receive your new mission: recover a cybernetic hand.
Go back through the warehouse and exit through the other door. You'll have to sneak past another Cybermen. You have to go right so wait for him to walk left and sneak behind him.
At the end of this corridor there are two more Cybermen assets waiting, and the latter will definitely see you. Use the "change" to run to the other side of the room with the big generator and hope it doesn't follow you. You can then turn around and use the screen to deactivate another Cybermen with another Cybermat.
Continue down the hall until you find yourself on the conversion floor of Cybermen. There are stairs on both sides, so watch where the Cyberman that patrols, and walks in the opposite direction.
They will almost certainly see you on the living room floor, so it's time to run. Sprint to the other side of the room to pick up your target, then escape again. Now, todor what you have to do is go back to doctor with the cybernetic hand, where did you come from. Then, place the hand of the Cyberman on the panel.
Let the scene unfold, and then you will have to go back to the great generator room where you just stood. Emma will direct you, so follow her prompts.
When you get there, blow the generator. If any Cybermen I was chasing you, don't worry, they have been deactivated! The problem is that they were deactivated because the Cyber-Reaper arrived. Now you will have to run back to the bridge. Follow the EMER prompts to retrace your steps to the place where you arrived. When you arrive, the TARDIS will materialize around you.
9A: The Chaosverse
Upon entering the Chaosverse, you will quickly come across the Cyberreaper. Luckily the doctor is here to guide you, follow him!
Chaosverse is divided into three cores that you must deactivate to save the day.
For the first level, you just have to follow the doctor and he will guide you to the core. When you're there, hold your sonic screwdriver on it to deactivate it.
The second level is the same for the most part, until you run into a temporary glitch. The doctor has disappeared. Now you are alone and you have to do some platforming. Wait for the next platform to be safely below you and drop down onto it.
The last level is a final chase for todor type of land. On the islands, the cybernetic reaper will chase you, but on the intermediate bridges she can't, so take your time and wait for the platforms you need to cross to appear. After climbing almost to the center, you will meet the doctor and you will face the Cybernetic Reaper together.
9B: The Tower of Chaosverse
There is no danger here. Just go up the tower. When you get to the top, enter the white core to return to Chaosverse.
When the cutscene is over, head to the final core and use the Sonic Screwdriver to end the game.
That's todor what we are sharing today in Doctor Who: The Edge of Reality - Todor the Tour, feel free to leave a comment below. See you!
Credit to QuackTeamJames
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