
This Edna & Harvey: The Breakout walkthrough contains full story and ending spoilers. It follows the complete escape route, explains the puzzles that most often cause a dead end, and folds all 18 Anniversary Edition Steam achievements into one practical playthrough. The 2019 Anniversary Edition redraws the game and modernizes its controls, but the central item and puzzle logic is also useful for the classic release.
The best way to use this guide is by checkpoint rather than by blindly copying every click. Edna’s asylum is deliberately open and inventory-heavy; if you know what each trip is meant to accomplish, it is much easier to recover when you took a different hallway or collected an item earlier.
Before you start: saves and missables
- Use several manual save slots. Keep one after trapping Babbitt, one before cutting the watchtower cable, and one immediately before the final choice behind Edna’s house.
- The asylum has a point of no return. Finish the cup, comic, ketchup, litter, hose, birdbath, and Workeress tasks before cutting the cable in the watchtower control room.
- Do not discard the water-cup routine. The cup can be reacquired from the security-room trashcan, but the final furnace placement must happen while the asylum is still accessible.
- Both endings use one save. Save after the last Tempomorph sequence, before walking behind the house. Watch one choice, reload, and choose the other.
- Deja-vu is post-game cleanup. After completing the game, return to the main menu, begin a new game, and take the chair leg.
Route at a glance
| Checkpoint | Main objective | Do not leave without |
|---|---|---|
| Cell and fourth floor | Learn Toenails, escape the vent, trap Babbitt | Ballpoint pen, encyclopedia, polo mallet, comic book |
| Asylum setup | Open the laundry lift route and collect crafting items | Old key, pot, potholder, knife, fork, ketchup, mustard, form |
| School memory | Unlock Counterfeit Signature | Bartender signature and Dr. Marcel signature |
| Master key | Make a key imprint, cure Adrian, melt his medal | Police badge, gold medal, mold, master key |
| Escape plan | Recruit Key Master, Hoti and Moti, and Aluman | Wrench, jumper cable, spare tire, correct Zen garden |
| Church | Cross the river and solve the organ puzzle | House key |
| Edna’s house | Forge the broken house key and recover the truth | Final-choice save |
Part 1: escape the cell and trap Babbitt
Expose the fan
- Take the chair leg. Use it on the table to break it, then use the broken leg on the padded wall. The useful pad is high on the rear wall; clearing the other pads is harmless.
- Talk through the door grate. Ask about the heat and air conditioning, compliment the guard’s work, then follow his mini-golf story until Edna says the conversation is making her dizzy or sweaty. The guard turns on the air conditioning and exposes an airy gap.
- Cut the airy gap with the broken chair leg. Inspect the fan screws and use Harvey on a screw twice to enter the first Tempomorph.
Tempomorph 1: learn the toenail trick
As Harvey, collect the rake and screws as memory topics and give both topics to Edna. Switch to Edna, take the rake, and open the basement window. Switch back to Harvey, climb out, go behind the house, and inspect the newspaper. Collect Article 2, return through the basement window, and give the topic to Edna. As Edna, go upstairs and use her toenail on the door screws.
Back in the present, use the new Harvey 1: Toenails ability to create a toenail, then remove the four fan-cover screws. Return to the guard and ask about mini golf again, but this time insult him until he switches the system off. Remove the stopped fan with the broken chair leg and enter the duct.
Dr. Marcel’s office and the roof loop
After the overheard conversation, remove the office grate with a toenail. Take the ballpoint pen, polo mallet, and encyclopedia. If you want 100%, talk to the pen before taking it; this is the first Workeress action. When Hulgor enters, hit him with the mallet, open the cabinet, put him inside, and close it.

Enter the storage room opposite the office, switch on its light, take the comic book, and leave through the window. On the roof, turn the antenna so the security guard watches the monitors. Create another toenail, open the roof grate, and use the duct to return through Dr. Marcel’s office.
Walk into the hall so Babbitt chases Edna, then run through the storage room and out its window. Circle the roof, re-enter through the grate, and return to the office hallway. Break or take the plant, move the column under the storage-room door handle, and weigh it down with the encyclopedia. Babbitt becomes trapped and Cellfree unlocks.
Part 2: prepare the asylum and gain laundry-lift access
Make one supply sweep
The asylum now permits a long preparation loop. Collecting the following items before returning to the patient wing saves several trips:

- From the security-room trashcan: a water cup. For Waterplacer, put one cup back in the trashcan before taking another.
- From the ground-floor dining room and kitchen: ketchup, mustard, potholder, knife, fork, and the smaller pot. Use the bulletin while here for Workeress.
- From the basement archive: the form. Read all patient files, especially Adrian’s, because the later group-therapy dialogue depends on that knowledge.
- From the third-floor break room: cornflakes. Use them in inventory to reveal the police badge.
- From Dr. Marcel’s office: open the desk drawer with the knife and take the old key.
Achievement hunters should begin the cumulative counters during this sweep. The compact working checklists appear later in this guide; following them is safer than trying random interactions near the point of no return.
Get the phone coin and coffee
Use the main ground-floor doors to be caught and returned to the patient area. In the TV room, change the channel to the financial program. Return to Bruce Broker and repeatedly encourage him to buy until the dialogue about a baby boy becomes available; he gives Edna the phone receiver.
Attach the receiver to the pay phone and take the coin from its chute. For Polisheress, use the potholder on the fork and then on the coin while both are still in inventory.
In the rooms left of recreation, take the chips and bean dip from Petra’s room, then take the pinking shears from the art room. Give your potholder to Beeman and accept his replacement for Exchangeress. In the bar, give the bean dip to Peter, inspect the cocktail menu, and order a Stinkydrink. Combine its straw with the drink to extract a fly.
In the room behind the bar, put the fallen cup in the coffee machine and insert the phone coin. Give the coffee to Beeman to receive earwax, combine the fly with the earwax, and give the result to Professor Nock. He trades it for Coat Hanger No. 3. Exchange that with Aluman for Coat Hanger No. 2, then give No. 2 to the Ticket Inspector to enter the laundry lift.
Open the lower laundry route
At the second-floor stop, switch the lift-room light off. Enter the corridor, turn on the lights in the bathroom and Key Master’s room, press the alarm, and speak to the Key Master. Separate Hoti and Moti with the pinking shears. Leave the area and return; when they are gone, scatter chips on the heavy laundry bundle.
Ride again, speak to Mr. Frock, and keep the lift moving through all stops for Liftgirl. On the basement pass, jump onto the dirty laundry. The laundry-room ladder reconnects this lower area to the main asylum.

Part 3: learn forgery and make the master key
Tempomorph 2: the school memory
Use the old key on the locked wooden room on the second floor and use Harvey on the homework notebook. During the memory, collect three outdoor topics such as the playground, circus, and Ferris wheel and give them to Edna until Mr. Hornbush locks her in the cupboard. Collect Hornbush as a topic. Through the cupboard opening, collect the letter and hole topics; give Edna the letter, hole, and then Hornbush to get her out. Finally, collect the note from Edna’s bag and give it to her. This unlocks Harvey 2: Counterfeit Signature.
Obtain the shovel and key imprint
- At the bar, try to take the spoon from the barrel. Turn on the light so the pattern on the security monitors reads WC.
- Use Counterfeit Signature on the cocktail menu, capture the bartender’s signature, add a fake drink, order it, and take the spoon. It is actually a shovel.
- Ride the lift and use ketchup on Mr. Frock. Drop to the basement laundry and take Coat Hanger No. 1.
- Give the shovel to the digger in the furnace area. Leave, return, collect the loose dirt, and carry it to the third-floor WC.
- If the light pattern was set correctly, the guard is inside a stall. Put the dirt in the sink to make clay, then press the clay against the unattended key to create an imprint.
Defeat Adrian and acquire the gold medal
Return to the patient wing. Show the police badge to Drogglejug to enter Adrian’s residence. Play enough of Adrian’s guessing game to unlock the complaint about always losing, then ask Aluman how to beat him. Give Aluman Coat Hanger No. 1.
Make sure you read Adrian’s archive file. In Dr. Marcel’s office, use Counterfeit Signature on the diploma to learn the doctor’s signature, then sign the form. Go through shock therapy; on a return visit, use the pot on the lever for the final Workeress action.
Present the signed form at group therapy and use this identity chain:
- Confirm that you are ready.
- Say, “I am Adrian, King of the Recreation Room.”
- Say he was picked second in physical education.
- Choose green.
Return to Adrian and challenge him again. Ask which place he was picked for a team, answer red when the new choice appears, then play the coin game again. The sequence leads to Adrian surrendering the gold medal and unlocks Queen of the recreation room.
Cast the master key
Return to the basement furnace. Heat the clay imprint and remove the resulting mold with the potholder. Put Adrian’s medal in the pot, melt it in the furnace, remove the hot pot with the potholder, and pour the gold into the mold. Cool the steaming mold in the kitchen sink and open it to receive the master key. Unlock the asylum’s rear exit.
Part 4: recruit the escape crew
Collect the outdoor equipment
Outside, go to the garage. Use Coat Hanger No. 2 on the car window, open the door, and take the wrench and jumper cable. Use the wrench on the limousine’s mounted wheel to take the spare tire. Attempt to pick up the birdbath for Handicapress.
Before progressing, return to the second-floor bathroom. Use these four things on the hose in this exact order:
- Harvey 2: Counterfeit Signature
- Spare tire
- Police badge
- Wrench
This unlocks Tubeslasher. It is easy to miss because the hose has no story purpose after this point.
Free the Key Master and start the food fight
Unlock the Key Master’s cell and tell him about the van. The driver still blocks the route outside, so use the third-floor bubble-gum dispenser with its window open to trigger a distraction. Return to the garage and speak to the Key Master.
In the kitchen, set the menu so Professor Nock receives roast chicken and Beeman receives potatoes. Ride the trolley to the dining table and use the fork on Beeman’s foot. Once the food fight begins, take the spare tire to Hoti and Moti in the garage.
Solve Aluman’s Zen garden
Unlock the TV-room gate, recruit Aluman, and inspect the fingerprints he leaves on the television. Outside, talk to him near the garden and take the rake. The five stones should form the following vertical pattern when read from left to right:
- First stone: bottom position.
- Second stone: middle position.
- Third stone: top position.
- Fourth stone: one space below the top.
- Fifth stone: one space above the bottom.
Use the rake after placing the stones, talk to Aluman again, and meet him at the garage. Give him the jumper cable. Then enter the watchtower, open the locker, climb higher, and hide in that locker when the guard approaches. In the control room, press the green button and cut the cable with the pinking shears.
Cutting this cable unlocks Escapress and closes the asylum section. Do not do it until the achievement checklist below is complete.
Part 5: car crash, river, and church organ

Open the limousine trunk and take the towing rope. Inside the car, play Hoti and Moti’s card game. Select a card and watch Hoti: his eye movement gives away the correct card. Confirm the signaled card three times to receive an electric charge. Walk up to Aluman, touch him to transfer the charge, and take his rust remover.
Follow the road to the van. In the cab, release the parking brake, press the clutch (the left pedal), and shift into neutral. Tie the towing rope to the bridge railing, return to the wreck, and use the rope to cross the river. Remove the rust from the cemetery gate and enter the church.
Speak to the reverend and insist that you need information about Edna’s father. Take the headphones and amplifier, place and power the amplifier in the church, then climb toward the bell and strike it once with the polo mallet. The music book provides the organ melody:
E – A – D – B – G
On the white-key layout, the same sequence is the 4th, 6th, 7th, 8th, and 10th white keys from the left. Open the hatch beside the organ, route the headphones between the hatch/tape system and the sound source, switch on the organ, and play the melody. Climb back to the bell and strike it again. When you descend, the Key Master has fallen and Edna obtains the house key.
Part 6: forge the house key and see both endings
At Edna’s house, smash the garden gnomes with the polo mallet and take the key and clay-like shards from the order gnome. The key breaks in the front door. Go to the shed for pliers and a spade; remove the broken key with the pliers, clear the thistles at the back with the spade, and break the basement window with the mallet.
Inside, take the lighter from the upstairs study and wet the gnome shards in the bathroom tub. Combine the damp clay with the broken key to make another imprint. In the basement, light the furnace, fire the imprint, and use the potholder to remove the mold. Melt the asylum master key in the pot and pour it into the house-key mold.
Before cooling the mold, go back outside and use the lighter on the moon for Moonlighter. Cool the mold in the tub, break it open, and receive the repaired key. Lady of Keys unlocks here. Open Edna’s bedroom and begin the final Tempomorph.
Inspect the diary and open the window. As Harvey, cross the ledge and collect the woodpecker topic from the other window, then give it to Edna. As Edna, open the cabinet, knock on the bedroom door, and quickly hide in the cabinet so Alfred enters and can be locked inside.
As Harvey, travel through the kitchen and basement and leave through the basement window, watching the memories on the way. Make a manual save now. Behind the house, choose either Dr. Marcel or Harvey. After the first ending, reload the save and choose the other. Once the game has fully returned to its menu, begin a new game and take the chair leg to unlock Deja-vu.
All 18 Anniversary Edition achievements
| Achievement | Requirement in this route | Missable? |
|---|---|---|
| Cellfree | Trap Babbitt after leaving the cell. | No |
| Liftgirl | Ride the laundry lift through all three locations. | Low risk |
| Forger | Copy Dr. Marcel’s signature with Harvey 2. | No |
| Queen of the recreation room | Defeat Adrian and obtain his medal. | No |
| Escapress | Complete the watchtower escape. | No |
| Lady of Keys | Forge the replacement key at Edna’s house. | No |
| Copyrighthurtress | Talk to the security-room trashcan. | Yes |
| Handicapress | Try to pick up the outdoor birdbath. | Yes |
| Exchangeress | Exchange potholders with Beeman. | Yes |
| Deja-vu | Finish the game, start again, and take the chair leg. | Post-game |
| Moonlighter | Use the lighter on the moon at Edna’s house. | Yes |
| Workeress | Talk to the pen, use the cafeteria bulletin, and use the pot on the shock lever. | Yes |
| Polisheress | Use the potholder on both the fork and phone coin. | Yes |
| Big Litterbug | Perform 23 qualifying mess interactions. | Yes |
| Comic Nerd | Use the comic book on 23 qualifying targets. | Yes |
| Waterplacer | Place a water cup in seven qualifying locations. | Yes |
| Tubeslasher | Use the four-item sequence on the second-floor hose. | Yes |
| Little Mucky Pup | Use ketchup on ten qualifying targets. | Yes |
Compact one-run collectible counters
These are deliberately short, known-working sets. There are more valid targets than the achievement requires, but a fixed counter is easier to audit.
Waterplacer: seven placements
- Put a cup back in the security-room trashcan.
- Place a cup beside the green chair outside Edna’s cell.
- Give a cup to Babbitt on the roof.
- Put a cup in Dr. Marcel’s open desk drawer.
- Put a cup in Dr. Marcel’s chimney.
- Place a cup on the green sofa in recreation.
- Use a cup on the furnace grate in the basement.
Little Mucky Pup: ten ketchup targets
- Third-floor break-room faucet.
- Table in Edna’s cell.
- Dr. Marcel’s desk.
- Dr. Marcel’s diploma.
- Dr. Marcel’s trophy cabinet.
- Left sink in the second-floor bathroom.
- Middle sink in the second-floor bathroom.
- Right sink in the second-floor bathroom.
- Third-floor WC sink.
- Dr. Marcel portrait near the ground-floor group-therapy area.
Big Litterbug: 23 interactions
The ketchup actions above already contribute ten. Add mustard to the break-room faucet, the cell table, Dr. Marcel’s diploma and trophies, all three second-floor bathroom sinks, and the third-floor WC sink. Use the pen on the cell table, Dr. Marcel’s desk, chair, and cabinet, plus the second-floor lift-room poster. That combination reaches 23 when completed with the ketchup set.
Comic Nerd: 23 targets
Use the comic on these targets as they become reachable: storage-room light switch; roof antenna; the view down from the roof; broken hallway plant; reception painting; basement message board; archive sticky note; archive folder cabinet; break-room dartboard; air-conditioning ventilator; a cell pad; Dr. Marcel’s chair; Dr. Marcel’s window; phone sign; phone dial; recreation-room lamp; left-corridor poster; Petra; art-room shelf; bartender; basement washing machines; furnace manometer; and the hole below the furnace room.
If a cumulative achievement does not pop exactly on the final listed action, do not leave the asylum. Recheck the counter from the beginning and use one or two alternative targets. Classic-edition community notes report more script quirks than the Anniversary Edition, so a spare pre-escape save is especially useful on the older release.
Common sticking points
The WC guard never leaves
The monitor wall reflects which asylum lights are on. The required pattern must spell WC. Revisit the lift rooms and nearby corridor rooms, turn on the bathroom/Key Master lights, and switch off the lift-room light before returning to the third-floor WC.
The group-therapy answers are missing
Read the patient files in the basement archive, get shocked, obtain Dr. Marcel’s signature, and sign the registration form. The Adrian-specific identity choices do not all appear until those prerequisites are complete.
The Zen garden does nothing
Looking at the fingerprints on the TV is part of the puzzle state. Recruit Aluman in the TV room first, inspect the marked screen, talk to him outside, then place the five stones and use the rake. Correct-looking stones without the conversation chain may not advance the scene.
The organ melody seems correct but nothing happens
The notes are only one part of the setup. Take and power the amplifier, open the organ-side hatch, connect the headphones to the sound/tape route, switch on the organ, and strike the bell once before playing E-A-D-B-G. Strike the bell again after the melody.
Should I install the old community script fix?
No for the Anniversary Edition. One supplied Steam guide points to an old third-party replacement for classic English script files, but the guide is warning-bannered, the download is obsolete, and later comments say the newer non-Java release no longer needs it. Keep a manual save and use the current official build instead of replacing game files from an unverified archive.
Sources & credits
Game metadata, achievement names, and images were checked against the official Anniversary Edition Steam page and the developer site listed by Steam. Puzzle order and cleanup details were cross-checked against multiple readable community walkthrough references. Screenshots are official Daedalic Entertainment store media; no competing guide images are reproduced.