The Wayward Story Solution This text file will go through each section and say what's possible to do in them. A reminder that this game doesn't feature any traditional puzzles, only some unorthodox actions that the player might not have considered doing. It's recommended to treat this as a last resort and to have already played the game before going over this file. S P O I L E R s Bedroom You can stand up from the chair and look around the room. You can examine some things, but you can't go outside. In this section, you can only do two things to progress, either WATCH the show or SLEEP. Entering the bed will also act as sleeping. --Jack's POV - Visting the Moores-- This part is pretty linear. Jack only needs to go NORTH then KNOCK on the door. From there, Jack'll be in a conversation; he can pick any option he likes in it. When Jack's in the Living Room, wait around a bit, or EXAMINE somethings. ***This section will talk about all the things you can do in, even though you might not be able to do them just yet.*** --In the castle-- Throne Room Every time you get to the castle, you are on the throne. The Throne Room is quite bare. While you can EXAMINE a few things, the only way to proceed is to go NORTH. By The Great Gate This room has a giant gate. You can try and open it, but you'll need to have filled in all available holes that it has with the correct colored orbs. Meaning that if it has three holes, you need to fill them all in. It doesn't matter how many holes the gate has, or it is has none, as long as there's an empty one on it, you can't open it. Once all the holes are filled in--you can OPEN the gate or go NORTH to proceed. West Hallway In this section, you can either go through the green door or the red door. You can pick whichever you enter first. East Hallway This room only has a yellow door. You can go through it. ***This section is about going through the colored doors. The sequence will be GREEN, YELLOW, RED.*** --Through the Green Door-- By the River You have a task to do here. First, you may open your bag and read the parchment, detailing what you need to do. After finishing it, you can go UP the large tree. Once you are up there, you must take the pod. After going DOWN, go to the river and TAKE the thing. Only after taking those two can you exit the place. In the woods You can either go WEST or go back NORTH to the river. By the ruins You can go WEST or go NORTH to more ruins. Either way, you'll get attacked by a poison arrow. This part will require the wineskin in your bag. Here, you have two options: a) Drink the wineskin yourself; this will cure you of the poison. b) go NORTH to more ruins. There you will see a person who has also been caught by an arrow. You can give the wineskin to her, but after doing so, it will be empty. Once the wineskin has been drunk, whether you drank it or not, you can go WEST. Outside your cottage Here you can go NORTH to enter your cottage. You'll only be able to enter it if you drank the wineskin. If you didn't, you're unable to do the things inside your cottage. Inside your cottage If you're able to get inside your cottage, you can now perform actions the parchment instructed you. First, you must take the blade, cut yourself, then draw the symbol. Then open the pod, take its contents and place it on the symbol. Do it also to the object you got from the river. Now, you can pray. After doing so, you'll be back on the throne with the green orb. --Through the yellow door-- In the desert This section is pretty short. The only direction you can go to is NORTH. Go NORTH until you see a person in the sand. After pulling him out, you'll see something glinting in the sand. This part, you have two options: a) Continue NORTH until you reach the temple. Go NORTH once more until you're inside the temple. There will find a statue holding a piece of parchment. TAKE it. After doing so, you'll be back on the throne; yellow orb in hand. b) TAKE the thing that's glinting, which is a dagger, and do something with it. It might be a bit strange to do this, given the situation, but you'll need to cut yourself. Once you do, water will start leaking out; give the water to the person. Having done so, you can now move NORTH, but the injury you suffer after giving the person water will prevent you from entering the temple. --In the dystopia-- At the crossroads You can choose which path you can go to, but they both will land you outside the safe zone. Outside the safe zone You can talk to the guard, but you're unable to do so to the little girl. This section has a choice you can make: a) You can GIVE the permit to the guard either manually or through the TALK TO command. It will result in your entry in the safe zone. Once you're inside, you can wait around until the alarm sounds. After that, you'll be back on the throne, now carrying the red orb. b) You can GIVE the permit to the little girl. She'll accept it and will be able to enter the safe zone. After doing so, you won't be able to enter the safe zone, so you can only wait around until the alarm goes off, signaling your end. ***This section will deal with the First-person POVs you'll get when you choose the option B of any of the colored doors. The sequence of these vignettes will be GREEN, YELLOW, RED*** --Joel's POV - Driving home-- This part only requires Joel to wait around. He can examine somethings, try some stuff, but he only needs to wait until the segment ends. --Ben's POV - Late Night Snack-- This section will have Ben to the kitchen, open the fridge, take the sandwich, then sit back down. --Diane's POV - Going home-- This POV's divided into two. The first part only needs Diane to wait until a dialogue choice is required. The second part also requires you to wait until two of Daine's friends arrive. From there, Diane and co will be walking home from school. Diane won't be in a talking mood, so waiting around it is! After that, Diane will be given some dialogue options. ***This will deal with the segments after going through the gate*** --Nolon's POV - Special delivery-- This part will have Nolon deliver a package. Go NORTH and give the package to the receptionist. Then Nolon can go back and ENTER the car. --Margaret's POV - Going home-- Here, it's only required to wait around, but Margaret can talk to George and look things. --Jack's POV - I'm sorry-- Jack's unable to do much except talk to Ben. --Darkness-- You can only enter through the white door. If you go through the door and be able to enter the bedroom, enter the bed to proceed. ***This part will be the final POVs*** --Your POV - In the grass field-- You'll be in a grass field. There's people to your north waving. Go NORTH. --Diane's POV - In the Office-- Diane will be inside her cubicle, ready to go home. After getting out of her cubicle, some officemates will have a chat with her, prompting a dialogue option. Then she'll be on a train. Wait around. --Ben's POV - Get Out-- You're unable to do anything. Only Ben can. Thank you for playing through The Wayward Story. I hope you find some meaning in it.