The Button Witch

The Button Witch

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Walkthrough Guide of The Button Witch
By Night Striker
A complete walk-through of this game with pictures of where items are and solutions to puzzles!
   
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Tutorial
For the most part I'm going to keep this section short as there really isn't much to do at this part of the game. Below is a step to step list of what you need to do to move forward.

  • Use the key on the mailbox
  • Use the item you got from the mailbox on the metal plaque on the ground to reveal the code "135"
  • Use the spell "Light" to turn on the 1st, 3rd and 5th lights and use the same spell to turn off any of the remaining lights.

And with that, the gates leading to the manor opens up!
Garden
As soon as you enter, there seems to be something on top of the trees on the right side.
And luckily you have a spell to drag metallic items to you! So you might as well grab that tool now to save the hassle of coming for it later.

Now continuing on with your mission to get inside the manor you'll meet two sentient door knockers, named Brother and brother (why anyone would give these two the same name is beyond me), and it seems that one of them has lost his knocker ring. Go back to the fountain that you passed by earlier and interact with it, Ellen will comment that she sees the missing knocker ring at the bottom of the fountain and you'll need a code to get it. However, you won't be able to get the code until after you finish all the other puzzles in the area.

From the fountain, you will want to go East until you see a house.

A picture of the house you need to go to.

Walk up to the front of the house and knock on it. Here you'll get screamed at for bothering them, whoops! Walking away from the house, the person inside will scream again about having some kind of problem and your character will deduce that you will need to find a solution for his problem. You will want to pick up the stick sitting at the side of the house!

Now go back to the fountain and head directly West until you hit water. And what's this? A shiny object under a bridge?

Time to use your trust "Magnetic" spell to get it! As it turns out, it's a coin and you'll definitely need to use this coin very soon. From here, you will want to head north until you see a well. It appears to be singing but it's time to throw that coin into the well!

Emerging from the singing well, you'll meet Lily and you'll learn that the person screaming at you earlier is named Ignis and that she can make the potion that Ignis wants! However she will need three ingredients: water blossom, berries, and a maple leaf. You will want to take the bucket of water sitting next to the well with you!

The water blossom that you need for the potion is pretty close to the well. From the well, just follow the river/lake South until you see a pink flower in the water.

Using the stick you got earlier, you should be able to get the flower easily.

For the berries, you'll want to follow the river/lake South again until you see a berry bush. You won't need to use any items to get the berries so two ingredient down and one more to go!

Head back to Ignis' house and you'll see that there's a sleeping tree just North of his house. With the bucket of water, use it and wake up that tree from it's slumber! After a discussion about beauty, it gives you one of its maple leaves.

With the three ingredients on hand, you'll want to go back to the well so that Lily can make the potion for you. After she makes the potion, head back to Ignis' house where he's able to smell it from a distance. He unlocks the door so that you can give the potion to him.

There are a few items you'll want to pick up before leaving the place. You'll want to pick up the shovel that is near the other round door in the house and the broken shears on the table near him. With both broken parts, you'll now be able to combine them. Go into your inventory, select one of the parts and it'll give you an option to combine them. You should also use your newly crafted shears to get one of the leaves from one of the glowing plants around his house.

Fountain's Code
With the shears, you'll now be able to cut the bramble blocking the path to the four statues around the fountain. The fountain needs four numbers and there are four statues, so you'll need to look at all four if you want the code. The puzzle itself is pretty simple, from the yellow dot, just follow the line to the number. The position of the number correspond to the code you need for the fountain as well so keep a note of it.

With all the numbers on hand you should get the following code: 1458

The water's drained and now you have the missing knocker ring! Time to head back to those sentient knockers and head inside the manor.
Main Hall
Entering the manor, you'll meet some kind of glitchy ghost saying ominous things . . . I'm sure that it's probably nothing to worry about.

In the Main Hall, there are currently only two points of interests. There is a book on the ground in the North-Eastern corner ground that you want to pick up.


There is also a lockbox that needs a code to open it. Luckily Ellen mentions that we need to do some math to solve this puzzle when you refuse to put in a code.

Math Puzzle
This puzzle is a little bit tricky since they don't give you any hints about it, other than Ellen saying that it involves math. So how do we solve this?


The key to this puzzle is that you need to add numbers together, specifically the first and last numbers together, and slowly work yourself to the middle. Since we don't know what the last number is yet, it's best we look at the numbers we do have. From the second number (3) and second to last number (7), the numbers add up to 10. The third (4) and third to last number (7) add up to 11. The middle number (5) adds to itself, so we get 10. So following this pattern: 10, 11, 10, it means that the first and missing number needs to add up to 11.

Answer for the puzzle: 10

And with that you get a candle! Other than the East hallway, it appears that every other entrance is either blocked, locked, or has a magical seal on it, so with only one direction to go, it's time to explore that side of the manor!

For now just walk past the Collection Room, you will come back here once you get a clue from the Tea Room.
Tea Room
Before doing anything, you should get these three items in the room first:
You will need to use a stick for the note in the bookshelf and the spell "magnet" to get the clock hands from the high shelf.

Looks like a candle is missing from one of the sconces, but with the candle you got earlier, it's an easy fix! Using your "light" spell on the newly fixed sconce, a lever magically appears on the wall! Walking up to the lever and trying to interact with it will fail as Ellen is too short to reach for it. At this point, you would think that our trusty stick would be used here, but unfortunately it won't be helpful here. But the lever does appear metallic and we do have a spell that might work on it, so using the "magnet" spell, it . . . flips the gramophone around, not very helpful at the moment, but probably useful later on.

Now head to the teacup with water floating out of it to meet a new character who wants you to bring nuts for it in exchange for information.

Clock Puzzle
With the clock hands, you'll be able to fix the grandfather clock next to the locked chest. Before doing that, you should look at the other clocks in the area as they all tell specific times that you need to be aware of to solve this puzzle.

The clocks give the following times:
12:15
3:30
9:00

Following this pattern, the correct time you need to set to is: 0645

With the puzzle solved, you'll get a suitcase! However, it is also a locked suitcase...

Suitcase Puzzle
Reading the riddle you got from the painting gives you the following clue:

With the way the numbers come out, the puzzle is pretty easy. The first digit in "412" was formed by subtracting the first two numbers (8 - 4) and the last two digits are from adding (8 + 4).

So the solution to the problem is: 511

With that solved, you got a Vinyl from the suitcase and there's only one place you can put that to play music. Listening to the vinyl, you'll surprisingly get a voice-over and one of the answers you need for the password-locked door! Using the lever to flip the gramophone around, you will be able to get the second answer you need as well.

Answers from the gramophone: Artist, Empower

However there is one other puzzle we should solve first before heading off to a new area. Back to the Collection Room for the nuts that squirrel wants!
Collection Room
There are only two points of interest in this area, the double doors and a locked drawer. For the door, you'll want to use the "Mailbox Key" you got at the beginning of the game on it. Ellen will comment about being able to push harder on the door, select "yes" and Ellen will break a part of the door in the process. Well it looks like that door still isn't open, but at the very least you now got a new item: "Broken Plank".

Nut Puzzle
With the note you got from the bookshelf in the Tea Room, you will need three numbers and each number correspond to the number of particular items in the Collection Room to unlock the drawer. You will need to find: flowers, ships, and eyes.
Notes: Each pair of eyes count as two (i.e two pairs equal the number 4)

The correct code for this puzzle is: 656

With the nuts on hand, it's time to head back to the squirrel and give him his nuts. And as it turns out his information was useless, but hey you now got a talking squirrel on your hat!
Study Room
In the study, there are three items you want to collect immediately, they are marked here:
You should've gotten a resume, shreds, and a screw.

With those three items in our inventory, the next step is to open that closet with shears and you'll find a light bulb hidden in there. Why anybody would dedicate an entire closet to seal away a singular light bulb is beyond me. Anyways with the light bulb, you'll now be able to put it in the lamp that was missing it and by using the "light" spell on it . . . it breaks, but one of the drawers opened for you! And it contains a ticket and it appears to be a clue for some kind of puzzle.

Climbing up the ladder, it'll give you a riddle where you need to guess a name. The riddle is fairly easy as it talks about the different seasons, so the answer to this would be Winter . As a result, the name tag suddenly turns to a "W" with no way to change it now. You will need to use this as a part of the code you need to put in later.

One of the paintings appear to be broken or marked in some way, but it's too high for Ellen to reach. If you tried to investigate the chest earlier, you might've noticed that you can move it around and it looks like it's time to move it closer to the painting!

If you mess up, you can easily reset it by leaving and re-entering the room again.

The solution to the moving chest puzzle:


Get on top of the chest, remove the painting, and it will reveal a safe!

Safe Password Puzzle
The ticket you got earlier is essential in solving this.

Looking closely at the ticket, it appears to be a cipher that changes a letter/number to a value 5 greater than the original. In the ticket, "B" is the 2nd letter in the alphabet and "G" is the 7th letter, so the difference in value between them is 5, and the pattern follows for each letter/number. And remember that "W" you got from the painting earlier? It's going be a part of this code, more specifically at the end of the new code you got from the ticket.

The correct answer: YMN0W

And with that, you get a "Painted Key"! With the painted key on hand, you'll now be able to open that door painting and go to the next area.
Lab Room
There are quite a few things you need to get here. From the four shelves at the start, you'll get:
  • 3 Vials
  • 1 Drops
  • 1 Agility Potion (Need to use "Magnet" to bring it down from the shelf)

Now head up to the table and take a look at the magical book. It appears that you'll be able to make a spell that turns you into a cat and all you need to do is drink three vials at optimal temperatures one after the other.

Vial Puzzle
At the book said, the machine can only do 6 charges and each vial needs to be heated up 4 times to reach optimal temperature.

Solution:

1)Put two vials on the table and heat it twice.
2)Replace one of the vials with the one in your inventory and heat it twice.
3)Replace the finished vial with the one in your inventory. Both vials on the table should be at 50% at this point. Heat twice again


With the three vials at optimal temperature, it's time to drink them all and learn a new spell! With the cat form, you'll be able to fit into small places now!
Library
With the new spell to turn yourself into a cat, you will now be able to enter the door that broke in the Collection Room. However you get to meet Sir Thimble on your way there and it seems that he's acting pretty strange and runs off as soon as you give him directions. Weird, but whatever. When you enter the library, you'll hear a creepy voice trying to talk to you and a different voice line will play every time you enter the Library.

At the book shelf shown below, there will be a book missing that you will need to fill. Hopefully you picked up the book from the main hall because we will need it here.

Use the "magnet" spell on the ladder to make it jump over and allow you to put the book in. And by putting the book in . . . you get another book! Well you might as well read it and it turns out you get a puzzle piece with a heart symbol on it.

Star Puzzle
There are a lot of books around with star symbols on it and they all say something about the order that they need to be in. I've listed below all the important ones that you need to know as two of the books don't really help with the puzzle. If you need to reset, you can do so with the white switch near the star room.

The important book messages:
  • There is only one right sequence
  • The star of Altair shines after Vega
  • The star of Albireo does not begin to shine after Altair
  • The star of Deneb shines before Vega and two other ones
  • More than two stars begin to shine before Altair does

The correct order: Deneb, Albireo, Vega, Altair

With the puzzle done, you'll get another puzzle piece! With two puzzle pieces, you will now be able to combine them and move onto the next puzzle.

Statue Puzzle
Looking at the note, you will need to move two statues (the spade and the heart) to the correct positions. This puzzle should be fairly simple, the spade statue is black so you should move it to the black coordinates and move the heart statue to the red coordinates shown on the note. To move to the heart statue, use your "magnet" spell to move the bars out of the way.

The statue positions should look like this when you're done:

After the puzzle is done, something heavy dropped nearby. Maybe it was that golden fruit from the tree statue. . . Go up to the tree and eat the fruit. Here you'll learn a new spell: Wind! With the new spell, you'll be able to blow away the books that was blocking the way in the main hall.
Corridor
Heading over to the stacked books, you'll see some shadow hands quickly disappear when you get close. Hm with the glitchy ghost, constant darkness everywhere, the person we're looking for acting weird, weird voices in the library and now shadowy hands? I swear this game is slowly turning into a horror game, but I digress.

Use your wind powers to blow away the books and enter the Corridor. Here you'll see more magical paintings, however you are able to interact with two of them: the elf and the girl in a blue shirt. There's also two locked doors, with one of them having a puzzle attached to it.

Eye Puzzle
Knowing which way the paintings are look at is essential to solving the puzzle next to the door. For the elf, all you need to do is use the eye drops you got from the lab and the elf will start to look up now.

For the girl in the blue shirt, you need to convince her to stand still and you will need to talk to her multiple times. Following these dialogue choices will be the quickest way to do so:
  • "What a beautiful name!"
  • "But you're a great portrait"
  • "You're good as you are"
  • "You'll attract more attention"

With all the paintings looking at a certain direction, the puzzle should be fairly straightforward.

Solution:


With the door open now, you can head into the kitchen.
Kitchen
As usual, you'll want to grab these four items (spoon, chamomile, thyme, cheese) before you do anything else. You will need to walk on top of the marked place on the carpet and interact with that spot to get the item.


Next, you'll want to turn into a cat, climb onto the barrel and knock down the three items on top of the cabinets. You should get a Recipe Book and Basil from it. Read the newly acquired book and you'll get the Table. And if you didn't grab the cheese before dropping the vase, you can use the "wind" spell to clean up the broken base and get the cheese now.

With the cheese on hand, it's time to interact with the mouse hole and offer the cheese to it. And surprisingly the mouse didn't eat all the cheese we offered, but it did say something about wanting a door...time to craft stuff again! This time you'll want to combine the Broken Plank and the Screw to make a door. Giving the door to the mouse will reward you with Pepper.

Now combine the Table that you got earlier with the open book next to the sink.

Cooking Puzzle
Combining the table with the book should produce this on your screen.


This puzzle is pretty straightforward, you're just using the right chart to find what you need from the left chart.

Solution:

1) One spoon basil
2) two spoons chamomile
3) two spoons pepper
4) add luminous leaf


Once you figured out what you need, it's time to add those ingredients into the soup! If you are missing the last ingredient, you will need to get it by using the shears on one of the sparkling plants in Ignis' house.

Once you added the ingredients, you'll want to use the "light" spell on the pot twice to heat it up and allow you to drink the soup you made. Congratulations, you have now learned the "Repair" spell by drinking soup! With the new spell, you'll be able to repair those shreds we got from the study room and the broken trap door in the kitchen.
Basement
Oh no, that voice from the library is back again . . . and there seems to be that glitchy ghost here as well with another ominous message.

Anyways, I've marked out the items you should get here. You'll need to use the "magnet" spell on one of them.


With the mirror, firewood and nails in our inventory, we can take a look around the small room. With the amount of interactable things here, it definitely seems like we're going to have to come back to this room later on, except for one thing: the chest. Use the nail you just got to open the chest and get a Device.

Device Puzzle
The goal of this puzzle is to get all the eyes open. There is a reset button at the bottom in case you mess up, this is also the only way to reset it as well.

I was able to do this in 4 steps from the original position so reset the puzzle if you want to use this solution. As this puzzle is a 3 x 3 chart, I'll use the following number system:

| 1 | 2 | 3 |
| 4 | 5 | 6 |
| 7 | 8 | 9 |

The original position should have open eyes at 2, 6, 9.

Solution:Press in this following order: 2, 5, 8, 9

Wand Puzzle
To get the code for the wand, you need to look closely at the glowing symbols on the wall. There should be three numbers you can get from it.


Solution: 742

Hazzah, you now got a wand, but it looks like it was a fake all along...time to break it and combine it with the device you finished solving earlier. With the new wand, you'll want to use it on the hole in the wall to get a new key! If you talk to the squirrel at this point, it'll mention that we're pretty much done here so it's time to unlock that other door in the Corridor.
Dining Room
There are three items you should grab when you enter this room:

You should've gotten a cherry, black stone, and tray.

Next, you'll want to use the firewood you got from the basement into the fireplace, put the black stone into the fireplace, and use the "light" spell on it. The black stone should now be glowing. Use the "light" spell again to turn off the fire and get the black stone. And it appears to be doing math with symbols.

When you entered the Dining Room, you should've seen a melted candle on the table. Trying to use the "light" spell on it will make it come alive, but talking to it will reveal that the candle is "tired" because of old age and then the light will immediately disappear. Luckily we do have a "repair" spell to make that candle as good as new! Talking to the candle now, it'll show a happy little candle that wants to be placed at the middle of the table. It also reveals some pretty interesting information about lighting other candles like it, but that will be for another section. For now, you'll get a strange code that was hidden under the candle.

Rune Puzzle
To solve this puzzle, you will need to look at the glowing blackstone and try to make sense of it. And using the blackstone, you will need to find the answer for the code below.



Well, this is a math puzzle that requires you to substitute these symbols into variables, so time to do some algebra! If you want to work this out yourself, you should probably go get a piece of paper as this can be confusing if you don't write it down.

Solution:727

If you want an explanation as to how to come up with the numbers, I have written an explanation as well.
Explanation:
For this puzzle, we're going to only look at the first two equations for now and deal with the third equation later. We will need to convert the symbols into variables and if you look closely, the symbols can repeat and multiple symbols can be "combined" into one symbol. So with that out of the way, we can now substitute these symbols into variables. As this is a math problem, there are multiple ways to do this, but this is my version.

The first equation on the puzzle will look something like this:

a - b = 2c

And the second equation of the puzzle will look like this:

c + 3b = a

From here, you want to change the first equation to (a - 2c = b) so that we can use it to replace the "b" in the second equation. Now putting the first equation into the second equation, it should come out like this:

c + 3(a - 2c) = a

Cleaning it up, it should now look like this:

2a - 5c = 0

Because the game only supports whole positive numbers and no numbers greater than 9, it's pretty safe to say that (a = 5) and that (c = 2).

Using these answers back into the equation, we will be able to get a value for b, which is 1. Using all three numbers back into the two equations verifies that we got the right numbers.

So with our answers of (a = 5) and (c = 2) and the last equation essentially being: (a + c = d), it means that (d = 7). Looking back at the code you need, you will need the numbers (d, c, d) or 727.


Whew, after that mathematical puzzle and putting in the code, the game rewards you with Juice! Too bad we can't drink it though. However we can combine it with the tray to reveal another secret message!

Tray Puzzle
Finishing a math puzzle rewards us with another puzzle! Yay! It is another math puzzle, but not nearly as intense as the previous one. At the very least this will provide us with a code to open that class cabinet.

This puzzle is definitely more straightforward as to what you need to do. All you really need to do is turn your head sideways until you can read what the plates say and then use those numbers as to how it wants you to use it.

Solution:12

Explanation:
You should've gotten the numbers "4" and "9" from the table. You need to multiply them together as well because there is an "x" on top of the pot. If you look at the tray again, you will need to divide by 3 to get the real answer.

And with the code in hand and using it, you'll get a shot glass! And if you recall, there was a painting of a bar earlier, so I guess it's time to get some drinks!
Netherworld Bar
Coming out of the Dining Room, you'll see what appears to be a vampire floating in mid-air in front of the bar. Seems friendly enough considering he's smiling. By talking to him, he'll reveal that the shot glass you just got belongs to him and he wants it back. You can actually deny him both times and he'll give a joke that breaks the fourth wall! Giving the shot glass to him will reveal a new doorway for you to enter.

After you walk in, he pretty much gives you a murder mystery to solve. If the whole witch thing doesn't go well, I guess Ellen now has work experience as a detective and as a clockwork builder.

Anyways, I've marked down the items you should get before talking to anybody. You should get the Ice Pick, Ginger, and the Arrow.

And with that, you can talk to people! Also if you change yourself into a cat, you'll get different dialogue sequences with the characters here.

Talk to all the characters here and you'll get some quests for you to do. The skeleton wants a cocktail, the goblin wants some food, and the dragon refuses to talk to you. Well first things first, you need to put pepper into the dragon's drink so that he can finally acknowledge your existence. Talking to him reveals that the goblin was hiding outside doing something at the time of the murder.

As for the other quests, you'll need to visit the Basement and use the blender to mince the ginger. On your way there, use the soup pot in the kitchen to make the Cheese into Seasoned Cheese for the goblin. Once you get these items, go back and finish their quests.

Now head over to the dart board, but before you try to play the game, drink the agility potion that you got from the Lab Room to make the game easier. Once you beaten it, talk to the goblin again to reveal what she was doing outside the bar at the time of the murder.

Safe Puzzle
Looking at the puzzle, it can be really confusing as to what the code is, but Ellen does mention that there must be a clue in this room that has similar shapes to this puzzle...


Solution: 6438

After solving the puzzle and opening the safe, you'll get a bottle. Go show the bottle to Andy and he'll reveal that it is an ingredient for a cocktail, but it is highly poisonous to most creatures and that the poison was used recently! Go check on the body and use the bottle on it so Ellen can compare the liquids. You'll learn new information that proves that the arrows didn't kill the victim, which is information you can use to calm the waiter as well as the fact that the arrows were painted red.

With all the information from the characters, it should be obvious who killed the victim now so go talk to them and see what they say. Well it turns out, they don't want to say much and talking to the waiter again will provide an opportunity to grab something from their bag. The song won't last forever so you will need to be quick about it. You can use cat form to quickly grab it if you are having trouble getting it normally.

With enough evidence now, it's time to talk to Andy about the murder.

Correct answers: Bottled Poison, Brush, Had a fight with the victim, The Dragon

And with all the answers, there was a surprise twist! It's a weird a twist, but a twist nonetheless. Anyways, after you finish solving the mystery, you'll get rewarded with Green Tea. Drinking the Green Tea will let you learn a new spell, "Dispel". Looks like we can now break the seal to the 2nd floor!
Anteroom
As usual, I've marked out the items you can get immediately. You will need to use shears on the tree to get the item. You should also head South and grab the Stone Leaf from the pedestal. You should've gotten a Branch, a Sketch, and a Stone Leaf now.

Looking around there are a few puzzles we need to solve in the area, stairs that you repair, an entrance blocked by guards, and a key that won't come down even if we use the "magnet" spell on it.

Curtain Puzzle
This puzzle is very straightforward as the only thing you need to do is use your "magnet" spell to match the pattern on one of the paintings.


With the puzzle solved, a button magically appears on the ground and by stepping on it, it lowers one of the heads on the wall, allowing you to get the Metal key with the "magnet" spell.

Fibonacci Sequence Puzzle
Hey look, a locked container with a math puzzle attached!

The one is also fairly straightforward as well. If you look closely at the "3" and "4", the number between them is "7" and if you follow this pattern, the answer should be clear.

Solution:29

After solving the puzzle, you should now get a Gem!
Bathroom
As you enter the bathroom, you'll want to use your "repair" spell on the broken pipe. You can get an achievement and some 4th wall breaking jokes if you interact with the toilet and bidet.

With the pipe fixed, turn on the boiler and head over to the sink to turn it on. You'll also want to pick up the soap and put the mirror in the stand next to the sink. Next you'll want to use you "light" spell to turn on the lamps in the bathroom. The mirror should now be reflecting light to a certain spot. Head over to the spot and get a Metal Tile.

Now you'll want to use your "wind" spell on the orange towel and your "magnet spell on the bathtub. You'll now be able to pick up the Stopper and have enough hints about the puzzle you need to solve.

Word Puzzle
This puzzle is a pretty straightforward one, the pink titles in the bathtub represents the lettered titles on the wall, so all you need to do is follow the arrow to form a word.


Solution:redraw

After solving the puzzle, the mirror will reveal a safe behind it. You'll want to look at the Metal Title now if you haven't already and try to figure out what the missing number is. You will need this number to open the safe. The correct answer is49. With the safe open, you'll get a Half-Key!

This room is mostly done for now, so it's time to head to another room.
Artroom
You'll want to grab the three items marked here when you enter. You should've gotten 2 Sketches and a vase.

Once you got the items, you'll want to inspect the vase to get a key. Afterwards, head over to the window that has a pile of books in front of it, you'll want to use an ice pick on it to open it then use the "wind" spell to launch the books out the window. With the books out of the way, turn yourself into a cat and knock the chest on top of the wardrobe to the ground.

Before turning back into a human, you'll want to go out the window and head over to where a green doll is sitting. If you want the true ending, you can collect the green doll. However you will need to collect the other dolls and do a few other things to get the true ending! You'll want to drop the vase on top of the Gargoblin's head, getting rid of it now will help a quest you need to do later.

You'll then want to move the box in front of the safe so that you can reach it. With the key that you got from the vase, open the safe, and get a Tile.

Next you'll want to use the "magnet" spell to bring the metal box onto the bed and then use an ice pick to open it. You'll receive another sketch.

Now go to the blue magical circle and put a Tile in it to complete it. Then you'll want to interact with the magical circle and solve the puzzle. The puzzle is pretty straightforward. You just need to change the eight symbols on the circle to match the four sketches. And after finishing, you should now get another Half-Key!. You'll now be able to combine it with the other Half-Key you got from the Bathroom.
Toy Room
Here are the items you need to get in the room.


You will need to turn into a cat to get on top of the shelf and smack the item down. You should've gotten a Little Umbrella, Action Figure and the Library Puzzle.

For the most part, there isn't much to do in the Toy Room unless you're trying to get the true ending. You don't need to solve the Library Puzzle you get from this room to beat the game, but it is necessary to get the true ending! (Refer to the "Getting the True Ending" section)
Master Bedroom
To get to the Master Bedroom, you're going to need to solve a few puzzles first. Go back to the Anteroom and the entrance to the Bedroom will be on the far left.

Room Puzzle
If you read the open book on the desk, it'll give you a hint that the first room you should enter is the one with the water symbol and that the last room you should enter is the fire symbol. Luckily there's only a total of four symbols, so it shouldn't be hard to brute force this.

Solution:water, wind, earth, fire

If you did it correctly, you'll enter a new room. From here, use the gem on the skull and get Horns (Gold). Then use the Metal Key to unlock the chest and get Horns (Glass) and Flag 3. Next, you'll want to interact with the panel on the wall.

Sudoku Puzzle
Well it's Sudoku and the Squirrel pretty much explains how to play if you don't know already.

Solution:


I've marked everything you should get or know about in these two images.


You'll need to use the "repair" spell to fix one of the horns on the ground and to pick it up. You'll also need to use repair to fix the document that will be important later. You should've gotten an Ink Stamp, Flag 2, Flag 4, Horns (Jade), Horns (Steel), Horn, and Stone Key.

After collecting everything, you'll want to use your "dispel" spell on the barrier around the book, pick up and read the book. The diary itself gives you the answer to one of the puzzles in this room, so you should make a mental note of everything it tries to show you.

The first one we need to do has to do with animal heads. In your inventory, you'll want to combine the Horns and Branch together to make Horns (Wood). However if you noticed the amount of heads on the wall and the amount of horns in your inventory, we're still missing one, so we'll need to crack open the red chest to get it!

Number Puzzle
This puzzle is very straightforward and is fairly easy to notice the pattern if you look at it closely.


Solution:74

Once you open the chest, you should get Horns (Bronze) and Flag 4.

Now that you got all 6 horns, it's time to put them all in! Starting from the left, you'll want to put in glass, wood, gold, steel, jade, bronze. When you finish putting them all in, a little ship should appear in the carpet nearby and thus solving the first part of the book's puzzle.

For the next part, you'll want to head over to the bookshelves and interact with one of them. It'll give you the answer of "The Sea Monster" which fulfills the second part of the book.

Next you'll want to go to the fireplace and put your Firewood in it and light it. There will now be a shadow in the carpet of the mountains which fulfills the third part of the book.

The final part of the book requires you to look at the poster you fixed before you're done. You will need to spot the difference between the diary and the poster and keep a mental note of it. After doing all this, it's time to head up the middle stairs and solve the puzzle.

Another Math Puzzle
It's another math puzzle, and this time I hope you remember what the " : " symbol does in math. For the most part, it's very easy if you know what the " : " signifies and realize that the triangles are pretty much an equal sign.


Hint:The " : " signifies a ratio. An example being 16 : 2, where the answer is 8.

Solution:624

With the puzzle done, you'll unlock...another puzzle!

Flag Puzzle
If you have been paying attention to the diary and the things it shows you, it pretty much gave you the answer you need to solve this. All you need to do is put flags on certain objects in the order that the diary wants you to see them.


Solution:
Place the first flag on the ship, the second flag on the Sea Monster, the third flag on the mountains, and the final flag on the lighthouse

As a reward, you'll get a Stone Book, which is the final stone item you need to get through the guarded room in the Anteroom.
Balcony
After that weird encounter with Thimble, it's time to place the four stone items on top of the pedestals to unlock the Balcony. The puzzle is pretty easy, but if you're having trouble the solution is book, key, vase, leaf.

Now that you're outside, walk East and talk to the Gargoblin. It's blocking the way to the tower and the only way to get through is if you beat it in a race! But first, we need to get rid of the two Gargoblins blocking the path. Give the Gargoblin with the glasses the Action Figure that you got from the Toy Room and it will fly away. With it gone, walk over to the other roof and talk to the Gargoblins there. After talking to all of them, you'll now have a few quests to take care of to get rid of the rest of the Gargoblins.

Since two the Gargoblin's quests are in the Netherworld Bar, it's best to head there first. Talk to the skeleton to get a comic, then talk to Andy so that he can give you the cocktail. If you are missing the Cherry or the Little Umbrella, they can be found in the Dining Room and the Toy Room.

Now it's time to go talk to our favorite gardener for the Blue Rose that the Gargoblin wanted. Head to Ignis's house and talk to him to get a Blue Rose. Luckily we won't have to do whatever quest he was about to give us before Ellen interjected. With all the items on hand, it's time to go back to the Balcony and finish all the quests.

After handing in all the items you got, grab the rope and use it on the scratched pillar near Rapido to set a trap for him. If you haven't gotten rid of the Gargoblin saying "Stay back" yet, you'll want to head back to the Artroom, turn into a cat, go out the window, and drop a vase on his head.

After beating Rapido in the race, pick up the key and use it on the locked gate. Head over to the tower and the squirrel will tickle the tail away from the entrance.
Clocktower
Walking straight into the clocktower, you'll face an invisible barrier that blocks your way, kind of. If you look at the painting of the dragon, it'll tell you how to walk through the invisible maze.
You'll want to follow the painting on the right first and be careful to not walk into the invisible barriers as it will send you back to the beginning. You'll also want to hit the floor button when you can to remove the invisible barriers in the room.

Next you'll want to use your "Magnet" spell to activate the lever on the left side and it'll give you a path to another button. Use the "Magnet" spell again for the lever and it'll open the door for you.

On the 2nd floor, you'll want to use your "Repair" skill to fix the chandelier. Then you'll want to use an Arrow to "fix" the lever and then use it to lift the chandelier up. Wait a few seconds and the chandelier will fall down. Grab the arrow from the lever and head downstairs.

A new path opened up, so like last time, just press the button and use your "magnet" spell on the new lever. Once that's done, head back upstairs for a new path, but first use your "wind" spell to remove the curtain from the yellow button. Then put the Arrow in the crossbow and play a minigame to shoot the button. A new path will open up to the ladder when you are done.

On the third floor, you'll want to make all the lights turn on. There isn't much to this so just keep flicking levers till you get it. After you're done, you'll meet Fen who gives you a ride to the next section of the game!
Hot Springs/Ice Cave
These next two areas are pretty short so I've combined them into one section.

Hot Springs
After riding down Fen's body, we end up in a snowy place. Not much to really do here so it's time to follow the path and up the stairs to the Hot Springs. You'll want to talk to the big turtle sleeping within the Hot Springs to get your next main objective.

Go to the left side and talk to the turtle with the red cone. It'll want you to stop the water leak behind it, so use the Stopper on it. As a reward, you"ll get a Gadget from it and a clue as to who has the key you need.

Now you'll want to talk to the turtle next to the locked door and use the Gadget on it. And as it turns out, it doesn't have the key either so there's only one turtle left to confront about the key. It'll tell you that the key is under the snow about four steps down and three steps right from Frida, the turtle in the Hot Springs. Use the shovel on it and you'll get the Cave Key, which will automatically open the locked Door.

Ice Cave
Once you walk into the cave, you'll see an ice sliding puzzle!

You'll first want to try and get to the island on the right. You'll want to start from this spot:


And then you'll want to move: up, right, up, left, up, left, down, right, up, left. You should've now made it onto another island.

The next part is fairly easy, all you need to do is go to the upper-left part of the island, slide left and follow the path down until you get to the middle.

You'll have to solve another puzzle, but it is pretty simple. The flames on the middle tablet should match the ones on the left and right when they are combined. The flames that are on the "x" on the main tablet should have pink/purple flames. After solving it, you'll get a Badge which will automatically be given to Frida. She'll then tell you to grab a Snowcone from the new shop which will let you learn a new spell, "Freeze"!

With the "Freeze" spell, you'll be able to create an ice bridge to cross the pond.
Veranda (Optional)
The (Optional) sections are not required to beat the game, but they are required to get the best ending! The next two rooms are a part of Lily's side quest.

Turn yourself into a cat, and go through the door shown here.

You want to stay in your cat form and talk to the cat sleeping on the piano. You'll want to give it your resume to prove that you're a witch. He'll need some time to inspect it, but you can just quickly exit and return into the room to advance the dialogue. You might as well return to your human form and unlock the door to the Tea Room while the cat inspects your resume. After returning into the room, the cat now wants some food, most likely fish.

Well it's time to do some fishing, but you'll need some equipment for it. Using your "wind" spell, break one of the curtains to get a stick and on the parrot to get seeds (Sorry parrot!).

Next you'll want to head back to the inside of Ignis' house and use the "repair" spell on the broken wire near the entrance.


Now you'll be able to combine the rod and wire together to make a fishing pole. Then you'll now want to talk to Ignis to trade your seeds for a lure. He'll even give you some advice as to where to fish, so it's to head to that spot. You will need to use your "repair" spell to fix the gap in the bridge.

With the fish caught, it's now time to go feed that cat...only for it to run off to eat it. Well it looks like the piano is playing now and trying to interact with it will give you another puzzle.

Piano Puzzle
As far as the piano puzzle is concerned, you need to reproduce the sequence it is playing.

Solution:


After solving the piano puzzle, the way to the Greenhouse unlocks.
Greenhouse (Optional)
The first thing you want to do is grab the bucket in the left corner of the map and then use it on the empty barrel. The key is now visible, so use your trusty stick to pick it up! With the wooden key, you can now open the wardrobe to get a Towel which you will want to use on the nearby sink. Next, you'll want to use the wet towel on the dirty window nearby to reveal the number 5. Now it's time to use your "wind" spell to get the piece of paper from the top of the wardrobe.

Math Puzzle
Reading the piece of paper you got from the wardrobe, you'll see this cryptic clue:


And inspecting the locked desk will show this, with each letter showing one of two colors and giving you one of the numbers needed to solve this puzzle:


Since you already got the number "5" from the window and now the number 3, you need to use some combination of "5" and "3" to get the right answer.

Hint:You need to use the number "5" twice, and the number "3" four times

Solution:19

With the puzzle solved, you will now get fertilizer that you can give to the talking plant in the blue pot! After it becomes a fairy, it'll let you keep the pot it was in.
Lily's Side Quest (Optional)
Make sure you do the Greenhouse and Veranda section of the guide as well! They have one of the pots you need for this quest! You also should've gotten a pot from the Hot Springs by this point.

You'll want to go to Ignis' house, walk up to the window, and say that his flowers are dying. He'll run over to the window and check. While he is distracted, you'll want to look inside his cabinet and get a Map. The Map will want you to find a glowing mushroom, which is here:


From there, follow the number of steps on the map and you'll be given a prompt to dig. Use the shovel you got from Ignis' house to dig it up.


After digging it up, you'll get a Poetry Book that you'll want to read. Go to Lily, choose the Gardener option, and present the Poetry Book to her. Then you'll want to head back to Ignis and confront him about the book, and then about the Lily option. However Ignis is too embarrassed to say anything so it's time to head back to Lily and giver her the two pots. She'll now happily appear in Ignis' house with Ignis being embarrassed and they will both play an important role in the ending.
Violet's Side Quest (Optional)
One of the requirements to get the true ending, as well as the only requirement for the great ending, is to get all six the dolls and place them in the correct seats in the Toy Room.

Doll Locations
Yellow: With the soap you got from the Bathroom, you'll want to head down to the Basement and use it on the door. Walk in and you'll be able to pick up the doll sitting on the shelf.


Green: In the Artroom, you want to go through the window as a cat, the Green doll should be sitting on a ledge.


Blue: After getting the ink stamp from the Master Bedroom, head back to the Bathroom and put the ink stamp where the soap was previously.


White: After picking up the item "Library Puzzle" in the Toy Room, go to the library and move the statues to the places noted on the paper.



Black: When you get to the Sot Springs, you'll want to use your Mailbox Key on the mailbox next to a shrine to get the doll.


Red: There are a total of five special candles that you can light up. Lighting all five will unlock the chest in the Toy Room and give you the Red Doll.

  • Library

  • Basement

  • Greenhouse

  • Master Bedroom

  • Cellar

Doll Puzzle
If you go into your inventory and click the dolls, each of them will give you a hint as to where they are supposed to sit.

The Doll's Dialogue:

Black - Remember to put on your pajamas when it's night!
Blue - I want to sit next to my friend, Red!
Green - It's so good to sit between my friends Yellow and Black!
Red - Blue is always so warm!
White - Liar, liar, Yellow's a liar!
Yellow - I'm sitting next to White!

Solution:From the left: red, blue, yellow, green, black, white

Once you put all the dolls in the right place,that glitchy ghost we keep meeting throughout the game shows up in front of the toy house. You'll want to talk to her and she'll give some clues as to what is going on.
The Dungeon
You'll want to head over to this area near the statues and use the "Wind" spell on the door to get to the next area.


When you go down, you'll enter a room called the Cellar. There isn't much to do here except freezing the water and making your way to the Dungeon. Once you're inside, you'll have to use your "magnet" spell to move the metal bars.

Then you'll have to move the rocks aside and make you way to the other side. If you need to reset, you need to talk to the squirrel in your bag and it'll give you an option to reset. Once you get across, walk up to the barrier and talk to the squirrel in your bag, it'll give you an option to remove all the rocks in the room in case you need to go back for something. Use your "dispel" spell to break the barrier.

Golem Puzzle
After you break the barrier, you'll meet a Golem who will try to catch you. For every tile you move, it will try to move three tiles towards you.

Solution:
From the start you want to go: right, up until you hit the wall, right, down all the way, left, left, up all the way.

Once you made it across, flip the switch to turn off the Golem.

Four Cubes Puzzle
You'll want to go back to the Golem room to look at the different colors of the floor and the sequence of colors the Golem is glowing. You will need to change the color of the lights to the same colors of the Golem room's floor. Then you'll want to light up all the cubes the room and use the circles on the ground as a clue to judge how high each cube should be if the circles turned into spheres. Once you're done, you need to turn off all the lights and turn them back on in the color sequence the Golem is showing.

If the door isn't opening for you, you might need to move the blue cube to a different height and then back to what it should be.

Solution:


Once you solved this, the door will open to the Ritual Room.
Ritual Room
When you enter, you should use your "wind" spell clean up the middle part of the columns. You can pick up the flint on the ground, but you won't really need it.

Circle Puzzle
With the star exposed, it should be easy to figure out what the pattern is for the missing column. The red circle is moving counter-clockwise around the square, while the blue one is only moving either left or right in the middle row.

Solution:


After solving the puzzle, you'll want to put your wand in the middle and the person sealed away is revealed to be . . . Thimble. Well I mean this shouldn't be that much of a surprise considering how weird he acted earlier. With Thimble now free, the fake Thimble runs in and tries to convince you to that he is the real Thimble. Well the attempt fails and he recognizes it, so he jumped the real Thimble and now we got to guess who the real one is.

You're free to ask them as many questions as you can or show any items that you have to figure out the real Thimble. Although honestly, if you show the Diary or the letter to both of them, it should be obvious as to who the fake one is.

If you want an achievement and see the Bad Ending, you can save first and then seal away the real one!

After choosing the correct person, Nero will reveal itself and run away. You will now have to follow Thimble as he chases after Nero.
Ballroom
You and Thimble run into the ballroom and it is revealed that Nero wants his friends and family to come to this dimension and consume the world. As Thimble is still too weak to fight, he gives you a chocolate bar that lets you learn a new spell, "Ritual".

This is the part of the game that determines which ending you get. However if you didn't do any of the (Optional) sections of the guide, there will only be one ending that you can get.

Placing characters in the correct spot isn't too difficult to figure out as each character relates to the symbols on the ground.
- Thimble should be at the top
- The gargoyle should have the bat wing swymbol
- Andy should be at the martini glass symbol
- Artemisia should so on the turtle shell symbol
- Ignis should be on the flower symbol.


Decent Ending:
  • Place all the characters in the correct position in the outer ring.

You will need finish Violet's side quest to unlock Violet and get this ending.
Good Ending:
  • Place all the characters in the correct position in the outer ring.
  • Have Violet in the inner ring, she has the same symbol as Thimble.


You will need to finish both Violet's and Lily's side quest to unlock all the characters needed to get this ending.
Best Ending:
  • Place all the characters in the correct position in the outer ring.
  • Have Violet in the inner ring, she has the same symbol as Thimble.
  • Place Lily on the Lilipad symbol
  • Place Verdell on the sapling symbol
  • Place Kid on the fish symbol
6 Comments
CroadNation 5 Mar, 2023 @ 7:26pm 
anybody know how to get the jump achievement?
Precious Blue Jinx 14 Jan, 2023 @ 7:57pm 
Thanks so much for this! A lifesaver on the odd occasion, very helpful!
:gearthumbsup::smilekit:
McPerser 4 Nov, 2021 @ 9:02am 
Thanks again :p2cube: This was exactly what I was missing. Sadly the reward wasn't satisfying at all :mocry:
Night Striker  [author] 4 Nov, 2021 @ 8:55am 
If I remember correctly, to get the "Engineer" achievement is to learn the "Repair" spell, go back to the Study Room, and use the spell to fix the phone.
McPerser 4 Nov, 2021 @ 4:55am 
Thank you for your guide. :mosmile2: Just one question: How do you get the "engineer achievement"? :moquery: Maybe I haven't read this guide accuratly enough but I can't remember any hint for this achievement :papyruswacky:
Tyrax Lightning 13 Jun, 2021 @ 2:15am 
Thank you so much for this Guide!

So many of the Puzzles in this game kicked my ass so hard... I beat up quite a few of them, but I sure as hell turned out to be no match for this game.

... well... i'm semi-proud of myself for picking the right ||Thimble|| by myself...