Ultreia
Game Details: Sci-Fi, 2020
Links: Moby Games, Steam, Adventure Gamers
Walkthrough Updated: 3/8/2022
Suggested Listening: Help Me Out (Ash 25)
Chapter 1
Head right until you reach a broken bridge. Pick up the broken plank and the branches and combine them in your inventory. Use the plank on the bridge over the pit, and you will continue right Goodbye.
Chapter 2
Pick up the mushroom, then enter the motel. Talk to the bartender about everything; by ordering a drink you will get a little umbrella, some ice cubes and a straw. Next talk to the nervous guy on the left and agree to help him. Leave for now and head right. Pick up the fine bottle of whiskey and the oil can, then talk to Ellie to get a pickaxe.
Return left and into the motel, then go to the restrooms on the left. Look at the sink, then use your oil can on it to fill it up. Try to open the hatchway, but it is locked. Go back outside, then head around to the back of the motel. Search the trash to get some wire cutters. Go inside through the kitchen door, but the creaky door will give you away. Use your oil can on the kitchen door, then go inside and grab the grater. In your inventory, use the grater on your mushroom to get mushroom particles, then put these into the fine bottle of whiskey - this creates a sleeping potion. Go through the doorway to the left and you will head upstairs. Leave through the back door, and you will be able to come in this way later on.
Go back around to the front of the motel and head inside. Use the ice cubes and sleeping potion on the glass to make the drunk guy fall asleep. Now you can take his key. Go around and enter the motel through the back door. Use the key on room 2 then head inside. Open the case on the bed to get some white flowers, some screws and a note. Read the note to see that the phone number of this room is #002. Look at the exposed wires on the pillar, then use your wire cutters on them. Return to the bar and give the white flowers to the nervous guy. Enter the restrooms and use your pickaxe on the hatchway.
Look at the inside of the ship Déjà-vu. Go to the right and use a coin (piastre) on the green button. Use your little umbrella on the dripping water A Genius Idea. Try to use the phone in the elevator, but the battery is dead. In your inventory, combine the straw and screws, then use your blowpipe on the red button. As the bucket comes past, grab a battery (if you miss it, just use the blowpipe on the red button again). Use the battery on the phone, then use the phone and dial #004. Next use the phone to dial #001. Select to "keep silence", then immediately press the red Help button. Now use the phone to dial #003, then dial #009. Ask the chef to check on room 4.
Once your elevator reaches the bottom, head into the forest The road to Uranium.
Chapter 3
Pick up the stick from left of the cage, and use it to get the bag on the right (this contains a stone, wormwood, chain and magnifying glass). Now look at the room. Throw the stone at the flasks above you, and another robot will set you free from the cage. Use your stick on the glue, then head right.
Use your blowpipe on the friendly creature sleeping to the far right. After the window is open, head further to the right. Pick up the weights, hook, feather and paper. Combine your hook and stick, then return to the right. Attach your bag to the chain next to the cage, then fill the bag with weights - you will end up with some uranium. Go right again and use your chain on the nail. Climb down and get some mushrooms, then climb back up again. Head all the way back past your original cage and go left, then drop the mushrooms into the potion.
Head right twice and climb down. Climb into the Alchemist's mouth and use your extended hook to pick up a bone. Climb back up again. Read the book on the right, then put the feather, wormwood, bone and uranium into the pot here. Head right and use your paper on the fire embers, then quickly return right and use the burning paper on the pot. Use the pot Flying creature.
Chapter 4
Look at the chess board, then take the light bulb that appears. Use this on the lamp to the right, then take the screwdriver. Head outside and open the box on the ground. Head into the background. Try to approach the electrical panel, but a gun will start firing at you. Use your screwdriver on the electrical box to the left. Switch to Bally and head in the same direction as Nymo. Get some energy from the small puddle on the left, then go over and use the electrical panel.
Switch back to Nymo and use the door to enter the tower. Try to take the plasma gun, and a hole will be blasted in the door. Switch to Bally again and enter the tower through the hole in the door. Enter the small green hole on the left.
As Nymo once more, talk to Octobob and select "About this place..." and then ask about the gun. While Octobob is distracted, quickly take the GPS from the left, then push the lever right next to it.
You will automatically switch to Bally up at the top of the tower. Go through the hole on the right to be outside. Pull the lever then quickly use the panel here. Jump into the wind on the right to get electrocuted. Now head back inside and through the left pipe to return down to Nymo. Use the buttons beneath the gun The City.
Chapter 5
Caravan
Talk to Glover about everything. You can now use the GPS in your inventory to travel to different locations around the city.
Ramen Street
Talk to the cook to get some bread. Use your coin (piastre) on the left vending machine, then take the pickled ginger.
Arnold Street
Pick up the cone, and search the bin to the right to get a flyer. Go left to the dead end
Dead End
Look at the large painting on the wall The Painting. Use the telephone and you will send the cook from the ramen shop to a fake address.
Ramen Street
Steal the hot sauce from the counter.
Baldwin Street
Enter The Red Bird. Use the thermostat in the lobby, setting the temperature up to the maximum. Go through to the lounge and talk to Alfredo about everything. Go back outside and talk to the flying shapes. Show them your magnifying glass, and they will give you the ring. Return inside and give the ring to Alfredo in exchange for a coin. Go to the lobby and then head upstairs.
Talk to Myersow. Use your bread on the heater here to toast it. Go through the door with the green light over it and talk to Sally, then take the monocle and the little key. Go to leave the room and Sally will make you return the little key. Leave the room and go back downstairs.
Go to the back area and talk to the guy here - he won't let you behind the curtains. Give the monocle to the guy, then use the button to turn off the lights. Look at the monocle to see a reflection of the computer screen. Talk to the guy again and say your name is Felician Rops. Now you can head right behind the curtains. Talk to Winston, who gives you a black spot to deliver to Blanche. Ask to play cards with him. Keep playing until you beat him Card player.
Caravan
Add the hot sauce to the toasted bread (you will automatically add the ginger pickles and little umbrella). Give the Royal Ginger Bread Toast to Glover.
Dead End
Enter the club. Try to talk to the dancer on the right, then use the cone on her and you will get some matches. Go down the hallway on the right. Search the pocket on the right to steal a wallet. Talk to Blanche Jones about everything.
Baldwin Street
Enter The Red Bird again. Go upstairs and show the wallet to Myersow to get a police badge. Go back downstairs and into the VIP area. Talk to Winston about everything and you will end up with Polina's apartment key.
Arnold Street
Approach the door on the right, but you don't know the code to get inside. Show your police badge to the old lady, then head inside. Search the box on the right to get a ball of clay. Use the dial on the stove to the left, then use your matches on the pan and add the scraps of metal to the pan - you will automatically take the melted metal.
Baldwin Street
Enter The Red Bird and go upstairs and into Sally's room again. Pick up the little key and use it with the ball of clay, then combine the melted metal with the key mold. Go to leave, and you will again be forced to return the little key.
Arnold Street
Enter Polina's apartment again. Use the copy of the little key on the safe, and you will get a gun and a journal. Enter the bathroom to the right. Open the washing machine and you will take out a dirty tissue.
Dark Alley
Enter the laundromat. Put the dirty tissue into the washing machine, and you will automatically use the coin, then take out the clean tissue. Look at this in your inventory to see the code 78-25-1932. Examine the journal in your inventory and unlock it with the code 1932, then read the message.
Kali Plaza
Enter the church and speak to the Brother about everything - you will receive a mysterious key.
Dead End
Enter the club and go along the hallway. Use your mysterious key on the metal door. Talk to Demian about everything, then head downstairs and enter the ship.
Ending
Talk about everything, then look at Ultreia. After the crash, talk some more. In the final scene, talk to Nymo then look at Ultreia Understanding.
Secret Ending
Watch the credits and allow the game to restart (don't go back to the main menu).
Chapter 1
Just head to the right, you won't have to fix the bridge this time.
Chapter 2
Pick up the mushroom, then enter the motel. Order a drink from the bartender to get the little umbrella, ice cubes and straw. Talk to the nervous guy and agree to help him. Leave and head right. Pick up the whiskey and oil can, then talk to Ellie to get the pickaxe. Return left and into the motel, then go to the restrooms on the left. Fill your oil can at the sink. Go back outside, then head around to the back of the motel. Search the trash to get some wire cutters. Use your oil can on the kitchen door, then go inside and grab the grater. Use the grater on your mushroom to get mushroom particles, then put these into the whiskey. Go through the doorway to the left and you will head upstairs. Leave through the back door, then head inside through the front of the motel again.
Use the ice cubes and sleeping potion on the glass to make the drunk guy fall asleep, then take his key. Go around and enter the motel through the back door. Use the key on room 2 then head inside. Open the case on the bed to get some white flowers, some screws and a note. Examine the flowers in your inventory. Follow the strange pathways and enter the portal, then have a final conversation Break the loop.