CLeM Walkthrough: Five Deliveries, 27 Notes, and Both Endings

The doll protagonist beside the greenhouse statue and flower pots in CLeM

Spoilers begin immediately. CLeM is one connected house-wide puzzle, not five isolated errands. Each delivery opens rooms or gives you a tool that the next request assumes you kept. The safe route is therefore to collect room clues as they appear, activate every teleport rune, and avoid guessing at randomized or animated locks.

The mandatory chain is butterfly, snail, spider, beetle, firefly. This walkthrough carries that chain through all 27 notebook notes and the two ending choices. It also flags the few achievement attempts that are safer to protect during the story than to leave for cleanup.

Protect three attempts before exploring freely

Most rooms remain available later, and finishing an ending returns you to a point from which the house can be explored again. Three checks deserve attention while you progress:

  • Sharp-eared: open a complex Runic Key lock on the first unlock attempt. You may adjust and withdraw the key while reading the pins; commit only when every notch is aligned.
  • Equivalent exchange: complete a Hat of Memories symbol on the first attempt. Pause on the glowing pattern, trace its turns, and only then enter the directions.
  • Research project: inspect every marked painting, letter, photograph, book, and revealed surface until the notebook reaches 27 notes. The final paper is in Clem’s room after the fifth delivery.

The other useful counters are the six teleport runes and the five creatures. Activate a rune when you first stand over it, then deliberately teleport to each destination at least once. Do not assume that merely walking across a mark satisfies the travel requirement.

Beauty: stop chasing the butterfly and build its trap

Read the Beauty entry after waking, then leave the cellar. In the kitchen, take the cruet from the table even though it is not needed until the spider. In the dining room, record the clock and both paintings, take the jar from the cabinet, and separate the jar in the inventory to keep the empty container and its nails. Inspect the small book in the main hall before going outside. Those early interactions account for the first four notebook notes.

The butterfly switches between the backyard and the rooms inside whenever you approach. Do not try to outrun that loop. Enter the shed, take the nail gun, and combine it with the nails. Back at the house, use your movement to push the butterfly through a window, close both shutters, and start to leave. One shutter reopens. Close it again, interact with it, and use the loaded nail gun. The butterfly is now confined to the dining room and hall, where a flower can hold it still later.

Enter the greenhouse, take the trowel from the muddy bucket at the far side, and dig the small pet grave between the windows. The recovered key opens the green pantry drawer. Empty that drawer: the handle and metal fragment are required, and the papers advance the notebook to six notes.

Return to the greenhouse statue and add the metal fragment to the eye relief. If the pieces are numbered by their starting corners, place them in this order:

  1. top-right;
  2. bottom-left;
  3. top-left;
  4. bottom-right.

Rotate each part until the pupil and lower outline form a single eye. Take the glass from the statue’s lowered hand and combine it with the handle to make the Lens of Truth. In the main hall, sweep the lens over the eye marks in the small book until the hidden text appears; closing the book records note seven and identifies pansies as the lure.

Pick the pansies from the greenhouse pots. Put them in the dining-room vase, step into the hall to move the butterfly, then return and approach it until it settles at the flowers. Use the now-empty jar on the vase. Carry the captured butterfly upstairs to the half-open door on the right and hand over Beauty.

Determination: the Runic Key route has one timing trap

The next notebook entry identifies a snail. The newly open study on the left of the hall locks behind you, but it contains both exits from that problem. First use the Lens of Truth on the painting and inspect the desk photograph. Take the Runic Key from the open left drawer, then use it on the locked right drawer.

A Runic Key is a visual alignment tool. Moving one segment raises or lowers the corresponding lock pin. Line up every dark concave notch with the horizontal guide before pressing unlock. Later locks add an orange segment that drifts back toward its start; solve the static segments first, place the moving one so it will cross the guide, and commit as it arrives. That first complex lock is the safest Sharp-eared opportunity.

The desk papers raise the notebook count and give two study solutions. For the globe, arrange the labeled bottles from left to right as:

  1. Angel Island;
  2. Burning Marble Valley;
  3. Labyrinth Seas;
  4. Mystic Cave;
  5. Misty Mountain.

Take the golden orb from the opened globe. At the bookshelf, pull the green books into the Temperance cross: middle on the top row; left, middle, and right on the second row; none on the third; middle on the bottom. This releases the study door. If you touch the shelf again, the room can lock again, so restore the same cross to leave.

Now collect the three parts of the garden repair:

  • Open the hall’s right-hand utility room with the Runic Key and take the can.
  • Open the shed drawer with the key and take the valve handle. The screwdriver on the shed floor is for a later memory, so collect it now.
  • Enter the flooded bathroom from the dining room, attach the handle to the pipe, stop the water, and take adhesive tape from the first-aid cabinet.

In the pantry, open the lower-left complex drawer and take the strainer. Inspect the moving pin before committing if you are protecting Sharp-eared. Return to the greenhouse, place the golden orb in the statue, and walk through the new passage into the secret garden.

Set the strainer beneath the dripping pipe and secure it with tape. Turn the tap only partway first; the fine spray makes the hidden pond route behave like rain. Then open it fully to drive off the bird. The snail emerges after the obstruction is gone. Capture it in the can and deliver Determination at the upstairs door.

Intelligence: make the house’s escape route before trapping the spider

Intelligence asks for a spider, but the real objective is the Teleport Charm. Without it, the secret-door puzzle leaves you sealed on the wrong side.

Go outside, pass the shed, and enter the exterior basement. Pick up the doll; it becomes the frame for Marvin in the next chapter. Inspect the wine magazines with the Lens of Truth. At the pink sixteen-button box, number the buttons left to right, top to bottom:

 1  2  3  4
 5  6  7  8
 9 10 11 12
13 14 15 16

The objective is to leave the sun buttons raised and the moon buttons lowered. One verified sequence is:

1, 4, 16, 13, 2, 10, 12, 7, 1, 4, 13, 16.

Take both the note and the wine bottle. Return to the starting cellar, unlock the right-hand door, and open the wine rack. Add the new bottle, remove the bottles already placed, then rebuild the display from the corrected magazine image in your notebook. Use the label art and bottle shape rather than color alone; the official screenshot below shows the five visual identities, but the in-game Lens-revealed page is the authoritative placement clue.

Five illustrated wine bottles used by the CLeM wine rack puzzle
Match label, bottle silhouette, and the corrected magazine diagram; do not infer the rack from bottle fullness.

Take the wooden box and separate it to reveal the Teleport Charm. Activate the rune beside the cellar barrels, then the rune on the main-hall stairs. These are destinations one and two of six.

Use the Lens of Truth on the faint door beneath the hall stairs to learn its Discretion symbol. In the study, change the bookshelf to that shape: pull the far-left and far-right books on the top row; leave rows two and three alone; pull left, middle, and right on the bottom row. The hall door opens, but the study door closes. Teleport to the hall instead of touching the shelf again.

Go through the opened door beneath the stairs. In the dungeon, take the shoe, unlock the iron maiden for its achievement, and inspect the paper on the floor. Walk toward the spider so it climbs through the ceiling, then teleport out.

Enter the right-side utility room. The spider drops in and flees through the floor hole. Pour the cruet into that hole. Return to the dungeon and pressure the spider toward the now-slick route; it falls and runs across the pooled liquid. Use the small wooden box while it is slowed. The dungeon screenshot is a useful state check: if the box and cruet are still on their shelves, you have not carried the required tools into the chase.

CLeM protagonist in the dungeon with the spider, wooden box, and cruet visible
The spider route works only after the utility-room hole is coated and the creature crosses the spill below.

Teleport to the hall and deliver the spider for Intelligence.

Strength: assemble Marvin before entering any small passage

The left upstairs landing is now open. Use the Lens on its painting, take the dreamcatcher from the middle doorway, and enter Clem’s bedroom. Read the pages, take the purple flyer for the Awesome achievement, and separate the pencil to remove its gemstone. Reveal the chalkboard with the Lens, then activate the bedroom rune. This is destination three.

In the parents’ bedroom, take the empty bottle, unlock the dresser, collect the clock hand, and inspect the photograph on the bed. Attach the hand to the dining-room clock. The three composite alchemy symbols are sums, not a conventional clock riddle. Set the hands to:

  1. 4:39;
  2. 7:21;
  3. 11:56.

If the second entry looks ambiguous, rebuild it from the notebook values: 700 + 20 + 1 gives 721. A community guide prints 7:22, but that conflicts with the symbol arithmetic and the readable full route, so 7:21 is the supported value.

Pick up the fallen cog and combine it with the doll. Repair the nearby picture with the Lens to expose the piano clue. At the hall piano, count each color group from the left and press the second white key, the first black key, then the fifth black key. Take the spring and combine it with the doll. Put the rebuilt doll in the dungeon font to receive Marvin the Marble.

Marvin turns three wall or floor openings into short rolling routes. Run them in an order that minimizes backtracking:

  1. Use the pantry hole and push through the boards until a food box drops. Separate it for oats and keep the empty box.
  2. Activate the greenhouse rune for destination four, then enter its drain. Rotate the ring using its handles until Marvin reaches the white insect egg.
  3. Enter the opening at the base of the outdoor tree. Move nuts to clear the route and brace the sticks until Marvin reaches the treehouse.

Activate the treehouse rune for destination five. Combine the slingshot with the gemstone, inspect the balcony book, and shoot the beehive. Drop back to ground level through the opening, collect the dripping honey in the parents’ bedroom bottle, and teleport back upstairs.

At the incubator, place the egg, oats, and honey. The risk is advancing time through a bad condition instead of reacting between stages:

  1. Use maximum heat until the egg becomes a larva, then stop time.
  2. Switch to medium heat and advance while it feeds. When parasites appear, stop, raise the heat to maximum, and advance only long enough to clear them.
  3. Return to medium and repeat the feed/parasite response until the larva becomes a pupa. Stop again.
  4. Advance at maximum. When the pupa sweats, lower the temperature before advancing. When it freezes, raise the temperature before the next advance.

Back out once the beetle emerges, catch it in the empty box, and deliver Strength.

Hope: collect four memory parts, then copy the firefly’s rhythm

Hope begins with an apparent rival sealing the upper-right route. Enter the utility-room grate as Marvin, follow the one-way passages to the landing, and climb into the attic. Activate the rune on the right for destination six. At this point, teleport to all six destinations at least once to secure the travel check. Unlock the large black trunk with the Runic Key and take the Hat of Memories.

In the side room, take the second gemstone and combine it with the remaining pencil. Inspect the notebook entry in the attic. Equip the Hat, study the glowing symbol, use the pencil on it, and enter the shown directions. This first memory is the cleanest place to protect Equivalent exchange: the pattern itself is the answer, so record it before pressing anything.

The floor safe in the parents’ bedroom uses three generated number sequences. There is no universal code. For each row, identify the repeated operation – add, subtract, or multiply by the same value – and press the button matching the next term. Solve all three to obtain the jewellery box and another notebook note.

Now revisit three earlier locations with the Hat. Each memory consumes the object associated with that scene and leaves a machine part:

  • Outdoor shed: use the screwdriver and take the battery from the opened drawer.
  • Secret garden: use the shoe and take the stick.
  • Study: use the dreamcatcher and take the bulb from the carpet.

Return to the attic switchboard and install the battery, jewellery box, and bulb. Back away once to watch the firefly’s light sequence. Then set the switches so the bulb repeats the same on/off rhythm. This is a pattern-copy puzzle rather than a fixed code; if the insect does not enter the box, compare the length of every lit and dark interval instead of simply reversing switches. Pick up the closed jewellery box and deliver the firefly for Hope.

Take both endings from the same final checkpoint

Read the paper on the desk in Clem’s room. It is note 27 and should trigger Research project if every earlier marked object was inspected. If the notebook is short, the commonly missed checks are the Lens-revealed study painting, the cellar magazine, the faint hall door, upstairs paintings, Clem’s chalkboard, and the documents inside puzzle containers.

You can now make either final decision:

  • Forgiveness: use the Hat of Memories, offer the stick to the glowing symbol, trace the displayed route, inspect the paper that appears, reveal it with the Lens of Truth, and hold the prompted action to free Clem.
  • 37: recover the five creature jars and place them on the floor pattern. Put the snail at the top, beetle at upper-left, firefly at upper-right, spider at lower-left, and butterfly at lower-right.

After the ending, continue from the pre-delivery checkpoint rather than starting a new run. The house remains suitable for notebook and teleport cleanup, and the alternate choice can be taken without replaying all five deliveries. Sharp-eared remains the exception worth protecting earlier because its condition is tied to the first successful complex-lock attempt.

Sources and version boundary

This route was checked against the current official CLeM Steam page, the Mango Protocol press sheet, and multiple readable community walkthrough references. Official metadata identifies CLeM as Mango Protocol’s narrative puzzle adventure, released on Steam on February 6, 2024. The guide avoids temporary prices and treats generated sequences, animated lock pins, memory symbols, and the firefly rhythm as in-game observation tasks rather than permanent codes. If a later build changes an input label or puzzle presentation, the notebook symbols and the current client take priority.