The Antidote The Antidote

Year:  2019

Genre:  Mystery

Links:  Moby Games, Steam, Adventure Gamers

The Antidote is a surreal 3rd person point and click adventure game. You play as Roger, an unassuming office worker who is knocked unconscious after leaving work for the week, and wakes up in a psychedelic castle. After realizing you have been drugged, you must find the antidote and escape the castle. There are 13 Steam Achievements, all documented in the walkthrough below.

Exploration

Lobby

Search the lost and found box on the left to get a glass guitar slider and some boots. Look at the family weapon above the big door and note that the first letters of the 5 words spell the word "Speed". Now touch the right wall several times to reveal an alarm. Look at the alarm panel and enter the word "Speed" on your keyboard to disable it Alarm disabled. Look at the plant to the right of the stairs and take some mustard seeds from it. Now head through the big door at the top of the stairs.

Weapon Room

Pick up the slingshot from the left, a cannonball from the right, and the empty sign from near the back of the room. Now head through the door to the right.

Unknown

Walk around this room and you will notice that some positions make you grow taller. You need to be tall and standing next to the floating pieces of aluminium over on the right, then take them The giant. Return left again.

Weapon Room

Open the door in the back of the room and head through.

Library

Take a book of useless facts from the bookshelf immediately next to you Fun facts. Look at this book in your inventory, flipping through all of the pages, some of which you will use later on. Walk to the far left, and you will end up on the floor below. Pick up the pen from on the open book on the nearest desk. Also collect the poker from the right side of the fireplace, and the letter opener from the desk furthest away. In your inventory, use the letter opener on the slingshot, then use the rubber band on the cannonball. Leave through the door at the rear left of the room.

Outside

Courtyard

Look out the bush in front of the right window, then take some chili peppers from it. Examine the tree, then look at the bush to its left and take some red berries from it. Look at the wishing well, then talk to it about everything. Look at the book in your inventory again; use your empty sign on the useless warning on the second page, "Warning: Do not feed the wishing well". Now use the written sign on the wishing well. Take the pile of coins from the ground. Go through the door to the left.

Lobby

Look at the showcase to the left of the stairs. Use your fireplace poker on it to break the glass, and you will automatically take the jacket and pants. Go back to the broken alarm on the right, and use your letter opener on it to get some copper wires. In your inventory, combine the wires with the glass guitar slider, then add the coins to create a makeshift fuse. Look at the fusebox just to the right of the stairs, and insert your fuse. After Barry leaves again, return outside.

Courtyard

Look down into the wishing well and try to take the bucket. Use your fireplace poker on the bucket to retrieve it. Back out of here and throw your jacket and boots into the well. Try to throw the pants in as well, but they are too large and the wrong color. Head through the door to the right of the windows.

Right Corridor

Look at the 2 paintings on the wall. Use your fireplace poker on the torch to turn it into a crowbar. Read the note addressed to "GeNiUS". Look at the book in your inventory and look at the periodic table on pages 7 and 8. Find the numbers corresponding to Ge, Ni, U and S. Now examine the lock and enter this combination: "32 28 92 16", then check it Mr. Smarty Pants. Open the doors.

Dining Hall

Take a meatball and a paper place-mat from the main table.

Courtyard

Look at the book in your inventory and use the paper place-mat on page 5 to make a paper hat. Throw this into the wishing well.

Lobby

Head through the door to the left of the stairs.

Underground

Left Corridor

Walk gradually to the left and you will notice that the colors of the room change. Pick up the corkscrew that is visible when this happens. Exit to the far left.

Wine Cellar

Look at the puddle on the floor, then use your crowbar on the wine barrel Vintage wine. Pick up the tap from the ground, then enter the wine barrel.

Dungeon

Talk to Mr Slave about everything - he will tell you about the vault if you hurt him. Use your letter opener on the crack in the wall, then read the love letter in your inventory and notice the date mentioned: 20th October 1979. Head through the dark doorway.

Crypt

Read the plaque on the wall, then talk to Ben Dover about everything. Look at the door on the back wall to reveal a musical puzzle, but you cannot solve this yet. Use your map to travel for a while now.

Courtyard

Use your faucet on the tree to get some resin, then use this on the cannonball in your inventory to hold it to the rubber band.

Dungeon

Use your ball gag on Mr Slave In your face. Talk to him to find out he really hates spicy food.

Weapon Room

Use your corkscrew on the barrels and take some gunpowder. In your inventory, combine the mustard with the meatball, then add the chili pepper and the gunpowder.

Dungeon

Give the spicy meatball to Mr Slave, then pick up the key.

Preparations

Library

Use the Ouija board on the nearest desk and write "Carrie Dover". Talk to the ghost, then use the Ouija board again and write "20 10 1979". Talk to the ghost about everything. Barry will now enter and give you a paper clip, before leaving again.

Dungeon

Talk to the electric chair and use the copper wires on it to receive a battery.

Dining Hall

Combine your battery and aluminium foil, then use this on the fireplace. Touch the fire OUCH!. Now put the bucket of water on the fire, then put the pants in the bucket to shrink them.

Dungeon

Put the red berries into the basin on the floor, then crush them by using them. Now use the pants in the basin to turn them red.

Courtyard

Throw the red pants into the wishing well to end up with a complete costume Dress to impress.

Crypt

Use the costume on Ben Dover and talk to him about everything, then push the heavy sarcophagus The ghost whisperer. Go over and look at the door again. Now look at the first key you received to see it has E written on it; insert it into the E space. Look at the second key to see it is minor and has C written on it; insert it into the Cm space. Now open the door.

Final Escape

Vault

Examine the safe and use trial and error to work out a correct combination (for example 8724). Barry will come in and give you the antidote Got it!. Use the dowser in your inventory and move it slowly over the tiles to the right of the red carpet until you find an interesting tile. Break this tile using the stump from the fireplace poker, then climb down the ladder.

Unknown

Look at the cryptic message, then decode the non-runic letters it using page 17 and 18 of your book. Use the cryptic message and type the code word "nomad". Go through the open door.

Weapon Room

Use your paper clip on the guns near the door on the left to get a flint-stone. Now go through the left door to return to the Lobby, the left door to the Left Corridor, the left exit to the Wine Cellar, and enter the wine barrel.

Dungeon

Take a bone from the skeleton of Mr Slave, then combine this with the uniform to create a torch. Return to the Lobby, then through the right door to the Courtyard, and continue through the far right door.

Library

Pick up the oil canister from next to the fireplace. Use this on your torch, then use your flint-stone on the torch to light it.

Courtyard

Climb down the wishing well, and use your torch on the dark hole to the right Dungeons and dragons.

Maze

Hold the torch over each of the passages and go down the one where the torch burns brightest. Keep doing this until you find a ladder, then climb it to escape The End. There is an extra achievement if you did this in a single play through without saving your game No save game.