The Rosefinch Curse (Ning’s Wing 1) Walkthrough & Guide

Welcome to our The Rosefinch Curse (Ning’s Wing 1) Walkthrough & Guide. Well, here’s a full […]

Welcome to our The Rosefinch Curse (Ning’s Wing 1) Walkthrough & Guide. Well, here’s a full walkthrough of The Rosefinch Curse, with minimal spoilers! (the only spoilers present are if a character joins or leaves the party, as elements like that can be important to avoid locking yourself)

The Rosefinch Curse (Ning’s Wing 1) Walkthrough & Guide

Got lost in a puzzle, or afraid you might’ve just gotten savelocked with no way to continue on? Or maybe you’re just really lazy for some reason, and don’t want to do it on your own. Well, here’s a full walkthrough of The Rosefinch Curse, with minimal spoilers! (the only spoilers present are if a character joins or leaves the party, as elements like that can be important to avoid locking yourself)

There are puzzle guides for routes A and B on steam, so if you want more detail about a puzzle from that specific section, please head to those.

Starting Area

Full Walkthrough

2F, Unused Classroom
Sections: Heart Door, Sagittarius Door, Blackboard

Doors:
– Heart (Heart Key)
– Sagittarius (Locked)

Interactable items:
– Heart Door: Left Hand Puzzle, Face
– Sagittarius Door: Right Hand Puzzle
– Blackboard: Two Hand Puzzle, Three Hand Puzzle, Small Eyeball

STEPS:
Turn to the blackboard and pick up the Small Eyeball.

Add Small Eyeball to the face. You will get two items: jigsaw puzzle piece and bronze coin.

From here, you may click on any of the four Hand Puzzles in the room. This choice dictates what route you go down (we will come back to this room later to use the puzzle piece.)

There is also Route E – after checking one of the puzzles, back out instead of clicking it, then click on the Sagittarius Door.

> RIGHT HAND PUZZLE (BRANCH A) (part 1)

Full Walkthrough

3F, Main Hallway
Sections: Stairway, Symbol Hallway, Graticule Hallway, Corner (Symbol Hallway)

Doors:
– Downstairs (blocked by electricity)
– White Door (Locked), Wooden Door (spade key), Grey Door (Locked), Auditorium Door (unlocked)
– White Heart Key Door, White Door L (Locked), White Door R (Locked), Windowed Door (Locked)

Interactable items:
– Stairway: none.
– Symbol Hallway: Symbol Puzzle, Corner (contains Beaker)
– Graticule Hallway: Graticule.

STEPS:

Go into the corner and pick up the beaker.

Go into the Auditorium.

3F, Auditorium
Sections: Left, Right, Stage

Doors:
– Auditorium Door <>
– Grey Door (unlockable)

Interactable items:
– Left: Auditorium map, seats
– Right: Seats
– Stage: the stage itself (leading to the two backstage areas) Golden puzzle piece (left backstage)

STEPS:

Check out and photograph the auditorium map.

Unlock the Grey Door.

Go backstage and grab the puzzle piece.

Check the seats for symbols. The seats are coloured lighter in a range. (May be randomized) The pattern order is darkest to lightest.

Enter the code and you will get the spade key.

Go back in and the seat chart will be different, highlighting seats you can’t interact with.

Write the seat numbers and you will notice a pattern. Following that pattern will help you solve the puzzle.

With note: if you are dealing with a 4-symbol pattern, the seats for the frontmost rows will match the back rows (back row and second to front row (1 and 5) and second to back and front row (2 and 6) if you jot down the three back rows then add an extra row above the back row, then you will also have an effective guide to the front rows, rather than having to write them all out.

Enter the second password and get the magenta puzzle piece.

Unlock the Wooden Door with the spade key.

3F, West Hallway
Sections: Wooden Door, Elevator

Doors:
– Wooden Door <>, key of water door
– Locked Door, Chem Room Door (unlocked), elevator (no power)

Interactable Items:
None.

STEPS:

Enter the Unlocked Door.

3F, Chemistry Lab
Sections: Front, Back

Door:
– Front Door <>
– Elevator Door (Unlocked)

Interactable Items:
– Front: beaker (at desk in front)
– Back: Reagent

STEPS:

Grab the Beaker and Reagent.

Step into the back door.

3F, Elevator
Sections: Elevator

Door: Chem Lab Door <>, Elevator Door (No Power)

Interactable Items: Groove, buttons (3F-B2)

STEPS:

Go to 2F.

2F, Elevator
Sections: Elevator

Door: Red Door (Spade Key), Elevator Door (No Power)

Interactable Items: Groove, buttons (3F-B2), Window

STEPS:

Interact with the window.

Enter the room by unlocking with the spade key.

2F, Class Four, Grade Two
Sections: Back, Front

Doors:
– Elevator Door <>
– Blocked Door

Interactable Items
– Back: television (photograph), numberpad
– Front: Statue

STEPS:

Entering will have a party member join.

Take a picture of both sides of the room (for the Monitor Puzzle)

The Angel Statue cannot be moved, so head for 1F via the elevator.

1F, Elevator
Sections: Elevator

Door: Red Door (Unlockable), Elevator Door (No Power)

Interactable Items: Groove, buttons (3F-B2)

STEPS:

Go through the Red Door.

1F, Class Four, Grade One
Sections: Back of Class, Front of Class

Doors:
– Red Door <>
– Front Door (Unlockable)

Interactable Items:
– Front: Pi Decimal Chart, X (leads to a groove marked with the Libra that needs a white puzzle piece)
– Back: None.

STEPS:

Take photos, then Exit Room. (Come back here later once you have recruited Jenny to get the pi decimals, which are 3.1415 926 5358979 32384626 433832795… )

1F, West Hallway
Sections: Elevator, Black Libra Door

Doors:
– Elevator (No Power), Locked Door, Pool Door (Locked with puzzle), Class Four Door <>
– Broken Door, Black Libra Door (red key)

STEPS:

Complete the Card Puzzle by highlighting all the cards that have the improper layout if 9 is lit (2, 6, 7) or proper layout if Ace is lit (3, 4, 5, 8)

Enter Pool Door.

1F, Swimming Pool
Sections: Statue, Ladder

Doors:
– Pool Door <>, Wooden Door (key of moon), Pisces Door, Virgo Door (broken handle)
– Locked Door, Virgo Window (up ladder)

Interactable Items:
– Statue: Statue, red hand wheel on the statue.
– Ladder: Ladder

There is a star located here.

STEPS:

After a cutscene you gain two new party members.

The red hand wheel on the statue is not a match for the statue. Take it along.

Leave the room.

Head back to Class Four, Grade Two, and move the statue out of the way.

2F, West Hallway
Sections: Elevator, Wooden Door

Doors:
– Elevator (no power), Aquarius <>, Cancer (locked)
– Puzzle Door (locked), wooden door (unlockable)

Interactable items:
– Elevator: code input near cancer door
– Wooden Door: Puzzle groove near puzzle door

STEPS:

If you press the hint button at a locked door, you will be told that Susie can climb through small windows above doors. You can only do this twice, however – the second time she will sprain her ankle and be unable to do so again. MAKE SURE TO AT LEAST GET THIS CUTSCENE BEFORE ENTERING THE PISCES DOOR OR YOU WILL BE UNABLE TO CONTINUE.

Unlock and enter through the Wooden Door.

2F, Main Hallway
Sections: Colorful Frame Hallway, Corner (via Colorful frame hallway) Stairway, Aquarius Door

Doors:
– Library Door (Spade Key), Blocked Door, Beeping Door (locked), Wooden Door <>
– Upstairs (electricity), downstairs
– Aquarius Door (unlocked), Saggitarius (unlockable), Locked Door 1 (locked) Locked Door 2 (locked)

Interactable items:
– Beeping panel next to beeping door, corner
– none.
– none.

STEPS:

After a cutscene, open the sagittarius door, unlocking it.

Put the puzzle piece where you’d activated it before. You will get the key of wood and a backwards number (2014)

return to 2F, Main Hallway.

(Saggitarius, Aquarius unlocked)

Enter through the Aquarius Door.

2F, East Corner
Sections: Leo Door, Virgo Gate

Doors:
– Leo Beeping Door (diamond key, window access), Aquarius Door <>, Blue Door (unlocked), Red Door (blocked)
– Virgo Gate (locked)

Interactable Items:
– Leo Door: Beeping panel
– Virgo Gate: None.

STEPS:

Enter Blue Door.

2F, Digital Reading Room
Sections: Blue Screen Computer, Blue Star, Virgo Window

Doors:
– Blue Door <>
– Locked Door
– Virgo Window

Interactable Items:
– Blue Screen: Blue Screen Computer, brown Code panel
– Blue Star: Vacation Computer
– Virgo Window: storage battery

There is a star here.

STEPS:

Check the computers.

The blue screen controls the electric barriers on the stairs. You can enter the code (2014) for the green stairway, but no point bothering with it yet, Same with the code on the wall.

The vacation computer has three equations:

(Green Pisces // Green Aries // Red Libra) & Green Ophiuchus = Boom!
(Green Leo//Green Capricorn//Green Taurus) & Green Ophiuchus = Boom!
Red Cancer & Green Libra & (Green Taurus//Green Saggitarius) = Boom!

& = and and // = or

Take a photo if needed but it means three things:

if Pisces or Aries is on or Libra is off when Ophiuchus is on, boom.

if Leo, Capricorn or Taurus is on when Ophiuchus is on, boom.

if Taurus or Sagittarius are turned on alongside Libra being on and Cancer being off, boom.

watch the doors you open. (these codes may be different in your playthrough)

Pick up the storage battery and leave the room. Before we use it, go to the Library door and unlock it with the spade key.

2F, Library
Sections: Front, Middle, Back

Doors:
– Front Door <>
– Blocked Door

Interactable Items:
– Front: Second bookshelf (blue books)
– Middle: Second bookshelf (green books)
– Back: none.

STEPS:

Feel free to look around, but otherwise nothing can be done here.

Go back to 2F, Main Hallway and Go Downstairs.

> RIGHT HAND PUZZLE (BRANCH A) (part 2)

1F, Main Hallway
Sections: Stairway, Wooden Door, Fire Exit, Pisces Gate (click on hall near wooden door)

Doors:
– Stairway <>
– Wooden Door (key of wood), Heart Key Door, Clinic Door (unlocked), Locked door
– Aries Door (club key), Libra Door (red key), Beeping Door (locked), Gemini Door (unlockable), Grey Door (locked)

Interactable Items:
– Stairway: None.
– Wooden Door: School Bell
– Fire Exit: Beeping panel, Code panel near grey door (6 numbers, A+B+C=3+3+1)

STEPS:

Head into the Clinic.

1F, Clinic
Sections: Entrance, Taurus Door

Doors:
– Clinic Door <>
– Taurus Door (Heart Key)

Interactable items:
– None.
– Beaker

STEPS:

Take the Beaker, then leave the room and Unlock the Gemini Fire Exit.

1F, West Porch
Sections: Fire Exit (Corner), Leo Door

Doors:
– Gemini Fire Exit <>
– Leo Door (key of wood)

Interactable Sections:
– Fire Exit: Corner,
– Leo Door: No-power Panel with groove.

STEPS:

Click the corner and pick up the metal plate. (Ga)

Unlock the Leo Door with the Key of Wood.

1F, Kitchen
Sections: Leo Door, Dead End.

Doors:
– Leo Door <>, Locked Door (key of moon)

Interactable Items:
None.

STEPS:

Leave the room, and head for 1F, Main Hallway.

Unlock the wooden door with the key of wood.

1F, East Corner
Sections: Door Corner, Gate

Doors:
– Wooden Door <>, Locked door (unlockable with paper clip), black wooden door (unlocked), puzzle door
– Gate (Locked)

Interactable items:
– Door Corner: Puzzle groove near puzzle door
– Gate: None.

STEPS:

Head into the black wooden door.

1F, Sports Equipment Room
Sections: Ping Pong Tables, Pool Table

Doors:
– Black Wooden Door <>, Windowed Door
– Windowed Door (diamond key)

Interactable Items:
– Ping Pong Tables: None.
– Pool Table: portraits (can be moved left/right), white puzzle piece (from portrait puzzle) pool table, tile (on pool table)

STEPS:

After a cutscene, you will find the map. You will be given the chance to follow Lisa.

> DON’T FOLLOW LISA

You will automatically unlock the windowed door, which leads to the pool.

Return to the Sport Equipment room to pick up the tile (numbers 963 on the back)

Solve the puzzle of the paintings (put them in food chain order) and take the white puzzle piece.

Unlock the Pisces pool door with the white puzzle piece. Take it back.

1F, Changing Room Hallway
Sections: Pisces Door, Stairway

Doors:
– Pisces Door <>
– Upstairs, Downstairs (blocked by electricity)

Interactable items:
None.

There is a star here.

STEPS:

You will lose Sally after a cutscene.

Head upstairs.

2F, Changing Room Hallway
Sections: Stairway, Pisces Door

Doors:
– Downstairs <>
– Pisces Door (key of water)

Interactable items:
– Stairway: purple picture with 3 number code
– Pisces Door: none.

STEPS:

Input the code on the tile (963) and you will get a piece of paper and a number (1717)

The paper will be randomized longitude and latitudes for the Graticule puzzle later.

Leave to the pool and retrieve the white puzzle piece from the Pisces door (it will stay unlocked)

Go to the 2F Digital Reading room and enter the code (1717) in the computer for the brown stairs.

Go up the stairs in the 2F Main Hallway back to 3F.

Return to the Graticule puzzle at 3F’s main hallway.

The paper lists coordinates (with the set of left/right and up/down arrows being the edges of the rectangles) and you must redden the point where these two intersect.

Enter the code and the Locked Door L will unlock.

3F, Geography Room
Sections: Front, Back

Doors:
– Front Door <>
– Back Door (unlockable)

Interactable items:
– Front: Puzzle Piece (aqua)
– Back: None.

STEPS:

Take the puzzle piece.

Enter the back door.

3F, East Corner
Sections: Door Corner, Gate.

Doors:
– White Door <>, Locked Code Door, Locked Door, Windowed Door (Unlockable)
– Gate (Locked)

Interactable items:
– Door Corner: code puzzle near locked code door (enter four numbers, four keys, four grooves)
– Gate: nothing.

STEPS:

Enter the Windowed Door, then return.

Put four random puzzle pieces in the grooves, then set the music keys to one of the 16 keys to the school theme

(SOL SI LA RE, SOL LA SI SOL, SI SOL LA RE, RE LA SI SOL)

Enter the code and take back the puzzle pieces.

3F, Music Room
Sections: Front, Back.

Doors:
– Front Door <>
– Door L (Unlocked) Door R (Locked)

Interactable Items:
– Front: None.
– Back: Piano.

STEPS:

After a long cutscene, Penny will join and you’ll be prompted to look at the puzzle screen in 2F
Class 4, Grade Two.

First, we check Door L.

3F, Office
Sections: Front, Back

Doors:
– Front <>
– Back (Locked)

Interactable items:
– Front: None.
– Back: Puzzle Piece (Cyan)

STEPS:

Collect the puzzle piece.

Head for 2F Class Four, Grade Two.

Examine the screen. You will need to check all the classrooms and align them based on how the chairs are positioned (on the floor or desk) with the back being the bottom row and the front being the top row.

Classes are placed as follows:
1F: 4-1 (Elevator Shaft Door) 3-1 (across from the pool, Susie must climb in), 2-1 (Heart Key Door, Susie must climb in), 1-1 (Morse Code Door Across from Aries Door)
2F: 4-2 (Aquarius/Elevator Shaft Door), 3-2 (yellow puzzle piece door/cancer door), 2-2 (Leo Morse Code Door near Digital room), 1-2 (Leo Panel in 2-2 or the Morse Code Door in the Main Hallway)

To start, 4-1, and 4-2 are unlocked. 3-1 and 2-1 can be unlocked by Susie before this, but otherwise it is fine to wait until now to unlock them.

Head for 1F, West Hallway, and have Susie climb into the window of the locked door on the elevator side.

1F, Class Three, Grade One
Sections: Back, Front

Doors:
– Back Door <>
– Front Door (can be exited from this side)

Interactable items:
– piece of paper

STEPS:

Pick up the paper and head for the pool.

Dip the paper in water. The number is how many decimals of pi are needed for a password.

Go to 2F, Class Four, Grade Two, and enter the number of decimals of pi as listed on the piece of paper. You will get Chemical reagent number 3.

the chemical reagents are as follows;
tap – 2
blue – 3
yellow – 7

you must mix these to get the reagent number on the container in the chemistry lab. However, if you mix it incorrectly as per the rules on the board, you will explode and get:

OTHER END: LAB END

We will be solving the puzzle later.

Head for 2F East Corner.

You will find out by interacting with the Leo Door that Penny can solve the beeping doors with Morse code.

Unlock and enter the Leo Door.

(Leo Unlocked)

(Leo, Saggitarius, Aquarius, Gemini, Pisces)

2F, Class Two, Grade Two
Sections: Back, Front

Doors:
– Leo Door <>
– Locked Door (unlockable with Paper Clip), Leo Panel

Interactable Items
– Back: None.
– Front: Image Puzzle (photograph), Leo Panel

STEPS:

Take a photo. Enter the Leo Panel.

2F, Class One, Grade Two
Sections: Back, Front, Below at blackboard in the back)

Doors:
– Locked Door
– Locked Door

Interactable items:
– Back: X on the blackboard, Red Aquarius Panel (cannot be opened due to Aquarius being Activated)
– Front: Taurus Panel (not movable yet)

STEPS:

Nothing else is left after checking the chairs, so photograph, leave and head to 2F, Main Hallway.

Unlock the Morse Code Door near the library, and you will now have access to Class 1-2 from the other side.

Head to 1F, Main Hallway, and unlock the Morse Code Door across from the Aries Door.

1F, Class One, Grade One
Sections: Front, Back

Doors:
– Front Door <>
– Back Door (Locked)

Interactable Items:
– Front: Blackboard puzzle (photograph)
– Back: Wooden Red Aquarius Panel

STEPS:

Photograph the blackboard, then leave.

Have Susie climb through the Heart Key Door in 1F Main Hallway.

> RIGHT HAND PUZZLE (BRANCH A) (part 3) – The Rosefinch Curse (Ning’s Wing 1) Walkthrough & Guide

1F, Class One, Grade One
Sections: Front, Back

Doors:
– Front Door <>
– Back Door (Locked)

Interactable Items:
– Front: Blackboard puzzle (photograph)
– Back: Wooden Red Aquarius Panel

STEPS:

Photograph the blackboard, then leave.

Have Susie climb through the Heart Key Door in 1F Main Hallway.

1F, Class Two, Grade One
Sections: Front, Back

Doors:
– Front <>
– Back Door (Locked)

Interactable items:
– Front: None.
– Back: Notebook

STEPS:

Take the notebook and look inside to get a grey puzzle piece.

Head to the Library.

Put the blue book on the shelf and take a picture for reference, then solve the green books by making the ones that don’t match the symbol on the blue book taller (the puzzle in the Freshman Trial is the same) Take a picture of the green books in the puzzle’s placement.
The bookshelf blocking the back door has moved, and you can pick up the gold puzzle piece in front of the door. Exit through the back and head for 2F, West Hallway.

Put the puzzle piece into the puzzle door’s groove. Remove for later.

2F, Class Three, Grade Two
Sections: Front, Back

Doors:
– Front <>
– Cancer Door (Locked)

Interactable Items:
– Front: Wooden Red Aquarius Panel
– Back: None.

STEPS:

Leave and head to Class Four, Grade Two. you can now solve the monitor puzzle.

Move the panels into place according to the classrooms. Ones not needed can be moved to the
bottom.

Once solved, the brick panel will open below it, leading to a new area.

2F, Platform
Sections: Entrance, Hand Wheel

Doors: Secret Passage <>

Interactable Items:
– Entrance: None.
– Hand Wheel: Removable Hand Wheel

STEPS:

After a cutscene, you will lose Penny, but gain the basement map.

Take the hand wheel off the wall and put the red one from the pool in its place. Turn it and you will get the key of fire. Take the red hand wheel.

head for The 1F, West Porch.

Put the storage battery in the groove, then press it. It will open a new path in 1F, Accessible by the Leo Door to the kitchen.

1F, Secret Path
Sections: Leo Door, Sagittarius Door

Doors:
– Leo Door <>
– Sagittarius Door (unlocked)

Interactable items:
None.

STEPS:

Go into the Sagittarius Door.

1F, Main Porch
Sections: Sagittarius Door, Pisces Gate, Locked Gate.

Doors:
– Sagittarius Door <>
– Pisces Gate (key of sun)
– Locked Gate.

Interactable items:
– Sagittarius Door: Button with groove (likely another side opening to the secret door)
– Pisces Gate: None.
– Locked Gate: Puzzle Piece

There is a star here.

STEPS:

Pick up the puzzle piece, then make your way back to the 1F East Corner.

Unlock the Puzzle Door by fitting in the puzzle piece. Take the piece back.

1F, Office of Grade One
Sections: Office.

Door: Puzzle Door <>

Interactable items: Top of shelf (can be tricky to click), key of earth.

STEPS:

Take the key of earth off the top shelf.

Head to the pool and add the new hand wheel to the statue. This drains the pool into the
basement levels and leads to a door at the bottom.

Put the red hand wheel on the door and enter.

B1, Front Hallway
Sections: Entrance, Water Door
Doors:
– Entrance <>, Spade Key Door, Locked door (key of Earth)
– Locked Door (key of water)

Interactable Items:
None.

STEPS:

Use the spade key to enter the next room.

B1, Front Corner
Sections: Elevator, Push Door

Doors:
– Elevator (no power)
– Push Door (spade key) <>

Interactable items:
– Elevator: None.
– Push Door: Puzzle Piece (purple)

STEPS:

Pick up the puzzle piece and head back into B1, Front Hallway.

Unlock the other door with the Key of Earth.

B1, Warehouse
Sections: Warehouse

Door: Entrance <>

Interactable items: 99×99

STEPS:

Photograph the room, then exit.

Leave the pool and return the water to it. Head to the 3F Music Room.

On the keyboard, press all the keys that align with the books made taller on the green book puzzle.

Enter the newly unlocked door to the right.

3F, Dressing Room
Sections: Front, Back

Doors:
– Entrance <>

Interactable items:
– Front: None.
– Back: cyan puzzle piece.

STEPS:

Pick up the puzzle piece.

Head for 3F, Chemistry Lab.

Create the reagent as listed by the number on the container and pour it in. You will get a gold puzzle piece.

Head to 2F, Digital Reading Room, and enter (9801) (the 99×99 is the hint) to the white stairway.

Head for 1F, Changing Room Hallway.

Head Downstairs.

B1, Back Hallway
Sections: Stairway, Hall

Doors:
– Upstairs <>, Downstairs
– Door (key of fire)

Interactable items:
– Stairway: button (turns on/off upstairs electricity)
– Hall: none.

STEPS:
Sally will rejoin the team after a cutscene.

Unlock the door with the key of Fire.

B1, Control Room

When you enter here, you will be unable to check anything in the room before leaving and being locked out. You will lose Susie and Sally, but gain the Silver coin.

Head downstairs.

B2, Back Hallway
Sections: Stairway, Hall.

Doors:
– Upstairs <>
– Fire Exit, Door (unlocked)

Interactable Items:
– Stairway: none.
– Hall: Volume Puzzle.

STEPS:

Check the Volume puzzle to get info on it. Head into the Unlocked Door.

B2, Parking Area
Sections: Elevator, Parking Space

Doors:
– Elevator (no power)
– Locked Door, Unlocked Door <>

Interactable Items:
None.

STEPS:

Nothing to do here, so feel free to leave.

If you return upstairs, drain the pool, and try to come back here, you will get:

OTHER END: DROWNING ENDING

Return to the volume puzzle.

Put together nine of the pieces in any order or combination – what is important is to check what number each represents via the music door puzzle first. (you will have a max 11 pieces: Three each yellow and cyan, two magenta (top and middle) A top black, a middle white, and a bottom Grey. Put three together (top, middle, bottom) and insert them into the volume puzzle. Then, with what each number was gotten from them at the music puzzle, press the pieces from smallest number to largest. Feel free to take back the pieces and enter the next room.

B2, Front Hallway
Sections: Hall, wood door hall

Doors:
– Fire exit <>, Locked Door, 2 coin lock, 3 coin lock.
– wooden door (key of moon)

Interactable objects
– Hall: Two coin groove, three coin groove.
– Wood door hall: none.

STEPS:

As you only have two coins (the gold coin is unreachable here), enter the silver and bronze coins into the two-coin groove. Enter the room.

B2, Secret Room
Sections: Entrance, Coffin

Doors:
– Entrance <>
– Wooden Door (Locked)

Interactable Items:
None.

STEPS:

You are now locked in the room. After a cutscene, however, you will leave the room.

After one final scene, you will get:

DESTRUCTION ENDING

IF YOU FAIL THE MONITOR PUZZLE

If you fail the Monitor Puzzle by locking yourself out of the puzzle, by using up both Susie and Jenny door unlock options.

While the easiest way to do this is on Route A, as you lack the paperclip, and then just having Susie enter the puzzle piece room instead of the room with the cobalt chloride paper.

Instead, when it becomes clear you can’t finish the puzzle, you will get the Gold coin.

Head to B2, Elevator.

B2, Elevator
Sections: Elevator

Door: Wooden Door, Elevator Door (No Power)

Interactable Items:
Groove, buttons (3F-B2), Coin-shaped groove

STEPS:
Put the gold coin in the groove to unlock the door, then take it back.

B2, Security Room
Sections: Computer, Blue Banner, Ceiling Hole.

Doors:
– L Wood Door <>, R Wood Door (Unlocked)

Interactable items:
– None.

STEPS:

Go through the R Wood Door.

> RIGHT HAND PUZZLE (BRANCH A) (part 4)

B2, Front Hallway
Sections: Hall, wood door hall

Doors:
– Fire exit (key of water), Locked Door, 2 coin lock, 3 coin lock.
– wooden door <>

Interactable objects
– Hall: Two coin groove, three coin groove.
– Wood door hall: none.

STEPS:

As you only have two coins (the silver coin is unreachable here), enter the gold and bronze coins into the two-coin groove. Enter the room.

B2, Secret Room
Sections: Entrance, Coffin

Doors:
– Entrance <>
– Wooden Door (Locked)

Interactable Items:
None.

STEPS:
You are now locked in the room, and get an ending:

CHEST ENDING A

> Follow Lisa

You will abandon your team, and after a long cutscene find yourself, along with Lisa, in the now unlocked:

1F, Changing Room Hallway
Sections: Pisces Door, Stairway

Doors:
– Pisces Door <>
– Upstairs, Downstairs (blocked by electricity)

Interactable items:
None.

There is a star here.

STEPS:

Leave the room and take the puzzle piece in the door.

Head for 2F Class Four, Grade Two.

Enter the Elevator. If it is somehow not there, check the other floors.

Lisa will open the floor in the elevator. Head down to B2, Elevator to exit into the hole.

You will get the:

CELLAR ENDING

> LEFT HAND PUZZLE (BRANCH B) (part 1)

Full Walkthrough

3F, Physics Lab
Sections: Front of Room, Back Of Room

Doors:
– Front Door (key of water)
– Back Door (Unlockable)

Interactable Items:
– Front: tile
– Back: paperclip

STEPS:

Pick up the paperclip and tile, then unlock the back door and leave.

3F, West Hallway
Sections: Elevator, Wooden Door

Doors:
– Elevator (No Power), Grey Door (Unlockable), Physics room door <>
– Key of Water Door, Spade Key Door

Interactable Items:
None.

STEPS:

Unlock and head into Grey Door.

3F, Chemistry Lab
Sections: Front, Back

Doors:
– Front Door <>
– Back Door

Interactable Items:
– Front: formula on board (photograph), desk in the middle of the front, beaker (from desk), container (for puzzle, on front desk), water tap (on front desk, must get close first)
– Back: chemical reagent (on back shelf)
Note: interactable desk can also be clicked on fron back (desk in the bottom left corner)

STEPS:
Though unnecessary due to how close it is to the puzzle item itself, you can take a photo of the board, or reference it here:

1 2
/
3 x
/
Y

x= 1 or x=2, y-boom!
x=3, y=3
x=4, y=7
y>20=boom!

Pick up the beaker and the chemical reagent. These will be used with the container in a later puzzle, though the reagent has a torn label lacking its number. Enter the door in the back of the room.

3F, Elevator
Sections: Elevator

Door: Chem Lab Door <>, Elevator Door (No Power)

Interactable Items: Groove, buttons (3F-B2)

STEPS:
Go to 2F.

2F, Elevator
Sections: Elevator

Door: Red Door (Spade Key), Elevator Door (No Power)
Interactable Items: Groove, buttons (3F-B2), Window

STEPS:
Interact with the window.
Nothing can currently be done, so head to 1F.

1F, Elevator
Sections: Elevator

Door: Red Door (Unlockable), Elevator Door (No Power)

Interactable Items: Groove, buttons (3F-B2)

STEPS:
There is not really anything to be done on the Basement Floors, as B1 has no door, B2’s door is not unlocked on this route unless you fail the monitor puzzle, and the storage battery is not used on the elevator in this route.

Enter the Red Door.

1F, Class Four, Grade One
Sections: Back of Class, Front of Class

Doors:
– Red Door <>
– Front Door (Unlockable)

Interactable Items:
– Front: Pi Decimal Chart, X (leads to a groove marked with the Libra that needs a white puzzle piece)
– Back: None.

STEPS:

Take a photo of each side of the room (will be important later)

Exit Room. (Come back here later once you have recruited Jenny to get the pi decimals, which are 3.1415 926 5358979 32384626 433832795… )

1F, West Hallway
Sections: Elevator, Black Libra Door

Doors:
– Elevator (No Power), Locked Door, Pool Door (Locked with puzzle), Class Four Door <>
– Broken Door, Black Libra Door (red key)

STEPS:

Complete the Card Puzzle by highlighting all the cards that have the improper layout if 9 is lit (2, 6, 7) or proper layout if Ace is lit (3, 4, 5, 8)

Enter Pool Door.

1F, Swimming Pool
Sections: Statue, Ladder

Doors:
– Pool Door <>, Wooden Door (key of moon), Pisces Door, Virgo Door (broken handle)
– Locked Door, Virgo Window (up ladder)

Interactable Items:
– Statue: Statue, red hand wheel on the statue.
– Ladder: Ladder

There is a star located here.

STEPS:

After a cutscene you gain two new party members.

Interact with the lighbulb on a locked door. As long as you have a paper clip, Jenny can unlock some doors, but only two doors per one clip (even if you fail to open the door), and you are very unlikely to find another. However, it will be used pretty quickly here.

The red hand wheel on the statue is not a match for the statue. Take it along.

Leave the room and go back to 2F, Elevator.

Unlock the door with Jenny’s lockpicking ability.

2F, Class Four, Grade Two
Sections: Back, Front

Doors:
– Elevator Door <>
– Blocked Door

Interactable Items
– Back: television (photograph), numberpad
– Front: Statue

STEPS:
Entering will have another party member join.

Take a picture of the room. It is actually for use in the puzzle on the screen in the back of the room, and if you wish you can feel free to move the possible answers from both classes you’ve been to so far if you’re able to narrow it down to one answer.

Push the angel out of the way and unlock Aquarius.

2F, West Hallway
Sections: Elevator, Wooden Door

Doors:
– Elevator (no power), Aquarius <>, Cancer (unlockable with a paperclip)
– Puzzle Door (unlockable with a paperclip), wooden door (unlockable)

Interactable items:
– Elevator: code input near cancer door
– Wooden Door: Puzzle groove near puzzle door

STEPS:
If you press the hint button at a locked door, you will be told that Susie can climb through small windows above doors. You can only do this twice, however – the second time she will sprain her ankle and be unable to do so again. YOU WILL WANT TO GET THIS CUTSCENE BEFORE OPENING THE PISCES DOOR IN THE POOL AREA, OR YOU WILL LOCK YOURSELF AND HAVE TO START AGAIN IF YOU DON’T HAVE A SAVE. This guide will do both ahead of opening the pisces door.

Unlock and enter through the Wooden Door.

2F, Main Hallway
Sections: Colorful Frame Hallway, corner (gotten via colorful frame hallway), Stairway, Aquarius Door

Doors:
– Library Door (Spade Key), Blocked Door, Beeping Door (unlockable with a paperclip), Wooden Door <>
– Upstairs (electricity), downstairs
– Aquarius Door (unlocked), Saggitarius (unlockable), Locked Door 1 (unlockable by paperclip) Locked Door 2 (unlockable by paperclip)

Interactable items:
– Beeping panel next to beeping door, corner
– none.
– none.

STEPS:

After a cutscene, open the sagittarius door, unlocking it.

Put the puzzle piece where you’d activated it before. You will get the key of wood and a backwards number (2014) and return to the hallway.

(Sagittarius, Aquarius unlocked)

Enter through the Aquarius Door.

2F, East Corner
Sections: Leo Door, Virgo Gate

Doors:
– Leo Beeping Door (diamond key, window access), Aquarius Door <>, Blue Door (unlocked), Red Door (blocked)
– Virgo Gate (locked)

Interactable Items:
– Leo Door: Beeping panel
– Virgo Gate: None.

STEPS:
Enter Blue Door.

2F, Digital Reading Room
Sections: Blue Screen Computer, Blue Star, Virgo Window

Doors:
– Blue Door <>
– Locked Door
– Virgo Window

Interactable Items:
– Blue Screen: Blue Screen Computer, brown Code panel
– Blue Star: Vacation Computer
– Virgo Window: storage battery

There is a star here.

STEPS:

Check the computers.

The blue screen controls the electric barriers on the stairs. You can enter the code (2014) for the green stairway, but no point bothering with it yet, Same with the code on the wall.

The vacation computer has three equations:

(Green Pisces // Green Aries // Red Libra) & Green Ophiuchus = Boom!
(Green Gemini//Green Scorpio//Green Taurus) & Green Ophiuchus = Boom!
Red Cancer & Green Libra & (Green Taurus//Green Saggitarius) = Boom!

& = and and // = or

Take a photo if needed but it means three things:

if Pisces or Aries is on or Libra is off when Ophiuchus is on, boom.

if Gemini, Scorpio or Taurus is on when Ophiuchus is on, boom.

if Taurus or Sagittarius are turned on alongside Libra being on and Cancer being off, boom.

Watch the doors you open. (random to playthrough)

Pick up the storage battery and leave the room. Before we use it, head for 1F, West Hallway, and have Susie climb into the window of the locked door on the elevator side.

> LEFT HAND PUZZLE (BRANCH B) (part 2)

1F, Class Three, Grade One
Sections: Back, Front

Doors:
– Back Door <>
– Front Door (can be exited from this side)

Interactable items:
– piece of paper

STEPS:

Take a photo of the room for reference.

Pick up the paper and head for the pool.

Dip the paper in water. The number is how many decimals of pi are needed for a password.

Go to 2F, Class Four, Grade Two, and enter the number of decimals of pi as listed on the piece of paper.

3.1415 926 5358979 32384626 433832795…

You will get Chemical reagent number 3.

Return to 2F, Main Hallway. Go down the stairs.

1F, Main Hallway
Sections: Stairway, Wooden Door, Fire Exit, Pisces Gate (click on hall near wooden door)

Doors:
– Stairway <>
– Wooden Door (key of wood), Heart Key Door, Clinic Door (unlocked), Locked door (unlockable with a paperclip)
– Aries Door (club key), Libra Door (red key), Beeping Door (unlockable with paper clip), Gemini Door (unlockable), Grey Door (locked)

Interactable Items:
– Stairway: None.
– Wooden Door: School Bell
– Fire Exit: Beeping panel, Code panel near grey door (6 numbers, A+B+C=3+3+1)

STEPS:

Have Susie climb through the Heart Key Door in 1F Main Hallway.

1F, Class Two, Grade One
Sections: Front, Back

Doors:
– Front <>
– Back Door (Locked)

Interactable items:
– Front: None.
– Back: Notebook

STEPS:

Take the notebook and look inside to get a grey puzzle piece.

Head into the Clinic.

1F, Clinic
Sections: Entrance, Taurus Door
Doors:
– Clinic Door <>
– Taurus Door (Heart Key)
Interactable items:
– None.
– Beaker

STEPS:
Take the Beaker, then leave the room and Unlock the Gemini Fire Exit.

1F, West Porch
Sections: Fire Exit (Corner), Leo Door

Doors:
– Gemini Fire Exit <>
– Leo Door (key of wood)

Interactable Sections:
– Fire Exit: Corner,
– Leo Door: No-power Panel with groove.

STEPS:

Click the corner and pick up the metal plate. (Ga)

Unlock the Leo Door with the Key of Wood.

1F, Kitchen
Sections: Leo Door, Dead End.

Doors:
– Leo Door <>, Locked Door (key of moon)

Interactable Items:
None.

STEPS:

Leave back into 1F, West Porch.

Put the storage battery in the groove, then press it. It will open a new path in 1F, Accessible by the Leo Door to the kitchen.

1F, Secret Path
Sections: Leo Door, Sagittarius Door

Doors:
– Leo Door <>
– Sagittarius Door (unlocked)

Interactable items:
None.

STEPS:
Go into the Sagittarius Door.

1F, Main Porch
Sections: Sagittarius Door, Pisces Gate, Locked Gate.

Doors:
– Sagittarius Door <>
– Pisces Gate (key of sun)
– Locked Gate.

Interactable items:
– Sagittarius Door: Button with groove (likely another side opening to the secret door)
– Pisces Gate: None.
– Locked Gate: Puzzle Piece

There is a star here.

STEPS:
Pick up the puzzle piece.

Leave the area, and head for 1F, Main Hallway. (remember to press the secret path button again!)

Unlock the wooden door with the key of wood.

1F, East Corner
Sections: Door Corner, Gate

Doors:
– Wooden Door <>, Locked door (unlockable with paper clip), black wooden door (unlocked), puzzle door
– Gate (Locked)

Interactable items:
– Door Corner: Puzzle groove near puzzle door
– Gate: None.

STEPS:

Head into the black wooden door. (Save here)

1F, Sports Equipment Room
Sections: Ping Pong Tables, Pool Table

Doors:
– Black Wooden Door <>, Windowed Door
– WIndowed Door (diamond key)

Interactable Items:
– Ping Pong Tables: None.
– Pool Table: portraits (can be moved left/right), pool table, tile (on pool table)

STEPS:
After a cutscene, you will find the map. You will be given the chance to follow Lisa.

> DON’T FOLLOW LISA

You will automatically unlock the windowed door, which leads to the pool.

Return to the Sport Equipment room to pick up the tile (numbers 963 on the back)

Solve the puzzle of the paintings (put them in food chain order) and take the white puzzle piece.

Leave to 1F, East Corner. Unlock the Puzzle Door by fitting in the proper puzzle piece. Take the piece back.

1F, Office of Grade One
Sections: Office.

Door: Puzzle Door <>

Interactable items: Top of shelf (can be tricky to click), key of earth.

STEPS:

Take the key of earth off the top shelf.

Head for 1F, Swimming Pool and put the white puzzle piece in the Pisces door.

Take the piece back.

Pisces is now unlocked.

1F, Changing Room Hallway
Sections: Pisces Door, Stairway

Doors:
– Pisces Door <>
– Upstairs, Downstairs (blocked by electricity)

Interactable items:
None.

There is a star here.

STEPS:

You will lose Sally after a cutscene.

Head upstairs.

2F, Changing Room Hallway

Sections: Stairway, Pisces Door

Doors:
– Downstairs <>
– Pisces Door (key of water)

Interactable items:
– Stairway: picture with 3 number code
– Pisces Door: none.

STEPS:

Input the code on the tile (963) and you will get a piece of paper and a number (1717)

The paper will be randomized longitude and latitudes for the Graticule puzzle later.

Go to the 2F Digital Reading room and enter the code (1717) in the computer for the brown stairs.

Go up the stairs in the 2F Main Hallway.

3F, Main Hallway
Sections: Stairway, Symbol Hallway, Graticule Hallway, Corner (Symbol Hallway)

Doors:
– Downstairs <>
– White Door (Locked), Wooden Door (spade key), Grey Door (Locked), Auditorium Door (unlocked)
– White Heart Key Door, White Door L (Locked), White Door R (Locked), Windowed Door (Locked)

Interactable items:
– Stairway: none.
– Symbol Hallway: Symbol Puzzle, Left Corner (contains Beaker)
– Graticule Hallway: Graticule.

STEPS:

Go into the left corner and pick up the beaker. Return to 3F, Chemistry Lab.

the chemical reagents are as follows;

tap – 2
blue – 3
yellow – 7

you must mix these to get the reagent number on the container in the chemistry lab. However, if you mix it incorrectly as per the rules on the board, you will explode and get:

OTHER END: LAB END

Solving it will net you a yellow puzzle piece.

Go into the Auditorium.

3F, Auditorium
Sections: Left, Right, Stage

Doors:
– Auditorium Door <>
– Grey Door (unlockable)

Interactable items:
– Left: Auditorium map, seats
– RIght: Seats
– Stage: the stage itself (leading to the two backstage areas) Golden puzzle piece (left backstage)

STEPS:

Check out and photograph the auditorium map.

Unlock the Grey Door.

Go to the backstage and grab the puzzle piece.

Check the seats for symbols. The seats are coloured lighter in a range. (May be randomized)

The pattern order is darkest to lightest.

Enter the code and you will get the spade key.

Go back in and the seat chart will be different, highlighting seats you can’t interact with.

Write the seat numbers and you will notice a pattern. Following that pattern will help you solve the puzzle.

(Note: if your pattern only has 4 symbols, you can solve the puzzle easily by just pretending Row 1 is Row 5 and Row 2 is Row 6, as they will be the same)

Enter the second password and get the purple puzzle piece.

Now to check the spade doors, starting from the 3rd floor.

Unlock the Wooden Door on the 3rd floor to gain access to the original area you started the branch in.

On 2F, Main Hallway, unlock the library door with the spade key.

> LEFT HAND PUZZLE (BRANCH B) (part 3)

2F, Library
Sections: Front, Middle, Back

Doors:
– Front Door <>
– Blocked Door

Interactable Items:
– Front: Second bookshelf (blue books)
– Middle: Second bookshelf (green books)
– Back:

STEPS:

Put the blue book on the shelf and take a picture for reference, then solve the green books by making the ones that don’t match the symbol on the blue book taller (the puzzle in the Freshman Trial is the same) Take a picture of the green books in the puzzle’s placement.

The bookshelf blocking the back door has moved, and you can pick up the yellow puzzle piece in front of the door.

Return to the Graticule puzzle at 3F’s main hallway.

The paper lists coordinates (with the set of left/right and up/down arrows being the edges of the rectangles) and you must redden the point where these two intersect.

Enter the code and the Locked Door L will unlock.

3F, Geography Room
Sections: Front, Back

Doors:
– Front Door <>
– Back Door (unlockable)

Interactable items:
– Front: cyan Puzzle Piece
– Back: None.

STEPS:

Take the puzzle piece.

Enter the back door.

3F, East Corner
Sections: Door Corner, Gate.

Doors:
– White Door <>, Locked Code Door, Locked Door, Windowed Door (Unlockable)
– Gate (Locked)

Interactable items:
– Door Corner: code puzzle near locked code door (enter four numbers, four keys, four grooves)
– Gate: nothing.

STEPS:

Enter the Windowed Door, then return.

Put four random puzzle pieces in the grooves, then set the music keys to one of the 16 keys to the school theme

(SOL SI LA RE, SOL LA SI SOL, SI SOL LA RE, RE LA SI SOL)

Enter the code and take back the puzzle pieces (Door will remain unlocked)

3F, Music Room
Sections: Front, Back.

Doors:
– Front Door <>
– Door L (Unlocked) Door R (Locked)

Interactable Items:
– Front: None.
– Back: Piano.

STEPS:

After a long cutscene, Penny will join and you’ll be prompted to look at the puzzle screen in 2F Class 4, Grade Two.

First, we check Door L.

3F, Office
Sections: Front, Back

Doors:
– Front <>
– Back (Locked)

Interactable items:
– Front: None.
– Back: Puzzle Piece (Cyan)

STEPS:

Collect the puzzle piece, and return to the last room.

On the keyboard, press all the keys that align with the books made taller on the green book puzzle.

Enter the newly unlocked door to the right.

3F, Dressing Room
Sections: Front, Back

Doors:
– Entrance <>

Interactable items:
– Front: None.
– Back: cyan puzzle piece.

STEPS:

Pick up the puzzle piece.

Head for 2F Class Four, Grade Two.

Examine the screen. You will need to check all the classrooms and align them based on how the chairs are positioned (on the floor or desk) with the back being the bottom row and the front being the top row.

Classes are placed as follows:
1F: 4-1 (1F, Elevator Shaft Door), 3-1 (1F, West Hallway Locked Door), 2-1(, 1-1
2F: 4-2 (Aquarius/2F, Elevator Shaft Door), 3-2, 2-2, 1-2

To start, 4-1, and 4-2 are unlocked just by playing without taking risks. The Susie Window ones have also been done before now.

Head for 2F East Corner.

You will find out by interacting with the Leo Door that Penny can solve the beeping doors with Morse code.

Unlock and enter the Leo Door.

2F, Class Two, Grade Two
Sections: Back, Front

Doors:
– Leo Door <>
– Locked Door (unlockable with Paper Clip), Leo Panel

Interactable Items
– Back: None.
– Front: Image Puzzle (photograph), Leo Panel

STEPS:
Take a photo of the blackboard puzzle. Enter the Leo Panel.

2F, Class One, Grade Two
Sections: Back, Front, Below at blackboard in the back)

Doors:
– Locked Door (unlockable by Paperclip)
– Locked Door (unlockable by Paperclip)

Interactable items:
– Back: X on the blackboard, Red Aquarius Panel (cannot be opened due to Aquarius being Activated)
– Front: Taurus Panel (not movable yet)

STEPS:

Nothing else is left after checking the chairs, so leave and head to 2F, Main Hallway.

Unlock the Morse Code Door near the library, and you will now have access to Class 1-2 from the other side.

Head to 1F, Main Hallway, and unlock the Morse Code Door across from the Aries Door.

1F, Class One, Grade One
Sections: Front, Back

Doors:
– Front Door <>
– Back Door (Locked)

Interactable Items:
– Front: Blackboard puzzle (photograph)
– Back: Wooden Red Aquarius Panel

STEPS:

Photograph the blackboard, then leave.

Go to 2F, Main Hallway and put the puzzle piece into the puzzle door’s groove. Remove for later.

2F, Class Three, Grade Two
Sections: Front, Back

Doors:
– Front <>
– Cancer Door (Locked)

Interactable Items:
– Front: Wooden Red Aquarius Panel
– Back: None.

STEPS:

Leave and head to Class Four, Grade Two. you can now solve the monitor puzzle.

Move the panels into place according to the classrooms. Ones not needed can be moved to the
bottom.

Once solved, the brick panel will open below it, leading to a new area.

2F, Platform
Sections: Entrance, Hand Wheel

Doors: Secret Passage <>

Interactable Items:
– Entrance: None.
– Hand Wheel: Removable Hand Wheel

STEPS:
After a cutscene, you will lose Penny, but gain the basement map.

Take the hand wheel off the wall and put the red one from the pool in its place. Turn it and you will get the key of fire. Take the red hand wheel.

Head to the pool and add the new hand wheel to the statue. This drains the pool into the basement levels and leads to a door at the bottom.

Put the red hand wheel on the door and enter.

B1, Front Hallway
Sections: Entrance, Water Door

Doors:
– Entrance <>, Spade Key Door, Locked door (key of Earth)
– Locked Door (key of water)

Interactable Items:
None.

STEPS:

Use the spade key to enter the next room.

B1, Front Corner
Sections: Elevator, Push Door

Doors:
– Elevator (no power)
– Push Door (spade key) <>

Interactable items:
– Elevator: None.
– Push Door: Puzzle Piece (purple)

STEPS:

Pick up the puzzle piece and head back into B1, Front Hallway.

Unlock the other door with the Key of Earth.

B1, Warehouse
Sections: Warehouse

Door: Entrance <>

Interactable items: 99×99

STEPS:

Photograph the room (if needed), then exit.

Leave the pool and return the water to it.

Head to 2F, Digital Reading Room, and enter (9801) (the 99×99 is the hint) to the white stairway.

Head for 1F, Changing Room Hallway.

Head Downstairs.

B1, Back Hallway
Sections: Stairway, Hall

Doors:
– Upstairs <>, Downstairs
– Door (key of fire)

Interactable items:
– Stairway: button (turns on/off upstairs electricity)
– Hall: none.

STEPS:

Sally will rejoin the team after a cutscene.

Unlock the door with the key of Fire.

B1, Control Room

When you enter here, you will be unable to check anything, and you will lose Susie and Sally, but gain the Silver coin.

Head downstairs.

B2, Back Hallway
Sections: Stairway, Hall.

Doors:
– Upstairs <>
– Fire Exit, Door (unlocked)

Interactable Items:
– Stairway: none.
– Hall: Volume Puzzle.

STEPS:
Check the Volume puzzle to get info on it. Head into the Unlocked Door.

B2, Parking Area
Sections: Elevator, Parking Space

Doors:
– Elevator (no power)
– Locked Door, Unlocked Door <>

Interactable Items:
None.

STEPS:

Nothing to do here, so feel free to leave.

If you return upstairs, drain the pool, and try to come back here, you will get:

OTHER END: DROWNING ENDING

Return to the volume puzzle.

Put together nine of the pieces in any order or combination – what is important is to check what number each represents via the music door puzzle first. (you will have a max 11 pieces: Three each yellow and cyan, two magenta (top and middle) A top black, a middle white, and a bottom Grey. Put three together (top, middle, bottom) and insert them into the volume puzzle. Then, with what each number was gotten from them at the music puzzle, press the pieces from smallest number to largest. Feel free to take back the pieces and enter the next room.

> LEFT HAND PUZZLE (BRANCH B) (part 4)

B2, Front Hallway
Sections: Hall, wood door hall

Doors:
– Fire exit <>, Locked Door, 2 coin lock, 3 coin lock.
– wooden door (key of moon)

Interactable objects
– Hall: Two coin groove, three coin groove.
– Wood door hall: none.

STEPS:

As you only have two coins (the gold coin is unreachable here), enter the silver and bronze coins into the two-coin groove. Enter the room.

B2, Secret Room
Sections: Entrance, Coffin

Doors:
– Entrance <>
– Wooden Door (Locked)

Interactable Items:
None.

STEPS:

You are now locked in the room. After a cutscene, however, you will leave the room.

After one final scene, you will get the Branch B ending:

MAIN ENDING: DESTRUCTION ENDING

IF YOU FAIL THE MONITOR PUZZLE

If you fail the Monitor Puzzle by locking yourself out of the puzzle, by using up both Susie and Jenny door unlock options.

While the easiest way to do this is on Route A, as you lack the paperclip, and then just having Susie enter the puzzle piece room instead of the room with the cobalt chloride paper, you can do this by wasting the paperclip on a different door.

Instead, when it becomes clear you can’t finish the puzzle, you will get the Gold coin.

Head to B2, Elevator.

B2, Elevator
Sections: Elevator

Door: Wooden Door, Elevator Door (No Power)

Interactable Items:
Groove, buttons (3F-B2), Coin-shaped groove

STEPS:
Put the gold coin in the groove to unlock the door, then take it back.

B2, Security Room
Sections: Computer, Blue Banner, Ceiling Hole.

Doors:
– L Wood Door <>, R Wood Door (Unlocked)

Interactable items:
– None.

STEPS:

Go through the R Wood Door.

B2, Front Hallway
Sections: Hall, wood door hall

Doors:
– Fire exit (key of water), Locked Door, 2 coin lock, 3 coin lock.
– wooden door <>

Interactable objects
– Hall: Two coin groove, three coin groove.
– Wood door hall: none.

STEPS:

As you only have two coins (the silver coin is unreachable here), enter the gold and bronze coins into the two-coin groove. Enter the room.

B2, Secret Room
Sections: Entrance, Coffin

Doors:
– Entrance <>
– Wooden Door (Locked)

Interactable Items:
None.

STEPS:
You are now locked in the room, and get an ending:

CHEST ENDING A

> Follow Lisa

You will abandon your team, and after a long cutscene find yourself, along with Lisa, in the now unlocked:

1F, Changing Room Hallway
Sections: Pisces Door, Stairway

Doors:
– Pisces Door <>
– Upstairs, Downstairs (blocked by electricity)

Interactable items:
None.

There is a star here.

STEPS:

Leave the room and take the puzzle piece in the door.

Head for 2F Class Four, Grade Two.

Enter the Elevator. If it is somehow not there, check the other floors.

Lisa will open the floor in the elevator. Head down to B2, Elevator Shaft to exit into the hole.

You will get the:

CELLAR ENDING

> TWO HAND PUZZLE (BRANCH C) (part 1) – The Rosefinch Curse (Ning’s Wing 1) Walkthrough & Guide

Full Walkthrough

2F, Class Two, Grade Two
Sections: Back, Front

Doors:
– Leo Door (unlocked)
– Locked Door, Leo Panel

Interactable Items
– Back: None.
– Front: Image Puzzle, Leo Panel

STEPS:

Open the Leo Door.

2F, East Corner
Sections: Leo Door, Virgo Gate

Doors:
– Leo Door <>, Aquarius Door (locked), Blue Door (unlocked), Red Door (blocked)
– Virgo Gate (locked)

Interactable Items:
– Leo Door: Beeping panel
– Virgo Gate: None.

STEPS:

Go back into 2F, Class Two, Grade Two.

Open the Leo panel and enter.

2F, Class One, Grade Two
Sections: Back, Front, Below at blackboard in the back)

Doors:
– Locked Door
– Locked Door

Interactable items:
– Back: X on the blackboard, Red Aquarius Panel (don’t open yet)
– Front: Aries Panel (not movable yet)

STEPS:

Nothing else to do here, so return to the 2F, East Corner and enter the Blue Door.

2F, Digital Reading Room
Sections: Blue Screen Computer, Blue Star, Virgo Window

Doors:
– Blue Door <>
– Locked Door
– Virgo Window

Interactable Items:
– Blue Screen: Blue Screen Computer, brown Code panel
– Blue Star: Vacation Computer
– Virgo Window: storage battery

There is a star here.

STEPS:

Check the computers.

The blue screen controls the electric barriers on the stairs. No point bothering with it yet, Same
with the code on the wall.

The vacation computer has three equations:
(Green Pisces // Green Aries // Red Libra) & Green Ophiuchus = Boom!
(Green Leo//Green Capricorn//Green Taurus) & Green Ophiuchus = Boom!
Red Cancer & Green Libra & (Green Taurus//Green Saggitarius) = Boom!

& = and and // = or

Take a photo if needed but it means three things:

if Pisces or Taurus is on or Libra is off when Ophiuchus is on, boom.

if Leo, Capricorn or Taurus is on when Ophiuchus is on, boom.

if Taurus or Sagittarius are turned on alongside Libra being on and Cancer being off, boom.
watch the doors you open. (may be random to your playthrough)

Pick up the storage battery and leave the room.

Return to 2F, Class One, Grade Two and click on the white X up close.

1F, Class One, Grade One
Sections: Front, Back

Doors:
– Front Door
– Back Door (Locked)

Interactable Items:
– Front: Blackboard puzzle
– Back: Wooden Aries Code Panel

STEPS:

Solve the Aries Code Panel by entering all the smaller sized numbers (top to bottom).

Climb back up into 2F, Class One, Grade Two. A new puzzle has opened up on the wall.

To solve it, click each button by as many number of times listed on the equation

(example: first row of the blackboard equation is 00321. Don’t press the first two at all, press the third three times, the fourth twice, and the fifth once, continue down until complete)

it might be wise to write down the equation for reference, as checking a photograph appears to disrupt the answer.

It will open up a room above to climb up to.

3F, Language Lab
Sections: Hole, Class, tic tac toe

Doors:
– Hole <>
– Locked Door
– Locked Door

Interactable Items:
– Hole: magenta puzzle piece (bottom)
– X (to get to the hole), blackboard eraser
– none.

STEPS:

Pick up the puzzle piece and the blackboard eraser.

Take a photo of the tic tac toe board for reference and return to 2F, Class Two, Grade Two.

Full Walkthrough

Erase the lines and draw out the code in line with the above example.

Go to the 2F, Digital Reading Room and Down through the Window.

1F, Swimming Pool
Sections: Statue, Ladder

Doors:
– Pool Door (locked), Wooden Door (key of moon), Pisces Door, Virgo Door (broken handle)
– Locked Door, Virgo Window <>

Interactable Items:
– Statue: Statue, red hand wheel on the statue.
– Ladder: Ladder

There is a star located here.

STEPS:

After a scene you get two new party members.

Grab the hand wheel from the statue and return upstairs to 2F, East Corner.

After (another) scene, enter into the Virgo Gate.

2F, East Hallway
Sections: Virgo Gate, Stairway

Doors:
– Virgo Gate <>, Red Door (Locked), Blue Door (Locked), Heat Key Door (with code panel)
– Downstairs, Upstairs (blocked by electricity)

Interactable Items:
– None.
– Code Panel

STEPS:

Go Downstairs.

1F, East Hallway
Sections: Fire Exit, Gate

Doors:
– Stairs <>, Fire Exit (orange key)
– Red Door (Locked), Blue Door (Unlocked), Taurus Door (heart key)

Interactable Items:
– code on wall
– none.
There is a star here.

STEPS:

Turn to the gate and you’ll get a code on the wall (0807)

Enter Blue Door.

1F, Men’s Room
Sections: Door, Sink (press corner of stalls near door) Urinals

Door:
– Numbered Door <>
– None.
– None.

Interactable items:
– None.
– Orange Key
– Hammer.

STEPS:
Take a photo of the number on the door.

Pick up orange key and hammer and leave.

Unlock the fire exit with the orange key.

1F, East Porch
Sections: Fire Exit Hallway, Star Hallway.

Doors:
– Fire Exit <>, Gate (unlocked)
– Wooden Door (diamond key)

Interactable items:
None.

There is a star here.

STEPS:

Enter through the Gate.

1F, Main Porch
Sections: Sagittarius Door, Pisces Gate, Locked Gate.

Doors:
– Sagittarius Door
– Pisces Gate (key of sun)
– Gate <>

Interactable items:
– Sagittarius Door: Button with groove
– Pisces Gate: None.
– Locked Gate: Puzzle Piece

There is a star here.

STEPS:

Pick up the puzzle piece.

Put the storage battery into the door.

1F, Secret Path
Sections: Leo Door, Sagittarius Door

Doors:
– Leo Door (unlocked)
– Sagittarius Door <>

Interactable items:
None.

STEPS:

Go into the Leo Door.

1F, West Porch
Sections: Fire Exit (Corner), Leo Door

Doors:
– Gemini Fire Exit
– Leo Door <>

Interactable Sections:
– Fire Exit: Corner, GA plate
– Leo Door: No-power Panel with groove.

STEPS:

Click the corner and pick up the metal plate. (Ga)

Go back to 2F, East Hallway and enter the 0807 code into the code panel.

You are now back in the unused classroom.

Put the puzzle piece in any of the puzzles (they will be the same) and get the wood key and (2014).

Go to the Digital Reading Room.

Enter the (2014) code into the Green Stairway lock to remove the electricity.

3F, East Hallway
Sections: Stairway, Gate

Doors:
– Upstairs, Downstairs <>
– Gate (Locked), Virgo Door (key of wood), Blue Door (Locked), Red Door (Locked)

Interactable Items:
None.

STEPS:

Unlock the Virgo Door with key of wood.

3F, Art Room
Sections: Virgo Door, Easels, colour map

Doors:
– Virgo Door <>
– Heart Key Door
– None.

Interactable Items:
– Square Puzzle
– Pallette Puzzle (with puzzle pieces)
– Colour Map

STEPS:

Upon entering the room, you will get the middle white puzzle piece.

Grab the other puzzle pieces from the pallette puzzle, and break them apart.

Put them back together to make the colours on the chart based on what Susie says about subtractive colours, plus any references from the colour map.

(light yellow uses 2 yellow pieces and the white piece, red uses a magenta, yellow and grey piece, blue uses two cyan and magenta, dark blue uses cyan, magenta and black. Unsure if these are randomized)

Take the key of water and the puzzle pieces back.

Go upstairs.

4F, East Hallway
Sections: Stairs, Hallway, Ophiuchus Door

Doors
– Downstairs <>, Upstairs (blocked by gate)
– Scorpio Door (Heart Key), Heart Key Door, Unlocked Door, Capricorn Door (Heart Key)
– Ophiuchus Door

Interactable Items:
– None.
– None.
– Puzzle Groove (Opens up a code entry)

STEPS:

You can check out the puzzle, but take the puzzle piece back before you leave it alone. (even if you did solve it, you would explode.)

Enter into the unlocked Door.

> TWO HAND PUZZLE (BRANCH C) (part 2)

4F, Dorm 401
Sections: White Door, Grey Door

Doors:
– Door <>
– Locked Door

Interactable Items:
– none.
– picture.

STEPS:

Besides taking a picture of the framed photo, nothing else can be done here.

Go back to the Art Room to solve the calculation puzzle.

It Goes like this:

Insert any puzzle pieces into the grooves. Top pieces have two empty areas, while the middle and bottom pieces have three.
These numbers have to be multiplied by the number in the big hole above the code entry.

So, for example, say the number is 5, and you insert three top pieces and a bottom piece (in that order)

the calculation will show TOPPIECE+TOPPIECExTOPPIECE-BOTTOMPIECE (2+2×2-3)
times all those numbers by 5 and you get:

(10+10×10-15)

add that together (DON’T FORGET PEDMAS! The multiplication has to be done before the addition) and you get 95, which is the answer.

from it, you will get the key of metal.

Take back the puzzle pieces and head to the swimming pool.

Use the puzzle piece to open the pisces door.

1F, Changing Room Hallway
Sections: Pisces Door, Stairway

Doors:
– Pisces Door <>
– Upstairs, Downstairs (blocked by electricity)

Interactable items:
None.

There is a star here.

STEPS:

Head upstairs.

2F, Changing Room Hallway
Sections: Stairway, Pisces Door

Doors:
– Downstairs <>
– Pisces Door (key of water)

Interactable items:
– Stairway: picture with 3 number code
– Pisces Door: none.

STEPS:

Unlock the pisces door with the key of water.

2F, Men’s Changing Room
Sections: Room.

Doors: Pisces Door <>, Unlocked Door.

Interactable Items: Right-side Lockers (all locked, one is blinking red)

STEPS:

Head into the next room.

2F, Men’s Shower Room
Sections: Door, Stalls.

Doors:
– Door <>
– key of metal door

Interactable Items:
– none.
– trap door (unable to be used) shower stalls, tile (in one of the stalls)

STEPS:

Grab the tile. The water doesn’t work in any of the stalls currently, but there are butterfly pictures in each (that appear to be the same) take a photo of one for reference.

Unlock the door with the key of metal.

2F, Shower Room Toilet
Sections: Door, star device

Doors:
– Door <>
– none.

Interactable items:
– stall corners, plunger
– star device

There is a star here (in one of the corners).

STEPS:

This will be where those stars come in handy. If you haven’t already, then go to where there are stars, and mark them out on the map (along with colour) one star will have a white circle border, which will be used as the ‘north’ star.

Mark the star here and pick up the plunger before leaving to mark the stars (if necessary)

They are here:

2F Shower Room Toilet, 1F Changing Room Hallway, 1F Swimming Pool, 2F Digital Reading Room, 3F, Art Room, 1F East Hallway, 1F East Porch, 1F Main Porch.

To (Awkwardly) position them Clockwise it would be in this order (starting with the one I happened to get as the white ring)

1F Main Porch, 3F Art Room, 1F, East Hallway, 1F East Porch, 2F Digital Deading Room, 1F Changing Room Hallway, 2F Shower Room Toilet, 1F Swimming Pool.

(Adjust based on where your white ring is located)

From there, you will enter into a secret area.

2F, Platform
Sections: Brick Panel, Hand Wheel

Doors: Secret Passage <>

Interactable Items:
– Brick Panel: None.
– Hand Wheel: Removable Hand Wheel

STEPS:

Take the hand wheel off of the back of the secret panel.

Head for the swimming pool and put the new hand wheel on the statue, and turn.

This will drain the pool into the basement. enter the bottom of the pool.

There is a door. Put the red hand wheel on it, and open.

B1, Front Hallway
Sections: Entrance, Water Door

Doors:
– Entrance <>, Spade Key Door, key of earth door
– Key of water door

Interactable Items:
None.

STEPS:

Unlock the key of water door.

B1, Control Room

You will not be able to explore this room. You will be given a choice here:

> DIFFICULT TO CHOOSE

You will lose a party member, but leave to the other side, as well as getting the silver coin.

B1, Back Hallway
Sections: Stairway, Hall

Doors:
– Upstairs, Downstairs
– Door <>

Interactable items:
– Stairway: button (turns on/off upstairs electricity)
– Hall: none.

STEPS:

Press the button to turn off the electricity and regain a way back upstairs.

Go downstairs.

B2, Back Hallway
Sections: Stairway, Hall.

Doors:
– Upstairs <>
– Fire Exit (key of water), Door (unlocked)

Interactable Items:
– Stairway: none.
– Hall: Volume Puzzle.

STEPS:
If you try to open the unlocked door now without going back to bring the water back into the pool, you will get:

DROWNING ENDING

Return upstairs to drain the water back into the pool, then come back down to enter:

B2, Parking Area
Sections: Elevator, Parking Space

Doors:
– Elevator (no power)
– Locked Door, Unlocked Door <>

Interactable Items:
None.

STEPS:

Nothing to do here, so feel free to leave.

Unlock the fire exit with the Key of Water.

B2, Front Hallway
Sections: Hall, wood door hall

Doors:
– Fire exit <>, Locked Door, 2 coin lock, 3 coin lock.
– wooden door (key of moon)

Interactable objects
– Hall: Two coin groove, three coin groove.
– Wood door hall: none.

STEPS:

As you only have two coins (the gold coin is unreachable here), enter the silver and bronze coins into the two-coin groove. Enter the room.

B2, Secret Room
Sections: Entrance, Coffin

Doors:
– Entrance <>
– Wooden Door (Locked)

Interactable Items:
None.

STEPS:

You are now locked in the room.

You will get:

CHEST ENDING B

> TRY TO SAVE SUSIE

You will lose both party members.

Return to above ground, and head to 2F, East Corner.

You will get:

SHADOW ENDING

> THREE HAND PUZZLE (BRANCH D) (part 1)

Full Walkthrough

A quick note about this route: though it may be my own mistake behind it, it may be possible to end up with a door code setup that makes the path to the main ending unwinnable by default. To err on the side of caution, I recommend resetting if your danger codes result in Gemini as unable to be activated, and the walkthrough will reflect that.

You should mark each star on the map with a similar colour flag on this route.

2F, Women’s Room
Sections: Door, photo, sink

Doors:
– Door
– None.
– none.

Interactable Items:
– none.
– code above photo
– red x

STEPS:

Take a photo of the number on the door and the photo on the wall before leaving.

2F, East Hallway
Sections: Virgo Gate, Stairway

Doors:
– Virgo Gate (Locked), Red Door <>, Blue Door (Locked), Heart Key Door (with code panel)
– Downstairs, Upstairs (blocked by electricity)

Interactable Items:
– None.
– Code Panel

STEPS:

Go Downstairs.

1F, East Hallway
Sections: Fire Exit, Gate

Doors:
– Stairs <>, Fire Exit (orange key)
– Red Door (Locked), Blue Door (Unlocked), Taurus Door (heart key)

Interactable Items:
– code on wall
– none.

There is a star here.

STEPS:

Enter Blue Door.

1F, Men’s Room
Sections: Door, Sink (press corner of stalls near door) Urinals

Door:
– Numbered Door <>
– None.
– None.

Interactable items:
– None.
– Orange Key
– Hammer.

STEPS:

Take a photo of the number on the door.

Pick up orange key and hammer and leave.

Unlock the fire exit with the orange key.

1F, East Porch
Sections: Fire Exit Hallway, Star Hallway.

Doors:
– Fire Exit <>, Gate (unlocked)
– Wooden Door (diamond key)

Interactable items:
None.

STEPS:

Look Towards the Hallway with the star. Someone will join your party.

Enter through the Gate.

1F, Main Porch
Sections: Sagittarius Door, Pisces Gate, Locked Gate.

Doors:
– Sagittarius Door
– Pisces Gate (key of sun)
– Gate <>

Interactable items:
– Sagittarius Door: Button with groove
– Pisces Gate: None.
– Locked Gate: Puzzle Piece

There is a star here.

STEPS:

Pick up the puzzle piece.

Return to 2F, Women’s Room.

Break the Red X area with the hammer.

2F, Office of Grade Two
Sections: Mirror, Office, Door

Doors:
– Mirror<>
– Door (held closed)
– Door (unlocked)

Interactable items:
– button display
– top of shelf (coloured key)
– none.

STEPS:

press the top of the shelf to find a key and some directions concerning the doors.
Enter the unlocked door.

2F, Digital Reading Room

Sections: Blue Screen Computer, Blue Star, Virgo Window

Doors:
– Blue Door (diamond key)
– Door <>
– Virgo Window

Interactable Items:
– Blue Screen: Blue Screen Computer, brown Code panel
– Blue Star: Vacation Computer
– Virgo Window: storage battery

There is a star here.

STEPS:

Check the computers.

The blue screen controls the electric barriers on the stairs. No point bothering with it yet, Same with the code on the wall.

The vacation computer has three equations:

(Green Pisces // Green Aries // Red Libra) & Green Ophiuchus = Boom!
(Green Leo//Green Capricorn(or Scorpio)//Green Taurus) & Green Ophiuchus = Boom!
Red Cancer & Green Libra & (Green Taurus//Green Saggitarius) = Boom!

& = and and // = or

Take a photo if needed but it means three things:

if Pisces or Taurus is on or Libra is off when Ophiuchus is on, boom.

if Gemini, Scorpio/Capricorn or Taurus is on when Ophiuchus is on, boom.

if Taurus or Sagittarius are turned on alongside Libra being on and Cancer being off, boom.

watch the doors you open.

Pick up the storage battery and leave the room.

Return to the panel and examine it closely.

It is filled with keys of varying colours. As you have six keys, try fitting them until all the lights are green, then take the keys back.

Some locks will have changed.

Return to the 1F, East Hallway.

Unlock the Red Door with the correct key.

1F, Women’s Room
Sections: Door, equation, sinks.

Doors:
– Door <>
– None.
– None.

Interactable items:
– None.
– equation

STEPS:

Take a photo of the door.

Examine the equation and Susie will explain ASCII code (A=65, B=66, so on) and 3=# (relating to computers, where # can be gotten by pressing the 3 key while holding shift) take a photo of the equation for later.

Go upstairs and unlock the Blue Door.

2F, Men’s Room
Sections: Door, Urinals, sink

Doors:
– Door <>
– Magnetic Card
– None.

Interactable items:
None.

STEPS:

Pick up the magnetic card. Check the symbol on the back.

Take a photo of the door and leave.

Go back to the Digital Reading Room and insert the magnetic card into the code panel.

The solution is the 3#=EDC=696867 puzzle.

the ASCII is explained already to you – the 3#=EDC is based on EDC being
underneath/diagonal to the 3/# key.

so, if you have 2@ on the card – your letters are WSX. Convert them to ASCII numbers (in this case, they would be 878388) and you have your code.

The Blue Door is now unlocked.

2F, East Corner
Sections: Leo Door, Virgo Gate

Doors:
– Leo Door (diamond key), Aquarius Door (locked), Blue Door<>, Red Door (blocked)
– Virgo Gate (locked)

Interactable Items:
– Leo Door: Beeping panel
– Virgo Gate: None.

STEPS:

After a scene, head back to 1F, East Hallway.

The number 0807 will be noticed.

Go up to 2F, East Hallway and enter that number into the 4-number panel.

You are now back in the unused room.

You will immediately be taken out, and told a clue: E.I.D., or D.I.E. backwards.

There is a split at this time, resulting in two different paths, dependent on your decision here. Saving here is a good idea.

> GO BACK INTO THE UNUSED CLASSROOM

If you go back in and use the puzzle, you will get the key of wood and the number (2014).

At this point, there is no point in solving the D.I.E. puzzle code as you have used up the puzzle
piece.

Go to 2F, Digital Reading Room and use the (2014) code on the green stairway.

Go back to 2F, East Hallway and head upstairs.

3F, East Hallway
Sections: Stairway, Gate

Doors:
– Upstairs, Downstairs <>
– Gate (Locked), Virgo Door (key of wood), Blue Door (coloured key), Red Door (coloured key)

Interactable Items:
None.

STEPS:

Unlocked the Red and Blue doors.

Enter red first.

3F, Women’s Room
Sections: Door, Wall, Sinks.

Doors:
– Door <>
– None.
– None.

Interactable items:
– none.
– two framed photos
– none.

STEPS:

Take note of the number.

Leave and enter the blue door.

3F, Men’s Room
Sections: Door, Wall, Sinks.

Doors:
– Door <>
– None.
– None.

Interactable items:
– none.
– two framed photos
– none.

STEPS:

Take note of the number before leaving back to 3F, East Hallway.

Unlock the Virgo Door with key of wood.

3F, Art Room
Sections: Virgo Door, Easels, colour map

Doors:
– Virgo Door <>
– Heart Key Door
– None.

Interactable Items:
– Square Puzzle
– Pallette Puzzle (with puzzle pieces)
– Colour Map

There is a star here.

STEPS:

Enter and take puzzle pieces off the palette puzzle. We’re still missing some pieces, so we will
return to the puzzle.

For now, you can solve the calculation puzzle.

Insert any puzzle pieces into the grooves. Top pieces have two empty areas, while the middle and bottom pieces have three.

These numbers have to be multiplied by the number in the big hole above the code entry.

So, for example, say the number is 5, and you insert three top pieces and a bottom piece (in that order)

the calculation show TOPPIECE+TOPPIECExTOPPIECE-BOTTOMPIECE (2+2×2-3)
times all those numbers by 5 and you get:

(10+10×10-15)

add that together (DON’T FORGET PEDMAS! multiplication has to be done before
addition, or if the plus and minus pieces are the same number just cancel them out and do the
multiplication) and you get 95, which is the answer.

from it, you will get the key of metal.

Take back the puzzle pieces and go upstairs.

> THREE HAND PUZZLE (BRANCH D) (part 2)

4F, East Hallway
Sections: Stairs, Hallway, Ophiuchus Door

Doors
– Downstairs <>, Upstairs (blocked by gate)
– Scorpio Door (Heart Key), Heart Key Door, Unlocked Door, Capricorn Door (Heart Key)
– Ophiuchus Door

Interactable Items:
– None.
– None.
– Puzzle Groove (Opens up a code entry)

STEPS:

You can check out the puzzle, but take the puzzle piece back before you leave it alone.
Enter into the unlocked Door.

4F, Dorm 401
Sections: White Door, Grey Door

Doors:
– Door <>
– Locked Door

Interactable Items:
– none.
– picture.

STEPS:

Besides taking a picture of the framed photo, nothing else can be done here.

Head back into 2F, Digital Reading Room, which you can now do via the Virgo Gate in 2F, East
Hallway instead of through the Women’s Room Mirror. The Window should be open.

1F, Swimming Pool
Sections: Statue, Ladder

Doors:
– Pool Door (locked), Wooden Door (key of moon), Pisces Door, Virgo Door (broken handle)
– Locked Door, Virgo Window <>

Interactable Items:
– Statue: Statue, red hand wheel on the statue.
– Ladder: Ladder

There is a star located here.

STEPS:

You will gain the middle white puzzle piece after a scene.

Take the red hand wheel off the statue.

Insert (and take back) the white puzzle piece into the pisces door.

Go through the door.

1F, Changing Room Hallway
Sections: Pisces Door, Stairway

Doors:
– Pisces Door <>
– Upstairs, Downstairs (blocked by electricity)

Interactable items:
None.

There is a star here.

STEPS:

Head upstairs.

2F, Changing Room Hallway
Sections: Stairway, Pisces Door

Doors:
– Downstairs <>
– Pisces Door (key of water)

Interactable items:
– Stairway: picture with 3 number code
– Pisces Door: none.

STEPS:

Nothing else can be done here, so return to 1F, East Hallway.

The puzzle on the wall goes like this:

Each switch toggles different bathroom sinks, but all of them will be giving the same number as
suggestion:

The number is the Door number of washroom with a running sink + the sink running (left sink =1, middle sink = 2, and right sink = 3)

For example, it’s running in a bathroom labelled 5 in the left sink (5+1), a right sink in a
bathroom labelled 3 (3+3) and a middle sink in a bathroom labelled 4 (4+2) which means the
number equals 6.

Once you unlock the code, you will get the key of water.

Head back to 2F, Changing Room Hallway and unlock the Pisces Door.

2F, Men’s Changing Room
Sections: Room.

Doors: Pisces Door <>, Unlocked Door.

Interactable Items: Right-side Lockers (all locked, one is blinking red)

STEPS:

Head into the next room.

2F, Men’s Shower Room
Sections: Door, Stalls.

Doors:
– Door <>
– key of metal door

Interactable Items:
– none.
– trap door (unable to be used) shower stalls, tile (in one of the stalls)

STEPS:

Grab the tile. The water doesn’t work in any of the stalls currently, but there are butterfly pictures
in each (that appear to be the same) take a photo of one for reference.

Unlock the door with the key of metal.

2F, Shower Room Toilet
Sections: Door, star device

Doors:
– Door <>
– none.

Interactable items:
– stall corners, plunger
– star device

There is a star here (in one of the corners).

STEPS:

This will be where those stars come in handy. If you haven’t already, then go to where there are stars, and mark them out on the map (along with colour) one star will have a white circle, which will be used as the ‘north’ star.

Mark the star here and pick up the plunger before leaving to mark the stars (if necessary)

They are here:

2F Shower Room Toilet, 1F Changing Room Hallway, 1F Swimming Pool, 2F Digital Reading Room, 3F, Art Room, 1F East Hallway, 1F East Porch, 1F Main Porch.

To (Awkwardly) position them Clockwise it would be in this order (starting with the one I happened to get as the white ring)

1F Main Porch, 3F Art Room, 1F, East Hallway, 1F East Porch, 2F Digital Deading Room, 1F Changing Room Hallway, 2F Shower Room Toilet, 1F Swimming Pool.

(Adjust based on where your white ring is located)

From there, you will enter into a secret area.

2F, Platform
Sections: Brick Panel, Hand Wheel

Doors: Secret Passage <>

Interactable Items:
– Brick Panel: None.
– Hand Wheel: Removable Hand Wheel

STEPS:

Take the hand wheel off of the back of the secret panel.

Head for the swimming pool and put the new hand wheel on the statue, and turn.

This will drain the pool into the basement. enter the bottom of the pool.

There is a door. Put the red hand wheel on it, and open.

B1, Front Hallway
Sections: Entrance, Water Door

Doors:
– Entrance <>, Spade Key Door, key of earth door
– Key of water door

Interactable Items:
None.

STEPS:

Unlock the key of water door.

B1, Control Room

You will not be able to explore this room.

You will get:

FLAME ENDING

> SOLVE THE D.I.E. PUZZLE

If you go to the 2F, Women’s washroom and enter the code (495) you will get another puzzle piece groove.

Solving it gets you a large eyeball and the (2014) code.

Go back into the unused classroom and put the eyeball in the other eye groove.

You will now have the heart key.

Head back to 2F, Digital Reading Room and enter the (2014) code in for the green stairway.
Now, head back to 2F, East Hallway and head upstairs.

3F, East Hallway
Sections: Stairway, Gate

Doors:
– Upstairs, Downstairs <>
– Gate (Locked), Virgo Door (key of wood), Blue Door (Locked), Red Door (Locked)

Interactable Items:
None.

STEPS:

Unlock the Red and Blue Doors.

Enter the Red Door First.

3F, Women’s Room
Sections: Door, Wall, Sinks.

Doors:
– Door <>
– None.
– None.

Interactable items:
– none.
– two framed photos
– none.

STEPS:

Take note of the number and photograph the picture.

Leave and enter the blue door.

3F, Men’s Room
Sections: Door, Wall, Sinks.

Doors:
– Door <>
– None.
– None.

Interactable items:
– none.
– two framed photos
– none.

STEPS:

Take note of the number before leaving back to 3F, East Hallway.

Go upstairs.

4F, East Hallway
Sections: Stairs, Hallway, Ophiuchus Door

Doors
– Downstairs <>, Upstairs (blocked by gate)
– Scorpio Door (Heart Key), Heart Key Door, Unlocked Door, Capricorn Door (Heart Key)
– Ophiuchus Door

Interactable Items:
– None.
– None.
– Puzzle Groove (Opens up a code entry)

STEPS:

Nothing can be done with the puzzle, as we do not have the piece for it.

Enter into the unlocked Door.

4F, Dorm 401
Sections: White Door, Grey Door

Doors:
– Door <>
– Locked Door

Interactable Items:
– none.
– picture.

STEPS:

Besides taking a picture of the framed photo and the door side of the room, nothing else can be done here.

Leave and unlock the unmarked Heart Key Door.

4F, Dorm 403
Sections: White Door, Grey Door

Doors:
– Door <>
– Locked Door

Interactable Items:
– none.
– picture, light switch, blinking circles

STEPS:

There is a puzzle here. When you turn off the lights and turn around, there will be five circles that can be moved around. You need to spot the differences between 401 and 403, but with the added difficulty of having the lights off when you circle the changes.

The Changes are:

The extra mug, the missing chair, a missing spoke on the bed frame, an extra frame on the edge of the bed, and extra frame near the chair.

It can be a bit finicky to place, but shift it a little until the door responds. (You have to turn around and turn off the light to see if it worked)

4F, Public Balcony
Sections: Balcony

Doors: Right Door <>, Left Door (unlockable)

Interactable Items: Club Key

STEPS:

Grab the club key and unlock the other door.

Leave back into 4F, East Hallway.

Unlock the Scorpio//Capricorn Door with the Heart Key.

> THREE HAND PUZZLE (BRANCH D) (part 3)

4F, Dorm 402/4F, Dorm 404
Sections: Scorpio Door, Capricorn Door, Umbrella Puzzle.

Doors:
– Scorpio Door (<>//club key)
– Capricorn Door (club key//<>)
– None.

Interactable items:
– none.
– none.
– umbrella puzzle.

STEPS:

While the umbrella logo on the panel looks like the one on the code computer in 2F, Digital
Reading Room, we don’t have enough info to go off of for the moment.

DO NOT OPEN THE CAPRICORN//SCORPIO DOOR (depending on which is in the 2F, Digital Reading Room Equation). It will lock you into a bad ending.

Now, despite that warning, we will be going to 1F, East Hallway, and through the Taurus Door.

1F, Clinic
Sections: Entrance, Taurus Door

Doors:
– Clinic Door (unlocked)
– Taurus Door <>

Interactable items:
– None.
– Beaker

STEPS:

Take the Beaker, then exit the room to the other side.

1F, Main Hallway
Sections: Stairway, Wooden Door, Fire Exit, Pisces Gate (click on hall near wooden door)

Doors:
– Stairway
– Wooden Door (key of wood), Heart Key Door, Clinic Door <>, Locked door
– Aries Door (club key), Libra Door (red key), Beeping Door (Locked), Gemini Door
(unlockable), Grey Door (locked)

Interactable Items:
– Stairway: None.
– Wooden Door: School Bell
– Fire Exit: Beeping panel, Code panel near grey door (6 numbers, A+B+C=3+3+1)

STEPS:

Do not enter the Libra Door (for now), or Aries Door, as they will make the route unwinnable.

Unlock the heart key door.

1F, Class Two, Grade One
Sections: Front, Back

Doors:
– Front <>
– Back Door (Locked)

Interactable items:
– Front: None.
– Back: Notebook

STEPS:

Take the notebook and look inside to get a grey puzzle piece.

Open the gemini door and enter the next area:

1F, West Porch
Sections: Fire Exit (Corner), Leo Door

Doors:
– Gemini Fire Exit <>
– Leo Door

Interactable Sections:
– Fire Exit: Corner, GA plate
– Leo Door: No-power Panel with groove.

STEPS:
Click the corner and pick up the metal plate. (Ga)

Go back inside and go Upstairs.

2F, Main Hallway
Sections: Colorful Frame Hallway, Corner (via Colorful frame hallway) Stairway, Aquarius Door

Doors:
– Library Door (Spade Key), Blocked Door, Beeping Door, Wooden Door (heart key)
– Upstairs (electricity), downstairs <>
– Aquarius Door (locked), Saggitarius (unlockable), Locked Door 1, Locked Door 2

Interactable items:
– Beeping panel next to beeping door, corner
– none.
– none.

STEPS:

Don’t unlock the Sagittarius Door, or you will explode later.

Take photos of the framed photos on the wall and in the corner.

Unlock the Heart Key Door.

2F, West Hallway
Sections: Elevator, Wooden Door

Doors:
– Elevator (no power), Aquarius, Cancer (locked) – Puzzle Door (locked), wooden door <>
Interactable items:
– Elevator: code input near cancer door
– Wooden Door: Puzzle groove near puzzle door

STEPS:

You aren’t able to do anything in this area.

Return to the Umbrella puzzle.

The puzzle is based on the screen of the zodiac code computer – different photos around the
area portray a piece of this photo, with different coloured frames.

They are located here: 2F Womens Room, 4F, Dorm 401, 3F, Women’s Room (x2), 2F, Main Hallway (one in the corner, three on the wall)

If you make a 3×3 grid and note what section of the picture is in what colour frame, you will have the answer to the puzzle. (Please note that if the umbrella is mirrored, then the puzzle must be mirrored as well)

It will lead you to the opposite dorm from where you started (404 for scorpio and 402 for Capricorn)

Enter through the Door with the same zodiac you entered from by unlocking it with the key.

4F, Balcony of Dorm 404/ 4F, Balcony of Room 402
Sections: Scorpio/Capricorn Door.

Doors: Scorpio/Capricorn Door.

Interactable Items: Sink (can fill beaker), lighter

STEPS:

Grab the lighter.

Head over to the Ophiuchus puzzle and solve it.

It goes like this:

Each number and letter are symmetrical in a specific way that you must align with the symbol

Ones that are totally symmetrical (0, H, 8) should be marked with the full moon.

Ones that are horizontally symmetrical (D, 3, B, fully-symmetrical ones can appear here too but
matched with one that’s only horizontally) should be marked with the Crescent Moon.

Ones that are vertically symmetrical (T, W fully-symmetrical ones can appear here too but matched with one that’s only vertical) should be marked with the star.

Ones that are asymmetrical (P, 5, 7) should be marked with a mountain.

When you’ve solved the puzzle, DON’T OPEN THE DOOR. You’ll get:

EXPLODING ENDING

Return to 1F, Main Hallway, to the A+B+C=3+3+1 puzzle.

It uses the symbol puzzle as a reference: put the same symbols in as were the answer to the symbol puzzle.

then, each represents a number:

Full Moon = 01

Crescent = 02

Mountain = 07

Star = 10.

Enter the new room.

1F, Dining Room
Sections: Grey Entrance, Aries Entrance, kitchen entrance.

Doors:
– Door <>
– Aries Entrance (unlockable)
– key of moon door

Interactable Items:
– none.
– vending machine
– none.

STEPS:

The vending machine will let you deactivate a symbol for a coin. Use the bronze coin on Taurus.

From this point onwards, you can’t reenter the Taurus door. Thus, half of the building is locked
off now.

Head over to Libra Door and unlock it.

1F, West Hallway
Sections: Elevator, Black Libra Door

Doors:
– Elevator (No Power), Locked Door, Pool Door (Locked with puzzle), Locked Door (water key)
– Broken Door, Black Libra Door <>
Interactable items:
– card suit puzzle
– none.

STEPS:

Complete the Card Puzzle by highlighting all the cards that have the improper layout if 9 is lit (2, 6, 7) or proper layout if Ace is lit (3, 4, 5, 8)

Enter Pool Door.

1F, Swimming Pool
Sections: Statue, Ladder

Doors:
– Pool Door <>, Wooden Door (key of moon), Pisces Door, Virgo Door (broken handle)
– Locked Door, Virgo Window (up ladder)

Interactable Items:
– Statue: Statue, red hand wheel on the statue.
– Ladder: Ladder

There is a star located here.

STEPS:

You will get a puzzle piece upon entering.

Fill the beaker with water from the pool.

Grab the red hand wheel and leave.

Unlock the water key door and enter.

1F, Class Four, Grade One
Sections: Back of Class, Front of Class

Doors:
– Red Door (elevator is not on that floor)
– Front Door <>

Interactable Items:
– Front: Pi Decimal Chart, X (leads to a groove marked with the Libra that needs a white puzzle piece)
– Back: None.

STEPS:

Insert the white puzzle piece into the groove.

Insert the 6 keys into the pentagram that is unlocked based on colour (purple between red and blue, green between blue and yellow, etc.

Enter the hole that opens up.

B3, Cellar:
Sections: Cellar

Door: ladder <>

Interactable items: key of moon

STEPS:

Grab the key of moon and leave.

Head back to the Cafeteria and unlock the key of moon door.

1F, Kitchen
Sections: Leo Door, Dead End.

Doors:
– Leo Door, Key of Moon Door.
– none.

Interactable Items:
– none.
– Gas stove (with lighter)

STEPS:

Turn on the gas stove with the lighter.

Add the pool water to the pan.

Add the GA metal plate into the water. this will give you your code.

Go back to 2F, West Hallway.

Enter the number on the GA plate into the code panel and add the two puzzle pieces to the bottom.

2F, Class Three, Grade Two
Sections: Front, Back

Doors:
– Front (unlockable)
– Cancer Door <>

Interactable Items:
– Front: key of sun
– Back: None.

STEPS:
Grab the key of sun.

The key of sun is not what is important. What is important is you have unlocked Cancer, thus the third code cannot come to completion.

If you have done your steps correctly, you will also have cleared the first two codes, and can now enter Ophiuchus door.

Via the Unused Classroom’s Sagittarius Door, enter and head upstairs through the Ophiuchus door.

4F, Terrace

You get:

ESCAPING ENDING

> LEAVE THE ROOM (BRANCH E) (part 1)

Full Walkthrough

You should mark each star on the map with a similar colour flag on this route.

1F, Women’s Changing Room
Sections: Main area

Doors: Virgo Door (diamond key), unlocked door

Interactable items: empty frame with tile, lockers (two blinking, one unlocked with half a handle inside, one locked)

STEPS:

Take the tile off the painting and the handle out of the locker.

Head into the next room.

1F, Women’s Shower Room
Sections: Showers, stalls

Doors:
– Door <>
– Virgo Door (unlocked)

Interactable items:
– None.
– Shower Stalls, butterflies in shower stalls, tile in one of the shower stalls, ladder.

STEPS:

Take the tile.

Take note of the butterflies: they are connected to the lockers in the other room. one of them
has the amount of butterflies that is the locker # of the unlocked locker.

Enter the Virgo Door.

1F, Shower Room Toilet
Sections: Door

Doors: Door <>

Interactable items:
– stall corners, tile

STEPS:

Take the tile.

Return to the shower room.

You can toggle on/off the number of butterflies via the shower handles, the two brown button in each (left for off, right for on)

The amount you saw at first was what unlocked the first locker – each locker represents a number from 1-15, left to right, top to bottom. Make the butterflies equal to what the other locker number is.

You will get the other half of the handle.

Put the two halves together and you will get a full handle.

Attach it to the trap door above the stepladder in the bathroom.

2F, Men’s Shower Room
Sections: Showers, Stalls.

Doors:
– Door (unlocked)
– key of metal door, trap door <>

Interactable Items:
– none.
– shower stalls, tile (in one of the stalls)

STEPS:

grab the tile.

Go into the other room.

2F, Men’s Changing Room
Sections: Room.

Doors: Pisces Door <>, Unlocked Door.

Interactable Items: Right-side Lockers (all locked, one is blinking red)

STEPS:

Check the locker.

Unlike the previous puzzle, this one is more complicated, with green butterflies added to the mix. If more than one of the green butterflies are on, the light doesn’t work.

But as well as that, the butterflies in the Women’s Shower also still work – so mix and match until your locker number is gotten.

You will get the box, which has nine buttons inside.

the code for these buttons in 153, 948, 267 (like a phone pad)

the code comes from where the newly added butterfly is placed on each successive stall.

in stall 1 (in the women’s bathroom) there’s one butterfly in the corner (1)

the stall next to it, the butterfly appears diagonal to it, in the rough center of the butterflies (5)

the third stall has the third butterfly appear in the top right corner (3)

continuing on, it solves the puzzle.

you will get the diamond key.

Use it to unlock the virgo door.

1F, Swimming Pool
Sections: Statue, Ladder

Doors:
– Pool Door (locked), Wooden Door (key of moon), Pisces Door, Virgo Door <>
– Locked Door, Virgo Window (up ladder)

Interactable Items:
– Statue: Statue, red hand wheel on the statue.
– Ladder: Ladder

There is a star located here.

STEPS:

After a cutscene you gain two new party members.

Grab the hand wheel.

Climb up to the window, which is open.

2F, Digital Reading Room
Sections: Blue Screen Computer, Blue Star, Virgo Window

Doors:
– Blue Door (diamond key)
– Locked Door
– Virgo Window <>

Interactable Items:
– Blue Screen: Blue Screen Computer, brown Code panel
– Blue Star: Vacation Computer
– Virgo Window: storage battery

There is a star here.

STEPS:

Check the computers.

The blue screen controls the electric barriers on the stairs. You can enter the code (2014) for the green stairway, but no point bothering with it yet, Same with the code on the wall.

The vacation computer has three equations:

(Green Pisces // Green Aries // Red Libra) & Green Ophiuchus = Boom!
(Green Gemini(or Leo)//Green Scorpio(or Capricorn)//Green Taurus) & Green Ophiuchus = Boom!
Red Cancer & Green Libra & (Green Taurus//Green Saggitarius) = Boom!

& = and and // = or

Take a photo if needed but it means three things:

if Pisces or Taurus is on or Libra is off when Ophiuchus is on, boom.

if Gemini/Leo, Scorpio/Capricorn or Taurus is on when Ophiuchus is on, boom.

if Taurus or Sagittarius are turned on alongside Libra being on and Cancer being off, boom.

watch the doors you open.

Pick up the storage battery and leave the room.

Use the Diamond Key to unlock the Blue Door.

2F, East Corner
Sections: Leo Door, Virgo Gate

Doors:
– Leo Beeping Door (diamond key, window access), Aquarius Door (locked), Blue Door <>, Red Door (blocked)
– Virgo Gate (unlocked)

Interactable Items:
– Leo Door: Beeping panel
– Virgo Gate: None.

STEPS:

Enter through the Virgo Gate first.

2F, East Hallway
Sections: Virgo Gate, Stairway

Doors:
– Virgo Gate <>, Red Door (Locked), Blue Door (Locked), Heart Key Door (with code panel)
– Downstairs, Upstairs (blocked by electricity)

Interactable Items:
– None.
– Code Panel

STEPS:

Go Downstairs.

1F, East Hallway
Sections: Fire Exit, Gate

Doors:
– Stairs <>, Fire Exit (orange key)
– Red Door (Locked), Blue Door (Unlocked), Taurus Door (heart key)

Interactable Items:
– code on wall
– none.

There is a star here.

STEPS:

The Code 0807 will be on the wall.

1F, Men’s Room
Sections: Door, Sink (press corner of stalls near door) Urinals

Door:
– Numbered Door <>
– None.
– None.

Interactable items:
– None.
– Orange Key
– Hammer.

STEPS:

Pick up orange key and hammer and leave.

From here, you can go a few different routes:

Unlock the fire exit with the orange key.

1F, East Porch
Sections: Fire Exit Hallway, Star Hallway.

Doors:
– Fire Exit <>, Gate (unlocked)
– Wooden Door (diamond key)

Interactable items:
None.

STEPS:

Enter through the Gate.

1F, Main Porch
Sections: Sagittarius Door, Pisces Gate, Locked Gate.

Doors:
– Sagittarius Door
– Pisces Gate (key of sun)
– Gate <>

Interactable items:
– Sagittarius Door: Button with groove
– Pisces Gate: None.
– Locked Gate: Puzzle Piece

There is a star here.

STEPS:

Pick up the puzzle piece.

Return to 1F, East Porch and unlock the wooden Door.

1F, Sports Equipment Room
Sections: Ping Pong Tables, Pool Table

Doors:
– Black Wooden Door, Windowed Door
– Windowed Door (diamond key)

Interactable Items:
– Ping Pong Tables: None.
– Pool Table: portraits (can be moved left/right), white puzzle piece (from portrait puzzle) pool table, tile (on pool table)

STEPS:

After a cutscene, you will find the map. You will be given the chance to follow Lisa.

> DON’T FOLLOW LISA

(This is also the outcome if you visit the Art Room first.)

You will automatically unlock the windowed door, which leads to the pool.

Return to the Sport Equipment room to pick up the tile (numbers 963 on the back)

Solve the puzzle of the paintings (put them in food chain order) and take the white puzzle piece.

1F, Changing Room Hallway
Sections: Pisces Door, Stairway

Doors:
– Pisces Door <>
– Upstairs, Downstairs (blocked by electricity)

Interactable items:
None.

There is a star here.

STEPS:

Go upstairs.

> LEAVE THE ROOM (BRANCH E) (part 2)

2F, Changing Room Hallway
Sections: Stairway, Pisces Door

Doors:
– Downstairs <>
– Pisces Door (key of water)

Interactable items:
– Stairway: purple picture with 3 number code
– Pisces Door: none.

STEPS:

Input the code on the tile (963) and you will get a piece of paper and a number (1717)

The paper will be randomized longitude and latitudes for the Graticule puzzle.

Leave to the pool and retrieve the white puzzle piece from the Pisces door (it will stay unlocked)

Go to the 2F Digital Reading room and enter the code (1717) in the computer for the brown
stairs.

You can’t access that specific area for now.

Go to 2F, East Hallway and input that 0807 code into the door.

You are now back in the Unused Classroom.

Use the puzzle piece on any print in there and get the wood key and (2014).

Go back to the digital room and enter (2014) for the green stairs.

Go upstairs.

3F, East Hallway
Sections: Stairway, Gate

Doors:
– Upstairs, Downstairs <>
– Gate (Locked), Virgo Door (key of wood), Blue Door (Locked), Red Door (Locked)

Interactable Items:
None.

STEPS:

Unlock the Virgo Door with key of wood.

3F, Art Room
Sections: Virgo Door, Easels, colour map

Doors:
– Virgo Door <>
– Heart Key Door
– None.

Interactable Items:
– Square Puzzle
– Pallette Puzzle (with puzzle pieces)
– Colour Map

STEPS:

You can grab the puzzle pieces off the palette and take a photo of the colour map, but are unable to solve the puzzle fully until getting ahold of one more magenta piece.

Instead, solve the calculation puzzle.

It Goes like this:
Insert any puzzle pieces into the grooves. Top pieces have two empty areas, while the middle and bottom pieces have three.

These numbers have to be muliplied by the number in the big hole above the code entry.

So, for example, say the number is 5, and you insert three top pieces and a bottom piece (in that order)

the calculation will show TOPPIECE+TOPPIECExTOPPIECE-BOTTOMPIECE (2+2×2-3)

times all those numbers by 5 and you get:

(10+10×10-15)

add that together (DON’T FORGET PEDMAS! The multiplication has to be done before the addition) and you get 95, which is the answer.

from it, you will get the key of metal.

While you could go upstairs, there is nothing you can do there yet.
Instead, go to the Leo Door at 2F, East Corner, and unlock it.

2F, Class Two, Grade Two
Sections: Back, Front

Doors:
– Leo Door <>
– Locked Door, Leo Panel

Interactable Items
– Back: None.
– Front: Image Puzzle (finished), Leo Panel

STEPS:

Enter the Leo Panel.

2F, Class One, Grade Two
Sections: Back, Front, Below at blackboard in the back)

Doors:
– Locked Door, Leo Panel <>
– Locked Door

Interactable items:
– Back: X on the blackboard, Red Aquarius Panel
– Front: Aries Panel (not movable yet)

STEPS:

Click on the white X in closeup.

1F, Class One, Grade One
Sections: Front, Back

Doors:
– Front Door (Locked)
– Back Door (Locked), Ceiling Hole <>

Interactable Items:
– Front: Blackboard puzzle
– Back: Wooden Aries Code Panel

STEPS:

Solve the Aries Code Panel by entering all the smaller sized numbers (top to bottom). This will
activate Aries.

Climb back up into 2F, Class One, Grade Two. A new puzzle has opened up on the wall.

To solve it, click each button by as many number of times listed on the equation
(example:

first row of the blackboard equation below is 00321. Don’t press the first two at all, press the third three times, the fourth twice, and the fifth once, continue down until complete)

it might be wise to write down the equation for reference, as checking a photograph appears to
disrupt the answer.

It will open up a room above to climb up to.

3F, Language Lab
Sections: Hole, Class, tic tac toe

Doors:
– Hole <>
– Locked Door
– Locked Door

Interactable Items:
– Hole: magenta puzzle piece (bottom)
– X (to get to the hole), blackboard eraser
– none.

STEPS:

Pick up the puzzle piece and the blackboard eraser.

Take a photo of the tic tac toe board for reference and return to 3F, Art Room.

You can now solve the Pallette Puzzle.

Put the puzzle pieces back together to make the colours on the chart based on what Susie says
about subtractive colours, plus any references from the colour map.

(light yellow uses 2 yellow pieces and the white piece, red uses a magenta, yellow and grey piece, blue uses two cyan and magenta, dark blue uses cyan, magenta and black. Unsure if these are randomized)

Take the key of water and the puzzle pieces back.

Return to 2F, Changing Room Hallway and Unlock the key of water Door.

You’re back where you started, but can now open the key of metal door.

2F, Shower Room Toilet
Sections: Door, star device

Doors:
– Door <>
– none.

Interactable items:
– stall corners, plunger
– star device

There is a star here (in one of the corners).

STEPS:

This will be where those stars come in handy. If you haven’t already, then go to where there are
stars, and mark them out on the map (along with colour) one star will have a white circle, which
will be used as the ‘north’ star.

Mark the star here and pick up the plunger before leaving to mark the stars (if necessary)

They are here:
2F Shower Room Toilet, 1F Changing Room Hallway, 1F Swimming Pool, 2F Digital Reading Room, 3F, Art Room, 1F East Hallway, 1F East Porch, 1F Main Porch.

To (Awkwardly) postion them Clockwise it would be in this order (starting with the one I happened to get as the white ring)

1F Main Porch, 3F Art Room, 1F, East Hallway, 1F East Porch, 2F Digital Deading Room, 1F Changing Room Hallway, 2F Shower Room Toilet, 1F Swimming Pool.

(Adjust based on where your white ring is located)

From there, you will enter into a secret area.

2F, Platform
Sections: Brick Panel, Hand Wheel

Doors: Secret Passage <>

Interactable Items:
– Brick Panel: None.
– Hand Wheel: Removable Hand Wheel

STEPS:

You will get a map of the basement.

Take the hand wheel off of the back of the secret panel.

Head for the swimming pool and put the new hand wheel on the statue, and turn.

This will drain the pool into the basement. enter the bottom of the pool.

There is a door. Put the red hand wheel on it, and open.

B1, Front Hallway
Sections: Entrance, Water Door

Doors:
– Entrance <>, Spade Key Door, key of earth door
– Key of water door

Interactable Items:
None.

STEPS:

Unlock the key of water door.

B1, Control Room

You will not be able to explore this room.

You will be booted out with a party member out of the team, but leave to the other side, as well as getting the silver coin.

B1, Back Hallway
Sections: Stairway, Hall

Doors:
– Upstairs, Downstairs
– Door <>

Interactable items:
– Stairway: button (turns on/off upstairs electricity)
– Hall: none.

STEPS:

Press the button to turn off the electricity and regain a way back upstairs.

Go downstairs.

B2, Back Hallway
Sections: Stairway, Hall.

Doors:
– Upstairs <>
– Fire Exit (key of water), Door (unlocked)

Interactable Items:
– Stairway: none.
– Hall: Volume Puzzle.

STEPS:

If you try to open the unlocked door now without going back to bring the water back into the pool, you will get:

DROWNING ENDING

Return upstairs to drain the water back into the pool, then come back down to enter:

B2, Parking Area
Sections: Elevator, Parking Space

Doors:
– Elevator (no power)
– Locked Door, Unlocked Door <>

Interactable Items:
None.

STEPS:

Nothing to do here, so feel free to leave.

Unlock the fire exit with the Key of Water.

B2, Front Hallway
Sections: Hall, wood door hall

Doors:
– Fire exit <>, Locked Door, 2 coin lock, 3 coin lock.
– wooden door (key of moon)

Interactable objects
– Hall: Two coin groove, three coin groove.
– Wood door hall: none.

STEPS:

As you only have two coins (the gold coin is unreachable here), enter the silver and bronze coins into the two-coin groove. Enter the room.

> LEAVE THE ROOM (BRANCH E) (part 3) – The Rosefinch Curse (Ning’s Wing 1) Walkthrough & Guide

B2, Secret Room
Sections: Entrance, Coffin

Doors:
– Entrance <>
– Wooden Door (Locked)

Interactable Items:
None.

STEPS:

You are now locked in the room.

You will get:

CHEST ENDING B

> FOLLOW LISA

After a series of events, you will end up at:

1F, Changing Room Hallway
Sections: Pisces Door, Stairway

Doors:
– Pisces Door <>
– Upstairs, Downstairs (blocked by electricity)

Interactable items:
None.

There is a star here.

STEPS:

First, quickly return to the Sports Equipment Room and take the tile from the pool table.

Then take the white puzzle piece as you return to the pisces door.

Go upstairs.

2F, Changing Room Hallway
Sections: Stairway, Pisces Door

Doors:
– Downstairs <>
– Pisces Door (key of water)

Interactable items:
– Stairway: purple picture with 3 number code
– Pisces Door: none.

STEPS:

Input the code on the tile (963) and you will get a piece of paper and a number (1717)

The paper will be randomized longitude and latitudes for the Graticule puzzle later.

Leave to the pool and retrieve the white puzzle piece from the Pisces door (it will stay unlocked)

Go to the 2F Digital Reading room and enter the code (1717) in the computer for the brown stairs.

You can’t access that specific area for now.

Go to 2F, East Hallway and input that 0807 code into the door.

You are now back in the Unused Classroom.

Use the puzzle piece on any print in there and get the wood key and (2014).

Go back to the digital room and enter (2014) for the green stairs.

Go upstairs.

3F, East Hallway
Sections: Stairway, Gate

Doors:
– Upstairs, Downstairs <>
– Gate (Locked), Virgo Door (key of wood), Blue Door (Locked), Red Door (Locked)

Interactable Items:
None.

STEPS:

Unlock the Virgo Door with key of wood.

3F, Art Room
Sections: Virgo Door, Easels, colour map

Doors:
– Virgo Door <>
– Heart Key Door
– None.

Interactable Items:
– Square Puzzle
– Pallette Puzzle (with puzzle pieces)
– Colour Map

STEPS:

You can grab the puzzle pieces off the palette and take a photo of the colour map, but are unable to solve the puzzle fully until getting ahold of one more magenta piece.

Instead, solve the calculation puzzle.

It Goes like this:

Insert any puzzle pieces into the grooves. Top pieces have two empty areas, while the middle
and bottom pieces have three.

These numbers have to be multiplied by the number in the big hole above the code entry.

So, for example, say the number is 5, and you insert three top pieces and a bottom piece (in that order)

the calculation will show TOPPIECE+TOPPIECExTOPPIECE-BOTTOMPIECE (2+2×2-3)

times all those numbers by 5 and you get:

(10+10×10-15)

add that together (DON’T FORGET PEDMAS! The multiplication has to be done before the addition) and you get 95, which is the answer.

from it, you will get the key of metal.

While you could go upstairs, there is nothing you can do there yet.

Instead, go to the Leo Door at 2F, East Corner, and unlock it.

2F, Class Two, Grade Two
Sections: Back, Front

Doors:
– Leo Door <>
– Locked Door, Leo Panel

Interactable Items
– Back: None.
– Front: Image Puzzle (finished), Leo Panel

STEPS:

Enter the Leo Panel.

2F, Class One, Grade Two
Sections: Back, Front, Below at blackboard in the back)

Doors:
– Locked Door, Leo Panel <>
– Locked Door

Interactable items:
– Back: X on the blackboard, Red Aquarius Panel
– Front: Aries Panel (not movable yet)

STEPS:

Click on the white X in closeup.

1F, Class One, Grade One
Sections: Front, Back

Doors:
– Front Door (Locked)
– Back Door (Locked), Ceiling Hole <>

Interactable Items:
– Front: Blackboard puzzle
– Back: Wooden Aries Code Panel

STEPS:

Solve the Aries Code Panel by entering all the smaller sized numbers (top to bottom). This will
activate Aries.

Climb back up into 2F, Class One, Grade Two. A new puzzle has opened up on the wall.

To solve it, click each button by as many number of times listed on the equation

(example: first row of the blackboard equation below is 00321. Don’t press the first two at all, press the third three times, the fourth twice, and the fifth once, continue down until complete)

it might be wise to write down the equation for reference, as checking a photograph appears to disrupt the answer.

It will open up a room above to climb up to.

3F, Language Lab
Sections: Hole, Class, tic tac toe

Doors:
– Hole <>
– Locked Door
– Locked Door

Interactable Items:
– Hole: magenta puzzle piece (bottom)
– X (to get to the hole), blackboard eraser
– none.

STEPS:

Pick up the puzzle piece and the blackboard eraser.

Take a photo of the tic tac toe board for reference and return to 3F, Art Room.

You can now solve the Pallette Puzzle.

Put the puzzle pieces back together to make the colours on the chart based on what Susie says
about subtractive colours, plus any references from the colour map.

(light yellow uses 2 yellow pieces and the white piece, red uses a magenta, yellow and grey piece, blue uses two cyan and magenta, dark blue uses cyan, magenta and black. Unsure if these are randomized)

Take the key of water and the puzzle pieces back.

Return to 2F, Changing Room Hallway and Unlock the key of water Door.

You’re back where you started, but can now open the key of metal door.

2F, Shower Room Toilet
Sections: Door, star device

Doors:
– Door <>
– none.

Interactable items:
– stall corners, plunger
– star device
There is a star here (in one of the corners).

STEPS:

This will be where those stars come in handy. If you haven’t already, then go to where there are stars, and mark them out on the map (along with colour) one star will have a white circle, which will be used as the ‘north’ star.

Mark the star here and pick up the plunger before leaving to mark the stars (if necessary)

They are here:
2F Shower Room Toilet, 1F Changing Room Hallway, 1F Swimming Pool, 2F Digital Reading Room, 3F, Art Room, 1F East Hallway, 1F East Porch, 1F Main Porch.

To (Awkwardly) postion them Clockwise it would be in this order (starting with the one I happened to get as the white ring)
1F Main Porch, 3F Art Room, 1F, East Hallway, 1F East Porch, 2F Digital Deading Room, 1F
Changing Room Hallway, 2F Shower Room Toilet, 1F Swimming Pool.

(Adjust based on where your white ring is located)

From there, you will enter into a secret area.

2F, Platform
Sections: Brick Panel, Hand Wheel

Doors: Secret Passage <>

Interactable Items:
– Brick Panel: None.
– Hand Wheel: Removable Hand Wheel

STEPS:

You will get a map of the basement.

Take the hand wheel off of the back of the secret panel.

Head for the swimming pool and put the new hand wheel on the statue, and turn.

This will drain the pool into the basement. enter the bottom of the pool.

There is a door. Put the red hand wheel on it, and open.

B1, Front Hallway
Sections: Entrance, Water Door

Doors:
– Entrance <>, Spade Key Door, key of earth door
– Key of water door

Interactable Items:
None.

STEPS:

The Room will immediately explode before you enter, and you will be blocked off.

Head to 1F, Main Porch.

Put the battery into the groove.

1F, Secret Path
Sections: Leo Door, Sagittarius Door

Doors:
– Leo Door (unlocked)
– Sagittarius Door <>

Interactable items:
– rope
– none.

STEPS:

With Lisa in the party, she will be able to take the rope.

Go through the Leo Door.

1F, West Porch
Sections: Fire Exit (Corner), Leo Door

Doors:
– Gemini Fire Exit
– Leo Door <>

Interactable Sections:
– Fire Exit: Corner, GA plate
– Leo Door: No-power Panel with groove.

STEPS:

Click the corner and pick up the metal plate. (Ga)

Return to the pool and the rope will be used.

For now, you will play as Lisa.

> LEAVE THE ROOM (BRANCH E) (part 4)

3F, West Hallway
Sections: Elevator, Wooden Door

Doors:
– Elevator (No Power), Grey Door (Unlockable), Physics room door (Locked), hole in wall.
– Key of Water Door, Spade Key Door

Interactable Items:
None.

STEPS:

Unlock and head into the key of water door.

3F, Physics Lab
Sections: Front of Room, Back Of Room

Doors:
– Front Door (key of water)
– Back Door (Unlockable)

Interactable Items:
– Front: tile
– Back: paper clip

STEPS:

Pick up the tile, then unlock the back door and leave.

Go into the unlocked door.

3F, Chemistry Lab
Sections: Front, Back

Doors:
– Front Door <>
– Back Door

Interactable Items:
– Front: formula on board (photograph), desk in the middle of the front, beaker (from desk), container (for puzzle, on front desk), water tap (on front desk, must get close first)
– Back: chemical reagent (on back shelf)

STEPS:

Head into the back door.

3F, Elevator
Sections: Elevator
Door: Chem Lab Door <>, Elevator Door (No Power)
Interactable Items:
Groove, buttons (3F-B2)

STEPS:

Head to 1F.

1F, Elevator
Sections: Elevator
Door: Red Door (Unlockable), Elevator Door (No Power)
Interactable Items:
Groove, buttons (3F-B2)

STEPS:

Go through the Red Door.

1F, Class Four, Grade One
Sections: Back of Class, Front of Class

Doors:
– Red Door <>
– Front Door (Unlockable)

Interactable Items:
– Front: Pi Decimal Chart, X (leads to a groove marked with the Libra that needs a white puzzle piece)
– Back: None.

STEPS:

Exit Room.

1F, West Hallway
Sections: Elevator, Black Libra Door

Doors:
– Elevator (No Power), Locked Door, Pool Door (Locked with puzzle), Class Four Door <>
– Broken Door, Black Libra Door (red key)

Interactable items:
– Card suit puzzle.

STEPS:
Complete the Card Puzzle by highlighting all the cards that have the improper layout if 9 is lit (2, 6, 7) or proper layout if Ace is lit (3, 4, 5, 8)

Enter Pool Door.

Tina rejoins.

Head back to the Elevator, and a panel on the floor will be noticed.

Head to B2 to access it.

B2, Elevator
Sections: Elevator

Door: Wooden Door, Elevator Door (No Power)

Interactable Items:
Groove, buttons (3F-B2), Coin-shaped groove

STEPS:

After a long exposition dump, enter.

B3, Cellar:
Sections: Cellar

Door: ladder <>

Interactable items: key of moon

STEPS:

Grab the key of moon.

Head back to the Women’s Changing Room and put the tiles into the puzzle.

The order should be:

Top: up bend, down bend, indented
Bottom: tiny amount of blue, bottom rising up, ending wave.

or:

Full Walkthrough

you will get a plunger.

Take the two plungers and the moon key to the swimming pool and unlock the door.

1F, Flower Corridor
Sections: Hall, Chasm.

Doors:
– Door <>
– none.

Interactable items:
– none.
– none.

STEPS:

You will be prompted right away when you turn to the chasm, into the plunger puzzle. The tic tac toe board is your reference, fail and you get:

DROPPING ENDING

If you get back, you get the key of earth.

Go back down to B1, and unlock the Earth Key Door.

B1, Warehouse
Sections: Warehouse

Door: Entrance <>

Interactable items: 99×99

STEPS:
Exit to the Digital Reading Room.

enter (9801) in the white stairs code.

enter the downstairs of the Changing Room Hallway.

B1, Back Hallway
Sections: Stairway, Hall

Doors:
– Upstairs <>, Downstairs
– Door (hot)

Interactable items:
– Stairway: button (turns on/off upstairs electricity)
– Hall: none.

STEPS:

Go Downstairs.

B2, Back Hallway
Sections: Stairway, Hall.

Doors:
– Upstairs <>
– Fire Exit (key of water), Door (unlocked)

Interactable Items:
– Stairway: none.
– Hall: Volume Puzzle.

STEPS:

Head into the Unlocked Door.

B2, Parking Area
Sections: Elevator, Parking Space

Doors:
– Elevator (no power)
– Locked Door, Unlocked Door <>

Interactable Items:
None.

STEPS:
Nothing to do here, so feel free to leave.

If you return upstairs, drain the pool, and try to come back here, you will get:

OTHER END: DROWNING ENDING

Otherwise, unlock the key of water fire exit.

B2, Front Hallway
Sections: Hall, wood door hall

Doors:
– Fire exit <>, Locked Door, 2 coin lock, 3 coin lock.
– wooden door (key of moon)

Interactable objects
– Hall: Two coin groove, three coin groove.
– Wood door hall: none.

STEPS:

After a long scene, you get a silver and gold coin. Enter them and the bronze coin into the three-coin door.

TRUE ENDING

Leave a Comment

Your email address will not be published. Required fields are marked *