Contents
Before you set out
Every journey in this book is laid out the way the game lays it out: area by area, in the order Telo walks them. Each chapter opens with a short note on where he is in his life, then the steps that move the story on, then a map of every area the chapter visits.
The steps are numbered. A teal number is a step you need to finish the story. An amber number is a scene you can miss: it waits at its spot, and the story carries on without it. Where the game hands you a decision, the step says so and tells you what each answer leads to.
The maps are drawn from above, north at the top. Numbers on the maps match the key printed under each map; a step that happens at a numbered spot names it, as in “map 4”.
On the spot the scene plays when you walk there or win the fight. Optional the story goes on without it. Choice you decide, in one conversation. One road of two one of two scenes plays, depending on an earlier choice.
The basics
Click into the window once to capture the mouse; from then on the left button swings the sword and the right button sends the spirit. Space jumps and, on a gamepad, the same button that jumps also talks, so walk up to a person and face them before you press it.
| Action | Keyboard and mouse | Gamepad |
|---|---|---|
| Walk and run | W A S DArrow keys | Left stick |
| Turn the camera | Mouse | Right stick |
| Jump | Space | A / Cross |
| Talk, open a lock | E | A / Cross |
| Sword | Left click | X / Square |
| Dodge roll | Left ShiftRight Shift | B / Circle |
| Spirit call (once you own it) | QRight click | Y / Triangle |
| Lock on (hold) | Z | LB / L1LT / L2 |
| Fast-forward dialog (hold) | Left CtrlRight Ctrl | RB / R1 |
| Menu up | ↑ | D-pad ↑ |
| Menu down | ↓ | D-pad ↓ |
| Menu left | ← | D-pad ← |
| Menu right | → | D-pad → |
| Pause menu | EscEnter | Start |
Telo carries no real blade until Oron gives him one. Until then the attack button only reminds you of that. With the sword, presses chain into a three-hit combo; the third hit strikes twice as hard and throws the enemy back. Attack straight out of a dodge roll for a rolling slash.
Hold lock-on to keep the camera on the nearest enemy in front of you. While locked on, dodge sideways, forward or back relative to your target. A hit makes Telo flash and ignore the next blow for a moment, so do not panic after you have been struck.
Hit a plain enemy twice in quick succession and it is knocked flat for a moment. Stand over it, face it, and attack: Telo drives the sword down for a heavy finishing blow. The forest heart can only be ended this way.
Telo starts with five hearts. Four pieces of heart make a new heart, and a heart container adds one at once. Falling to zero hearts sends Telo back to the point where he entered the area.
Coins pay for passage: the ferry to the nature area and the train back home both charge a fare at the door. If you are short, the door tells you how many coins are missing.
The game saves itself every time a story scene plays and every time you walk through a door into another area. Continue on the title screen picks up from there.
The lay of the land
Telo's world is one long road. The city sits in the west, fenced in and quiet; beyond its gate the fields run down to the coast, a night ferry crosses to the nature area, and paths lead through ruined and living villages to the haunted forest in the north and the castle far in the east. The map below joins every area that has a door to another.
Chapter One
Nobody in Telo's city needs anything. Food, rooms and clothes are free, and so nobody needs anybody either. The only two people who seem to see him are Sina, his friend, and her uncle Oron, who teaches him the sword.
The first chapter is short and slow on purpose. Walk the streets, go to practice, spend an evening with Sina. Pay attention to what the house on the hill keeps quiet.
Step out into the street and walk toward the plaza. The crowd carries Telo along, and nobody makes room. It is the first thing the game wants you to feel.
Head into Oron's hall. Sina is waiting and greets you on her own as soon as you come close.
Sina: “Telo! You made it. I was starting to think you'd sleep through practice again.”
Oron stands ready with a practice blade. Fight him: his sword only pushes you back and never hurts, and when he has taken enough he lowers his blade and the duel is won.
Oron: “Enough for today. You've gotten faster since last month.”
Walk into the training room after the duel. Oron keeps Telo back and tells him to close the door. The game does not show what follows; Telo tells himself it is the price of the training.
Oron: “Not you. Stay a moment. And close the door.”
With Oron gone, talk to Sina. She asks Telo out for the evening and walks with you from now on, leading the way to the fountain.
Sina: “Finally. Just the two of us for a bit.”
Follow Sina to Fountain Square and walk up to the fountain. She tells Telo that she likes him.
Sina: “You like it here too, right?”
Back in the city, walk Sina toward her uncle's house. At the corner she stops you: she does not want Oron to see you together.
Sina: “Don't you turn left here?”
Return to Oron's hall that night. Down the dark corridor Sina crosses a doorway for a moment, and Telo decides he did not see what he saw.
Talk to Oron. He will not let Telo see Sina, and she asks him from the shadows to keep his distance. She does not answer his question.
Oron: “Oh. So late. What is it?”
Talk to Oron again. He calls Telo a real sword fighter, gives him his own sword and a written permission to leave the city, and sends him to find a magic amulet in the nature area and bring it to the princess at the castle.
Telo: “...Alright.”
Speak to Oron once more. He makes it clear that Telo is not welcome back.
Telo: “But I'll be back soon, right?”
Walk out through the city. Telo does not stop until the houses end behind him.
Show the gate guard Oron's permission. He lets you pass and points you toward the coast; the gate south into the fields opens from now on.
Guard: “Hey, little one. You're way too young to leave this place.”
| On the map | Notes | |
|---|---|---|
| 1 | To The Perfect City | see map |
| On the map | Notes | |
|---|---|---|
| 1 | To Fountain Square | see map |
| 2 | To Oron's Hall | see map |
| 3 | To Telo's Apartment | see map |
| 4 | To City Fields | Opens after The city gate · see map |
| 5 | Gate guard | The city gate |
| 6 | Story: Walking her home | Walking her home |
| 7 | Story: A crowd of strangers | A crowd of strangers |
| 8 | Story: Leaving the houses behind | Leaving the houses behind |
| On the map | Notes | |
|---|---|---|
| 1 | To The Perfect City | see map |
| 2 | Oron | At Oron's door, Telo's first mission, Get out, Oron, again |
| 3 | Sina | Sina at the hall, An evening with Sina, Sina returns, How do you feel?, Sina's own feelings |
| 4 | Story: After practice | After practice |
| 5 | Story: A door in the dark | A door in the dark |
| 6 | Oron (practice duel) | Bestiary · practice duel |
| On the map | Notes | |
|---|---|---|
| 1 | To The Perfect City | see map |
| 2 | Story: At the fountain | At the fountain |
Chapter Two
For the first time in his life Telo stands outside the city. The fields beyond the gate are open, and the guard says the coast is a few hours' walk straight ahead.
This is where the sword starts to matter: beasts roam the fields, and the ferry will not take you across without your fare.
At the coast, talk to the ferryman. He opens the gangway for you; the passage costs a fare that is taken at the door.
Telo: “Hey, can I still get onto the ship?”
Below deck, walk to your bunk. Telo falls asleep before the coast lights fade.
Walk out into the corridor. The engine has gone quiet.
Go up on deck and look out at the green coast. The door ashore opens.
On the beach, talk to the explorer near the hut. Pira agrees to come along.
Telo: “Hey, so you're also here to explore the nature area?”
Talk to Pira again. She decides to go with you to the forest and follows you from now on.
Telo: “Something weird must be going on somewhere in this forest. And it must be related to magic.”
| On the map | Notes | |
|---|---|---|
| 1 | To The Perfect City | see map |
| 2 | To City Coast | see map |
| 3 | Wandering beast ×2 | Bestiary |
| On the map | Notes | |
|---|---|---|
| 1 | To The Night Ferry | Opens after The ferry · Fare: 30 coins · see map |
| 2 | To City Fields | see map |
| 3 | Ferryman | The ferry |
| On the map | Notes | |
|---|---|---|
| 1 | To Forest Coast | Opens after Land ahead · see map |
| 2 | To City Coast | see map |
| 3 | Story: A narrow bunk | A narrow bunk |
| 4 | Story: Morning | Morning |
| 5 | Story: Land ahead | Land ahead |
| On the map | Notes | |
|---|---|---|
| 1 | To City Coast | Fare: 20 coins · see map |
| 2 | To Coast Forest Path | see map |
| 3 | Pira | Pira, Into the forest |
Chapter Three
The far shore is all forest. People here live without machines, in tribes, and the plants have started to move. Pira wants to see the tribes; Telo wants the amulet his master sent him for, and the trail of the moving plants leads to both.
This chapter holds the hardest scene of the game. Read the note on the step marked “Water's hut” before you walk into the village at night.
On the forest path Pira stops at the lake for the night. The two put up a tent and sleep together.
Pira: “This lake is as far as I'm walking today. I'm filthy — I'm taking a bath, and you're going to wait right there.”
In the village a shy girl with blue hair watches you. Talk to her: Water lost her home to the plants and tells you about the haunted forest.
Telo: “Don't worry, I don't want to hurt you.”
Talk to Water again. She asks for help finding something she lost in her ruined settlement, and in the same conversation the two of them find it: a flute, a present from a friend she misses.
Water: “There's one thing I'd like to ask you. I lost something in my old settlement.”
If you walk to Water's hut that night, a scene plays in which Telo lies down beside her and touches her while she lies frozen and silent. She never agreed to it.
Head on to the forest village and talk to Bog. He offers to show you the way to the haunted forest and thanks you for bringing Pira, who stays with him from here on.
Bog: “Hey, I'm Bog. I'll show you the way to the haunted forest.”
Talk to Water. She can hear the ghosts, and one of them is friendly: it asks to ride with Telo to the heart of the forest. Water will wait outside.
Water: “Uhm..., there's something important I didn't tell you. I sometimes hear the ghosts. They don't talk to everyone.”
| On the map | Notes | |
|---|---|---|
| 1 | To Forest Coast | see map |
| 2 | To The Ruined Settlement | see map |
| 3 | Story: The lake | The lake |
| 4 | Wandering beast ×5 | Bestiary |
| On the map | Notes | |
|---|---|---|
| 1 | To Water's Village | see map |
| 2 | To Haunted Path | see map |
| 3 | To Coast Forest Path | see map |
| 4 | Story: The flute | The flute |
| 5 | Wandering beast ×3 | Bestiary |
| On the map | Notes | |
|---|---|---|
| 1 | To Deep Forest Path | see map |
| 2 | To Haunted Path | see map |
| 3 | To The Ruined Settlement | see map |
| 4 | Water | Water, Something lost, The friendly ghost, Her reward: taken, Her reward: refused, Farewell (after taking it), Farewell (after refusing) |
| 5 | Story: Water's hut, The hut again | Water's hut, The hut again |
| 6 | Wandering beast ×2 | Bestiary |
| On the map | Notes | |
|---|---|---|
| 1 | To Water's Village | see map |
| 2 | To The Haunted Forest | see map |
| 3 | To The Ruined Settlement | see map |
| 4 | Wandering beast ×4 | Bestiary |
Chapter Four
The haunted forest is one living thing: a wall of trees grown together around a heart. Everyone who went in disappeared. Telo goes in carrying a friendly ghost inside him, and as long as it rides with him the sleeping plants leave him alone.
This is a dungeon in the old style, with small keys, a big key, a map and a tool. The room-by-room solution follows the steps below.
Step into the first chamber of the forest. The ghost speaks up and tells you not to cut the walls.
Voice: “You are inside. Good. Stay close to me and nothing here will touch you.”
Take the glowing gift in the Spirit Spring. The ghost steps out of Telo's chest and shows itself, and from now on you can send it into plants.
Voice: “Here I can show myself. The wood is thin above us.”
Halfway through the last fight the ghost is torn out of Telo and does not come back. This happens on its own when the heart is badly hurt.
Telo: “Hey? Are you still there? ...Answer me!”
When the heart falls, something small keeps glowing in the wreck. The ghost settles back into Telo, and the amulet of nature is his.
Telo: “So that's it. That's what all of this was for.”
Walk back out through the entrance. Water lies wounded where she waited for you. Press the amulet against her: it heals her, and she walks with you from now on.
Telo: “Stay. Stay with me, I've got it, I've got it—”
Chapter Four
Eight rooms, two small keys, one big key and the tool that solves everything. The forest lets you take only one road at first; each key and the spirit call open the next. Follow the rooms in this order and you will never be stuck.
| Node | What the ghost does there |
|---|---|
| Vine bulb | Holds its vine grate open while the ghost is inside. |
| Glow capsule | Lights up and stays lit, even after the ghost leaves. |
| Creeper | Drags its seed pod one step toward its pressure root. |
| Climbing vine | Grows into a walkway that lasts only while the ghost is inside. |
| Blossom valve | Forces the heart's armor open (boss only). |
| On the map | Notes | |
|---|---|---|
| 1 | To Haunted Path | see map |
| 2 | Story: The voice inside | The voice inside |
| 3 | Story: Outside the wall | Outside the wall |
| 4 | Amulet of Nature | Items |
| 5 | Heart Container | Items |
| 6 | Piece of Heart | Items |
| 7 | Spirit Call | Items |
| 8 | Small Key | Items |
| 9 | Small Key | Items |
| 10 | Spirit Map | Items |
| 11 | Heart Seal door | Use the Heart Seal |
| 12 | Small-key lock | Use a small key |
| 13 | Small-key lock | Use a small key |
| 14 | The Forest Heart | Bestiary |
| 15 | Thornvine ×6 | Bestiary · 4 asleep |
| 16 | Slimegland ×3 | Bestiary · 3 asleep |
| 17 | Tree Warden | Bestiary |
| 18 | Sporesac ×4 | Bestiary · 4 asleep |
Room by room
The way in is the one gap in the wall that keeps going: straight on for a while, a quick left and right, then into the first chamber. The other gaps end in wood after a few steps.
A thornvine guards the chamber, awake from the start. Watch the floor bulge, roll through it, and strike the vine while it is out.
Three ways lead on. The east corridor is locked, the north is a wall of thorns that will not move from this side, so go west. Before you do, pick up the Spirit Map on the west side of the room: the pause menu's Dungeon tab now shows every room.
The chamber is full of sleeping sporesacs, a slimegland and a thornvine. They sleep as long as the ghost stays with you, and you have no way to send it out yet, so simply walk through. The first small key lies at the north end.
Climb the winding corridor to the spring and take the gift: the spirit call. The room is a training ground. You come in on its west side, next to a vine bulb; a grate stands between you and the east exit. Send the ghost into the bulb to hold the grate open, walk past it, then send the ghost into the glow capsule by the east exit. Once lit, it opens the shortcut back to the Vein Crossing for good.
Open lock A in the Vein Crossing's east corridor with the first key. At the bottom of the shaft send the ghost into the climbing vine: it grows into a walkway up to the ledge. You have six seconds, so send it from close by and run.
The second small key waits on the ledge. The corridor beyond leads into the maze.
The maze holds two puzzles and the way on. The way on is lock B in the west exit; use the second key. The bulb near the west grate holds that grate open while the ghost is inside.
For the secret: three creepers each drag a seed pod one step per visit. Send the ghost into each creeper twice and every pod lands on its pressure root; the root gate in the north-east corridor opens. Then light the three glow capsules spread across the maze, in any order, and the glow gate in front of it opens too.
A little hollow of flowers around a glowing bulb, and the first Piece of Heart.
The great tree of the hall wakes the moment you come in. This is the miniboss, the Tree Warden; its strategy is in the bestiary. When it falls it drops the Heart Seal, the big key, and the thorn wall to the Vein Crossing tears open behind you as a shortcut.
Open the sealed door with the Heart Seal. The heart of the forest sits in the middle of the clearing inside an armored blossom. The full boss strategy is on the boss page; once it falls, the Heart Container and the amulet wait just past it.
| Door | Where | Key |
|---|---|---|
| Small-key lock | R2 · Vein Crossing → R5 · Root Shaft | Small key from R3 · Organ Chamber |
| Small-key lock | R6 · Thorn Maze → R7 · Root Hall | Small key from R5 · Upper Ledge |
| Heart Seal door | R7 · Root Hall → R8 · Heart Chamber | Heart Seal from the Tree Warden |
Chapter Five
The forest is still again, and Water is alive. The village is grateful, and gratitude is where this chapter begins. Then the road runs east over the great bridge to the castle, where a princess has been waiting for someone to bring her an amulet.
Talk to Water after the forest. She offers Telo anything he wants as her reward. If he accepts, he takes her offer, knowing she will not like it.
Water: “Oh, you're already in bed? Of course you are. You must be exhausted.”
If Telo refuses, he asks her only to stay with him, and she does.
Water: “Oh, you're already in bed? Of course you are. You must be exhausted.”
If Telo took the reward and also went to her hut on that first night, walking to the hut again before saying goodbye plays the same silence a second time. Once you have said farewell, the scene is gone.
Talk to Water before you leave. Telo apologizes; she says she loves him, but she is still afraid when he is close.
Water: “So do you really want to leave already?”
Talk to Water before you leave. She hoped he would stay; he promises to come back.
Water: “So do you really want to leave already?”
Visit the ruined settlement after saying goodbye. Water plays her friend's song and dances to it where he used to stand.
Telo: “I'll remember this one. Whatever else happens, I'll remember this one.”
Cross the bridge, walk through Castle Town and the hall into the throne room, and talk to the princess. She knows the amulet, offers ten thousand coins if Telo hunts for the other two, and will not take no for an answer.
Telo: “Uhm, I got an amulet. I heard you were looking for it.”
Head back west to the forest village. Pira has left Bog without a word. Talk to him: he asks to come along, and follows you from now on.
Bog: “Yeah! She just left me! She didn't even say a single word...”
| On the map | Notes | |
|---|---|---|
| 1 | To Water's Village | see map |
| 2 | To Forest Village | see map |
| On the map | Notes | |
|---|---|---|
| 1 | To Deep Forest Path | see map |
| 2 | To The Great Bridge | see map |
| 3 | Bog | Bog, Bog alone |
| 4 | Wandering beast | Bestiary |
| On the map | Notes | |
|---|---|---|
| 1 | To Forest Village | see map |
| 2 | To Castle Fields | see map |
| 3 | Wandering beast | Bestiary |
| On the map | Notes | |
|---|---|---|
| 1 | To The Great Bridge | see map |
| 2 | To Castle Town | see map |
| On the map | Notes | |
|---|---|---|
| 1 | To Castle Hall | see map |
| 2 | To Castle Fields | see map |
| 3 | Castle guard | Small talk only |
| On the map | Notes | |
|---|---|---|
| 1 | To The Throne Room | see map |
| 2 | To The Guest Room | see map |
| 3 | To Castle Town | see map |
| On the map | Notes | |
|---|---|---|
| 1 | To Castle Hall | see map |
| 2 | The princess | The princess |
| On the map | Notes | |
|---|---|---|
| 1 | To Castle Hall | see map |
Chapter Six
Telo comes home a different person, to a city that has not changed at all. Sina is gone from her uncle's house, Oron will not say where, and somewhere under the streets people meet who say they fight for freedom.
The second amulet is down there with them. This chapter is mostly conversation; the only fight comes at its end, and it is not the one you expect.
Arrive at the Forest Coast with Bog. The new station has just opened; buy your tickets at the door and take the train home.
Nerd: “Oh, it's you! You really came! You get to experience the first arrival of this train at this station.”
Back in the city, talk to Oron. Sina is not there, he says, and as the door closes he points down at the ground under the city.
Oron: “What are you doing here? You can't have finished your mission in such a short time.”
Find the meeting under the streets. A man lets Telo in, and the people there talk about a city where nobody needs anyone.
The man: “Hey, what are you doing here?”
Talk to the young man who listens. Varo has an easy way of making Telo feel heard.
Varo: “Sounds like you've been through a lot for someone your age.”
Talk to Varo again. He shows Telo his amulet, the thing that gave him the courage to start all this, and asks to hold Telo's. Telo keeps his.
Telo: “Hey, wanna talk?”
Varo knows someone Telo knows. Talk to Sina: she is warm, sorry, and suddenly very close.
Varo: “I recently realized that I know somebody you probably know. She's also missing you. I think I would call her my other best friend.”
Talk to Varo about how quickly Sina changed. He tells Telo to trust it.
Telo: “It's strange. She told me to stay away from her, right before I left the city. And now she suddenly wants to be with me. Doesn't this seem too fast?”
Look through the window below. Varo hands a smiling girl over to an older man and walks away.
Confront Varo. He explains that he feels what people feel, and changes it, and asks Telo to join him with both amulets.
Telo: “Varo, I saw you the other day. With one of those girls. You gave her to that man like she was nothing. What is going on?”
Ask Sina how she really feels. She remembers being terrified and does not feel it any more; she even speaks well of Oron.
Telo: “Sina, how do you feel? Really. Right now.”
Varo's people stand in the way. Defeat all four of them; Varo does not fight, and the second amulet is Telo's.
Varo: “It's okay. Let him through. You made your decision, then?”
Walk on after the fight. The second amulet wakes, and the room fills with the frightened thoughts of everyone in it.
Voice: “— should have run, should have run, should have —”
Talk to Ena. She will lead the group without Varo's methods, and they will lock him up rather than kill him.
Ena: “You took his amulet?”
Talk to Sina one last time. Her fear comes back all at once, and she asks Telo to take it away. He asks first; that is the difference.
Sina: “Telo? My head... Everything is coming back. I was so scared. All that time, I was so scared, and I couldn't feel it.”
| On the map | Notes | |
|---|---|---|
| 1 | To The Perfect City | see map |
| 2 | Ena | Ena |
| 3 | Varo | Varo, Two amulets, Too fast, What Varo does |
| 4 | Story: Through the window | Through the window |
| 5 | Story: The meeting below | The meeting below |
| 6 | Story: Everyone's thoughts | Everyone's thoughts |
| 7 | Varo's people ×4 | Bestiary |
Epilogue
Telo has two amulets now, and the princess wants the third. Here the written story pauses.
The journey goes on across the sea: the ocean, the beasts of the land, the caves, the islands and the sky, and after them the lands of magic and the master of ghosts. Those chapters are still being written, and this guide will grow with them.
Until then: Water is waiting in the forest, and Telo promised to come back.
Know your foes
Behavior. It runs at Telo once he comes close, swipes, and pauses before the next swipe.
Weak spot. Two quick hits knock it flat; finish it while it is down.
Behavior. Fights like a beast with a practice blade. His hits push you back and do no harm.
Weak spot. There is none to find: just fight. He yields when beaten and never dies.
Behavior. Ordinary fighters who close in together.
Weak spot. Lock on and keep moving; knock one flat and finish it before the next arrives.
Behavior. The ground bulges for half a second, then the vine lashes out and pins Telo, slowing him down for a moment.
Weak spot. Roll through the bulge, then strike while it is out. It grows back after twenty seconds unless the ghost holds it when it dies.
Behavior. Swells up for a full second, then breathes a cloud of gas about four meters wide that hangs for two seconds. Standing in it hurts and makes Telo dizzy.
Weak spot. Step out of the cloud and strike while it is breathing out. Two hits.
Behavior. Leans back as a drop forms, then lobs it in an arc at where Telo stood, from up to fourteen meters away.
Weak spot. Sidestep the glob and run in while it recovers. Its glob dissolves thorn barriers it crosses.
Boss strategy
The warden sweeps one heavy branch for every branch it still has, each sweep wound up for a long moment, then hangs exhausted for two seconds. The sweeps are wide: back off instead of rolling through them.
Strike during the exhaustion. Each branch breaks off after three hits, and the next cycle has one sweep fewer. When the last branch falls the trunk topples and drops the Heart Seal.
A climbing vine grows at the trunk. Sending the ghost into it raises a walkway; it is a shortcut around the fight, not a requirement.
Phase one: the heart hides inside an armored blossom while two vine arms sweep the clearing. A sweep rears up and trembles before it strikes; step out of its path. Four valves stand on the rim of the chamber. Send the ghost into any one of them and the blossom opens for four seconds. Two full sword combos end the phase.
Phase two: the heart withdraws, the clearing goes dark, three arms strike and two sporesacs grow in. Only one arm carries the heart strand. Light the glow capsules on the rim; the capsule that belongs to the marked arm shows which one it is. Cut the strand; the marking then moves on to another arm. Three cuts end the phase.
Phase three: the ghost is torn out of Telo and the spirit call stops working. The heart lies open while waves of vines rain down on marked spots and thornvines burst from the floor. Hit it until it collapses, then deliver the finishing blow; nothing else ends it.
Appendix
Telo travels light. Everything he carries comes from the story or from the haunted forest.
| Sword | Given by Oron with his mission. Without it Telo cannot attack. |
| Oron's permission | A signed letter that lets Telo through the city gate. |
| Spirit Call | The friendly ghost as a tool. Found in the Spirit Spring of the haunted forest. Opens grates, lights capsules, grows walkways, drags seed pods and makes plants go limp. |
| Spirit Map | Shows every room of the haunted forest in the pause menu's Dungeon tab. |
| Small Key | Opens one small lock in the haunted forest and is used up. There are two. |
| Heart Seal | The big key of the haunted forest. Dropped by the Tree Warden. |
| Piece of Heart | Four make a new heart. |
| Heart Container | One more heart, at once. |
| Coins | Pay the ferry and the train. |
| Item | Found in |
|---|---|
| Spirit Map | R2 · Vein Crossing |
| Small Key | R3 · Organ Chamber, R5 · Upper Ledge |
| Spirit Call | R4 · Spirit Spring |
| Piece of Heart | R6 · Hidden Hollow |
| Heart Container | R8 · Heart Chamber |
| Amulet of Nature | R8 · Heart Chamber |
Carried by the heart of the haunted forest. It heals wounds; the first thing Telo does with it is save Water's life. It bears the old rune of nature.
Carried by Varo. It lets its bearer feel what others feel, and change it. Varo used it to keep his people content; Telo hears everyone's thoughts at once when it wakes.
The princess says there are only three, and that each wants to meet the others. Its story has not been written yet.
Appendix
A boy from the perfect city who has never been needed by anyone. He goes looking for an amulet and finds out who he is along the way: a victim at the start, someone who hurts others in the middle, and maybe a hero by the end.
Warm and quick, and quieter at home than anywhere else. Twice in the story someone else decides what she feels.
A respected teacher who abuses Telo and Sina. He sends Telo away with a sword and a mission and wants him gone for good.
Bold, direct and out for fun. She joins Telo on the coast and leaves him for Bog in the forest without much thought for either of them.
Shy, blue-haired, and able to hear the ghosts. The plants destroyed her home. She trusts Telo more than he deserves.
Strong, quiet and loyal. He shows Telo the way to the haunted forest and later follows him to the city.
She is collecting the amulets and pays well for them. She knows more than she says.
Not a villain in his own eyes. He wants a city where people care for each other, and he uses his amulet to make them feel that they do.
She never agreed with his methods, and takes over when he falls.
Lets nobody out without Oron's signature.
Takes Telo across the sea for a fare.
Welcomes visitors and points them to the castle.
Appendix
The whole written story on one page. Each box is a scene; arrows lead to the scenes it opens up. Solid boxes are on the main road, dashed amber boxes can be missed, and red boxes are choices.
Appendix