Elroy and the Aliens: Walkthrough Guide

A complete walkthrough and guide to solving all puzzles and locating every item in Elroy and the Aliens.

Elroy and the Aliens: Walkthrough Guide

A comprehensive walkthrough & guide for Elroy and the Aliens.

City

Upon waking up, approach the door and use it, then pick up the keys and open the door. After a brief dialogue with Peggy, take the thrust module, newspaper, remote control, and the book Pentagon Haani. Open the bathroom door and grab the broom. Head to the roof, where you’ll collect the navigation module, fuel canister, and nozzle. Attach the nozzle to the canister, install the thrust module in the fuel compartment, place the navigation module on the rocket, and pour in the fuel. Use the remote on the rocket, triggering an interview with Peggy (choose any dialogue options) and a cutscene of the failed first launch.

Next, go to the Sierra Scrapyard gates and find a tire. Interact with the lever block, rotating it until it’s in the correct position, then hook the tire onto the mechanism and activate it. Once inside the scrapyard, pick up the old wallet and bucket, then proceed to Sierra’s shed to retrieve the hose. Talk to Sierra and select the first dialogue option to receive a circuit board.

Move to Elroy’s roof and install the circuit board in the rocket, but a crow will block your path. Go to Elroy’s house laboratory, open the fireplace, and use the newspaper on it. Then, head outside and speak with Mrs. Kandinsky, selecting the third and first dialogue options to obtain matches. Return to the lab, light the fireplace with the matches, and go back to the roof—the smoke will scare the crow away. Use the remote on the rocket. A cutscene of the second launch will play, showing Elroy falling to the street, followed by a dialogue with Peggy and Mrs. Kandinsky.

Back on the roof, inspect the rocket and talk to Peggy. Interact with the crashed rocket again to reveal a hidden box. In Elroy’s lab, use the broom on the hole, then press the button on the mysterious box. A cutscene with Diego’s message will play, followed by a dialogue with Peggy. Leave Elroy’s house (choose any responses when talking to Mrs. Kandinsky) and head to Peggy’s office. Discuss Diego’s message, click on the fuel stain and coordinates in the book, then review all the articles on the computer. Peggy and Elroy will devise a plan: Elroy gets the coordinates, and Peggy finds a way to obtain the crystal.

Go to the city park near the theater and talk to Charlie. Exhaust all dialogue options to receive the task of retrieving his tinfoil hat. Combine the wallet with pencils to create a pencil wallet. At the train station, witness a security robot destroying abandoned luggage. Speak with the ticket clerk (after a few lines, they’ll close the window). Place the pencil wallet on the floor and wait for the robot to appear. Talk to it, selecting the second dialogue option, to receive a diamond.

On the tracks, speak with the conductor, then return and talk to the vagrant Stan Rosebud. He’ll call you over—go through all dialogue options to learn the name “Losantos.” Pick up the spray paint can and return to the station. Talk to Bridget, tell her the name “Losantos,” and she’ll find the corresponding entry in her book, revealing the first clue on the map.

At the basketball court, speak with Terry, who reveals she has Charlie’s hat but wants a crown in exchange. In Elroy’s lab, use the diamond on the laser cutter, then the bucket on the same cutter to create a crown. Combine the spray paint with the crown to color it. Return to Terry and exchange the painted crown for the tinfoil hat. Give the hat back to Charlie in the theater park to receive a disc and compass. Pick up the thermal film.

Head to Sierra’s shed and tell her what happened. Use Charlie’s disc, and she’ll ask you to repair the generator. At the tower, attach the hose to the machine’s fuel tank and fill the empty canister to get fuel. Return to the scrapyard, pour the fuel into the generator, and cover the cooling tank with the thermal film to complete the repair. Talk to Sierra in her shed to receive data from the disc and unlock a new location on the map.

Discuss the information with Peggy in her office, then go to Perry Street and talk to Mrs. Kandinsky about the crystal. Return to Peggy and inform her of the artifact’s location. Now, you’ll control Peggy as she retrieves the crystal from VanderBrust’s office.

VanderBrust’s Office

In the tower lobby, speak with Joe Biggs, then take the elevator to floor “W.” A time rift will appear on the 13th floor—return to the elevator and select floor “W” again. In the secretary’s office, exhaust all dialogue options, but she’ll refuse entry without direct orders from VanderBrust.

Switch back to Elroy. In Sierra’s shed, record a voice from the radio, then go backstage at the theater and talk to Albert, introducing yourself as Brandon Summers. Trigger the rehearsal to gain access to the audio station. In the theater dressing room, use the poster, then speak with the artist to get a red pencil. Take the alien costume, dress, wig, and script. In the theater storage room, inspect the box, then pick up the robot manual and artificial blood. Activate the robot by solving the connection puzzle (hint: follow the manual).

Dress the robot in the dress, draw patterns with the red pencil, apply the wig and artificial blood, then send it on stage. In the conversation with the director, select the correct lines to start the rehearsal. Afterward, talk to Albert, then use the recorder on the mixing console to create a voice clip of VanderBrust saying, “This is Wanderbrust. She can come in.”

Return to Peggy’s office, discuss the recording, and head back to the secretary. Pick up the mirror from the desk and use it on the window—Peggy will enter VanderBrust’s office. Search the desk, find the note, and take the crystal from the shelf labeled “M.” A cutscene with VanderBrust will follow.

The control shifts back to Elroy. At the train station, a scene unfolds where Vanderbrust’s men abduct Elroy. In the trunk, use the bag to gather the flowers, CD, handcuffs, and underwear. Next, grab the wrench and unscrew the bolts to open the mechanism. Spread the locking bolts and escape. Elroy manages to flee and meets Peggy at the train station.

Train Ride

Elroy falls asleep and dreams of his childhood. Use the basketball hoop twice—he’ll throw the ball. After a short talk with his father, he wakes up when the conductor shakes him.

Sneak past the conductor to find Peggy. Move left until you meet Terry and her mother, Sasha. Talk to Sasha, selecting all dialogue options until she mentions the train brakes. Then, speak with Terry and exhaust her dialogue too.

Use the tape recorder on Terry to capture proof of her disobedience. Play the recording for her to force her to pull the brake lever. Return to your seat by moving right. A cutscene will show the train jerking to a stop, and the conductor will walk past Elroy.

Continue right to find Peggy talking with Stan. After a brief dialogue, either pull the brake again or wait for Peggy to do it.

Desert Excavation

After exiting the train, follow the tracks to the right. Head into town by selecting it on the map. Enter the diner (outside first, then inside) and pick up the note and shovel.

Go to the tower, open the middle locker, and take the audio cassette. Combine it with the tape player to listen to Jeremiah’s recording.

Proceed to the church (outside, then inside). Pick up the priest’s notes from the floor and study them for a full-screen item. Click on the “Jeremiah, aged 71” record. Review the notes in the bar and click on the names. A short dialogue will reveal the deceased as Jeremiah Quentin Smith.

Use the shovel on the grave marked “J.Q.S.” in the cemetery’s center. Open the coffin and search Jeremiah’s pocket to retrieve his notebook.

Return to the tower and climb up. Use the binoculars, pan the camera right to locate the plateau mentioned in Jeremiah’s notebook, and click on it. Descend, click on the desert, and proceed.

A cutscene will show your arrival at the Haani Pentagon excavation site.

Minefield

Approach the minefield entrance. After a short dialogue, interact with the shaky sign three times, then pick up the iron rod. Go to the camp and use the rod on the crate to get a robot head.

Return to the minefield entrance and attach the head to the robot’s body. Solve the wire puzzle by connecting matching colors. Next, arrange the connectors so the wires don’t cross and all yellow-marked slots are filled.

After waking the robot, select all dialogue options. Take the right passage to enter the minefield. Talk to the robot about the mines, triggering a self-destruct countdown. Choose any option—Peggy will stop it.

Ask the robot for help navigating the minefield. Guide it while avoiding mines (use the map for reference). Successfully crossing leads to the center of the Haani Pentagon excavation.

Pick up the sign from the ground. Head to the southern area (Terraces) for another sign. Use the iron rod on the crate to collect soda and a bowl.

Move to the eastern area (Cactuses). Use the table to take the radio. Combine the soda and bowl, then place the bowl on the table to distract the bees. Interact with the monolith, insert the crystal, and solve the light-beam puzzle by directing rays through correctly colored crystals.

Elroy and the Aliens: Walkthrough Guide

After the cutscene, go to the northwestern area (Boulders). Pick up another sign and a piece of cloth. Attempt to move the boulders manually—it won’t work. Return to the center and ask the robot to follow you. Order it to self-destruct to clear the path.

Use the crystal on the monolith and solve the puzzle. In the northeastern area (Spiral), combine the cloth with the iron rod to wipe the oil stain off the truck. Take the box and battery, then grab a wire and another sign.

Insert the crystal into the monolith and solve the puzzle. After the cutscene, go to the southern area (Well). Combine the wire and battery, then install it in the solar station.

Return to the central monolith, talk to Howard, and ask about the artifacts. Go back to the Terraces and use the panel to arrange the signs in the correct order. Solve the puzzle.

Head to the well and use the solar station to charge the battery. Combine the lantern with matches and the radio with the battery.

Descend into the well with Peggy. In the cave, move right—bats will appear. Use the radio and select the station that repels them.

With the path clear, interact with the monolith, insert the crystal, and solve the final puzzle. The door in the central area will open.

Enter and use the mysterious cylinder. Insert the crystal—the portal activates. Take the note left of the portal. Solve the puzzle by rotating the pillars to match these lines:

  • HIS EYES ARE LIGHTNING
  • HIS ROAR IS A FLOOD
  • HIS BREATH IS FIRE

A cutscene plays: Elroy and Peggy escape through the portal, followed by a flashback.

Zarya | Fuxia

Arriving on the alien planet, step onto the glowing platform. A cutscene with an alien eye plays. Step on the platform again to begin the trial. The eye will ask questions—answer by stepping on platforms matching specific symbols. Return to the glowing platform after each answer.

After completing the trial, the right door opens. Enter the next room, where a platform appears. Use it to ascend. Speak with the two guards, then place all available items into the vessel that appears. Finally, deposit five soft eyes to open the door. Retrieve the soft eyes and exit left.

Talk to all aliens, then speak with Elroy and ask for the soft eyes. Use them on the beggar five times. Proceed to the cliff and converse with the talking stones, selecting: “LO,” “LO,” “TAKATA.” This opens the tree door.

Inside, meet Professor Sachs. Exhaust all dialogues—both characters learn the alien language. Control switches to Elroy, who heads into the mountains and down the hill. Speak with the guard, exhausting dialogues until he lets you pass. Talk to the loafer (tall guy on the right). Elroy is taken to “Diego.”

A cutscene shows Diego on the island discovering a crashed ship, which he plans to use to return to Earth. Now controlling Diego, move right through the jungle to the wreck. Speak with Zeke, exhausting all dialogues. Diego learns he needs “insibium” to repair the ship.

Collect three insibium nodes using the nanitizer—solve the puzzle by filling all cells from the starting point (follow the image). After gathering, use the helmet to process the insibium and transfer it to the 3D printer/A.S.S.P.™. Repeat for all insibium deposits on the island, including Diego’s ship.

In the next cutscene, control shifts to Peggy in the tree with Sachs. Head to the border/wall. Speak with the guard to open the gates. Proceed to the tavern square, then the market square, and finally the arena. Use the gates—Peggy learns Elroy is captured as bait for Katanga.

Talk to the guard, exhausting all dialogues. Then, speak with a spectator, doing the same. Return to the tavern square and talk to the journalist, who tasks you with investigating the theft of a time disc.

Go to the tavern and question Mikka about the theft. Next, speak with Steven at the gates. Then, head to the ancient ruins and talk with Slomek. Finally, visit the brewery and interrogate the brewer.

Report your findings to the journalist in the tavern square. Return to the ruins and speak with Priest Slomek—exhaust dialogues to receive a sacred chant.

Go to the market square, then the docks. Speak with Stipe—he’ll try to stop Diego from leaving.

Enter the right house (Diego’s home). Take the basket, screwdriver, and machete. Visit the tavern square and enter the bar. Talk to the bartender for an empty glass. Speak with Beno, who offers to trade glasses for Fuchsian ale. Ask the bartender for the recipe.

Head to the docks and board the ship. Speak with the docker, exhausting dialogues to receive a tool. Then, talk to the short docker, who reveals their flux compensator was stolen.

Go to the market square, then the brewery. Speak with the brewer, then use the wrench on the pipe. Use the squeaky toy and take the jug. Solve the valve puzzle to start the flow.

Proceed to the path to the ruins. Use the basket on red berries and the machete on overgrowth. Enter the cave and solve the puzzle.

Final Steps

In the Cave Hall, solve puzzles to raise a platform and obtain a Key. Return to the previous corridor, use the Key in the lock, activate the Hexium, and solve the final puzzle to open the door.

In the small cave room, use the Squeaky Beast on the Soft Beast. Collect the Eggs. Go to Marker Square, then the Alley. Gather Mushrooms. Speak with Munarek, exhausting dialogues. Use the berry basket on him—he’ll draw your portrait.

Return to the Tavern Square. Give the portrait to the journalist for notarization. Show it to Steven at the gates for a stamp. Proceed to the Arena entrance—ask the guard for journalist access.

Talk to Elroy with the volunteers, exhausting dialogues. Head to the Snails. Use the basket on snail droppings. Sell the droppings and Vander Eggs to trader Zdenka at the market square, then buy the Flux Compensator and Fire Spirit Trap.

In the Tavern, use the Soft Beast’s Eye on the jukebox—switch tracks twice for calm music. Ask the bartender about the song. Convince MacLockley to play a slow tune, luring fireflies down. Trap them.

At the Brewery, use the Fire Spirits on the furnace. Connect the pipes (follow the image). Fill the empty glass with a Drop. Combine it with Mushrooms for Zaryan Ale. Shift the right pipe from orange to green. Fill the jug with Drops.

Trade the ale with Beno for glasses. Return to Sachs in the Mountain Tree—give him the glasses and ask him to translate the chants. Show them to Priest Slomek in the ruins.

Go to the Arena, then the Snails. Speak with Spikor, exhaust dialogues, and offer to refill his tank with the potent potion. In the cutscene, his snail devours its prey. Visit Precious and give her the chants to calm her beast.

At the Docks, board the ship. Give the Flux Compensator to the little docker. Solve the mirror puzzle to align light beams. In the cutscene, Eggtor’s snail defeats its prey, Precious wins, and Elroy is saved. Diego reunites with his son.

Endgame

Go to Diego’s house and use the Island Map. A cutscene transports Elroy, Diego, and Peggy to the Ancient Ruins. In the Portal Hall, use the Crystal on the Column. Solve the puzzle—Diego asks the Guardians for Earth’s combination. Enter the solution.

Final cutscenes play. Speak with the Robot (or Chauncey), exhausting dialogues. Tell it to distract Little Joe:

  1. Father, Bessie…
  2. Amanda will help us take Bessie…
  3. Yes, we have to hurry!

Head to the Tower and climb the stairs. Transition cutscenes lead to the Mayor’s Office. Use the Plush Beast. Activate the Panel and enter ZARYA. Proceed to the Laboratory (Secret Passage).

Final cutscenes play. At a key moment, a dialogue choice determines one of multiple endings.