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1. The first elevator
At the beginning of the game, you will find yourself in front of the elevator to
the Godcomplex. Click on the small white object slightly to your left and then on
the buttons on your right. You will be automatically holding the note.
Input the numbers written on the note, and the elevator's doors will open.
2. The Godcomplex
2.1 The hall, the ward & the grate
In the first room you will find a grandfather clock. Clicking on it reveals the
number of minute and hour hands it has.
If you then click on the windows in front of you, jump down, and click on the clock
in that room (on your right), you will be prompted to input input one digit for
both the minutes and the hours. If you input 3 and 5 respectively, you will gain a
clock hand.
In the same room, talk to the eyes on your left to receive [my_own_regrets].
By going backwards you will unlock the door to the ward you were just in, that is
now the one on rour right.
If you click on the grate on your left and talk to the cat, you will receive
[infinite_limit].
2.2 Mrs. Guillottine's office and Dr. Renée's office
Go back to the corridor and cross it, clicking in the middle. You will find
yourself in an office with Mrs. Guillottine. Giving her the clock hand will grant
you [fractal_smile].
Pick up the matches in front of the hole, the glass of water on the table and the
flowers just above it.
Go to your right and you will find yourself in another corridor blocked by Dr.
Wireson. At this point there is no way to get past him, although if you decide to
get into a fight there is a surprise for you (prese remember to save your game
beforehand).
Go to your left and into another office, where you can find more matches, Dr Renée
(who will grant you [hel_lo]) and instant scalpel powder. It will automatically mix
with the water you picked in the first office, and you will obtain a scalpel.
2.3 Ending B
With your newly acquired tool, you can go back to Mrs. Guillottine's office and
look into the hole in the bottom left corner, where the matches were. Lighting up
the area reveals a fabric you can tear with the scalpel and thus obtain a
lightbulb.
Now that you have a lightbulb, you can go back to Dr. Wireson and give him the
lightbulb instead on your candle's flame. This will unlock the way past him and you
will be able to reach the first ending of the game.
3. What home used to look like
3.1 The fishing pole, the little box.
As you may have guessed, the story does not end here.
With the scalpel, go back to the ward where you acquired [my_own_regrets] and the
clock hand. You may have noticed a plastic mannequin on a bed. Open it with the
scalpel and obtain the fishing pole.
Now, go back to Mrs. Guillottine's office and click on the small box on the table.
Enter it and talk to the face, who will grant you [incapable_of_love].
3.2 The graveyard, the moon.
Go up the path on your right and you will find yourself at a crossroads with more
matches.
Going left will bring you to a graveyard: finding a peculiar tombstone and putting
the flowers you found earlier on it will grant you [timeless_breath].
Going right will bring you to a place with some people and lamp posts.
On the bottom right corner you will find a small unprotected well. Using the
fishing pole on it will grant you a very important note, needed to reach the
ending.
If you click on the moon and jump into it, you will find yourself in a very strange
place where you will gain the [firefly_corpse].
If you then follow the path in front of you from the place where the lamp posts
are, you will reach the old house.
3.3 Ending A
Clicking on the door will bring you to a replica of the first elevator, but with a
few differences.
The note you found in the well will tell you the order in which to organize the
digits found in the gift's descriptions.
The code to input in the elevator pad is:
2 4 6 7 3 8 0 9.
Enter the elevator and enjoy the ending.