4. Figment Story walkthrough - Freedom Isles

Freedom Promenade

Immediately on the first island onto which you step foot, there's a building on the left. Knock on the door of this building for Freedom Isles Door #1.
Freedom Isles

Follow the path ahead of you until you encounter the Nightmare.

The Nightmare is stood in front of a building. Knock on the door of this building for Freedom Isles Door #2.
Freedom Isles

You'll also see a marking on a stone in front of the building (ringed in the image above). This marking means that there's a memory nearby. We can't get this one until after we've defeated the Nightmare, so we'll come back later.

Continue along the path after the Nightmare -- his name is Plague. He'll trap you by blocking the paths with toxic gas while he throws gas bombs at you. Keep moving so that you don't get hit by the bombs while trying to avoid the toxic puddles until they evaporate. His last bomb lands on a flower, which disintegrates to reveal a handle. Wait until the puddle has evaporated, then turn the handle three times. When the windmill blows away the toxic gas, it will release endorphins. Pick these up and continue along the path.

You'll come to another windmill with a handle, but this one isn't powered on yet. Instead, follow the path to the right. Across the first bridge you'll encounter your first small Plague Rat (#1). The small rats heave three times before unleashing a stream of toxic bile on the fourth heave, so make sure you're not stood in front of them when they spit bile. Wait for it to spit and then hit it with your sword. Pick up the endorphins it drops and continue across the bridge. You'll come to a house that's powered by a red battery.

This is the first of the three Kettle Brother houses. Knock on the door of this building for Freedom Isles Door #3.
Freedom Isles

There is also a memory here, but this is another where we'll have to come back later. The Kettle Brother asks you to make sure his two brothers have put on their kettles before he'll put on his, so we'll need to pay them a visit.

Pick up the green battery at the bottom of the screen and the red battery from the Kettle Brother's house. Return to the windmill and place the red battery in the battery socket. Turn the handle twice so that it clears the toxic gas cloud and head through the newly created gap.

Cross the bridge and you'll encounter Plague Rats #2 and #3. This is another perfect time to try and get the Deadly Spin achievement if you haven't done so already by killing both with the same strike. Once they're both defeated, pick up the endorphins they drop. Put the green battery in the battery socket and then walk over to the blue windmill. Turn the handle three times to remove the toxic cloud that's covering the elevated walkway.

Teeth will start falling from the sky. Cross the walkway while avoiding the teeth to reach a red windmill. It isn't powered on yet, but there's a handle stuck in the creeper below it. Hit the creeper with your sword to knock the handle loose and pick it up. Return across the walkway to the green windmill. Place the handle in the empty handle base and turn the handle once to remove the toxic gas that's covering the caterpillar. Walk across the caterpillar to come to another building.

There are two doors here. Knock on both doors of this building for Freedom Isles Door #4 and #5.
Freedom Isles

There is also a memory here. You need to light up all nine windows of the house by knocking on the two doors in the right order. First, knock on the left door and listen to the response from the person behind the door.

If the response from the left door is "Breh!", knock on the left door again.
If the response from the left door is "Bruh...", move to the right door and knock on that one next.
If the response from the right door is "Breh!", move to the left door and knock on that one next.
If the response from the right door is "Bruh...", knock on the right door again.

The solution to the puzzle is randomised, but once you've knocked on nine doors without making a mistake, you'll get a memory. This is Remembrane IV.

Freedom Isles

Freedom Isles

Head to the left and pick up the red battery. Return to the green windmill. Turn the handle three times so you can get to the blue windmill. Turn the handle three times so that the blue windmill is facing the green one. Go back to the green windmill and take the green battery because you'll need it later. Return to the blue windmill and turn the handle once. Head across the walkway and put the red battery in the battery socket. The gas will clear but more teeth will start falling from the sky. Avoid them and enter the clearing where you'll come face to face with Plague.

As Plague is singing, he'll throw gas bombs at you. Dodge the red bombs as they'll explode on impact. A green bomb doesn't explode immediately -- you have four seconds before it explodes. In those four seconds, approach the green bombs and hit them with your sword to send them flying back at him. You'll need to hit him four times before he staggers off.

Collect the endorphins that he released, then head up the steps to pick up the rope with hook. Go down the path to the right and kick the fishy looking plant. Use the rope with the plant to create a fishing rod. When the worm sticks his head back in the apple, use the fishy looking plant to extend the rope. When the worm sticks his head out, use the plant again to reel the hook back in and lift the worm out of the apple. The apple balloon will rise to the platform on which you're standing. Get on it to head to the next area.

Bright Planes

The bridge is broken so you'll need to get on the tooth-shaped moving platform. On the other side, you'll catch sight of Plague again. Head across the bridge to the island where he was standing. Plague Rat #4 will spawn and you'll need to kill it and pick up the endorphins that it drops. Unfortunately, the area's exit is blocked off with a gas bomb. We'll need to find another way.

Knock on the door of the tower for Freedom Isles Door #6.
Freedom Isles

Return to the last island. On that island is the Tune Tree. You need to strike the tree at the right time so that the tuning fork falls from the tree and traps the tail of the snake. Ride the snake tail to the islands at the bottom, pass the catapult and you'll see a Flute Tree. As you approach it, Plague Rat #5 will appear. You don't want to kill this one right away. Instead, try to position yourself so that when he spits bile, the bile hits the Flute Tree. The Plague Rat needs to hit the tree three times for it to drop the flute. Once this happens, kill the Plague Rat and pick up the flute. The Plague Rat will respawn but ignore it and go back to the catapult. Use the catapult to go back to the Tune Tree.

Head left up the elevated walkway. You'll come to two buildings and Plague Rats #6 and #7. This is another perfect time to try and get the Deadly Spin achievement if you haven't done so already by killing both with the same strike. Once you've killed them, pick up the endorphins they drop.

Knock on the door of the apple building for Freedom Isles Door #7. The blue Kettle is one of the three houses needed for the Kettle Brothers memory, but all you need to do is knock on the door (Freedom Isles Door #8).
Freedom Isles

Use the flute with the broken bridge and collect the endorphins on the other side of the bridge. There's a handle stuck in the tree -- hit it with your sword and then pick it up off the floor.

Knock on the door of the snail shell for Freedom Isles Door #9.
Freedom Isles

Return to the snake tail and ride down it again. At the bottom, use the handle with the empty handle base and turn it once to change the direction of the catapult. Use the catapult to be transported to a new part of the level.

Cross one of the bridges and you'll encounter Plague Rat #8, but this one's different. The larger rats spit bile three times before pausing for a few seconds, giving you a chance to hit them. Once you've defeated it, pick up the endorphins and use the elevator.

Knock on the door of the tower for Freedom Isles Door #10.
Freedom Isles

You'll also see a memory stone in front of the building. We can't get this one until later, so we'll come back later.

Take the orange battery from the battery socket, go back down the elevator, cross the bridge and take the stairs. Place the orange battery into the battery socket and turn the handle twice to clear the gas. Pass the two broken elevators, cross the bridge and take the metal disc from the elevator. Return to the orange windmill and take the orange battery. Put the metal disc on the broken elevator and head up. Take the metal disc from the elevator and face the two Plague Rats that have spawned. When you've defeated Plague Rats #9 and #10, pick up the endorphins and use the metal plate on the top elevator.

Go down on the elevator and take the metal disc from the bottom. Cross the bridge and place the metal plate on the elevator from which it came originally. Take the elevator up and place the orange battery in the empty battery socket. When the gas is cleared, cross the bridges into the next level.

Overpass of Originality

As you climb the stairs in this new level, you'll see Plague again, but he'll throw a tantrum and run off again. He was standing by a piston that you need to pick up. Pass the elevator (you can't use it yet) and cross the walkway to pick up the trumpet piston. Put the piston into the brass bridge at the end of the walkway. The bridge only extends partway and we need to find the remaining pistons.

Take the top left path. Ignore the red bridge and take the tooth-like moving platform instead. Avoid the falling teeth as you cross to an island with a green windmill. You'll see a green battery, a handle and a battery socket, all of which are blocked by flowers. Cue Plague Rat #11 of whose bile you'll have to direct towards the three obstacles before you kill him. Beware that he respawns, so you'll need to perform the next actions without being hit by the bile. Pick up the green battery and place it in the battery socket. Turn the handle once to get rid of the gas and take the path that's just been revealed.

Across the walkway are more falling teeth and moving platforms. Follow them until you reach a musical birdhouse, powered by a blue battery that you need to pick up. Take the elevator down. Instead of continuing with the level, we're going to take the opportunity to go back and get a memory that we had to leave behind.

Head back to the start of the level and take the bridge back to the last level.

Bright Planes

Pass the orange windmill and take the elevator down. Pick up the metal disc. Place the metal disc on the next elevator and take it up. Pick up the metal disc, cross the island and place the disc on the bottom elevator. Take it down, pass the orange windmill and go down the stairs. Cross the bridge, take the elevator up and place the blue battery in the battery socket. Knock on the door of the tower to get another memory. This is Remembrane V.
Freedom Isles

Pick up the blue battery again. Return back the way you just came, picking up and moving the metal disc as much as needed to leave the level and re-enter Overpass of Originality. Go back up the stairs to the elevator.

Take the elevator up. Retrace your steps across the moving platforms while avoiding the falling teeth until you get to the green windmill and the Plague Rat. Pick up the green battery. Now that the gas has clouded over again, you'll need to continue retracing your steps over the moving platforms until you reach the red bridge you ignored before. Cross the red bridge and place the blue battery in the battery socket. Pick up the endorphins that are released when the gas clears. Take the green bridge in front of you and continue into the next level. We'll return to the Bright Planes in a little while.

Symphonic Lobe

There's a new hazard in this level: acid-spitting plants. Follow the walkways forward while avoiding the flying balls of acid. You'll see a piston sitting on a tree stump, but before you can pick it up, a bird swoops down and steals it. You need to retrieve the piston from its nest somehow.

Cross the red bridge and turn the handle once so that the orange windmill clears the gas. Take the now cleared walkway and you'll come to a set up with mirrors and acid-spitting plants. Turn the handle three times so that the acid clears the flowers blocking the way ahead, then turn the handle once more so you don't have to dodge more acid missiles than you have to do. Cross the walkway to the next island. Now there's falling teeth too. Keep following the walkways while dodging acid and teeth. Eventually you'll get to a point where adjacent flowers are spitting acid in opposite directions (see screenshot below). There's another mirror here. Turn the handle three times so that the acid is redirected upwards.

Freedom Isles

Head slightly upwards to the main crossroads and take the left path. Walk past the instruments for now and take the green bridge. Pick up the handle and return to the crossroads.

Back at the main crossroads, take the path to the right. Turn the handle once. Go back to the crossroads, head slightly upwards and take the next path to the right. Use the handle with the empty handle base and turn it three times. Finally, take the path that heads upwards. Dodge the acid missiles and continue until you reach another mirror. Turn the handle twice to send the missile in the direction of the instruments. Then, turn the handle once more to clear the flowers that are blocking a memory. Once that's done, turn the handle once more to make the area safe again.

Return to the instruments. Turn the oboe handle once and turn the xylophone handle three times. Finally, turn the drum handle twice. The melody maker will start dancing and will drop the rattle and some endorphins, so pick these up.

Take the red bridge. Turn the handle twice to clear the gas and get access to another memory. This is Remembrane VII.
Freedom Isles

Go back to the instruments.

Take the green bridge again. Walk over to the switch and kick it. Cross the trombone bridge.

Knock on the door of the apple building for Freedom Isles Door #11.
Freedom Isles

Cross the red bridge to get to the bird nest. Use the rattle on the snake tail. Cross the bridge to the orange windmill and turn the handle once. Go back to the snake and pull its tongue. The startled snake will shake his tail and the rattle will scare the bird. As the bird flies past the windmill, the piston is blown off its back. Pick up the endorphins that it drops upon returning to the nest, then retrieve the trumpet piston. Return to the start of the level and cross the walkway.

Overpass of Originality

Return to the brass bridge and use the trumpet piston in it -- one more to go. Take the right path underneath the bridge. Turn the handle twice for the blue windmill. Turn the handle for the red windmill three times. Go back to the blue windmill and turn the handle three times again. On the island with the guitar plants is a handle stuck in a tree. Hit the handle with your sword and pick it up. Ignore the island with the hole in the ground for now.

Go back to the blue windmill and turn the handle three times. Go up to the green windmill, put the handle in the empty base and turn it once. Return to the blue windmill and turn the handle once. Go to the newly cleared island and put both green batteries into the battery sockets. A trombone bridge will extend and allow you to reach another memory. This is Remembrane VIII.
Freedom Isles

Return to the blue windmill and turn the handle three times. Go back to the green windmill and turn the handle twice. Go back to the blue windmill and turn the handle twice. At the red windmill, turn the handle three times. Return to the blue windmill once more and turn the handle once. Finally, return to the red windmill and turn it three times. Cross the newly cleared walkway and take the seedling from the plant pot.

Back at the red windmill, turn the handle once. At the blue windmill, turn it three times. Return to the red windmill for the last time and turn it once. Finally, return to the blue windmill for the last time and turn the handle three times. Plant the seedling in the fertile soil, collect the endorphins and cross the newly grown leaf bridge.

Gardens of Creativity

Immediately at the start of the level is an apple building. Knock on its door for Freedom Isles Door #12.
Freedom Isles

Head down the elevator and pick up the metal disc at the bottom. Cross the bridge and you'll see a weed tentacle that's holding on to a trumpet piston. There's nothing you can do about it now, so head left across the caterpillar bridge instead while avoiding its swings. Use the metal disc on the broken elevator. At the top, hit the tall tree, go back down the elevator, pick up the metal disc again and the nut that just dropped from the tree. Return to the weed tentacle. At the bottom of this island is a solid stone platform. Place the nut on the stone and stand on the stone so that the tentacle aims at it. As soon as the black void circle appears on the stone, dodge out of the way. Pick up the dry seed that has been smashed out of the nut.

Head up the top right path. Here you'll encounter Plague Rat #12. Defeat it and pick up the endorphins it drops. Turn the handle three times so that the green windmill clears the toxic gas at the top, not the cloud that separates you from the windmill.

The blue Kettle is one of the three houses needed for the Kettle Brothers memory, but all you need to do is knock on the door (Freedom Isles Door #13).
Freedom Isles

Go back to the island with the weed tentacle and head down the bottom right path. Place the dry seed into the dry flower pot. Continue following the path and place the metal disc on the broken elevator. Go up the elevator, walk past the water mill and the windmill, hit the tall tree and pick up the nut that it drops. Pick up the green battery from the top battery socket and place it in the bottom one. Go back down the elevator and then kick the switch. A plant will spray water over the plant pot, causing a seedling to grow, which you need to pick.

Go back to the weed tentacle again and head down the orange stairs in the bottom left. Place the seedling in the fertile soil at the bottom and cross the leaf bridge. Two Plague Rats will spawn here (#13 and #14). This is another perfect time to try and get the Deadly Spin achievement if you haven't done so already by killing both with the same strike. Once they're both defeated, pick up the endorphins they drop. This will be enough endorphins to receive your second bonus health point and an increase to the amount of health you have. You'll also get the following two achievements, one for your health bonus and the other for killing 13 of the Plague Rats:


  • Exterminator

    Remove all Plague Rats from Freedom Isles

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    Exterminator

Hit the tall tree and pick up the nut that it drops. Return to the weed tentacle. At the solid stone, place one of the nuts on the platform and wait for the tentacle to smash a dry seed out of this one. Take the seed, repeat for the other nut and take that dry seed too. Head down the bottom right path, place one of the seeds in the dry flower pot and kick the switch. Pick the seedling that grows. Repeat for the second seed and take that seedling too. Take the elevator up, pick up the green battery. Take the elevator back down and pick up the metal disc again.

Go past the weed tentacle and back down the orange stairs. Cross the leaf bridge and put one of the seedlings in the fertile soil. Two more Plague Rats will spawn here (#15 and #16). Yet again, this is another perfect time to try and get the Deadly Spin achievement if you haven't done so already by killing both with the same strike. Once they're both defeated, pick up the endorphins they drop. Take the poison that's sitting on a rock.

Knock on the door of the gardener's house for Freedom Isles Door #14.
Freedom Isles

Place the last seedling in the fertile soil on the left. Cross the leaf bridge and place the green battery in the battery socket. The gas cloud will clear and allow you to reach another memory. This is Remembrane VI.
Freedom Isles

Go back to the weed tentacle for the last time. Place the poison on the solid stone and wait for the tentacle to smash it. This will cause the tentacle to retreat into its hole and spit out the piston. Pick up the endorphins it releases and the trumpet piston. Cross the red bridge, place the metal disc onto the broken elevator, return to the start of the level and climb the stairs.

Overpass of Originality

Return to the brass bridge and use the trumpet piston in it. Cross the bridge and collect the endorphins that were released.

Knock on the door of the tower for Freedom Isles Door #15.
Freedom Isles

For knocking on the final door of Freedom Isles will grant you the following achievement:


Go up the elevated walkway to the next level.

Fulfilment Slope

Continue up the elevated walkways. At the top, avoid the flying balls of acid from the flowers and continue until you reach Plague. He'll conjure up some gas clouds before throwing gas bombs at you. Stand near the flowers that are blocking the right bridge and dodge out of the way when he throws the bomb. Go over the bridge to find another that is blocked by flowers. Stand near those so that he throws a bomb to clear those too. Go over that bridge and pick up the blue battery. Put the battery in the empty battery socket so the blue windmill blows the gas away. Stand by the tall flowers that are to the right of Plague and dodge out of the way when he throws a bomb. Those flowers will melt away and he can no longer dodge in that direction.

Pick up the blue battery again. Return to the island by Plague. Stand near the flowers that are blocking the left bridge and dodge out of the way when he throws the bomb. Go over the bridge to find another that is blocked by flowers. Stand near those so that he throws a bomb to clear those too. Go over the bridge and put the battery in the socket by the catapult. Use the catapult to be flung to a higher island. Pick up the handle and then slide down the snake tail. Pick up the red battery and then slide down the rest of the snake tail.

Put the red battery in the battery socket so that the windmill blows the gas away. Stand by the tall flowers that are to the left of Plague and dodge out of the way when he throws a bomb. Those flowers will melt away and he can no longer dodge sideways. Stand in front of the Plague. Dodge the red bombs but when he throws a green bomb, hit it with your sword to send it flying back at him. He'll dodge backwards and start throwing more bombs at you.

Go back to the catapult and turn the handle to change its direction. Stand in the catapult to be flung to another island. Put the handle in the empty handle base. Turn the handle twice, once to fill the bucket with water and the second to tip it into the shower head. The water will melt the dirt off Plague and cause him to pop into a puff of gas. You'll get the following achievement:


Slide down the snake tail and pick up the Plague's mask. You'll automatically leave the area. Before you go any further in Cerebrum City, turn around and re-enter Freedom Isles. As well as retrieving a couple more memories, you need to return here for part of the Nostalgia achievement.

In Freedom Promenade, return to the building where you got Freedom Isles Door #2. Knock on the door again for another memory. This is Remembrane II.
Freedom Isles

Carry on through the level until you reach the red windmill. Pick up the red battery. Take the red bridge to the right and continue until you get to the house belonging to the Kettle Brother. Put the battery into the battery socket and knock on the door. Now that all of the brothers have put the kettle on, you'll get another memory. This is Remembrane III.
Freedom Isles

Collecting the memory from the Kettle Brothers will unlock the following two achievements, one for that memory specifically and the other for collecting eight of them:



Go back to the start of the level and exit Freedom Isles.

Cerebrum City

Head back towards Mayor Relic. As you re-enter the city, you'll spot the Nightmare and chase him towards the remembrane garden. There should be eight remembranes around the tree. If not, you can search the guide for the remembrane you're missing as they're all tagged with their number.

Cerebrum City

Chase the Nightmare up to the roof of the building and the Gate. The Nightmare jumps into the Gate and disappears. Mayor Relic re-emerges from his house and tells you to throw the mask into the Gate. Unfortunately this wasn't enough to fix the Gate. Mayor Relic tells of a second Nightmare in Clockwork Town and drops a gear that allows you access to that area of the brain. Pick up the gear and the endorphins that came out of the gate. Go down the pencil ramp to the roof of the building and then down the ramp to the top floor with five doors. Head all the way to the left, past the House of Order, and take the pencil ramp to the roof again. Cross the rock bridge and put the gear on the gear shaft. Cross the cog bridge, cross the pipe and enter Clockwork Town.

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