Hylics/Walkthrough

This is a walkthrough for the first series entry, Hylics. It provides an order of events for the player, as well as listing notable items to make sure one gets in each area.

## Relevant Links

Hylics 100% Playthrough Video

  Special Attacks

  Things

 Instruments

 Outfits

 Locations

 Enemies

### Interactive Maps

Map:Hylics World Map

 Map:Recolored World

 Map:Moon

## Act 1

The game begins with a black & white character on a beach. Though he is never named in-game, he is referred to internally as Dracula. After you wander around for a few seconds, he'll dispense a few lines of randomly-generated dialogue, referencing  Gibby, King of the Moon. After which, you'll be taken to a screen titled **Act 1**. Pull a lever, and it begins!

### Wayne's House

You wake up as **Wayne**, a man dressed in black leather with a moon for a face. Naturally, you're in his house. In the living room, you're going to want to interact with the **TV**, which will let you learn **Ablative Holo-Pleather**. This move both heals and guards, so is a great support move. There will also be a box containing cash, and a **Warp Crystal**. Up the stairs is your bathroom -- at any time you can take a bath in the tub to restore your Flesh & Will. Check out the toilet, and you'll find a **Warm Burrito**. You can also grab the **Toilet Paper**.

 Directly outside his house, there are two trashcans. One will give you a **Trashcan Lid**, and the other you'll crush. Just west of the house, there's a field of **Vegetables**. Though the game doesn't notify you after the first, each plant will yield a vegetable. These are a useful and plentiful healing item, and they restock every time you die. Swing by and collect them often. In the northeast corner of the map, there's another trashcan containing cash-- you'll have to carefully edge up the east edge of the map to get to it. We'll be coming back here later, but for now, head out to the world map and go east to the **City**.

### City

Welcome to [Noun], the [Adjective] City! This is the only city in the whole game. It's got five vendors -- To the east, one who sells instruments for bludgeoning or stabbing, and another who you can pay for a bath, on the upper level. To the west, there's one who sells comestibles, and on the upper level there's one who sells armors and one who sells other outfit pieces. From this last one, you're going to want to make sure to purchase a **Bleak Cellophane**. Don't be precious with your money otherwise. You'll have plenty, and basically every other vendor in game only offers a one-time purchase. You can also sell any spare items you find from enemies here.

 On the bridge across the upper level of the city, there's another **Warp Crystal**. When you're ready, you can head up that big central staircase to the Ancient Ruins.

#### Ancient Ruins

       Make sure you've equipped all your gear -- at this point that should be 4 items, including the default Pistol Wayne comes with. This place is swarming with Cone Cultists and Cone Statues. For now, try and avoid them; you're going to want to head for the northwest corner of the map. There, you should find a green-horned man, surrounded by red fencing. The cultists won't enter this area, so it's safe to hang out. Make sure to hit the **Warp Crystal**.

Meet **Dedusmuln**! He's an archaeologist, and he wants you to help him find a **Paper Cup**. This isn't hard to do -- there's one just inside his tent, next to the pillow. Press space to dig it up! Show it to Dedusmuln, and he'll be stoked to join your gang. Paper Cups can be cashed in at **Water Dispensers** -- there's one just inside Dedusmuln's tent. However, for now, you should just hold onto it. Paper cups are in short supply, and **any cups cashed in now will not give their bonus to future party members**. You're also going to want to turn on Dedusmuln's Machine and explore the dream it gives you. It will lead you to the location of another cup. And, if you leave the room, you'll meet the Sage of Brains, who will give you his **Token**.

 Once you have got Dedusmuln, you're going to have a better time exploring the ruins. Head to the mid-north of the map, and you'll find another television running around that will teach you **Space Shurikens**. This is a great offensive move, dealing more damage than a regular attack. When you have the time, don't forget to also take him back to Wayne's House to learn AB Holopleather. **You'll have to revisit every TV manually to teach new party members their abilities.** Throughout the map are piles of bucks, and every enemy will drop some as well -- You can go and buy yourself and Dedusmuln some nice new outfits and instruments.

Now get killing! These combats are technically optional, but though you don't level, every enemy you kill will give you cash and meat. Any time you get low on flesh & will, you can go sleep in Dedusmuln's Tent to restore yourself. Just make sure the machine is off! Most combats are just Cone Cultists, with some Cone Statues. Wayne's special attack **Hypno Sigils** will help you a lot, tabling enemies so you only have to deal with one at a time. Another **Bleak Cellophane** might help you if someone keeps missing their attacks due to blindness. Towards the center of the map, there's a Fleshtache , the effective boss of the area. You should probably save him for last. For the **Fleshtache**, bring plenty of Comestibles!

 You're probably going to die a couple times clearing out the map -- feel free to check out the next section, **Afterlife**, before you're done.

### Afterlife

So, this is the afterlife. Feel free to crash on the couch. Seriously -- dying will reset your flesh & will back to 1, not full, and so you ought to take a nap before heading back out to ensure you're topped up. To the east, there's the grinder. You can insert meat (gathered via combat) into the machine to increase your flesh. That said, unless you're struggling, you'll probably want to hold onto it: like paper cups, **any Flesh you gain will only be applied to present party members, not future party members.**

 Down the steps are the warp crystals. These match up to similarly-colored crystals in the overworld. You can interact with these to set your destination, and proceed through the portal at the top of the stairs to respawn at the location of your choosing.

There's a fish guarding the east steps. You can only pass once you've died three times. Easy goal! Down the stairs will be a **Water Dispenser**, and a pot containing the  **Bestial Axe**. That's an instrument that grants a ton of Mightiness -- so much as does the **Fork**!

 Down the west stairs, you can find the beach. There's some bugs, a fish who will teach you how to make sandcastles, and a cave. Inside the cave, give the man some **Dynamite** (If you don't have any yet, you'll be able to get some from enemies in the **Computer Room** -- head back here then.) He'll blow up the wall, and you can follow the cave to a Television that will teach you **Calibration**. This is a very useful support/setup move , especially as one party member can calibrate another.

### Computer Room

South of Wayne's House is the Computer Room. It's a pretty simple zone -- Enemies are segregated into areas marked with red lines, and several will walk patrols rather than chasing you. The enemies in this section are primarily Spiral Polycerate, with the occasional Foothead and Slughead. At this point, if you've the cash, you'll probably want to swap out all your **Bleak Cellophane** for **Turbo Tendons**, as you're not likely to encounter blindness.

 In the central zone there's a warp crystal, that will lead to the next area. Don't worry about that yet. Instead, head west. There'll be a **Warp Crystal** and a TV that teaches **Mystic Meat**. This is a great move -- it prevents negative status effects on all party members for multiple turns. You'll never need cellophane again. South from there, there's a small path with an Ambulant Skull. Touching this guy will result in instant death, so, try not to. You can abuse the wonky pathing mechanics and his slow walkspeed to get around him. In the trashcan, there's a **Parasite Crystal**, and through the door is the **Sage of Computers**, who will give you their token. You'll want both of those.

 On the east side of the map, there's a **Water Dispenser**. There's also a **Muscle Applique** and some cash, if you want to deal with the skulls again. When you're ready, head through the central warp to the **Recolored World**!

### Recolored World

Immediately south after being warped, there's a small box containing a **Paper Cup**. After grabbing that, you can head north to the map! You'll find yourself on a linear chain of islands. The way to proceed is east, and, each island will have one notable location, aside from the penultimate one. Notably, the second island features the Yellow House, which will allow you to rest and heal to full health. **There are no warp crystals in the recolored world**; don't be afraid to rest up when you're running low.

 The first island contains the Vault at its south tip. Make sure you're healed before heading here -- talking to the guard repeatedly will lead him to summon Mustelidae and attack you. When he's dead, you can head inside and claim your rewards: Cash, an **Artificial Bicep**, as well as **Bad Juju** from the toilet. From the TV, you can learn **Detonation**, a slow, but supremely powerful attack.

 The third island features the **Castle**. Just walk right past that for now; completing this area will begin the next act. The fourth island features the Creature, a writhing red boss that isn't particularly difficult. She'll reward you with a **Chitin Jerkin** and four **Deutoplasm**. This is the only place to get deutoplasm in the entire game. The fifth island is empty, and only leads you to the sixth island's **Warp**. Activating this will take you back to the world map, to an island whose only occupant is **Somsnosa**.

#### Somsnosa's House

        Meet Somsnosa! She's a younger girl, feeling a bit off as she sits on the couch. She's lost her magic gloves in the basement, *and* it's been infested with Ambulant Skulls! If you agree to help her, she'll follow you as you do. But first, check out the TV to learn **Bubbles**. Immediately in the basement, there's a **Warp Crystal**, a Juice Box in the fridge, and if you really hug the wall outside of the doorway, you can get to a trashcan with a **Muscle Applique**.

 Head forward, and you're in the basement cave. Ambulant Skulls are all going to follow you once you get close enough, and they're just as deadly as before. Use the natural loops in the basement to avoid them. Straight ahead (though the path to get to him is eastward) there's a **Roach Food** vendor -- pay him and bring that back to your own house's bathroom to get another **Chitin Jerkin** and a **Palmetto Buckler**. To the southeast, there's a dead end -- digging in that spot will yield a **Paper Cup**. Finally, at the north of the map (accessible via the west,) there's Somsnosa's **Magic Gloves**! If you're having trouble reaching this point, you can also go back outside and walk around behind the back of Somsnosa's house -- there'll be a ladder that'll lead you right to this point.

 **Magic Gloves** are an instrument used exclusively by Somsnosa. She sort-of holds dominion over bugs, and so can juice them into pure mightiness. Bugs are scattered across the whole world, and each one will raise her mightiness by a few points. She can easily be your most powerful party member. I haven't mentioned insects in locations up to this point, but, there's a list in the act checklist that mentions every location with them thus far. Note that you cannot juice bugs present on the map of the recolored world, unfortunately. Like with when you acquired Dedusmuln, when you have a moment, you're going to want to take her for a tour of all the TVs you've acquired so far. And like before, I'd still recommend holding off on using **Paper Cups** and **Meat**, til you get your next and final party member.

 With this, I've gone over everything in this act aside from the final dungeon. Go on back to the **Castle**!

### Castle

The final dungeon of the act. It's constructed pretty simply -- Straight ahead, there's a small group of enemies walking patrol routes -- Guards with their Malign Holograms. The holograms can blind and calibrate, while the guards can attack the whole party at once. Regardless, if you've been killing everyone, they shouldn't be hard to stomp. Especially with the aid of Somsnosa. To the east, there's a small room growing **Vegetables**. Through the door is a machine -- poking it will summon a **Horrid Projection**. This guy can be a little tough -- he's got two moves that heal himself, and has a move that can prevent the party from using gestures. Still, with three party members, he shouldn't be difficult to beat.

### Final Checklist

* **Warp Crystals:**
	+ Wayne's House
	+ City
	+ Ancient Ruins
	+ Computer Room
	+ Somsnosa's House

* **TVs:**
	+ AB Holo-Pleather (Wayne's House)
	+ Space Shurikens (Ancient Ruins)
	+ Calibration (Afterlife)
	+ Mystic Meat (Computer Room)
	+ Detonation (Vault)
	+ Bubbles (Somsnosa's House)

* **Sage Tokens:**
	+ Sage of Brains (Dedusmuln's Tent)
	+ Sage of Computers (Computer Room)

* **Bugs:**
	+ 6 (City)
	+ 1 (Sage of Brains)
	+ 4 (Afterlife)
	+ 1 (Sage of Computers)

* **Water:**
	+ Cup (Dedusmuln's Tent)
	+ Cup (Ancient Ruins)
	+ Cup (Computer Room)
	+ Cup (Somsnosa's House)
	+ Dispenser (Dedusmuln's Tent)
	+ Dispenser (Afterlife)
	+ Dispenser (Computer Room)

* **Things:**
	+ Trashcan Lid (Wayne's House)
	+ Toilet Paper (Wayne's House)
	+ Bestial Axe (Afterlife)
	+ Parasite Crystal (Computer Room)
	+ Muscle Applique (Computer Room)
	+ Artificial Bicep (Vault)
	+ Bad Juju (Vault)
	+ Muscle Applique (Somsnosa's House)
	+ Roach Food (Somsnosa's House)
	+ Magic Gloves (Somsnosa's House)
	+ Chitin Jerkin (Creature & Wayne's House via Somsnosa's House)
	+ Palmetto Buckler (Wayne's House via Somsnosa's House)

## Act 2

     Dracula's back, found in an apartment this time. Like before, he'll dispense some words and mention Gibby. Fiddle with some more switches to begin the act.

 Now you've unlocked the **Water Lock**, so you've got much greater mobility -- there's a Boat on your **starting island** that you can use to cross the waters. The boat can be docked or summoned at any dock.

### Pongorma's Vault

     First you're going to want to head to **Pongorma's Island**. In the north -- Totem Coast -- there's four totems with shapes on top of them. Memorize those shapes (and get that **Bug**) and head south on the island to **Pongorma's Vault**. There's four **Bugs** -- juice them and head inside the building. Interact with the shapes corresponding to those four on the coast. You'll know they're active when they wiggle. Once they're all correct, the door will open.

 Head inside, and meet Pongorma! The greatest of the dread knights of Yiithorn. Grab those **Bugs**(there's another in the bathroom) and Fight him. By this point in the game, it shouldn't be a hard combat to overpower. Once you have, he'll agree to join you in further violent endeavors. Don't forget to watch his TV and learn **Dark Flame** -- an attack that damages all enemies.

### Errands

Outside of Pongorma's house, there'll be a vendor selling **Squirrel Food**  You can take that back to your house and get a **Squirrel**. There's also a **Water Dispenser** -- and, with all your party members at last, you can cash that in, as well as the rest of those found throughout the world. You can also head to the **Afterlife** and cash in all your **Meat**, and, you've got all your options now to use up those **Muscle Appliques** you've gathered. Don't forget to walk Pongorma around every to **TV** you've found thus far, too. You're also going to want to stop at the Lever Island's Shack, grab the bugs, and spend some time mashing that button. You'll get some **Muscle Appliques** and a **Paper Cup** for your efforts.

 When you're done with all that, head back to the City and do any gearing up you've been meaning to. Make sure to stock up on **Juice Boxes**. Don't hold on to any extra cash -- you won't need to.

### Graveyard

     Head to the Tomb Island and walk that winding path into the **Graveyard**. If you shove ahead that first gravestone, you'll head down into a room with a **Warp Stone** and a map showing the location of the other gravestones with rooms beneath. You're going to need to head into each of these rooms and activate the levers inside. Careful, though: this place is full of all sorts of Ghosts and Dread Meats and other such horrors. Ghosts are only damaged by special attacks, and have an attack that drain will, so be sure to enter every battle with it full. Note that they also take damage when an attack makes them wake up from Wayne's **Hypno Sigils**. They can also blind your party, so make sure you keep up with either Mystic Meat or equip some **Bleak Cellophane**.

 To the northwest, there's two sets of blue stairs. The eastish one leads to a chest behind a wall where you'll find some frozen burritos. The westmost one leads up to a **Couch** and a microwave. If you follow the stairs further across the back of the map, it'll drop you on the northeast. Down the ladder in that area, there's a television that teaches **Health Chant**. Otherwise, just go through the area methodically and keep an eye on the map. When you've flicked every lever, you're going to want to go to the ladder just east of the entrance and flip the Big Switch. That'll open a big blue doorway at the center of the map -- head down into the **Tomb**.

#### Tomb

In the tomb, you're surrounded by dead bodies and, unfortunately, some live ones. Packs of enemies -- mainly Monoops and their fellows -- will walk patrols along the corpses. Using battle tactics you already know -- Hypno-sigils and Mystic Meat -- should take you through here just so surely as they have thus far. After the first body, you can turn west and find a **Demon Skull**. After another few enemies, there's a break area with a **Water Cooler**. Further, there's some vegetables and, north, a **Duck Blade**. East of that there's a Tomb Shrub, the boss of this area. He'll keep on summoning Sub Shrubs as the battle goes on, so aggression is key here.

#### Hall of Deadly Statues

     Back underground, there's a **Warp Crystal**, and some friendly Despair Puffs, training their running. The room ahead is a maze full of statues that want you dead -- as you wander through the room, statues will detach from the walls and chase you. Like the Ambulant skulls, try not to touch them, or you'll die immediately. Thankfully this room is more barren -- after entering the main section, your goal is northwest. However, you're also going to want to make a stop at true-north -- there's a stairwell blocked by a statue. You'll have to lure it away and go up those stairs to meet the **Sage of Death** to get your last token. If you head east in his room, then north, you can wrap around to the west side and access a fridge there for some extra treats. After that, you can leave him, and proceed to the hall's true exit. Interact with the mysterious tower, and summon your **Airship**!

### Final Checklist

* **Warp Crystals:**
	+ Graveyard
	+ Hall of Deadly Statues

* **TVs:**
	+ Dark Flame (Pongorma's Vault)
	+ Health Chant (Graveyard)

* **Sage Tokens:**
	+ Sage of Death (Hall of Deadly Statues)

* **Bugs:**
	+ 1 (Totem Coast)
	+ 8 (Pongorma's Vault)
	+ 2 (Shack)
	+ 1 (Sage of Death)

* **Water:**
	+ Cup (Shack)
	+ Dispenser (Pongorma's Vault)
	+ Dispenser (Tomb)

* **Things:**
	+ Squirrel (Wayne's House via Pongorma's Vault)
	+ 2x Muscle Applique (Shack)
	+ Demon Skull (Tomb)

## Act 3

     Dracula is here again, and as before he'll say something-or-other. Fiddle with all your switches and begin the act!

You now have access to the Airship, your most powerful movement tech. With it, you can take off and land on any island. It can be resummoned at several points throughout the world via the **Mysterious Towers**.

### Errands

First you're going to want to head off to the Sage Island. Just before the end of the second act, you got your final token. You're going to want to place one in each receptacle on the island, and then learn **Ultimate Magic** -- **Legend of Melting** is a supremely powerful move. By this point in the game you ought to be pretty overpowered -- but boy does this set that fact in stone.

If you head north to the Band House, you can don your various instruments and play for your adoring fans. A helpful fish will show you how. More to the point, though, at the south of the room there's a TV that teaches you **Dissect**. Also, if you root through the crowd, you can find a chest containing a **Juice Box**.

 Meanwhile, the Coastal House is present in the southeast of the world. Inside, there's a **Insect**, a **Juice Pack**, and a TV that teaches **Illusion Form**. This gesture doesn't have any effect in battle, but changes your overworld sprites to that of random enemies. There's also a man selling **Horse Food** -- Like the others, you can take this back to your house and be rewarded with a **Horse**.

### Laboratory

Head up the into the laboratory and you'll learn they're in need of a foreman. You can head north and inquire about the position with Clawman, the boss. He's pretty simple -- just come right out the gate with **Legend of Melting**, and you'll have the job. Once you've got it, pass east through the receptionist's room and into the lab proper. In there there's a machine prepped and ready for you -- flick the lever, and out comes pure cash.

###  The Moon

Once you're done with your shift, it's time. Head north to the Spaceship Island. With your newfound riches, you can talk to the vendor and buy some **Hot Dog**s, as well as a spaceship key. Inside the ship, there's a Cone Cultist in the way. This shouldn't be an issue.

You can ride the ship up to the moon, and make your way right into the Moon Palace. It's swarming with guards -- you can crush them like ants. If you want a little extra oomph, you can pick up the **Simmery Axe** just to the west of the entrance. There's a **Juice Pack** to the right, too. Make your way up the tower, and once the masses clear, you'll find Dracula, prone on the ground. Pass him by, hit that **Warp Crystal**, and finally meet  Gibby, King of The Moon.

 Despite your overwhelming power, he can still be a tough fight. He has two statues -- one eerie and the other  vital, neither of which can fully die. This can be a thorn in your side -- they can continue absorbing damage from **Legend of Melting**. In addition, Gibby hits like a semi-truck. In any case, if you keep swapping between a setup turn where three members calibrate and your weakest attacker uses a **Juice Pack** -- and attacking turns where your party all invokes Melting, you should be able to defeat him. If you die, stop by the afterlife and deposit your **Meat** -- though you weren't notified, each guard you crushed gave you some extra.

### Final Checklist

* **Warp Crystals:**
	+ Moon Palace

* **TVs:**
	+ Legend of Melting (Sage Island)
	+ Dissect (Band House)
	+ Illusion Form (Coastal House)

* **Bugs:**
	+ 3 (Band House)
	+ 1 (Coastal House)
	+ 1 (Moon Spaceship)

* **Things:**
	+ Juice Pack (Band House)
	+ Juice Pack (Coastal House)
	+ Horse (Wayne's House via Coastal House)
	+ Simmery Axe (Moon Palace)
	+ Juice Pack (Moon Palace)