Flynt’s campaign is a relay between four field abilities. Tinder burns shields and kindling, Wolfgang grows sprouts and performs melodies, Eva changes animals and seal marks into routes, and Patches holds mechanisms while Flynt moves somewhere else. Most apparent dead ends are checks on that relay: the room is waiting for the partner, song, outfit, or power state earned in the previous objective.
This spoiler-heavy walkthrough follows the story from Flynt’s dungeon escape through the CEO fight. It concentrates on progression gates, puzzle answers, scripted defeats, route-changing abilities, and boss rules. It does not claim every Sun Gem, Ink Bottle, outfit, office decoration, sidequest, or achievement.
Before entering a storybook, use the copier, check the office PC, and visit Helga if an Ink Bottle can improve an attack you actually use. Preserve MP for field sections and SP for bosses; neither resource has one permanent best use after the Restoration and Synergy balance changes in February. The campaign gives clear saves before its major fights, so a stalled room should be diagnosed as a missing state before it is treated as a combat problem.
Prologue: carry Tinder’s fire out of the dungeon
Follow the red carpet to Mr. Moon. The loss that follows is part of the opening, and the small dragon in the cell is Tinder. Defeat her tutorial fight, line up Flynt’s Buckler with the key, unlock the cell, and save at the copier marked with an S.
The dungeon teaches the rules that remain useful for the entire story:
- Start encounters with Flynt whenever possible. An enemy that touches Flynt first receives the opening turn. A thrown Buckler can also knock a flying target down before battle.
- Match the obstacle, not the color of the attack. Tinder burns ordinary wooden shields; Flynt disarms spear users so Tinder can approach safely. Later metal shields require a different party member or a bypassing attack.
- Transfer fire with the Buckler. In the early altar room, light the northern altar with Tinder, then throw the Buckler through that flame to ignite the second altar and reveal the route.
- Research unfamiliar enemies. The tactic exposes health and defenses, and it also protects later bestiary cleanup from relying on one-time encounters.
The Three Blind Mice in the treasure room are the first formation check. Attack the exposed lower mouse, burn a wooden shield when it appears, and use the Buckler to disarm spear users. They restack after a few turns, so retarget the unshielded mouse instead of feeding attacks into the top shield. The northwest chest contains an Ink Bottle; the right chest contains the exit key.
The interview is not a fail state. The readable walkthrough reports that even hostile or joke answers still lead to employment, so choose the dialogue you want rather than reloading for an imagined correct score. Once Flynt has an employee badge and office, use the PC, complete Mother Goose’s four introductory torches if desired, and find Helga beyond the cafeteria. Her practice unlocks Synergy Attacks and rewards another Ink Bottle. Mr. Moon is then in the courtyard; Starla in the library supplies The Three Little Pigs and opens its destination on the Telepager.
The Three Little Pigs turns Wolfgang into a route key
The construction-site assignment leads to Wolfgang, regardless of whether Flynt responds sympathetically or aggressively. Once the wolf joins, use Sprout Serenade on marked plants and remember that his wind will later extinguish fire as well as move obstacles.
Happy Howl Hollow has a dependency that is easy to mistake for a missing key. The tavern mice ask Flynt to find Scratch in the windmill, but the key is not inside another building. Cross to the farm west of the bridge, speak to the farmer, then use Wolfgang on the vegetables. The crop becomes a five-enemy fight. Buckler hits do not solve the shielded carrots; Tinder’s fire does. The key appears after the battle, and Scratch is at the top of the windmill.
Read the Enchanted Forest as sound and color
Refuse Trollbert’s demand if you do not want to surrender every coin. Tinder can burn through the troll’s ordinary shielding, while area damage clears the smaller formation around him. Beyond the bridge, four gold chalices open the next route:
- Trigger the paired bomb plants in the southern area, bounce from the mushroom, and throw the Buckler into the first chalice.
- Grow the platform beside the small northern waterfall and light the second chalice with Tinder.
- Ignite the far-south bomb plant, run back north during the chain reaction, then jump and throw the Buckler into the third chalice.
- Grow the southern platform twice to reach the last chalice and light it directly.
At the spirit altar, color maps to direction: red is up, yellow is down, and blue is right. Play the shown sequence, then choose the tunnel where the music becomes louder. The forest loops back on itself, so a tunnel that returns to the same altar is feedback, not progress. The final southern route reaches the Enchanted Groove. Light the cooking fire to enter, save, copy the spirit sequence again, and collect Blustery Ballad.
Return to the construction site through the Telepager. Blustery Ballad removes the blocked entrance and extinguishes fire curtains. Inside, alternate Tinder’s ignition with Wolfgang’s wind: light explosive barrels to break stone, but blow them out when Flynt needs to ride or reposition them before the explosion. When the pigs retreat into a small house, save and refill, then use Blustery Ballad on the house. Collect the elevator key, take the nearby Ink Bottle, and activate the shortcut to Happy Howl Hollow before returning to the elevator.
The Brick House Mech acts like three enemies
The mech has three pilots and therefore pressures the party with three different attack rhythms. The cutter is the simplest guard, the drill throws three separate rocks, and the robot wave requires several guards rather than one. Spend MP and SP to shorten this phase instead of treating the mech as a long basic-attack target.
After the shell breaks, the three pigs become separate targets. The purple-shirted pig’s falling container is the most dangerous single hit in the readable route, so remove that target first or keep enough health to survive its turn. Wide attacks are valuable only while they still leave enough resources to finish the last pig. Return through the Telepager and report to Mr. Moon after the victory.
The Forbidden Library decides when Innsbeak can begin
Mr. Moon waits on the library’s second floor. He asks Flynt to steal Eva’s key to the forbidden section. Find Eva north of reception, speak to her, and burn the plants she mentions. When she leaves the desk, take the key.

Inside, push the first cube onto its plate. In the arrow-block room, put the vertical block in front of the bookshelf, move the horizontal block toward the center, move the vertical block onto its plate, then send the horizontal block left. That creates an upper route across the shelves. Light the central chalice to open the right door and receive the Reinforced Buckler.
For the next block, leave enough space to climb the bookshelf, trigger the lever from the second shelf, then move the block north. Break the vase that hides a spring, climb to the upper door, and pull the shortcut lever. The book chest lies beyond the moving platforms and stone stairs. Save before opening it; two strong library enemies attack immediately afterward. Once The Shadow Over Innsbeak is secured, use its Telepager entry.
Innsbeak changes the objective after a fight you cannot win
Take room six at the hotel. During the night event, go downstairs through the secret entrance and use Tinder to light the dark passages. From the first lit route, travel north, west, and then south. Ignite the center of the floor drawing to start the cultist fight. The cultists drop the key to room three.
Room three contains Sherlock’s journal. Exit through its window and equip the Detective Coat and Hat; the outfit reveals his footprints. Follow them across the timed stone platforms. When the trail disappears beside two stone altars, light both, stand on the right pillar, use Wolfgang to extinguish the fire, and jump to the other pillar as it rises. The trail resumes toward Quail Manor.
Quail Manor hides evidence behind its garden
Duxter asks for worms and berries. In the garden, activate the northeast faucet switch to expose the worms. The berry gate uses the four-by-four pattern reflected in the pool. Place the movable chimneys at these positions, counted from the top-left: row 1 column 4, row 2 column 2, row 3 column 4, and row 4 column 3. Light the second and third placed chimneys. The gate opens, and Wolfgang can grow the sprout beyond it to reach the berry.
Give both ingredients to Duxter, send the sous chef to him, then move the block north and climb for the journal page. The page unlocks a second footprint trail. The exit route drops north of the manor into the dark lower path. Light the hanging brazier from the moving platform, pull the lever that drains the pool, and cross the empty basin back toward the hotel.
Following the new prints triggers a solo duel with Eva. Win the short fight and she joins the party. Continue to Pigeon Pete. His requested nectar is in the upper room of the nearby house: transform the cat outside into a bouncing mushroom, climb through the door, and open the chest. Pete’s account sends the party back to the manor.
Duxter’s immortal phase is a scripted loss
At the manor, transform the running rat into a mushroom to reach the north door. Trigger the table switch, enter the moving-bookshelf passage, save, and fall through the trapdoor. In Duxter’s first phase, block his raised-hand tell to resist Fear when possible and swap out a frightened partner for the two rounds they cannot attack.
When Duxter becomes invulnerable and charges the party, the loss is required. Do not reload or spend a pile of items trying to damage him. The story continues with Flynt and Eva, and Pete drops the Seal Transformation Spell. Use seal marks and movable boats to escape the flooded area, then follow Duxter’s trail south of Quail Manor.
The chase is an execution test rather than a battle. Clear objects with the Buckler, aim at switches before reaching their gates, and move sign-marked blocks quickly. Duxter falls from a plank, reappears, and drives the party into Innsbeak Chapel.
Rescue Wolfgang and Tinder with the key beside their cage. The chapel’s mouse puzzle needs Eva and the movable seal platform: confine the mouse with the first lever, change it into a mushroom beside the bookshelf, ferry it across the platform, then transform it again as it crosses the stairs. Beyond the door, perform the ritual in this order:
- Use Blustery Ballad.
- Grow the sprout at the upper-right.
- Light the altar with Tinder.
- Enter the water and return to the instrument.
- Play left, right, down, right, left, matching green, blue, yellow, blue, green.
The Inner Sanctum reveals Duxter’s heart. It restores three health per turn and causes a game over if allowed to fill completely. Hit the heart often enough to keep its meter below full, then put the remaining damage into Duxter. A heart at zero will revive, so the correct goal is pressure, not permanent destruction. Rotate out Fear-locked partners and use attacks that can hit Duxter even when another target or shield interferes.
The lighthouse fight punishes staying with one pair
After Duxter, follow the office route and find Pete to learn Sherlock’s location. From the hotel area, climb the northwest stairs, ride the moving platform, use the seal mark, grow the sprout, and transform the cat into a pillar to reach the cliffs. Save at the lighthouse and tell Madame Quail when the party is ready.

Cthulhu has no ordinary shield, but it can poison the party and buffs one later hit by five. The second phase teleports the fight and adds a three-direction attack. In that realm, a character who attacks Cthulhu receives Fear. Swap to the reserve pair when both active characters are affected instead of passing dead turns. The chapter ends after Sherlock appears and the party returns to the office.
Treasure Cove is a chain of credentials, songs, and crew changes
Read the new office email and meet Mr. Moon on the balcony. In the Treasure Cove branch, speak to every employee; Starla does not call the conference until those conversations are complete. The meeting sends the party back to headquarters for Captain Silver.
Accounting is reached through the sprout northwest of reception and the upper corridor. Silver needs his compass. Enter IT to speak with Patches, then follow Sherlock’s prints toward Tinder’s room. Its main door is locked: enter from the cafeteria’s southeast side, use Eva to reach the upper route, and platform into the room. Interact with the compass marked at 999 coins. The confrontation with the mice returns it without requiring that price.
Give Silver the compass, travel to his ship, equip the Pirate Suit and Hat from Scratch, assign any crew member to the lookout, and speak to the captain after every deck fight. The resting area restores HP and MP between the Silver Sabers, Gnome Dome, Crimson Corsairs, and later cannon fights. If the voyage will not resume, the missing action is usually another conversation with Silver rather than an unbeaten enemy.

Port Cutlass uses one code and one social chain
Graybeard’s door code is 472. The game supplies it by letting Flynt eavesdrop south of the house after using the seal route to the left. Graybeard then demands proof of a connection to Blackheart.
Take the skull-marked Bottle of Rum from the house. Give it to the sea-creature vendor in the southeast; if the dialogue is missing, speak to the nearby unicorn first. Visit Sherlock in the Ever After office and take the crab, then speak with the fishing unicorn. Return toward the seal drawing, travel left, and listen to the bird. Wolfgang learns Blackheart’s Melody. Play it for Graybeard to receive the next map piece.
After leaving Port Cutlass, Silver asks for Rum. Search the lower-left hold behind the barrel before bringing it up. Patches is hiding there and joins the party. His smash is required for the ghost ship and volcano, so do not continue treating the bear as scenery.
Blackheart’s tests teach how Patches holds a remote state
On the ghost ship, smash the rocks and follow the spirit across the grid. From the southern edge, move to the second tile, north four, right to the tile before the skull, south one, right one, south two, right four, north two, left two, north to the top, then east to the exit.
The second test combines Patches and the seal form. Time a run right to smash the red button, transform into a seal, pull the platform back toward the right, return to normal, and cross only while the spikes are down. Blackheart then releases the ship and asks the party to bury his remains with the treasure.
On Volcanic Island, Patches can hold a block state while Flynt moves. At the first red-and-blue puzzle, lower the red block to climb, charge Patches on the blue block, and activate the right lever. Stand Flynt on the lowered blue block before releasing the stored smash. Use the lever again, charge the lower blue platform, and leave Flynt above before releasing. If both characters are on the wrong elevation, reset the red block first rather than forcing a jump.
Inside Molten Maw, the three mice are separated. The dark cave route leads to Penny. Scratch’s route is a timing puzzle: lower the red blocks only after the running mouse has cleared them, then transform the mouse into a bouncing mushroom at the far side to reach the gate. Patches’ stored smash alternates the later platform pairs. Once both mice are safe, light their dynamite with Tinder to open the map chamber.
The readable route uses a lava fall as a deliberate quick exit after collecting the map. If the current patched client respawns the party elsewhere, follow the live checkpoint instead. Chase the mice, defeat the returning Trollbert and his cannons, then recover the map and play Blackheart’s Melody at the treasure island.
Captain Silver’s duel changes its answer five times
- Wolfgang and Patches: break Silver’s barrel before attacking him; he can replace it.
- Flynt and Eva: neither the shielded Buckler nor Eva’s attack is reliable while Silver’s sword is raised. Hit the cave stalactites to disarm him, then spend the opening on Silver.
- Tinder and Eva: the parrots respawn. Guard their heavy hits, but damage Silver instead of entering an endless add loop.
- Flynt and Patches: use the straightforward damage window and preserve items for the last pair.
- Final arena: remove the two cannons, then use wide damage that can also reach Silver.
The sequence is fixed, so no one build has to answer every phase. Winning the last round completes the treasure conflict and returns Flynt for his Project Manager promotion.
Icefall closes the cleanup window before it opens the R&D loop
Return to the Forbidden Library with Patches. At the moving-platform room, ride north, climb, and smash the crack in the northern wall. The hidden two-block puzzle is solved by controlling which bookshelf can move:
- Move green fully right and red fully north.
- Move green left onto its plate, move red south, then nudge green right just far enough to clear red.
- Move red north so the bookshelf alignment holds, then send green fully left.
- Move red north again, send green fully right, and finish by placing red and then green on their pressure plates.
The chest beyond contains The Icefall Chronicles. The launch walkthrough warns that entering it is a no-return commitment for the next story stretch, so finish office purchases, attack upgrades, and any sidequest you do not want hanging over the finale before using the Telepager.

Recover Patches before trying to solve every plant
Equip the space suit and take the ship. After the crash, hit each red plant to extend or retract its roots and time the moving platform at the first dead end. Wolfgang is sick in the village house, but one berry is not enough. Collect the first tree berry and continue right to the R&D entrance.
Fight the guard, open the facility, and find Patches in cell three. The nearby switch bank cannot release him from the front. Pass the lasers, defeat the guard for the Glaxius IX gate key, use the locked western route, climb, and pull cell three’s switch from behind. Patches can then open cell one for an Ink Bottle.
Outside, combine a hit on the red plant with a stored Patches smash to build the upper route. The next plant field leads to Eva. After rescuing her, move left across the platforms for the second berry and find Tinder trapped nearby. The third berry is farther left. Bring all three to the alien to heal Wolfgang, then use Sprout Serenade to release Tinder.
Power restoration is a loop, not one master switch
Return to the lab with the full party. Eva opens cell two and frees the alien. Melt the ice on the western route with Tinder, defeat the flamethrower guard, and reach the terminal where Patches restores the ID badge. The first red scanner left of the copier powers only the first sector.
From that point, read every dark terminal as a direction to the next scanner:
- Use the newly powered eastern terminal, climb near the melted-ice entrance, and follow the upper path to the dark sector’s scanner.
- Return toward the cell-three switch room. A now-active terminal reveals a hidden route and another door terminal.
- Use the upper-left terminal, pass the enemy corridor, and pull the switch that changes access between the inner rooms.
- Return to the first powered area, go left to the next ID scanner, then revisit the terminal that previously had no power.
- At the last dead terminal, continue right to its local scanner, power it, and backtrack once more to open the Lexichip door.
A terminal that remains dark does not mean the badge repair failed; it means its sector scanner is still off. This distinction prevents circling the same cell bank.
The first Mr. Moon battle must end in defeat
Taking the Lexichip triggers a fight in which Flynt’s attacks cannot hurt Mr. Moon. The loss advances the plot; do not reload. Tinder damages his protection in the following scene, and the party returns to headquarters. Enter Mr. Moon’s office, open the safe, and take the Tattered Book.
Inside that book, move the northern bookshelf to release a mouse, throw the Buckler through its opening to collect cheese, and turn the mouse into a mushroom. The first-floor room supplies the Rusty Gate Key. Grow the vegetables near the locked route to reveal the chimney pattern. The nearby house code is 430 and supplies the beet.
The farmer’s-market answer is fish, bread, cheese, carrot, beet, pumpkin from left to right. The readable chapter walkthrough and a separate Steam puzzle note agree on that order. Fish is in the northern house reached after moving the seal boat; the mouse reaches the pumpkin; bread sits near the display; cheese came from the bookshelf; the carrot and beet came from the earlier route.
The rematch includes Starla as support. Her buffs make the fight grow worse over time, so remove her before settling into a long exchange with Mr. Moon. His laser has four separate guard timings, and his later lift-and-slam hits both active characters. Once he falls, the Lexichip becomes usable and the Real World destination opens.
The Real World ascent has two resource checks
Buy and upgrade before entering if the current story state still limits travel. The final building has a save before the Board and another opportunity to refill before the CEO, so divide consumables around those fights rather than spending them on ordinary office enemies.
The elevators initially fail. Take the stairs into the office, fight west, and inspect the room right of the locked door. Jump from the table to filing cabinets and the bookshelf, smash the vent with Patches, and pull the key back with the Buckler. On floor 43, move the first flowerpot from the right toward the east; it carries the staircase into position.
Floor 45 needs two switches at the same time. Put Flynt on the northern switch, charge Patches there, then walk southwest and throw the Buckler into the western switch. Release Patches’ stored smash as the Buckler connects. Floor 46 has another key after the fight with the replacement Patches mascot. Floor 49 uses a movable box to reach the right-side stairs.
Floor 50 is the campaign’s final ability relay: Wolfgang moves the first obstacle, Tinder lights the barrel and bomb plant, Eva uses the seal route to shift the platform, and Patches breaks the wall. Remove the wooden box before ferrying the released mouse, then transform it into a mushroom at the far side.
The Board must lose together
Save and refill before entering floor 53. A defeated Board member is revived after a few turns if another remains alive. They also heal with food, and one member temporarily rewrites rules by banning items or Synergy Attacks. Those restrictions expire.
Reduce the whole group evenly with Patches and Tinder. Teddy Tremor strips the blue protection from most targets and Blazing Whirlwind pressures the formation. Flynt’s projectiles can be reflected by the vault member, so use him only when an exposed target or shield specifically needs the Buckler. Once every health bar is in the same finishing range, spend the saved wide attacks in succession. A revival is recoverable if the others are already near zero; isolated single-target damage from the start is not.
The Page Ripper is one core protected by two recurring hands
Restore HP and MP before leaving the CEO’s office for the Telepager hub. In the final fight, the Page Ripper is the win condition and its two mechanical hands are separate targets. Remove at least one hand to reduce incoming actions, but do not spend the entire fight killing hands that can return.
Each scenery change opens with a heavy absorption attack. Guard when the target is pulled into the machine, then watch the next version rather than assuming identical timing. A grabbing hand can heal the Ripper if its lift is not blocked. Wide Synergy damage is valuable while both hands are active; direct damage belongs on the Ripper during the quieter window.
The Three Blind Mice and Captain Silver join during later storybook phases. Their assistance does not change the target. Continue cutting down the hands only when their pressure becomes unsafe, put the rest into the core, and preserve enough health to survive the next scenery transition. When Mr. Moon interrupts the retreat, press the red button to sever the network and finish the story.
Use the failure signal to find the missing state
| What is stuck | Likely missing state | Reliable check |
|---|---|---|
| The Windmill key never appears | Wolfgang has not enlarged the farm vegetables | Return west of Happy Howl Hollow’s bridge, trigger the crop fight, and burn the shielded carrots with Tinder. |
| The Enchanted Forest keeps looping | The spirit melody or loud-tunnel cue was misread | Use red/up, yellow/down, blue/right. Enable the patched Colorblind Mode if the colors are unclear. |
| Innsbeak footprints vanish | The Detective outfit is unequipped or the pillar fires remain lit | Equip both detective pieces, light the two altars, then have Wolfgang extinguish them while changing pillars. |
| Duxter takes no damage | The scripted-loss phase or a full heart meter is being misunderstood | Allow the manor loss to continue the story. In the Sanctum rematch, keep the heart below full and damage Duxter between heart checks. |
| The Treasure Cove conference will not begin | An employee conversation is missing | Speak to every branch employee, then return to Starla. |
| A lab terminal remains dark | Its local ID scanner is still unpowered | Follow the last newly opened corridor to the next red scanner, then backtrack to the terminal. |
| Mr. Moon cannot be hurt | It is the required Lexichip loss | Stop spending items and let the first R&D encounter resolve. The damageable rematch is inside the Tattered Book route. |
| The Board revives repeatedly | Damage is concentrated on one member | Equalize all health bars, wait out temporary rule bans, and finish the group with consecutive wide attacks. |
After the final boss, Hotfix #5 added elevator access back to the last level’s entrance. Hotfix #6 also lets the post-Chapter 4 Telepager break down unfinished Sun Gems and Ink Bottles by storybook. Those tools make post-story cleanup safer, but they do not turn the evidence here into a numbered collectible guide. The supplied Neoseeker sidequest, collectible, boss, and achievement pages were blocked by Cloudflare and their reader fallbacks failed, so no claim from those pages has been imported.
Sources and official media
The official Steam listing supplied AppID 1996390, Sleepy Castle Studio and Wing-It! Creative credits, HypeTrain Digital publishing metadata, the January 23, 2026 release date, supported features, and the original JPG files displayed above. The official game site and official press kit independently confirm the premise, developer credits, platforms, release date, and field-combat framing. Current-version notes come from the official Steam news feed.
Progression order, puzzle states, codes, scripted losses, partner dependencies, and boss rules were reconciled across six readable chapter walkthroughs plus the walkthrough hub. A warning-marked Steam Community note was used only to corroborate the Tattered Book food order. Other community pages were retained in the evidence ledger as limited, not used, or blocked records rather than treated as authority.