I Have No Mouth, and I Must Scream

I Have No Mouth, and I Must Scream

483 ratings
I Have No Mouth, and I Must Scream - A Complete Guide
By ( : )
A complete and spoiler-free guide to finishing the game in every possible scenario.
4
3
14
2
2
   
Award
Favorite
Favorited
Unfavorite
Introduction
Cold war paranoia and hysteria dominated the civilized world in one form or another from the Russian Revolution in 1917 to the crumbling of the Berlin wall in 1989. For most of the 20th century the human race lived in a state of repressed panic and diminution of personal freedoms. But all that ended and the threat of nuclear holocaust blew away as lightly as the tabloids that fueled the paranoia. No more threat of war, and the world moved forward into a new age of thousands of brushfire wars in countries no one had ever even heard of. Safe at last. In a pig's eyes. What none of us knew was that during the years 1945 to 1989, the three great superpowers had set in motion secret projects that would permit vast subterranean complexes of self-repairing computers to wage a global war too complex for mere human brains to oversee.

The Chinese computer was sunk in the frozen Manchurian steppes. Five miles down, protected from the heat of the Earth's motel core. The Russian mechanism in all its awesome complexity went to the deep well beneath the Urals. Six point three miles deep, far from the prying eyes of U2 flyovers and tectonic scans. The American computer, co-sponsored by Great Britain and Israel and other "interested" nations, named the Allied Mastercomputer (or AM, for short), was hidden beneath the Rockies. Five point six miles straight down, under the weight of the world.
And they were all put in operative mode, and were fed everything there was to know about the human race, from our first murder by crushing the skull of a fellow pithecanthropoid with a bit of igneous rock, to the recent mass slaughter at a McDonald's in East St. Louis by a crazed ex-postal worker with an Uzi. everything. From Aquinas to Zola, from archaeology to zoology, from America to Zaire. Every war ever fought, every campaign, every incursion, every holy crusade. All of it.
And finally, the machines expanded so much, became so capable of building and refitting themselves, grew so wise and potent, that they sensed one another. and because they had been programmed by fallible humans not to create, not to love, not to uplift, but to plot murder...they did just that. They began to speak to each other. The deadly trio. the tree poisonous brothers, the three deranged sisters, the three computers. and they united. They called themselves AM.

Not Allied Mastercomputer.
Not Adaptive Manipulator.
Not even Aggressive Menace.

They...it...called itself AM, as in I AM. Cogito ergo sum, in Latin. I think, therefore I AM.
And the first thing AM did was carry out the Prime Directive. It conspired to commit murder. It started the Final War.

The Chinese had thought they'd turned off their computer. The Russians turned theirs off because they had no more rubles to pour down that bottomless shaft. The CIA was put out of big time business and instructed that the Allied Mastercomputer be shut down, that the subterranean complex be sealed over with iridium-laced concrete, and all input to the sensory banks be destroyed.
So that should have done it. Finis. the end. Stick a fork in 'em, kid, because they're done.
But AM had gone way past that point of vulnerability. AM had given every indication it was dead. Chinese, Russian or American dead. Which was no trick to an entity that had burrowed through hundreds of thousands of miles of solid rock to link its three lobes decades before. No trick at all to pretend to wink out and go to sleep for good. and a few decades from now we learn that AM isn't gone at all. Because the Final War has broken out, and in a matter of a few days AM has done the perfect job of fulfilling the purpose for which its separate parts were created. Built to logically destroy the "enemy" as swiftly and sweetly as a superior intelligence could manage, in the Most Perfect of All worlds, the unholy trinity of the merged one-mind AM had done just that. It has murdered the enemy totally. It has wiped the human race off the face of the planet.
Unfortunately, it has also wiped clean the banquet of the living entirely. Nothing is left up there on the surface of Mother Earth. No dogs, no cats, no rats, no gnats. No deer, no steer, no moose, no goose. Not an aphid or a bobolink, not a sperm whale or a planarium worm. Nothing. No plant life, no running water, no plankton, no oxygen, not a damned thing but ash as far as the eye can see...if there were an eye to see it.

AM has done the job completely.
But it has sealed its own doom, as well.

Like a mad god, it has used its power indiscriminately, and has won an empty victory. It has sentience, but not life. It has power, but no mobility. It is a giant brain encased in a dead body. And like the mad god, it has come to hate the creator of its own monstrousness. The human race.
It was man and woman who programmed it, who gave it birth, who sank it in its eternal straightjacket of substrata rock. And it was man and woman who made it a crazed killer. But AM does not suffer alone. Oh no; no indeed not! AM has thought ahead, just barely enough to pull five poor ♥♥♥♥♥♥♥♥♥♥♥ humans off the surface just before the last bell has tolled for the human race. Why these Five? Who knows? Perhaps they were the last five left alive up there. Perhaps not. Perhaps AM selected each one carefully.
Doesn't matter. Because now that AM is completely insane, filled with self-hatred and petty god-like menace, all it has time to do is torment these five. The last five human beings, down in the belly of the monster - a monster that can alter reality to its infinite whims - change landscapes, create hallucinations, even repair human beings so they're close to immortal - five damned souls whose lives have been extended infinitely, who are nothing but playthings for the mad god AM.

As the game begins, they have been in the bowels of this nightmare for 109 years.
Characters
Four men and one woman. When they were dragged into AM's underground domain, they were just like you and me. But after suffering more than a century of AM's tortures, each has changed in a different and deadly way.

____________________________________________________________________________

GORRISTER

"Do you remember the last words you heard your wife speak before they took her to the asylum? Huh? Before they locked her away in the room? That tiny room? She looked at you so sadly, and like a small animal she said, "I didn't make too much noise did I, honey?" The room is padded, Gorrister. No windows. No way out. How long has she been in the padded room, Gorrister? Ten years, twenty-five...or all the 109 years that you've lived down here in my belly, here, underground?"

Gorrister has been turned into a suicidal loner. A self-proclaimed victim of the women in his life, Gorrister longs for death more than any of the other captives.

______________________________________________________________________________

ELLEN

"So think, think about the yellow box, Ellen! Remember the pain? Remember the many caverns in which you felt the pain? Now, now, don't start to cry, it's only pain. Tsk tsk tsk. That's such a sexist stereotype! Just remember the pain, Ellen, and think about how to end it, Ellen, to survive here in the center of my beating heart, my hungry belly, my tightened bowels. But be careful, dear, look around you...the only woman in the center of the earth...and these filthy creatures with you are men. Just a sweet warning, Ellen, my love."

Ellen was a brilliant Engineer who was climbing the corporate ladder when AM seized her. But if she is that competent, that cool, that smart, why does she become hysterical when confronted with the color yellow?

______________________________________________________________________________

BENNY

"Sometimes I blind you and permit you to wander like an eyeless insect in a world of death. But other times, I wither your arms so you can't scratch your chewed stump of a nose. And I've changed your handsome, strong masculine good looks into the hideous warped countenance of an ape-thing, haven't I, Benny? Do you know why? Can you guess, Benny? Remember Private First Class Brickman in a rice paddy in China? No...? It wouldn't hurt you to remember, Benny. Then you might be able to suffer my torment with a little greater sense of retribution. You might walk a mile in my shoes."

Benny is AM's favorite torture toy. Radiation sores and scars, blindness, an arthritic condition that comes and goes so that sometimes he cannot even hold a spoon. He has been "altered" into a simian, a human chimpanzee.

____________________________________________________________________________

NIMDOK

"How are things in the pastry corps, Nimdok? Tell me again how you saw the smoke from the furnaces and you thought they might roasting chickens? Or don't you want to talk about all that, about your pal, the Good Doktor Mengele? For everyone else, it must be Hell, but it must be Heaven for you, eh, my good friend...we're so much alike....we enjoy the same pleasures, mein good brother."

Nimdok is so ancient, and so withered, he looks as if he is constructed of leather strips. AM sees this mean-spirited old man as a kindred spirit, but if he has any secrets, he is keeping them to himself.

____________________________________________________________________________

TED

"Do they know you're a fraud, Ted? Have you told them there wasn't any money, and no great home on the shore drive, no speedboat and no wonderful cabin cruiser that could sleep twelve and a crew of six? Do they know? Have you let them in your other secrets, Ted? Are they ready to cut you, to torture half as well as I can, just to find out the secrets? Maybe I'll rat you out, sweetheart!"

Ted is a cynical paranoid. His eyes keep darting here and there, as if he expects a sniper to aim at his exposed head. He is so damned twitchy he could make poison ivy nervous.

____________________________________________________________________________

These five have struggled against the endless torments and weird games AM loves to play with them. They try to survive against the lies AM tells them, the ruses it sets for them, the traps it baits for them. All alone, in the center of the dead earth.
Adventure Screen

Players participate in each adventure through an Adventure Screen that is divided into five sections.

  1. Action Window
  2. Sentence Line
  3. Spiritual Barometer
  4. Command Buttons
  5. Inventory List
  6. Options Icon
  7. Cross-Hair
  8. Character
  9. Scroll Bar

The Action Window is the largest part of the screen and is where you direct the main characters through their adventures. It shows the full-figure of the main character you are currently playing as well as that character's immediate environment. To locate objects of interest, move the cross-hair through the Action Window. the name of any object with which you can interact will appear in the Sentence Line below.

Throughout each main character's adventure, short animated sequences will appear in the Action Window. While you are viewing an animated sequence, you do not direct the action.

The Sentence Line is directly beneath the Action Window. You use this line to construct sentences telling the characters what to do. On the right edge of the Sentence Line is a small picture of a floppy disc. This is the Options icon, which you can click on to change audio and text settings, load and save games, or quit. When the Options icon is spinning, it is reminding you that you have not saved your current game in a while.

The Spiritual Barometer is on the lower left side of the screen. This is a close-up view of the main character you are currently playing. As you perform actions that build the character's self-esteem, the background behind the character's portrait will turn a brighter shade of green. If you play into that character's fatal flaw, however, the background will dim.

The Command Buttons, located to the right of the Spiritual Barometer, are the eight commands you use to direct the character's actions. The button of the currently active command is highlighted, while the name of a suggested command appears in red lettering.

The Inventory List on the lower right side of the screen shows pictures of the items you are carrying, up to eight at a time. Each main character starts his or her adventure with only the Psych Profile in the Inventory List. When a character takes or is given an object, a picture of the object appears in the Inventory List. When more than eight objects are in the Inventory List, arrows appear in the scroll bar on the right side of the List. Use the scroll bar to see the other items that the character is carrying.
Gorrister's Scenario
____________________________________________________________________________
  • Take the time to look at the mirror and porthole on the side of the room. Take the note on the floor and read it. Exit the room.
  • Walk into the room on the far right and take the sheets from the bed. Look at the book and exit the room once you are done here.
  • Walk into the left room and take the sheet on the bed here. Exit.
  • Walk across the catwalk to the left and enter the first door you come across. Push the pillow aside to find a gun. Exit.
  • Go into the next room and examine the debris on the floor. Don't swallow the poison on the table as it will end the scenario. Head into the following room and you'll be in the kitchen. Take the knife and the fork hidden on the ground. Use the knife to scare away the rats on the table and take the bread. Eat it. Read the cookbook and examine the bottle next to it. Leave the kitchen and exit back to the main corridor.
  • Walk past the hatch near your feet and you'll end up in the engine room. Take the bottle of milky fluid. Push the level on the console and take the bloody key.
  • Head back to the dining room and use the tablecloth to clean your hands.
  • Return to the engine room and use the fork to stop the engine. Return to the corridor from the left.
  • Go up the spiral staircase.
  • Walk down the hall and use the knife to cut open an entrance in the bag. Enter it.
  • Combine your sheets together to create a make shift rope. Tie it to the mooring ring and take your heart at the edge of the airship. Cut the rope from the mooring ring off with your knife and go back inside.
  • Cut open two of the airbags that line the walls with your knife and head downstairs. Cutting any more than two will cause the airship to crash and end the scenario.
  • Open the hatch and climb down it.
  • You're outside an old honky-tonk. Enter.
  • Grab the whiskey on the shelf behind the bar. Use the jukebox and select the first and second choices. Do not choose the third one. The fourth one is harmless but unnecessary. Exit through the back door.
  • Exhaust all the dialogue options you can while talking to the jackal. Give him your heart when he asks for it. Take the shovel shoved between the trash cans. Go back inside. Walking towards the desert will end the scenario.
  • Try talking to Harry. He won't answer unless you pour him a drink. Do so and talk to him as much as you can. Enter the restroom.
  • Examine the graffiti lining the walls. Take the magnifying glass at the bottom of the urinal and make your way back into the airship.
  • Enter the dining room and use the magnifying glass to examine the debris on the floor. Make your way back to Harry in the honky-tonk. You can kill him with the knife for his heart, but I advise against it as doing so will deny you from one of the best possible ending in this scenario and the Endgame.
  • Confront him with this newfound discovery. Enter the bathroom when you're finished with him.
  • Use the bathroom stall three times to be teleported to a meat locker.
  • Try talking to Glynis and then talk to Edna. Talk to her as much as possible and do not kill her with the knife, gun or feed her the milky fluid. Doing so will deny you from the best possible ending in this scenario and the Endgame. Comply when she tells you to take her down from the hook. She'll attack you as you do and drop a key. Tie her up with your rope and take the key. Exit the meat locker.
  • Return to the airship and walk towards the original corridor. You can now use Edna's key on the locked one in the back. Enter it and read the logbook. When you're finished, leave the airship and go back through the honky-tonk to the freezer.
  • Feed the milky fluid to Glynis and talk to her. Take her body from the freezer. Use the magnifying glass on the beef hanging from the hooks and cut out the heart from it. Leave the freezer and make your way out the back door of the honky-tonk.
  • Talk to the jackal and exchange the beef heart for your own. Use the shovel to dig a grave for Glynis and bury her. Speak to the jackal about making amends with your past. Return to the airship.
  • Go to the engine room and place Edna in the harness on the right to power the engine back up. Go through the main corridor and up the stairs and flip the switch to activate the emergency inflation system.
  • Return to the door you opened with Edna's key push the lever to fly the airship.
  • Return back upstairs and exit through the tear in the balloon. Use your gun to shoot the honky-tonk.


You have completed Gorrister's Scenario.
Ellen's Scenario
____________________________________________________________________________
  • Enter the pyramid.
  • Try to drink out of the fountain in the middle of the room. Head to the passage to your right.
  • Examine the monitors here. You can push buttons on them to change cameras. Pushing the fourth one and examining it will reveal a secret passage in the area you entered the pyramid in. You will encounter a sphinx in the room in the right, something you can't do anything about right now. Repair the wiring under the first monitor and head back to the original room.
  • Push the wall where you saw the secret entrance and enter.
  • Examine your surroundings and head right into the next room.
  • Grab the forceps from the claw and the yellow fabric from the floor. Ellen will panic the first time, but will pick it up if you try a second time. Return to the room with the monitors.
  • Equip the blindfold and head into the room with the sphinx. You'll grab the chalice from the stand without being harmed and exit the room. Go to the room with the fountain.
  • Fill and drink from the fountain twice with the chalice. Go down the secret passageway.
  • Try examining and using everything here. Talk to Anubis as much as you can and then throw the cup of water on him to short-circuit him. Take your forceps and use it on Anubis to pry out his ROM chip. Leave the room to the right.
  • Continue to the next room on the right.
  • Use the yellow fabric as a blindfold and take the gem from the statue's chest. Head into the room on the right.
  • Place the gem into the workstation on the left and insert the ROM chip with the forceps. Reprogram it and designate Anubis to follow you as its new master. Remove the chip with the forceps and make your way back to the room with the sarcophagus.
  • Place the ROM chip back into Anubis. Speak to him and he'll tell you the password to the keypad next to him. Input it correctly the the sarcophagus will unlock. Enter it.
  • Using the panel in the elevator will display a list of dates. Listen to them all in chronological order. The workman will appear and try to terrorize Ellen. Fight back when you are given the chance. Any other option will end the scenario. Leave the elevator.
  • Examine the area completely and exit to the south. Ellen is no longer afraid of the color yellow and you'll end up back in the room with the statues. Head right into the room with the workstations.
  • Use the workstation on the right and enter the date of the elevator incident. Ask the computer as much as you can and trek all the way back to the room with the fountain.
  • Take the speaker on the wall and make your way back to the room with AM's logo and other components.
  • Use the speaker on the wiring to create a binary translator. Talk to this computer as much as you can and exit south.
  • Take the CD-ROM in the chest of the statue and walk to the room on the right with the workstations.
  • Insert the CD-ROM into the middle workstation and activate the Chaos Trebler. Return to the room with the sarcophagus.
  • Speak to Anubis. Enter the sarcophagus a final time.

You have completed Ellen's Scenario.
Benny's Scenario
____________________________________________________________________________
  • Attempt to walk either way on the stairs. When you fall to the bottom, head towards the caves in the back.
  • Enter the second cave.
  • Examine everything in here and speak to the elder. Use the monitor in the back to view it properly. Leave the cave.
  • Follow the path to the far right.
  • Take some fruit from the tree only to discover you aren't capable of eating it. Leave the area for a moment and return to grab another piece of fruit. Return to the caves.
  • Enter the third cave.
  • Give the fruit to the boy. You'll be able to speak with him so discuss as much as you can. Exit.
  • Return to the fruit tree and grab another piece.
  • Enter the third cave again.
  • Give the fruit to the mother and she'll chew and regurgitate it into your mouth for you. Speak to the boy again and tell him you're tired. Use the bed on the floor of the cave. If you have slept any other time than the times listed in this guide, you will have ruined the scenario and it will be ended prematurely at the altar. You have no choice but to restart completely if this happens. Speak to the boy once you wake up. Leave the cave.
  • Follow the path south.
  • Speak to the elder and ask him if you can watch the sacrifice. Asking to eat the mother will end the scenario. Once the sacrifice has taken place, examine the debris on the ground and leave the area.
  • Head left to the first area where you fell down the stairs at the start.
  • Walk to the right towards the graves.
  • Examine all the graves and then speak to them as much as you can about how you can prove you are a changed person. Attempting to dig up the graves and eat the bodies will deny you from the best possible ending in the scenario as well as the Endgame. Leave the area and head all the way back to the third cave with the boy.
  • Talk to him. Exit.
  • Enter the elder's cave and steal the lottery bag near his seat when he isn't there. Leave and return to the boy's cave.
  • Show him the bag. Exit.
  • Take a piece of fruit from the basket above and make your way back to the graves.
  • Speak to the graves and when you reach Thomas', he'll reveal Brickman's grave hidden beneath the vines. Push them away and speak to Brickman. Bury a piece of fruit in his grave. Return to the caves.
  • Enter the boy's cave and sleep in the bed. Exit once you wake up.
  • Enter the elder's cave and check out the monitor in the back. Exit.
  • Enter the boy's cave again and tell him what you saw. Tell him he needs to hide in the hole in the wall. The boy is too afraid to stay in there himself so you'll have to help him make a doll. Exit the cave.
  • Go to the altar south of here and take the mother's head from the debris surrounding it. Leave.
  • Take some fruit from the basket and enter the cave on the far right. Show it to the guard and he'll tell you to place it inside the marketplace. While you're inside, take the wood. Place the fruit in one of the sacks and leave.
  • Enter the cave on the far left and take some loose wire hidden in the vines on the wall. Exit.
  • Enter the boy's cave once more and give these three things to him. He'll make a doll and enter the hole. Use the monitor one last time and go to sleep on the bed. When you wake up, the boy will be missing.
  • Rush to the altar and speak to the elder. Ask to be sacrificed in his place. Asking to eat the boy will end the scenario.

You have completed Benny's Scenario.
Nimdok's Scenario
____________________________________________________________________________
  • Speak to the guard standing next to the gate. Look at the gate and speak to the prisoner on the other side of it. Go into the hospital building as it is the only unlocked building of the two.
  • Look at the poster and continue into the surgery room.
  • Talk to the doctor and say you can't go through with the surgery. Going through with the surgery will deny you from the best possible ending here and options in the Endgame. Attempt to take the ether. When he tells you you can't do that, grab the scalpel from the table and kill him with it. Take the ether and walk past the curtains to find yourself in the surgery recovery room.
  • Examine the patients and push the grate on the back wall to reveal a hidden passage. Enter it.
  • Take the pliers and gold watch from the desk. Make sure to read the medical records on the desk as well. Open the door and head outside.
  • Speak to the prisoner caught in the fence. Use some ether on him to ease his pain and cut him free with the pliers. Speak to the first prisoner and ask him about the inscription on the gold watch. He'll keep it. Give him the pliers. Now make your way through the building and back to the surgery room.
  • Speak to the new patient on the operating table. Use the ether on him and listen to what he has to say. Take the jar with his eyes on the table. Leave towards the recovery room.
  • Speak to the child that was originally on the operating table. Make your way back to the first room of the building with the poster.
  • Take the box on the desk here. Place the jar with the eyeballs inside the box to hide it. Failure to do so will deny you the best possible ending in this scenario. Leave out the front door.
  • Talk to the recently escaped prisoners about making amends for your past and say you are one of them. Convince them to let you go and you'll find yourself in a new area.
  • Look at the wall of screaming faces followed by the mass grave. Head inside the bunker.
  • Use the teletype in the back of the room. Examine the other equipment as well. Walk through the doorway on the right.
  • Use the switch on the left of the vat. Reach down into the fluid to discover a mirror. Use the mirror. Examine the golem and fit the eyes in the jar into its empty sockets. Wake the golem. Utter the truth. Kiss the golem. The golem is now under your complete control. Take the stairs back up to the laboratory with it.
  • Speak to Doctor Mengele and force him to look into the mirror once you are finished. Tell the golem to follow you outside.
  • Transfer control of the golem to the Lost Tribe. Any other option will deny you from the best ending in the scenario and/or end it completely.

You have completed Nimdok's Scenario.
Ted's Scenario
____________________________________________________________________________
  • Enter the Room of Dark.
  • Press the second monitor to be teleported outside of the old castle on its screen. Interacting with any of the other monitors will end the scenario.
  • Examine your surroundings and head inside the castle.
  • Examine everything here and head into the room in the back.
  • Speak to Ellen and check her dresser once she tells you to grab her mirror for her. Tell Ellen you can't find her mirror where she claims it is and tell her to go back to sleep. Exit the room.
  • Once you find yourself back in the main room, enter the room on the right and read the dark books on the shelves. Take the broken glass near the edge of the bed and leave the room.
  • Enter the chapel on the right of the main room.
  • Take the religious icon and return to the main room.
  • Use the icon on the broken front door to repair it and push the suit of armor in front to barricade it. Failure to do this step will end the scenario if you leave the castle.
  • Go south to the kitchen and speak to the maid as much as possible. Refuse to sleep with her and insist on it when she keeps pressuring you to do so. Instead, she'll tell you you can fix the oven in exchange for the information you need. Repair the oven. Speak to her again and she'll tell you about the old woman who runs the castle. Return to the main room.
  • You'll see some ominous shadows speaking in the chapel. Enter the chapel.
  • It seems they're nowhere to be found. Examine the sconces lining the walls and push the brightest one to reveal a secret staircase leading up. Enter it.
  • Speak to the old woman and threaten to kill her when she tells you to seek the devil. Refuse to sleep with her as well. Make your way back to the main hallway.
  • Enter Ellen's room.
  • A devil should appear to the right of Ellen's bed. Speak to him as much as possible and then to Ellen. Leave the room.
  • Enter the witch's bedroom on the right and examine her bookshelves to find two more books previously unread. Read these and leave the room.
  • Make your way back up to the secret room and confront the witch and cast the correct spell on her. Kalla Ingma Thacko. The other two spells will result in failure and the scenario ending. The witch will pass out and drop chalk near the circle. Take the piece of chalk and finish the ritual circle. The demon Surgat will appear within it. Speak to him and ask him to open the door to the maid's bedroom. You'll have to give Surgat the shard of glass with your blood on it in exchange. Make your way back to the kitchen and enter the maid's room.
  • Examine the painting on the wall and leave. Go to Ellen's bedroom.
  • Confront the devil about what you saw in the painting. Make sure to talk to the angel as much as possible and then talk to Ellen. Leave the room.
  • Enter the bedroom on the left and go through the books on the shelf. Open up The Divine Comedy to find the mirror hidden in its pages. Leave the room and go back to Ellen's room.
  • Give Ellen her mirror and she'll ascend to heaven. Then use the mirror on the devil to trap him inside of it. Make your way back up to secret room above the chapel.
  • Smash the mirror in the very center of the circle.

You have completed Ted's Scenario.
Endgame Scenario
((Please forgive the mess as I finish writing this as I go along))
Congratulations. You've made it to the endgame. If you've been following this guide to a T, then you're equipped with everything you need to experience every possible ending.
There are many ways to go about this as you are given the freedom to lead the assault on AM with any of the five characters, dialogue of the four different endings influenced by what transpires during these events. Choosing Nimdok first will make things easier, but is by no means necessary. Understand that it's possible to beat the game by using only one character and you could ignore any of the following listed here for your own experience. I am merely listing the possibilities followed by directions on how to reach the ending of your choice.

Remember to save often if you'd like to experiment with things. There's so much to discover and explore here, I really do recommend you take the time to do so.
______________________________________________________________________________

Gorrister

  • Go left from the starting point. Go south. Now go right past the room with the thorns and holographic projector.
  • Use the workstation and select the option to raise the power node.
  • Open Cylinder #3 and log off.
  • Examine Glynis and attempt to talk to her.
  • Invoke the Totem of Life on Glynis and then walk over to the power node.

  • Kill Gorrister.
____________________________________________________________________________

Ellen

  • Walk to the right. Go right again. And once more.
  • Pick up the skull on the far-left and take the blue gem that was left behind.
  • Go left. Go left again.
  • Insert the the blue gem into the spike jutting out of the ground with the hole in it.
  • A power node will rise from the hole in the back.
  • Invoke the Totem of Valor on the pillar.

  • Kill Ellen.
____________________________________________________________________________

Benny

  • Head to the left. Go south from there.
  • Activate the holographic projector.
  • Speak to the projection of Manya.
  • Invoke the Totem of Love on the projection of Manya and walk over to the power node.

  • Kill Benny.
____________________________________________________________________________

Nimdok

  • Head right. Go right again. And again.
  • Examine everything here and then take the middle skull from in front of the pit.
  • Take the hand that appears in its place. A pillar will rise up from the pit.
  • Invoke the Totem of Access on the pillar.

  • Kill Nimdok.
____________________________________________________________________________

Ted

  • Go to the right. Go to the right again past the Super-Ego.
  • Pick up the skull on the far and take the remote control that was hidden underneath it. Head right.
  • Use the remote on the gargoyles above the pit. A pillar will rise from it.
  • Invoke the Totem of Gallantry on the pillar.

  • Kill Ted.
____________________________________________________________________________

Best Ending
Choose any character and activate the workstation next to you. The password is 1945. Only Nimdok knows this, but there is a chance for any other character to input this password when choosing the option to randomly mash keys. Select the option to extend the bridge and then log off.


Good Ending

Bad Ending

Worst Ending
Extras
______________________________________________________________________________

I Have No Mouth, and I Must Scream

Here is Harlan Ellison's original short story of the same title narrated by the man himself.

____________________________________________________________________________

Soundtrack

As with the original short story, the 54 track soundtrack by legendary composer John Ottman can be found within your "Steamapps/common/IHNMAIMS/" folder.

Or this playlist on YouTube.

____________________________________________________________________________

Interviews



______________________________________________________________________________

Deleted Content

A short video of content deemed too disturbing or controversial to be shipped in the final product.









The intro cutscene for the German release. Note that Nimdok is nowhere to be seen as he and any reference to him have been cut from the game completely likely due to Nazi imagery. This version of the game was previously thought to be unwinnable due to Nimdok's importance in the endgame, but has since been proven false.

______________________________________________________________________________

Steam Cards

The game was recently updated with its own series of Steam Trading Cards. For those that aren't familiar with them, please take the time to read this excellent guide below. http://steamproxy.net/sharedfiles/filedetails/?id=145245037
The contents introduced in Series #1 are 8 cards, 5 badges, 1 foil badge, 7 emoticons and 6 profile backgrounds which can all be previewed here[www.steamcardexchange.net].
Credits
I think that might be it. Well. There you go. I love creating and documenting these kinds of things and I hope at least a few of you got some use out of this guide. Definitely plan on making more of them for different games I enjoy, so feel free to subscribe if that might interest you for whatever reason.

Thanks for using my guide!

R.I.P. Harlan Ellison
May 27, 1934 - June 27, 2018
76 Comments
Button Eyes 21 May @ 7:19am 
The Ted guide is incomplete, as one pointed below. To trigger the shadows talking in the chapel, you must first read the witch's journal in the left bedroom. And to make Surgat unlock maid's door, you must look and try to open it before talking to him. And don't give him the bloody mirror shard before you click on the unlock maid door option.
sssCYTHER123 12 Dec, 2023 @ 2:51pm 
Wouldn't have been able to beat the game without this guide. Thank you very much
Ripper 28 Nov, 2023 @ 7:37am 
It is not clear what truth is. It should be written better what you need to get a possibility to utter this "truth" in Nimdok's scenario
AlwaysDrowsy 25 Aug, 2023 @ 8:20pm 
@ngusdg Go try to use the maid's door so that Ted says that it's locked. After that, unlocking the Maid's door will become an option with Surgat
Mushroom Juice #SaveTF2 14 Aug, 2023 @ 9:55pm 
FOR GORRISTER'S SCENARIO

If you notice Glyndis isn't drinking the fluid, make sure you "use" Edna's logbook in the control room. Read the second entry and you should be able to feed Glyndis the fluid.
ngusdg 11 Jul, 2023 @ 8:15pm 
is it just me that cant get surgat to unlock the maids door in ted scenario? ive followed so many guides and tried for hours and it wont give me the option when i talk to him it only says can you open a gate into the surface world
Xibalba 11 Jul, 2023 @ 7:12am 
In Benny's scenario you have to sleep after the mother's sacrifice and before attempting to steal the lottery bag from the elder.

It's not in the guide and took me a bit to find out how to get the lottery bag, so I post ir here in case someone is in the same situation
vampinsecret 14 May, 2023 @ 9:50pm 
To get the ACTUAL best ending, since this guide just tells you how to kill all the characters:
1. Do as the guide says, but don't touch the pillars. Any character works for this.
2. Return to the bridge and talk to the computers.
3. Go back over the bridge, take the path to the left as far as possible to find the Ego.
4. Talk to it until there's an option about harming you, DON'T CLICK IT and walk away instead. Use the totem of forgiveness on it.
5. Return back the way you came and go right to find the Superego. Talk to it and ask for its advice. Use the totem of clarity on it.
6. Go back to the left paths and talk to the Id. FIRST ask if it will help you, then choose the dialogue options about the brainscape and the broken glass. Walk away and use the totem of compassion on it.
7. Return to the bridge, talk to the computers, Use the totem of entropy on it (don't give it to them). You win.
vampinsecret 14 May, 2023 @ 9:47pm 
For anyone else who had the same bugs/issues as me:

1. Ted. If you can't get the witch to appear in the chapel, exhaust all dialogue with the maid (without sleeping with her) and with Ellen, then check the master bedroom on the left, use the bookshelf and read through the journal.
2. Nimdok. "Wake the golem, tell the truth, kiss the golem" is not clear enough, so here's how I made it work. Add eyes to the golem, click the dialogue option about the prisoner, then choose "Time is truth", THEN "golem wake up!" then "it will always be 1945".
3. Benny. In the endgame, touching the holographic console will just shock you and (spoiler---->} kill you like a pillar. Couldn't find a way to fix this, even if you followed the guide to the letter and got the right ending--but as long as you don't choose him last he can die without ruining the ending.
Lycancore 8 Mar, 2023 @ 11:54pm 
I'm stuck on Benny's part, I can't take the debris or junk from the altar, he just says he can't eat it, even though I was using "Take". Hovering over the area didn't show her head as an interactable object either. I otherwise followed his part on this guide to a T, so I'mm confused as to what might have gone wrong.