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- Begin
- Q: I can't go anywhere.
- A: There's a secret passage on the left of the area with the large patch of roses. Get the machete there.
- Go to the small rose patch in the area you began in, open the menu, and choose the machete.
- Witch's House Floor 1
- Q: What do I do in the room with the blood stain?
- A: Don't step on the bloody tile. Read the note on the wall and leave the room.
- Q: The *** won't fit.
- A: Cut it up with the scissors.
- Q: How do I get past the giant ***?
- A: Just run away into the hall on the right, and it'll leave.
- Q: I can't lend a hand.
- A: Lend the teddy bear's.
- Q: I found some soup, but I don't get any choices.
- A: Move the chair on the left side of the dining room and read the note on the table.
- Q: The poison kills me.
- HINT: Silver tableware can help detect poison. Check your item descriptions.
- A: Use the silver key in front of the soup.
- Witch's House Floor 2
- Q: The door out won't open after I get the butterfly.
- A: Put a butterfly model in place of the living one, and you can leave.
- Q: Where can I get something to bind books?
- A: In a barrel on the right side of the room with the big spider web.
- Q: How do I use the Book of ***?
- A: Put it in the bookshelf in the bottom-right of the room with glass cases.
- Q: After using the book, what do I do?
- A: A skull will start chasing you on the way back. You simply need to get around it and leave the room.
- It's easiest to go around the bookcase to evade it. Remember that you can run with Shift, Space, Enter, or Z.
- Q: What do I do with the books in the library?
- A: Reading them has no impact on progression.
- Witch's House Floor 3
- Q: I can't dodge the knives.
- A: Running down the left side is the easiest way.
- Q: I can't flip the switch across the thin bridge.
- A: Use the frog to flip it.
- Q: I can't make a mirror image.
- A: Once everything else in the rooms is mirrored, finish by tearing off the note on the wall.
- Here's how it should look.
- Q: What do I do in the passage of no distractions?
- A: You can't move to the sides, period. Ignore any knives that come your way.
- Q: There's something on the other side of the door...
- A: Once you've noticed the window on the door, push the frog in.
- Witch's House Floor 4
- Q: Where is one eye closed?
- HINT: Check in a place where one eye would be closed and one eye would be open.
- A: Here.
- Q: How do you make sound in the four rooms?
- A: Play the piano.
- Correctly start the music box.
- Hit the pumpkin.
- Make the clock tick.
- Once all that's been done, the upper-right door in the piano room will open.
- Q: What does "BLUE EYES SEE THE SCORE" mean?
- HINT: The painting ladies are looking across the room at something. But which one has blue eyes?
- Q: I can't figure out the "Eye Studies" book.
- HINT: Check the dresser mirror or open the menu for an extra bit of information.
- A: Check the wall opposite the painting of the black-haired woman.
- Q: The door won't open in the room with the paintings.
- A: Hit the big pumpkin four times.
- Q: What's the answer to the riddle?
- A: A clock.
- Q: After getting the blank ***...
- A: The door will be locked. Strike the wall where the woman painting used to be.
- Q: How do I play the music box?
- A: Use the Queen key. When you exit into the hall with the music box playing, your answer will be judged.
- Q: How do I get the clock to make sound?
- A: Push the red chair in front of the clock, climb up, and use whatever key you have left.
- After Making Sound in Four Rooms
- Q: I can't make it past the woman statue.
- A: Once you've talked to her, go back and take a look at the previous room.
- Q: I can't leave after getting the *** ring.
- A: Return the gold chopsticks to where they were. The correct location is in the ribs.
- Witch's House Floor 5
- Q: What do I do in the room with the dolls?
- A: Match the dolls with the color of the pedestals.
- Q: Where's the medicine?
- A: Talk to the yellow flower on the bottom to hear its request. Just talking to it is fine.
- Afterward, talk to the red grasses and ask them about how to X.
- Then, X the white flower, talk to the yellow flowers, and you'll get the white powder.
- Q: What's the proper way to X?
- HINT: Ask the red grasses, but remember what you read about them.
- A: "Plucking."
- Q: What do I need to use the medicine?
- A: It's deep in the dark area. Go there once you get something to light your way.
- Q: How can I light my way?
- A: Get the empty bottle from the shelf in the poison room.
- Get the petals from the plucked white flower.
- In the room with the skulls, line them up correctly, then pull the lever.
- This will pour water into the room with the big hole.
- Combine the petals, bottle, and water to make a glowing bottle.
- Q: These creepy plants are in the way.
- A: After giving the white powder to the prisoner, pry open the toppled birdcage.
- Q: Where can I get skulls?
- A: Under a table in the yellow flower room.
- After asking the red grasses how to X, on the chair next to the Talkative Plants book.
- On one of the shelves in the poison room - it's random as of 1.07.
- In the pot on the way to the room with lined-up skulls.
- Q: I don't get how to arrange the skulls.
- From the center, is there a logical route that follows the repeating front-right-left pattern?
- Don't overthink how the soldier orients himself; a skull facing left from your perspective is always "left."
- Let the pre-placed skulls guide you. A front-facing skull is in the center - where does it go from there?
- A: Here's the solution.
- Q: The skeleton wall...
- A: You can leave by mashing the confirm button. There's no item to get. This event can be ignored.
- Q: What to do with the *** shoes?
- A: Use the red shoes in front of the water to wash the blood off.
- Q: The number door... (NOTE: This puzzle was removed from newer versions.)
- A: 6006.
- Q: How do I use the doll ***?
- A: Combine it with the headless doll.
- Put that doll on the pedestal in the room where you arranged the dolls.
- Ending Split
- There are two endings.
- They split off after the very last save.
- NORMAL END
- Leave the house without doing anything special.
- Whether you get the item in the forest afterward or not has no bearing.
- TRUE END
- While fleeing, check the closet in the upper-right room on the first floor.
- After getting ***'s ***, leave the house.
- AFTER THE TRUE END...?
- While there are only two distinct endings, there are a number of things you likely may have missed.
- If you backtrack before the end, some things earlier on have changed.
- Most notably, additional books appear in the 2F library as you progress and read certain diaries.
- After getting the true ending, "A Funny Story" in the library changes to a book about Ellen.
- This is stored in PublicData at the very end of the game, and is reset if you start a new game.
- Thus, you should keep a save prior to the witch's room and load it after the credits.
- You can go through the whole game without talking to the black cat, proving you don't need his help.
- (Make sure you don't talk to him AT ALL. Even if you don't save with him, it counts against you.
- The one exception to this is the distractions hallway on the third floor, which gives you a sort of midpoint.)
- If you do this, he'll talk with you in front of the witch's room, which leads into some other slight changes.
- Fummy calls this a pseudo-third ending, but you can go to either of the defined endings from this point.
- As long as you don't read the note before the "no distractions" hallway, you're free to go to the sides.
- (NOTE: As of 1.07, your reading of the warning is permanently remembered across playthroughs.
- Delete PublicData if you want it to forget. Be sure to start a brand new save after clearing PublicData.)
- If you bug the cat here and say you need help, he allows you a "free" save for a no-saves run.
- New to 1.07 is the "-----" ending, which Fummy doesn't even count in the readme.
- To obtain it... wait on the first screen. For an hour.
- You can't move to the other areas, and time only passes if the window is active.
- At 10 minutes, the cat will get bored and tell you to move on. At 50, he'll leave.
- After an hour, you'll be automatically taken to the south area, where the roses vanish.
- Why do they do that? The end of the novel, The Diary of Ellen, provides an explanation.
- It's also the most practical way to figure this out for yourself, but still...
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