A clean 100% run should not try to combine every condition on the first visit. Collect Flowers and Petals while learning each room, then use Stage Select for the three pacifist clears and three timed clears. Those jobs pull in opposite directions: a collectible detour ruins a speed attempt, while killing an enemy to protect the prince ruins a pacifist attempt.

Research for this route was frozen on July 20, 2026. Its version boundary is the Steam PC release, AppID 3901910, the current 24-achievement list, and readable 2026 chapter guides. The original English console release arrived in 2019, so older completion references are used only where the current Steam achievement text and newer route evidence still agree. The PC store also offers a stage-skip option; if you use it to keep the story moving, return through Stage Select for the collectibles and special clear conditions.
| Area | Main puzzle language | Tracked Flowers | Replay job |
|---|---|---|---|
| Forest of No Entry | Seesaws, fragile floors, short-distance commands | Hanging Moss Curtain | Dappled pacifist; Hanging Moss speed |
| Mushroom Nursery | Counterweights, shooting flowers, carried stones | Ivory Thread Bridge; Grave of Memories | Creamy Cotton pacifist |
| Witch’s Garden | Portals, lanterns, four numeric locks | Hollow Tree Hill | No special clear |
| Azure Abyss | Dark routes, portable light, throwing monsters | Tears of the Starry Sky; Fish Bone Tunnel | Tears pacifist; Blue Ocean speed; Full Moon |
| Forest of Sin | Solo wolf route, moving lifts, Witch spikes | The Flower’s Lament; Crimson-Ebony Dance | Flower’s Lament speed |
Use one save, but separate three kinds of work
The route contains twenty normal stages, each with five Petals. That makes the collectible total easy to audit: 100 Petals, five per Stage Select tile. Eight specific stages also contain a tracked Flower. Picking a Flower up is not enough; carry it back and give it to the prince before it counts. Because carrying one prevents transformation, clear the return path before touching the flower bed.
- Story pass: solve every room, take visible side paths, give every found Flower to the prince, and let ordinary combat build the enemy and hand-holding counters.
- Stage Select pass: inspect each tile rather than guessing which chapter is incomplete. Repair missing Petals or Flowers one stage at a time.
- Condition pass: replay only Dappled Sunlight Trail, Creamy Cotton Road, Tears of the Starry Sky, Hanging Moss Curtain, The Blue Ocean of Yore, and The Flower’s Lament for their special clears.
Nothing in the completion route is permanently missable. If a carried stone lands badly, a lift leaves the prince behind, or a portal sequence separates the pair, use the checkpoint restart instead of forcing the room from a broken state.
Make the room safe before asking the prince to move

The prince is both the escort target and a puzzle piece. Park him on a wide, enemy-free ledge, scout the next screen as the wolf, and return when the route state is known. The wolf can fight, make long jumps, break fragile flooring, and drive movable blocks with attacks. The princess can hold the prince’s hand, fit through narrow gaps, work levers, carry a Flower, and coordinate pressure plates.
When a puzzle appears stuck, check its state rather than repeating the same jump:
- If a lift will not move, look for a second body or carried object that must remain on a plate.
- If a shooting flower misses, watch its swing through a full cycle and strike only when the seed line crosses the target, mushroom, or stone.
- If the prince cannot cross a fragile floor, send him alone to the marked stopping point, then cross separately in the correct form.
- If a mushroom jump falls short, begin moving before the bounce. The launch preserves approach momentum better than a late mid-air correction.
- If the return from a Flower becomes impossible, confirm that the prince is no longer holding a lift or gate in the wrong position before collecting it.
Forest of No Entry: teach the prince where to wait
Dappled Sunlight Trail
Use the first stage to establish the safe pattern: leave the prince, climb in wolf form, collect the high Petals, clear the enemies, and come back for him. The first two Petals sit on the left branch after an early drop; the remaining three share the upper route at a later fork. Do not worry about the pacifist condition here. A second, empty-handed run is faster and safer.
Radiant Floral Colony
At each seesaw, place the prince near the useful end before adding the wolf’s weight. Clear the far side before pulling him onto a tilting log. The key route branches away from the locked gate: move the prince to the far end of the seesaw, use the raised side to reach the upper box and ledges, then return with the key. All five Petals are clustered in the guarded pocket after the chest, so provoke the boar from the tunnel, transform where there is room, and clear it before entering with the prince.
Sleeping Turtle’s Nest
Turtle shells are moving platforms, not enemies to remove. Land with the prince only when the turtle is traveling toward the next ledge. The inactive lift has its switch above and to the left, reachable as the wolf. Petal cleanup follows the lift: one lies left of the first elevator, another is left of the upper switch area, two are reached by dropping left from there, and the fifth sits on the route after the two-turtle crossing.
Hanging Moss Curtain
This stage introduces independent prince movement across fragile flooring. Set the command marker beyond the breakable section; stopping him on it defeats the point. Later, put him on the lower plate and take the upper plate yourself to lower the blocking lift. Before breaking the wide floor near the monster den, climb above it for the last Petals.
The Flower is reached from the upper side of the second elevator. Leave the prince secure, jump left to the flower ledge, remove the enemy first, and wait for the elevator to return before picking the Flower. Once it is in the princess’s hands, the wolf route is unavailable until the prince receives it.
Mushroom Nursery: move weight through the puzzle
Creamy Cotton Road
Fungus slows the pair while enemies keep their normal attack timing. Scout nests as the wolf, but use the mushroom route over a long spawning patch instead of trying to empty an infinite lane. At the counterweighted vine platforms, place the prince on one, use the raised partner to reach the lever, and later drive the stone onto the platform that needs permanent weight. The special no-kill clear belongs in a replay, when the upper mushroom bypass is already familiar.
Ivory Thread Bridge
Every shooting-flower room is an angle problem. One seed drops rocks onto a plate; another pair of shots raises the elevator under the prince. Near the tracked Flower, have the prince raise the shooting flower, strike when it points left, and send the seed onto the mushroom so it bounces to the hidden plate. That plate opens the earlier flower gate. Take the prince off his plate before walking back for the Flower, or the lift state will prevent the princess from returning to him.
Moss Whale’s Carcass
Do not smash the opening crate stack. Push the three loose crates into the existing group to build a climbable mass. The three-plate lift needs three different weights: knock the upper stone onto one plate, park the prince on another, and use the princess on the last. Farther on, fire a seed through the narrow opening to press the concealed switch. For the lift that rises only while a plate is held, start the prince walking toward the lift before stepping away, then take the wolf-only side path to meet him above.
Grave of Memories
The first carried stone has two jobs. Instead of spending it immediately on the obvious left route, let the prince carry it across the mushrooms to the right. Drop it into the narrow slot between platforms; it slides onto an unseen plate and opens the Flower gate. Give the Flower to the prince, take the replacement stone from that pocket, and return it to the progression plate.
The last lift pair is another state puzzle. Put both characters on the first plate to lower the second lift, send the prince onto the second plate, then remove the princess from the first. Jump to the prince as the wolf, have him hold the stone, and knock that stone back onto the first plate. If the final gate stays shut, one of those three weights is not on its intended switch.
Witch’s Garden: write down the locks before entering portals
The numeric rooms become simple once the mechanism order is separated from the story text.
| Stage | Lock | Setting |
|---|---|---|
| Little Peering Game | Three-digit stone | 2 – 6 – 3 |
| Dire Dragon Caravan | Two bird-wing dials | Left dial 8; right dial 4 |
| Dire Dragon Caravan | Red, yellow, and blue count | 5 – 9 – 3 from left to right |
| Hollow Tree Hill | Four-story Flower lock | 5 – 9 – 1 – 5 |
Little Peering Game
Cloudlike enemies become temporary ledges while watched. Face them long enough to set their platform state, then jump; turning away too early removes the landing. Use wolf height to reach the lift lever, enter 2-6-3, and continue through the opened path.
Dire Dragon Caravan
Keep a rough count of the colored background lanterns while moving between portals, but use the verified settings above if the visual count has become unclear. For the monster room, carry a lit lantern into the portal, park the prince where the light protects him, and clear the attackers as the wolf before proceeding to the 5-9-3 lock.
Hollow Tree Hill
The right-hand portal is the story shortcut; the breakable floor leads to the Flower puzzle. Visit both left and right branches, keeping the lantern with the prince whenever a three-plate room or fire is involved. Each branch reveals one of the four hints. Return to the central mechanism, enter 5-9-1-5, and take the new portal to the flower field.
The Obsidian Swamp
The collapsing floor and long wolf jump unlock remote commands. After lighting the lantern, use it as a movable weight on the first plate. In the lower portal network, retrieve the lantern from the right-side branch, light it through the left-side branch, then return it to the central room. Hold the plate as the princess while directing the prince to ignite the large fire points on both sides. When the middle portal appears, break through the final floors only after clearing what waits below.
Azure Abyss: treat light as a carried key

Tears of the Starry Sky
The first dark detour is also a Flower route. Carry the lantern back to a live flame, ignite it, and return to the unlit point. At the later mushroom split, leave the prince by the light, jump up and left as the wolf, follow the faint terrain through the dark, and switch to the princess at the narrow opening. The drop lands on mushrooms beside the Flower. Clear the stage normally now; save the no-kill route for Stage Select.
The Blue Ocean of Yore
Throwing monsters replace some normal jumps. Approach in princess form when you need a throw, let the creature face the destination, and do not bring the prince into the landing zone until enemies there are controlled. In the multi-lift room, leave him on the lower route, climb to the plates, and time his leftward command with the elevator position so the two characters reunite rather than pass on different levels.
Slumber of Memories
Have the prince carry the first stone left and drop it into the small slot beside the jammed lift. Later, falling stones must travel through a chain of throwing monsters. Strike a falling block as the wolf so the first thrower catches it; if it misses that hand, reset the timing rather than chasing it on the floor. The chain ends by placing the block on a plate and dropping the slab that bridges the prince’s gap.
Fish Bone Tunnel
The tracked Flower is above and left of the first torch. Reach the hidden ledge as the wolf, change back to the princess in the darkness, collect it, and drop carefully to the torch. Later, keep the lantern with the prince, light the dark route near the moonlit pickup, and put the lantern on the gate plate.
The final lantern puzzle uses two adjustable platforms as a seed-catching path: work the upper plates until a thrown lantern bounces across, have the prince retrieve it, and relight the extinguished fire. Do not leave for the exit as soon as the last required light is burning; the Full Moon detour begins by turning around and revisiting the elevator.
Forest of Sin: rescue first, then turn the Witch’s attack into a tool
Falling Ash Forest and Popping Fire Basket
Falling Ash Forest begins without the prince, so stay in wolf form for the mushroom route and enemy lanes. Face the cloud creatures to solidify them, then balance the linked vine platforms so the final high platform drops into reach. In Popping Fire Basket, a throwing monster becomes the route upward: approach while it faces left, use princess form for the grab, and return to the wolf once the throw is complete. Carry the stone across the seesaw to hold the plate that powers the exit lift.
The Flower’s Lament
After freeing the prince from the burned trees, use him on the two ground plates while the princess controls the shooting flower. Move him from the left plate to the right immediately after the projectile launches; the change alters which gate is open when the seed arrives. At the stacked crates, break one layer at a time so both characters descend together. The Flower is through the left opening after the stack is gone.
The later pachinko room combines the seed with a direction-changing bar. Do not spam attacks: launch once, watch where the ball loses its line, then change the bar with the prince’s plate command for the next attempt. At the final gap, use the swinging logs as the wolf to activate the horizontal lift, then bring the prince across.
Crimson-Ebony Dance
The moving platform repeatedly passes structures that the wolf cannot fit through. Transform before the obstacle reaches the character, then return to wolf form for enemies. At the wind room, place the prince on the locked lift and keep commanding him forward so the air does not push him out of position while the princess reaches the switch above.
Break the collapsing floor to enter the throwing-monster pit. Stay in wolf form while the monsters send the prince to the far ledge; the final tracked Flower lies on this lower route. The second moving platform adds an overhead obstruction, so jump onto it from one side and drop back onto the lift after it passes underneath.
Fairy Tale Afterglow: three Witch trials
- First trial: the ground flashes before spikes appear. Destroy ordinary spike barriers as the wolf, put the prince on the lower horizontal lift, and use the upper plate to open his route. After the enemy room, step on the next plate before his lift arrives, then trigger the vertical lift as he passes beneath it. Rejoin him, stand on the attack lift as the wolf, and have him press the plate that raises you to the Witch.
- Second trial: a colored warning follows the princess before each spike. Lure that marker under the boars and move when it reaches its final warning color. After breaking the floor and clearing survivors, give the small stone to the prince. Put the stone on the left plate, position the prince just short of the right plate, stand on the lift, and command him forward to raise the wolf into attack range.
- Third trial: the prince starts on a separate platform and becomes the spike target. Move him out of each marked point as the warning intensifies. His plate opens the princess’s route; her shooting flower clears his enemy lane. Guide him through the two moving lifts to the right-side switch, then use the portals. When transformation is disabled, adjust the lever lift carefully rather than raising the prince beyond the safe landing. Finally, bait the Witch’s spikes into breaking the wooden barriers, bring both characters through their portals, and leave the last warning directly below the Witch before stepping away.
Give all eight Flowers before chasing individual Petals
| Stage | Decisive route cue | Common failure |
|---|---|---|
| Hanging Moss Curtain | Jump left from the upper side of the second elevator | Collecting before the return lift is ready |
| Ivory Thread Bridge | Bounce a shooting-flower seed left onto the hidden plate | Leaving the prince on the lift plate |
| Grave of Memories | Drop the carried stone down the narrow right-hand slot | Spending the first stone on the obvious route |
| Hollow Tree Hill | Break the floor and enter 5-9-1-5 | Taking the right-side story shortcut |
| Tears of the Starry Sky | Jump up-left from the lit mushroom area, then use the narrow crevice | Bringing the prince into the dark detour |
| Fish Bone Tunnel | Climb up-left from the first torch and interact in princess form | Passing the hidden ledge because the bed is hard to see |
| The Flower’s Lament | Walk left after breaking the stacked crates | Following the prince immediately to the right |
| Crimson-Ebony Dance | Take the lower throwing-monster route after breaking the floor | Assuming the moving lift is the only route |
After each pickup, the proof is the handoff to the prince and the filled Flower mark in Stage Select. If the bed is empty on a replay but the tile still looks incomplete, load the stage once more and verify the handoff state rather than searching a different chapter.
Audit five Petals on every Stage Select tile
Most Petals are visible on the normal route. The table below points to the detours most likely to leave a stage at four of five.
| Stage | High-risk Petal cue |
|---|---|
| Dappled Sunlight Trail | Take the left branch after the first drop for two, then the upper side of the later split for three. |
| Radiant Floral Colony | All five share the guarded pocket after the chest; step far enough into the tunnel to trigger its defender. |
| Sleeping Turtle’s Nest | Search left of the first lift, around the upper switch, below that ledge, and after the two-turtle crossing. |
| Hanging Moss Curtain | Use the seesaw for one, take the upper-left path at the four-way split, and climb above the wide breakable floor for the last pair. |
| Creamy Cotton Road | Check beyond the breakable floor, the left route after the mushroom fall, the nest lane, and the high mushroom exit. |
| Ivory Thread Bridge | Look left after the second shooting flower, below the nest platform, above the paired mushrooms, and behind the last nest enemy. |
| Moss Whale’s Carcass | Jump left from the three-plate lift, hug opposite walls during the two breakable drops, take the upper-left branch, and use the top mushroom near the final lift. |
| Grave of Memories | Raise the opening platform for two, take the right branch after the carried-stone section, then search both mobile-platform routes. |
| Little Peering Game | Use the first watched cloud, drop through the hole at the cloud pair while holding right, and take the upper side of the last split. |
| Dire Dragon Caravan | Three float over the opening cloud route; one is left after the lit-lantern portal, and one is left of the portal by the red tree enemy. |
| Hollow Tree Hill | Search both ends of the vine platforms, the lift behind the two-fire branch, and above the unlit fire in the opposite branch. |
| The Obsidian Swamp | In the portal maze, test left-then-left, right-then-right, right-then-left, and the far-right edge before the final breakable floors. |
| Tears of the Starry Sky | Jump left from the upper opening mushrooms, search above the paired bats after the second torch, and backtrack left from the lower ramp. |
| The Blue Ocean of Yore | One is above the first thrower, one is left of the second mushroom, and the other three sit around the later throwers. |
| Slumber of Memories | Hold left on the opening mushrooms, jump above the first stone before moving it, and use sound cues for the two nearly invisible dark alcoves. |
| Fish Bone Tunnel | Search left of the opening mushrooms, above the first torch beyond the Flower, over the moonlit gap, and left of the mushrooms before the last torch. |
| Falling Ash Forest | The five group around the throwers, watched cloud platforms, and counterweighted vine platforms. |
| Popping Fire Basket | Use the first wind creature to launch back left, inspect the slope and mushroom above it, then check the seesaw and the lift before the scarecrow. |
| The Flower’s Lament | One hides beneath the stacked crates; the other four are spread through the plate-controlled platform sequence. |
| Crimson-Ebony Dance | Collect one on the first moving lift, one in the thrower pit, and three during the second moving-lift sequence. |
Audio matters in the darkest rooms. A Petal pickup chime may be clearer than the item itself in Ivory Thread Bridge, Slumber of Memories, or Fish Bone Tunnel. After a doubtful pickup, reach the next stable checkpoint and inspect the Stage Select icon instead of replaying the whole area blindly.
Run the six special clears without collectible detours
| Achievement | Condition | Route decision |
|---|---|---|
| The Pacifist | Dappled Sunlight Trail, no enemy kills | Keep moving and jump over the small enemies; do not attack while scouting. |
| The Peacemaker | Creamy Cotton Road, no enemy kills | Use mushrooms above the fungus lanes and pass attackers only after their lunge commits. |
| A Way of Love | Tears of the Starry Sky, no enemy kills | Lure each bat down on its own, cross over it when the attack angle drops, and keep the prince outside the bait lane. |
| Wind Chaser | Hanging Moss Curtain under 2:30 | Ignore the Flower and Petals; place every prince command beyond the fragile floor on the first attempt. |
| Sound Chaser | The Blue Ocean of Yore under 3:00 | At the second thrower, align with its return turn so the first useful throw reaches the ledge instead of waiting through another walk cycle. |
| Light Chaser | The Flower’s Lament under 3:30 | Accept the first clean pachinko solution and board the returning horizontal lift immediately after activating it. |
Touching an enemy is not the same as killing it; the no-kill conditions fail when an enemy is defeated. Keep the attack input unused for the entire replay so an accidental wolf swipe cannot invalidate a good route. For timed stages, restart after a bad early puzzle rather than carrying a slow first minute to the exit.
Turn around for the Full Moon before leaving Fish Bone Tunnel
In Fish Bone Tunnel, carry the lantern through the late route and light every required fire through the scarecrow section. After the last one is active, do not continue to the stage exit. Backtrack to the elevator. The completed light chain lets it travel to the hidden upper stop where the prince and princess view the moon, awarding The Full Moon with You.
The remaining counters should mostly advance during the story: first transformation, first enemy, 10/50/100 enemies, first and 100th hand-hold, the goat and mole story events, and the ending. If I’m So Sorry! remains after everything else, use a stage with an enemy near a checkpoint and let the prince be defeated until the 30-count achievement appears. A princess defeat does not advance that counter. Check that all other 23 achievements are visible before troubleshooting My Truest Self.
Before starting another full playthrough, read the five-Petal and Flower icons on all twenty tiles. A single empty mark identifies the exact stage; the six condition achievements and Full Moon each point to a named stage as well. Treat Stage Select as the control panel: load the named stage, repair that one mark or condition, let the result register, and return to the achievement list.
Sources & credits
Game identity, AppID 3901910, the March 11, 2026 Steam release, stage skipping, collectible functions, current platform features, the 24-achievement list, and all three displayed images were checked against the official Steam page for The Liar Princess and the Blind Prince and its public achievement index. The five-area route, puzzle states, Flower paths, Petal audit, and cleanup conditions were reconciled among readable 2026 chapter guides and verified completion references. Older console material was retained only where the current PC records remained consistent. The images are untouched 1920×1080 Steam JPGs.