A Telo's Journal Edition
Official Strategy Guide

The Magic Journey

Complete walkthrough · Area maps · Dungeon solutions · Bestiary · Story flow
Spoiler warningThis book walks the whole written story from the first street to the last farewell in the city below. It names every turn, every choice and every ending of every scene.

Contents

Table of Contents

  1. iHow to Use This Guide
  2. iiControls and Moves
  3. iiiThe World
  4. 1The Perfect CityTelo's Apartment, The Perfect City, Oron's Hall, Fountain Square
  5. 2Across the SeaCity Fields, City Coast, The Night Ferry, Forest Coast
  6. 3The Nature AreaCoast Forest Path, The Ruined Settlement, Water's Village, Haunted Path
  7. 4Dungeon: The Haunted ForestThe Haunted Forest
  8. 5Rewards and FarewellsDeep Forest Path, Forest Village, The Great Bridge, Castle Fields, Castle Town, Castle Hall, The Throne Room, The Guest Room
  9. 6Return to the CityBeneath the City
  10. →What Comes Next
  11. ABestiary
  12. BThe Guardians of the Forest
  13. CItems and Amulets
  14. DCharacters
  15. EThe Story at a Glance
  16. FIndex
— 2 —

Before you set out

How to Use This Guide

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”.

Reading the maps

Grass and forest floorEarth and sandPaving and stoneWooden floorsWaterRoofs and high groundWalls, rock and trunks
S Starting point1 Door to another area2 Person to talk to3 Story scene on the spot4 Item5 Locked door6 Enemies• Spirit node (haunted forest)

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.

— 3 —

The basics

Controls and Moves

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.

ActionKeyboard and mouseGamepad
Walk and runW A S DArrow keysLeft stick
Turn the cameraMouseRight stick
JumpSpaceA / Cross
Talk, open a lockEA / Cross
SwordLeft clickX / Square
Dodge rollLeft ShiftRight ShiftB / Circle
Spirit call (once you own it)QRight clickY / Triangle
Lock on (hold)ZLB / L1LT / L2
Fast-forward dialog (hold)Left CtrlRight CtrlRB / R1
Menu up↑D-pad ↑
Menu down↓D-pad ↓
Menu left←D-pad ←
Menu right→D-pad →
Pause menuEscEnterStart
Hearts 5 to startCombo 1 + 1 + 2 damageFinishing blow 5 damageRoll 0.5 s, ready again after 0.75 sPieces per heart 4

The sword

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.

Dodge and lock-on

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.

The finishing blow

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.

Hearts

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

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.

Saving

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.

— 4 —

The lay of the land

The World

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.

Telo's ApartmentOron's HallBeneath the CityFountain SquareThe Perfect CityCity FieldsCity CoastThe Night FerryForest CoastCoast Forest PathThe Ruined SettlementHaunted PathThe Haunted ForestWater's VillageDeep Forest PathForest VillageThe Great BridgeCastle FieldsCastle TownCastle HallThe Throne RoomThe Guest RoomN
Every area and the doors between them
— 5 —

Chapter One

The Perfect City

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.

Walkthrough

  1. A crowd of strangersOn the spotOptionalWalk onto the spot · The Perfect City, map 7

    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.

  2. Sina at the hallGreets you when you come close · Oron's Hall, map 3 · With Sina, Telo

    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.”
  3. Practice with OronWin the fight · Oron's Hall, map 6 · With Oron, Telo

    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.”
  4. After practiceOn the spotOptionalWalk onto the spot · Oron's Hall, map 4 · With Oron, Telo

    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.”
  5. An evening with SinaGreets you when you come close · Oron's Hall, map 3 · With Sina, Telo

    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.”
  6. At the fountainOn the spotWalk onto the spot · Fountain Square, map 2 · With Sina, Telo

    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?”
  7. Walking her homeOn the spotWalk onto the spot · The Perfect City, map 6 · With Sina, Telo

    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?”
  8. A door in the darkOn the spotOptionalWalk onto the spot · Oron's Hall, map 5

    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.

  9. At Oron's doorTalk to Oron · Oron's Hall, map 2 · With Oron, Telo, Sina

    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?”
  10. Telo's first missionTalk to Oron · Oron's Hall, map 2 · With Oron, Telo

    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.”
  11. Get outTalk to Oron · Oron's Hall, map 2 · With Telo, Oron

    Speak to Oron once more. He makes it clear that Telo is not welcome back.

    Telo: “But I'll be back soon, right?”
  12. Leaving the houses behindOn the spotOptionalWalk onto the spot · The Perfect City, map 8

    Walk out through the city. Telo does not stop until the houses end behind him.

  13. The city gateTalk to Gate guard · The Perfect City, map 5 · With Guard, Telo

    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.”
— 6 —

Telo's Apartmenttelo_apartment

S1N5 m
Telo's Apartment
On the mapNotes
1To The Perfect Citysee map
— 7 —

The Perfect Citymodern_city

S41326578N25 m
The Perfect City
On the mapNotes
1To Fountain Squaresee map
2To Oron's Hallsee map
3To Telo's Apartmentsee map
4To City FieldsOpens after The city gate · see map
5Gate guardThe city gate
6Story: Walking her homeWalking her home
7Story: A crowd of strangersA crowd of strangers
8Story: Leaving the houses behindLeaving the houses behind
— 8 —

Oron's Halloron_hall

S123456N5 m
Oron's Hall
On the mapNotes
1To The Perfect Citysee map
2OronAt Oron's door, Telo's first mission, Get out, Oron, again
3SinaSina at the hall, An evening with Sina, Sina returns, How do you feel?, Sina's own feelings
4Story: After practiceAfter practice
5Story: A door in the darkA door in the dark
6Oron (practice duel)Bestiary · practice duel
— 9 —

Fountain Squarefountain_square

S12N5 m
Fountain Square
On the mapNotes
1To The Perfect Citysee map
2Story: At the fountainAt the fountain
— 10 —

Chapter Two

Across the Sea

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.

Walkthrough

  1. The ferryTalk to Ferryman · City Coast, map 3 · With Telo, Ferryman

    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?”
  2. A narrow bunkOn the spotWalk onto the spot · The Night Ferry, map 3

    Below deck, walk to your bunk. Telo falls asleep before the coast lights fade.

  3. MorningOn the spotWalk onto the spot · The Night Ferry, map 4

    Walk out into the corridor. The engine has gone quiet.

  4. Land aheadOn the spotWalk onto the spot · The Night Ferry, map 5

    Go up on deck and look out at the green coast. The door ashore opens.

  5. PiraTalk to Pira · Forest Coast, map 3 · With Telo, Pira

    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?”
  6. Into the forestTalk to Pira · Forest Coast, map 3 · With Telo, Pira

    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.”
— 11 —

City Fieldscity_field

S3312N50 m
City Fields
On the mapNotes
1To The Perfect Citysee map
2To City Coastsee map
3Wandering beast ×2Bestiary
— 12 —

City Coastcity_coast

S213N10 m
City Coast
On the mapNotes
1To The Night FerryOpens after The ferry · Fare: 30 coins · see map
2To City Fieldssee map
3FerrymanThe ferry
— 13 —

The Night Ferryship

S21543N5 m
The Night Ferry
On the mapNotes
1To Forest CoastOpens after Land ahead · see map
2To City Coastsee map
3Story: A narrow bunkA narrow bunk
4Story: MorningMorning
5Story: Land aheadLand ahead
— 14 —

Forest Coastforest_coast

S312N10 m
Forest Coast
On the mapNotes
1To City CoastFare: 20 coins · see map
2To Coast Forest Pathsee map
3PiraPira, Into the forest
— 15 —

Chapter Three

The Nature Area

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.

Walkthrough

  1. The lakeOn the spotOptionalWalk onto the spot · Coast Forest Path, map 3 · With Pira, Telo

    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.”
  2. WaterTalk to Water · Water's Village, map 4 · With Telo, Water

    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.”
  3. Something lostTalk to Water · Water's Village, map 4 · With Water, Telo

    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.”
  4. Water's hutOn the spotOptionalWalk onto the spot · Water's Village, map 5

    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.

  5. BogTalk to Bog · Forest Village, map 3 · With Bog, Telo

    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.”
  6. The friendly ghostTalk to Water · Water's Village, map 4 · With Water, Telo, Voice

    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.”
— 16 —

Coast Forest Pathcoast_forest_path

S12344444N10 m
Coast Forest Path
On the mapNotes
1To Forest Coastsee map
2To The Ruined Settlementsee map
3Story: The lakeThe lake
4Wandering beast ×5Bestiary
— 17 —

The Ruined Settlementdestroyed_village

S5551324N10 m
The Ruined Settlement
On the mapNotes
1To Water's Villagesee map
2To Haunted Pathsee map
3To Coast Forest Pathsee map
4Story: The fluteThe flute
5Wandering beast ×3Bestiary
— 18 —

Water's Villagenature_village

S4661325N10 m
Water's Village
On the mapNotes
1To Deep Forest Pathsee map
2To Haunted Pathsee map
3To The Ruined Settlementsee map
4WaterWater, Something lost, The friendly ghost, Her reward: taken, Her reward: refused, Farewell (after taking it), Farewell (after refusing)
5Story: Water's hut, The hut againWater's hut, The hut again
6Wandering beast ×2Bestiary
— 19 —

Haunted Pathhaunted_path

S4444132N10 m
Haunted Path
On the mapNotes
1To Water's Villagesee map
2To The Haunted Forestsee map
3To The Ruined Settlementsee map
4Wandering beast ×4Bestiary
— 20 —

Chapter Four

Dungeon: The Haunted Forest

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.

Walkthrough

  1. The voice insideOn the spotWalk onto the spot · The Haunted Forest, map 2 · With Voice, Telo

    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.”
  2. The spirit callOn the spotHappens on its own · With Voice, Telo

    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.”
  3. The voice is goneOn the spotHappens on its own · With Telo

    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!”
  4. The first amuletWin the fight · The Haunted Forest, map 14 · With Telo

    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.”
  5. Outside the wallOn the spotWalk onto the spot · The Haunted Forest, map 3 · With Telo, Water

    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—”
— 21 —

Chapter Four

The Spirit Call

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.

Reach 12 mPossession 6 sWakes sleepers within 15 mLimp enemy 2.5 s
NodeWhat the ghost does there
Vine bulbHolds its vine grate open while the ghost is inside.
Glow capsuleLights up and stays lit, even after the ghost leaves.
CreeperDrags its seed pod one step toward its pressure root.
Climbing vineGrows into a walkway that lasts only while the ghost is inside.
Blossom valveForces the heart's armor open (boss only).
— 22 —

The Haunted Foresthaunted_forest

R1 · Entrance MawR2 · Vein CrossingR3 · Organ ChamberR4 · Spirit SpringR5 · Root ShaftR5 · Root ShaftR6 · Thorn MazeR6 · Thorn MazeR7 · Root HallR8 · Heart Chamber131211S13210978654151518181615151516181615181714N10 m
The Haunted Forest
On the mapNotes
1To Haunted Pathsee map
2Story: The voice insideThe voice inside
3Story: Outside the wallOutside the wall
4Amulet of NatureItems
5Heart ContainerItems
6Piece of HeartItems
7Spirit CallItems
8Small KeyItems
9Small KeyItems
10Spirit MapItems
11Heart Seal doorUse the Heart Seal
12Small-key lockUse a small key
13Small-key lockUse a small key
14The Forest HeartBestiary
15Thornvine ×6Bestiary · 4 asleep
16Slimegland ×3Bestiary · 3 asleep
17Tree WardenBestiary
18Sporesac ×4Bestiary · 4 asleep
— 23 —

Plan of the rooms

R1Entrance MawR2Vein CrossingR3Organ ChamberR4Spirit SpringR5Root ShaftR6Thorn MazeR7Root HallR8Heart ChamberN
R1–R8 as the Spirit Map shows them. Red bars are locks, teal bars are gates the spirit call opens. The short gaps that end in the outer wall are decoys.
— 24 —

Room by room

Through the Haunted Forest

R1 · Entrance Maw

Enemies Thornvine

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.

R2 · Vein Crossing

Items Spirit MapEnemies ThornvineSpirit nodes Vine bulb

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.

R3 · Organ Chamber

Items Small KeyEnemies Sporesac ×2, Slimegland, Thornvine

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.

R4 · Spirit Spring

Items Spirit CallEnemies ThornvineSpirit nodes Glow capsule, Vine bulb

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.

R5 · Root Shaft

Enemies Thornvine, SlimeglandSpirit nodes Climbing vine

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.

— 25 —

R5 · Upper Ledge

Items Small Key

The second small key waits on the ledge. The corridor beyond leads into the maze.

R6 · Thorn Maze

Enemies Sporesac ×2, Slimegland, ThornvineSpirit nodes Creeper ×3, Glow capsule ×3, Vine bulb

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.

R6 · Hidden Hollow

Items Piece of Heart

A little hollow of flowers around a glowing bulb, and the first Piece of Heart.

R7 · Root Hall

Enemies Tree WardenSpirit nodes Climbing vine

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.

R8 · Heart Chamber

Items Heart Container, Amulet of NatureEnemies The Forest HeartSpirit nodes Blossom valve ×4, Glow capsule ×3

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.

Locks and keys

DoorWhereKey
Small-key lockR2 · Vein Crossing → R5 · Root ShaftSmall key from R3 · Organ Chamber
Small-key lockR6 · Thorn Maze → R7 · Root HallSmall key from R5 · Upper Ledge
Heart Seal doorR7 · Root Hall → R8 · Heart ChamberHeart Seal from the Tree Warden
— 26 —

Chapter Five

Rewards and Farewells

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.

Walkthrough

  1. Her reward: takenChoiceTalk to Water · Water's Village, map 4 · With Water, Telo

    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.”
  2. Her reward: refusedChoiceTalk to Water · Water's Village, map 4 · With Water, Telo

    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.”
  3. The hut againOn the spotOptionalWalk onto the spot · Water's Village, map 5

    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.

  4. Farewell (after taking it)One road of twoTalk to Water · Water's Village, map 4 · With Water, Telo

    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?”
  5. Farewell (after refusing)One road of twoTalk to Water · Water's Village, map 4 · With Water, Telo

    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?”
  6. The fluteOn the spotOptionalWalk onto the spot · The Ruined Settlement, map 4 · With Telo

    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.”
  7. The princessTalk to The princess · The Throne Room, map 2 · With Telo, Princess

    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.”
  8. Bog aloneTalk to Bog · Forest Village, map 3 · With Bog, Telo

    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...”
— 27 —

Deep Forest Pathdeep_forest_path

S12N10 m
Deep Forest Path
On the mapNotes
1To Water's Villagesee map
2To Forest Villagesee map
— 28 —

Forest Villageforest_village

S3421N10 m
Forest Village
On the mapNotes
1To Deep Forest Pathsee map
2To The Great Bridgesee map
3BogBog, Bog alone
4Wandering beastBestiary
— 29 —

The Great Bridgebridge

S312N10 m
The Great Bridge
On the mapNotes
1To Forest Villagesee map
2To Castle Fieldssee map
3Wandering beastBestiary
— 30 —

Castle Fieldscastle_fields

S12N10 m
Castle Fields
On the mapNotes
1To The Great Bridgesee map
2To Castle Townsee map
— 31 —

Castle Towncastle_town

S321N10 m
Castle Town
On the mapNotes
1To Castle Hallsee map
2To Castle Fieldssee map
3Castle guardSmall talk only
— 32 —

Castle Hallcastle_hall

S312N5 m
Castle Hall
On the mapNotes
1To The Throne Roomsee map
2To The Guest Roomsee map
3To Castle Townsee map
— 33 —

The Throne Roomthrone_room

S12N5 m
The Throne Room
On the mapNotes
1To Castle Hallsee map
2The princessThe princess
— 34 —

The Guest Roomguest_room

S1N5 m
The Guest Room
On the mapNotes
1To Castle Hallsee map
— 35 —

Chapter Six

Return to the City

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.

Walkthrough

  1. The first trainOn the spotPlays when you enter Forest Coast · Forest Coast · With Nerd, Telo, Bog

    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.”
  2. Oron, againTalk to Oron · Oron's Hall, map 2 · With Oron, Telo

    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.”
  3. The meeting belowOn the spotWalk onto the spot · Beneath the City, map 5 · With The man, Telo, Some guy, Another guy

    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?”
  4. VaroTalk to Varo · Beneath the City, map 3 · With Varo, Telo

    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.”
  5. Two amuletsTalk to Varo · Beneath the City, map 3 · With Telo, Varo

    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?”
  6. Sina returnsGreets you when you come close · Oron's Hall, map 3 · With Varo, Telo, Sina

    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.”
  7. Too fastTalk to Varo · Beneath the City, map 3 · With Telo, Varo

    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?”
  8. Through the windowOn the spotWalk onto the spot · Beneath the City, map 4

    Look through the window below. Varo hands a smiling girl over to an older man and walks away.

  9. What Varo doesTalk to Varo · Beneath the City, map 3 · With Telo, Varo

    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?”
  10. How do you feel?Greets you when you come close · Oron's Hall, map 3 · With Telo, Sina

    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.”
  11. An easy battleWin the fight · Beneath the City, map 7 · With Varo, Telo

    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?”
  12. Everyone's thoughtsOn the spotOptionalWalk onto the spot · Beneath the City, map 6 · With Voice, Telo

    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 —”
  13. EnaTalk to Ena · Beneath the City, map 2 · With Ena, Telo

    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?”
  14. Sina's own feelingsGreets you when you come close · Oron's Hall, map 3 · With Sina, Telo

    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.”
— 36 —

Beneath the Citysewers

S1546777732N5 m
Beneath the City
On the mapNotes
1To The Perfect Citysee map
2EnaEna
3VaroVaro, Two amulets, Too fast, What Varo does
4Story: Through the windowThrough the window
5Story: The meeting belowThe meeting below
6Story: Everyone's thoughtsEveryone's thoughts
7Varo's people ×4Bestiary
— 37 —

Epilogue

What Comes Next

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.

— 38 —

Know your foes

Bestiary

Wandering beastFound in the fields and forests outside the dungeon, alone or in small packs.
Health 3Hits for ♥ 1Reach 10 m

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.

Found in: The Great Bridge, City Fields, Coast Forest Path, The Ruined Settlement, Forest Village, Haunted Path, Water's Village

Oron (practice duel)Oron's hall, once.
Health 3Hits for 0 0Reach Duel only

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.

Found in: Oron's Hall

Varo's peopleThe hall beneath the city, all four at once.
Health 3Hits for ♥ 1Reach 10 m

Behavior. Ordinary fighters who close in together.

Weak spot. Lock on and keep moving; knock one flat and finish it before the next arrives.

Found in: Beneath the City

— 39 —
ThornvineEverywhere in the haunted forest, rooted in the floor.
Health 2Hits for ♥ 1Reach 2 m

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.

Found in: The Haunted Forest

SporesacThe Organ Chamber and the Thorn Maze; two more grow in during the boss fight.
Health 2Hits for ½ 0.5 per second in the cloudReach 4 m

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.

Found in: The Haunted Forest

SlimeglandThe Organ Chamber, the Root Shaft and the Thorn Maze.
Health 3Hits for ♥ 1Reach 14 m

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.

Found in: The Haunted Forest

— 40 —

Boss strategy

The Guardians of the Forest

Tree WardenGuardian of the Root Hall · R7 · Root Hall
Branches 3Hits per branch 3Sweep 2 heartsRest 2 s

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.

The Forest HeartThe heart of the haunted forest · R8 · Heart Chamber
Health 24Phase two at 16Phase three at 8Blossom open 4 s

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.

— 41 —

Appendix

Items and Amulets

Telo travels light. Everything he carries comes from the story or from the haunted forest.

SwordGiven by Oron with his mission. Without it Telo cannot attack.
Oron's permissionA signed letter that lets Telo through the city gate.
Spirit CallThe 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 MapShows every room of the haunted forest in the pause menu's Dungeon tab.
Small KeyOpens one small lock in the haunted forest and is used up. There are two.
Heart SealThe big key of the haunted forest. Dropped by the Tree Warden.
Piece of HeartFour make a new heart.
Heart ContainerOne more heart, at once.
CoinsPay the ferry and the train.

Where the treasures lie

ItemFound in
Spirit MapR2 · Vein Crossing
Small KeyR3 · Organ Chamber, R5 · Upper Ledge
Spirit CallR4 · Spirit Spring
Piece of HeartR6 · Hidden Hollow
Heart ContainerR8 · Heart Chamber
Amulet of NatureR8 · Heart Chamber

The amulets

Amulet of Nature

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.

Taken in The first amulet

Amulet of the City

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.

Taken in An easy battle

The Third Amulet

The princess says there are only three, and that each wants to meet the others. Its story has not been written yet.

— 42 —

Appendix

Characters

Telo

The hero, a young swordsman

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.

Sina

Telo's friend, Oron's niece

Warm and quick, and quieter at home than anywhere else. Twice in the story someone else decides what she feels.

Met in: Oron's Hall

Scenes: Sina at the hall, An evening with Sina, At the fountain, Walking her home, At Oron's door, Sina returns, How do you feel?, Sina's own feelings

Oron

Telo's sword master

A respected teacher who abuses Telo and Sina. He sends Telo away with a sword and a mission and wants him gone for good.

Met in: Oron's Hall

Scenes: Practice with Oron, After practice, At Oron's door, Telo's first mission, Get out, Oron, again

Pira

An explorer

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.

Met in: Forest Coast

Scenes: Pira, Into the forest, The lake

Water

Waterlily, of the nature tribe

Shy, blue-haired, and able to hear the ghosts. The plants destroyed her home. She trusts Telo more than he deserves.

Met in: Water's Village

Scenes: Water, Something lost, The friendly ghost, Outside the wall, Her reward: taken, Her reward: refused, Farewell (after taking it), Farewell (after refusing)

Bog

A young man of the forest village

Strong, quiet and loyal. He shows Telo the way to the haunted forest and later follows him to the city.

Met in: Forest Village

Scenes: Bog, Bog alone, The first train

The princess

The castle's ruler

She is collecting the amulets and pays well for them. She knows more than she says.

Met in: The Throne Room

Scenes: The princess

Varo

The leader below the city

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.

Met in: Beneath the City

Scenes: Varo, Two amulets, Sina returns, Too fast, What Varo does, An easy battle

— 43 —

Ena

One of Varo's people

She never agreed with his methods, and takes over when he falls.

Met in: Beneath the City

Scenes: Ena

Gate guard

City gate

Lets nobody out without Oron's signature.

Met in: The Perfect City

Scenes: The city gate

Ferryman

City coast

Takes Telo across the sea for a fare.

Met in: City Coast

Scenes: The ferry

Castle guard

Castle Town

Welcomes visitors and points them to the castle.

Met in: Castle Town

— 44 —

Appendix

The Story at a Glance

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.

A crowd of strangersSina at the hallPractice with OronAfter practiceAn evening with SinaAt the fountainWalking her homeA door in the darkAt Oron's doorTelo's first missionGet outLeaving the houses behindThe city gateThe ferryA narrow bunkMorningLand aheadPiraInto the forestThe lakeWaterSomething lostWater's hutBogThe friendly ghostThe voice insideThe spirit callThe voice is goneThe first amuletOutside the wallHer reward: takenHer reward: refusedFarewell (after taking it)Farewell (after refusing)The hut againThe fluteThe princessBog aloneThe first trainOron, againThe meeting belowVaroTwo amuletsSina returnsToo fastThrough the windowWhat Varo doesHow do you feel?An easy battleEveryone's thoughtsEnaSina's own feelings
— 45 —

Appendix

Index

A
A crowd of strangers →
A door in the dark →
A narrow bunk →
After practice →
Amulet of Nature 1, 2
Amulet of the City →
An easy battle →
An evening with Sina →
At Oron's door →
At the fountain →
B
Beneath the City →
Bog 1, 2, 3
Bog alone →
C
Castle Fields →
Castle guard 1, 2
Castle Hall →
Castle Town →
City Coast →
City Fields →
The city gate →
Coast Forest Path →
Coins →
Controls →
D
Deep Forest Path →
Dodge and lock-on →
E
Ena 1, 2, 3
R1 · Entrance Maw →
Everyone's thoughts →
F
Farewell (after refusing) →
Farewell (after taking it) →
The ferry →
Ferryman 1, 2
finishing blow →
The first amulet →
The first train →
The flute →
Forest Coast →
The Forest Heart →
Forest Village →
Fountain Square →
The friendly ghost →
G
Gate guard 1, 2
Get out →
The Great Bridge →
The Guest Room →
H
The Haunted Forest →
Haunted Path →
R8 · Heart Chamber →
Heart Container →
Hearts →
Her reward: refused →
Her reward: taken →
R6 · Hidden Hollow →
How do you feel? →
The hut again →
I
Into the forest →
L
The lake →
Land ahead →
Leaving the houses behind →
M
The meeting below →
Morning →
N
The Night Ferry →
O
R3 · Organ Chamber →
Oron 1, 2
Oron (practice duel) →
Oron's Hall →
Oron, again →
Outside the wall →
P
The Perfect City →
Piece of Heart →
Pira 1, 2, 3
Practice with Oron →
The princess 1, 2, 3
R
R7 · Root Hall →
R5 · Root Shaft →
The Ruined Settlement →
S
Saving →
Sina 1, 2
Sina at the hall →
Sina returns →
Sina's own feelings →
Slimegland →
Small Key →
Something lost →
The spirit call →
Spirit Call 1, 2
Spirit Map →
R4 · Spirit Spring →
Sporesac →
sword →
T
Telo →
Telo's Apartment →
Telo's first mission →
The Third Amulet →
R6 · Thorn Maze →
Thornvine →
The Throne Room →
Through the window →
Too fast →
Tree Warden →
Two amulets →
U
R5 · Upper Ledge →
V
Varo 1, 2, 3
Varo's people →
R2 · Vein Crossing →
The voice inside →
The voice is gone →
W
Walking her home →
Wandering beast →
Water 1, 2, 3
Water's hut →
Water's Village →
What Varo does →
World map →
— 46 —