Cradle
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Cradle - Simple Walkthrough
By caramedic
This is a simple, mostly spoiler-free walkthrough for Cradle, using text and screenshots. It lists the steps needed to complete the game, broken down by chapter.
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Introduction
This is a no-frills text and pictures guide to completing the game, listing only the steps necessary to get to the ending. It is mainly intended to help if you are stuck on a specific part or puzzle. To figure out which section of the guide to use, press tab while ingame to display your current chapter name, then click it on the table of contents to the right of this page.

Cradle is a game with a lot of depth and backstory, and I would advise you to take your time and explore as much as possible. If you simply follow this guide from start to finish, you will be confused and unsatisfied by the end.

If you have any questions or feedback, feel free to leave a comment.
Ongot's Breakfast
After you wake up, read the note on the table directly in front of you.


Then begin to follow the instructions,

First, you need to heat a pot of water. The pot is located in the lower section of the cabinets, near the sink.


Take the pot and put it on the stove in the center of the yurt. Next we need to fill the pot with water. Turn on the tap at the sink, then get a glass from the narrow cabinet on the right.


Use the glass on the tap to get water, then use it on the pot to fill it up. To heat the water we need to light the stove. Open the lower section of the stove (you may need to crouch), then take a piece of newspaper from the pile just to the left of it. Place the newspaper inside. Then you need to add two pieces of wood from the box on the floor next to the stove.


Finally we need to ignite the stove with the red firelighter, found on the table. Use it on the pile of wood and paper to start the water boiling.


Now that the water is boiling, you need to gather ingredients. Open the door of the yurt and head straight downhill to the lake.


Near the lake, you should find a tree with red fruit growing on it. We need two pieces of this fruit.


Pick up a stick from the ground nearby, then throw it (right click) while looking at a fruit to knock it down. Once you have two fruits, head back to the yurt. Remember you can press "e" while holding something to put it in your inventory.

Before we add the fruit to the pot, we need to cut them in half. Get a knife from the drawer on the right side of the cabinet, below the bowls and cups.


Drop the fruit on any flat surface ( the floor is fine) and then use the knife on each piece to cut it in half. Once you have four pieces, pick them up and put them in the pot on the stove.


Next we need to add some ground root. The root itself is found on a washing line just outside the yurt, just to your right when you walk out the door.


Next we need to grind up the root with a mortar and pestle - basically a bowl and a smooth stick. They are both found on top of the cabinet, you may need to move some things aside to reach them.


Once you have all three, put the bowl down anywhere flat and then use the root on it. Then use the pestle on the bowl to grind the root up, and add it to the pot with the fruit.


The last ingredient needed is salt. While the salt is obviously one of the jars lined up in the cabinet, they are not labelled in English. Fortunately there is a note in the left drawer, below the jars, that tells us which one is which. The jar second from the left is the one you need.


If you mixed up the order of the jars while exploring, you can either match it to the picture above or reload the chapter to put everything back where it started.

Finally, use the salt on the bowl to complete the recipe. You'll know it's correct if the water turns orange. If it doesn't, double-check you used the right jar. If it still doesn't work, you may need to reload the game and retry from the beginning.

Still following the note on the table, you need to bring the bowl outside to summon Ongots. Pick up the bowl and walk out of the yurt. Place it on the circular bit of metal attached to the perch nearby.

Ongot's Vests
Once Ongots has eaten a little, you can change his vest. Remove it by using the straps on each side of the vest. Then fetch the other vest from inside. It is hanging on a rack on the wall, near the cabinet with the salt.

Enebish's Journal
Ongots is not very talkative, but you have gained some new information in the password written on the inside of his cover. You can use this to access the tablet near the bed in the yurt.

After entering the password, read the diary entries. This gives you the next objective, finding the buried cache.
Favorite Toy
To find the cache, follow the directions given at the end of the diary entries on the tablet. First head out of the door of the yurt and keep walking forward, until you find a low flat rock with an arrow carved in it

img - rock
Follow this arrow left and you should eventually come to a low, crooked tree, again with an arrow carved into it.


Walk in the direction the arrow points until you come to a group of rocks. You should see the cache poking out of the sand nearby.


The only interesting thing in the cache is the curious looking device, so pick it up and head back to the yurt.
Flower Vase
Your next task is to find out what is contained in the device you found, which is known as a neurochip. In order to do so we must install it in the android body you have no doubt noticed sitting on a table against the wall of the yurt. While there is no list of instructions lying around for this task, there is a helpful poster on the wall of the yurt near the bed, which shows all the parts that go into this "M-body".


The first step is to install the neurochip that you found in the cache. Click on the M-body's forehead to remove the covering.


Take out the neurochip you find inside, and replace it with the one from the cache. Don't turn on the body yet - there are other parts missing. Click on the midsection of the android to remove the chest cover.


Comparing what we see to the poster from earlier, you can see there are two parts missing: a synchronizer (flat round device) and a container (small orange capsule). The parts may look familiar because they are among the first things you see, attached to the computer-like device on the central table of the yurt. Remove each of them from the device.


Again consulting the poster, you can see that the synchronizer goes in the upper-right section of the chest cavity, and the container in the lower right.

With the parts installed, you should be OK to turn on the M-body. Once you do, you will hear a beeping tone. If the pitch of the tone starts decreasing, then you have done everything correctly. If the pitch increases, something is not right and you should turn off the M-body and check nothing is missing, otherwise it will lead to a game over.

After the beeping subsides, talk to the M-body.
Universal Value
After your conversation you are instructed to head to the Gerbera Garden dome to retrieve a breathing module. Head out the front gate of yurt and turn left. The dome is in the distance just over the hill, very hard to miss.


Head towards the dome until you come to the fence surrounding it. Walk left along the fence until you find a tree leaning over it. Walk up this tree to get over the fence.


Entering the dome itself, you will see several pavilions. Some are at ground level, some are higher up near the ceiling. Note the numbers on the signs. We need to get to pavilion number 7, Endless Sands. To reach it, go to the yellow vertical tube stretching down to the ground nearby.


Press the button at the bottom of the tube and it will take you to the upper level. Walk towards the double doors and they will open. Walk inside to begin the next section.
Endless Sands
You will find yourself in a minigame which you need to complete in order to get the part you came for. The instructions can be a little unclear, but your basic goal is get 30 points by picking up light blue cubes and throwing them into the swirling pillar of air in the center of the arena. The light blue cubes are dotted around the arena, both on the surface and hidden behind other blocks. You can use right click to dislodge blocks and "dig" your way through them, or left click to place a cube, Minecraft style. There are several vertical levels in the arena. You can dig through the floor to get to the lower ones, and jump into the pillar of air to be carried up to the higher ones. At the very bottom is water, which should be avoided as it will remove cubes from your score if you touch it. It will also destroy any dislodged cubes that land in it.

There are also a few other types of cubes around: white, red, and grey. These all do something when you use a light-blue block on them (with left click). The white ones are the most useful, as using a light blue block on them will create a number of new blocks in a square shape. This is worth doing because it will ALWAYS produce two light blue blocks, and sometimes another white block too. The red ones will explode and dislodge blocks around them, but it will not harm you. The grey block will create cube of dark grey blocks, which have to be right-clicked repeatedly or blown up with a red block to be destroyed. There is no reason to use these.

Periodically, an evil cube monster will appear from the center pillar. It will attempt to fly to your position and explode after a few seconds. It cannot harm you, but it will dislodge blocks around you, and can potentially drop you or dislodged cubes into the water below. You can either move away at the last second, or throw a block (any block) at it to make it explode.


Finally, the pillar of air will sometimes turn into a vacuum for a few seconds, which prevents you from turning in any cubes until it switches back. You can tell when it is about to happen because your score counter in the bottom left will start swirling. The vacuum will dislodge a few cubes, and will suck any dislodged cubes into the water below. If you take too long to complete the mini game, the vacuum will eventually render it unwinnable because there will be nowhere left to stand and no light blue cubes left to collect.

BASIC STRATEGY: Taking all of this into account the minigame may seem complicated, but the basic strategy is very simple. Starting at the highest level, gather every light blue cube you can see before moving down. Remember to use light blue cubes on white ones to create more light blue cubes. If the monster appears, try and make him explode away from any light blue cubes you haven't gathered yet. Once your inventory is full of cubes, wait for the monster to appear and explode before holding right-click to toss all your cubes into the pillar. If the monster appears while you are throwing cubes in, he may explode and knock the cubes away, which sucks. Check your score meter in the bottom left to make sure the vacuum is not about to turn on before you throw the cubes in. If you fall down, use the pillar of air to get back up, or build a stairway out of blocks.
Second Wind
After you have won the game you will find yourself back in the dome with the breathing module. Put it away in your inventory so you don't lose it (press 'e' while holding an item to store it). Use the slide to get back down. Just outside of the entrance to the dome is a platform with a bunch of seats on it.


At one end there is a console with three buttons. Press the middle flat button to activate the platform, then the glowing arrow button. The platform will carry you back towards the yurt, making a hole in the fence as it goes. Once it comes to a stop, press the middle button again to land. Walk the rest of the way back to the yurt.

Once inside make sure the breather is in your inventory, then talk to the woman and she will tell you to install the new part. Remove the cover and place the breather inside, just under the container.


After installing the part, talk to the woman again. Eventually you will hear a ringing outside. Go investigate.
Driver
The ringing is coming from the vehicle that just arrived, near where the platform stopped earlier. Walk up and talk to the driver, Tabaha. He will give you your next task, collecting flowers.

Most Beautiful
Go back and talk to the woman. After you talk, pick up the device on the table next to her.


Walk back towards the dome until you come to the flowerbeds. You need to look for flowers that are fully opened and scan them with the device. They will close as soon as you start scanning, so make sure to point the device at the very center of the flower and hold down the button. If the number on the scanner is high enough, pick up the flower and take it with you. You need:

  • Two red flowers with 70 or higher
  • One orange flower with 80 or higher
  • One yellow flower with 90 or higher


Once you have all the flowers you need, head back to the yurt. Open up the white round machine next to Ida's table and place a flower in it.


Close the lid and then use the control panel next to it with the red light. Then open the lid again and remove the phytocopy. Repeat this with each of the flowers you gathered. Once they are all done, open the box next to the machine and put all of the phytocopies in. Then close it and pick up the box.


Talk to Ida again and you will be sent back to the dome.
Reflection
Make your way over to the dome and enter pavillion number two, Tropical Islands.

Tropical Islands
The mini-game is very similar to the previous one. The only differences are the color of the cubes you need to gather, and that the evil cube monster will now explode into dark grey blocks instead of dislodging blocks. The dark grey blocks can be destroyed by right clicking on them multiple times, or by placing a red block nearby and using a pink block on it. Otherwise refer back to the Endless Sands section for a basic strategy.
In a New Light
After completing the mini game, exit the dome with your shiny new lookscreen. You can either take the platform back as before, or walk back towards the yurt. Either way, you will hear Tabaha arriving again. Walk to his skybus and talk to him. He will give you a lens in exchange for your flower phytocopies.


Go back to the yurt and talk to Ida. Remove her broken lookscreen, and install the lens in the space behind. Put the new lookscreen on top of that.

Advantage
Yet again the dome is your destination. Head for the tenth pavilion.

Cloud Country
This is more or less identical to the first mini-game. The arena is more fragmented and you're looking for orange blocks, but otherwise everything is the same. Refer to the Endless Sands section for basic strategy.
Morphophobia
Once you've won the battery, head back to the yurt. Talk to Ida and then replace her battery. You'll need to switch her off first, then open the cover. The battery is on the left side of the chest cavity. Take out the old one and put in the new one, then turn Ida back on.


Talk to Ida to find out what to do next.
Dire News
You need to find three solar batteries and put them in the wooden box under the awning outside. The first battery is nearby, on top of some shelves.


The second is in the fenced off area behind Ongot's perch.


The third one is behind the wheelbarrow under the awning.


Once you have all three, put them in the box with the wire coming out of it under the awning.


Next you need to install a solar panel on the roof. The panel is leaning against a wall just next to the battery box. Take it and go up the ladder onto the roof of the yurt, then use it on the bracket sticking up from the roof.


Next you need the remote for the TV. It's on the floor between the phytocopier and Ida's table, at the very center of this next picture. You need to crouch down to reach it.


Use the remote on the box under the tv to turn it on. After it turns off, talk to Ida again.
Afterglow
You know the deal by now - off to the dome again. Getting to pavilion 6 is a little complicated however - the lift tube is broken. In order to reach it, you have to take the closest working tube, the one that leads to pavilion 4. Go around behind the pavilion and you should see a large girder that you can walk along to reach pavilion 6. Work your way around the gaps to the front of the pavilion and enter the doors.

Magic Lakes
This should be familiar to you by now - there are no surprises. The strategy from Endless Sands still applies.
In the Ring of Silence
Return to the yurt and replace Ida's synchronizer. You will need to turn her off first, then remove the old one from the upper right part of the chest cavity. Put in the new one and turn her on, then talk to her. Tabaha will arrive afterwards. Go and talk to him to receive a key to the locked drawer in your yurt.
Parting Words
Use the key on the locked drawer in the bedside table.


Read the book and take the flashlight attachment from the drawer. Then read the two books in the drawer just under the Buddha statue. Use the attachment on the torch on the shelf to the left of the door. Take the torch and head outside.
Foreign Letters
To the right as you exit the garden, you should see some rocks with some poles sticking out of them. Walk towards them and take out the torch.


Shine it on the ground behind the grave to reveal a symbol. The symbol has two arrows on it, one on the moon half and one on the sun half. Follow the sun arrow until you reach another symbol. On this one, follow the moon arrow.


On the next one follow the sun arrow, and so on, swapping arrows each time until you find a message on the ground. Follow the arrow from that to a blue communication terminal. Use the screen on the bottom to open the terminal and take the key from inside.


Go back to the yurt and use the key to open the smaller of the two chests next to the shrine. Remove everything from it, then move the chest itself to one side so that you can open the larger chest underneath. Move stuff out of the way until you can read the pack of letters in the center bottom of the chest.


After reading the letters, talk to Ida again.
New Beginning
Take the M-body torso inside the dome. Put it on the ruined flower bed to the right, the one Ongots is perched on top of. Remove the cover from the back of the torso, then pick up the sparking plug behind the flowerbed and plug it into the torso. There is one last conversation with Ida, then the ending will roll.
19 Comments
DefaultHuman 23 May, 2019 @ 2:49pm 
Thank you for such a well-done guide, it made progressing and tracking my progress very simple. This game had been on my backlog for awhile and frustration with some of the minutia would've likely made me give up early if not for your guide.
tuxdelux 2 May, 2019 @ 1:40pm 
Ah! in the dome... I had been looking for flowers outside the dome, earlier, so got confused. The game sure had some strange puzzle solutions.
caramedic  [author] 2 May, 2019 @ 1:13pm 
The flower bed is on the right as you enter the dome. It's the ornate white metal thing that you see Ongots perching on. You should be able to hang the M-Body just to the left of where Ongots is sitting.
tuxdelux 21 Apr, 2019 @ 4:43pm 
Thank you .. could not have made tea without this guide... "Put it on the ruined flower bed to the right, the one Ongots is perched on top of" ... could you say where this is more generally?
Warlordninja 27 Jun, 2018 @ 1:00am 
Thank you the helpful guide. I've played through Cradle multiple times (once a year) and I forget some of the small details. Thanks for writing the guide!
nwo anführer 23 Aug, 2017 @ 11:41am 
very helprich guide
Kipelov 24 Oct, 2016 @ 12:08pm 
In one of the Yurt sources, the possibility of sending messages to the past was mentioned. Also, in the final cut scenes we see a phone being used to send the code 3513 which Koch said would have prevented the catastrophe. It seems Enibish sent this. The problem is this causes a temporal paradox (causal violation) in which the need for the hospital complex doesn't arise so would never exist as neither would Enibish and ida!

Like some others, I feel the cube mini games were way overdone. I failed them all so skipped so that I could get back to the game.
paragon 25 May, 2016 @ 12:20pm 
Thanks! Great walk through.
caramedic  [author] 2 Jan, 2016 @ 7:20pm 
The nature of the black clouds is explained somewhere in the game (though I can't remember exactly where at the moment - you could try the discussion board on Steam for more info). Generally speaking they are hostile, but not dangerous, to the player. If one touches you, you black out for a moment, but wake up unharmed. There is also a toy sword in the dome that you can poke the clouds with, which causes them to dissipate. It's not necessary to complete the game, but I believe it gets you an achievement if you do it enough.
Heptimus 1 Jan, 2016 @ 5:27pm 
Do you know what those black, flying, whispering clouds are? I assume they are hostile. Can be found around Gerbera Garden. Also, haven't read through the whole guide (since i wan't to experience as much as possible myself), so forgive me if you have written it somewhere.