Begin

There's a secret passage on the left of the area with the large patch of roses. Get the machete there.

Go to the small rose patch in the area you began in, open the menu, and choose the machete.

Witch's House Floor 1

Don't step on the bloody tile. Read the note on the wall and leave the room.

Cut it up with the scissors.

Just run away into the hall on the right, and it'll leave.

Lend the teddy bear's.

Move the chair on the left side of the dining room and read the note on the table.

Silver tableware can help detect poison. Check your item descriptions.

Use the silver key in front of the soup.

Witch's House Floor 2

butterfly

Put a butterfly model in place of the living one, and you can leave.

In a barrel on the right side of the room with the big spider web.

Put it in the bookshelf in the bottom-right of the room with glass cases.

A skull will start chasing you on the way back. You simply need to get around it and leave the room.

It's easiest to go around the bookcase to evade it. Remember that you can run with Shift, Space, Enter, or Z.

Reading them has no impact on progression.

Witch's House Floor 3

Running down the left side is the easiest way.

Use the frog to flip it.

Once everything else in the rooms is mirrored, finish by tearing off the note on the wall.

You can't move to the sides, period. Ignore any knives that come your way.

Once you've noticed the window on the door, push the frog in.

Witch's House Floor 4

Check in a place where one eye would be closed and one eye would be open.

Play the piano.

Correctly start the music box.

Hit the pumpkin.

Make the clock tick.

Once all that's been done, the upper-right door in the piano room will open.

The painting ladies are looking across the room at something. But which one has blue eyes?

Check the dresser mirror or open the menu for an extra bit of information.

Check the wall opposite the painting of the black-haired woman.

Hit the big pumpkin four times.

A clock.

The door will be locked. Strike the wall where the woman painting used to be.

"12" involves the playing cards in the room on the right. 12 in cards is...

Use the Queen key. When you exit into the hall with the music box playing, your answer will be judged.

clock

Push the red chair in front of the clock, climb up, and use whatever key you have left.

After Making Sound in Four Rooms

Once you've talked to her, go back and take a look at the previous room.

Return the gold chopsticks to where they were. The correct location is in the ribs.

Witch's House Floor 5

Match the dolls with the color of the pedestals.

The powder from the yellow flowers...

Talk to the yellow flower on the bottom to hear its request. Just talking to it is fine.

Afterward, talk to the red grasses and ask them about how to X.

Then, X the white flower, talk to the yellow flowers, and you'll get the white powder.

Ask the red grasses, but remember what you read about them.

"Plucking."

It's deep in the dark area. Go there once you get something to light your way.

When the white flowers are touched by rain...

Get the empty bottle from the shelf in the poison room.

Get the petals from the plucked white flower.

In the room with the skulls, line them up correctly, then pull the lever.

This will pour water into the room with the big hole.

Combine the petals, bottle, and water to make a glowing bottle.

After giving the white powder to the prisoner, pry open the toppled birdcage.

Under a table in the yellow flower room.

After asking the red grasses how to X, on the chair next to the Talkative Plants book.

On one of the shelves in the poison room - the location is random as of 1.07 (also in MV).

In the pot on the way to the room with lined-up skulls.

Starting in the center, he turns his head front, right, left...

From the center, is there a logical route that follows the repeating front-right-left pattern?

Don't overthink how the soldier orients himself; a skull facing left from your perspective is always "left."

Let the pre-placed skulls guide you. A front-facing skull is in the center - where does it go from there?

You can leave by mashing the confirm button. There's no item to get. This event can be ignored.

"Let them bleed," because they're bloody.

Use the red shoes in front of the water to wash the blood off.

Check the corners of the room.

Four numbers, and a four-digit code. Which means...

The numbers are all single digits from 0 to 9. The key to the puzzle is the upper-right.

If it's only one digit after being multiplied by 666, what digit would it have to be...?

6006.

Combine it with the headless doll.

Put that doll on the pedestal in the room where you arranged the dolls.

Ending Split

Leave the house without doing anything special.

Whether you get the item in the forest afterward or not has no bearing.

While fleeing, check the closet in the upper-right room on the first floor.

After getting ***'s ***, leave the house.

After the True End...?

additional books appear in the 2F library as you progress and read certain diaries.

"A Funny Story" in the library changes to a book about Ellen.

This is stored in a "global" save file at the very end of the true ending, and is reset if you start a new game.

Thus, you should keep a save prior to the witch's room and load it after the credits.

without ever talking to the black cat, proving you don't need his help.

(Make sure you don't talk to him AT ALL. Even if you don't save with him, it counts against you.

The one exception to this is the distractions hallway on the third floor, though only in the free version.)

If you do this, he'll talk with you in front of the witch's room, which leads into some other slight changes.

Fummy calls this a pseudo-third ending, but you can go to either of the defined endings from this point.

As long as you don't read the note in the previous room, you're free to go to the sides.

As of 1.07 (also in MV), your reading of the warning is permanently remembered across playthroughs.

Delete PublicData (or common.rpgsave) if you want it to forget. Be sure to start a brand new save after doing so.

If you bug the cat and say you need help, saving there won't invalidate a no-saves run. (Free version only.)

the "-----" ending, which Fummy doesn't even count in the readme.

To obtain it... you have to wait on the first screen. For an hour.

You can't move to the other areas, and time only passes if the window is active.

At 10 minutes, the cat will get bored and tell you to move on. At 50, he'll leave.

After an hour, you'll be automatically taken to the south area, where the roses vanish.

Why do they do that? The end of the novel, The Diary of Ellen, provides an explanation.

It's also the most practical way to figure this out for yourself, but still...

I can't go anywhere.What do I do in the room with the blood stain?The *** won't fit.How do I get past the giant ***?I can't lend a hand.I found some soup, but I don't get any choices.The poison kills me.The door out won't open after I get theWhere can I get something to bind books?How do I use the Book of ***?After using the book, what do I do?What do I do with the books in the library?I can't dodge the knives.I can't flip the switch across the thin bridge.I can't make a mirror image.What do I do in the passage of no distractions?There's something on the other side of the door...Where is one eye closed?How do you make sound in the four rooms?What does "BLUE EYES SEE THE SCORE" mean?I can't figure out the "Eye Studies" book.The door won't open in the room with the paintings.What's the answer to the riddle?After getting the blank ***...How do I play the music box?How do I get theto make sound?I can't make it past the woman statue.I can't leave after getting the *** ring.What do I do in the room with the dolls?Where's the medicine?What's the proper way to X?What do I need to use the medicine?How can I light my way?These creepy plants are in the way.Where can I get skulls?I don't get how to arrange the skulls.The skeleton wall...What to do with the *** shoes?The number door... (NOTE: This puzzle was removed from newer versions.)How do I use the doll ***?There are two endings.They split off after the very last save.While there are only two distinct endings, there are a number of things you likely may have missed.If you backtrack before crossing the point of no return, some things earlier on have changed.Most notably,After getting the true ending,You can go through the gameRegarding the "no distractions" hallway:New as of 1.07 (also in MV) is