Blackbay Asylum

Blackbay Asylum

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No-nonsense walkthrough
By Derekt
A speedy walkthrough of the game to help get you through the puzzles. Updated to v1.3 of the game!
   
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Preface
This guide is a walkthrough of the game chapter by chapter. It is also a speedy walkthrough - that is, I will take you straight through the puzzles and I explicitly point out the answers to keypads and puzzles so that you may speedrun the game. Blackbay Asylum is a game that succeeds well in setting a certain atmosphere, and as such I recommend you only check this guide if you absolutely need to finish a chapter since there is no save feature. In any case, I hope that you will play the game as it was intended: taking your time and interacting with everything.

It has been updated to reflect the changes of 1.3, and I have added screenshots as well.

NOTE: in this guide, directions are relative to you, not the character. North points to the upper side of your screen.
Chapter 1
Complete the very short tutorial and leave your cell right away. Go on your left and follow the blood trail. Interact with the guard (space bar) and use his keycard on the bloody door you passed by just now (double click on the card in front of the door).

Walk up to the computer inside this room and enter the password: alexis. You can find this password by rummaging through the magazines lying close to the computer. Next, go into the small storage space in the same room and interact with the shelf to get a screwdriver.

Leave this room and go to the far right of the floor by going through the corridor in front of your cell. Then go up through the metal bars door. Turn left as soon you can and go through every room until you reach the exit on the far left. Once outside, interact with the gas cans on the truck.


Go back inside in the room with the two corpses and interact with the keypad at the bottom of the screen. The password is 1984. Use the gas can on the generator. It will blow up. To restore it, go up to the fusebox behind the desk. This puzzle is very easy: count the number of cables of each colour and input that number in the correct slots (they are in the bottom right corner). When this is done, click on the lever.


To get the keypad code, you must pick up the coins on the table outside near the truck which you then use on the vending machine in the main corridor. With the glasses in hand, you can go into the men's rooms, find the bloody spot and use the glasses to read the code.

After the cutscene, go through the door at the top of your screen to reach the operating block. You don't need to stop in any of those cells, go straight through the corridor. As you leave the operating block and reach the table with the three leather chairs pointed at an operating table, go straight to your left. Use the screwdriver on the door.


Talk to the guy in the garbage can (this is required to continue). He wants you to find his time machine. To do this, leave the garbage cans through the door at the top of the screen (not the one you came in from). You'll find yourself in the kitchen. Left of the door near the chef is the metal detector. Pick it up. But, before you leave, go through the door on the right side of the kitchen - it was originally locked from the inside, meaning that you have now unlocked it.


Go back outside to the truck, but this time use the metal detector near the bloody ditch. Bring the time machine to the guy in the garbage can (talk to him and give him his watch from the dialogue screen). He will give you the spark plug in exchange. Use the plug on the broken lawnmower (southeast of the trash cans).


After the cutscene, you will automatically pick up the meat cleaver. Leave the kitchen and go into the mess hall. There is a keypad that you must activate at the top of the screen.
The password is 12357 - note the position of the trays on the table. Go through the door and turn right as soon as you can. Use the cleaver on the thinner wall. You will then reach the elevator controls.

Interact with the box next to the wire. This puzzle is actually very easy: you have a pin on the top which represents the main input. To win this, click the yellow circle below the pin, then right, then bottom, and then bottom again. The light at the bottom should turn green.



Go back into the room with the generator (right below the operating block) and then take a right. CAUTION! Be prepared to run! A monster will chase after you. You must keep sprinting (with the shift key) and never move an inch to the side so as to reach the elevator in time.

Did you make it inside the elevator? Congratulations, you have finished Chapter 1!
Chapter 2
Leave the elevator and keep going south until you see a woman on her telephone. We will come back to her later. For now, ignore her and continue on to the right side of the floor. You will soon reach offices.

Your first stop is the last office on the north side. Interact with the computer and open the logs. Read log 0820 and open the file. The highlighted binary code will be written in your journal.


Next, go into the very first office on the north side and interact with the drawer right of the door. You will pick up your file. Left of the door is a small round table, interact with it to open up a puzzle.



This puzzle is in two parts: first, you have to find out the correct sentence and then you must toggle the correct buttons. The sentence is Far beneath the Earth (the title of the paintings in the office tell you that). The correct buttons are the highlighted binary sequence:
10110
00100
10001
1 means that you must toggle the button and 0 means that you must not touch it.


Pick up the ID card and leave the room. Go into the south side room and, standing in front of the photocopier, use Dr. Lorens' ID followed by your file photo. Use the item you received with the paper cutter next to the photocopier.


Finally, go into the middle office (with the blue-screened computer). There will be a small table to your left. Interact with it to pick up laxatives.


Now is time to get into the server room. The clue is on the white board near the offices. If you look at the keypad, you'll find that you can indeed input letters when you press a key. Therefore, to spell '♥♥♥♥', you'll have to press 3825.


Next objective is restoring power to the servers. On your left as you enter the server room is a puzzle to solve: the switches all have to be on the up-down axis. They are laid out like this:

The solution: 7,5,3,8.

You've blown the fuse! This is perfect, it means the receptionist has finally hung up the phone. Go talk to her, present your fake ID during the conversation, and out you go!
... Out of a monster that is. There's only one way out, and it involves laxatives. Have a nice trip!
Chapter 3 part 1
There we go. Let's skip the commentary and go straight for the walkthrough. In the first part of this chapter, you will first need to grab 5 discs.

Disc 1:You are now in first-person view. First things first, before leaving the room, pick up the disc on the table (near the disembodied hands).


Next, You have to go through the corridor, right up to the dead guy and interact with him. Afterwards two new openings appear behind you. Go to your left into the Isolation room.

Disc 2: The clue to this puzzle is in the monitoring station. You have to read the notes and act like the subject did. To do that, go into the padded cell and:
1. Sit down on the chair.
2. Tap the glass.
3. Interact with the plate of food on the left, not the plate on the right.
4. Interact with the rope
5. Look up at the light on the ceiling and use the rope.
You'll know if you did it right. Don't forget to pick up the second disc as you leave the room (it's on the monitoring station). If you messed up somewhere, simply leave the cell and go back in to reset the puzzle.

Now go into the last corridor you did not explore yet. There is nothing to do in the room labelled Operation 2, instead enter the room right next to it (the one with the broken door). Once inside, open the fridge and pick up the blood bags.


Next go into the room named Storage. Straight to your right and on the shelf is a battery: pick it up. There is nothing more to do in there.


Disc 3: There is no need to go to the lounge Hell right now, instead follow the corridor to your left and enter the first room to your right.

Through the hole in the wall you can read symbols on a whiteboard. It is very easy to decode: whoever wrote this just wrote down symmetrical digits. The actual code is 4562. You may also read the diary on the cabinet before leaving.

The adjacent room is locked with a keypad. The code is the one you just got from solving the puzzle.

Interact with each of the dead guys to note their name into your diary. Notice that there are three empty blood bags, and you just picked some up earlier...

You will find the clues to this puzzle by restoring power to the elevator next to this room - go to its side and insert the battery.

There will be a blue folder shelf on your right, you can find their blood type in there. As long as you're up there, you might want to grab the next disc before going back down.


In any case, the solution to the three guys is: from left to right, use the following bags: B,O,A and grab the disc from the middle corpse.

Disc 4: Go back upstairs using the elevator and enter the security room. There is a poem on the table which is the clue to opening the safe. Once decoded, the combination reads: 20^ ^5 10^ ^15 (^ indicates which arrow you must use).
[/i]Note: the last number is not actually be 15. It suddenly opened as I was figuring it out. In any case, if you have the first three right, pressing on the correct arrow will open the safe when you pass by the correct number[/i].
Pick up the disc by pressing the space bar and make your way back downstairs.

Disc 5:It is now time to go to Hell. Go back to the 3 guys. On your left as you enter the room is a lantern.

Once you pick it up and leave the room, everything goes black... but at least now you can explore the dark room. Use the lantern to give yourself some light, and start going back to the room called Lounge Hell. As you round the corner, you'll come across a monster eating a body. Slowly walk towards it until it reacts to your presence. It will then charge at you, the screen will go red and you'll be teleported back a few meters. As soon as you can control your character again you can run in the direction you are facing and you'll reach Hell in no time.

This room is a very intense passage. Fortunately, you can't get lost. For the light-hearted: there are no jump scares (that is, no monster that jumps out from the dark to scream in your ear). You should eventually make your way to a cell. Open it, go inside and grab the disc. You can now make your way back outside. Don't worry, there is nothing there that you haven't seen before. Go past the storage as soon as possible and the lights will come back up.

All discs found: You now have every disc, congratulations! Remember the chained up corpse at the beginning? Go back to him and use the discs on the podium. You have to place each one of them in the correct slot according to the verses you received (they appear as you mouse over each dics). The podium is laid out like this:
1 2
3
4 5
The correct answer is:
1- Fire
2- Air
3- Tree
4- Earth
5- Water


You will go back to third-person and this marks the transition to the second part of the chapter.
Chapter 3 part 2
Go through the door as you start this second part.

Follow the blood trail until you get to the locker room. Interact with the open locker on the west wall and pick up the soap.


Make your way back to the start of the trail and go straight down to the cells. Go into the monitoring room and play Robin the Runner (on the northern side of the monitoring station).


You may play a round, but what's important is looking at the highscores. You should have noticed a sticky note next to the screen: Kenneth put the door code as his highscore. There's three scores associated with KEN, but one name is actually 3 digits: 486. That's the code to the door.


Leave Robin alone and turn around to face the door. Input this code and it will open. You will find yourself in a hall with cameras that monitor a few rooms. You may interact with the cameras, and in fact you will have to. By using the correct mode on the camera, you will make a symbol appear. You don't need to do this because the solution (in picture form) is available 2 paragraphs down.

If you go to the southern side of the level, you will find yourself into a ventilation shaft. There are symbols written down on the ground. The goal here is to press the right buttons in the correct sequence. To help you find the sequence, there is a clue on the southern wall (right where the painting is fading). The poem references the various rooms you found behind the monitoring station.


Here is the picture solution; activate each lever in the order presented below:


If you've done it correctly a door will open and you will have to go through it. Turn towards the cell to pick up the grappling hook on the floor. On the centre table is a long parchment that will give you yet another poem, but it's not important.
Go back into the ventilation room and use the grappling hook with the green door (on your left). Attach the other end to the central column under the big fan (use the grappling hook while standing near the column). This will open the door which you must then go through.

Stand next to the dead security guard (right next to him, not next to the table) to pick up his keyring. You can then use his keys to open the metal door in this very room. Go into the vault and pick up the old key on the table.

This key opens the shower room: to find it, simply follow the blood trail until you reach a closed door. Use the key there and, congratulations, you'll have solved Chapter 3!
Chapter 4
This chapter is very short.

It begins with a cutscene. Prepare yourself for a fight! Note that you will not be able to pause the game during the fight.

It is really easy to win: keep sprinting until the first dummy runs up to you. Stop for a second, then flee when it starts laughing. Once it has exploded, pick up its head and sprint towards the boss. As you reach the bottom of the stairs, use the head from your inventory and enjoy your victory.

It is important that you never stop running (except to let the mannequin explode) as the boss will throw bile at you regularly.
Chapter 5
You awaken in a surreal place in first person view. Here is what the whole forest looks like:


Cross the bridge and go to the shed. Teddy is waiting inside but as soon as you find him, he jumps into a hole way too small for you! Go behind the shed into the forest and the atmosphere will change to that of a horror movie. You will now fit into the shed's hole though!


After jumping into the hole you'll find yourself in a cave. Look behind you and you will see a long corridor that branches out in many directions. The goal is to follow Teddy: to start the puzzle, walk into the tunnel and turn right as soon as you can.

Even though the path may branch out (giving you two directions in which to follow Teddy), it is not that hard to find him (I did it on my first try, at least, and I suspect the direction you choose is not important). He will lead you to a room: go inside, wait until the door closes, then open it.

You will find yourself in an entirely different setting! Here you may go either left or right, but it all leads to Teddy. The end of Chapter 5 is just a few meters away, but I won't spoil the ending.
Chapter 6 part 1
You will wake up on an autopsy table. There are a few things to do in this room: against the northern wall you will see three tables. The middle one can be interacted with for a puzzle, but we'll come back to it later.
South of the room is a shelf that you must inspect so that you can pick up a disc.


You may also interact with the opened cadaver lying on the table to pick up his organs. They will be needed for the keypad combination, but the code is 513 if you don't want to do this puzzle.

Finally, the southern door is locked with a keypad so go through the western double doors.

Go into the bloody room and on the left interact with the grey locker to pick up a fuse. There is a note to read inside the green drawers which is a clue for a puzzle.


Make your way back to the scale I mentioned earlier and place the organs on it. If you wait a few seconds after placing an organ, you will find they weigh (in the order they appear in the note):
Liver: 1.530
Lungs: 1.127
Heart: 0.356

The note also mentions numbers at the end. Specifically, it's trying to say that only the second digit in each number is correct: 513 is what you should get. Remember the keypad? Use this code to open the southern door.

The next room is a big crematorium. There is nothing to do here right now, so you should use the elevator on your right to go to the second floor (whose label is unreadable). Go up into the large chamber and read the note on the table, which will give you a clue: a safe was moved to the third floor and you get the combination too: 2-1-7-4-3.


Go back in the elevator and select the floor labelled Offices.

It pays to thoroughly explore this floor. Notably, you will find a doctor in the easternmost room who will explain what is happening in Blackbay Asylum. You can pick up some more lore by interacting with objects such as the big rock on the table near the squid or the diary on the table next to the squid.

To continue, go into the kitchen (northernmost room) and pick up the card on the table.

The kitchen is attached to the server room: still have that combination from the note downstairs? The safe is right here. Open it and pick up the spark plug.

From v1.3 - the safe's code requires decoding the symbols first - and to do this, you will need the key. You will find it by inspecting the big stone on the table near the entrance - then move the cursor to the left of the screen and click on the green book. Here's a copy of the cheat sheet:


Take the fuse in the safe and go back to the elevator but stop at the computer: you will have to use the ID card with the card scanner (which is on the side of the elevator).

Then interact with the computer, scan the card, ask for a higher clearance level and leave the screen (you do not need the code that the computer returns).

Don't forget to take the card back from the reader! Go back to the second floor now and use the card on the computer in the security room. This will open a door. Follow the path and talk to the trapped man: the lower floors are flooded and you need a key.

Go north and straight through the flooded prison. You will find a note in the second cell (from the top): the handyman swallowed the key! Go talk to him and you will pick him up.


Bring him to the furnace. What comes next is pretty self-explanatory but know that it involves putting him on the stretcher.
You will have to solve a puzzle to activate the furnace:
- Set inlet 1 to green
- Set inlet 2 to red
- Set inlet 3 to orange
(In other words, press inlet 1 twice and inlet 2 once).
The stretcher will come out the other side and you can pick up the key.

Make your way back to where you initially found the handyman. The key you just found opens the room that was previously locked (right behind where you found him). Go inside and first things first, interact with the shelf on your left to pick up the last fuse.

Go at the end of the maintenance room to find the pump. Stand in front of the white box and solve this puzzle: click the fuses in your inventory, then click each green button once so that it reads 1.

You may then start the pumps (interact with the black monitor on the pump, press Pump Controls, and then click yes). The previously wet hatch is now dry, and you may go down - there is no need to do that just yet though. Instead, run to the cells and go down the stairs (near the top left corner).

Walk around the cells to find two notes that detail an escape plan. You will learn that there are various things to open in Dr. Hansen's office (where you met the other doctor) and that the combination to his safe is a very specific year.
Before you go back up, note that you may go down one more floor (just go behind the stairs).


You will find a note: a prisoner swallowed a disc before the guard found out about it. There are toilets east of your position... go inside the bottom toilet and interact with the hole to pick up the second disc.
Chapter 6 part 2
Now let's find the last discs! Go to the Doctor's office and interact with the painting on the southern wall. The safe will come out from behind the painting. The combination is a specific year from the diary near the squid: 1956. Once the safe opens, pick the two discs up. You may also want to inspect the photos to get the code to the briefcase: 367


You can't interact with the money so just leave the safe. You will find Dr. Hansen's briefcase on his desk: the code is 367. You will find the final disc inside.

With all five discs in hand, you can now solve the corresponding puzzle. Did you notice that there were marks under a shelf in his office? Interact with it and place the five discs. You still need the clue to solve this puzzle. Go back to the giant rock in the main room, interact with it and then click on the highlighted book. You'll have to decode the carved symbols.
The answer is:
SPEAK MAGIC WORDS
TAHRI
KNOWLEDGE REVEALED

TAHRI is exactly five letters long and it is the answer to the puzzle.

The bookshelf will move and you can go through. Pick up the silver item in the circle and go back to the pump and hatch on the prison floor.

Go down the hatch and interact with the door. Place the model city on it. You will have to match the symbols as closely as possible: for example, since you cannot make a pentagon on the left, you will have to rotate the wheel to align the triangle.

I took the screenshot a bit too late and the model city had started rotating. The important things to look at are the 4 discs around the model city that you need to rotate to solve this puzzle

If you did everything right, the door will open and on to the next chapter!
Chapter 7
You are back in first person. There isn't much to inspect here: go through the first two doors until you find a table with a parchment on it. Pick it up and watch the cutscene.

A maze begins as you leave the room. You may use the map but here's an easier way: follow the left wall at all times and you will make it out in a minute. You will find a broken pipe: go near the hole and interact with it to finish the chapter.
Chapter 8 part 1
Once out of the sewer, you should go straight for the ladder.

The area you will find yourself in is separated in two by a bridge to the north. You should explore a little before crossing the bridge.
Then cross the bridge, make your way past the fountain and up to the graves. Keep going east and, when you reach the river, go north to pick up the fishing rod behind the corpses.


Go back to the first bridge and use the fishing rod there once you see a red disc floating in the river to receive the key to the lawnmower.


The machine is located south of the graveyard inside a shed.


Use the key, interact with the mower, and let the fun begin! Your next destination is Dr. Hansen's statue. Ram into it a few times to make him drop the key he's holding. Press space and you will leave the mower. Pick up the key, go back to where you found the fishing rod and use this key with the side door (between the fence and the corpses).


Before you follow the blood trail, you may want to go north and inspect the map on the desk to add it to your journal. Here's a screenshot copy:


Follow the blood trail now and watch the cutscene. Then, keep going west and then north. You will find yourself into a small bedroom. Read the diary on the night table and pick up the note on the last page.
Now that you have the Guardians' note, you can pick up the figurines. The map tells you where to find them (which is accessible from your diary).
1- One of the cadaver lying against the trash cans beside the church.

2- Inside the fountain

3- behind the guard post right against the tree

4- inside the trough in the small shack.

5- right behind the leftmost graves, hug the corner of the church and inspect there.


Go back inside the church once you have every figurine. Specifically, interact with the plate next to the door in the room where you found the map. There is a puzzle to solve there.
You have to match the figurines according to the note you found earlier. The answer:
1 2
3 4
5

1- Screaming banshee
2- four-legged beast
3- giant worm
4- spider-woman
5- big legless torso

Picture solution:


Go down the stairs afterwards, and into the catacombs.
Chapter 8 part 2
You'll hear a click and the door unlocks. Go through and down the stairs into the crypt. The crypt is symmetrical: that is, there are two graves on the left side and two graves on the right side. Next to each grave, against the wall, is a puzzle to solve:


The clue is in the epitaph that you can read by interacting with a grave. The answers are, in a clockwise manner:

---Sir William Bloch (top right grave):
1-angels
2-maze
3-arrows
4-grim reaper


---Sir Thor Nordstrom (bottom right grave):
1-shield (at least it looks like it)
2-horned skull
3-diamond
4-tombstone


---Sir Thomas Crow (top left grave):
1-half moon
2-lute
3-wine glasses
4-spiral


---Sir Isaac Rowland (bottom left grave):
1-ship
2-stars
3-lightning bolt
4-heart


When all of this is done, go to the centre of the room and pick up the strange artefact among the cadavers.
Go back upstairs and into the chapel for a cutscene, and then back to the crypt to pick up the pipe (at the top of the stairs).


You must now go into the confessional (southwest inside the church) and use the pipe on the planks. You will go back into the crypt but this time you'll be on the other side of the fence. Enter the elevator, press the space bar, and you'll have finished this chapter!
Chapter 9
Exit the elevator (north side), enter the tunnel and go up north. Take a left as soon as you can and inspect the shrine. You'll read a note that tells you something important: an artefact was filed under the nickname B-109.


Go back to the elevator and then to the west. You'll find the archives. Inspect the desk near the body to find where B-109 is filed: shelf #2, starting from the bottom.

Get the disk and go back to the fork that leads to the shrine, but this time go east and follow the path until you reach Dr. Wilkins - or what's left of him anyway.

Use the red artefact with the door and you'll have to solve a puzzle. There is no point in bruteforcing it: a wrong answer means death.
If you look at your diary, you'll see it says that you should need a translation sheet: your red artifact. The only thing you need to do here is look closely at the three stones above the wheel: their symbol can be matched on the wheel below, BUT you should click the symbol that appears as you mouse over the symbols on the wheel. Click the three correct ones and proceed through the newly open door.


You will soon reach an alcove with three paths branching out: you'll find a locked door if you keep going north, and to the east and west are puzzles.

Your first stop is west: the symbols on this puzzle match those you find in the central room, however broken they are. You should mentally rebuild the central ring first.
You've probably noticed the metal arrows that point at various symbols on the stone ring: remember the book you found in chapter 6? Go to your journal and select the Main Complex tab. At the bottom you should find the same symbols on the arrows.
The translation, clockwise: 2, 4, 1, 3.

All you have to do now is remember which red symbol matches with which digit and input them in the correct order in the western puzzle.


As you finish the puzzle, nothing seems to have changed. To proceed, you will have to solve the eastern puzzle.


After solving both puzzles, you will be able to proceed through a previously locked door north of the central room.

You may want to acquaint yourself with some pillars before continuing: make your way to Dr. Wilkins' body but stop among the pillars and lanterns right before you pass the door. You can interact with these pillars. Each one gives you the same type of clue: a number that you have to decipher and which line you have to trace to draw a pentagram. A drawing of the pillars should now be in your journal.


You can now go through the open door. There will be a map right in front of you. It will help you find the correct path through the maze so that the spikes at the end don't close on you. On the other side of the pillar is the second part of the answer. Combine the two and you'll find the correct path.


Pass the spikes and meet some more puzzles to solve! There will be one to your right and one to your left so that you may open the northern door.

Go to your left to solve the first puzzle. Here you have to make a single path by rotating four cubes.


Last puzzle to open the door is on your right. There are three disks you have to rotate to make the face of a demon. However, as you move one, another moves with it. Considering the centre disc is 1 and the outermost disc is 3, here is the solution:
3, 3, 1, 1, 2 six times.

Go through the unlocked door and prepare for the very last chapter!
Chapter 10
First things first, walk a little to the north until you find the pedestal behind the gruesome scene. Place the lantern there. Go deeper into the chamber until a cutscene begins.


This isn't quite a boss fight, but if he kills you, you will restart the whole level! You should ignore the giant beast for now. Instead, go further east until you reach a chamber with crystals inside.
Next to the minecart on the wall is something you can interact with. This puzzle involves moving and rotating pieces so that they form a pattern. You may not touch the centre piece which will serve as a reference.

Click on the centre piece to validate your choice. This will send the minecart upstairs.

Your next move will defy all logic. Go up to the monster. It will throw you against the wall and, after three throws, the wall will break down and the crystal will power the machine. You may get thrown against other walls: adjust your position so that you form a line with the monster and the wall you must break down. The screenshot below shows from which angle you should approach the beast.


After the wall is destroyed, use the elevator in the northwestern part of the chamber to go upstairs.

Once upstairs, run to the cart and pick up a crystal. You will be extremely slow while carrying it and the monster will attack you. When you reach an alcove, take refuge inside.

Be wary of its attacks: his pattern is 4 fast attacks, pretending to remove the tentacles, 2 slower attacks. Move as soon as the monster finishes his second slow attack and starts retracting his tentacles and don't hug the wall, it slows you down. You may also start moving right as you press the space bar, before you have the crystal in hand to give yourself a head start.

Make your way to the turret and interact with it. Engage the safety (the red button) and then the power (blue crystal), then wait until the monster raises its tentacles to switch the safety off.


Now that the monster is stunned, go back downstairs and enter the room south of the elevator. Pick up the note on the table against the south wall (you will have to go through a few pages of the diary to find it).

You can finally use the machine! Go to the Doctor's body and interact with the machine next to him. The goal here is to reenact the second verse of the poem - the machine is set to translate the first verse when you find it, and it is what awakened the beast.

Here is a screenshot showing the solution, followed by a table detailing what you have to do with the second wheel (which contains only one symbol on each position) if you prefer instructions.

Don't forget to click the blue crystal to win!

Position
Action
Red blinking dot
Top
Click once
Click on dot to your left
Left
Click once
Do not click the dots
Bottom
Do not click
Click on the dot to your right
Right
Click once
Click on the dot below the symbol

Moving the center wheel is easier: click on it until the dagger symbol (sacrifice in the translation notes) is connected to the topmost symbol (life). Then click the crystal.

Congratulations, you've won the game! ... if you can call that winning.
30 Comments
anorsworthy Jun 23, 2023 @ 3:56pm 
Thanks for the guide. It couldn't have been easy to figure out everything that this game wants you to do.
Hot Sloppy Tuna Nov 14, 2022 @ 6:13am 
Good work.
[RU] Yuki Laneige Nov 17, 2020 @ 9:41am 
Good guide, ty! This game havn't another ending?
Akita Coffee Jun 30, 2020 @ 1:52am 
Thank you for the guide, very well done!
Hammer76 May 11, 2020 @ 8:12pm 
Thanks for taking the time to construct this, I wouldn't have been able to finish without it. Even with it, I still had to consult a You Tube walkthroughas well to comprehend some of the movements , especially in that frustrating last chapter.
Eternity Circle Sep 21, 2019 @ 11:15pm 
Awesome guide!
Impossible to beat this crazy game without!:cozyspaceengineersc::zcskullbomb::zcskullbomb:
Stomppa Aug 6, 2019 @ 7:10pm 
Hanx some of these puzzles really stuffed me.
928836907 Jun 28, 2017 @ 10:20am 
这就是传说中的大作
safej16 Jun 7, 2017 @ 10:55pm 
Wow thank you so much for this guide, without it i probably would have never beaten it. Thanks again and have a smiley day :bbabsmily:
PaKo Apr 2, 2017 @ 5:25pm 
Some (a lot of) the puzzles are so...ridiculous, I never would've managed to complete the game on my own, so fanx alot plox! :bear: