MISSING: An Interactive Thriller - Episode One

MISSING: An Interactive Thriller - Episode One

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MISSING: An Interactive Thriller - Episode One Walkthrough 100%
Av JoocyMan
This guide will attempt to walk you through the steps of finishing "MISSING: An Interactive Thriller - Episode One", a point-and-click mystery FMV through the use of images and text. Achievements will also be covered. Enjoy!
   
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Introduction
"MISSING: An Interactive Thriller - Episode One" is a point-and-click FMV, also known as a "Full Motion Video" or an "Interactive Movie". It's short, it's fun, but it's challenging; this guide is here to help you with that last part, achievements and all. Let's get started!

Keep in mind that during cutscenes, clicking repeatedly will bring up both a pause and a skip button.

If you're here looking for help on a specific achievement, press Ctrl+F and start typing in its name to skip right to it.
Chapter 1

You start off with your hands shackled. Click on your right hand to start the first puzzle of the game. Be aware that as soon as you click on the hand, you'll have 5 seconds starting right then to solve the puzzle to get the "Rush Hour" achievement.

Note: The game features a chapter select function, meaning you can try again as many times as you need to. No achievement is permanently missable.

After freeing your right hand, grab the dangling key to the left of the screen.
Pull the key out of your inventory and drag it onto the shackle, then click it to turn it and free yourself.
You can now explore the room. Pick up the scrap of paper stuck in the doorframe, then click on the coat.
Grab both the flashlight from one of the pockets and the scrap of paper clinging to the coat.
Head through the door marked "DANGER". Once inside, use the flashlight from your inventory on the darkness. Pick up the scrap of paper, the highlighter, and open the hatch to the right to discover the code to the locker.

Next up, click on the locker. Before you click on it again to input the code, pick up the scrap of paper stuck on the wiring to the right.

Click on the locker again and line the sliders up the same way the musical notes in the dark room were.

Once you're in the locker, pick up the scrap of paper hiding between the newspaper bundles, then click on the torn crossword puzzle.

Drag and drop the scraps in this general area to reconstruct the puzzle, then drag the highlighter over to start filling in the crossword.

Completing the puzzle will get you the "Your grandmother would have been faster" achievement, and the non-highlighted words will spell out "SARAH IS THE KEY".

With the code now in hand, head to the door marked "PLAY WITH ME" and input the code to escape the room.
You will need to complete a second playthrough of this chapter if you want the "You're a mentalist" achievement. To get it, simply head straight for the door and input "SARAH" after freeing your hands; do not solve any of the other puzzles

After a cutscene, you'll be presented with the game's first quick time event (QTE). React quickly!

At this point, you should receive the "Mr. Grey will see you now" achievement.

Congratulations! You've beaten Chapter 1!
Chapter 2
Meanwhile, an investigation is underway; a man has gone missing and a detective needs to find him before it's too late.

Another QTE starts this chapter off; react quickly enough to not spill any coffee on yourself to get the "Master barista" achievement.

Once outside, open the trunk of your car to find disposable gloves, a flashlight, and a suitcase. Take the flashlight and the gloves.

After a short cutscene, use your flashlight with the car to examine it closer. Swing open the back door and take a look inside to find a bloodied chisel/screwdriver. Examine it.

Go open the front door this time and go in, then examine the photograph in the glove compartment.

At this point, you should receive the "Detective Lambert" achievement.

Congratulations! You've beaten Chapter 2!
Chapter 3
Back to the boiler room.

After a short cutscene, you can explore the room. Pick up the two valve handles near the bottom of the screen and then continue on to the locked door on the right.

Time for another puzzle lock. Unlike earlier, there is no achievement tied to this one so there's no rush in case you want to take your time and figure it out. Below is the solution.

Now that the lock's open, go in and open the bottom drawer on the right side of the desk to retrieve the third valve handle. Now go check the papers on top of the desk. Move them all away from the center to reveal the diagram drawn underneath.

Go back into the main room and click on the pipes to start the next puzzle. Drag the 3 valve handles onto the pipes where they belong and then turn them until they match the diagram on the desk; the light on each will turn green.

At this point, you should receive the "Under pressure" achievement.

Congratulations! You've beaten Chapter 3!
Chapter 4

We're getting closer.

When you enter the room, head straight for the elevator. After a short cutscene, pull down the elevator door by clicking on the rope handle, then pull it back up halfway to see the code carved into the bottom.


Proceed to the door with the number keypad and type in the code you got from the elevator door.


Once through the door, make sure to pick up the batteries right away before going anywhere else since doing so will get you the "Better safe than sorry" achievement. Go into the first room on the right and attempt to use the flashlight to see into the dark room. Once the flashlight's batteries die out, drag and drop the fresh pair into the flashlight to look around the room to find both the green and yellow generator parts.


Go on to the next room and pick up two more generator parts, then continue on to the last room to trigger a cutscene.


Head back out to the main room and move over to the generator. Pick up the blue pipe in the middle of the screen, then reattach all the pieces you've collected to repair the generator, getting you the "DIY" achievement. Once that's done, pull the lever switch to "ON" and head to the now functional elevator. Close the door and keep the lever pulled to rise up to the next floor.


At this point, you should receive the "Going places" achievement.

Congratulations! You've beaten Chapter 4!
Chapter 5

Time to finally get out of here.

As soon as the cutscene ends, click on the desk to your right. You need to open the bottom row of drawers in a specific order to have the top right drawer unlock. Note that this is the ideal time to get the "Don't Slam the F*** Door" achievement by opening and slamming closed any drawer 20 times. You'll know you did it correctly when all four bottom drawers shut themselves. Open the top two and retrieve the rubber band and nuts.


Go over to the bars and click on the small space near the top of the cell door. Drag the rubber band over to secure it between two bars, then drag a nut over to position it on the rubber band. Drag the nut back to slingshot it over to the fire alarm and free yourself. Try to launch the nut from the position shown here to hit the fire alarm on the first try, getting you the "American sniper" achievement.


As you're running out of your cell, the C4 explosives planted around will start to go off and you will need to complete a series of QTEs. As soon as the cutscene ends, go right. Be prepared for another QTE, and then a third and fourth that come up back to back.


At this point, you should receive both the "Fire in the hole" and "Between life and death" achievements.

Congratulations! You've beaten Chapter 5 and completed Episode 1!
Remaining Achievements
Ryo's protégé
This achievement requires you to replay Chapter 5 a few more times, assuming you have not missed any QTEs in the previous chapters, e.g., dodging the steam blast at the end of Chapter 1.

To get this achievement, replay to the part after you hit the fire alarm and must make a decision to go left or right. This time, pick left. After a few seconds, you will be asked to pick left or right again on a different path. Pick right. Another QTE will come up, followed by another back to back pair.


Now you'll need to start up Chapter 5 one last time. Again, play up to the "left or right" choice part, and select left. On the next choice screen, select left this time. This is followed by the back to back QTE pair, after which you will finally receive "Ryo's protégé".


Trigger happy
At this point, this achievement is really just added for the sake of not leaving one out, but it is pretty self-explanatory and easy to get. Click anywhere and in any chapter 500 (cumulative) times to receive "Trigger happy". No need to sit and do the 500 clicks in a row.

Master escapist
The reward for reaching 100% completion, "Master escapist" unlocks once you've gotten every other achievement.

Congratulations! You've beaten "MISSING: An Interactive Thriller - Episode One"!

I hope you've enjoyed the game!
9 kommentarer
Petrucius 13 feb, 2021 @ 0:36 
A perfect guide! Thank you!
JoocyMan  [skapare] 4 maj, 2016 @ 16:22 
Thanks! Glad I could help!
r4kasha 4 maj, 2016 @ 8:07 
NICE walkthrough.. very thorough and helpful indeed :steamhappy:
JoocyMan  [skapare] 4 jan, 2016 @ 9:00 
No problem! Sorry for the super late response btw :/
👻 Jägermeister | 猫 | 4 jan, 2016 @ 0:00 
Yeah thats what i thought ;P
Thanks for the guide anyways, reall helped me out.
JoocyMan  [skapare] 3 jan, 2016 @ 23:47 
Oh man, this is embarrassing; you don't actually need to take the suitcase or interact with it at all; you just need the flashlight and the gloves. I've updated the guide to show this, thanks!
👻 Jägermeister | 猫 | 1 dec, 2015 @ 5:55 
2nd chapter i cant take the case on the left side of the trunk
JoocyMan  [skapare] 2 nov, 2015 @ 16:25 
Thanks man! Glad I was able to help!
Inspiral 2 nov, 2015 @ 4:42 
I came here to see what Ryo's Protege was about! Thanks for an excellent guide. It's clear that you put a lot of thought and effort into this.