Main Walkthrough
Frontier Town, Saloon and Farm
Build a route out of town, recover the model house and assemble the tools needed for the river and cave.
- Speak with the man in the street and inspect the drawing beside him. Enter the saloon, talk to the sheriff and take the cigarettes. Return them to the man outside to receive the first stone, then exchange the cigarettes with the worker for a ladder.
Start in the main street, then move between the man outside and the sheriff in the saloon. The wanted-poster board also tracks one of the episode's collectible sets. The saloon is a repeat-visit hub. Speak with the sheriff now; later you will return for the register, fireplace clue, mug and eagle mark. - Take the loose handle near the street display. At the farm, place the ladder against the barn, climb up and collect one broken tool part plus the lasso from the roof.
At the farm, the ladder reaches the barn roof. Search the ground and porch as well—the scene contains a mug and a wanted poster. - Use the lasso on the crate in the river scene and pull it ashore. Open the crate for the model house, then return to the town model and place the house in its matching empty plot to receive the pipe.
Throw the lasso at the stranded crate and pull it to shore. The model house inside belongs on the miniature town board. - Fit the roof part into its matching outline on the model and take the second tool part plus the saw. Join the handle to the bucket at the well, and use the second tool part where its outline appears to open the ascending-card board.
Place the recovered house and roof piece in the matching gaps. Each correct repair releases another item needed on the main route. - Solve the ascending-card board for a star, a roach and a hook. Use the saw at the blocked storage point to obtain the shovel, and keep both smaller items for the Native-village and coffin-box interactions.
Arrange each row in ascending card order. Completing this optional board awards one of the ten stars as well as items needed for the cave route.
Ascending Playing-Card Star Puzzle
The card faces can start in a different arrangement, but the ordering rule does not change.
How to solve it
- Read one row from left to right and identify the lowest card.
- Move the cards into ascending numerical order, keeping suits only as a visual check.
- Repeat for every row before leaving the board; the star is awarded when the full pattern is correct.
Native Village, River and Cave
Collect the potion ingredients, reveal the first totem and open the clue chain leading back to the farmhouse.
- Visit the Native village and speak with the local man to receive the sleeping-potion recipe. Use the lasso to pull down the apple, then give the pipe and roach to the appropriate character to obtain the tomahawk.
Talk to the villager and keep the recipe visible in your journal. The required apple, cactus flower, mushroom and water are collected across several scenes. - Use the tomahawk to free the small figurine, then inspect the nearby note for the mask clue. Cut the cactus flower and add it to the recipe ingredients.
Search the tent carefully: the figurine starts the totem chain, while the note explains how the mask imagery will be used later. - Place the figurine in its matching recess to reveal Totem 1/8. Break open the wooden container with the tomahawk for the stencil and casket, then cut the tied bundle for the pendulum and decoration.
Insert the figurine in the matching slot and collect Totem 1/8. Keep every totem; all eight are required near the finale. - At the river, attach the handle to the bucket and draw water. Use the tomahawk on the cave growth to collect the mushroom, then keep the apple, cactus flower, mushroom and water until the ground peanut is ready.
The cave supplies the mushroom and later several story objects. It also hides one morphing object, one snake figurine and one feather. - Use the shovel on the marked ground for the pliers. Use the hook to access the coffin-shaped box, complete its circular-image board and save the first round token for the two-token box later in the episode.
Rotate and position the circular pieces until the picture is continuous. The reward is the first of two round tokens.
Farmhouse Clock, Gem Slider and Tool Route
Use the scene clues rather than borrowed codes, claim the gem-board star and prepare the train for departure.
- Enter the farmhouse and pair every boot with its matching mate. Take the released part and oil, then search the room for the clock and calendar-related clue areas.
The farmhouse combines several later tasks. Pair the boots first, then return with the stencil and pendulum for the clock. Match each boot by shape, trim and color. The completed rack releases the part and oil needed at the railroad. - Place the stencil over the marked calendar or writing surface. Copy the highlighted values into your notes; these values determine the clock setting in your current playthrough.
Place the stencil over the clue and record the highlighted values. This is the authoritative answer for your save. - Install the pendulum in the clock and set its hands to the time indicated by your own stencil clue. Take the item released by the clock rather than copying the hand position from a screenshot.
The pictured hands illustrate where the answer is entered, not a universal time. Set both hands from the numbers revealed in your own game. - Join the handle and decoration, then use the assembled piece on the gem board. Follow the directional arrows to slide each gem into the matching position and collect the star and key.
Read the arrows as movement instructions and guide the colored gems to their matching sockets. Completing the board awards a star. - Use the oil on the seized railroad mechanism and fit the oval part where it belongs. Search the newly accessible train area and keep the clues there for the store and locomotive locks.
The railroad becomes a major hub after the mechanism is repaired. Note the red coach for the secret location and search the nearby crates for collectibles. Oil the seized assembly and install the oval part. This opens the next group of railroad and store interactions.
Farmhouse Clock Time
Use the values revealed by your own stencil clue, then set the hour and minute hands to match.
Different published playthroughs show different numbers. The screenshot is a location reference, not a code to copy.
How to solve it
- Place the stencil over the marked calendar or number sheet.
- Write down the two highlighted values in the order shown.
- Install the pendulum and move the clock hands to the corresponding time.
Directional Gem Slider
How to solve it
- Identify the target socket for each colored gem.
- Use the printed arrows to plan a route that does not trap another gem.
- Move the least obstructed gem first, then clear the center and finish the remaining colors.
Railroad, Store and Sleeping Potion
Open the store, decode the suitcase and locomotive from the clues in your save, then put the sheriff to sleep.
- Open the store route and collect Stone 2/2 plus the matches. Inspect the animal-symbol clue near the fireplace and keep the sequence for the related lock.
The store supplies the second stone and matches. Keep the matches: they are needed for the dynamite and the secret-coach bomb. Record the animals in the order presented. This clue returns when arranging the mounted animal heads later. - Fit the handle to the saloon cash register and take the banknote and drum. Use the banknote to obtain ink, and inspect the drum or playing-card clue before opening the suitcase.
Install the handle on the register to obtain the banknote and drum. The drum carries the clue for the nearby suitcase. - Enter the three digits shown by the cards in your own game on the suitcase. Take the contents, including the key and peanut, then grind the peanut and add it to the sleeping-potion mixture.
Read the three card values in your own clue and enter them in the same order. Do not assume the digits visible in another playthrough will match. - Place both stones in the round-disc board and switch the lights or segments until the required pattern is complete. Take Deer 1/2 from the opened compartment.
Insert both collected stones, then work around the board until every required segment is lit. The compartment contains Deer 1/2. - At the locomotive, use the crossed-out-letter clue to spell the remaining word on the dial. The word can differ between saves, so reproduce the uncrossed letters displayed in your game.
Cross out the letters marked by your clue and enter the word formed by the survivors. The illustrated word is only one possible result. - Finish the potion in the cauldron, fill the flask and return to the sheriff. Give him the sleeping potion, then take the jail key once he is unconscious.
Combine the collected ingredients according to the recipe, fill the flask and use the finished potion on the sheriff.
Playing-Card Suitcase Code
Enter the three values printed on your drum or card clue in the same left-to-right order.
The digits differ between recorded playthroughs.
How to solve it
- Open or inspect the drum collected from the cash register.
- Translate each pictured playing card into its displayed number.
- Set the suitcase dials from left to right to those three numbers.
Locomotive Word Lock
Remove the crossed-out letters from the alphabet strip and enter the remaining word.
Documented games do not all produce the same word, so use the clue beside your locomotive.
How to solve it
- Compare the writing clue with the full alphabet strip.
- Cross out every marked letter exactly once.
- Read the survivors from left to right and enter that word on the locomotive lock.
Sheriff's Office, Jail and Bow Route
Open the jail, read the stamped safe clue and assemble the equipment that leads to the totem monument.
- Use the jail key on the cell area and search the sheriff's office while the sheriff sleeps. Apply ink to the stamp or seal clue, then record the three number pairs it reveals.
Once the sheriff is asleep, the desk, safe, hat rack and jail cells can be cleared without interruption. Ink the seal and write down the three number pairs it reveals. Those pairs are the safe combination for this playthrough. - Enter the three pairs from your own stamped seal on the sheriff's safe. Collect the dynamite and remaining items from inside; the photographed values should be treated only as an example.
Set all three paired-number dials from the stamped clue. Values seen in screenshots may not match a new game. - Use the shaped key on its matching lock to obtain the spear. Take the round token and fishing line from the opened areas, then combine the line with the bow-shaped piece recovered after the dynamite route.
- Place the dynamite at the blocked rock and light it with the matches. Search the opened space for the curved bow part and any remaining route items.
Place the dynamite first and ignite it with the matches. Keep those matches afterward because the secret location also needs a flame. - Use the spear where the scene indicates and recover the sun emblem. Place the sun in the monument to activate the ordered-totem puzzle.
Sheriff Safe Number Pairs
Ink the seal, then copy its three number pairs to the safe in the same order.
The combination is clue-driven and should not be replaced by one universal set of numbers.
How to solve it
- Apply the ink to reveal the complete stamped seal.
- Read each number pair in the order indicated by the seal.
- Rotate the three safe controls to those pairs and confirm the lock.
Totem Monument and the Prisoner
Follow the wall clues, win the archery trial and combine the deer, rifle and bas-relief chains to free the prisoner.
- At the sun monument, study the wall clue and move the carved blocks into the same order. Take the quiver and bow reward.
Copy the block order from the wall clue rather than guessing. The reward supplies the bow and quiver for the target range. - Use the bow and quiver at the target range. Hit the marked targets to receive the animal head needed at the farmhouse display.
Use the assembled bow and quiver, then hit the required targets. The prize is one of the mounted heads used back at the farmhouse. - Arrange the mounted animal heads to match the order recorded beside the fireplace. Take the second round token from the opened compartment.
Arrange the heads in the same sequence as the earlier fireplace clue. The completed display releases the second round token. - Use the handle on the sheriff's desk drawer for Deer 2/2. Place both round tokens in the decorated box and solve it to obtain the brush and another totem.
Insert both tokens collected along the route and complete the internal board to receive the brush and another totem. - Insert both deer pieces in the ball board and guide the balls to their matching endpoints. Take the rifle from the completed mechanism.
Add both deer pieces, then route each colored ball to the endpoint with the same color. Completing the board releases the rifle. - Use the rifle clue and select the symbols in this fixed order: triangle, square, star. Take the bas-relief and fit it to the prisoner's door.
The fixed rifle sequence is triangle, square, star. Press those symbols in order to claim the bas-relief. - Rotate the door discs until the engraved image is continuous. Open the door and speak with the freed prisoner before returning to the shaman route.
Rotate the bas-relief discs into one continuous picture. The door opens when all engraved lines and figures align.
Rifle Symbol Lock
Triangle → square → star.
How to solve it
- Inspect the rifle to reveal the three-symbol clue.
- Select triangle, then square, then star on the lock.
- Take the bas-relief and carry it to the prisoner's door.
Shaman's Clearing, Eight Totems and Finale
Complete the dreamcatcher and crystal chains, deliver all eight totems and follow the treasure map to the final star.
- Dig up the marked feather in the shaman's clearing and speak with the ancestor spirit. Use the pliers where required to recover the horseshoe.
Search the clearing before leaving: it contains story items plus a morphing object, wanted poster and feather collectible. - Place the horseshoe in the rope-pattern board. Trace or arrange the ropes to match the displayed design, then take the ruby and the next totem.
Place the horseshoe, then reproduce the rope pattern shown by the clue. The compartment supplies the ruby and another totem. - Insert the ruby in the dreamcatcher assembly to receive the plate and raven. Place the plate in its matching recess, then use the brush and raven on the mask display.
Fit the ruby into the dreamcatcher mechanism. The released plate and raven continue the mask-and-totem chain. Use the plate, brush and raven at their matching interaction points to reveal the next totems and the crystal. - Collect the newly revealed totems and crystal. Place the crystal in the shadow board and rotate or position the pieces until every shadow matches its outline; take Totem 8/8.
Align each crystal-cast shadow with its printed silhouette. The final match releases Totem 8/8. - Return all eight totems to the final stand. When the complete set is accepted, take the treasure map and travel back to the train.
The complete stand requires all eight totems gathered along the route. Once accepted, it releases the treasure map. - Use the map at the final cave or marked destination, clear the last interaction and collect the story-finale star to complete Episode 2.
Take the map back to the train route and use it at the marked cave. The treasure interaction awards the story-finale star.
Crystal Shadow Matching
How to solve it
- Place the crystal to project the movable shadows.
- Match one distinctive outline at a time, beginning with the shape that has the sharpest corners.
- Adjust the remaining pieces until every shadow sits exactly inside its printed silhouette.
Collectibles and Bonus Boards
Collect 12 morphing objects, six wanted posters, six snake figurines, five mugs, five coins and five feathers.
- Morphing objects (12): sheriff building second-floor window; right of the saloon fireplace; post-office rail-cart area; beside the red train coach; smallest village tent; left rope inside the Native tent; farm barrel by the house entrance; center river rock; lower-left cave rock; tree at the farmhouse window; sheriff-office hat rack; bottom tent in the shaman's clearing. Claim the set star inside the tent beside the river.
After finding all 12 morphing objects, return to the tent beside the river and collect the completed-set star. - Wanted posters (6): main-street bulletin board; left corner of the saloon wall picture; upper-left farm box; newspaper on the sheriff's desk; paper in the opened post-office box; stone behind the tent in the shaman's clearing. Claim the set star from the board between the sheriff-office windows.
The six-poster reward is claimed from the board between the sheriff-office windows. - Snake figurines (6): board beside the train crates; Native man's amulet; vase beside the axe in the Native tent; far riverbank rock; cave wall above the mushroom area; jar on the farmhouse's upper-left cabinet. Return to the train area to claim the set star.
- Mugs (5): saloon cabinet right of the register; sheriff's desk; beneath the cracked post-office floorboard; beside the large farm basket; upper-left Native-tent cabinet. Use the saloon bonus board and clear all five circle-routing levels for one star.
Mug bonus: move the circle through every field. Later levels add tighter routes, but the objective remains to clear the whole board. Plan the middle levels before moving: entering a narrow branch from the wrong side can leave one field unreachable. Complete all five mug levels—not only the first board—to receive the bonus star. - Coins (5): grass beside the moving-parts box in town; beneath the sheriff-office blinds; under the hat on the farm figure; beneath the green farmhouse chair blanket; beside the box under the train stones. Use the post-office board and complete all five colored-chip-and-mirror levels for one star.
Coin bonus: connect same-colored chips with rays while using every mirror on the board. Work backward from the target chip and rotate mirrors one at a time so each ray keeps a continuous path. The fifth solved mirror board completes the coin set challenge and awards its star. - Feathers (5): side of the boat at the river; beside the box under the river tree; right cave column near the emerald; beneath the rocks beside the bull head in the shaman's clearing; basket inside the shaman's tent. Clear all five skull-and-green-laser levels for one star.
Feather bonus: arrange the skulls so the green laser connects the entire layout. Use the fixed emitters as anchors, then turn the inner skulls until no laser ends at an empty edge. Finish the fifth connected laser board to earn the final bonus-set star.
Mug Bonus: Clear Every Field
How to solve it
- Find narrow branches and dead ends before making the first move.
- Route the circle through those branches while an exit is still available.
- Visit every field exactly as the current board requires, then repeat for all five levels.
Coin Bonus: Colored Rays and Mirrors
How to solve it
- Pair the chips by color and identify the mirrors that can lie between them.
- Rotate mirrors to carry each ray toward its same-colored destination.
- Make sure every mirror participates in a valid path before completing each of the five levels.
Feather Bonus: Skull Laser Network
How to solve it
- Begin at a fixed green emitter and rotate the nearest skull toward the next node.
- Build one uninterrupted laser network without leaving an open beam at the edge.
- Clear all five increasingly dense boards to receive the star.
Confirmed Star Locations
These are the star opportunities independently identified in the available Episode 2 material.
Directional gem puzzle
Complete the gem slider after assembling the handle and decoration.
Ascending-card puzzle
Arrange every playing-card row in ascending order.
Morphing-object set
Find all 12 morphing objects and claim the reward inside the riverside tent.
Wanted-poster set
Find all six posters and claim the reward between the sheriff-office windows.
Snake-figurine set
Find all six snakes and claim the reward in the train area.
Secret train coach
Open the red coach, build the bomb and clear the blocked interior door.
Story finale
Place all eight totems, follow the map and collect the treasure at the final cave.
Mug bonus set
Collect five mugs and complete all five circle-routing boards.
Coin bonus set
Collect five coins and complete all five colored-ray mirror boards.
Feather bonus set
Collect five feathers and complete all five skull-laser boards.
This list does not claim an unverified total. Missing an extra star? Send the location and we will verify it before adding it.
Secret Location: Red Train Coach
Reveal the three eagle marks across the main route, then return to the railroad and open the red coach.
- Inspect the eagle lock on the red coach, then find and activate its three matching clues: the flask near the saloon cash register, the drawer in the sheriff's desk and the bowl beside the dreamcatchers. Return to the railroad after all three have registered.
Inspect the lock on the red coach first. Its three circled spaces correspond to eagle marks hidden in other scenes. The second eagle is on the flask near the saloon cash register. Open the sheriff's desk drawer and activate the eagle silhouette inside. The final eagle is painted on the bowl beside the dreamcatchers. Return to the coach after all three symbols are active. - Open the red train coach and collect the locket, saltpeter, rope and other visible items. Inspect the color board connected to the locket.
Search the coach for the locket, rope, saltpeter and the components used to build the final bomb. - Move the green circles onto green squares and the red circles onto red squares. Take the key and jar released by the completed color board.
Place every green circle on a green square and every red circle on a red square to release the key and jar. - Use the key on the cage and take the umbrella. Use the umbrella to pull away the boards that are out of reach inside the coach.
- Soak the rope in kerosene to make a fuse. Fill the jar as indicated, add the saltpeter with the spoon and insert the prepared fuse to assemble a bomb.
- Place the bomb at the blocked coach door and light the fuse with the matches. Enter the opened compartment and collect the secret-location star.
Combine the filled jar, saltpeter and kerosene-soaked rope, place the bomb at the boards and ignite it with the matches.
100% Completion Checklist
This checklist covers only objectives confirmed for this guide; it does not invent collectible totals.
- Complete the frontier-town, railroad, Native-village, river, cave and shaman story route.
- Solve the four clue-variable locks from the clock, playing cards, crossed-out letters and stamped seal in your own game.
- Collect and place all eight totems, then follow the treasure map to the story finale.
- Find 12 morphing objects, six wanted posters and six snake figurines.
- Find five mugs, five coins and five feathers, then clear all fifteen bonus-board levels.
- Unlock and complete the red train coach secret location.
- Collect all ten stars.