Check the Sacred Engine
Turn on the radio. Have Cubus lift up the crate. Click on the claw A Claw, then open the door. Jump on the creature to be taken to the Sacred Engine.
Get the Stone Back
Pick up the box from the ground. Click on the scissors creature (1/23) on the left, then click on the tiny jumping creatures above the light on the right twice Jumper. Go left and click on the rat twice A Rat. Use the lever in the middle of the screen. Change into Cubus and pick up the large metal pipe, then put it on the conveyor belt. Next pick up the large weight and put it on the conveyor belt. Now you can change back to The Girl. Click on the crab creature (2/23) that was hiding behind the weight. Pick up the gemstone, then return to the right. Insert the gemstone into the small shrine on the right, and a series of 4 switches will be revealed.
Find the Beecopter
Flip down switches 1, 2 and 4. Continue to the right. Click on the green light-bulb creature (3/23) on the right. Now drag open each of the 5 petals of the large flower.
There is 1 bee already attached to the Beecopter, and you need to summon 3 more. Use the console and adjust the settings to shoot 3 targets:
- The lowest drawer on the tree to the right
- The large multiple-eyed purple creature to the left
- The vine to the far left
Climb up the stairs into the Beecopter to fly away.
Open the Molelock
Click on the brown horned creature (4/23) to the left. Change into Cubus and pick up the glass bowl. Click on each of the 5 fireflies and you will catch them if you are standing in the correct position when they fly past. Once you have all 5, put the glass bowl on the large flower at the top right. Now you can access the mole container. There are 2 different colors and 3 different types of moles. Make sure you try each of the 6 combinations at least once A Mole. Repeat any you need to so that all 8 of the holes are filled. Switch back to The Girl. Now examine the circuit and drag the vines around so there are no loose ends:
Head through the door.
Win a Fight
Click on the sleeping creature (5/23) on the couch to the right. Talk to Juncle (1/25) at the top left. Grab the glass shard, then click on the dog house and the dog will extend its paw. Talk to the Eyeless Creature (2/25), who needs its eye back. Open the door on the right and go through. Pick up another glass shard, then talk to the painting (3/25). Continue right and slide the drawers like this:
- Top: Fully open
- Middle: Fully closed
- Bottom: Half open
Go right twice more to reach the fireplace. Now click on the mouse, and while the owl is distracted, steal the glove. Return all the way back to the left and try to use the glove on the dog's paw A Glove. Go right again to the room before the fireplace, and crawl through the wooden passage to reach the level above. Go left and try to reach the glass shard to the left Fall. Head right, through the passage, and left again. This time change into Cubus and pick up the wooden board, putting it over the gap you fell through. Take the pressure gauge from the teapot, and pick up the glass shard. Pick up the wooden board and move it to the next gap. Now take the red book from the top shelf. Make your way right over both gaps, then change back to The Girl.
Go right and use the pressure gauge on the gas tank. Pick up another glass shard, then use one of the shards on the broken mirror. Solve the jigsaw puzzle. Switch back to Cubus. Use the oxygen tank, then use the glove and book on yourself. Now fight your reflection and you should win.
Go Upstairs on the Elevator
Switch back to The Girl and go down through the wooden passage. Go all the way to the left and give the eye to the large creature. Now press the following 4 stones:
Pick up the orange stone and place it in the dog's paw to the left. Use the elevator.
Find a Picture
Walk along the ceiling and go through the doorway to the right. In the next room, click on the purple creature (6/23) at the top left. Use the big light switch, then go through the door to the right. Pick up the fuel canister, then return through the door, flip the light switch, and return to the left. Use the fuel canister on the helicopter on the ceiling, and you will end up with some scissors. Return through the doorway, then climb up and use the scissors to cut the glowing white flower. Climb back down again.
Flip the switch once more, then go through the door to the right. Put the flower into the pot on the ceiling. Go back through the door to appear on the ground. Now drag the pump up and down quickly until the room is fully lit up. Climb up on the right and try to take the picture.
Pass the Doorman
Click on the hammer creature (7/23) above the broker. Talk to the Merchant (4/25), then take the pot on top of the cage to the left. Use the vending machine 4 times, then take the gold costume. Head through the curtain to the right. Click on the spring creature (8/23) that is moving around the curved walkways. Head through the archway to the left, then go forward and talk to the Doorman (5/25). Return to the previous walkway and examine the controls beneath the mouse - set them both to the top (maximum heat). Go through the stairs to the right and pick up the chair.
Switch to Cubus and pick up the glass bowl, then put it down in front of the barrel. Pick it up again and place it to the right. Now press the perfume bottle in the shelves, and a creature will end up inside. Pick up the bowl and put it in front of the barrel again. Go left, then through the archway on the left. Put the costume on the stand in front of the doorman. Pick up the glass bowl and place it inside the costume.
Find the First Ticket
Switch back to The Girl. Pick up the wet ticket from where the doorman dropped it. Return down the path and place the wet ticket beneath the heater, then pick it up again.
Find the Second Ticket
Go through the left archway, then through the curtains opened by the doorman. Talk to the Maid (6/25). Switch to Cubus and knock all 3 weighted bags down to open the curtains. Rotate all 7 elements on the painting until they are correctly aligned. Head right so that you appear below. Change the background to the fiery one, then use each of the prompt cards to complete the play. Return right and switch to The Girl. Pick up the ticket.
Sneak Past the Watchman
Return left up the stairs, down along the path, and through the curtains to return to the broker. Now continue to the left. Click on the eyeball fish creature (9/23) on the left. Walk out and get spotted by the watchman 5 times Stealth Master. Try again and pick up the trophy. Switch to Cubus and pick up the trampoline, moving it just to the left. Transform back to The Girl and jump on the trampoline. After the watchman heads to the right, drop down again. Have Cubus move the trampoline to the left once more, then as The Girl jump on it again.
Wait for the watchman to go right, then drop down and throw your vase into the pile of objects to the left. Repeat this with the trophy and the chair, jumping on the trampoline between each time. Now climb up the pile of objects to the top and take the red chili. Drop down and get caught again.
Come left and put the red chili in the grinder, then wait for the watchman to come over to you.
Find the Third Ticket
Pick up the magnet and use it on the metal gate, then pick up the ticket.
Open the Safe
Return to the right. Wait until the broker has his head down in the tub, then steal the keys from the right. Use these to unlock the cage on the left, then use the bicycle. Repeat this twice more Marathon. While the broker is gone the third time, use your 3 tickets on the safe.
Help the Snail
Click on the fork creature (10/23) on the left. Talk to the Large Snail (7/25). Switch to Cubus and remove the metal panel from the left side of the machine. Pick up the screw and place it in the first hole of the machine. Pick up the trumpet and place it in the second hole of the machine. Pick up the chimney and place it in the fourth hole of the machine. Now go and lower the pipe over the top of the snail.
Mix the Correct Potion
Head to the right and click on the small flying creature (11/23). Talk to the Prisoner (8/25). Click on the large frog, then keep clicking on the fly until you can collect the berries. Go through the doorway and pick up the cup. Use the large machine on the right to make the wrong potion first (for example, 3 lots of boiling red liquid). Go back down and give this wrong potion to the prisoner Overcooked. Go back up to the machine and now make this combination:
- Red and yellow (boiling)
- Yellow and blue (not boiling)
- Red (not boiling)
Give this correct potion to the prisoner.
Stop the Feeding
Use the pump to turn the lake red, then use your cup on it. Go back up and make another combination:
- Blue (not boiling)
- Red (boiling)
- Red, yellow and blue (boiling)
Now use the cup, berries and potion on the cauldron.
Rescue the Band
Talk to the snail again, then head right. Click on the leaf creature (12/23) at the top left. Examine the rock on the right, and drag the small glowing orb through the maze to the middle. Click on the symbol on the rotating weight, and the matching symbol on the rock will glow. Click on the symbol on the wall to the left of the barrels, and the matching symbol on the rock will glow. Now hit the tuning fork in this order: left, right, right, left, left, right. Pick up the pot that falls down. Now climb on the stack of pots to the left and put your pot on top of the flower. After the creature comes out, click on the symbol on the pot beneath it, and the matching symbol on the rock will glow.
Escape From the Hammers
Click on the top hat creature (13/23) as it slides down the string of flags at the top. Talk to the Illusionist (9/25) and the Assistant (10/25). Look at the tent on the left. Just click on any space where there is not a shadow appearing. You need to do this for 3 rounds, with progressively more hammers.
Solve the Puzzle
Look at the tent in the middle. If the boxes are numbered 1-4 from left to right, just click on 4, 4, 3, 2, 1.
Talk With Spirits
Look at the tent on the right. Drag the marker around the symbols until it shakes, and the symbol beneath will light up. Repeat this until all symbols are lit (if you are too slow, just keep following the same order until all are lit). You need to do this for 3 rounds, with progressively more symbols.
Start the Main Event
Set the 3 symbols at the base of the cannon to match the 3 symbols that have appeared on the tents It's Showtime.
Build a Bridge
Click on the gramophone creature (14/23) at the top right, then talk to the Fisherman (11/25). Now click on the large flower so that it shoots the flies overhead - time this so that they drop their beams on to the Y-shaped supports and create 6 bridge segments.
Make it Big
After the bridge is complete, walk around and pull out both carrots. Head to the right and click on any of the small birds in the trees Birds. Pull out another carrot here, and pick up the dirty mask from the ground. Try to reach the black totem above you, then talk to the Witch (12/25). Feed all 3 carrots to the lizard.
Make it Scary
Go left twice. Click on the bell creature 3 times (15/23). Examine the leaves and poles - you need to get the water to flow to the far right. If the leaves are numbered 1-11 from left to right, just click on 1, 2, 2, 3, 4, 5, 5, 5, 8, 11, 11. Wash the dirty mask in the water. Now try walking into the fog to the left 5 times Stubbornness.
Return right twice and use your mask on the wooden panel. Select the sunglasses and gas mask, then grab the mask again. Go left twice and use the mask on the fog to go through into the doorway at the base of the tree. Switch to Cubus to break off the 4 branches, then switch back to The Girl. Try to pick up the umbrella and it will fall. Pick it up from the ground and you will also find some teeth. Go right twice again and use the teeth and the mask on the wooden panel. Select the round eyes and the teeth, then grab the mask again. Put the mask on the lizard.
Make it Fly
Put the umbrella on the lizard.
Click on the timer creature (16/23) on the ground. Turn the hands of the large clock anti-clockwise to travel to the past.
Rescue the Heads
Click on the handle and the small red valve, then return to the present. Turn the hands clockwise again to travel to the future Back to the Future. Click on the worm creature (17/23) up in the tree. Click on the crystal flower, then head left. Click on the telescope creature (18/23) on the vine at the top. Talk to the Pirate Captain (13/25), and the nearby Metal Pirate (14/25). Return right and go to the present.
Go left and click on one of the padlock creatures (19/23). Talk to the Cuphead Girl (15/25) and the Top-Right Pipe Head (16/25). Talk to the Bottom-Right Pipe Head (17/25), then examine the puzzle. You need to drag the groups of red and blue colored balls over their matching colored segments. Cross the bridge and talk to the Left Pipe Head (18/25). Pick up the lollipop and give it to the cup girl. Talk to the top-right pipe head to receive a bandage, then give this to the left pipe-head.
Gather the Pirates' Crew
Now pick up the spoon. Go right and travel to the future. Go left and click on the large teapot so that it moves to the left. Use the spoon on the metal pirate Plop. Click on the large teapot to return it to the right, then use the spoon on the metal pirate again. Go through the portal here to head to the left side. Talk to the Blue Pirate (19/25). Move the teapot left, then push the blue pirate in. Move the teapot back to the right. Go through this portal, then talk to the Old Pirate (20/25). Go through his portal and talk to the Beady-Eyed Pirate (21/25). Now chase the bird around until both it and the old pirate jump into the teapot.
Make your way down the stairs on the right and pick up the round spiral pattern. Go and use this on the beady-eyed pirate - spin it, then swing it as indicated. Talk to him again, then use the spiral on him and he will jump.
Power Up the Cicada
Pick up the medallion. Teleport to the right, then head right. Give the medallion to the plant and you will get the key. Use this on the wooden door. Take the coffee, then return to the present. Give the coffee to the cicada.
Calm the Mammoth
Click on the funnel creature (20/23) at the top left. Talk to the Mammoth (22/25). Click on each of the 5 musicians once and the music will change. Repeat this until you have heard all of the songs Dance.
Melt the Ice Down
Now head to the right. Talk to the Elevator Master (23/25), then click on the sleeping fluffy creature (21/23) at the bottom left. Take the torch from where you are standing, then return left. Use the torch to light fires in the 3 bowls.
Reach the Bottom Floor
Click on the musicians until they are all sleeping, and the mammoth will fall asleep. Climb on its back and take the crank handle. Climb down and go right again, then give the crank handle to the man on the elevator. Now enter the elevator and try to go down Meal.
Switch to Cubus, and start picking up and moving the other objects with you:
- Carry the sheep down to the middle level and leave it in the carrot holder.
- Go down to the bottom level and pull all 3 levers down to open the partitions on the middle level.
- Carry the wolf down to the middle level and leave it in the wolf holder.
- Carry the sheep back up to the top level and leave it in the cart.
- Carry the radish down to the middle level and leave it in the carrot holder.
- Carry the sheep down to the middle level and leave it in the sheep holder.
Switch back to The Girl. Go down to the bottom level and through the open door.
Open the Frozen Door
Click on the trumpet creature (22/23) flying near the top. Walk into one of the spinning rocks to fall down. Talk to the Hooded Person (24/25), and take the icicle. Click on the lighter rock to the left to get back up, then run safely to the right between the rocks and head through the doorway. Switch to Cubus. Pick up the rock on the right, and place it on top of the rock to the left. Switch back to The Girl.
Climb up and switch the cube on the left pillar so it shows the symbol of a boat. Go back through the doorway and change the cube at the bottom so it shows the symbol of a wolf's head. Now start climbing up the right pillar until you are on top of the icicle. Put your icicle in the next hole and climb up. Grab the icicle below and place it above, and keep climbing up to reach the top, then change the symbol on the cube to be a deer's head.
Climb back down, then go up and through the frozen door.
Go through the doorway on the right. Switch to Cubus. You need to get 4 units of fuel into the balloon, by taking these steps:
- Pull the handle on the right to fill the large container with 5 units.
- Pick up the large container, and place it on the left side of the scales.
- Pick up the small container, and place it on the right side of the scales.
- Press the red button to transfer 3 units to the small container.
- Pick up the small container and take it to the left to empty it, then bring it back.
- Press the red button to transfer 2 units to the small container.
- Pick up the large container and fill it up on the right, then bring it back.
- Press the red button to transfer 1 unit to the small container.
- Pick up the large container and take it to the left to fill the balloon.
Switch back to The Girl. Go up the stairs to the right. Pick up the radio and put it in your machine.
Go right, then crawl through the dark opening. Examine the device on the left, and rotate the mirrors to connect the beam of light from bottom to top. From the bottom, the light beam goes up, right, down, right, up, left, down, right, up, right, up, left and up. This will activate the 3 light machines. Now you need to spin each of these so that when combined they create patterns matching those on the 3 wooden discs below:
- Top-right symbol points to top-right, bottom-right symbol points to bottom-left, bottom-left symbol points to bottom-right
- Top-right symbol points to bottom-right, bottom-right symbol points to top, bottom-left symbol points to top
- Top-right symbol points to top, bottom-right symbol points to right, bottom-left symbol points to bottom
Each time, there may be small adjustments to create the pattern exactly.
Continue to the right and click on the throwing star creature (23/23) on the left Naturalist. Talk to SadTV (25/25) Good Talk. Pick up the gear from the ground and use it on the empty space near the bottom right of the windmill. Now examine each of the lower compartments and solve the puzzles by dragging the gears into position to make all gears turn.
Examine the large pipe machine on the left. Quickly cut the wires corresponding to the 4 lights at the top.
Return left, through the doorway, and left again. The rest of your machine will assemble itself Beecopter 2.0. Use the machine to attack the Stranger until he leaves Happy end. Now watch through the credits, then click on the Credits option from the menu Credits bugs.