There is no death in this game. The only ways to get stuck are to miss the Healing draft and the drafts Chaos spins near the end of the game. There are also no points.

Touch the leaf. Walk down the hill and follow the path to the village. Walk into the large tent to the left of the path. Go down the hallway, looking at each tapestry as you pass it. Watch the cut scene. Afterwards, pick up the distaff. Click on the Loom to hear the draft that was spun on the Elders (Transcendence). Click the egg to hear the draft of Opening. Spin the Opening draft on the egg to talk to Hetchel and get some exposition. Exit the tent.

Go up the path towards the trees. You can click on the tree holes, but you won't get a complete draft. Go west into the graveyard. Click on the thorns to scare out a rabbit, which will get caught by the owl. Read the gravestone the owl was sitting on. Go back to the trees and click on one of the holes to learn the Night Vision draft.

Return to the clifftop and spin Opening on the sky. Go back into the village. Go into the tent at the far right of the camp. Click on the book on the table. Click on the flask to knock it over and hear the Emptying draft. Click on the cauldron to learn the Dyeing draft. Spin it on either or both of the piles of white wool. Exit the tent and go into the one that's just to the right of the path. Click on the darkness and spin Night Vision. Click on the spinning wheel to learn Straw Into Gold. Try it out on the pile of straw. Exit the tent and go west to the pier. Spin Opening on the clam. Walk up to the end of the pier to jump off it. Get on the log and go out to sea.

Click on the waterspout to learn the Twisting draft. Spin it in reverse on the waterspout. Proceed to the beach. Go to the green village you see in the distance. Look at the men at the top of the tower. Enter the dome at the bottom. Click on one of the graves, and Goodmold will enter and talk to you. After he leaves, read the two gravestones. Exit towards the right of the bottom of the screen. Look at the goblet. Walk into the booth at the left and click on the bell. Exit the screen via the stairs you see at the left.

Go up the path and into the woods. The draft you hear when the Shepherds appear is the reverse of Invisibility. After talking to them, leave and return to the Glassblowers' village. Enter the first building, pass through it and exit to the east. Listen to the Bishop and the Glassblower talking. Go out the doorway at the top of the screen. Click on the men in the tower and spin Invisibility on them. Go back into the tower, enter the crystal booth, and use the bell. You will be teleported to the top of the tower. After overhearing their conversation, click on the scythe to learn the draft of Sharpening. Cross the room and use the other bell. You'll be teleported to the Scrying Sphere. Look into it for a glimpse of the future, and note the Fear draft you hear. Look twice more. Go back into the crystal and all the way out.

Go back up the path and meet the Shepherds again. Spin Fear on them. Exit the screen to the west. Disturb the sheep by clicking on them. As they jump the fence, you'll hear Sleep backwards, then forwards as the Shepherd rounds them up again. Exit to the west again and enter the hut. Click on the lamb to be discovered by a Shepherd. After she's finished talking, click on the lamb again to learn the Healing draft. Leave the hut. Spin the Dyeing draft on the sheep in the field. As the only easily visible thing in the field, you'll now be picked up by the dragon.

Click on the dragon to talk to her. So she's afraid of fire, eh? Well how about a little fire, Scarecrow! Spin "Gold Into Straw" on the gold. Spin Fear on the dragon. She escapes with a singed tail. Go down into the cave. Walk into the darkness and spin Night Vision. Go down the stairs and into the first cave. Go as far east as possible and go down the stairs. Go north and enter the second cave. Go west until you fall. Click on the lake to hear the draft of Reflection. Spin Emptying on the lake. Look into the Sphere three times. Go around the rock formation and enter the cavelet. Exit at the blue light.

Spin "Untwisting" on the staircase and exit the screen. Spin "Awaken" on the boy to wake him up and talk to him. After Rusty goes back to sleep, spin Reflection on him. Enter the Blacksmiths' city. Follow the path around to Stoke. Approach and talk to him, and get thrown in the locked room. Click on the straw to sleep on it. Watch the cut scene. Pick up the distaff when you wake up. Spin Opening on the door. Leave and go downstairs. Eavesdrop on the men. Spin "Dulling" on the sword while the smith is holding it upright. You will be caught by the Bishop.

After Mandible is done flapping his clerical lips, spin Opening on the cage. After more exposition, click on the Sphere. (Guess the legend's true.) Look into the Sphere three times. Go through the doorway and talk to Mandible. Watch him get his. The draft Chaos spins is Unmaking, but don't worry if you miss it now. Go inside, and then back out. You will be chased into the Outside.

Spin "Closing" on the tear in the Pattern. Enter the next tear. Click on Rusty and his ghost will appear. Spin the Healing draft on Rusty's body. Go back Outside and close the tear. Enter the next tear. Spin Healing on the dead Shepherds. Leave and repair the rip. In the next one, spin Healing on Goodmold. After he dies, leave and repair the rip. Continue west until you see the Shore of Wonder. Go up to it and talk to the swan. Exit west and enter the last tear. Go to the village and enter the Elders' tent. Go to the Loom and click on it. Listen carefully as Chaos spins Silence. Reverse the draft on Hetchel. Again listen carefully as Chaos spins Cooking. Reverse this one as well. Spin Unmaking on the Loom. Exit to the Outside again and spin Transcendence on yourself. Watch the ending movie.

 

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