Perils of Man

Perils of Man

38 ratings
The Perils of Man - Text Walkthrough Guide
By tsupertsundere
This is a text-based complete walkthrough of the Perils of Man, based off of different guides and videos found for it.
   
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Introduction
This is a text walkthrough for the game the Perils of Man, cobbled together from other guides on the net into one place. I'm writing this down here because I really dislike following video walkthroughs for games and prefer text ones.

I used Jonnsen's achievement guide for the missable achievements. I used appunwrapper's walkthrough[www.appunwrapper.com] for the first part of the game. I used Nokzen's video walkthroughs for the rest of the game.

This isn't going to be super elegant, and there's probably ways to do this game much, much more quickly, but here's how to get to the end, in text form, with all achievements intact.

There's only three missable achievements. The others auto-unlock with story progression. I won't mark those, but I will mark the missable ones.
Getting Out of Your House
- Get warm boots from closet //// Get hangar from the foot of your bed //// Get batteries from your clock radio

- Head downstairs

- In the entryway, click on the utility closet and set the thermostat to very cold, and pick up the lightbulb among the boxes n things in the bottom of the closet.

- Go right into the next room

- Get the balloons from the table and go talk to your Mom. Exhaust all options - you'll get Pepper's ghost? in your inventory. Give her the warm boots, then leave to go back into the entryway.

- Your mom will complain about the temperature and get up to fiddle with the thermostat. Go back to where she was sitting and click on the chair. You'll get front door key.

- Go out front.

- Get ladder on the side of the house //// Get coins from in the fountain //// Click on odd symbols on the second tier of the fountain to zoom in on them, and also pick up the clock hands sitting there as well.

- Head back inside, through the dining room, and right into the darkened gallery.

- There's a table with an open drawer right next to the doorway. Click the open drawer, get a flashlight and a fuse

- Put one of your batteries into the flashlight - now you can navigate the dark gallery.

- Walk all the way to the end of the hall. Close to the camera there's a fuse box on the wall. Insert fuse, lights come on.

!!!!!!!!!!!!!! - Head into the library. Walk to the right wall, put ladder on ladder rails. Use Pepper's Ghost? on the Massive Bookshelf, get a book AND your first missable achievement.

- Get the lampshade from the lamp in front of the large window, and head back into the entryway. As you walk past, snag Thomas's portrait from the wall. It's the very left-most one.

- In the entryway, focus on the tan box-thing. That's a Diorama. Replace the burnt out lightbulb, zoom into the Diorama. Use the battery and the lampshade on the Diorama to fix it.

- Watch the little movie. Get Libe Abaci? in your inventory.

- Walk back to the library //// Use Libe Abaci? on the Massive Bookshelf //// Get Fibonacci book

- Use the clock hands on the grandfather clock, and then the Fibonacci book.

- The sequence of numbers you want to use is 0, 1, 1, 2, 3, 5, 8, 13 - the first part of the Fibonacci sequence.

- Click on the new open panel in the bookshelves.
In the Lab
- Check out the large coal boiler.

- Combine the balloons and the wire hanger in your inventory, and use the abomination on the coal handle on the left side of the boiler (above where the broken chain lay)

- Use the elevator to head down into the lab.

- There's a large air duct immediately to your right. Use it as a quick way to go outside. Go outside now.

- Use the dark glass vial (your dad's gift to you) on the thunder and storm in the sky. A cutscene will play - lightning flashes and illuminates whats inside.

- Head back into the lab, and click on the workshop table in the lower right of the screen.

- Pick up the tongs, the crucible, and the mallet, and turn on the bunsen burner.

- In your inventory, combine the gold goins with the crucible, and then comebine THAT combination with the tongs. Use this item on the bunsen burner.

- Back in your inventory, pour the melted gold in crucible with tongs into the dark glass vial. Then use the mallet on it. You get a teeny gold key!

- There's a trapdoor in front of the elevator door. Click on it and it'll take you into the workshop.

- In the workshop, walk toward the camera and click on the workshop table.

- Insert the gold key into the robot bird body, but it can't start just yet. Collect the two bird legs, the loose spring, the maser, and the bird tail.

- In your inventory, combine the loose spring and the master.

- Use the bird tail on the bird, then the coiled master thing in its chest. Put the two legs on and turn the key and the bird will come to life.

- After the cutscene, Darwin, the bird, will perch on the old chess automaton. You'll get Bird's Opening? in your inventory.

- Go back up to the library, use Bird's Opening? on the Massive Bookshelf. It turns out that's a chess move.

- Head back down to the workshop again and use that new knowledge (literally drag it out of your inventory) on the chessboard. A drawer will slide open on the table. Take the goggles and the fancy maser from inside. Combine the two items.

- Head upstairs, and use the Risk goggles on the huge fancy book. It's no longer blank.

- Click on the illustration of the book in the mid-right side of the page. The book will pulse. Then click and drag until the dotted line arches up to the upper-left side of the page, where a swirling vortex will appear.

- You will be teleported to the scene of the fire... in 1873.
Stopping the Show
- You find yourself under the stage of the ill-fated performance. There's sparks raining down from the ceiling and a lot of flammable objects nearby.

- Use the new Risk goggle icon next to your inventory to view the nearby threats. The big one is right next to you - the barrel of oil.

- Pick up a drum in the lower right of the screen, and there's a prisebar on the floor behind the big thunder machine over on the left.

- Use the prise bar on the other barrel to open it and get its lid. Use the lid on the barrel of oil. Safe!

- Use the drum on the barrel of water to empty it, and then click on the barrel again. Ana will roll it over, then click on it again to stand on it and pull the stairs down from the ceiling.

!!!!!!!!!!!!!!!!!!!!! - Upstairs, click on the velvet curtains right next to you to see a goofy little cutscene, and unlock the second missable achievement.

- Walk toward the camera and deeper backstage. There's a door hanging off of a flat. Use your prisebar on it to remove it.

- Keep walking back and over to the left. Go down to the furnace.

- This place is one huge OSHA violation. Click on the coal chute handle to put coal into the cart, and click on the cart to drag it into the center of the room.

- Walk over to the right and into the cistern. There should be a ton more water in here.

- Keep walking to the right, as far back and up as you can go, and you'll see a valve you can turn. Use your prisebar on it and it'll turn, putting more water into the reservoir.

- Go back to where the cart is, and lay down the door on the broken wall to make a ramp. You'll drag the coal-filled cart up the ramp... and then push the cart into the water. All right.

- Go upstairs, and out into the lobby.

- Use the Risk goggles to look at the window, and note the snow piling up and the drivers, carriages, and horses all crowded at the front of the building. Fire hazard.

- Talk to the Bobby on the left and the Charwoman at the right of the Lobby. Exhaust all dialogues. Basically, the Bobby's useless bc he's cold, and the Charwoman won't do anything without express word from the Manager.

- Head backstage and go into the manager's office up the short stairs.

- Pick up the umbrella, and talk to Manager. Exhaust all dialogues. Get a banana.

- Use the umbrella on the mug of beer to spill it and soak the Manager's trousers. He runs off. Steal his nice coat. Take the pen and paper from his desk, and his signature stamp, too.

- Combine the paper and the signature stamp for a complete set of orders for the Charwoman.

- Go to the lobby. Give the Bobby the fancy coat and he'll clear the carriages.

- Give the Charwoman the set of orders, and she'll sweep up the snow and give you a set of her keys.

- Go backstage, use the keys on the skylight controls lock. The skylights open.

- Use the banana on the monkey in the machine. You'll get useful pipes. Head back down to the furnace.

- Go back downstairs into the furnace, and use the pipes on the siphon pump. You'll flood the room and put out the boilers.

- Cutscene time! OH ♥♥♥♥ THERE'S YOUR DAD

- OH ♥♥♥♥ HE'S KIND OF A JERK

- You end up teleporting back home.
The Backwards Mirror
- Talk with Thomas through Darwin, exhaust all dialogue. Then you'll get to talk to just Darwin. Exhaust his dialogues.

- Walk around the circular platform. On the right side of the room, there's a large pile of slides. Click on it and you'll get a variety in your inventory.

- Jesus christ, like, a lot of slides.

- Look at Thomas's portrait for some clues, if you want.

- Put the purple checked slide into the projector with the coat on it.

- Put the green circles slide into the projector with the book on it.

- Put the blue striped slide into the projector with the bird on it.

- Put the red slide into the projector with the flower on it.

- Note the four new symbols on the skydome.

- Look at the mechanism next to the door you came in.

- Click the first dial once, the second dial twice, the third dial once, and the fourth dial twice.

!!!!!!!!!!!!!!!!!!! - The globe in the center will rise. So you don't miss the final missable achievement, click on the secret drawer to upgrade your Risk Matrix, and then click the lead box to get an Amethyst maser.

- Use the ameythst maser in the cylindrical slot, and a movie will play.

- Once that is over, leave to go back to the lab.

- Click on the book again, and you'll see a new tragedy.

- Click on the map anywhere and direct the curved dotted line to about Malaysia - a vortex will appear.

- Once again, you'll get transported.
Save This Ship
- Look around the wheelhouse - when you examine the wheel, you'll be caught by the captain, who locks you in a little cabin.

- Use your Risk Matrix and look up - there's a pipe that glows red above you. The center is rusted.

- Examine it, and a broken pipe will be added to your inventory.

- Use it on the porthole. Darwin will fly out, pick the lock, and you'll leave the room.

- Walk to the right to enter the Hold.

- Talk to the Donkey Guard. He totally narcs you out to the Captain, and you'll be stuck back in the brig.

- Put on the Risk Matrix and look down at the base of the tall stack of boxes to find a glowing-red bottle. It's a corrosive substance. Pick it up.

- Use it on the porthole. It opens, Darwin flies out, picks the lock again.

- Return to the Hold, talk to the Donkey Guard, exhaust all dialogues, then head back up to the Corridor.

- Walk left, then go to the Infirmary. Talk to the doctor, exhaust all dialogues.

- Pick up a gauze mask from the table she's working at. Go back upstairs and head left into the Bridge. Alert the captain and get thrown into the brig for a third time.

- There's a small red and white box behind the pallet of cans, reading 'medicine box'. You'll get pills when you click on it.

- Click the porthole and Darwin will have a conversation with Unger in the hallway. Exhaust all options.

- As Darwin, head down into the hold. Talk to Donkey Guard. Click the checkerboard. Donkey Guard will then put hay in the hallway.

- Walk to the far right and click on the porthole to close it.

- Walk past Unger back into the infirmary. Talk to the doctor to narc on Unger. Darwin picks the lock and Ana goes free.

- Go to the Infirmary and give the medicine to the doctor. She checks them and says they're placebos and returns them to you.

- Go to the Hold and give the Donkey Guard the placebos - the SUGAR pills. He gets the donkeys to spread evenly. They were guarding something.

- Examine what's buried in the hay. You find a logbook.

- Give the gauze mask to the Donkey Guard. He closes the portholes for you.

- Leave and go to the bridge. Use the Risk matrix and look at all the risks on the bridge - there's a lot. Back out, and examine the binnacle.

- Ana will reverse-engineer the boobytrap in the binnacle and the captain will cut his hand. You get his bloodied glove.

- Go to the infirmary and give the doctor the logbook and the bloodied glove.

- There's your dad, but old! Talk to him, exhaust all options.

- Walk to the right, pick up flares, and use the flares on the window, taking you back to the safety of the lab.
Tantalite
- Talk with Thomas through Darwin. He gives you a new chess move, which shows up in your inventory.

- Head down to the workshop, and use the new chess move with the chess board, where you'll get tantalite crystals and an empty maser. Darwin will fly himself onto the workshop table.

- Click on him. Remove his two legs, then open his hatch and take out the maser.

- Combine the tantalite crystals with the empty maser, then combine the half-full maser and Darwin's crystals.

- Go to the workbench and put the super maser into Darwin. He'll be added to your inventory.

- Leave the workshop, and watch the cutscene. There's Thomas!

- Talk to Thomas, exhaust all options.

- Once Thomas leaves, examine the Perils of Man book to read a note from your dad.

- Click and drag for another dotted-line arch thing. Your target is the word 'Chicago'.

- Talk to your dad at the helm of the airship, exhaust all options.

- Cutscenes cutscenes cutscenes

- You done it!
Version History
October 12, 2017, 2:30 pm EST - Version 01

I beat half the game, will finish to the end with the use of this guide to check that following just this straight through works.

October 12, 2017, 3:15 pm EST - Version 01.10

Okay, played through the game. I edited the guide some for clarity, to rearrange some steps to cut down on walking back and forth. I'm good with calling this guide complete, and I hope it helps.

November 18, 2018, 10:37 an EST - Version 01.20

Thanks to Decimus28, it was brought to my attention one achievement I believed was story related is missable. I highlighted where that is and made more emphasis to help make sure people don't accidentally sequence break and miss it. Thanks, Decimus28!
17 Comments
coldreactive 5 Jan, 2021 @ 8:59am 
@Brotherman Chris I checked the monkey machine, it doesn't give me a banana, the Beer mug isn't interactable either.

Game's soft-locked basically.
Retrowise 14 Oct, 2020 @ 1:58pm 
1. You should mention the diorama before giving the mother the warm boots as that is how you get pepper's ghost
2. you should mention that you need to look at the monkey machine before going to the manager's office since that is how you get the banana

other than that good guide
Nestor Saliven 22 Aug, 2020 @ 5:02am 
You already got me at this line: "because I really dislike following video walkthroughs for games and prefer text ones."

Me too. Thanks a lot!
aubri 27 Nov, 2019 @ 7:05pm 
Thanks a bunch! :grwheart:
reiraku 29 Dec, 2018 @ 12:41am 
Also, the lightbulb needs to be used on the lamp NEXT to the diorama, not on the diorama itself.
reiraku 29 Dec, 2018 @ 12:28am 
You need to examine the diorama in the entryway in order to get the dialogue options with the mother that will give you Pepper's ghost? in your inventory. After that, asking about the Diorama will eventually give you the 'Who was Pepper?' option, which will create the item.
decimus28 18 Nov, 2018 @ 12:31pm 
No problem, I'm enjoying the guide.
tsupertsundere  [author] 18 Nov, 2018 @ 7:33am 
@Decimus28: Huh! That's a good point. I'll go back and add it in; thank you.
decimus28 18 Nov, 2018 @ 5:47am 
Yeah the guide says to click the secret compartment when the globe rises but Gear Upgrade appears to be missable in a run if you don't do that. You can miss doing that and continue on, you get the item automatically later. Could be a problem for people using the guide for trouble spots and not worrying about missing it since you say it's not missable. Of note, the devs say it was supposed to be story based, that sequence skipping negates that. Heres the thread about it.

https://gtm.steamproxy.vip/app/347710/discussions/0/494631873669466792/#c361798516944307577
tsupertsundere  [author] 17 Nov, 2018 @ 9:46pm 
@Decimus28: Nope, they're tied to story progression. Regardless: if you follow this guide, you'll get all of them. Case in point: I transcribed this guide first, then played through the game with it, and unlocked all the achievements.