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Ib Walkthrough

May 8th, 2022 (edited)
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  1. Introduction
  2.  
  3. Walk around the gallery. On the second floor, the lower hallway between the left and right side has a big painting. Inspect the title of it.
  4.  
  5. Head back down to the first floor; the lights will flicker off.
  6. Return to the big painting and check the blue liquid dripping down. Check the message that appears where it was.
  7. Go back downstairs, go right from the entrance, and follow the blue footprints into the big painting on the floor.
  8.  
  9.  
  10. Blue Area
  11.  
  12. Go to the right and take the rose from the vase. Push the table out of the way. Enter the door and take the Blue Key inside.
  13. Back outside, you can place the rose in the vase to heal. Go left to find a save point and a door. Open the door with the Blue Key.
  14.  
  15.  
  16. Green Area
  17.  
  18. Talk to the ant wandering around. Follow the sign's advice and walk up through the middle of the hallway, to avoid the hands that come out. Check the Ant Painting to take it.
  19. Go back down and to the right. Put the Ant Painting over the hole in the floor to get across.
  20. Pick up the Green Key, then run back. Go up to the door near where you got the Ant Painting and open it with the Green Key.
  21.  
  22.  
  23. Yellow Area
  24.  
  25. Go to the left room. Talk to the stick figure and find their hiding place. (It can be one of three places: second from the left on the lower row, bottom-right, or top-left.) After finding the stick figure, read their message and pick up the Wooden Fish (Head) at the top of the room.
  26. Go to the right room. Walk through the middle, and shortly after, a bust will begin moving. Lead it right so it goes over the crack on the floor. Pick up the Wooden Fish (Tail), and you'll combine the two into the Fish Key.
  27. In the center room, use the Fish Key to open a path forward.
  28. There are clues around this area for the code for the door in the top-right. (There's no need to find these if you already know the code.)
  29.  
  30. 1. Check the white painting in the bottom-left twice. (Red 9)
  31. 2. Go up the middle of the hallway to avoid another hand. Check the red doll hanging near the ground, then check the one that falls. (Green 18)
  32. 3. Enter the Liars' Room in the top-left. Inspect the messages and work out who's giving the correct directions for the next room. (Resulting code number: Purple 4)
  33. Enter the code for the door in the top-right. (Answer: 18 x 9 + 4 = 166) Inside, take the Wooden Apple.
  34.  
  35. Be careful to walk down the middle of the hallway on the way back. Give the Wooden Apple to the mouth on the wall in the bottom-right.
  36. Go down the hallway, going slowly near the end to avoid the guillotine that falls in front of the last painting.
  37.  
  38.  
  39. Red Area
  40.  
  41. Upon reaching a large room, check the Lady in Red painting in the top-right. She'll start to chase you when you walk away; dodge around her to grab the Red Key she drops, and use it on the door in the middle.
  42. Check the top-left bookshelf. Either read the book, or don't read it and push the book in. Either way, the door will open.
  43. Note that the healing vase here is infinitely usable. Go right and inspect the person on the ground for a Small Key.
  44. Go left and enter the room. Dodge around the Lady in Blue to pick up the Blue Rose she drops, then run away, and keep running.
  45. Return to the center and place the Blue Rose in the vase. Go back and talk to the person on the ground.
  46. Go right and check the statue to have Garry move it.
  47.  
  48.  
  49. Gray Area
  50.  
  51. Go up to the larger room, and enter the door to the Labyrinth (on your left). Press the hidden switch on the wall directly south of the top-left red mark - note that you may want to lure the statues toward the right side first so they don't trap you in the alcove.
  52. Back in the main room, enter the upper-right door to the room of stools and easels. Push the stools (leaving and re-entering to reset if you mess up) to reach the Eyedrops.
  53.  
  54. Exact directions: Push the stool to your right up. Push the next stool to your right right twice. Next, there's a stool above and a stool to the left; push the left one twice. Move up one tile and push that stool left. Push the stool above you up. Walk left to the Eyedrops.
  55.  
  56. On the left side of the main room, use the Eyedrops on the red eye on the floor. Check the wall it looks at to find the Red Glass Ball. Put it in the snake painting at the top. The small painting that falls gives a hint.
  57. Enter the door in the bottom-right. Go behind the tree sculpture and check it for a Silver Ring.
  58. Go down to the first room of the Gray Area and put the ring on the left hand's ring finger for a Bouquet. Give the Bouquet to the blue face in the top-right of the main room.
  59. Walk down the hallway. At the far right of the large room, inspect the clothes of the Hanged Man painting to see a number. Go to the two doors next to each other and enter the password to unlock the left one. (Answer: 6295)
  60. Push the vase table left onto the four little holes in the floor to activate a switch.
  61. Enter the now-unlocked door on the far right of the main room. Check the mirror. Check the mannequin head. Check the mirror again. The option you pick here can influence your ending.
  62. Go down and avoid the painting ladies to take the Gray Key, then run right from the Lady in Red who jumps down. Use the key on the bottom door next to the save point.
  63. Check the painting, then try to leave. Wait for a while, and a painting lady will come through the window, then another through the wall. Dodge them and exit through the hole the second one made. Run left to the partly-open door.
  64. Picking up Garry's coat and talking to him enough times in the safe room can influence your ending. Leave once you're done.
  65.  
  66. Violet Area
  67.  
  68. Walk right. The maze of ropes is optional, but can influence your ending.
  69. Continue around the area until you reach the end of the hall, with a door above and a door below. Enter the door below and push the statue out of the way. Pull the cord and exit downward.
  70. Read the hint that appeared on the wall. Select "A" for "Abyss." Take the shortcut back to the end of the hall and use the password to open the upper door.
  71. Check the painting and leave. Go right and follow the red footprints. In the next room, use the vase before moving on.
  72. Proceed ahead, then go in the left door. Check the painting. Check the left bookshelf. Get the Violet Key from the shattered green rabbit.
  73.  
  74.  
  75. Split
  76.  
  77. Check the top-right open box in the storage room for a Palette Knife. Check the bottom open box. Try to push the statue from the side, then take the upper door out of the room.
  78. Proceed ahead until you reach a gap in the floor. Check the nearby blue rose icon to switch to Garry.
  79.  
  80. As Garry, enter the room and check the right bookshelf. In the next room, pull the fourth cord from the left, then use the red rose to switch back to Ib.
  81. Ask the painting to let you cross the gap. Push the triangle block right into the gap.
  82.  
  83. Switch to Garry, and push the block into the triangular hole.
  84. Walk down the passage. What you do to the doll at the end can influence your ending.
  85. Enter the upper-left door and read the note on the wall about balls of paint. Back in the main room, take the Ball of Paint (Yellow) that's appeared in the bottom-left.
  86.  
  87. Switch to Ib. Go across the gap again and walk down the passage.
  88. In the big brown room, enter the bottom-right door and take the Tree Key. Take the mannequin head off the bottom-left table to make a crack in the floor.
  89. Go to the bottom-left door and select Marvelous Night. Enter the library. Read the Collected Works of Guertena book for a hint. Use the Tree Key on the keyhole painting.
  90.  
  91. Switch to Garry. Enter the birth year of the Juggling painting (6223). Take the Ball of Paint (Blue).
  92. Make sure you're at full health, then enter the poison room in the bottom-right, which damages you every time you take a step. Walk right to take the Umbrella, then leave.
  93. Check the Fishing Hook painting and hook the Umbrella to send it up to Ib. Enter the top-right door (under the now-grown tree icon). Check the rightmost bookshelf in the top-left and pick up the Ball of Paint (Green).
  94.  
  95. Switch to Ib. Take the Umbrella from the Fisherman painting, then enter the room below and give it to the Lady Without Her Umbrella.
  96.  
  97. Switch to Garry. Heal and enter the poison room again; thanks to the rain and crack in the floor, there should be water dripping into the vase now. Walk to the right side of the vase, heal, walk to the cord on the right, and pull it. Take the Ball of Paint (Violet).
  98. Enter the door under the tree icon again. Take the Ball of Paint (Pink). Check the right bookshelf and read the "M" entry.
  99. Outside, read the message next to the doll, and take the Ball of Paint (Red) from it.
  100. Before entering the door, you may want to save. Go inside and take the Ball of Paint (White).
  101.  
  102. Detailed advice for the following sequence:
  103. There are four doll layouts chosen from randomly, with the key being in a set doll in each. One way to identify which layout you have is to note the colors of the "sentinel" dolls to the immediate left and right of the door.
  104.  
  105. 1. If the left sentinel is orange and the right sentinel is white, it's one of two layouts that look identical. The key is either in the right sentinel, or the lower white doll further to the right.
  106. 2. If the left sentinel is blue and the right sentinel is pink, the key is in the orange doll just up and left of the left sentinel.
  107. 3. If the left sentinel is orange and there's no doll immediately right of the door, the key is in the top-middle orange doll.
  108.  
  109. If you were successful:
  110. Go upstairs. Talk to Mary if you didn't earlier. Go into the left door and go across the rainbow bridge to get the Brown Key. Use the Brown Key to unlock the right door.
  111.  
  112. If you failed:
  113. Go into the left door and go across the rainbow bridge to get the Brown Key. Use the Brown Key to unlock the right door. Go downstairs and enter the doll room. This may lead into an ending.
  114.  
  115. In the Brown Area, go into the room in the bottom-right formerly blocked by gas. Have Garry push the statue and go down the stairs.
  116.  
  117.  
  118. Sketchbook
  119.  
  120. Go left past the house, then up after the sign to the central pink building. Read the blue message on the building. Go left and enter the house. Take the Bucket on the left.
  121. Go to the upper-right corner of the area and fill the Bucket with water. Go to the bottom-right corner and water the tulip bud right of the house. Take the Gallery Key from it.
  122. Walk left and use the Gallery Key to unlock the door. Open the box inside and get the Little Mirror.
  123. Go up to the top-left corner. Talking with Garry in the sunny spot enough times can influence your ending. When you're done, put down the Little Mirror and go inside the building.
  124.  
  125. Use hints hidden around the Sketchbook to solve the puzzle and get the Plastic Key.
  126. Answer: Press the switches in order: Top, left, top-right, top-left, bottom-right, bottom, right, bottom-left.
  127.  
  128. Use the Plastic Key to enter the house at the top. Check the toy box. Depending on your route, the order of events here can differ.
  129.  
  130. Possibility 1:
  131. Pick up the rose in the upper-left, then find Garry on the right side. Find the Pink Key near the bottom, right next to the pink cat's hind legs. Afterward, run up to the exit.
  132.  
  133. Possibility 2:
  134. Find Garry on the right side. Find the Pink Key near the bottom-right corner, down and right of the clown's face. Head up to the exit.
  135. Depending your route, you may have the option of burning the vines to go upstairs. If you do so: Run to the end and burn the painting.
  136. Use the Pink Key to unlock to the central pink building and go down the stairs.
  137.  
  138.  
  139. Black Area
  140.  
  141. On a second playthrough, there will be a new passage here leading to a bonus dungeon (which the rest of this walkthrough covers). Otherwise, go upstairs to the big painting, and check it to proceed to a final choice and the ending.
  142.  
  143.  
  144. Orange Area
  145.  
  146. In the large room, talk to the white ant near the hole in the floor. Get the Anthill Painting from the room to the right. Put the Anthill Painting over the hole.
  147. Enter the door to the right of the clock and pull the snake's tail. Go up the winding passage, dodging the knives, and free the butterfly. Go down and catch the Warm Butterfly.
  148. Leave the room, and get the Candle Painting after the butterfly flies over to it.
  149. Enter the dark room to the left of the clock. Check the middle painting in the dark room ("Alarm for the Clock") and switch it to activate the clock.
  150.  
  151. Enter the clock code.
  152. Answer: 72391
  153.  
  154. Go back in the room with the snake's tail. Go up to the top and check the night sky painting (formerly a blue sky) and shake it for Stardust. Give the Stardust to the wandering white ant for the Orange Key.
  155. Go up past the now-sleeping flowers and unlock the door with the Orange Key.
  156.  
  157.  
  158. Abyssal Space
  159.  
  160. Central Park
  161.  
  162. Pick up the painting piece near Drinking in the Night.
  163.  
  164.  
  165. Left: Smiles
  166.  
  167. Pick up the painting piece in the lower-left. Watch the paintings closely (a random one of them blinks) to determine which one to point to for another painting piece.
  168.  
  169.  
  170. Bottom-Right: Cactus Maze
  171.  
  172. Go through the maze for two painting pieces. If Garry is there, you can check the poster and switch to him.
  173.  
  174.  
  175. Bottom-Left: Croquis Tag
  176.  
  177. Get the painting piece on the left side.
  178.  
  179. Catch all the black stick figures, avoiding the damaging red ones. After catching enough, you can check the poster near the door to switch to a very fast Garry if he’s around.
  180.  
  181. Return the stick figures to the book in the bottom-right and get the painting piece in front of the coffin painting.
  182.  
  183.  
  184. Right: Endless Corridor
  185.  
  186. You need to bring the bird from the croquis room. Watch the path it takes and walk the same path to get a painting piece. (Exact steps: Right, right, down, right, up, up, right, right, down, right, right.)
  187.  
  188.  
  189. Top-Left: Break Room
  190.  
  191. If Garry is with you, you have to complete the croquis room first, then talk to him until he falls asleep.
  192. Get a painting piece from the Cubism book on the lower-left bookshelves.
  193.  
  194. After the room glows and the shelves shake (only if Garry is there, otherwise you can read it right away), check the top-left shelf to read about the secret room (both parts). Follow the directions.
  195. In the secret room, examine the painting closely. Enter the correct answers into the left and right panels, then read the plate. (Answer: 3, Fish)
  196. Get the painting piece, then... check the bottom-right wall to exit.
  197.  
  198.  
  199. Top-Right: Copernicus
  200.  
  201. Go up the stairs and take the painting piece. Drop down the Copernicus display and note what you see.
  202.  
  203. Talk to the jewel box and choose the correct bodies on the wall for a piece. Answer: Red ball on left, green ball on right.
  204.  
  205.  
  206. End
  207.  
  208. Once you have all the pieces, check the painting at the top to go to the Atelier.
  209. If Garry isn’t around, you can sleep on the Final Stage for an ending.
  210.  
  211. If this is your first time doing the dungeon, there will be a chest with a Black Key, which unlocks the True Guertena Exhibition once you reach any "Ib escapes" ending.
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