Figment

Welcome to the Figment walkthrough. Here we will be guiding you through completing all of the puzzles, knocking on all of the doors and collecting all of the memories to get through the entire story. This game will need just one playthrough to unlock all of the game's 23 achievements.

A normal playthrough will take you 5-7 hours if solving all of the puzzles yourself. With the use of this guide, we've got it down to 3-4 hours for your playthrough with all of the collectibles. There is only one difficulty, so there is no need to worry about any difficulty-based achievements. While some of the achievements were initially unobtainable, these have now been patched and the completion is possible.

There are 2 missable achievements that will cause you to start another save to be able to earn them if you miss them during your first playthrough. These are to do with killing enemies using heavy attacks. Once the majority of enemies are killed, they no longer respawn, so if there are no longer any suitable groups of enemies then you will need to start a new playthrough.

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When you reach the start menu for the game, you will be faced with five options:

  • Resume - you continue the game from your last auto save.
  • New Game - start a new game. This will overwrite any save you already have.
  • Settings - change the control configuration, video and audio settings.
  • Credits - you can view the credits here.
  • Exit Game - Exit the game completely.

The game only gives you a single save slot and it will auto-save whenever you reach a checkpoint. There are only two truly missable achievements to do with attacking groups of enemies. While completing a level for the first time, there is the option to restart it if you feel it is necessary; this will be far quicker than creating a new save file and running through the game again. As for the other achievements, you can return to any level to mop up any of the collectible achievements that you may have missed as the levels remain available from the point that you unlock them.

Although the control configuration can be changed, I'll be using the default configuration for the purpose of this walkthrough. There is no option to skip dialogue or cutscenes, but they're so short and witty that you won't really want to do so.

Controls

I will be using specific formatting for this walkthrough to make it easier to see what is what. Bold text represents items that can be added to Dusty's inventory. Locations will be in Bold text and Underlined. Throughout the game, there will be numerous occasions where Dusty will need to knock on a door or collect a memory to earn nine achievements. These occasions will be highlighted in text boxes. I'll also use screenshots to help with solving puzzles and collectible locations.

Let's begin the story.

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Outer Cerebrum
After the opening cutscene that sets the scene for the turbulence that we're about to fight, we join Dusty in the depths of the mind. He is sleeping peacefully in his rocking chair in the Outer Cerebrum when he is woken up by Piper, his flying companion. Dusty isn't too pleased to be woken up and drops his scrapbook. He wants a drink but it's warm and he has no ice, so he sets off to find some.

Follow the lily pads to the right, away from Dusty's house, until you reach a choice of paths. Take the lily pad path to the right. At the end of the path is an orange battery that's powering a windmill. Take the battery and go back to the junction. Take the pencil path to the left and kick the switch. Another pencil path appears that leads to the ice machine, but it's missing its synapse battery and won't work. Place the orange battery in the battery socket and the machine will power on. Pick up the ice cubes and return to Dusty's house.

When Dusty returns, he finds both his drink and scrapbook have disappeared. A purple Nightmare has stolen it and you'll automatically pursue him until he jumps across to another island. Get on the moving bridge and cross to the next island. Keep following the Nightmare up an elevator and across another moving bridge. The Nightmare will throw a bubble of despair at you. Roll through the void (by pressing SPACE or the right mouse button) or walk around its edge; it can't harm you but will fix you to the spot if you're not careful. When you reach an island with an elevator that is missing its metal disc and approach it, you'll instead automatically take the pencil path at the bottom of the screen. This time the Nightmare will throw a Tentacle creature at you and you'll need a sword to defeat it.

Return back up the path to the island with the broken elevator. Take the lily pad path at the top of the island and roll through the voids. At the end of the path is a metal disc. When Dusty picks it up, the mind will release a bunch of endorphins in the form of small silver bubbles. Collect these by running over them and you'll receive your first bonus health point where your overall health is increased. This one is not counted for the achievement -- that will come later. Return to the broken elevator and use the metal disc. Go up the fixed elevator to find Dusty's wooden sword.

Go back down the elevator and pick up the metal disc at the bottom. Return to the Tentacle. When a small black void circle appears on the ground, this means the Tentacle is going to strike. Attack it in the few seconds that its head is on the ground. Pressing Left Ctrl or the left mouse button will produce a standard attack. You can hold down those buttons for a charge attack. When the Tentacle is defeated, it will release more endorphins, so make sure to pick those up. Follow the Nightmare to be attacked by another Tentacle. Defeat that one too and pick up its endorphins. You'll soon come to another building.

Knock on the door of this building for Outer Cerebrum Door #1.
Outer Cerebrum

Place the metal disc on the broken elevator and take the elevator to the roof. Follow the path between the buildings to come across some endurance neurons (green bubbles) rotating around a tree. If your health is not full, attack the tree to knock the neurons loose. Each neuron recovers one section of the health meter. If your health starts getting low, these neurons are dotted throughout each of the game's levels. Be sure to use them to fill up your meter if it's needed. Head down to the front of the building.

Knock on the door of this building for Outer Cerebrum Door #2.
Outer Cerebrum

Ignore the path at the bottom and instead head up, past the building, to a switch that you need to kick twice. Cross the pencil bridge and approach the next switch. You'll be attacked by two Tentacles. Despite being two separate enemies, they share a health meter, so killing one will kill both of them. Collect their endorphins and then kick the switch twice. Cross the pencil bridge and collect the blue battery. Return to the switch and kick it twice again. Go across the pencil bridge and place the blue battery in the battery socket. Cross the pencil bridge to reach another switch. Piper will spot the game's first memory.

Kick the switch to start the bridge moving. Return in the direction you came and pick up the blue battery. Go back to the bigger island and kick the switch twice. Cross the bridge, pass the building and go down the pencil path at the bottom. Use the moving bridge to reach the battery socket and place the blue battery in it. Two new pencil paths will be created. Cross to the island and pick up Remembrane I.
Outer Cerebrum

Collecting the above memory will reward you with your first achievement:


Go past the switch and follow the stone path at the top. You'll encounter the Nightmare again and he'll surround you with three Tentacles. Now would be the ideal time to hit them with a charge attack. If you manage to hit all three at once, you'll get the following achievement:

  • Blademaster

    Hit 3 enemies at once with heavy attack

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    Blademaster

If you manage to kill two of them with the same strike, you'll also get this achievement:


There will be plenty more opportunities to get these achievements so don't panic if you don't manage them here. Follow the Nightmare out of the Outer Cerebrum and into Cerebrum City. Doing so will get you the following achievement:


Cerebrum City

Follow the path into Cerebrum City to see the Nightmare leap onto the roof of the building. You'll follow him, but first it's time to explore. The path to the right leads to a twisted tree. Underneath the tree is where the collected remembranes can be found and you can easily check your progress here to see which ones you've missed. Return to the large multi-occupancy building to knock on some doors.

Start with the door on the bottom left and work your way along the bottom floor first. There are 7 doors along here.

3. House of Reason
4. House of Nerves
5. House of Party
6. House of Optimism
7. House of Anger
8. House of Compassion
9. House of Pride

Head up to the top floor. There are 5 more doors here.

10. House of Order
11. House of Stress
12. House of Apathy
13. House of Destruction
14. House of Nostalgia

You can see the locations of all of these in the screenshots below.

Cerebrum City

Cerebrum City

Cerebrum City

Knocking on all of these doors will get the following achievement:


Follow the Nightmare onto the roof of the building. He'll enter the Gate, which will break. Mayor Relic tells Dusty that he'll need to defeat one of the other Nightmares if he's to fix the Gate. The first Nightmare is in Freedom Isles and the Mayor grows a seedling that will allow Dusty to plant a path to that part of the mind. Pick up the seedling and return to the bottom floor of the building. Go all along the bottom to the right of this building, past the House of Nostalgia, and follow the stone path to the right. Plant the seedling to grow a massive leaf that will act as a bridge. Cross the bridge and follow the path into 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.

Clockwork Junction

Walk along the pipes to come to an island with a battery socket. Take the left pipe. Pick up the blue battery.

Knock on the door of the tower for Clockwork Town Door #1.
Clockwork Town

You'll see a memory stone next to the tower. We can't get this one yet, so we'll come back later.

Head back to the battery socket and place the blue battery in it. Cross the new cog bridge and you'll come face to face with the Nightmare, otherwise known as the Spider Queen. The road ahead is closed so that they can build an arachnid commonwealth, but we're not going to let that happen. As the Spider Queen sings, you'll have to defeat spiders that drop from the ceiling. These don't fire projectiles but will leap at you after a brief pause, so it's best to keep moving. Once their health bar is depleted, they'll flip onto their backs. You need to hit them again to defeat them completely, otherwise they'll regenerate their health. Depending on how quickly you defeat them, you could face Spiders #1, #2 and #3 here.

As soon as the Spider Queen finishes her song, two more spiders drop from the ceiling. 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 charged strike. Once Spider #4 and Spider #5 are defeated, pick up the endorphins that appear from the nearby pipe. Take the path to the right and turn the handle twice.

Take the new path to the left and go up the elevator. At the telephone, hit the lever with a charge attack and take the handle. Go back down the elevator, return to the island with the blue battery and take it. Take the path to the right, put the handle in the empty handle base and turn it twice. Cross the new pipe bridge and put the battery in the battery socket that is next to a giant gear. Cross to the next area and take the plank to the left.

Knock on the door of the hut for Clockwork Town Door #2.
Clockwork Town

Walk up the pipe while avoiding the swinging pendulums. Pick up the metal disc. Ignore the Train of Thought for now.

Knock on the door of the hut for Clockwork Town Door #3.
Clockwork Town

Return to the central area while avoiding the swinging pendulums. You'll be ambushed by Spider #6 and Spider #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 charged strike. Once they're defeated, pick up the endorphins they drop and head over to the right. Place the metal disc on the broken elevator and go down. Turn both handles twice and follow the pipe. Take the wind-up key from the hut. Go back and turn the left handle twice again.

Go across the bottom pipe and take the elevator up. Take the blue battery. Go back down the elevator, across the pipes and up the far elevator. Take the metal disc at the top again. Return to the Train of Thought and put the wind-up key in its back. Kick the Train of Thought and watch as he comes to an abrupt halt. He needs more weight to be able to tip the scale. Pick up the endorphins that were released and turn the handle once. Kick the Train of Thought again and watch as he trundles off to the next level. Follow the train of thought through the cobwebs that once blocked your route. Place the metal disc on the elevator and take it up.

Knock on the door of the hut for Clockwork Town Door #4.
Clockwork Town

Take the path to the right to follow the Train of Thought into the next area.

Enigma Hills

Head up to the first platform, walk up to the left side of the enigma box and pull it once towards you to unblock access to the pipe. Go up the pipe and, using the diagram below, clear the way to the next platform. Push the green enigma box away from you from 1 to 2. Pull the green box from 2 to 3 and then push it from 3 to 4. Pull the blue enigma box from 5 to 2 and walk up the pipe.

Clockwork Town

For the next puzzle, you need to push the blue enigma box from 1 to 2. Pull the white box from 3 to 4, and then push it from 4 to 5. Pull the blue box from 2 to 6, and then push it from 6 to 7. Then push the blue box right from 7 to 8. As you'll need to get back this way, pull the white box from 5 to 4 so it isn't blocking the entrance anymore. Then cross the cog bridge that's appeared.

Clockwork Town

Ignore the two planks to the right for now, head upwards and take the third plank to the right. Cross the clock face without getting hit by the hands. The best strategy is to wait until the faster hand has just passed before following it in the same direction around the clock face. You can outrun the slower hand easily. Take the top pipe and cross the second clock face to take the left pipe from that one. Head towards the top and pick up the orange battery that's sitting by a cuckoo clock.

Return back to the clock faces, but take the right pipe from the first one you have to cross. Cross the next clock face to the island on the right with the memory stone.

Cross the pipe and put the blue battery and the orange battery in their respective empty sockets. A bridge will appear allowing you to reach a memory. This is Remembrane X. Once you've picked up the memory, pick up the orange battery again.
Clockwork Town

Cross the clock face again and take the left pipe. Cross the next clock face to take the pipe directly opposite. Head across the plank to reach the area with the empty battery sockets. Go across one of the two planks we ignored before and place the orange battery in the socket. A cog bridge will appear. Cross the cog and head towards the enigma box. As per the diagram below, pull the box from 1 to 2, and then pull it from 2 to 3. Head around to the opposite side and pull it from 3 to 4, across the bridge and as far as you can towards the end of the path.

Clockwork Town

Let go of the box and cross the plank. Pick up the orange battery and then push the enigma box into the corner. Cross the plank to reach the other side of the box and pull it three spaces towards you. Go up the plank that takes you to a higher platform. Put the orange battery in the empty socket at the top of the plank and a new cog bridge will appear. Push the box all the way over the new cog bridge as far as it will go.

Go back to the clock faces. Cross the first face and take the top pipe. Cross the second clock face and take the left pipe from that one. As per the image below, push the enigma box from 1 to 2. Pull it from 2 to 3, before switching sides to push it from 3 to 4. Pull the box from 4 to 5, before pushing it from 5 to 6 so that the scale is balanced. Pick up the endorphins that are released and cross the newly raised cog bridge.

Clockwork Town

Go up the pipe to the left and then take the pipe to the right. Pick up the metal disc then ignore the left plank and return to the main area. Head over towards the hut. You'll be ambushed by four Spiders (#8, #9, #10 and #11). Two of these will be larger spiders that flip onto their backs and fire three sticky cobweb balls at you. This is another perfect time to try and get the Deadly Spin achievement if you haven't done so already by killing two with the same charged strike, as well as the Blade Master achievement for hitting three at once with a charged strike. Once the four have been defeated, pick up the endorphins they drop.

Knock on the door of the hut for Clockwork Town Door #5.
Clockwork Town

Go past the hut, across the plank, past the turntable and place the metal disc on the broken elevator. Take the elevator up and turn the handle once. Kick the Train of Thought to send him on his way. Go back down the elevator and pick up the metal disc again. Go over the plank and kick the switch that you pass. Go back up the left pipe and this time, go up the wooden plank. At the top, turn the handle once and kick the Train of Thought again. He'll end up in a third turntable. Follow him and give him a kick. He'll crash through the cobwebs at the end of the level. Pick up the endorphins that come out of the cobwebs and follow him across the pipe into the next level.

Planning Plateau

You'll see an elevator in front of you, but it's covered in cobwebs and you can't use it yet. Instead head left to the three telephone dials. You need to hit all three of these with charged attacks to raise the platforms they control, but you need to do it quickly before the platforms disappear back into the ground. Make sure that you're charging up your next attack as you're running towards the next dial, otherwise you won't be quick enough. Hit the dial on the right first, followed by the back left dial and finish with the front left dial. Climb the platforms and pick up the metal disc.

As you come back down the platforms, you'll be ambushed by three Spiders (#12, #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 two with the same charged strike, as well as the Blade Master achievement for hitting three at once with a charged strike. Once the three have been defeated, pick up the endorphins they drop.

The cobwebs will disappear with the defeated Spiders, so place the metal disc on the broken elevator. Take it up and kick the Train of Thought at the top. Take the pipe ahead and cross the clock face to the island opposite. Take the pipe to the left and walk down the plank. You'll be ambushed by three Spiders (#15, #16, and #17). Yet again, this is another perfect time to try and get the Deadly Spin achievement if you haven't done so already by killing two with the same charged strike, as well as the Blade Master achievement for hitting three at once with a charged strike. Once the three have been defeated, pick up the endorphins they drop as well as the handle in the corner. Take the elevator up and place the handle in the empty handle base. Turn the handle once and kick the Train of Thought.

Knock on the door of the hut for Clockwork Town Door #6.
Clockwork Town

Take the plank and cross the clock face to the plank on the other side. Cross the second clock face to the large island on the other side. Walk across the bridge to the left to meet a rather grumpy resident of Clockwork Town. Head to the right and take the plank down. Turn the left handle once. Turn the middle handle twice. Turn the right handle three times, then go back to the middle handle and turn it once more. You can't get to that pipe from here so you'll need to go back the way you came.

Go up the plank and approach the clock face. Cross it and take the plank to the right. Cross the next clock face and take the pipe to the right of that one too. Follow the path across the new pipe bridge and take the elevator up. You'll see a series of switches in front of you. Numbering the switches from left to right as 1 to 4 respectively (see diagram below), kick switches 1 and 2. Then turn the handle once to lower the doorway. Take the belt that was lying on the roof. Head to the left of the switches and place the belt on the wooden belt wheel.

Clockwork Town

Go back to the handle and turn it once. Kick switches 1 and 4, and then turn the handle once again. The belt wheels will turn and the house will be lowered into the arms of the Train of Thought. He'll automatically spin around and release some endorphins.

We need to grab the memory from the gear building. First, though, knock on its door for Clockwork Town Door #7. Now you need to light up all of the switches. Kick them in the order of 4, 2, 3 and 1. The memory will be released from the hut's record player. This is Remembrane XI.
Clockwork Town

Take the elevator down. Pick up the endorphins that were dropped and kick the Train of Thought. Go back to the clock face, you need the plank at the bottom but you might find it easier to use the plank on the right as a pit stop to prevent yourself from being hit. At the next clock face, you need the plank to the left, but again you might find it easier to use the island to the right as a pit stop. Kick the switch and turn the handle once.

Go back to the clock face and cross it to the island on the right. Cross the next clock face and take the pipe to the right. Kick the Train of Thought and take the elevator down. Pick up the metal disc at the bottom and exit the level.

Enigma Hills

Kick the Train of Thought. The height of the building he's carrying will knock the signal sign and automatically change the direction in which he travels. Follow him across the cog bridge and you'll be ambushed by the Spider Queen. Defeat the Spiders as they drop from the sky. When the black void circle appears to indicate the Spider Queen will drop onto the platform, move away but make sure you're not far enough away that you can't hit her. Once her health has been mostly depleted, she'll retreat and the cog bridges will rise again. Depending on how long it takes you to deplete her health, you could face Spiders #18, #19, #20, #21, #22, #23, #24 and #25 here. If you do manage to defeat eight spiders before you defeat the Spider Queen, you'll get the following achievement:


Pick up the endorphins that rained from the sky and cross the cog bridge on the left so that you avoid the clock faces. Go back to the higher island and pick up the orange battery. Go to the start of the level past all of the enigma boxes.

Clockwork Junction

Go down the elevator and across the plank.

Before doing anything else, we need to return to the start of the level to collect a memory. Place a metal disc on the next elevator and take it down. Cross the pipes and go up the next elevator. Head all the way back to Clockwork Junction Door #1, place the orange battery in the empty socket and knock on the tower door again. Another memory will be released from the top of the tower. This is Remembrane IX.
Clockwork Town

Travel all the way back to the second elevator, picking up the metal disc at the top.

Head all the way to the left, up the planks and across the pipe while avoiding the swinging pendulums. At the top, turn the handle once and kick the Train of Thought. He now has enough weight to tip the scales. Go back down the pipe to the main area and take the newly created cog bridge. As you pass, make a note of the pattern on the stone to the left as you'll need it in the next level.

Composition Row

You'll be faced with another stone showing a similar pattern to that at the end of Clockwork Junction. Ignore it for now and head right. You'll find the huge organ-machine-house-thing. Ignore it for now and head left. Ignore the handles you'll pass and head up the pipe. Grab the enigma box and pull it two places towards you so it forms a bridge. Go back down the pipe and up the plank on the left. Cross the enigma box bridge and go down the other plank.

As per the image below, pull the blue enigma box from 1 to 2, and then push it from 2 to 3. Switch sides to push it from 3 to 4 so that the first scale is balanced and the blockade in the middle is lowered. Grab the white enigma box and pull it from 5 to 2. Pull it across the blockade from 2 to 6, then switch sides and push it from 6 to 7. Go back to the blue enigma box and pull it from 4 to 3, then from 3 to 2. Pull the box from 2 to 8. Finally, grab the grey enigma box again and pull it from 7 to 9. Switching sides to push it from 9 to 10, then pull it from 10 to 11. Push it into its final resting place in 12.

Clockwork Town

Go up the wooden plank and cross the enigma bridge. Pick up the bottle opener.

Knock on the door of the hut for Clockwork Town Door #8.
Clockwork Town

Cross the enigma bridge. Use the bottle opener on the cap on pipe so that it's no longer blocking the steam pipe. Go down the plank and approach the handles we passed earlier. Turn the right handle twice, and then turn the left handle twice too. Steam will now flow into the organ-machine-house-thing. Pick up the cap and head down to the keys on the organ-machine-house-thing. Numbering the keys from left to right as 1 to 7 respectively (see diagram below), stand on keys 1, 3 and 5 as seen on the blue sign earlier. The first part of the bridge will rise but we need to lift two more parts.

Knock on the door of the organ-machine-house-thing for Clockwork Town Door #9.
Clockwork Town

As the combinations don't change, at this point it's possible to enter the remaining two codes without completing their respective puzzles. If you wish to do this, the codes are in the spoiler below, but be aware that this will mean you miss out on endorphins so the health upgrades will occur later. You'll also miss out on some Spiders to kill if you still need that achievement. Most importantly, you'll miss a couple of doors in Clockwork Town. I'd recommend that you carry on as normal, ignore the spoiler and continue with the guide. However, the codes are below if you do want to skip a section of the game.

*** Spoiler - click to reveal ***

Head to the right of the organ-machine-house-thing and take the pipe. At the puzzle with the pressure buttons, step on both of the purple buttons but don't step on the yellow button as this resets the puzzle. Cross the cog bridge and take the pipe down. You'll come to another puzzle. Tread on the purple buttons in the order shown in the diagram below.

Clockwork Town

Cross the cog bridge that appears and move on to the next puzzle. Tread on the purple buttons in the order shown in the diagram below.

Clockwork Town

Cross the cog bridge and go up the pipe to the final puzzle in this loop. Tread on the purple buttons in the order shown in the diagram below.

Clockwork Town

Cross the cog bridge and pick up the endorphins that have been released from the red sign. Make a note of the pattern on the newly revealed sign. Head back to the organ-machine-house-thing. Use the elevator to get onto its lid and turn the handle once so that the display is red text. Go back down the bottom and press keys 2, 5 and 7. The second part of the bridge will rise.

Do you remember the code from the end of Clockwork Junction? This code will give us another memory. The image is below if you can't remember it.
Clockwork Town

Stand on keys 1, 4 and 7 and the memory will be released from the organ pipes. This is Remembrane XIII.
Clockwork Town

Go back to the blue sign and take the left pipe. Climb the pipes and avoid the swinging pendulums. At the next island you'll be ambushed by four Spiders. Yet again, this is another perfect time to try and get the Deadly Spin achievement if you haven't done so already by killing two with the same charged strike, as well as the Blade Master achievement for hitting three at once with a charged strike. Once the four have been defeated, pick up the endorphins they drop.

Knock on the door of the tower for Clockwork Town Door #10.
Clockwork Town

Climb up the next pipe and avoid the swinging pendulums. Place the cap on the open pipe to reveal the green sign. Make a note of the pattern and pick up the endorphins that have emerged. This should be enough endorphins to get your third health point upgrade and the following achievement:


Knock on the door of the tower for Clockwork Town Door #11.
Clockwork Town

Go back down to the organ-machine-house-thing. Use the elevator to get onto its lid and turn the handle once so that the display is green text. Go back down the bottom and press keys 3, 4 and 6. The third and final part of the bridge will rise. Cross the newly created bridge and kick the Train of Thought.

Take the pipe to the right and you'll come across another puzzle. Tread on the purple buttons in the order shown in the diagram below.
Clockwork Town

A bridge will rise allowing you to get access to the memory. This is Remembrane XII.
Clockwork Town

Take the pipe out of the level.

Geometry Square

Follow the Train of Thought until you reach an open area. Head left and take the bottom left pipe.

Knock on the door of the hut for Clockwork Town Door #12.
Clockwork Town

Go past the hut and turn the handle twice. Cross the pipe and turn the next handle twice. Cross that pipe and approach the telephone dial. The next part has to be done very quickly and efficiently as you need to perform a series of actions and beat the fairly strict timer. Don't stay still to watch the clockwork house rise up either. Before the timer, you need to: hit the dial with a charged attack, cross the pipe, turn the handle twice, cross the next pipe, turn the handle twice, cross the clock face without being hit by the hands, avoid the pendulum, cross the next clock face, avoid the final pendulum and take the gear from the house. This might take a few attempts and if you fail, a shortcut appears so that you don't have to keep going the long way around.

Once you've collected the gear, the shortcut remains in place so you don't need to negotiate the pendulums and clock faces again. Cross the pipes and return to the open area. Take the top left pipe. Go past the two huts and pick up the gear behind them. You'll then be ambushed by three Spiders. Once these have been defeated, another five Spiders drop in. Both groups create another perfect time to try and get the Deadly Spin achievement if you haven't done so already by killing two with the same charged strike, as well as the Blade Master achievement for hitting three at once with a charged strike. Once all of the Spiders have been defeated, pick up the endorphins they drop.

There are two memories here. Place one of the metal discs on the broken elevator to the left of the houses. Go up the elevator, cross the pipe and place the second metal disc on that broken elevator. Follow that path to the end to find another memory on a plinth. This is Remembrane XIV.
Clockwork Town

Go down the elevator in front of the plinth. These two huts are the light bulb houses. Knock on both of their doors for Clockwork Town Door #13 and #14.
Clockwork Town

For the second memory, you need to light up all five of the small light bulbs on the roofs of the houses by knocking on the two doors in the right order. Knock on either of the doors and listen to the response from the person behind the door.

  • If the response from either door is "Ja!" or "Jaeh!" and the large light bulb of that house turns on, knock on the same door again.
  • If the response from either door is "Ja!" or "Jaeh!" and the large light bulb of that house stays off, move to the other door and knock on that one next.
  • If the response from either door is "Nah-ah" and the large light bulb of that house turns on, move to the other door and knock on that one next.
  • If the response from either door is "Nah-ah" and the large light bulb of that house stays off, knock on the same door again.

Once you've decided which of the two doors is the next one in the sequence, knock on it and if you're correct, a light bulb will be lit. You can then knock on either of the two doors for the next response but I found it easier just to knock on the door by which I was standing. The solution to the puzzle is randomised, but once you've knocked on a total of ten doors without making a mistake, you'll get a memory. This is Remembrane XV.

Clockwork Town

Knocking on both of those doors will earn you the following achievement:


Solving the puzzle for the second memory will also get you this achievement:


Return to the open area. Head to the right and place one of the gears on the gear shaft. Cross the newly created bridge to find another enigma box puzzle. As per the image below, push the green enigma box from 1 to 2, and then push it from 2 to 3 to create a bridge. Switch to the blue enigma box and push it from 4 to 5. Pull the box from 5 to 6, then switch sides and push it from 6 to 7. Cross the pipe and the plank, turn the handle once and then cross the pipe again. Push the blue box from 7 to 8, then switch sides and push it from 8 to 9.

Clockwork Town

Return to the green box. Push it from 3 to 10, and then pull it from 10 to 11. Cross the pipe, turn the handle once and then cross the plank and the pipe again. Push the box from 11 to 12. For the last time, cross the pipe and the plank, turn the handle once and then cross the pipe again. Push the box from 12 to 13. Cross the newly risen cog bridge and pick up the gear. Return to the open area and take the gear from the gear shaft.

Go across the stone bridge. Place all three gears on the three gear shafts. The Train of Thought will then place the Heavy Thought on the hook and it will be lifted into place. The door of the tower will spring open and endorphins will fall out. Pick these up before going through the door.

Clock Tower

Take the elevator up and take the top pipe. You'll come across another floor puzzle. Tread on the purple buttons in the order shown in the diagram below.

Clockwork Town

Cross the cog bridge and turn the handle twice. Go back to the grid, run across it and step on the yellow button. Then tread on the purple buttons in the order shown in the diagram below.

Clockwork Town

Cross the new cog bridge and follow the path to pick up the handle at the end. Return to the top of the elevator and place the handle in the empty handle base. Turn the handle twice and go up the next elevator. Go up the second elevator to find clocks with rotating platforms. Cross both of the rotating platforms and take the next elevator up. Kick the switch at the top to start the clock and raise the cog bridge. Cross the bridge and you'll come face to face with the Spider Queen. She'll land in the centre of the mechanism and knock the cogs out of place.

As she sings, two small spiders will drop from the sky. Defeat them both and the Spider Queen will start to drop from the sky. When she does this, make sure you're standing near to one of the protruding smaller cogs in the centre of the stage. The black void circle will tell you where she's about to land. If she lands on the cog, she'll knock it back into place. Once the first cog is in place, gas bombs will rain down from the sky. You can tell where they'll land by the black void circles, so avoid all of these by continuously moving.

For the second round, more spiders drop from the sky. Then when the Spider Queen drops from the sky, a larger spider will stand out of reach and throw sticky cobweb balls at you. Make sure to avoid these while knocking in the second cog, as well as the ensuing two rounds of gas bombs.

For the third round, no spiders drop from the sky and we go straight into the Spider Queen dropping from the sky. Unfortunately she does this while two larger spiders throw sticky cobweb balls at you. When the third cog is knocked back into place, the cog bridge rises up again. Cross the bridge and kick the switch. The Spider Queen will be squashed by the pendulum. You'll automatically kick the switch again when she stops talking. This will kill her once and for all. You'll get the following achievement:


Go back into the arena and pick up the Spider Queen's mask. You'll automatically leave the area. Before you go any further in Cerebrum City, turn around and re-enter Clockwork Junction. Doing so will get you the following achievement:

  • Nostalgia

    Go back to Freedom Isles and Clockwork Town after defeating their nightmares

    Nostalgia

Go back to the start of the level and exit Clockwork Town.

Cerebrum City

Head back towards Mayor Relic and the Gate. If you want to check your progress for the memories, you can also take a detour down to the remembrane garden. There should now be 15 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. Remembranes I-VIII are in Freedom Isles and remembranes IV to XV are in Clockwork Town.

Cerebrum City

At the Gate, Mayor Relic will greet you. Throw the mask into the Gate. This time it's enough to fix it and you're finally free to follow the Nightmare into the conscious mind. Pick up the endorphins that came out of the Gate and then enter the Gate to head into The Pathway.

Ascension

Head up the envelope and follow the path until you see the cutscene where you meet the Nightmare again. He is the Fear of Loss. Waves of depression start rolling in from the right. Make your way across the papers and up the tack path in between the waves, as these will harm you if you touch them. Follow the path until you reach a junction with an upturned tack path and an eraser leading off. Cross the eraser and make your way across the next island, using the books as pausing places. The books block the waves of depression, creating gaps for you to take shelter in as you cross. Take the eraser path at the bottom left and kick the switch.

Make your way across the book instead of trying to get back across the eraser, as the waves of depression will catch you out with your speed if you try the latter. Make use of the gaps, conveniently marked by the stone slabs, and cross the now downturned tack path. Cross back in front of the books and take the tack path on the left. Take the platform up to find an abandoned house.

The final memory is here. Your ice that was intended for your drink has now melted into a puddle of water. Use the water puddle with the dry flower. The flower will grow and sprout a memory with it. This is Remembrane XVI.
The Pathway

This is the final memory needed for the following two achievements:

  • Waterboy

    Collect the memory in the Pathway

    Waterboy


Take the platform up. You'll be ambushed by three Tentacles, which is another perfect time to try and get the Deadly Spin achievement if you haven't done so already by killing two with the same charged strike, as well as the Blade Master achievement for hitting three at once with a charged strike. Once Tentacles #1, #2 and #3 are defeated, pick up the endorphins they drop and take the path created by the post-it notes.

At the top is a Shell Creature. You'll need to move it as shown in the diagram below. Hit it with your sword and it will scuttle forward. Wait for the wave of depression to pass, quickly walk up to it, kick it once to turn it so it's facing downwards, hit it with your sword and quickly stand behind it as the next wave passes. Kick the creature once so it is facing left, then hit it to move it. Stand behind it as the next wave passes. Kick it so that it faces upwards, move to the side, hit it again so that it moves and then stand on the eraser behind it to wait for the next wave to pass. Kick the creature once more so it faces right, and then hit it so that it scuttles to the end of the path. Quickly follow it and stand in front of it this time -- the waves are coming from the opposite direction. Kick it three times so that it faces upwards, and then hit it so it moves forwards. Follow it and wait for the next wave to pass. Grab the metal disc and make your way back down the book behind the Shell Creature. When it's clear, take the stone walkway.

The Pathway

Place the metal disc on the broken elevator and take it up. Keep following the path until you get to a battery socket. Two Spiders will appear. Follow the stone walkway, defeating both of them and picking up the endorphins they drop, before picking up the blue battery at the end. Place the battery in the socket. You'll be ambushed by four Tentacles (#4, #5, #6 and #7). Again, this is another perfect time to try and get the Deadly Spin achievement if you haven't done so already by killing two with the same charged strike, as well as the Blade Master achievement for hitting three at once with a charged strike. Pick up the endorphins they drop, and then take the tack path.

Here is another Shell Creature. You'll need to move it as shown in the diagram below, all while avoiding the waves of depression. Kick the creature twice and then hit it to move it up. Kick it three times and then hit it to move it left so that it collides with the eraser. Kick it three times and then hit it to move it down. Kick it once and then hit it to move it left. Kick it once and then hit it to move it up. In between waves of depression, come out from behind the creature and kick the top orange switch. A book will fall from the sky and will create a bridge to the next section of the puzzle.

Kick the creature twice and then hit it to move it down. Kick it three times and then hit it to move it right. Kick it once and then hit it to move it down. Kick it once and then hit it to move it left. Kick it once and then hit it to move it up. Kick the bottom green switch to lift up two of the stone slabs. Now kick the creature twice and then hit it to move it down. Kick the bottom green switch again to lower the slabs back into place. Kick the creature once and then hit it to move it left across the book bridge. Kick the creature once and then hit it to move it up. Kick it three times and then hit it to move it left. Kick it three times and then hit it to move it down. Kick it three times and then hit it to move it right. Kick it three times and then hit it to move it up the ruler bridge. When the next wave passes the creature, make a break for it across the tack path to the left.

The Pathway

You'll encounter the Fear of Loss again, who sinks the eraser bridge across the river. Go across the envelope instead and then take the tack path down to another Shell Creature puzzle. You'll need to move it as shown in the diagram below, but there are no waves of depression to avoid this time. The first creature's (at the top) movements are in black while the second creature's (at the bottom) movements are in blue.

Hit Creature 2 so that it moves right and collides with the raised slab. Go to the bottom right of the area and kick the switch so that those slabs sink into the floor but another rises near the top of the area. Hit Creature 1 so that it moves left and collides with the raised slab. Kick it three times and then hit it to move it down until it collides with Creature 2. Hit Creature 2 so that it moves right again. Kick it three times and then hit it to move it up. Kick it three times and then hit it to move it left. Kick it three times and then hit it to move it down until it collides with Creature 1. Finally, kick it once and then hit it to move it left. Take the stone path, using the creature as a refuge to avoid the waves of depression.

The Pathway

The path will fall away behind you, so keep going across the envelope. For this next section, you'll need to move quickly to dodge the waves of depression. Follow as close as you can to the preceding wave and zigzag around to the next blue island. Wait for the next wave and then use the same tactic to cross the book to the adjacent island. The next section has some books that will fall away. They'll kick up a cloud of dust to warn you that they're about to fall. Wait for the wave to pass and then follow on its tail while zigzagging around the books. At the end, take the stone path to the right and pick up the blue battery.

The path behind will turn around, so you'll need to take the top tack path. Unfortunately this also means you'll need to work your way back through the second and third sections of book maze that you've just done. This time, take the stone path to the left before taking the tack path up. Pick up the blue battery. Again, the path behind will turn around, so you'll need to take the top tack path. You'll need to redo the third section of the book maze for the final time too. Take the stone path to the left and place both batteries in the two blue battery sockets. Cross the tack bridge and pick up the drained battery.

Go back across the tack bridge. Take the stone path to the right and place the drained battery in the battery charger. Stand on the purple button to charge the battery, then pick up the now purple battery when it's done. Cross the stone path again and place the purple battery in the purple battery socket. Cross the newly created stone bridge and kick the switch. Go back across either bridge and pick up the purple battery. Cross the bridge again and take the path to the left to pick up the endorphins released when you used the purple battery. Follow Piper's instructions and step on the button.

The book floats off to an island we missed previously. Head up the envelope, ignore the tack path to the right and cross the next envelope. Place the purple battery in the battery socket. The eraser bridge will rise again. Cross it and pick up the endorphins that were released. Take the bridge into the next level.

Anchorage

Follow the path and go up the elevator. At the top is a switch. When you step on it, it will trigger a memory puzzle to be completed. If you don't get it right, you can't leave the grid. There are three possible solutions:

The Pathway

The Pathway

The Pathway

At the other side is an island where a void will appear. You'll also be ambushed by a Plague Rat. Defeat the Plague Rat, pick up the endorphins he drops, and take the elevator up. You'll watch as the Fear of Loss floats off on a book. Once he's left, turn the handle until the books are aligned and then step on the red button to follow him. You'll fly through waves of despair, so make sure to line yourself up with the gaps in them to avoid harm.

When your book comes to a halt, take the tack path to the right and kick the switch. Follow the glass path and turn the handle twice at the end. There are three possible solutions to the puzzle:

The Pathway

The Pathway

The Pathway

Kick the red switch and turn the handle twice. Stand on the button for a new puzzle:

The Pathway

The Pathway

The Pathway

Go up the elevator and cross the stone bridge. Kick the switch at the end. Go back across the bridge and down the elevator. Turn the handle once. The route that you take will be the reverse of those from the last puzzle.

The Pathway

The Pathway

The Pathway

Kick the red switch again. Take the path away from the area and keep turning the handle at the end until the books align. Pick up the endorphins that are generated by the moving books and then step on the red button. As you approach the solid wave of despair, quickly step off onto the island on the left. Take the elevator up. At the top you'll be ambushed by three Tentacles. It's another perfect time to try and get the Deadly Spin achievement if you haven't done so already by killing two with the same charged strike, as well as the Blade Master achievement for hitting three at once with a charged strike. Once Tentacles #8, #9 and #10 are defeated, you'll have defeated enough Tentacles to earn the following achievement:


Pick up the endorphins they drop. This will be enough to get your final health upgrade and the following achievement:


Turn the handle once. Pick up the green battery. Go back and turn the handle twice. Use the green battery in the battery socket. Pick up the handle. Go back, picking up the green battery as you pass. Turn the handle twice. Put the green battery in the battery socket. Put the handle in the empty handle base and turn it once. Go back, picking up the green battery as you go. Turn the first handle once and pick up the metal disc. Return to the first handle again, turn it once and place the green battery in the battery socket. Use the metal disc on the broken elevator and take it up. You'll come to another shell creature puzzle. The first creature's (on the left) movements are in black while the second creature's (on the right) movements are in blue.

Hit Creature 1 so that it moves to the right. Kick it three times and then hit it to move it up. Kick Creature 2 twice and then hit it so it moves left. Kick it once and then hit it to move it up. Kick it once and then hit it to move it right. Kick it three times and then hit it to move it up so that it collides with Creature 1. Kick it once and then hit it to move it right. While making sure to stay in the shadow of Creature 2, kick Creature 1 three times and then hit it to move it left. Kick it three times and then hit it to move it down. Kick it three times and then hit it to move it right. Kick it three times and then hit it to move it up and get back behind Creature 2. Kick the orange switch at the bottom of the area -- this will move Creature 1 into a new position.

Kick Creature 1 twice so that it faces downwards and hit it once so that it collides with Creature 2. Kick Creature 2 once and then hit it so it moves down. Kick it three times and then hit it to move it right. Return to Creature 1 and hit it to move it down again. Kick it three times and then hit it to move it right so that it collides with Creature 2. Kick it three times and then hit it to move it up. Finally, kick it once and then hit it to move it right. Follow in its shadow and go down the warning sign.

The Pathway

Take the elevator down. You've found the book but it's stuck again. Cross the book and turn the handle twice. You'll need to solve another memory puzzle, so step on the button. The solutions are:

The Pathway

The Pathway

As you cross the bridge on the other side, you'll encounter the Fear of Loss again. As he taunts you, run past him, cross the paperwork at the top and head down the other side. You'll need to avoid waves of despair and the voids that he'll create. Pick up the drained battery at the end. Head back the way you came. There will be a lot more voids to avoid, and the waves of despair will have changed direction and be moving quicker, so be careful. When you get back to the bridge, the Fear of Loss will float away. Turn the handle once and step on the button. The solutions are:

The Pathway

The Pathway

This path is also covered in voids and there will be Spiders throwing cobweb balls at you. You can't reach any of the Spiders to kill them, so keep pushing forward until you can pick up the handle at the end of the path. Cross the eraser bridge that has just appeared. Turn the handle once and step on the button. The solutions are:

The Pathway

The Pathway

Put the drained battery in the battery socket. Place the handle in the empty handle base and turn it until the battery floats over to the charger. Let the handle go and pick up the purple battery. Go back to the green handle and turn it once, then step on the button. The solutions are:

The Pathway

The Pathway

Put the purple battery in the battery socket. Pick up the endorphins that come out of the battery and step on the red button. You'll float off into the next level.

The Summit

After crashing the book, continue up the path until you encounter the Fear of Loss again. You'll also find another creature puzzle. Hit the Creature to move it forward and knock the sign over. Hit it again to move it forward once the sign has fallen. Kick it three times and then hit it to move it up. Kick it three times and then hit it to move it left. Kick it three times and then hit it to move it down. Go over to the purple switch and kick it. This will move the book on which the Creature is standing. When it's in its new position, kick it three times and then hit it to move it right to knock the second sign over. Kick it twice and then hit it to move the Creature left out of the way.

Go over to the orange switch and kick it to lower the book that gives access to the next level. Then go over to the purple switch and kick that again to send the Creature back to the largest area. Kick the Creature twice and then hit it to move it right onto the book. Kick the orange switch again to raise the book and the Creature. Hit the Creature to move it right. Kick it three times and then hit it to move it up and knock the final sign over. Finally, kick it twice and then hit it to move it down out of the way.

The Pathway

Head up the steps and eventually you'll encounter the Fear of Loss again. He's standing above another creature puzzle, but this time he sticks around and causes waves of depression to wash towards you, so make sure to avoid these by standing behind the creature or the upright sign posts. Before doing anything else, pick up the purple battery and put it in the battery socket. This starts the book platform moving.

Hit the creature so that it moves left. Kick it once and then hit it to move it up. Kick it once and then hit it to move it right and knock the sign over. When the book platform moves so that it is attached to the sign that you just knocked over, hit the Creature again so that it moves onto the book and follow it. Kick the creature once and then hit it to move it down. When the book is level with the bottom platform, kick the creature once and then hit it to move it left. Kick it once and then hit it to move it up. Kick it once and then hit it to move it right. Kick it once and then hit it to move it down and knock the sign over. When the book is level with the bottom platform again, kick the creature three times and then hit it to move it right, back onto the book and out of the way. Before following it, kick the purple switch the raise the stone on the top platform.

Follow the creature onto the book. Kick the creature three times and then hit it to move it up. When the book is level with the top platform, kick the creature three times and then hit it to move it left. Kick it three times and then hit it to move it down. Kick it three times and then hit it to move it right so that it collides with the raised stone. Kick it three times and then hit it to move it up and knock the sign over. Finally, kick it once and then hit it to move it right and out of the way.

The Pathway

Go up the sign. As you approach the Fear of Loss, he'll leap out of the way but also drop a number of endorphins. Pick these up and follow the path down to the warning triangle. When you step on this the island will move to the next book. Go up the steps until you reach a circular platform. Guess who's here again. Kick the switch. The two metal bridges that lead off the platform will lower and rotate. Step back onto the circular platform when you can. When one of the bridges lines up with the bottom island, step on the red button in the centre to stop them. Pick up the green battery and step back onto the circular platform. When one of the bridges lines up with the top island, step on the red button in the centre to stop them. Put the battery in the battery socket and climb up the steps that form.

Carry on until you reach a switch. Ignore it for now and move onto the large circular platform. The Fear of Loss is here again. He'll throw waves of despair at you, all while the metal bridges around the platform are lowered and rotate, and the platform itself also rotates. When one of the bridges lines up with the left island, stand on the red button in the centre. Pick up the orange battery and step back onto the circular platform. The platform will rotate while waves of despair come towards you. Dodge these and eventually the metal bridges start rotating again.

When one of the bridges lines up with the centre island, stand on the red button in the centre. Put the battery in the orange battery socket and kick the switch. Step back onto the circular plinth. When one of the bridges lines up with the right island, stand on the red button in the centre again. Pick up the green battery and return to the circular platform. Again, the platform will rotate while waves of despair come towards you, so dodge these as best you can. Eventually the metal bridges start rotating again, and when one of them lines up with the centre island, stand on the red button in the centre.

Place the green battery in the battery socket. Get back onto the circular plinth. Like before, the platform will rotate while waves of despair come towards you, so dodge these as best you can. When the metal bridges start rotating again, wait until one of them lines up with the right island before standing on the red button. Climb the newly created steps and watch as the nightmare leaps through a broken windscreen and escapes again. Pick up the endorphins he dropped and follow him around the windscreen and up the steps on the left.

There are no surprises for guessing who's ready to serenade you at the top of the steps again. As he does this, dodge the waves of despair that come across the island from all directions. As the final unavoidable waves of despair approach the pair, Piper finally snaps and takes some drastic action. The nightmare disappears again, but so do the waves of despair. Climb up the newly formed steps and take the lit island away from here. Climb the steps to reach your final showdown.

First some areas of the arena will disappear and the Fear throws four bubbles of despair at you. When they hit the floor, they send multiple waves of despair flying towards the edge of the area. Avoid all of these and the pools they leave behind. After this, the missing areas of the arena return and he leaps towards you three times. Every time he lands, he creates a void and sends waves of despair flying towards the edge of the area. After the third leap, he'll jump into the centre and start spinning towards you. Lure him towards one of the voids he just created but try not to let him hit you, as the whole cycle starts again if he does. When he hits the void, he becomes stunned, so hit him as many times as you can. He'll recover from his daze and leap back onto the dashboard.

This pattern will repeat again, only different areas of the arena will disappear. Lure him into a void and hit him as many times as you can again. Repeat for a third time. He'll leap back to the dashboard but will be fatally wounded. A cassette is ejected from the dashboard -- use this to approach him. Hit the Fear of Loss once more. You'll get the following achievement:


Pick up the endorphins dropped by the Fear of Loss. A new path will open up to the left, so follow it. Step on the sign at the end of the path and the island will float off to a new area. Keep following the path and step on the sign to travel to another island. Here you'll need to cross onto another moving island. Finally you'll reach one with a button. Stand on the button and take the newly created path onto another floating island. Keep going until you find another button on which you need to stand. This allows access to another floating island and the chain continues.

Eventually you'll reach a faded grey island with a red phone at the top. This is the Cortex Connector. Speak into it. You have reached the end of the game and the final achievement:


Congratulations on your latest completion!

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