Albert And Otto - The Adventure Begins
Hints and Tips:
---------------
Submitted by: David K.
-= Treat Otto as both a key and your power source =-
* Albert can move, jump, and shoot on his own. Carrying Otto adds the double jump and
later enables telekinesis; leaving Otto behind removes those abilities until you
pick him up again.
* Drop Otto on pressure plates or into narrow chutes when the puzzle needs two
positions at once. Before committing, check whether Albert can still make the next
jump without the double jump.
* If Otto is already stranded above a one-way drop or on an unreachable ledge, reload
the last checkpoint. Steam PC has no reliable recall action that pulls him back
through the level.
* Electrical boxes are activated through Otto after that power is introduced. Several
later puzzles send Otto sliding past a power box, so trigger it at the right moment
and recover Otto before he drops into a pit.
-= Slow down before timed puzzle chains =-
* Deaths are frequent and some checkpoints are far apart. Read the next screen before
moving a crate, dropping Otto, or starting a moving-platform chain.
* Telekinesis has loose physics. Hold an object steady before releasing it onto a
button, and keep carried rocks or boxes slightly ahead of Albert instead of
swinging them rapidly across the screen.
* During moving-crate and river sections, solve the next obstacle before the
transport reaches it. A late correction is usually harder than restarting.
-= Protect collectible progress before dying =-
* The current Steam PC episode uses 25 picture-frame Shards and 12 mailboxes. The
26-Shard count in later console walkthroughs does not apply to Steam PC.
* Mailbox drawings save when collected. Shards depend on checkpoint progress, so
after a difficult pickup, reach the next checkpoint before deliberately dying,
quitting, or taking a risky shortcut.
* Steam PC has no console-style "Chapter Select". Do not plan on chapter replay as a
recovery method for a missed or rolled-back Shard.
* Before using "New Game" for recovery, copy SavesDir and export
HKEY_CURRENT_USER\Software\Kbros Games\Albert & Otto. New Game asks for
confirmation, but that prompt is not a backup.
Controls and Otto:
------------------
-= The story stops after this episode =-
* "The Adventure Begins" is the only publicly released Windows episode. The
ending is deliberately incomplete because this was planned as the first part of
an episodic story.
* Episode 2 and Episode 3 were planned and still have tiny placeholder depots in
Steam metadata, but no public playable Windows follow-up episode was released. Do
not keep searching the DLC list for the next chapter.
-= PC control behavior =-
* The PC version supports keyboard and mouse plus XInput controllers. Movement uses
WASD with keyboard/mouse; aiming and shooting are mouse-driven.
* Telekinesis is mouse-driven and works only while Albert is carrying Otto. The right
mouse button is used heavily for levitation on PC.
* The latest named official PC gameplay update is v1.4. It added more robust XInput
controller support after the v1.2/v1.3 gameplay and story updates.
* If controller aiming or shooting is mapped incorrectly, open the Unity launcher
"Input" tab and remap the affected action. On an Xbox-style controller, bind Shoot
to the right trigger while aiming.
* If a trigger still auto-fires or stops firing after remapping, switch to
keyboard/mouse for the affected section instead of assuming the puzzle is broken.
* Alt+Enter toggles the available windowed/fullscreen presentation on Windows.
-= Otto state changes what Albert can do =-
* Carrying Otto gives Albert the double jump. Telekinesis becomes available
after Chapter 3.
* Otto on a pressure plate keeps the plate held, but Albert loses Otto-based movement
and telekinesis until he returns for him.
* Otto beside a power box can activate electricity remotely when a lift, gate, rock
stream, cart, or moving platform requires it.
* Otto in a chute must be followed immediately. Later chutes require a power trigger
while he is moving, followed by a catch at the far end.
Campaign:
---------
-= Chapter 1 - The Adventure Begins =-
* Use crates as safe surfaces over spikes. When a crate hangs above a spike pit,
shoot its rope so it falls into place before jumping.
* Open mailboxes when you reach them; their drawings are the clearest direct story
clues in the episode.
* Kill approaching crows before committing to exposed jumps.
* Near the end, use the trampoline and upper platforms to reach Otto. Picking him up
unlocks the double jump.
-= Chapter 2 - It's Too Dangerous To Go Alone =-
* For the first Otto gate, stand on the plate, drop Otto to keep it held, cross the
gate, then replace Otto's weight with the nearby crate so you can retrieve him.
* At the spike pit, shoot down the hanging crate before crossing.
* At the gear structure, leave Otto on the upper mechanism, enter the structure,
shoot down the hanging white weight, then return for Otto.
* Push the large white gear fully into place to roll out the bridge. Later, use Otto
on the left plate and Albert on the right to raise the moving island.
-= Chapter 3 - Let Sleeping Giants Lie =-
* Drop Otto into the lower chute, move Albert along the upper route, and recover him
after he reaches the far plate.
* For the background-ball puzzle, drop Otto onto the lower-left button while
double-jumping to the suspended button. After the ball crosses the first bridge,
move Albert to the lower-right button so the remaining bridges close.
* The first mechanical boss ignores gunfire. All three floor buttons must be active
together to drop a rock onto its head.
-= Chapter 4 - Electrified =-
* After the first boss, Otto gains telekinesis. Pull the first box from the gap and
use it as a step; later stacks work best as two boxes below and one above.
* To open a pipe gate, raise a rock over Albert and place it into the pipe opening.
* For the lift, leave Otto beside the power box, stand on the lift, and activate
electricity. Shoot the hanging crate onto the upper button to hold the next door.
* At the falling-rock pipe, use Otto to release rocks and shoot one into the open
pipe to unlock the route.
* Feed the trapped wolf the sheep. At the lake, use another sheep as a moving
platform, carry it onward, ignite it, and hold it against the tree until it falls.
-= Chapter 5 - Down Under =-
* Power the magnet so it lifts the safe, move the magnet over the wolf cage, open the
cage, then cut power as the wolf charges. The safe crushes it.
* Keep the cage open with Otto while pulling one crate outside. Replace Otto with
that crate, remove the other two, then build a three-crate stair.
* For sliding-Otto puzzles, drop him into the chute, activate electricity when he
passes the power box, run the upper route, and catch him at the exit.
* At the seesaw, leave Otto on the left side, use the trampoline, then land on the
right side to launch him past the power box. Trigger it in mid-flight.
* For the two-gate cart puzzle, use one crate on each pressure plate, then take the
lower tunnel into Chapter 6.
-= Chapter 6 - Here Fishy =-
* At piranha pools, throw a sheep into the water and use it only long
enough to cross.
* Carry the dragonfly over a hanging rope. A piranha jumps for it, catches the rope,
and pulls the platform down. Repeat at the next rope.
* At the three moving platforms, leave Otto at the power box and trigger power while
jumping so each platform rises under Albert.
* Shoot the overhead plank and hanging crate so the crate lands on the switch and
keeps the platform route raised.
* Use the two upper crates on pressure plates, take the exposed rock, carry it back
across the platforms, and place it into the pipe.
-= Chapter 6 river gauntlet =-
* Shoot the loose rocks above the starting crate, wait for it to surface, and use it
as your moving transport.
* Carry the first box above Albert and place it on the upcoming button without
leaving the transport. At the next stop, carry the rock into the open pipe.
* Stand on the left side before spike blocks so the double jump has room to land.
* At the Steam-PC door that looks different from console walkthroughs, recover Otto
and bring the second box with you. That extra box is the key to the PC version of
the gate sequence; Xbox videos show a different layout.
* For later Otto chute gates, place the box on the upper button first, then drop
Otto, trigger the power box, cross, catch him, and double-jump back to the crate.
* At the white cliff, use the seesaw to launch Otto past the power box, trigger it in
mid-flight, recover Otto, and stay clear of the spiked gate until fully open.
-= Chapter 7 - Into The Dark =-
* Carry the burning sheep above Albert's head. Touching it can also kill Albert.
* Burn the wooden ceiling support so the rocks fall, then use the largest rock to
reach the upper route.
* Place a small rock onto the high pressure plate, then use another burning sheep at
the next ceiling spikes to light the route.
* Push the final crate into the gap, drop onto it, and carry the burning sheep
through the last dark jumps. Use the sheep to cross the final piranha pool.
Collectibles and Story Clues:
-----------------------------
-= Steam PC collectible counts =-
* Steam PC uses 25 Shards for the shattered picture frame. The later console 26-Shard
count does not apply to this version.
* There are 12 mailboxes containing drawings and letters added as extra story
material after launch.
* Do not use a 26-Shard console checklist as a Steam PC checklist.
-= Collectible save behavior =-
* Open a mailbox, view its drawing, and close it before moving on.
* After collecting a Shard, reach the next checkpoint before an intentional restart.
* Chapter 6 concentrates several Shards inside the moving-crate river sequence; those
are the easiest pickups to lose to a death before checkpointing.
* The last mailbox is in Chapter 7 after the dark cave and final piranha crossing.
Bosses:
-------
-= First mechanical boss - three rock drops =-
1. Drop Otto on the left floor button, then run to the far-right button.
2. Wait for the robot to raise its fist. Leave the right button before the fist lands
and step onto the center button. Otto, the fist, and Albert now hold all three
buttons, dropping the first rock onto the boss.
3. Pick up Otto on the left and double-jump over the sweeping eye laser.
4. Drop Otto on the left again, bait the fist onto the right button, and step on the
center button for the second rock hit.
5. After the second hit, keep Otto with Albert through the phase change. Jump the
laser, then avoid the two screen-shake waves of falling boulders. A second laser
follows before the final button setup.
6. Drop Otto on the left a third time. Move to the right while avoiding the extra
falling rocks, bait the fist onto the right button, then step on the center button
for the third and final rock hit.
7. Pick Otto up and move to the right platform. Wait for the large post-fight rock to
fall, then use it as the step to reach the exit platform.
-= Final serpent - moving-crate kill sequence =-
1. Shoot down the starting crate, wait for it to float, and ride it downstream.
2. When the serpent ignites the crate, jump to the left platform and then the hanging
platform. Reboard only after the flames die.
3. At the first gate, drop Otto through the tunnel onto the button, run through the
opening, recover him, and return to the crate.
4. At the next platform, climb quickly, take the sheep, return to the crate, and hold
the sheep behind Albert so the serpent eats it.
5. After the next spikes, grab the high rock and send it into the open pipe before
returning to the transport.
6. Kill the crow before the next spiked section.
7. At the last suspended platform, grab the small rock with telekinesis and run to
the final pipe. On Steam PC the pipe is much higher than in console videos.
8. Hold the rock in line with the pipe and shoot the floating rock with Albert's gun
so the impact drives it into the pipe.
9. Drop into the small pit beside the pipe immediately. The released spiked flail
swings into the serpent and ends the fight.
Solutions:
----------
-= I left Otto somewhere I cannot reach =-
1. Stop before moving farther into the puzzle. Without Otto, Albert loses the double
jump and later telekinesis.
2. Try the normal pickup range once if Otto is still near an edge or platform lip.
3. If a one-way drop or unreachable jump separates Albert from Otto, reload
the last checkpoint.
4. Redo the placement only after checking that Albert can return without the double
jump or replace Otto's pressure-plate job with a crate.
-= Otto will not hold or trigger the next plate =-
1. Center Otto on the pressure plate or inside the intended chute.
2. If the plate does not register after loading a checkpoint, jump and drop Otto at
the same time. An older shipped-state bug could leave some plates unresponsive
after saving and quitting.
3. If the state remains stuck, reload the checkpoint before moving more crates.
-= A telekinesis object keeps spinning or flying away =-
1. Stop Albert and hold the object close enough that cursor movement stays small.
2. Move it into position slowly and hold it still for a moment.
3. Release only when the box or rock sits flat over its intended target.
4. Reload the checkpoint if the object becomes wedged behind spikes or scenery.
-= I am stuck after the first boss =-
1. Confirm the boss took three falling-rock hits and the arena sequence finished.
2. Pick up Otto and move to the right platform.
3. Stand on the left side of that platform and wait for the large post-fight
rock to fall.
4. Use the fallen rock as a step to reach the upper exit platform.
5. Continue into Chapter 4. Otto now provides telekinesis while carried; use it on
the box trapped in the first gap.
-= A Chapter 6 crate spawned in the water =-
1. Do not restart immediately. Check whether the reachable crate is enough for
the current button sequence; the puzzle can sometimes be completed without
the submerged crate.
2. If you need the underwater crate, use the reachable crate to shove or knock it
free. Repeated hard impacts can move the stuck box back into a usable position.
3. Reload the checkpoint only if the crate remains unreachable after the
local recovery attempt.
-= The Chapter 6 river keeps leaving me behind =-
1. Restart from the last Steam-PC checkpoint and treat the transport crate as a
continuously moving timer.
2. Carry the next box or rock before its button or pipe reaches you.
3. Move to the left side of the transport before spike blocks.
4. At the Steam-PC door that differs from Xbox walkthroughs, recover Otto and
bring the second box forward. The Steam route needs that box.
5. On later Otto chute puzzles, place the crate on the pressure plate first. Only
then drop Otto, trigger power, cross the gate, and catch him.
6. At the spiked gate near the white cliff, wait for the gate to finish opening
before entering its hitbox.
-= The final serpent rock will not enter the pipe =-
1. Grab the final small rock with telekinesis and keep it suspended in front of
Albert while you run toward the high pipe.
2. Line the rock up with the pipe opening. The Steam-PC pipe is higher than the one
shown in later console walkthroughs.
3. While holding the rock in line, shoot it with Albert's gun. The impact drives the
rock into the pipe and releases the spiked flail.
4. Drop into the small pit beside the pipe so the serpent cannot catch Albert during
the kill sequence.
5. If the flail hits but the floor remains partly stuck, stop moving and wait briefly
for the scripted collapse and cutscene.
-= A Shard disappeared after I died =-
1. Check whether you reached a checkpoint after collecting it. A death around a
checkpoint transition can roll back a recent Shard.
2. Do not rely on console-style "Chapter Select"; Steam PC does not provide it.
3. If the missing pickup is the cave Shard beneath the first wolf, move
farther into the area, reload the game, and return. That reload can make
the Shard appear again.
4. The river sequence is another danger point. After leaving the stream you should be
near the end of the set; a death can roll back a recent river Shard even though
the checkpoint is already behind you.
5. If the lost pickup is permanently behind the active checkpoint, copy SavesDir and
export the Albert & Otto registry key before choosing New Game. Steam PC may
require a fresh run because it has no chapter-by-chapter recovery.
-= Resume does nothing or only New Game works =-
1. Do not choose "New Game" yet. Close the game, copy SavesDir, and export
HKEY_CURRENT_USER\Software\Kbros Games\Albert & Otto.
2. Restart Steam and the game, then try "Resume" once more before changing files
or registry data.
3. If "Resume" still does nothing while "New Game" works, treat the current state as
likely save corruption.
4. Restore a known-good SavesDir plus registry export if you have one. There is no
verified in-game command or menu option that repairs a corrupted Resume state.
5. Without a usable backup, a fresh New Game may be the only reliable recovery. Keep
the broken backup until the replacement run is confirmed.
Technical Issues:
-----------------
-= Aiming, controller input, or a puzzle state breaks =-
1. Reload the current checkpoint first. Rare aim and puzzle-state failures can clear
after a reload.
2. For controller shooting problems, open the Unity launcher "Input" tab and remap
Shoot to the intended trigger. If trigger behavior is still wrong, use
keyboard/mouse for the affected section.
3. For an Otto pressure plate that stops registering after save/quit, try the
jump-and-drop workaround before abandoning the current run.
4. If a scene remains irrecoverably broken after relaunching the game, copy SavesDir
and export the Albert & Otto registry key before starting New Game. Steam PC does
not provide Chapter Select.
-= My remapped controls are broken =-
1. Try the Unity launcher "Input" tab first and rebind the affected action.
2. If bad bindings survive a reinstall, close the game and open Registry Editor.
3. Copy SavesDir, then export HKEY_CURRENT_USER\Software\Kbros Games\Albert & Otto
before changing anything in the registry.
4. Delete the Albert & Otto key only after those backups exist. Relaunch the game and
remap only the actions you actually need.
5. If controller trigger behavior is still wrong after a clean mapping reset, use
keyboard/mouse for the affected section.
-= Frame rate and display =-
* Alt+Enter switches windowed/fullscreen presentation.
* PCGamingWiki records Vsync-off behavior as capped to 60 FPS, while Vsync on can
allow higher refresh behavior. If physics or timing feels unstable, test the
60-FPS/Vsync-off path first.
* Older hardware can introduce enough lag to make timed gauntlets harder. Lower
quality or resolution before assuming a timing window is impossible.
Reference:
----------
-= Episode structure =-
* Chapter 1: The Adventure Begins.
* Chapter 2: It's Too Dangerous To Go Alone.
* Chapter 3: Let Sleeping Giants Lie.
* Chapter 4: Electrified.
* Chapter 5: Down Under.
* Chapter 6: Here Fishy.
* Chapter 7: Into The Dark.
-= Core mechanics =-
* Albert alone: move, jump, shoot.
* Albert carrying Otto: double jump; later telekinesis.
* Stranded Otto: if a one-way drop makes him unreachable, reload the last checkpoint
and redo the placement.
* Otto separated: hold plates, travel through chutes, and trigger electrical devices.
* Sheep: wolf bait, floating platform, piranha bait, burning torch, and fire source.
* Gun utility: kill crows, cut ropes, release crates/planks, and redirect rocks.
* Steam PC story collectibles: 25 Shards and 12 mailboxes.
* Steam PC recovery boundary: no console-style Chapter Select. Before New Game, copy
SavesDir and export the Albert & Otto registry key.
* If "Resume" fails but "New Game" still works, treat the current save as potentially
corrupted and restore a known-good SavesDir plus registry backup.
* "The Adventure Begins" is the only released Windows episode; Episode 2/3 Steam
depots remain placeholders, not playable follow-up chapters.
* Latest named official PC gameplay update: v1.4 (December 4, 2015).
* Broken remaps: copy SavesDir, export HKEY_CURRENT_USER\Software\Kbros Games\Albert
& Otto, then clear that registry key and relaunch.
* Chapter 6 Steam-specific route: after recovering Otto at the mismatched door, bring
the second box forward.
* Final Steam-PC serpent trigger: hold the last rock with telekinesis and shoot it
into the high pipe.
* First boss phase two: after the second hit, survive a laser, two boulder waves, and
another laser before performing the third button setup.
* First boss phase two: after the second hit, survive a laser, two boulder waves, and
another laser before performing the third button setup.
 |
|
|
CheatBook DataBase 2026 is a freeware cheat code tracker that makes hints, tips, tricks
and cheats (for PC Cheats, Walkthroughs, PSP, Sega, iPhone, Wii U, Playstation, Playstation
2, XBox, Playstation 3, Nintendo 64, DVD, Gameboy Advance, Gameboy Color,
N-Gage, Nintendo DS, gamecube, XBox 360, Dreamcast, Super Nintendo) easily
accessible from one central location. (Release date January 10, 2026)
- All Cheats and Codes inside from the first CHEATBOOK January 1998 until today.
More Infos |
| | |
|