Prologue
There's
really nothing to solve in the Prologue. There are a few things you
have
to trigger though to continue.
- Head upstairs.
- Walk down the hallway that leads south, past the headless statues.
- That next room has a gigantic painting in it. Read the label underneath it.
- Make your way back downstairs. The lights will flicker and then shut off.
- Walk your way right back to the large painting and observe the blue paint that is now dripping from the left side. Read the paint a second time, after the letters spell "COME IB" on the floor.
- Now you can head downstairs and through the room on the right.
- Follow the blue paint down into the big display piece. Now begins Episode 1.
Episode 1
Now
we start getting into the actual puzzles. Remember to save at every save point,
either in case you make a mistake (I know I did frequently on my first run)
or if you want to get each ending without having to repeat the entire game
each time.
The Beginning
- After decending into the display, head to your right. Take the lone rose in the vase; you'll have to take care of it until the end.
- Click on the vase again to push the table away from the door. Enter it and take the blue key.
- Now you can head to the left of where you came in (the stairs up will be gone). You can also heal the rose in the vase now (Ib's max is 5 on her rose). Save it and walk through the door.
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Insect Gallery
This
set of rooms has a lot of insect paintings. There's two things that can
hit
you in here, so be careful.
- You're going to need the painting of the ant down the hallway to the north.Walk past the pillar on the left, then immediately step into the center of the hall. If you walk next to a wall you'll be hit by shadow hands that try to grab you. There's one at the end of the hall too, so don't run around recklessly. Look at the painting twice to remove it from the wall.
- Head back down the hall and then go east. There's only one door to take in here. In the tiny room, place the ant painting over the hole to cross it.
- Now there's a green key in front of a headless statue. Take it, and then haul ass back to that tiny room where you laid down the ant painting. All you have to do is cross over the painting and you'll be safe.
- Carefully walk past the shadow hands again and exit through the north door.
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On
my first run, this room caught me off guard many times. You definitely run the
risk of dying in here if you don't know the solutions. There is a vase in
the
room on the right in case you were hit by the shadow hands or one of the
cat
puzzles.
- Go east first. Immediately walk past the row of heads and wait. The middle sculpture will move out of line and chase you (very slowly). Just walk further to the right so that the sculpture trips over the "materials storehouse" sign. Take the Fish Tail and head to the west room.
- In the west room, you'll have to play "hide and seek" with the small shadow figure on the wall. Walk past him first so that yellow paint writes a message under him. Examine the message and then the game begins. He ALWAYS hides in the same spot: second from the left on the bottom row. Look for him there and he'll give you another message. Pick up the fish head from the north part of the room before exiting.
- Place the fish in the nose of the cat, and then listen to it meow you to the next room.
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Math, Apples, and Liars
In
here, you can bypass the entirety of the Liars' Room if you know the code
for
the door. I'll cover the normal route for solving the puzzles after the
shortcut.
Two things in here can hit you: the silly painting can spit (just
stay
away from him and he'll spit on the floor) and two shadow hands in the
hall
that leads north (stay in the center of the hall).
- Head straight up the north path and then go east. When you walk up to the door it'll ask you to input a number. The solution is 166.
- Step in, take the apple, and then head back. Now go down the east hall to where the lips are. Talk to the lips and give it the apple. Ja-jan! You just bypassed pretty much all the puzzles in here.
- Step west towards the save point. There's a white painting there you need to check twice. It'll tell you that it has a small red 9 on it.
- Go up the north hall and through the door to the west. This is the Liars' Room. The portraits each tell you something different, some about who they believe is telling the truth, and some that tell you what to do in the next room. The portrait that is second from the left is telling the truth. Do as it says: go north to the statue, stand in the empty spot in front of it, hit right 4 times and up 2 times, then investigate the tile you're standing on (don't move, basically). You'll pull up a tile with a violet 4 on it.
- Exit the Liars' Room and head east towards the hanging dolls. If you stay in the center of the hall, you'll run into one of the dolls. Check that one. This causes the doll behind it to fall to the floor. Check that doll and it'll reveal a green 18 on its clothes. Now go to the door that requires the password, a little further east.
- It tells you to solve Green X (multiplied by) Red X (plus) Violet X. This is 18 x 9 + 4 = ? The solution being 166. Enter the code, step in, and take the apple.
- Go to the lips east of the save point and talk to them. After you give it the apple, you can continue the journey.
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Guillotine Hallway
This
is simply a transition room with an instant game over in it. Two tiles before
the staircase on the east side, the guillotine will drop. If you don't move,
and are exactly two tiles away, it won't hit you. You can also run right up
to the stairs and then back away immediately. If you just want through
really
fast, you can run straight past it. You have to be positive you're going
to turn right as you get to the stairs though. Either way, don't let it drop
on you. You'll pass through a "U" shaped hall as well. Nothing of
note in here
except for a save point.
Episode 2
By
now you should be getting the hang of how the puzzles work. From here on
though
there's going to be a lot more things that can hit you. You're going to
have
to be quick to avoid damage at times, and with some of the creatures'
seemingly
random movement, it can be difficult to dodge them. Thank goodness
the
enemies can only move in four directions, much like Ib herself.
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Carrie Careless
There's
a video in this room. If it doesn't work right, there should be another file
in the game's folder that you can switch out to fix it. Because of that, I
suggest saving it in the previous room before going through here.
- Head to the east side of the room, and then straight north to the portrait of the lady in red. Examine the portrait, and then get away from it. The lady will bust through the picture and begin crawling towards you. Lead her away from that corner, preferably around one of the huge sculptures,because she dropped a key when busting out of her picture. When you get around her, grab the key and then head through the door in the center of the room.
- Now to view the storybook of Carrie Careless! Examine the book shelf that is third from the top left, and choose to view the story. After the story is over, the north door unlocks itself. Head through there.
- There's a save point and a bottomless vase here. Make good use of them. First, head east. There's a man laying face-down. Examine him and take the key he's holding. You'll need this for the room to the west.
- In the west room, there's another door and several blue petals scattered about. Use the key on the door since there's nothing useful in this room. Inside, you'll see another lady in a painting, but this one is in blue.Take a few steps toward her so that she notices you (at 4 steps, she'll look at you, but when you take 5 steps she'll chase you). Once she starts her chase, run outside the room. Stand just outside the door and wait. The lady in blue will knock on the window, and then bust it out. Dash back in the room before she gets you. Go to where she was laying and take the Blue Rose. Exit the room and then run back to the center room east of you.
- Place the Blue Rose in the bottomless vase so that the rose can return to health. Now go give the Blue Rose to the man in the east room; he'll be glad to have it back.
- Head one more room to the east and have your new friend Garry move the statue blocking the door.
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The Bitter Bride and Gloomy Groom
I
like this room personally. It feels like there should be a short cut in here,
but
you have to do each step regardless of if you know the solutions or not.
- Pass by the first room with the hands; you'll return here later. Slightly to your left after entering the big room is another door. In here is a maze,so do this part first. The maze only has one goal: find the switch. To find that, you have to take note of the three puddles of paint on the floor. There's one slightly to your left, one on the right side, and then one on the left that is further north. Dodge the headless statues as you make your way to the one further north, on the left. From the puddle, if you walk straight south, you'll run into a wall. On this spot of the wall is the switch. Investigate and use it. Then get out.The easiest way to get the headless statues out of your way is to move up the right side and wait. From the right side there will be a couple ways to get to the switch. Once one of those ways is clear, rush over there.
- Go north up the center hallway. About halfway there will be a door to your right, go there next. This room is full of stools and paintings of a small bottle. You have to push the stools out of your way in order to get to the bottle. Here's the quickest way through: Go to your left and push the stool above you up.Walk around the stool and push it again to the right. Go up and push the stool in your way up twice. Push the remaining stool that is in your way to the right. Grab the eye-drops and exit the room.
- Now that you have the eyedrops, you can go to the left of the maze room. This hallway has a bunch of eyes that open up along the floor. One of them is red and obviously irritated. Use the eyedrops on it. The eye will clear up and move north. Follow the eye and examine it again where it stops. The eye will shut after directing you toward the wall. Examine the spot on the wall to find a secret passage. In here is a red glass ball. Take it and walk back out.
- You should be able to see a painting of a white snake from the end of this hall. Go to the picture and put the glass ball in it. You don't have to investigate the picture that falls off the wall, since it only says "behind the big tree." Head back to where the save point is, through the door to the right of the maze room. There will be multiple art displays in here. At the far eastern side of the room is a scary looking tree. Step behind the tree so that you can't see Ib and examine it. You'll find a wedding ring (which won't be there until you put the glass ball in the snake painting).
- Take the wedding ring back to the room with the hands in it. Go to the left hand and place the ring on the ring finger. The bride painting will smile and toss her bouquet out to you. Take the bouquet and head back north.
- Head up the hallway to the east of the eyedrops room. The crazy picture at the top will ask you for flowers. Give him the bouquet then he'll open upand let you through.
The
next two rooms are just transition rooms. Save it and move along.
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This
room is pretty big. There's a choice you can make in here to change which
endings
you'll be directed towards, but that will be covered later. A big thing
to
watch out for here is the number of creatures that will be chasing you
before
you get out. Stay on your toes.
- When you walk in this room, you'll have to go across the top or bottom. I suggest going across the bottom. If you head north, a red lady will bust through her picture and chase you in this room the whole time you're here. You'll need to get to the two rooms side by side in the center. The room on the right ask you how many pictures of the ladies are in there. You can count them, or just input 14 and be done with it. The room on the left ask for a code. This code can be found on the "Hanged Man" painting on the right side, second row of paintings from the bottom. Inspect his clothes to see the code 6295 (the number is upside down and backwards).
- The room on the right only has stuff to look at and a vase. Nothing in there is required to move on. The room on the left, however, opens up the next room. In the left room, there's a table you can push around. Get on the right side of it and keep pushing it to the left until you get a message that something clicked. You'll hear glass shatter before leaving the room.
- A lady in red is crawling around on the right now. Get around her to the far right room that was previously locked. This room only contains a mirror on the far side. Go examine the mirror. Your way out will now be blocked by a mannequin head. Examine the head, and then go look in the mirror again. After the scare tactics, Garry will attempt to kick the head to oblivion. This is a choice that will alter the ending. Choose either way and then exit the room.
- The lady in green in the south east corner has now broken out of her portrait. She's fast, but you need to trick her into chasing you around so that you can grab the gray key she dropped. However, you really DON'T need to run past the lady in red that is in the bottom row of paintings there. She looks like a normal painting, but if you try to run past her she will drop down and take some health from you. After you get the gray key, head to the center room next to the save point.
- This room can be tricky if you don't know what to do. First, you need to click on the bookcase that isn't full of books. Garry will say it can be moved. Tell him to move it to the right, in front of the window. Then go investigate the large painting in the room. After some dialogue you have totry exiting the room. Some noises will start up, and you'll become trapped in the room. The ladies in the paintings will start pouring in the room in few moments. The EASIEST way out of this without getting hit is to hide behind the stool on the right. Stand between the south end of the stool and the wall and wait. A lady will bust open the wall to the north of the stool and come after you. All you have to do is wait to see what direction the lady will attack you from. When she picks a side, run to the opposite side around the stool and out the hole in the wall she just made.
- Now there are creatures EVERYWHERE. No sweat though. Just run to the west, take the hall south until there's a break in the west wall, go through there and keep going south. One of the headless statues here is moving and there are multiple ladies crawling around. Go up the hall one to your left (not the leftmost hall) and run straight north to the door that's hanging open.After you get through here, you see a cutscene that ensures your safety forthe time being.
There
will be a lot of choices to make in the upcoming puzzles that determine the
ending. If you're just going to beat the game, you can choose any of them. This
chapter gets a bit heavy but this is the route I found the most efficient
through
the puzzles.
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Separation
This
room doesn't have much to it. There's a section that is roped off in the
first
part of this room that is completely unnecessary.
- If you walk up into the roped off area, it will close off behind you. One of the headless statues will begin wondering around while you look for the way out. Go press the blue button in the middle and then juke the statue to get out on the right side. Nothing to it. The only thing to look at is a diary on the lone book case.
- If you decide not to beat the statue in a game of tag and instead walk past it, you just walk around the big hallway to the next room. There's a tile cut out of the south wall, this is a door and your destination. In here, Garry will immediately move a statue out of the way. Pull the cord and then exit again to the south. There will be a message on the wall now. Read it, and Garry will ask you a question. He asks you what the name of the big floor display was in the gallery (the one you entered to get to Episode 1).
- Even if you examined the display before starting Episode 1, it wouldn't tell you the title since Ib is too young to read it. There's no penalty for getting it wrong, but you can't move on either. The title is "Abyss of the Deep." After telling Garry the right answer, head back north to the door you haven't been through yet. Garry will input the password on the door and let you through.
- There's a few bookshelves and a big painting. The bookshelves second from the right and the one on the far left are interesting, but not required reads. Examine the painting. You'll get another choice here. Regardless of your answer, Garry will start his lighter and cause all hell to break loose for a moment. Exit the room and then head east. There will be bloody tracks leading to a new room past the save point, just follow them.
- Now that you have Mary it's getting close to what I consider the biggest puzzle in the game. Garry will make you use the vase before continuing on. There will be two rooms, the right one is locked, so go to the left room.Immediate go and look at the rabbit painting, "Red Eyes." You'll get another choice here. Before leaving, read the book in the bookshelf on your left. Now when you try to leave, the green rabbit on the right will commit suicide and reveal that he had a violet key in him. Take the key and exit.
- You'll be separated from Garry when you walk past the picture towards the door on the right. Take Mary with you and go through the door anyway. The only boxes you have to check in this storage room is the open one in the north-east corner (Mary takes a palette knife), and the open box below it.The lights flicker and now a headless statue blocks the exit. Try to move it, fail, and then leave through the northern door.
- Follow the hall around and through the next door. Nothing is required in this transition room.
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Now
that you're separated from Garry you'll have to operate as two parties that
are
working together. Save the game with Ib, stand on the blue rose rug, and
examine
it. You'll switch perspectives to Garry and gain control of him. You'll
have
to switch between Ib/Mary and Garry often to get through this next section
alive.
These are the most dangerous and toughest puzzles in the game. Not to
mention,
most of the horror elements and subtle scary scenes occur around now.
Garry
Ib/Mary
- Ask the picture if it is okay to walk on his face. He'll shut his eyes and you can now cross. Get on the left side of the blue triangle and push it tothe right until it falls down the hole. Garry will need this later. Head west for some questions from Mary that will affect the ending.
- After passing through this incredibly skinny hallway, you reach Ib/Mary's main puzzle room. Immediately after entering, go through the door on thatsouthern wall. Take the key in the south-east corner of this room, and pushthe mannequin head in the south-west corner off the table. DON'T touch thered gas; it hurts really bad. Exit the room
- Go to the south-west room. It'll be locked, but they ask for a password.You're shown a picture and you have to enter its name. The picture they are asking about is in Garry's next room, but considering you've seen the other pictures before (if you've looked at any of them) you can guess it's called "Marvelous Night." Once you're in this room, use the Tree Key on the wallnext to the rightmost bookcase. This also helps Garry out for later.
- There's a code Garry will need in the rightmost bookcase as well. When reading it, look at the letter "J" and it tells you a number for the "Juggling" painting that you'll need to remember for later. (It's 6223)
- Head back to the center of the big room and switch over to Garry.
Garry
- Push the triangle that Ib/Mary knocked down for you into the hole in the floor. It'll unlocked the door leading out. The next room is just a very long hallway. One of the creepy dolls follows you the whole time, something that made me a bit uneasy. At the end of the hall, the doll is blocking the door. Move it or kick it, either way, you need through.
- Garry gets the toughest jobs between the two parties. Once you're through, go save it at the north end of the room. If you mess up in one of these rooms it's game over for Garry. Now go to the south-east room and prepared to make a dash for it. This room is filled with gas, thankfully,Garry mentions that fact before it starts draining his health, giving you enough time to adjust. Locate the umbrella to your right, read the text, and the moment you can move you have to grab the umbrella and then get back out. If done correctly, you'll walk out with 2 or 3 health left. Go to where the save point was and heal.
- The fish hook that you can see from here is what you use the umbrella on. Go examine the hook and do just that. Now switch back to Ib/Mary for a moment.
- Go look at the Fisherman painting in the north-east corner to get the umbrella Garry found. Then go to the south east room, where you picked up the Tree Key. Give the painting the umbrella and it'll start raining in the room.
- There's nothing else Ib/Mary can do for now, so switch back to Garry.
Garry
- First of all, save it again. You're going to make another trek into the gas room and you're better safe than sorry. When you re-enter the gas room, you need to hold down and immediately use the vase. Because of the rain upstairs, it'll have water in it. After using the vase, hold right and use the cord hanging from the ceiling. This cord will shut off the gas, so as long as you get to it you'll survive. Use the vase again before leaving.
- Now, go to the north-west room and read the sign under the color palette.It'll tell you to find the seven balls of paint. This triggers the event so that you can actually find the balls of paint. Here's the order I used to get all the paint: After exiting that room, walk south along the west wall. Yellow is just laying there.Walk to the east side where the "Juggling" painting is. Talk to it and input the code "6223" to get Blue.Walk into the gas room (which is now harmless) and pick up Violet.Enter the room next to the save point (with the tree above it). Go to the rightmost bookshelf on the left side and examine it. You'll obtain Green.Step out side and walk one tile away from the door. You'll hear and sound. Walk back into the tree room and pick up Pink from the right side.Before exiting, read the book to the right of the ear painting. Choose to look at the "M page." The ear will hear about Garry's reaction and taunt you. Head south of the tree door to find the creepy doll has moved again. Read the message next to him, and then examine him to get Red. Follow the creepy doll into the last room to get White. That's all seven.
- Now you're in a room full of creepy dolls since you picked up White. Messing up this next part doesn't give you a game over, but it changes the endings you can get. I'll cover how to do it correctly though, since the only way to mess it up is to run out of time. When you try to leave the room, the dolls give you the challenge of finding the key. After reading their message a bell chimes and a huge version of the dolls starts crawling through the painting. The doll with the key is on the right side, near the painting. It's wearing white (not the doll against the north wall). Just grab the key and get out.
- When Garry stops running, he'll be next to a previously locked room. The door is now open. Head through there and go towards the stairs. The choice here won't progress the story in any way unless you choose to go upstairs. Staying down there only lets you walk around.
- If you decided to let the big doll catch you, you'll gain control of Ib/Mary immediately.
Ib/Mary
When you take a step, Mary will remain still. Talk to her. She'll flip out and
run off. Go to the north-west room, get the Brown Key from in there, and go
through the door next to the fisherman painting. When you approach the stairs,
Mary will follow you brandishing her palette knife. Garry comes to the rescue
and knocks the girl out. He explains why they need to run, and then you should
exit through the same door you came in from. Now go to the south room past the
gas geysers. Garry will move the headless statue and you can move along. Follow
the path and just run down it. Once you reach the Sketchbook, you're in Episode
4.
If Garry was rendered useless, you need to grab the brown key from the north-west room. Then go across to the room
next to the fisherman painting,
in the north-east corner. Go down the stairs, and make your way to the room.
Garry was caught in. He'll be giggling like a school girl as you approach.
When you reunite with Garry, you have to
speak to him multiple times.
Eventually, Ib will lose it and punch him. You can punch him again or
call his name, either way, your group is back
together. Head back up those stairs you
came down for a cutscene. Afterward, go to the south room of Ib's main puzzle
room, past the shutdown gas geysers. Garry will move the statue and you can
move along. Run down the path without stopping; once you're in the Sketchbook,
you've made it to Episode 4.
Episode 4
That
previous Episode is the longest one in the game. There's one big puzzle you'll
do in Episode 4 before the game changes to fit the ending you're heading towards.
I'll give the solution to the big puzzle and then the rest may be different
depending on the ending, so I'll generalize what happens afterward.
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This
place looks great in my opinion. I love how the crayon sketches become the environment
for this Episode. The puzzle here is really simple, but if you want to
find the pieces yourself I'll tell you what the puzzle means as well. Be careful
in the Sketchbook, by the way, cause random weapons can fly out of nowhere
at you, Murder On The Mississippi style.
- When you enter the Sketchbook, you'll be in the south-east corner. Go west one area, and then north. In here is the save point, a vase, and a message to read. Read the message on the pink building before heading out west.
- Enter the home that is immediately south of you as you walk in. In the left side of the home is a bucket; take it and try to exit. After Mary gives you a scare, leave, and head east again. This time, go north and then east. You'll see a big blue scribble. This is a pond where you can fill your bucket with crayon-water. After getting some, head south twice. Yes, the way you came in is gone. Water the tulip bud and then examine it after it blooms in order to get the gallery key. Now head west. The key goes to the building in here. Enter it and examine the box in the center of the room. After opening it, a bunch of colors fly out and you obtain a little mirror. exit from the left side of the building and head north twice. There will be a large white snake, a crayon-sun, and an orange dot on the path. Stand on the dot and examine it. Put down your mirror to melt the ice on the door here.
- In this building is the main puzzle of Episode 4. At the north side of the room is a big swirl with the colors/shapes that escaped the box. In order to solve this puzzle, you would have to travel the whole map and find each color/shape and remember where it was. The map is shaped like the diagramon the floor; a big square. After finding each shape, you examine the floor over the area where you found it corresponding to the order that the north wall shows: heart, eye, moon, sun, star, swirl, apple, cat. If you don't want to look for each of them, the order is North, West, North-East, North-West, South-East, South, East, South-West. After completing the puzzle, you get another key. Exit the building and go east once. The house here is what the key opens up.
- Here is where it changes depending on the ending. So save it and then examine the toy box. Mary will show up and push Ib and Garry in. After you get up, you'll have to either find your rose, or Garry. You'll also be chased by a bunch of mannequin heads, headless statues, and dolls at some
- point before you get out of the toy box. When you get out of the toy box, you can save it in a room full of thorns.
You
reach Episode 5 when you make it back to the gallery. You can save it at the
desk so that you can get different endings based on the final decision. The only
thing you can do in Episode 5 is go around to the different paintings. If you
go to the big painting that started this whole mess, you can finally end the
game. You're given one more choice which alters the ending depending on what
you did before it. So, congratulations!
Endings
The
endings actually are determined by a point based system. Vgperson, the one who
translated the game, composed a list of the things that give you points. Instead
of directing you to his Tumblr account (which you should check anyway because
he's a Persona fan), I've put the list in here. I've checked some things
about the points he didn't cover though, so that's in here as well.
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Negative Points
- Letting Garry kick the mannequin head in "Girls' Gallery."
- Pulling the rightmost cord at the beginning of "True Teamwork."
- Kicking the doll out of the way in "True Teamwork" with Garry.
- Getting captured in the doll room in "True Teamwork." This counts as 2 points.
- Telling Mary you would leave with Garry. You are only asked this question if you haven't earned any negative points before. This is in the small hallway of "True Teamwork" that leads to Ib/Mary's main puzzle room.
- Breaking all three mannequin heads in "True Teamwork." This is also in
- Ib/Mary's main puzzle room. You'll lose two HP for doing this.
Positive Points
- Reading the poster about the right-hand trick in the maze of "Bitter Bride and Gloomy Groom." It's in the north-west corner of the maze.
- Stopping Garry from kicking the mannequin head in "Girls' Gallery."
- Giving Garry his coat back in the saferoom after "Girls' Gallery."
- Talking to Garry seven or more times in the saferoom after "Girls' Gallery."
- Going through the rope maze near the beginning of "Separation." (You do not have to read the diary on the bookshelf to get this point)
- Looking at the Milk Puzzle in "Separation." It's the white painting next to the first save point. You'll pass it when walking to where you meet Mary.
- Saying "I'm Here" or "I'm not here" when the lights go out in "Separation."
- Talking to Garry six or more times in the fake sunlight in "The Sketchbook."
- Saying "I'm fine" or "I hurt all over" after falling in the toy box near the end of "The Sketchbook."
Ending 1: Ib All Alone
You
can get "Ib All Alone" multiple ways. Basically, if you make it to
the end, either
with or without Garry, and choose to step away or follow someone away from
the large painting, you'll get "Ib All Alone." This is considered the worst
ending. When headed towards the ending "Forgotten Portrait," you'll
get two
chances to get this ending. When headed towards "Memory's Crannies,"
you'll
get
one chance. This
ending is powerful after you've seen all of the versions of it. If you think
about it, that is.
Ending 2: Memory's Crannies
This
ending is also very easy to get. If you avoid the path towards "Forgotten Portrait"
and "Together Forever," you'll get this one. The easiest way to make sure
you get "Memory's Crannies" is to avoid getting Negative Points, but
don't worry
about getting positive points at all. This is the neutral ending for when you've
avoided the bad end, but haven't earned the good end. If you accidentally
get a Negative Point though, don't worry. It takes 3 or more Negative
Points to ruin your chances of this ending. After
you get thrown in the toy box, head north to pick up Ib's rose, then go east
to pick up Garry. Finally, head west to the big cat drawing to pick up the
key (it's a little hard to see). Escape (you have to dodge everything since
you'll have 1 HP). Burn the thorns down and head upstairs. Burn the picture
at the end of the room. After that, head south to the pink building and follow
the hall into the gallery. Go to the big painting and enter it. You have to
go speak to Garry at the rose statue (on the first floor) to end the game.
Ending 3: Together Forever
This
is considered a bad end as well, but I suppose it's how you look at it. You
get this ending by accumulating Negative Points. If you get 3 or more Negative
Points, you can get "Together Forever." Once you've collected enough Negative
Points, you'll know immediately after being pushed into the toy box. If
you don't see any red petals north of Ib when waking up in the toy box, then you
have 3 or more Negative Points. Go get Garry who is laying down to the east and
then pick up the pink key just south of him. After the cutscene you'll escape
from the toy box. After finding Marry, she'll run away. You're set up for
"Together Forever" and "Forgotten Portrait" at this point
(save it if you wish
to get both endings). Head south and enter the pink house. After arriving back
at the gallery, go to the big painting that started this whole mess. Enter it
for this ending.
Note:
There's three variations to the text in this ending. If you head straight
to
the end, there will be extra text about the candy in your pocket. If you
talk
to Garry and then eat the candy before going, there will be no extra text.
If
you eat the candy and then take Garry's lighter, there will be extra text
about
that.
Ending 4: Forgotten Portrait
If
you gain 3 Negative Points throughout the story, you can get this ending. Just
like with "Together Forever," when you fall in the toy box, you shouldn't see
red petals north of Ib. Go get Garry from the east, and then the key just south
of him. After escaping the toy box, catch up to Marry. Once Marry runs off,
return to Garry and talk to him. You'll be asked if you want his lighter; say
yes. You'll then be asked to eat the candy; say yes again. You'll have to talk
to him again to actually take the lighter. Now go back upstairs to the door
that was covered with thorns. Burn it like Garry does in the "Memory's Crannies"
ending. Go upstairs and burn the picture up there as well. Now go to the
pink building to the south, and to the big painting in the gallery. You'll get
two chances to get "Ib All Alone," but jump through the painting. Go
view the
painting in middle, to the right of the window that's above the stairs to finish
the game.
Ending 5: Promise of Reunion
This
is the best ending. If you manage to collect 8 Positive Points, then you can
get this ending. You also need to avoid 3 Negative Points though. Negative Points
override Positive ones. If you have less than three Negative Points though,
you can still get "Promise of Reunion," since they don't subtract one point
at a time. You'll follow the same path as "Memory's Crannies" for
this one.
After burning the picture, Garry will say he cut his hand. Hand him your lace
handkerchief (if you don't, you'll still get "Memory's Crannies"). Go south
to the pink building then follow the hall to the gallery. Go to the big painting
and jump through. Afterward, go downstairs, to the east, and then south.
There will be a big rose sculpture that Garry is looking at. Regardless of
what you say at this point, you'll get "Promise of Reunion."
Personally, I think
it's better to tell Garry "I don't..." but either way works.
Optimal Routes
Okay,
so now that you know the puzzles and the endings, here's my optimal choices
for getting the endings quickly. I'm putting this here to condense the information
above and to show the quickest way to get all the endings.
- Read the poster in the north-west of the maze ("Bitter Bride...")
- Stop Garry from kicking the mannequin in "Girls' Gallery"
- Give back Garry's coat in the saferoom after "Girls' Gallery"
- Talk to Garry seven times in the saferoom after "Girls' Gallery"
- Go through the rope maze in "Separation"
- Look at the Milk Puzzle in "Separation"
- Say "I'm here" when the lights go out in "Separation"
- Say "I'm fine" when you fall into the toy box near the end of "The Sketchbook"
This
is 8 Positive Points, which is enough to get "Promise of Reunion." If
you don't
give Garry your handkerchief, you can get "Memory's Crannies" as
well. There
is also one of the "Ib All Alone" endings if you take this route.
Save it in
the saferoom after the toy box (where the thorns block your path) in order to
quickly get those three endings. (You can also save it in the gallery after escaping
to see all the text for "Promise of Reunion," since there's two
things you
can say to Garry.)
Negative Route
- Kick the mannequin head in "Girls' Gallery"
- Pull the rightmost cord at the beginning of "True Teamwork"
- Kick the doll that's blocking the door in "True Teamwork"
Since
you only need three Negative Points to be set up for "Forgotten Portrait,"
"Together Forever," and "Ib All Alone," this is the
quickest three points
to get. You CAN let yourself get caught in the Doll Room of "True Teamwork"
instead of doing the last two, but that route takes longer. Only do that
if you want to see what happens that way. Save it in the thorn room after
the
toy box in order to get all of these endings. Remember, you can save it in the
gallery (before going to the big painting) to quickly get all of the "Ib All
Alone" endings. Just don't overwrite the save in the thorn room or you'll have
to play all the way through again to get both "Forgotten Portrait"
and "Together
Forever."
(re-written)
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