The ringmaster’s nerves are in tatters. Along with all the paperwork threatening to overwhelm him (and flood his camper), there’s now Phantom of The Circus sabotaging the crowd-drawing main acts of the show! As the clown of the troupe, surely you have the necessary skill set to save the spectacle…
Armed with naught but your brain and the tricks of your trade (balloons and pies), you must find out how exactly the Phantom succeeds in spoiling the performers’ acts and counteract his schemes. There’s a fair amount of freedom to do some clowning in the meanwhile, but I would have liked DANCE and SING and JUGGLE and JUMP to draw a bit more of a crowd. I loved some of the classic slapstick routines you can initiate while navigating your way through the crowds.
Honk ! consists of three thematically separate parts. The player is free to mix and mingle these though, there’s no pressure to tackle them in any prescribed order.
I opted to treat the parts as distinct chapters:
The NPCs’ campers are huddled close together, perfect for accessibility, and also to hear their stories one after the other, so as to form a coherent picture of what exactly this Phantom is up to. Dialogue happens through a menu of topics, but there are a bunch of freeform ASK ABOUT options too. Either way, the characters’ conversation goes beyond what is strictly necessary for your investigation. The personalities and the social dynamics within the circus are as much a talking point as the manner in which the Phantom disturbs the performances.
With the requisite knowledge about the saboteur’s modus operandi, I headed out to treat myself to a grand tour of the fair grounds. If you should feel an inclination to clown around, have at it! Your appearance alone will draw some looks, carrying around a certain object will necessarily cause some unintentional(?) slapstick antics, but it’s perfectly possible (and in-character!) to add a little more clownesque mayhem to the general hubbub. Just for the heck of it!
Finding (and safely acquiring) any objects you think you might need is fairly straightforward. Some are just lying there ready to be picked up, some need a bit of laid back puzzling. This is not a puzzle area. It’s for preparing the puzzles to come.
Hearing your circus friends accounts’ of how the Phantom goes about sabotaging their acts, combined with the objects you picked up on the circus grounds, should have given you a reasonable idea of what to expect and how to handle it, at least in broad strokes. I found that my plan for saving one of the performances worked exactly as I had imagined. The others needed a little tweaking. Luckily, after a failed attempt, there is a short “debriefing” with the circus artist involved where they point out how close you came to the solution.
Helping your colleagues get through their acts unscathed is all well and good, but the point is of course to thwart the villain’s attempts once and for all. The endgame turns out to be an action packed sequence where, when the player takes too long with certain actions, the game narrows the interactivity and proceeds the plot on its own. Tempo is more important than guessing the next move. This works brilliantly, and the final confrontation with the Phantom permits one final triumphant clown move.
I laughed a lot!