An adventure of epic proportions. Perfect for young readers.

Host Master Deux: Quest for Identity

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3.8/5 (53 votes)

Tim Schafer's got problems, in that he has to host this year's Game Developer Conference again, but the one person who needs to believe he's actually Tim Schafer, remains unconvinced of his Schaferlyness. In this short but surreally silly and funny adventure from Double Fine, you'll need to get a beard, a shirt, and some gags to assemble the most Shchafer-esque visage possible from the most ridiculous means possible.

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Walkthrough Guide


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Host Master Deux Walkthrough

The Shirt

  1. Talk to Greg (the guy at the buffet table in the backstage room) and ask him to lend you his shirt. You can keep asking for different ones until you get one you like.

  2. Of course, the shirt's too big for you. Go to the laundry room (first floor, all the way to the right). Put the shirt in the washer on the far right.

  3. This puzzle takes experimentation. Obviously, you want the washer to shrink the shirt to just the right size without any unwanted side effects. The left button changes the detergent type (which affects the side effects), the middle button changes the temperature (which affects how much the shirt is shrunk), and the right button starts the washer. If you screw up, go back to Greg and ask for another shirt.

  4. Here's the solution: detergent to "King Spring" (second from the top), temperature to "Hot" (also second from the top). Once you've got your perfectly shrunken shirt, hold it and press SPACE to put it on.

The Beard

  1. On your way to the mansion, note the beard bird. Take the cookie crumbs it was snacking on.

  2. Put the cookie crumbs on the bird feeder on the balcony (second floor, all the way to the left). If you leave and return, you'll note that you've attracted the bird but can't get it to stick around.

  3. Go to the kitchen (first floor, first room past the stairs) and examine the white bottle on the counter in the foreground to get a sleeping pill.

  4. Put the sleeping pill in the bird feeder with the crumbs. Leave and return and watch the bird drop.

  5. Go to the path up to the mansion and find the bird. Take it and press SPACE to wear it... or try to.

  6. Note the golden thing under the carpet in the foyer (first floor, room with the stairs). Press SPACE while standing under it to get it: a key.

  7. Try to head all the way to the right on the second floor, and you'll run into a locked door. Obviously, the key unlocks it.

  8. There's some glue on the side of the rocket in the lab (second floor, all the way to the right). It won't come off by hand, though. Fetch the knife from the kitchen to cut it free.

  9. Press SPACE while holding the glue to splatter some over your chin, then go take the bird again and apply it in place. It'll stick this time.

The Humor

  1. The door in the floor of the studio (first floor, second room past the stairs) leads to the joke vault. Since the only other real object of interest in this room is the drum set, that probably has something to do with opening it. You can reach it by jumping on the stairs to the left of it, but you can't play it... or can you?

  2. Go to the den (second floor, first room to the left from the stairs). Examine the shelf on the left to get the drumsticks... and wreck the TV. Oops.

  3. Go use the drumsticks on the drums to play them... but nothing happens. Mash for a while, then quit.

  4. Go to the bedroom (second floor, first room to the right from the stairs). Put the drumsticks on the shrine for a blessing, then take them back.

  5. Play the drums again. This time, after a bit of mashing, the door will open. Don't forget to put the drumsticks down.

  6. Drop into the trapdoor and go right, then continue down the path. Take the conspicuous box to the left of the dome.

  7. Go to the bouncer while still holding the box, and tell the bouncer a joke.

Endings

  1. (Normal end) After the bouncer leaves, head off to the left past where he was standing.

  2. (Awesome end) Instead of going on stage, take the lighter the bouncer dropped and return to the workroom (second floor, all the way to the right). Light the fuse, then quickly jump into the open hatch. (Don't interact with the ladder, just jump.)

  3. (Tragic end) Light the rocket's fuse, but don't climb into the rocket before it launches. Then, go out on stage as in the normal end.

  4. (Disappointment end) Same as the normal end, but take a sleeping pill at some point during the game. (Keep pressing SPACE while holding one and Tim will eventually relent.)

  5. (Whiplash end) Awesome end + sleeping pill.

  6. (Close call end) Tragic end + sleeping pill.

16 Comments

Patreon Crew SonicLover March 27, 2013 9:47 AM

Host Master Deux Walkthrough

The Shirt

  1. Talk to Greg (the guy at the buffet table in the backstage room) and ask him to lend you his shirt. You can keep asking for different ones until you get one you like.

  2. Of course, the shirt's too big for you. Go to the laundry room (first floor, all the way to the right). Put the shirt in the washer on the far right.

  3. This puzzle takes experimentation. Obviously, you want the washer to shrink the shirt to just the right size without any unwanted side effects. The left button changes the detergent type (which affects the side effects), the middle button changes the temperature (which affects how much the shirt is shrunk), and the right button starts the washer. If you screw up, go back to Greg and ask for another shirt.

  4. Here's the solution: detergent to "King Spring" (second from the top), temperature to "Hot" (also second from the top). Once you've got your perfectly shrunken shirt, hold it and press SPACE to put it on.

The Beard

  1. On your way to the mansion, note the beard bird. Take the cookie crumbs it was snacking on.

  2. Put the cookie crumbs on the bird feeder on the balcony (second floor, all the way to the left). If you leave and return, you'll note that you've attracted the bird but can't get it to stick around.

  3. Go to the kitchen (first floor, first room past the stairs) and examine the white bottle on the counter in the foreground to get a sleeping pill.

  4. Put the sleeping pill in the bird feeder with the crumbs. Leave and return and watch the bird drop.

  5. Go to the path up to the mansion and find the bird. Take it and press SPACE to wear it... or try to.

  6. Note the golden thing under the carpet in the foyer (first floor, room with the stairs). Press SPACE while standing under it to get it: a key.

  7. Try to head all the way to the right on the second floor, and you'll run into a locked door. Obviously, the key unlocks it.

  8. There's some glue on the side of the rocket in the lab (second floor, all the way to the right). It won't come off by hand, though. Fetch the knife from the kitchen to cut it free.

  9. Press SPACE while holding the glue to splatter some over your chin, then go take the bird again and apply it in place. It'll stick this time.

The Humor

  1. The door in the floor of the studio (first floor, second room past the stairs) leads to the joke vault. Since the only other real object of interest in this room is the drum set, that probably has something to do with opening it. You can reach it by jumping on the stairs to the left of it, but you can't play it... or can you?

  2. Go to the den (second floor, first room to the left from the stairs). Examine the shelf on the left to get the drumsticks... and wreck the TV. Oops.

  3. Go use the drumsticks on the drums to play them... but nothing happens. Mash for a while, then quit.

  4. Go to the bedroom (second floor, first room to the right from the stairs). Put the drumsticks on the shrine for a blessing, then take them back.

  5. Play the drums again. This time, after a bit of mashing, the door will open. Don't forget to put the drumsticks down.

  6. Drop into the trapdoor and go right, then continue down the path. Take the conspicuous box to the left of the dome.

  7. Go to the bouncer while still holding the box, and tell the bouncer a joke.

Endings

  1. (Normal end) After the bouncer leaves, head off to the left past where he was standing.

  2. (Awesome end) Instead of going on stage, take the lighter the bouncer dropped and return to the workroom (second floor, all the way to the right). Light the fuse, then quickly jump into the open hatch. (Don't interact with the ladder, just jump.)

  3. (Tragic end) Light the rocket's fuse, but don't climb into the rocket before it launches. Then, go out on stage as in the normal end.

  4. (Disappointment end) Same as the normal end, but take a sleeping pill at some point during the game. (Keep pressing SPACE while holding one and Tim will eventually relent.)

  5. (Whiplash end) Awesome end + sleeping pill.

  6. (Close call end) Tragic end + sleeping pill.

Reply
chapel976 March 27, 2013 10:03 AM

you missed an ending

light the fuse on the rocket, but THEN go to the stage...

Reply
Patreon Crew SonicLover March 27, 2013 11:44 AM replied to chapel976

Thanks! I knew there was ending potential there. I've added it into the walkthrough.

Reply
BubbaJoe March 27, 2013 3:54 PM

"but despite a little tediousness from trooping back and forth with only one item at a time"

A _little_ tediousness? After two treks across the whole game, I gave up. Mass Effect's elevators were far less annoying!

Reply

I didn't find it THAT bad personally, BubbaJoe. :) If you leave every item over in the manor where you need them to be anyway, you at most have a two second trot to pick up what you're looking for. Everything is pretty close by.

Reply
BubbaJoe March 27, 2013 4:52 PM

@Dora: the t-shirt is the problem. Try a combo, it doesn't work, need to trek all the way back to get another one.

Reply

I found another ending:

As �tragic end,� but take a sleeping pill before going on stage. You fall asleep before you get to the podium, thus saving you from being crushed by the rocket. There are probably sleeping-pill enhanced versions of the other endings too.

Reply
ThemePark March 27, 2013 6:48 PM

Please take the game off site until it has been fixed. It's laggy and it takes up 300 MB of memory and hasn't stopped using memory yet, so it obviously has a huge memory leak.

Reply

Hi ThemePark. I'm not experiencing any lag or memory issues whatsoever. Have you tried another browser?

Reply
Patreon Crew SonicLover March 27, 2013 7:51 PM replied to Bill

Thanks! The walkthrough now has three more endings. (I hope there aren't any more; having to play through the whole game again for each one is starting to grate on my nerves.)

Reply

I try jumping up and down beside the rocket with the fuse lit, but I still can't manage to get inside it before it takes off.

Reply
Patreon Crew SonicLover March 28, 2013 11:40 AM

Rygar:

Try pressing SPACE at the peak of your jump.

Reply

There needs to be a "save" feature so that we can experience all of the endings without having to completely re-do the game each time. Or at least an acknowledgement at the end that we finished, and would we like to try for a different ending?

Reply

I gave up on this one as well. After playing it two times with different bugs - (first time I accidently left the bird at the washing machine and couldn't pick it up again, second time I tried jumping next to the glue and pressed space while in the air - again with the bird - and when he landed I couldn't move at all) - I gave up. There really needs to be a save button (and less bugs!)

Reply
novascottch April 22, 2013 11:08 PM

After putting the shirt on I can't interact with other objects. He'll blab about them, but won't pick them up :( it's happened even after refreshing the page.

Reply
ArtemisFudge May 16, 2014 7:31 PM replied to novascottch

Using the spacebar doesn't allow you to pick up the objects, just describe them. You need to use the down arrow key. ;)

Reply

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