Hints and Tips

WARNING - SPOILERS!

Rather than a full walkthrough, here are some hints and tips which should be at least enough help to get you to REKALL.

Brush before you bolt. You can’t go downstairs until you’ve brushed your teeth. There’s a toothbrush under the bed and a sink in the bathroom. 
 
That cabinet’s locked for a reason. A tiny key opens the medicine cabinet; something important appears when you unlock it. 

Spider trouble? There’s bug spray in the shed. Use it where the spider actually is. 

Front door key hunt. Check the garden rubbish bin for scraps and be kind to the hedgehog. Keys turn up afterward. 

Play the bagpipes to move the cat. The racket will eventually knock something useful to the ground. (You may need to play them more than once.) 

Factory admin. Find the gold pen in the manager’s office—reception won’t let you leave until you’ve signed out. 

Sample etiquette. The doctor won’t take an unsealed sample—ask the newsagent about envelopes. 

Envelopes aren’t free. You need 5 pence. One easy way: visit Cash Converters and sell something you probably don’t need anymore… say, a bicycle-related item. 

Oops—spilled it? If a skateboarder disaster empties your sample, the town pond can… help you improvise a refill. 
 

A proper picnic. Eating your sandwiches at the picnic spot has knock-on effects (you’ll gain something stick-shaped). 

Clear the louts. With a stick in hand, you can scare off the louts and acquire a bottle that’s useful at the pub. 

Pub diplomacy. A certain thirsty patron will sleep soundly if offered peach schnapps—then his steak becomes available. 
 

Good dog. A juicy steak is just the thing to get past a very big dog in the junk yard. 


If you’re stuck, re-explore. Many events chain together—doing one thing (picnic → stick → schnapps → steak) unlocks the next (dog → Cash Converters → envelope).





