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AdventureDoor • Walkthroughs • Guard Duty
Guard Duty
walkthrough
About this walkthrough
This is a complete walkthrough for Guard Duty.
Using this walkthrough will get you through the game with the least amount of time and wandering around, but may spoil the game and fun of exploring.
AdventureDoor walkthroughs use terms and phrases which try to match in-game texts as closely as possible. In some cases this means that walkthroughs have grammatical and typographical errors (such as "open door" instead of "open the door"), but it makes following the walkthrough easier while playing the game.
Items which can be picked up as new inventory items and items which can be constructed by combining or using other items are written with bold text for emphasis.
Prologue
- Open the wardrobe.
- Try to open the rusty hatch.
- Look out of the window.
- Take the rope that is near the wardrobe.
- Take a dart from the wall.
- Use rope with broken window.
- Climb out through the window
- Walk first right and then keep walking around the yard until the Lil' Birdy drops your helmet.
- Pick up the helmet.
- Enter the castle through the door on the left.
- Enter the staff-only guard's quarters.
- Try to climb the ladder.
- Exit the guard's quarters.
- Walk left until the guards (Knuckles and Bub) throw you out.
- Talk to Hobbs and Ervin at the castle gate.
- Pick up the boot that is in the flowerbed on the right to get a left boot.
- Walk south and you will come to the map view.
- Try to go anywhere on the map, but Tondbert will go to the town gates first even if you choose some other place. Go through the interaction with Barric there.
- Walk west and you will come to the map view.
- Go to the town square and market.
- Pick up the boot that is near the fountain to get a right boot.
- Talk to the assassin.
- Use gold coin with assassin.
- Interact with the fountain to find another gold coin.
- Talk to either the fruit seller or the hired muscle. You will get a froot.
- Examine the froot in the inventory to unwrap it from its net to get a net.
- Leave the town square by walking west or east.
- Go to the paddy fields.
- Walk towards the very small bridge and see what happens.
- Use net with bridge.
- Leave the paddy fields by walking west or east.
- Walk towards the bridge again.
- Take the net to get the net back and a toad.
- Return to the town square.
- Use toad with Girtrude.
- Take the trousers to get trousers and loose change.
- Use loose change with fruit stall (or fruit seller or hired muscle). You will get the medusa root in exchange.
- Use medusa root with Tondbert.
- Return to the town gates.
- Search the usual place (in front of the welcome sign) to get the amnesty chest key.
- Use amnesty chest key with amnesty chest. You will get your doublet.
- Use doublet with Tondbert. You will need to find somewhere more private to do that.
- Go to the paddy fields.
- Use doublet with Tondbert.
- Go back to Castle Wrinklewood.
- Enter the castle through the castle doors.
- Walk right until the guards (Knuckles and Bub) start talking to you.
- Watch the cutscene.
Act I: Royal Blood
- After the cutscene, you are automatically transported to the crime scene. Talk to Bertwick about everything.
- You can't get past the official tape, so exit west.
- Go to the town square and market.
- Talk to Hendrick.
- Return to the town gates.
- Try to leave town.
- You need a DLC to leave, so go back to Castle Wrinklewood.
- Enter the castle through the castle doors.
- Talk to the clerk about everything, especially about DLC, and then about the ID card.
- Go to the castle front and walk south, and you will come to the map view.
- Go to the town square and market.
- Enter the pub, Drunken Monk.
- Talk to the mage about everything. Keep talking until the topic "So what did your apprentice do exactly?" comes up, at which point you have exhausted all dialogue options. Go through that one as well, and you will get a creepy book at the end of the conversation.
- Examine the creepy book.
- Search the lost property box on the bar desk to find an attic key.
- Exit the pub.
- Go back to Castle Wrinklewood.
- Enter the castle through the castle doors.
- Walk right until you come to the staff-only guard's quarters.
- Enter the staff-only guard's quarters.
- Climb the ladder.
- Use creepy book with broken window. You will learn what the map means and also get a library card that falls from the book.
- Climb down through the rusty hatch.
- Exit the guard's quarters.
- Walk left until the guards (Knuckles and Bub) are visible.
- There are two staircases leading up. The left one leads to the throne room, the right one leads to the castle library. Climb the stairs that lead to the castle library.
- Use library card with castle bookkeep.
- Talk to the castle bookkeep about everything, especially ask about old forgotten languages.
- Go to where she instructs, which is section E. In order to get there, you must go around section A from the left side, you can't go straight across the ropes.
- Try to pick up books from the ancient languages shelf, which is the top shelf.
- There is a ladder sticking out from behind section D. Push the ladder to section E.
- Climb the ladder, and you will automatically get a book, and the creepy book becomes a book called "Ritual Process".
- Examine the book carefully, click each of the texts written in red to learn their meanings.
- There is a study door in the back that leads to the castle study. Go through the study door.
- Talk to Adviser Pembleton to make him leave the study room. The goal here is to find the right dialogue options that make him leave.
- If you can't figure it out, here are the correct dialogue choices: "King Barrington himself!", "In the Throne Room!", "Because they'll cut off your head if you don't!"
- When Adviser Pembleton leaves, take the film strip from the counter to get a blank film. If he comes back before you do this, just go through the same dialogue options as before to try again.
- Try to interact with the camera.
- Push the shelf to block the door. There are some liquids that fall on the floor too.
- Interact with the camera.
- Push the button to open the camera.
- Use blank film with reels.
- Pull the lever.
- Flip the switch.
- Exit the close-up view of the camera.
- Use the footswitch on the floor to take a picture, and you will get an exposed film.
- Use exposed film with developing solution. This will turn the exposed film into a blurry photo.
- Use blurry photo with fixer fluid. This will turn the blurry photo into a sticky photo.
- Use sticky photo with sink. This will turn the ID card into a fake ID.
- Release the shutter on the right side of the room.
- Exit through the window.
- Enter the castle through the castle doors.
- Use fake ID with clerk. He gives you the Wildlands DLC.
- Go to the castle front and walk south and you will come to the map view.
- Go to the town gates.
- Use Wildlands DLC with Gareth.
- Watch a scene of Tondberth entering Wildlands.
Act II: The Great Outdoors
- Walk east past the frozen merchant's cart and you will come to the map view.
- Go to the area with the wrinkleworm.
- Try to interact with the brave knight. He seems a little pre-occupied.
- Try to pull the rope to help him. It doesn't quite work.
- Go back west to the map view.
- Go to the Gap Tours booth. Watch the cutscene and conversations that follow.
- Walk south and you will come to the map view.
- Enter the forest.
- Walk west until you see a fisher(man?) (really a goblin). Talk to the fisher(man?).
- Go a bit south so that you can cross the stream. After doing that, keep walking west. Keep going past the squirrel and all, until you reach a cave opening with a trail of blood? leading to the entrance.
- Take the ladder to get a fold up ladder.
- Retrace the path you came on in reverse to reach the map view again.
- Go to the area with the wrinkleworm.
- Walk east until you are right over the terrified knight.
- Use fold up ladder with terrified knight.
- Try to click as fast as you can to save the knight!
- So you failed... which is OK, because it was a fake QTE sequence. No matter how fast you click (or don't click a single time), the end result is the same. You seem to die.
- Go back to the cave where you found the ladder.
- Retrace your path back again to see some weird creatures doing something weird.
- The world starts to change... and in a Star Wars-like moment, you find yourself inside the wrinkleworm.
- Use dart with festering sore.
- Watch a short sequence to enter a new area.
- Now you are in a maze with a small map, facing an agonising statue. First, go through all areas in the maze to get the automapping feature to mark areas either simply visited, or visited with an X. After doing all other areas, go to the top of the maze to find a huge spider. You can't get lost, because the area that you are in is always marked with a darker borderline.
- This is an easy maze to navigate, so the goal here isn't trying to get out of the maze, as is the case with most adventure game mazes. The goal here is to get rid of the spider and use the maze to do it. The areas marked with an X are the key to accomplishing this.
- If you can't figure it out, spiders in real life sense movement in their nets. So in order to get the spider to move, you need to start from the top of the maze and keep touching the net so that the spider is following you, and you are leading it to its death. When you see the text "You hear movement coming from the trees." the spider is following you. If the text no longer appears, you have taken a wrong turn or forgotten to touch the web. If that happens, start from the top of the maze again.
- If you still can't figure it out, here's the correct solution. This solution uses spreadsheet cell numbering, where rows go from 1 to 5 and columns go from A to E. So follow this path: A1, B2, A2, B3, D2, D3, D4, C4, C5, B5. If you do this right, you get rid of "two birds" at once – the wrinkleworm eats the spider, and both are gone now.
- Pick up venom glands to get corrosive venom.
- Go to the top of the maze where the spider first was and now obviously no longer is.
- Interact with the brave knight to free him.
- Go back to the area where you picked the venom from to exit the maze. Basically just south as far as possible, then east, and south again.
- Go west and back to the cave.
- Use fold up ladder with interior decorator.
- Take some hot stew.
- Retrace the path you first came on in reverse to reach the map view again.
- Go to the frozen merchant's cart.
- Use hot stew with supplies.
- Take the supplies to get red paint, gears, and a spanner.
- Walk east past the frozen merchant's cart and you will come to the map view.
- Enter the forest.
- Go west and back to the cave.
- Use red paint with interior decorator.
- Pick up the paint bucket to get an empty can.
- Retrace the path you first came on in reverse to reach the map view again.
- Go to the Gap Tours booth.
- Use spanner with catapult.
- Watch a scene that follows. After it, all of the inventory is gone, but you are on the other side of the gap.
- Interact with the dead adventurer to get a compass.
- Go north, as it's the only way forward.
- Check the mountains to see in which direction they are.
- Go to snow fields between you and the mountains.
- This is another maze. The goal here is to go towards the mountains. In each new area, check the compass, turn it so that the red needle points towards north, and see how the directions relate to your location. In other words, once you know in which direction the mountains are located, using the compass will tell you which area exit leads to that direction.
- If you can't figure it out, here is the correct route: up, left, right.
- You should now be in an area with a frozen knight. Walk a bit further right of the tree to find a packsack. Take the packsack to get cereal oats and a fancy dagger.
- Keep going right until you come to a cave entrance.
- Enter the cave.
- Walk over pressure pads to see how they affect the creepy door.
- Use cereal oats with goat. The goat should follow you now, and unexpectedly, you have a new inventory item: goat.
- Exit the cave.
- Keep going left until you come back to the frozen knight.
- Use goat with frozen knight.
- Interact with the frozen knight three times to get the knight into the cave.
- Unlike the non-interactable ambers might suggest, the goal here is not to thaw the frozen knight but to use what you have to open the creepy doors. When you click on the frozen knight, arrows appear that allow you to move him around. Move the frozen knight on the pressure pad on the right. It can be a different pressure pad as well, but the right one is the closest; two times "move left" and two times "move up".
- Use cereal oats with pressure pad. Again, any pressure pad is fine, but the one on the left probably looks best visually in relation to the protagonist.
- Finally, walk on the last remaining pressure pad. If you followed the instructions above, that should be the middle one.
- Go through the open door.
- Climb on the pedestal that Princess Theremin is lying on.
- Try to interact with Princess Theremin.
- Use fancy dagger with Princess Theremin!
- Watch the cutscenes.
Act III: Guardian Duty
- After the change of scenery (to put it mildly), you are exiting an elevator in a cyberpunk world. Walk right to touch the red laser beam to start a conversation with the system. Talk about everything you want, but in the end tell that you have come for processing. Give any ID when asked, it really doesn't matter.
- When the lockdown is in effect, and you are crouching in the corner, interact with the access panel next to you.
- Remove the four screws holding the cover in place.
- Flip the switches to activate all three connections.
- Interact with the diagnostics port.
- Watch a short cutscene.
- After the lockdown has been aborted, shoot the elevator (outside) to distract the sentry robot.
- Touch the laser beam to initiate a lockdown that will lock the sentry robot outside.
- Walk right to the elevator access.
- The system is alerted again. You are free to do something, but there's not much to do. Walk left until you get caught by a sentry robot.
- Talk to the shiny robot about anything.
- Use the communicator you are carrying. Talk about anything you want, but also ask to be put through to Rugratt, and then talk about the droid.
- Talk to the shiny robot again, and say, "Look out behind you!", and then end the conversation.
- Use the communicator to talk to Rugratt again, and tell what you found about the droid.
- Talk to the shiny robot one more time. The goal here is to talk the robot into deactivating itself, James T. Kirk style. This can be achieved by going through all available dialogue options.
- Pick up the weapon that the shiny robot drops.
- Use the weapon with the panel on the other side of the beams.
- Walk left to the elevator and interact with the elevator controls.
- Take the elevator to the research labs.
- Walk right until you come to a security door.
- Interact with the security door.
- Walk left to the elevator and interact with the elevator controls.
- Take the elevator to the detention cells block A.
- Go to the remains of the shiny robot and drag body to the elevator.
- Pick up the sewered arm.
- Take the elevator to the research labs.
- Interact with the security door.
- Watch the cutscene.
- Use the computer terminal.
- Choose the option "ReleaseCell.DX" and then return.
- Try to operate the lever.
- Go to the broken terminal.
- Try to take the power cell.
- Interact with the exposed wires.
- Take the power cell.
- Go back to the conveyor belt, and replace the red power cell with the green power cell.
- Use the computer terminal.
- Choose the option "Tank 1", then "Assign.DX", and then return.
- Climb on the conveyor belt.
- Interact with the valve until you get out of the tank.
- Watch the cutscene.
- Use the console on the left.
- Watch the cutscene.
- Use the console on the left again.
- Watch the cutscene
- After you wake up, you are on a space station with no inventory again. Search the MediGun Station to get four capsules: a blank capsule, a blue capsule, a green capsuleg and a red capsule.
- Walk right to enter the bridge.
- Interact with the navigational HUD to get a report of what happened.
- Walk right to enter the lab area.
- Turn the valve on the left twice to put out some flames.
- Try to open the tech lab door.
- Try to use the optical scanner.
- Turn the valve on the left again.
- Interact with the General.
- Search the MediGun Station to get another set of four capsules.
- Use the MediTech Station near the bed.
- Insert red and blue capsules.
- Insert the blank capsule.
- Use the MediTech Station near the bed again.
- Insert green and purple capsules.
- Watch the conversation that follows.
- Walk right to enter the bridge.
- Use the lift access controls to get to the lower levels.
- After receiving a report from the computer, read the note that is taped to the terminal.
- Use the terminal.
- After being transported to some kind of space maze, keep going right until you reach a "plate?".
- Stand on the plate.
- After a scene, you (with both Tondbert and Starborn) are back at the door with pressure pads. The goal here is the same as before: put some weight on the pressure pads to open the door. You can change which protagonist you are guiding by clicking on the person you want to be.
- Use cereal oats with goat. (As Tondbert, obviously.)
- Use cereal oats with pressure pad. Any pad is fine, but the one on the left is closest.
- Walk to a different pressure pad, like the one on the right, and stand on it. Switch to Starborn when done.
- Walk to the last remaining pressure pad and stand on it.
- Go through the open door.
- Switch to Tondbert (if you already haven't). Climb on the pedestal that Princess Theremin is lying on.
- Use fancy dagger with Princess Theremin!
- Watch the cutscene and credits.
