Humerous [REBOOT] Full Walkthrough and Endings Guide!


Heya friend! Figured I'd toss in one of these in case ya get stuck at some point within the game, OR if you'd like some guides on how to achieve certain endings! I'd like to FAIRLY WARN YOU that reading this guide WILL give you SPOILERS! Otherwise,  here's your general WALKTHROUGH!

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(If you're looking to find answers for reaching certain endings, scroll further down! Again, SPOILERS if you check there!)  

(The guide for the TRUE ENDING will be linked at the end of this guide! )  

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The Roads

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  • You start the game at ROAD 1! A path surrounded with orange trees, and it's fairly dark at this time.
  • As Grepa mentioned, you can only move forward. You cannot go backwards as you go. 
  • Keep walking further down the path until you reach a lone bench.
  • Choose to sit down and rest, and a cutscene plays. 
  • From the cutscene, Grepa falls asleep midway into watching a documentary...and a stranger approaches her then.

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The Flipside (Outer Segment)

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  • A cutscene plays with Grepa waking up under the tree from an odd looking island.
  • At some point, you are greeted by a random stranger....to which Grepa reasonably doesn't take lightly of and asks for THEIR identity.
  • The stranger offers for Grepa whether or not they want to guess. (If YES, you'll go through a small little sequence of questions that will not affect the game, but it does give some background about the character you're talking to. If NO, the whole quiz is skipped.)
  • After the questions, another cutscene plays of the stranger reaching out to Grepa. Grepa pulls out her switchblade knife, swinging towards her ambusher in self defense resulting the stranger getting their boney fingers cut in the process.
  • The stranger and Grepa exchange a handful of words to calm themselves down, making Grepa stand up on her own to converse much further with the stranger.
  • With a face to face confrontation, the stranger asks for Grepa's name before introducing themselves. Grepa responds straight to the point, and the stranger shares their identity as HUM.
  • After introductions, Hum welcomes her in the FLIPSIDE. Hum does not elaborate further about the place in this moment, as they will most likely elaborate the further both of them converse.
  • Grepa questions Hum as to why she was brought here, and to Hum's response...they don't elaborate further other than reminding her curiosity about a certain "disappearance case". 
  • Grepa, confused, had no idea what they're talking about. Hum, surprised, insists for Grepa to try remembering otherwise. 
  • The game will then prompt you to input the name of the town to where the case came from.  (Note: The answer to this will not affect the course of the game,  only different reactions.)  (The right answer is Aulston, in reference to the page Grepa was looking into her phone prior to being kidnapped.)
  • The two then share another conversation regarding about the case, to which then prones Grepa to wonder why she's the one chosen for this type of work rather than a detective.
  • Hum expresses their doubts when it comes to one, and they trust Grepa to have an open mind compared to an actual detective. 
  • A few more words exchange, Hum informs Grepa to head towards the back segments of the island to discuss things further.  Few words are told more, then Hum leaves to arrive at the further back of the island.
  • Grepa, exasperated, takes a breather before fully taking in the odd place she's been taken in. She still has countless questions wanting to be answered, not to mention the oddly admirable atmosphere she was in. 
  • But, she grounds herself down, aware that this journey back was not going to be easy, ending the cutscene.
  • Head towards the further back of the island, going past and behind the big purple tree you woke up from.

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The Flipside (Inner Segment)

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  • As you enter, a cutscene plays between Hum and Grepa. 
  • Grepa notices the further back of the island is much bigger in portion compared to the front. She notices two gravestones behind them, and asks if those are others like Hum.
  • Hum confirms her question in a teasing manner
  • Grepa then asks if the third grave behind Hum is theirs, and another teasing response comes from Hum, confirming her question. 
  • The two exchange few words before Hum informs Grepa of their own location in case she's finished with the exploration. The cutscene then ends from here.
  • The player is then free to waddle around and explore a bit, but not much can be done or searched around other than a few interactable floating friends.
  • When finished,  converse with Hum.  Grepa questions them why they're not bringing up their side first. Hum responds saying theirs will have to be mentioned last as the order of events involved in the case were chronological (Granted this made Grepa subconsciously suspicious of them).
  • You will then soon learn that you'll have to uncover the truths by conversing with Hum's two other friends.
  • Hum then informs you to head over to the orange gravestone. Interacting with it will prompt you the choice to proceed or not.
(NOTE:  This is also the segment where the endings are determined based on your options chosen during your conversation with each two of the skeletons.)

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The Flipside (The Orange Grave)

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  • Upon entering, you are met with a small chunk of island with some interactable things. None of which does anything, except for a spot between two lamp posts behind the gravestone.
  • Grepa is unsure  what to do next. This then prompts you to touch the gravestone again to try and meet up with Hum. 
  • The gravestone doesn't teleport you back, and a short cutscene plays of Grepa taking a breather before closing her eyes to focus on getting the gravestone to work. The attempts leads to a success, only to be met with an odd creature warming her shoulder. Grepa, horrified, lets out a swear but gets cut off by Hum covering half of her face with their arms. Hum sternly warns Grepa not to swear, expecting her not to once they let go of her. After a double compliance, Grepa pushes herself off her before another conversation happens between Hum and her, this is also where Grepa learns more about the realm being the land of the deceased and to strictly not swear because of that fact. Then the cutscene ends off with Hum reigniting a missing fire orb to grant access to the next segment of the orange grave
  • From here, you are met with THREE separate scenarios of the deceased. You progress through completing the fire orb's question with the right answer, giving you access to the next scenario. 
  • As you're finished answering the right one each, you are also given with wooden carved heads which will be important.
  • After passing through all three scenarios, you are met with an area with three podiums along with a missing passage.
  • As you inspect the podiums closer, there are words associated with each one. From left to right, are podiums named "SAFETY, COMFORTABILITY, AND EMPATHY."
  • You are then required to look over the description of the carved heads that's been given to you after each individual scenario. Each head mentions the age of the deceased. 
  • From here, your task is to place and match the heads in order of the scenarios you've encountered the right ones. 
    • This is the correct order you SHOULD have from left to right:
      • Safety - 8
      • Comfortability - 16
      • Empathy - 21
  • Once finished, a bridge forms for you to pass. What lies ahead of you is the entrance of the deceased's room, and you are given a prompt to save before entering.

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The Flipside (Er's Room)

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  • Upon entering, you are then greeted by a cutscene along with an introduction of the skeleton ahead of you.
  • Grepa approaches her and to the skeleton's surprise...she feels rather anxious noticing a breathing person like Grepa being here in the FLIPSIDE.
  • The skeleton introduces herself as Er towards Grepa. Grepa introduces herself back.
  • The two  converse, and three options will be given to you which will determine the ending for the rest of the game.
  • After choosing your option, you return back to the inner segment of the island to confront Hum about your answers.

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The Flipside (The Purple Grave)

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  • Upon entering, you are once again met with a small chunk of island with some interactable things. But this time, a fire orb is present for you to interact and proceed once given the right answer to.
  • From here, you are met with THREE separate scenarios of the deceased. You progress through completing the fire orb's question with the right answer, giving you access to the next scenario. 
  • As you're finished answering the right one each, you are also given with wooden carved heads once again, similar to Er's.
  • After passing through all three scenarios, you are met with an area with three podiums along with a missing passage.
  • As you inspect the podiums closer, there are words associated with each one. From left to right, are podiums named "ABSCENCE, GUIDANCE, AND TEMPERANCE."
  • You are then required to look over the description of the carved heads that's been given to you after each individual scenario. Each head mentions the age of the deceased. 
  • From here, your task is to place and match the heads in order of the scenarios you've encountered the right ones. 
    • This is the correct order you SHOULD have from left to right:
      • Abscence- 10
      • Guidance- 18
      • Temperance- 23
  • Once finished, a bridge forms for you to pass. What lies ahead of you is the entrance of the deceased's room, and you are given a prompt to save before entering.

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The Flipside (Ous' Room)

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  • Upon entering, you are then greeted by a cutscene along with an introduction of the skeleton ahead of you.
  • Grepa approaches him and to the skeleton's surprise...he feels incredibly alert and visibly stressed noticing breathing person like Grepa being here in the FLIPSIDE.
  • The skeleton introduces himself as Ous towards Grepa. Grepa introduces herself back.
  • The two  converse, and three options will be given to you which will determine the ending for the rest of the game.
  • After choosing your option, you return back to the inner segment of the island to confront Hum about your answers. Unlike Er's, this is also the segment the determinant of what ending you're getting based off the choices you've made.

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THE ENDINGS GUIDE (NORMAL AND BAD)!

LAST WARNING FOR SPOILERS!

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BAD ENDINGS: 

BAD END 1 [TIRED BEYOND LIMIT]

 Choose to keep walking past the bench at the beginning of the game!

BAD END 2 [ENDLESS SPACE]

 Choose to jump off at the outer segment of the FLIPSIDE!

BAD END 3 [SMOOTH, LOST SOUL]

 Choose to ask for the truth  and to go home to either of the skeletons! Also be sure to answer with STAY when you confront with Hum!

BAD END 4 [FUNNY STORY]

 Choose to ask for the truth  and to go home to either of the skeletons! Also be sure to answer with BACK when you confront with Hum!

OR!

 Choose to "NO" when Hum offers to give you a second chance to change your mind during the GOING HOME option!

BAD END 5 [DOWN TO CLOWN]

 Choose to STAY to both of the skeletons!

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NORMAL ENDINGS: 

NORMAL END 1 [HAUNT ME]

 Choose to GO HOME to both skeletons! Also be sure to choose "YES" when Hum offers you for a second chance to change your mind!

NORMAL END 2 [RESTLESS CASE]

 Choose to ASK FOR THE TRUTH to both skeletons!

NORMAL END 3 [MIND CHECK]

 Choose to ASK FOR THE TRUTH to both skeletons!

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Oh sweet! You've reached here and managed to get most of the normal and bad endings? Or maybe you're insanely curious about the true ending so badly? Either way works!! And I better hope you're prepared for the TRUE ENDING after all this! If you need some help with that, check it out right here!

Get HUMEROUS [REBOOT]

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