Cosmo Blue Walkthrough
General Notes
- The game auto-saves whenever you enter a new room.
- While you can make mistakes and die, you can always retry immediately.
- You cannot forget things that you need later.
- There are no inventory puzzles (use inventory item A with inventory item B).
- The player auto-inspects every object when you reach it. If you want to manually inspect it again, use the magnification icon.
- The only action you have available is Use (hand symbol).
- Actions are performed on the object you walked up to, and so are inventory items.
Chapter 1: Home on Planet Earth
The game starts in the bedroom and the player has just woken up after a night they only remember vaguely.
Click on the door to go to the living room once the intro monologue ends so you can chase coffee.
Living Room
- Use the blinking phone to hear Jean-Claude’s voicemail. Monsieur Fromage sounds nervous!
A piece of Cosmo Blue cheese might be missing. Oh no!
Kitchen
- Go to the kitchen.
- Open the fridge to learn the Cosmo Blue sandwich is missing.
Bummer! What about your breakfast now? No worries, we only need to get the sandwich from the Moon. - Take the coffee mug from the kitchen table.
Living Room (Again)
- Back in the living room, loot the box to grab the electric wire.
Bedroom
- Go to the bedroom.
- Use the nightstand, then use the bed to pick up the missing badge.
You can only find the badge if you tried the nightstand before. - While there, also grab Chuck the plant.
Bathroom
- Go to the bathroom.
- You’re about to go on a long space flight, so better take a bio break.
- Use the toilet, wash your hands at the sink afterward, and pick up the towel from its hook.
- If you don’t wash your hands, you can make it to the garage but will die because of a bad rash.
Try it, the “death” messages are great fun.
Garage
- Go to the living room and proceed to the dark garage.
- The power is off and the fuse box needs fixing (it’s somewhere on the right wall close to the corner).
- If you just use it, you’ll get an electric shock – go try it, it’s fun :-)
- Retry and use the electric wire with the defective fuse box to bridge the fuse.
- Then flip the light switch (on the left wall next to the door).
The light is now on. - In the garage, tap the pin pad to remember you wrote the code elsewhere.
- Interact with the shuttle to pull the floppy disk from the navigation computer.
Office
- Go to the office via the living room.
- Study the whiteboard to spawn the garage door PIN and take it.
You can only find it after you learned about the pin pad in the garage and the forgotten PIN. - Use the computer to log in and solve the CRAPTCHA puzzle: toggle segments so the digits read
7 - 4 = 3. - Now, use the floppy disk with the computer to write the nav update.
Garage Departure
- Go back to the garage.
- Use floppy disk with the shuttle.
- Use the garage door PIN with the pin pad.
- You should now carry: badge, coffee mug, towel, Chuck the plant, and the floppy disk (already used).
Use the shuttle to depart.
Chapter 2: Space Flight
- Steer the shuttle away from asteroids until the distance counter hits zero.
- The shuttle navigates to the location you tap or click.
- You can hit up to 4 asteroids before having to retry.
Chapter 3: Orbital Station E-17
You land in the hangar.
- Use the shuttle to recover your belongings.
Waste Processing Station
- Go down the aisle to the waste processing station.
- Notice the out-of-control KINAMO vacuum bot. The button to disable it is (of course) not working.
- There is one piece of trash you will want to get, but as soon as you try the bot will suck the life out of you, so leave again – or check out the “you are dead” message and retry.
Power Core
- Go to the power core (up the aisle).
- Notice how “power plants” are missing from the bio reactors. They are broken and cannot be saved. We need a substitute.
Personal Room
- Go to your personal room (opposite of the hangar).
- Use Chuck the plant with the Xorox device to clone the plant.
Restoring Power
- Go back to the power core.
- Use cloned Chuck and original Chuck with the empty bio reactors.
The power is back up and the elevator will start working.
Recreation Room (Level 2)
- Press the elevator button to go to level 2 of E-17.
- Find the recreation room of the crew.
- Rummage through the bookshelf until you pick up the Retro Gamer Magazine.
- Play the Space-Wrex arcade. Your goal is to:
- Land the rocket gently on the catch-arm.
- Score more than 8,000 points.
- Do all this without running out of fuel.
- Once succeeded, you win the N.A.S.A. medal.
Reading the Magazine
- Go back to the 1st floor and use the Retro Gamer magazine with the chair to read it.
- You learn about the KINAMO cheat code:
UP UP DOWN.
Control Room
- Leave your personal room and go to the control room (up the aisle).
- Inspect all mainframes and find one of them controls the vacuum bot.
- Use the terminal to disable the vacuum bot.
- Enter the cheat code without blanks (
UPUPDOWN) and click ENTER.
Waste Processing (Again)
- Go back to the waste processing room down the aisle. The bot is now idling.
- Find the piece of trash with the rubber ball in it and pick it up.
Crew Dormitory
- Use the elevator and go up to level two.
- Enter the crew dormitory (end of aisle to the right).
- Find a small note on one of the cabinets. Pick it up and find it reads: ASTRAL BODY.
- Sitting on another cabinet is Jerrick the cat. Try to touch him and he’ll show you his sharp claws.
- Give him the rubber ball to play with and he’ll slice it into halves.
- You cannot pick up the halves right now, so leave them where they are.
- Instead, go to the crew bathroom and notice the blocked toilets.
Medical Bay
- Leave the dormitory and enter the medical bay right next door.
- Find an empty glass in the cabinet shelves.
- Try moving the lever to turn on the lights – it’s stuck.
- Use the mug of coffee with the lever and feel stronger.
- Try moving the lever again and it will break off.
Pümpel 3000 and Clippy
- Go back to the dormitory.
- Use the lever with the rubber ball halves and get a Pümpel 3000 in return.
- Go back to the crew bathroom.
- Evade the hot water and make it to the toilets.
- Remove the blockages using the Pümpel 3000.
- Discover a drain gate. Use the drain gate to find Clippy, the paper clip.
Mess Hall and Commander’s Cabin
- Back in the aisle, find the mess hall and enter.
- Use the vending machine until you get a pack of Zero-Gummibears.
- You can also fill the empty glass with Space Cola at the dispenser.
- Leave and enter the Commander’s master cabin opposite the aisle.
- “Borrow” the uniform and look at the painting: the Commander is wearing his N.A.S.A. medal.
It looks like the one we won at the arcade. Cool. - Inspect the computer and find there’s an old chewing gum stuck to it with a fingerprint. Gross.
Reception and Form A38
- Use the elevator’s up button to enter the reception area.
- Try using your badge on the door’s card reader. Permissions reset?
- Talk to the secretary robot about the problem by using the badge on him.
- Learn that you need form A38 and have to fill it in.
Too bad it’s behind the laser barrier. - Use the Retro Gamer magazine with the laser barrier to get the secretary’s attention and have him turn off the laser.
- Pick up a punch card template from the shelf behind the secretary.
- Try using the template with the punch card machine and learn the needle is missing.
- Head one level down to the mess hall and break an icicle from the fridge.
- Return to the third level and use the icicle with the punch card machine.
- Use the punch card template with the punch machine and receive form A38.
- Present A38 to the receptionist and have your badge permissions elevated.
- Use your badge with the card reader next to the door. Enter the security lock.
Security Console
The security console asks for something you know, something you are, and something you own.
- Something you know: Use the ASTRAL BODY note with the console.
- Something you are: We need a biometric credential from a person with higher permissions.
- Something you own: We need a unique item from a person with higher permissions.
Getting the Commander’s Credentials
- Leave and go one level down to the Commander’s cabin.
- Take the painting.
- Use the quick-hardening Zero-Gummibears with the old chewing gum on the keyboard and get a mold of the fingerprint.
- Return to reception one level above.
- Use the Commander’s portrait with the receptionist and give your best Commander impression.
- Prove you’re the Commander by presenting the won N.A.S.A. medal afterwards.
- Receive the Commander’s backup keycard.
Science Section
- Back at the security console:
- Use the fingerprint mold with the console.
- Use the Commander’s backup keycard with the console.
- The door to the science section opens.
- Go past the cafeteria and the VR deck straight to the teleporter room (other rooms are locked).
Teleporter Calibration
- Check the display to find the teleporter needs manual calibration.
- Use the console to calibrate the teleporter:
- Use the joystick to keep the crosshair aligned with the Moon.
- Do this until you have reached 100% completion.
- You have 30 seconds to complete the calibration.
- Crosshair off the Moon reduces the calibration rate.
- The controls are very laggy. Try to predict where to move next; don’t overshoot.
- Use the switch on the wall to turn the teleporter on.
- Use the teleporter.
Chapter 4: Moon
Welcome to the Moon. We just have to grab the sandwich and return back home. Easy.
- Go left to the party area.
Storage Area
- Proceed to the next room, the storage area.
- Read the note and find the sandwich is not there.
It was returned to E-17’s cafeteria by the event crew. - Return to the teleporter and use it to go back to the orbital station.
Of course it breaks. Overheated! - Check the toolbox with spare parts and find a metal crank.
Party Area and Secret Passage
- Back to the party area.
- If you have not filled the glass on E-17, use the Space Cola dispenser here.
- Go left to the storage area with the note.
- Inspect the Lunolotl skeleton.
- Use the crank with the skeleton to discover a hidden passage.
Secret Caves
- Enter the secret cave.
- Check the crater. Find that it is sealed but has a tiny crack.
- Use the crank with the crater to learn you need something stronger to widen the crack. Maybe some party beats?
- Inspect the big fungus and take it.
- Move on to the other secret cave.
- Find a living Lunolotl and notice how he’s angry and won’t let you pass.
- Fun: Use any object with the Lunolotl and try to leave the room.
Party Beats and Sauna
- Return to the party area.
- Interact with the DJ to attempt playback, but it has a reception problem.
- Use the coat hook of the Commander’s uniform as a spare antenna with the bot.
- The music starts. It’s not loud enough though to affect the crater.
- Use the right speaker to increase the volume a bit. The Moon is shaking.
- Return to the secret cave and see the crater is smoking now.
- Build a sauna oven by collecting four rocks in total and using them with the crater (one by one).
- Give the sauna some spice by using the fungus with it.
- Use the glass of Space Cola with the crater.
Chilled Puddle and Cool Towel
- Head back to the Lunolotl. It’s high like a kite!
- Safely pass the Lunolotl and inspect the puddle. Seems to be chilly.
Better not touch it… or maybe give it a try! - Then, use the towel with the puddle. You get a really cool towel in return.
Fixing the Teleporter
- Head back to the teleporter.
- Use the cool towel with the teleporter to cool it down.
- Use the fixed teleporter to return to E-17.
Chapter 5: Back on Orbital Station E-17
- Try to enter the cafeteria: locked. The biometric scanner prevents entry.
VR Deck
- Leave the cafeteria and enter the VR deck.
- Learn from the console what it is about.
- Use the empty bag of Zero-Gummibears with the Pixel Bridge device.
- Use the Pixel Bridge device to enter VR space.
- Find the glitchy pixel in the Chomp-Champ VR experience and pick it up.
- Use the switch to go to Orbital Invaders VR experience.
- Use the switch again to leave Pixel Bridge.
- Note: If you don’t wear the bag, you won’t be able to leave VR and will die.
Hacking the Cafeteria Door
- Return to the door to the cafeteria.
- Use the glitchy pixel with the biometric scanner to hack it.
- Enter the cafeteria.
Getting the Sandwich
- Find a manual for the coffee machine in the cabinet.
- Take the sealed container with nuclear waste which contains the sandwich.
The event crew locked it in there to reduce smell. - Pick up the phone.
- Use the nuclear waste with the coffee machine to learn the container could fit in there, but the grinder might destroy the sandwich.
- Use the manual with the machine to learn there is a service lid.
- Use your badge with the coffee machine to unlock the lid and find there are DIP switches.
- Use the manual with the machine again to learn about the correct switch combination.
- Use the paper clip with the machine to set the switches and turn off the grinder.
- Now use the radioactive waste with the machine again.
The machine opens the sealed container. - Use the machine three times to empty the bean buffer.
It will spit out the sandwich. - Pick up the sandwich.
- Try to leave the cafeteria – the door is locked.
- Use the phone with the door to call the receptionist and do the Commander thing.
- Use the crank with the power supply to destroy it.
- Use the phone with the door again.
Chapter 6: Back Home
- Take the sandwich.
- Take the coffee.
Game finished. :-)