An adventure of epic proportions. Perfect for young readers.

Ib


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Rating: 4.4/5 (610 votes)
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DoraIbWhen you think about it, art galleries can be pretty creepy places. They're quiet, they're filled with unusual visions, and after all, one person's art is another person's nightmare. In Ib, a free horror adventure made by Kouri and translated by vgperson, a little girl out on a day trip with her parents suddenly finds herself trapped in the gallery after dark. Which might be spooky enough, if not for the fact that it's a most unusual darkness, and it happened all at once and seemed to take all the other people away with the light. With no choice but to follow a strange message begging her to come come come, Ib ventures deep into the gallery and tumbles into a surreal world where art, humanity, and safety are largely open to interpretation.

Though Ib was made with RPG Maker 2000, you won't find any battles here. Use the [arrow] keys to move around, [Z] to interact with things, and [X] to open your inventory. You can save your game at writing desks, which you should do frequently since it turns out art galleries are unfriendly places when the lights go out. Shortly after the game begins, Ib finds a red rose that represents her health and is always displayed in the upper-left corner of the screen. As Ib takes damage, petals fall away and the rose begins to wilt. Luckily, you can restore your rose (... or anyone else's... ) by placing them in water vases found throughout the game. Just stop and think a little about the decisions you can make and the responses you can give... Ib may need to forge a bond if you want the best ending, and, well, let's just say the gallery reacts poorly to people who break the rules.

IbAnalysis: Ib is kind of an odd duck. Though the visuals can occasionally make it hard to tell what you're looking at, the game still packs some surprisingly scary moments for its visual style. Jump scares? Sure, but some really effective subtle creep-outs like a ball slowly bouncing down the stairs towards you or increasingly irate messages scrawled on the wall as you go do wonders for the mood. There's also one extremely tense scene with a room full of dolls that... ugh! What makes Ib stand out is this decision to go for the more surreal scares and strangeness rather than relying on gore or ultra violence. There are a lot of unsettling scenes that creep you out far more than a lot of other games manage with a lot more blood and guts, and Ib manages to be more memorable as a result.

There are good endings and bad endings to get depending on your choices throughout the game and Ib's bond with the people she meets, and a playthrough will probably take a few hours if you take your time. Ib isn't a particularly difficult game, apart from a few "chase" sequences, since the developer intended it to be able to be finished by players of any skill level, and most of the puzzles are actually pretty solid. Weird, but solid. Since you're always moving forward, backtracking is kept to a bare minimum over each new area, and figuring out what you need to do is just a matter of remembering to investigate everything... multiple times. Ib has her flaws, but with a fantastically freaky sense of fright and design combined with likable characters an unreal environments, this is one great little free horror adventure that is far and away creepier and more effective at times than its big budget peers. Highly recommended.

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Thanks to Noodle for sending this one in!

Walkthrough Guide


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Ib Walkthrough
~updated April 2nd 2013

Notes on the walkthrough, and map key:

I've done my best to keep this walkthrough free of plot spoilers, but if you're trying to keep yourself unspoiled about the plot, it's probably best not to read ahead. I've offered hints in addition to outright solutions when possible, too.

There are color puzzles here, but I've done my best to add notes on the colors for players who have difficulty distinguishing them. If I've done it wrong or there's something I've left out, please let me know.

To help make the directions clearer, I've made maps. The maps come in two versions: Full and Limited. Full maps show every relevant room, and every region has one. Limited maps are more used as a signpost for directions, and only the more nonlinear regions have one of these.

Map Key

I've tried to have enough variation in shade that the maps are accessible to players who have difficulty with colors, but if I haven't accomplished that, please let me know and I'll edit them to be more differentiated.

Changes in 1.04:

If you've played Ib 1.02, a few things have been changed:

  • Some dialogue has been added, and some of the current dialogue is now translated a little bit differently.

  • Two new endings have been added:

    A Painting's Demise and Welcome to the World of Guertena.

  • Two extra areas have been added, and are now accessible on a second playthrough after Ib escapes.

  • There's now a bonus gallery at the end of the game, where you can listen to the game's music, see the paintings you've discovered, and talk to characters (who appear based on the endings you've gotten)

  • Some events are now randomized, which means a few of the old solutions no longer work. Fortunately, this only applies to events that are meant to be random searches.

  • The storybook event can now be skipped, so players who couldn't proceed past it can now continue the game.

General hints:

  • If a vase looks full and blue in its sprite, it generally has unlimited uses. Take advantage of that. If it doesn't, it's usually only good once (there are one or two that are still unlimited but don't look full, but that might be an error?), so be careful. Don't heal more than you need to.

  • Save often. You can do it as much as you want with no penalty, and if you're in a place with limited healing available, you can get more out of your vases if you save often enough to backtrack easily. You have 15 save slots, which is probably more than you'll need, so don't be stingy.

  • Examine everything and talk to everyone. Paint splotches, bookcases, and signs often have helpful information, and they're usually interesting as well.

  • Keep a notebook on hand or a word processor open. Some of these puzzles require multiple steps, and it's easier to take notes than to memorize.

  • Most of the game can be played in windowed mode, but for some areas, fullscreen is much better. If you're missing something or having a hard time with a chase event, switching back to fullscreen might help.

Gallery: Starting out in the museum

Examining the long painting on the southmost room of the upper floor starts the story. If you'd like to explore a little first, do so before you investigate that painting.

After you've examined the long painting, leave the room and go down the stairs to the lobby. Ib will notice nobody's there. Some of the artwork gets a little bit strange, and it might be interesting to look around again if you want. The first save point of the game is now available at the front desk. After the lights have dimmed, you can go back to the long painting on the upper floor, and investigate the blue splatter. After, examine the blue writing.

Go back downstairs. Part of the rope around the dark square-shaped fish painting will be missing now, and you can go down.

Blue Space: Dark corridor

The west leads to a locked door, but there's a save point next to it so you might want to go over there anyway. Save if you'd like, then go east. Take the rose, then move the table and go through the door. Get the key. When you go outside, the position of the vase and table have changed. You can place your rose in it and you'll restore your health- plus the first time you do it, you'll get two more health points, which are going to be really useful. After, go west to the locked door. Unlock it, and go through.

Green Space: Insects and reaching arms

There's an ant wandering around the insect paintings (it's a little black dot, probably only visible at all in fullscreen.) Talk to it if you want. To the east is a door leading north, but part of the floor is missing and you can't go anywhere quite yet.

Head north- but listen to the sign and stay in the middle of the passageway, or the arms that jump out of the walls will hit you. Don't go all the way north either, because there's another arm waiting on the opposite wall. The passageway bends to the east. Take the ant painting and save if you want. The door is locked for now, so carefully head back through the arms.

If you'd like, show the ant its painting. Then, go east and through the door, to the room with part of the floor missing. Lay down the ant painting and you can cross. Keep going, and you'll come across a green key and a statue. Take the key, but be careful- when you do, the statue will start chasing you.

Be quick and go back across the ant painting. After you cross again, the painting will give way, and the statue will be unable to follow. Go back through the hands, and unlock the door. You might want to save.

Yellow Space: Cat-shaped room, hanging dolls, liars, and lips

Note the fish shaped hole on the northern wall of the room. You'll need to go to both side rooms, but you can do them in either order.

On the west, there's a stick figure on the wall. Examine the paint smear next to him, and he'll play a hide-and-seek game with you. Press a button on any of the curtained panels to guess if he's in there. Some of the buttons will hurt you when you press them... but you can restore your health in the east room, so don't worry too much about losing petals.

The stick figure's location is randomized, but he doesn't show up in every possible position.

Solution:

He's either in the upper left corner, the bottom right corner, or the bottom row, second from the left.

This image shows the stick figure's possible positions.

Press the upper left button first. If you see a picture of Ib falling, the stick figure will be in the bottom row, second from the left. If you see the moon, he'll be in the bottom right corner.

Get the fish head from the painting on the north wall, then leave.

On the east is a room full of mannequins, statues, and giant heads. Examine the objects on the right side of the room. There's a vase, if you need it. Soon, one of the giant heads will start moving towards you. Stay out of its way, and lead it across the crack in the floor. When it breaks, get the fish tail.

When you have both fish parts, you'll automatically combine them. Put them in the fish-shaped hole, and go north when the passageway opens up.

To the east, there's a save point and a not-quite-blank painting. Examine that painting twice. Take note of the number you see, and its color.

Color note:

It's red.

The tongue-waggling painting will drop some spit on the ground. Avoid it. To the west, there's a pair of lips on the wall. You don't want to mess with those yet. So go north, and once again stay in the middle- there's one stray arm waiting to pop out.

Once you're through, to the east are some hanging dolls. Examine the one you can reach, and then examine the one that falls. Note the number and its color.

Color note:

It's green.

There's a door on the far east side (Exit B on the limited map), but you don't currently have the numbers to calculate the password. Go instead through the door on the far west side (Exit A on the limited map), labeled "The Liars' Room".

Examine the portraits, then go through the door to the north. Don't turn up any tiles yet, but examine the statue for a clue. Go back to the Liar's Room. When you think you have the correct directions for the room with the statue, go back north, follow the direction, and examine where you stand.

Color note:

From left to right, these are the colors the portraits are wearing:

Left side: Green, brown, yellow.
Right side: Blue, white, red.

Hint:

Only one of the portraits isn't a liar- that's what "the odd one out" means. Which portrait can be the only one telling the truth?

Solution:

The one in brown (second from the right) is telling the truth.

The blue one contradicts itself. If Blue is telling the truth, then Blue isn't telling the truth, because Blue says Green is the only truth teller. Blue must be a liar. Because of that, the truth teller can't be Green, either. None of the others contradict themselves, but White, Red, and Yellow are all either telling the truth together or lying together, and there's only one truth teller, so they all must be liars. Brown is the only one left.

This image shows Ib standing at the correct place in the statue room.

Take note of the number you find, and its color.

Color note:

It's purple.

You have all the necessary numbers to calculate the correct combination for the northeast door in the main room, so make your way back.

Color note:

In "X x X + X", the first "X" is green, the second "X" is red, and the third "X" is purple.

Use the colored numbers you've found with the equation, substituting a green number for a green "X", and so on.

Hint:

The password is ([green number] x [red number]) + [purple number].

Or, (18 x 9) + 4.

Solution:

166.

Go through the door, take the wooden apple, and go back out. Remember the lips? Head back south down the corridor (stay in the middle, there's going to be another hand coming out of the other side) and go east. Feed the apple to the lips, then go through the open mouth.

Guillotine hall, lady in red, and wounded man:

Walk east. Watch the pictures of the guillotine as you walk by- once the guillotine's disappeared from the picture, it's going to come falling down on Ib. Go only as far east as you have to in order to trigger it, then back up out of the way as soon as you see it start to fall. Once it's almost risen, get down the stairs as quickly as you can.

Follow the corridor past the painting and around to the door. There's a save point first, you'll probably want to use it.

In the next room, there's several sculptures, several paintings, and a locked door to the north. At the northeast corner, there's a picture of a lady in red. When you examine it, it'll fall down, leaving a key behind, and the painting will chase you. Watch out, she's pretty quick. Lead her away, then scramble back and get the key, unlock the door to the north (leading her away some more if you need to), and go through. The paintings that chase you can be a bit unnerving, but they're not that tough- they'll always follow you, so you can almost always lead them away.

You'll find yourself in a library, with another locked door to the north. You'll need to examine one of the books on the northwest bookshelf to proceed (some of the other books are interesting too, so save that one for last if you want). Just watch through the story, and you'll get the key.

Some people have experienced issues with the game crashing during the storybook, so you might want to save first. If the storybook does not work for you, on your next attempt, choose not to read the book. Ib will notice a different book-- choose to push it in. This will unlock the door without showing the video.

Either way, when you've unlocked the door, go north. There's a save point and full vase here. Save and heal if you need to. You can go either east or west, but you'll need a key before you can get very far going west. Go east instead. You'll find yourself in a long hallway with a man lying on the ground. Examine him and you'll find a key. Take it- you'll need it to help him out anyway. You can talk to him and try to help him, but that won't do much.

Go back past the save point and go west this time. Unlock the door, and go through. There's a lady in blue and a blue rose. Lead her over to your side of the room, then go around her and cross to the other side. Take the blue rose and do the same thing to get back. Get out of there, and get back to the save point and vase. Put the blue rose in the vase (heal yourself too if you're not at full health, since this vase has unlimited uses.) Go back east to the wounded man, and give him back his rose. He'll introduce himself as Garry. Once you get control back, go west, and watch out for the new spit puddle as you leave. Garry will move the statue in the next room. Go north.

Gray Space: Sorrowful bride, hungry painting, maze, and eyes

This room has a sorrowful bride's hands, and pictures of a grieving bride and groom. You'll be able to do something here, but not quite yet. Go north.

You'll come out in a large room. In the southeast area of the room, there's a save point. In the southwest area of the room, there's an unlocked door that leads to a maze (Exit A on the limited map). On the ground by the west wall, there are eyes on the floor, including one red one. Towards the east in the middle, there's an unlocked door that leads to a room full of stools and easels (Exit B). At the northeast corner, there's a blue painting with a fanged smily face that asks to take your rose- you'll want to find something else to feed it instead. At the north wall in the center, there's a painting of a snake with a hole in its eye.

You don't have to complete all these steps in the order listed here, but this is one way to go about it:

Go into the east door (Exit B) with the stools and easels. In the north side of the room, there are some eyedrops on one of the stools. You can move the stools around to clear a path to the eyedrops.

Hint:

Though it looks complicated, you'll only have to move three different stools (though you'll have to move some of them more than once.

The first stool you'll need to move is the one two steps west and one step north of your starting position.

Solution:

Go give the eyedrops to the red eye by the west wall. Examine it at its new position, then examine the section of wall it was facing. Go through the passageway, get the red glass ball, then go back to the painting of the snake in the main room and put the ball in its eye. Examine the painting that falls.

Go through the southwest door to the maze (Exit A). As the sign in the northeast says, you want something south of one of the dots of red paint.

The correct dot is:

...the northwest one. Go into the little space south of it and examine.

This image shows the location of the switch.

Pull the switch. Watch out for the statues. There's a vase of water here too, though you really shouldn't need it. Just concentrate on getting to the switch and getting out.

Back in the main room, you'll see a new door, near the save point. Go through, and follow the directions from the fallen painting. Get the wedding ring, and go back south to the room with the sorrowful bride's hands. Put the wedding ring on the correct finger.

Hint:

Where do people generally wear their wedding rings?

Solution:

Left hand, ring finger.

Get the bouquet, and feed it to the hungry painting. Once it's done, the painting turns into a door. Go through.

Gray Space, Part 2: Room of living paintings, mannequin heads:

Go through the small passageway in the next room, then through the hall of mannequin heads. You'll come out in a large mazelike room full of paintings of women. They WILL come to life and chase you, but they won't come to life just yet. Take note of all the doors. There's a locked door in the west mazelike area below the paintings (Exit A on the limited map), two doors locked with passcodes at the north of the room in the center (Exits B and C), a locked door near the northeast corner of the room (Exit D), and a locked door at the south of the room in the center, next to a save point (Exit E).

The passcoded door on the left (Exit B) opens with a 4-digit number. The passcoded door on the right (Exit C) opens with the number of paintings of women in the room. Let's go through Exit C first- as you start doing things, the paintings come to life, and it's easier to count them while they're still. This isn't a strictly necessary room, but you might need it later and it's better to have it unlocked first. Something that may not be obvious to people playing in windowed mode: all of the "standard" paintings in this room are of women.

Solution:

There are 14 paintings of women in the room.

There's a vase if you need it, but save it for later unless you're already almost dead. The bookshelf and poster might be interesting to examine, while you're there.

Work on Exit B next. Near the east wall, there's a different painting hanging near the paintings of the women. Examine it until you find a 4-digit number, then, keeping in mind what the subject of the painting is and how that might change how you interpret the password, go back and unlock the right passcoded door.

Hint:

The hanged man is upside down. How does that change the way you should interpret the number he's wearing?

Solution:

5629 upside down is 6295.

Go inside. There's a table with an empty vase that you can push around, and an easel with a chair. Push it around until you find the right spot (the game will let you know when it's where it's supposed to be).

Solution:

Just keep moving it west

Go back out after you've moved the table. There's going to be a few paintings roaming around by this point, so be careful. The door near the northeast corner of the room will now be unlocked. Go in, and examine the mirror until you get a reaction from Garry. Quickly make whatever choice you feel is best, then go back to the main room.

On the south corridor of the east side of the room, the woman in green can now be coaxed to come to life- she'll drop a key when she does. (Depending on if you've passed her before, she might already be moving around.) Lead her away, get the key, then go into the room next to the save point (Exit E). It's a very good idea to save first.

Examine the portrait of Ib's parents, sit on the couch, look around if you want. There's a movable bookshelf near the window- you want to get Garry to move it so that it covers the window. When you're done, try to leave. A moving painting will make a hole in the north wall. Lure the painting away and go through the hole.

The room's going to be swarming with moving paintings and statues at this point. If you're low on health, now is a good time to go back through Exit C and use the vase- you come out right beneath it. Just make sure you don't get trapped between the paintings and statues. Make your way as quickly as you can to the door in the mazelike area on the west side of the room- it's Exit A on the map, and it's going to be the only one in the area you haven't gone through yet.

Whew. Enjoy the cutscene.

Violet Space: Garry's coat, roped room, "___ of the Deep"

Wake up, and talk to Garry. Give him back his coat. There's a save point and a vase here, but you might want to save the vase for later. If you want, you can talk to him before you go- sometimes he repeats himself, but he's got more to say than you might think. When you're ready, leave the room.

Go south into a large area. There's a door to the north, but it's locked, and there's nothing to see through the peephole. To the east, there's a roped off area with a bookshelf inside. It's just a trap, and you don't actually need to go through there. The bookshelf's mildly interesting, and you can only see it by going inside, so you can if you want to. The yellow statue comes to life when you go in, and pressing the buttons on the north wall of the area can either bring more statues to life, or open up the exit.

Solution:

Press the center button to open up the exit. Don't press any of the others.

Once you're done with the roped off area, or if you've decided against it altogether, keep going around. If you examine the white puzzle on the wall, you can have a little conversation with Garry about it, but that's also optional. There's a save point, too. Once you're done with that, keep going to the exit to the west. You'll end up in a room with a mirror, and doors to the north and south. The north door is locked with a password, but you don't know the password so you can't get through. Go south instead.

After Garry moves the statue, pull the rope in the corner, then go south. You'll end up around where you were when you entered the large area, but now there's a paint splotch under the lamp. Read it, and Garry will ask you if you remember the name of the dark square painting from the museum.

Hint:

It's a trick question- if you investigated the picture at the start of the game, Ib couldn't understand the word, and nobody around the painting mentioned the title.

But that'll rule at least one of those words out- the one Ib would obviously have known.

Does Guertena usually go for dramatic names for his paintings, or more subtle ones?

Solution:

It's "Abyss."

Go north through the now-unlocked door, and keep going north until you reached the passworded door. What you've decided for the painting's name is what you're using for the password. Once you're in, examine the big painting to proceed- though some of the books around are interesting too, and you might want to check them first. After the cutscene, go back out and go east until you see the red footprint trail, then follow it.

Brown Space and Violet Space: Red eyes, flowers of jealousy, and pulling cords

Meet Mary, your newest party member. Go south and use the vase (even if you don't need to, you need to use the vase before you can advance.) After the cutscene, go north, and keep going north until you reach a set of doors and a save point. The right door is locked, so go through the left one.

Examine the painting and the left bookshelf, and a statue will break. Get the key from the broken statue and leave. When you pass through the hall, the party will be separated, with Garry on one side and Ib and Mary on the other. As Ib, unlock the remaining door and go through it. Investigate everything, then try to go back to see Garry. The door's now blocked, so go north, and keep going along that path until you get to a room with a save point, a missing section of floor, and a big blue rose on the ground. Examine the blue rose.

Now you're Garry. Go back in the room. Examine the bookcase on the right. You'll move it, revealing a hole in the wall. Go in the hole. You'll come out in a room with 5 ropes to pull and a big red rose on the ground. Examine the red rose, and be Ib.

Look around. Pulling any cord but the correct one will harm Garry, pulling the correct one will help Ib. Find the cord that would help Ib, then be Garry again and pull it.

Hint:

Which cord looks like it might do anything at all on Ib's end?

Solution:

It's the second from the right, the one which, in Ib's room, is directly above the painting with the eyes.

Be Ib again. Cross the room. Push the triangular object into the gap, then go out the exit to the west. Make your way down the hall, and answer Mary's questions however you want.

You'll come out in a room with a blue rose. For now, use the rose to switch to Garry.

Be Garry. Push the triangular object into the hole in the floor, then leave through the now-open door. Go down the hallway. You can examine the messages next to the creepy dolls, but you only really have to read the last one at the end. Move the creepy doll, examine the door, read the paint on the wall, and go through the now unlocked door. You'll come out in a room somewhat similar to the one where Ib is. There's a red rose on the floor. Use it to switch back to Ib.

Brown and Violet Space, Part 2: Rainbows, gas, and balls of paint

Ib's Side:

Garry's Side:

As Ib, explore your surroundings. Aside from the blue rose, there's a save point, a blue rose and red gas covering one of the passageways near the entrance (Exit D on the limited map). Don't go down there- every step you take through the red gas costs you one point of health, and with only five points maximum, Ib just won't be able to get through. Note the seaside painting ("Fisherman") in the east near the entrance. Next to it is a locked door (Exit B). To the south is a door (Exit C) that leads to a room with a bunch of mannequin heads and a painting called "Lady Without Her Umbrella." Go inside. Moving the southwest mannequin head will crack the floor, which is necessary, so go ahead and do that. Don't move any of the others, you'll just get hurt. Take the Tree Key from the table. Go back out.

Further west, in the center of the room, there's a vase. On the far end of the room, there's an unlocked door at the north (Exit A). Inside is a gray room, with a painting of a rainbow and a large area of floor missing. You can't do anything here yet. There's a door on the north that's locked with a password (Exit E)-- the name of the painting shown. The painting is on Garry's side, so you can switch to him and look for the painting... or, since you get unlimited tries and there aren't any consequences for giving the wrong answer, you can just guess.

Hint:

What does it look like?

Solution:

It's "Marvelous Night".

Inside is a library. On the rightmost bookshelf, there's a book about some of the paintings here. Note the date when "Juggling" was painted. Examine the gap, and use the Tree Key in the lock. Go out, and switch to Garry.

Look around. There's a locked door nearby (Exit E), that has a "cold feeling" about it. To the north, there are two unlocked doors next to each other (Exits A and B-- B starts out locked, but was unlocked with the Tree Key). Go inside Exit A. You'll see seven pedestals and a palette. Read the message and go outside, then to Exit B. Examine the bookshelves on the west side of the room. The one at the north row, closest to the wall that divides the room, contains the green ball of paint. Take it. You can't get to the east side of the room right now, so don't worry about it.

Go back out to the main room, and you'll see a table with a save point and a full vase. If you don't still have full health, heal yourself- you can use this vase as many times as you want. Next to a locked door in the northeast part of the room (Exit Note the "Fishing Hook" painting. South from there is a painting of a figure juggling balls. Examine it, and tell it the year it was painted- if you've been following this walkthrough, you've read that information in the library as Ib.

Solution:

Enter "6223".

Take the blue ball of paint. Go south through to Exit D.

This room is full of the red gas. Garry has enough health to do what he needs to do in here, but be careful. Just go east until you get the umbrella- don't bother with the ball of paint for now. You can get it later and be much more convenient about it too. Once you have the umbrella, just leave. Heal yourself, and go to the "Fishing Hook" painting. Put the umbrella on the fishing hook. Then go back down to the southwest corner of the room. Take the yellow ball of paint.

Be Ib. Examine the fishing hook painting, then take the umbrella. Go back to the "Lady Without Her Umbrella" painting and give the umbrella to her. It'll start to rain.

Be Garry. Go back to the room of red gas (Exit D). The vase at the end of the room now has a little bit of water in it. Make your way down so you're directly east of the vase, then heal yourself. Keep going east. You'll reach a pull cord. Pull it, and the gas will go away. Take the violet ball of paint and heal yourself on the way out.

Walk in front of the library (Exit B). If you've found four balls of paint (green, blue, yellow, and violet have been available by this point) and turned off the gas, Garry should hear a sound and pause. Go back inside the library. The bookcase should now be moved, giving you access to the pink ball of paint. Investigate the bookshelves and read the last entry in the book about the paintings. Go outside. The creepy doll has moved next to the cold door. Read the message next to it, and search it. Take the red ball of paint. After the doll runs away, go through the cold door- it's now unlocked. You are strongly encouraged to save before you do this.

Take the white ball of paint. You can fail or succeed at this next part and the game goes on, but it'll have an effect on what ending you get. After you try to leave, there's going to be a timed event. If you want to fail, just wait the timer out. If you want to succeed, examine as many creepy dolls as you can as quickly as possible. Once you find the one with the key, get out as quickly as you can.

The key's location is randomized, but it doesn't show up in every possible doll.

Solution:

There are four different configurations for this room, each with a different set of doll positions.

This image shows the possible locations for dolls holding the key.

The color of the X indicates the color the doll is wearing. Not every doll shows up in every version, so if you can locate one or two of them, you can find the correct doll in just one or two guesses.

After Garry's timed event:

If you succeeded:

Exit C is now unlocked. Go upstairs. You'll automatically switch to Ib. Talk to Mary, then go follow her to the previous area. After you talk to her, go back. Mary will follow you, and you can talk to her if you want. Like when you got to talk to Garry, she has quite a few things to say and it might be interesting. Go through Exit A, now colorful, and get the key. The key unlocks Exit B. Go through, and you'll run into Garry. Once he's with you, go back into the main area.

If you failed:

You'll automatically be Ib. Go through Exit A, now colorful, and get the key. The key unlocks Exit B. Go through and downstairs, and you'll find yourself in Garry's area. Go through Garry's Exit E, to the cold room. Talk to Garry until he comes with you, you switch characters, or you get a premature ending, then go back upstairs.

If you're now somebody else, go through Ib's Exit D and down the stairs.

The way out is pretty straightforward.

Sketchbook:

Note: The Full Map is censored to avoid a major character spoiler.

The red gas is gone from the upstairs, so go through the exit where the red gas used to be. Get Garry to move the statue, and go down. Keep going down, and then follow the pathway until you come to a crossroads.

Make a loop around the area, and take note of the scenery. In the center area, there's a vase (one use only) and a save point.

Examine the wall of the pink house in the center screen. Go to the center west screen and into the upside-down house (Exit F), and take the bucket from the closet. After the cutscene, leave the house and go to the northeast screen. Examine the lake and fill the bucket. Go to the southeast screen. You'll notice a small flower. Water it, then examine it and take the key. Go to the center south screen, and unlock the gallery with the key (Exit D). Go inside, open Pandora's box, and get the mirror.

Some things about the Sketchbook have changed. Look around each screen, and examine everything you can. Then, go to the northwest area, and examine the patch of light. You can talk to Garry if you'd like to, but when you're done, put down the mirror and melt the icy door.

Enter the formerly icy door (Exit A). You'll see a spiral of symbols and 8 buttons arranged in a square. Press the correct button for each symbol, from start to end of the spiral. Stepping on the wrong buttons will hurt you, so if you don't know what you're doing, it's best to leave, save, and come back again. Though there's a ticking clock noise, this event doesn't seem to be actually timed.

Hint:

Don't worry if you didn't quite catch the arrangement of the symbols when you opened the box. The buttons do not correspond to the original positions of the symbols.

What do they correspond to? Well, the arrangement looks kind of like a square grid. What else is a square grid?

The buttons correspond to the different screens in the town. Almost every screen now has some element of one of the symbols after the box was opened. You might need to figure out one or two by process of elimination, but most can be figured out just by some exploring.

Northwest screen:

You've probably noticed the spiral sun in the sky- it created the sunny spot you used to melt the ice.

North center screen:

There's a heart drawn on the door that wasn't there before you opened the box.

Northeast screen:

Examine the lake- the moon shows up reflected.

West center screen:

Examine the red butterfly. Garry notices it has an eye pattern.

East center screen:

There's a lone apple on the tree.

Southwest screen:

You can walk off the path to the west. When you do, a grinning mouth comes into view.

South center screen:

There's a spiral on the bulletin board.

Southeast screen:

I had to process-of-elimination this one, but it's the star. Could be that it's where you arrived when you first got into the Sketchbook, and there were stars along the path you took to get here.

Solution:

Press the buttons in this order: North center, west center, northeast, northwest, southeast, south center, east center, southwest.

This image shows the correct order in which the buttons should be pressed.

Take the key. Go to the north center screen (Exit B), and unlock the house. Save, and when you're ready, examine the Toy Box.

Last confrontation:

  • I had technical difficulties mapping this segment of the game, so no map this time. However, it's a very straightforward area.

You'll find yourself in the Toy Box, with no rose and no Garry. Garry's on the east side of the area. Your rose is sort of northwest, if it's there. Note the door at the north. Get Garry and the rose. A pink key will appear sort of down from where the rose was located, but find the save point and save before taking it. This is a very difficult section, so saving is really a good idea.

Depending on what happened to Garry in the cold room, there might be a key but no rose- if so, the key will be somewhere else, sort of south and west of Garry. Still, save before taking the key. If that's what happens, you'll get a cutscene before you get your rose back. Make whatever choice you want- it's not going to change anything.

There is no vase, so don't bother looking. Once you take the key or once the cutscene is over, the room will darken, and everything will try to kill you. It helped me to try to lead them away and then head for the door, instead of just charging through the crowd. If you didn't get the cutscene, you'll have to do this with one hit point. It's challenging, but doable. You might want to switch to fullscreen if you usually play windowed, just for this part.

This image shows the basic idea behind how I escaped the Toy Box.

Follow the pathway until you come out in a pink room with an exit to the south, vines to the north, and a save point. If you don't have Garry with you currently, then you can just walk out of here now (but you can confront the antagonist if you want to, and you'll get a different ending.) If Garry's with you, then you'll have to confront the antagonist. If you're going for it, save first. It's not particularly difficult, but it's very easy to die.

Burn the vines to the north. If Garry is with you, just tell him to do it- he has a lighter. If he's not with you, go back to where you last saw him and take the lighter. The game will prompt you to eat your candy first- do it. Save once the vines are taken care of, then go north.

In the middle of the next room, you'll get a cutscene. As soon as it's over, you'll be charged. Prepare to run north immediately. Examine the painting as quickly as you can, then burn it.

After another cutscene, leave the room. If you have Garry with you, he might let you know that he's hurt. You can pick either option, but it changes the ending.

Finishing up:

Leave the building- you'll be back in the Sketchbook. If you haven't already used the center vase and you're running low on health, go ahead and do that now-- though nothing else can harm you for the rest of the game, unless you're planning to play the bonus dungeon. Go to the pink house in the center screen (Exit G). You'll have the pink key. Unlock it, and go inside. Go down the stairs until you arrive at a place that looks very much like the museum where you started.

If you've completed the game before (and reached an ending where Ib escaped the museum), the bonus dungeon is now accessible.

Otherwise, explore the dark gallery and examine the paintings- if Garry's with you, you'll be able to see the words that Ib couldn't read, so while it's optional to look around, it's also pretty fascinating. Go to the long painting from the start of the game (upstairs, south center room) and examine it. You'll get a choice about what to do. You might want to save at the lobby first, if you want to see it both ways.

Aaaaaaaaaand... you're out! Or, you know, trapped in the museum forever, if that's the ending you got. If you're in the regular museum again, find Garry or your family, and you're done. Congratulations!

Bonus Dungeon: Orange Space

If you've unlocked the bonus dungeon, there's now a staircase heading south just below the front desk at the dark gallery. Go down the stairs until you come out in a room with a vase. If you're still injured from the Toy Box sequence, go ahead and heal. Go south again, then in the next room, go around to the east and through the door north.
Go north again, and you'll come out next to a very large and very sleepy snake that blocks you from going west. Continuing up the stairs, you'll arrive at a hole in the floor that you can't cross. There's also another ant in this area, this time a white one. Talk to it.
The only place left to go is through the door heading east in the middle of the stairs (Exit B on the limited map). Inside, there's a room with a row of paintings with differently- colored frames.

Color note:

From left to right, the frames are these colors:

Red, blue, yellow, violet, green.

The painting on the right, of an anthill, can be detached and taken away with you. Carry it back to the ant in the main room, and examine the gap to place the painting across it. Once the ant is done going inside, you can cross.

There's a door behind the flowers (Exit A), but if you try to cross right now, the flowers will attack until you're dead. Instead, move around the room counterclockwise until you come to a pair of doors (Exits D and C). You can try to go into Exit D, but you won't be able to navigate in the dark right now. Go through Exit C.

Note the "Mistake" painting on the wall, and the snake's tail--you can pull it if you'd like. The snake won't wake up, and it'll make it easier to navigate the main room. To the north of the snake is the ant's home, which doesn't do anything, but it's cute. Go north. Swords will come down at you from the north side of the room. They only come from three different points, so it should be easy enough to stand between them and wait for the right time to run. When you reach the top of the room, step on the black rose to stop the swords.

To east is a painting of a blue sky, and to the west is a butterfly. Free it, then catch it. When you try to leave the room, the Mistake painting will jump out of the frame. Touching it will injure you, but the Mistake doesn't chase you, it just moves randomly. This can make it less dangerous than other paintings, but it's also more unpredictable. Carefully leave the room, and head to the northwest corner of the main map. The butterfly will approach the candle painting and light it. You can now remove the candle painting from the wall and take it with you.

Go back to the dark room (Exit D). It's difficult to navigate in there, but head directly to the center of the back wall and examine the white label. Hold up the candle and pull the switch. There's more to do in this room, though- there are six easels, each with a number and (stated) color. If you examine the white urn, it will break and partially block your path. You can still get everywhere you need to go, but it'll be a little more difficult, so just leave the urn alone.

This image shows the positions of the easels in the room.

Go outside and examine the clock. You'll now be able to input a five-digit number on the panel.
Hint:

You've found six numbers, all connected to a color. All you need to do is figure out which ones to use, and in what order.

Is there anywhere in this area that might show you which colors to use?

What about Exit B?

Solution:

The paintings in Exit B are ordered: red, blue, yellow, violet (and then green, before you moved the anthill painting.) Using the numbers from the easels, that would translate to:

72391

Now it's night, and the flowers are asleep, but the door behind them is locked. The ant is back in the main room. Talk to it again-- it's hungry and wants something to eat. It might take a few tries talking to it for it to tell you what it wants.

Hint:

Where can you find stars?

Maybe one of the paintings changed?

Solution:

The sky painting near the ant's home (through Exit C) is now a night sky. Shake it to get some stardust.

Avoid the Mistake, who can now leave the room he was previously stuck inside, and feed the ant. It'll give you the key, and you can be on your way. Go past the flowers through Exit A, up the stairs, and then down the other set of stairs at the top.

Bonus Dungeon: Abyssal Space

Go down the stairs on the west side of the room, east, and out the other side. You'll come out in a large room with seven exits, and some very strange sculptures. Near the blue one with the glass is a piece of a painting. Collect it. Found painting pieces go to the large empty painting on the north wall. You'll need to find 12 of them.

Note the vase- that's the only one you'll have for the rest of the game, and some of these areas can kill you easily. Fortunately, there's a save point right there. If there's ever a time to save frequently, it's now-- and you might want to get in the habit of reverting to previous saves when you lose a lot of health.

You don't have to go through the rooms in exactly this order-- this is just a way that I found efficient. It's probably a good idea, however, to save Exit D for last.

Go through the door right next to the save point (Exit F). You'll come out in a maze of cacti. If Garry is with you, read the sign. Take Garry up on his offer. He has more health than Ib, and if he survives at less than full health, it's not going to be relevant for the rest of the game. However, if Garry dies here, you still get a game over, and you cannot use this event to kill him for a different ending.

When you get about a third of the way across the room, the colors on the painting will come out and start chasing Garry (or Ib, if you don't have Garry with you or if you chose to go together). Stepping on the black rose at the far right side of the room will destroy the attacking colors, so head for the rose and ignore the first painting piece on the path. Get the painting piece that's directly in your way, and step on the black rose. Then, carefully make your way out, collecting the second painting piece along the way.

Next, go through the exit next to the vase (Exit G). Be careful-- touching the red stick figures will hurt you. Go south, and examine the book. Your goal in this area is to catch 18 black stick figures while avoiding the 2 red ones. The red ones can sort of look like an overlapping black and red stick figure, but they're not. It's impossible to get a situation where a red and black stick figure get stuck moving together. Note that one stick figure is riding a bird. The bird rider needs to be examined to be caught, but for everybody else, you just have to touch them. Some of the stick figures are a little faster than Ib, but they're not very good at running away from her, so don't be intimidated by their speed. Once you've got them all, examine the book again, and choose to put the stick people back inside. Examine the book once it closes, and Garry will ask to take a break. But we're not taking a break quite yet-- search the room to find two painting pieces, and approach the bird. It should start following you, and when you leave for the main room, it should come out beside you.

Go through the door on the east wall (Exit E.) You'll come out in an endless corridor. According to the paint on the wall, "the way will be shown to those pure of heart." If you've rescued the bird, it'll follow you into the corridor, walk in a strange pattern, and then scamper out of sight.

Hint:

You've saved the poor creature from being ridden around by a mob of crazed stick figures. Maybe that qualifies you for having a pure heart.

Note the bird's movements.

Solution:

Stand in the bird's starting position and copy its movements. They are:

Two steps east, one step south, one step east, two steps north, two steps east, one step south, two steps east. It can be a little bit tricky to take just one step at a time, so if you get it wrong, keep trying.

This image shows the correct path to walk.

When you get to the other side, examine the bird painting and a painting piece will appear. Take it, and go back to the main room.

Next, go through the door on the west wall (Exit A). All the paintings in this room are the same, but only one moves. Find the moving painting and point to it. If you're playing in windowed mode, you might want to switch to fullscreen to better see the animation.

Which painting moves is randomized, but not every painting will potentially be a moving one.

Solution:

The moving painting will either be on the south set of paintings, in the top row, fourth from the right; on the north set of paintings, in the middle row, third from the left; or on the north set of paintings, in the top row, fourth from the right.

This image shows which paintings can move.

Point to the moving painting, collect both painting pieces from the room, and go back out to the main area.

Go through the west cyan door (Exit B). If Garry mentioned being tired before, he'll take a rest now. Examine the bookshelves. In the southwest group of bookshelves, the middle shelf gives you a painting piece.

Talk to Garry until he falls asleep, then try to leave the room. The curtain falls off the painting, but Ib can't understand the title. Examine the bookshelves again. In the northwest group of bookshelves, the shelf on the very left will tell you how to enter the Secret Room. Read both how to enter the Secret Room, and the other pages, which tell you how to exit the Secret Room.

Follow the trail of clues until you reach the canvas, then examine it and choose to close your eyes and count to three. A cord will come down from the ceiling. Pull it, and you'll find yourself in the Secret Room.

There's a screen in front of you where several animals and objects pass by. The middle label says "XXX Crows and Five XXX". On the left panel, you can enter a number, and on the right panel, you can enter a word.

Hint:

Start with the crows. Each crow is unique, in size, pose, or position.

When you've figured out how many crows there are, pick the most memorable crow and use it while you count the other objects to measure the start of a new loop.

Solution:

There are three crows.

And five fish.

Enter the correct number and word. Be careful-- wrong answers will hurt you. When you're done, examine the middle label again to get a painting piece. Then, follow the book's directions to leave the secret room.

You should have read the rest of the book.

Really.

But if you didn't, examine the southeast corner and press the switch.

You'll be transported back to the room with Garry, who's now awake. Go back to the main area. The remaining door (Exit C) is locked, so go up the stairs (Exit D). Turn the corner and go west. You'll be in a room with a hole in the floor and the Mistake painting on the wall. Get the painting piece, and examine the hole. It doesn't matter which option you pick, you'll be going down anyway.

The Mistake will fall into the room with you. Unlock the door. You'll be back in the main area, and you now have access to the east door (Exit C). Unfortunately, the Mistake will now start roaming the main area. Save if you want to and heal if you need to, then dodge the Mistake and go back though Exit B. Examine the treasure box from the side, and tell it you want its treasure. It'll direct you to the wall puzzle: "Which heavenly bodies weren't there?"

Hint:

That's right, you need to drop yourself through the hole until you've figured out which objects don't show up during the fall.

The solution is not randomized, so you can save, drop yourself down the hole as many times as you want, and not have to worry about losing health.

It helps to look for one or two objects at a time instead of trying to memorize all of them at once.

Solution:

Out of the choices on the left, the big, smooth, bright reddish orange sphere wasn't there during the fall. Out of the options on the right, the small, shiny, dark green sphere didn't show up, either.

Select the correct heavenly bodies, and examine the treasure box again. Get the painting piece, and go back out into the main area.

You should have all 12 painting pieces by now, and a complete picture on the north wall. If you're still missing any, there was one in the main area, two in the cactus maze (Exit F), two in the stick figure room (Exit G), one in the endless corridor (Exit E), two in the room with the identical paintings (Exit A), one in the library (plus another one in the secret room)(Exit B), one by the hole up the stairs (Exit D), and one in the treasure box (Exit C).

Examine the complete painting, and go up the new set of stairs. In the next room, place your rose in the vase, then move the table with the vase out of the way. If Garry isn't with you, you can sleep on the bed...

But if you haven't saved recently, it might not be a good idea.

Otherwise, if this is your first time through, open up the chest at the north side of the room to get the Black Key, which lets you enter the bonus gallery. Go through the north passageway to end up back in the dark gallery. Finish up the game as usual... but be aware that you can only access the bonus gallery and save your progress if you get an ending where Ib escapes the museum.

Endings Guide:

A note on the endings guide, and how endings work in Ib:

Being an endings guide, this is full of spoilers for everything. I'm assuming here you've played through to an end at least once, and this still will probably spoil you for other paths.

The endings in this game, for the most part, are controlled by counters rather than single decisions-- for example, developing a friendship with Garry isn't a matter of taking his side in some big, dramatic choice, it's determined by whether you got Ib and Garry to have enough little moments together over the course of the story. Several different variables affect the endings, covered in-depth in the "Variables" section. Looking at "How to get it" for an ending will show where the counters need to be, and also any other requirements.

Variables:

  • Garry Friendship Count:

    Whether or not Ib becomes friends with Garry. If you want to raise this counter, talk to him when you take breaks, see as many things together as possible, and try to be helpful when he's afraid.

    Specific actions that raise the Garry Friendship Count are:

    Examining the poster in the northwest corner of the maze room (Exit A in the first area of Gray Space), choosing to stop Garry in the mirror room (Exit D in the second area of Gray Space), giving Garry his coat back (after Gray Space), talking to Garry 7 times or more on your first break (after Gray Space), reading the book in the roped-off trap area (in Violet Space), examining the white painting (in Violet Space), speaking up when the lights go out (in the northwest room of Violet Space), talking to Garry 6 times or more on your second break (in the sunny spot in the Sketchbook), and speaking up when Garry talks to you in the Toy Box.

  • Mary Friendship Count:

    Whether or not Ib becomes friends with Mary. If you want to raise this counter, show concern for her, talk to her when you can, and always take her side.

    Specific actions that raise the Mary Friendship Count are:

    Asking Mary if she's okay when you bump into her (in Violet Space, but you only get the choice if your Despair Count is currently at 2), saying something positive about Red Eyes (in the rabbit room, early in the first map of Violet and Brown Space), agreeing with Mary after the Flowers of Jealousy event (early in the first map of Violet and Brown Space), telling Mary you want to leave with her (on Ib's path, late in the first map of Violet and Brown Space-- but this conversation doesn't always happen), and talking to her 7 times or more when she follows you (in Ib's side of the second part of Violet and Brown Space)

  • Garry Rose Count:

    Whether or not Garry loses his rose in the Toy Box. If you want to raise this counter, get Garry to lose his composure, make him a target, and don't be too careful around gallery objects yourself.

    Specific actions that raise the Garry Rose Count are:

    Choosing not to stop Garry in the mirror room (Exit D in the second area of Gray Space), dropping a mannequin into the cord room by pulling the wrong cord (on Garry's path, late in the first map of Violet and Brown Space), telling Mary you want to leave with Garry (on Ib's path, late in the first map of Violet and Brown Space-- but this conversation doesn't always happen), getting violent towards the doll (on Garry's path, late in the first map of Violet and Brown Space), breaking all the mannequin heads in the rain room (in Ib's side of the second part of Violet and Brown Space), and failing Garry's timed event (in Garry's side of the second part of Violet and Brown Space). Failing Garry's timed event raises the count by two points instead of one.

  • Despair Count:

    Whether or not Garry and Ib fall into despair after Garry's timed event. If you want to raise this counter, get both of them to see something especially disturbing, and push Garry close enough to the breaking point to tip him over.

    Not technically a variable within the innards of the game, but it behaves enough like a variable from the outside that it's easiest to treat it as one.

    Specific actions that raise the Despair Count are:

    Seeing the disturbing painting of Ib while searching for the stick figure (in Yellow Space), seeing the message behind the poster (Exit C in the second area of Gray Space, but only after the mirror room event in Exit D, and only if you chose not to stop Garry), and failing Garry's timed event with your Garry Rose Count over 5, counting the failure itself (in Garry's side of the second part of Violet and Brown Space.)

Endings:

Ib All Alone:
What happens:

Instead of going back into the real world at the end, Ib chooses not to jump through the painting and stays in the world of the gallery. There are several variations- this ending is available whatever path you're on, and different things cause Ib to stay or go. A more detailed version shows up in the bonus dungeon, where Ib goes to sleep and thinks about her family... but only if Garry isn't there with her.

Requirements:

  • Ib and Garry make it out of the doll room.

  • Ib doesn't make it out of the museum.

How to get it:

  • Have a Despair Count of less than 3.

  • Don't jump through the painting at the end, OR choose to sleep in the black bed at the end of the bonus dungeon, after a playthrough where your Garry Rose Count reached 3 or more.


Forgotten Portrait:
What happens:

Ib gets out of the museum alone, but Garry gets left behind, probably dead. Ib sees a portrait of Garry in the gallery, where "The Hanged Man" used to be displayed, but doesn't remember anything about him or their journey.

Requirements:

  • Ib and Garry make it out of the doll room.

  • Garry loses his rose.

  • Ib defeats Mary.

  • Ib makes it out of the museum.

How to get it:

  • Have a Despair Count of less than 3.

  • Have a Garry Rose Count of 3 or more.

  • After the Toybox event, confront Mary before you leave the Sketchbook.

  • Jump through the painting at the end.


Together, Forever:
What happens:

Ib gets out of the museum, and Mary follows her. Back in the real world, everyone believes that Mary is Ib's sister, and has been there all along- even Ib herself. Ib still has the lighter or candy, but Mary quickly takes it away. It ends on a picture of Ib and Mary holding hands.

Requirements:

  • Ib and Garry make it out of the doll room.

  • Garry loses his rose.

  • Ib leaves without defeating Mary.

  • Ib makes it out of the museum.

How to get it:

  • Have a Despair Count of less than 3.

  • Have a Garry Rose Count of 3 or more.

  • After the Toybox event, leave the Sketchbook without confronting Mary.

  • Jump through the painting at the end.


Memory's Crannies:
What happens:

Ib and Garry both make it back to the real world, but with their memories gone. They meet again and feel like they know each other, but there's no evidence to support this and it's just too strange. They part, and Ib goes home with her family.

Requirements:

  • Ib and Garry make it out of the doll room.

  • Garry keeps his rose.

  • Ib and Garry aren't friends, OR Garry doesn't have a way to remember Ib.

  • Ib makes it out of the museum.

How to get it:

  • Have a Despair Count of less than 3.

  • Have a Garry Rose Count of less than 3.

  • Have a Garry Friendship Count of less than 8, OR don't choose to give Garry your handkerchief when prompted.

  • Jump through the painting at the end.


Promise of Reunion:
What happens:

Ib and Garry both make it back to the real world, but with their memories gone. They meet again and feel like they know each other. It's almost just too strange, but then they discover evidence that they were friends and that their experience in the gallery was real. They remember everything, and decide to meet up again later.

Requirements:

  • Ib and Garry make it out of the doll room.

  • Garry keeps his rose.

  • Garry and Ib are friends.

  • Garry has a way to remember Ib.

  • Ib makes it out of the museum.

How to get it:

  • Have a Despair Count of less than 3.

  • Have a Garry Rose Count of less than 3.

  • Have a Garry Friendship Count of 8 or more.

  • Choose to give Garry your handkerchief when prompted.

  • Jump through the painting at the end.


A Painting's Demise:
What happens:

Ib and Mary find Garry in the doll room, and no matter what they do, they can't bring him back to reality. This is the last straw for Ib, and she breaks down and joins him. Mary tries to persuade Ib to leave, but despite her efforts, Ib won't even respond. Finally, Mary decides to leave on her own. She escapes to what looks like the regular gallery, but she can't leave, and the museum itself turns on her.

Requirements:

  • Ib and Garry don't make it out of the doll room.

  • Ib and Mary aren't friends.

How to get it:

  • Have a Despair Count of 3.

  • Have a Mary Friendship Count of less than 4.


Welcome to the World of Guertena:
What happens:

Ib and Mary find Garry in the doll room, and no matter what they do, they can't bring him back to reality. This is the last straw for Ib, and she breaks down and joins him. Mary tries to persuade Ib to leave, but despite her efforts, Ib won't even respond. Finally, Mary decides to leave on her own... but remembering her friendship with Ib, she turns around and decides to stay. She throws a party with the creepy dolls and mannequins, announcing Ib and Garry as her new friends and hoping they can play lots and lots forever and ever. Ib and Garry are still traumatized and unresponsive.

Requirements:

  • Ib and Garry don't make it out of the doll room.

  • Ib and Mary are friends.

How to get it:

  • Have a Despair Count of 3.

  • Have a Mary Friendship Count of 4.

139 Comments

ezlospirit May 26, 2012 6:42 PM

I am currently playing through this game (ep. 2), and I am completely hooked! I don't like horror movies, horror books, and certainly not horror games...except for "Ib." This game is simply outstanding. And I'm saying this being about halfway through the game! The atmosphere is terrifying--for maximum chills, turn up the volume--and the story is engrossing and mysterious. I particularly like the setting of an art gallery. (Okay, "art hell" would be a better term.) I have never played better downloadable freeware. The game is extensive, the atmosphere is set perfectly, and the gameplay is at once incredibly simple and extremely complex...otherwise known as perfect!

5/5, 10/10, A+, etc. I would dish out money for this one.

Reply
Akarroa May 26, 2012 7:54 PM

OH MAN I can't express how excited I am to see Ib getting reviewed on here. This game is GOLDEN and I highly recommend it to anyone who enjoyed Ao Oni, .flow, or Yume Nikki. Seriously, this is a fantastic game and I'm so happy to see it getting the attention it deserves.

Reply

Wow, that was something else, but well worth playing. The atmosphere is tense and bizarre(especially near the end).

So far I've seen two of the ending. Wondering how many total there are.

Another great free horror/adventure game series is the Chzo Mythos.

Reply
ThenAgain May 26, 2012 10:48 PM

I love this game, unfortunately in the library past the read doors, when I try to read a crayon book the game crashes. This makes me sad. I hope it's not necessary to continue.

Any ideas?

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@ThenAgain
From the manual:

Switching to windowed mode may help, and you can also try updating your video codecs.
At any rate, you can avoid having to watch the video by choosing the other dialogue option.
The video that is meant to play can be found in the Movie folder and watched externally.

Also for anyone interested there are at least 5 main endings, with slight variations on some.

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This was amazing. I've always wanted something that was a little like Yume Nikki but with a more concrete plot, and this is that. I loved all the characters and the atmosphere and just everything. Wish there was an ending where you could

at least try to help Mary, or allow Mary and Garry to leave, like it was suggested might be possible at one point

but it's understandable why none of the characters would have wanted to try.

Working on a walkthrough, in case I'm not the only one that prefers text walkthroughs to video ones (though there are some perfectly helpful video walkthroughs floating around on youtube...)

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@hyena

Please do! I always prefer text walkthroughs to video. I've only just gotten the rose, and I can tell this will be a good game.

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Ib Walkthrough:

A note on the walkthrough:

I've done my best to keep this walkthrough free of plot spoilers, but if you're trying to keep yourself unspoiled about the plot, it's probably best not to read ahead. I've offered hints in addition to outright solutions when possible, too.

There are color puzzles here, but I've done my best to add notes on the colors for players who have difficulty distinguishing them. If I've done it wrong or there's something I've left out, please let me know.

Also, I am really not the best at describing directions, you guys. I've done what I could, but if it's still confusing, then just ask me to clarify or use pictures or something. I love this game and I'll be happy to help.

General hints:

Save often.

If a vase looks full and blue in its sprite, it generally has unlimited uses. Take advantage of that. If it doesn't, it's usually only good once (there are one or two that are still unlimited but don't look full, but that might be an error?), so be careful. Don't heal more than you need to.

Examine everything and talk to everyone. Paint splotches, bookcases, and signs usually have helpful information, and are interesting to read too.

Starting out in the museum:

Examining the long painting on the southmost room of the upper floor starts the story. If you'd like to explore a little first, do that before you investigate that painting.

Leave. Go down the stairs to the lobby. Ib will notice nobody's there. Some of the paintings will now have creepy effects- it might be interesting to look around again if you want. When you're done, go back to the long painting on the upper floor, and investigate it again.

Go back downstairs. Part of the rope around the dark square painting will be missing now. Go in.

Dark corridor:

The west leads to a locked door, but there's a save point next to it so you might want to go over there anyway. Save if you want, then go east. Take the rose, then move the table and go through the door. Get the key, and go out and west to the locked door. Unlock it, and go through.

Insect painting rooms:

There's an ant wandering around the insect paintings (it's a little black dot, probably only visible at all in fullscreen.) Talk to it if you want. To the east is a door leading north, but part of the floor is missing and you can't go anywhere quite yet.

Head north- but listen to the sign and stay in the middle of the passageway, or the arms that jump out of the walls will hit you. Don't go all the way north either, because there's another arm waiting on the opposite wall. The passageway bends to the east. Take the ant painting and save if you want. The door is locked for now, so carefully head back through the arms.

Show the ant the painting if you want, then go east and through the door, to the room with part of the floor missing. Lay down the ant painting and you can cross. Keep going, and you'll come across a green key and a statue. Take the key, but be careful- when you do, the statue will start chasing you.

Be quick and go back across the ant painting. After you cross again, the painting will give way, and the statue will be unable to follow. Go back through the hands, and unlock the door. You might want to save.

Cat-shaped room and neighboring areas:

Note the fish shaped hole on the northern wall of the room. You'll need to go to both side rooms, but you can do them in either order.

On the west, there's a stick figure on the wall. Examine the paint smear next to him, and he'll play a hide-and-seek game with you. Press a button on any of the curtained panels to guess if he's in there. Some of them can hurt you, so be careful, but if you do this room before the east one, it doesn't matter as long as you don't die.

Hint:

He's in the bottom row.

Solution:

Second from the left.

Get the fish head from the painting on the north wall, then leave.

On the east is a room full of mannequins, statues, and giant heads. When you reach the far right side of the room, one of the giant heads will start moving. Stay out of its way, but don't panic- in a little time, the problem will resolve itself. Get the fish tail. When you're done, look for the vase. You can put your rose in it and you'll restore your health- plus the first time you do it, you'll get two more health points, which are going to be really useful.

When you have both fish parts, you'll automatically combine them. Put them in the fish-shaped hole, and go north when the passageway opens up.

Hanging dolls, liars, and lips:

To the east, there's a save point and a not-quite blank painting. Take note of the number you see, and its color.

Color note:

It's red.

The tongue-waggling painting will drop some spit on the ground. Avoid it. To the west, there's a pair of lips on the wall. You don't want to mess with those yet. So go north, and once again stay in the middle- there's one stray arm waiting to pop out.

Once you're through, to the east are some hanging dolls. Examine the one you can reach, and then examine the one that falls. Note the number and its color.

Color note:

It's green.

There's a door on the far east side, but you don't currently have the numbers to calculate the password. Go instead through the door on the far west side, labeled "The Liars' Room".

Examine the portraits, then go through the door to the north. Don't turn up any tiles yet, but examine the statue for a clue. Go back to the Liar's Room. When you think you have the correct directions for the room with the statue, go back north, follow the direction, and examine where you stand.

Color note:

From left to right, these are the colors the portraits are wearing:

Left side: Green, brown, yellow.
Right side: Blue, white, red.

Hint:

Only one of the portraits isn't a liar- that's what "the odd one out" means. Which portrait can be the only one telling the truth?

Solution:

The one in brown (second from the right) is telling the truth.

The blue one contradicts itself. If Blue is telling the truth, then Blue isn't telling the truth, because Blue says Green is the only truth teller. Blue must be a liar. Because of that, the truth teller can't be Green, either.

None of the others contradict themselves, but White, Red, and Yellow are all either telling the truth together or lying together, and there's only one truth teller, so they all must be liars.

Brown is the only one left.

Take note of the number you find, and its color.

Color note:

It's purple.

You have all the necessary numbers to calculate the correct combination for the northeast door in the main room, so make your way back.

Color note:

In "X x X + X", the first "X" is green, the second "X" is red, and the third "X" is purple.

Plug in the numbers you've found.

Hint:

The password is (18 x 9) + 4.

Solution:

166.

Go through the door, take the wooden apple, and go back out. Remember the lips? Head back south down the corridor (stay in the middle, there's going to be another hand coming out of the other side) and go east. Feed the apple to the lips, then go through the open mouth.

Guillotine hall, lady in red, and small library:

Walk east. Watch the pictures of the guillotine as you walk by- once the guillotine's disappeared from the picture, it's going to come falling down on Ib. Go only as far east as you have to in order to trigger it, then back up out of the way as soon as you see it start to fall. Once it's almost risen, get down the stairs as quickly as you can.

Follow the corridor past the painting and around to the door. There's a save point first, you'll probably want to use it.

In the next room, there's several sculptures, several paintings, and alocked door to the north. At the northeast corner, there's a picture of a lady in red. When you examine it, it'll fall down, leaving a key behind, and the painting will chase you. Watch out, she's pretty quick. Lead her away, then scramble back and get the key, unlock the door to the north (leading her away some more if you need to), and go through. The painting that chase you are unnerving, but they're not that tough- they'll always follow you, so you can almost always lead them away.

You'll find yourself in a library, with another locked door to the north. You'll need to examine one of the books on the northwest bookshelf to proceed (some of the other books are interesting too, so save that one for last if you want). Just watch through the story, and you'll get the key. Go north.

The wounded man and the blue rose:

There's a save point and full vase here. Save and heal if you need to. You can go either east or west, but you'll need a key before you can get very far going west. Go east instead. You'll find yourself in a long hallway with a man lying on the ground. Examine him and you'll find a key. Take it- you'll need it to help him out anyway. You can talk to him and try to help him, but that won't do much.

Go back past the save point and go west this time. Unlock the door, and go through. There's a lady in blue and a blue rose. Lead her over to your side of the room, then go around her and cross to the other side. Take the blue rose and do the same thing to get back. Get out of there, and get back to the save point and vase. Put the blue rose in the vase (heal yourself too if you need to, the vase is full.) Go back east to the wounded man, and give him back his rose. He'll introduce himself as Garry. Once you get control back, go west, and watch out for the new spit puddle as you leave. Garry will move the statue in the next room. Go north.

Sorrowful bride, hungry painting, maze, and eyes:

This room has a sorrowful bride's hands, and pictures of a grieving bride and groom. You'll be able to do something here, but not quite yet. Go north.

You'll come out in a large room. In the southeast area of the room, there's a save point. In the southwest area of the room, there's an unlocked door that leads to a maze. On the ground by the west wall, there are eyes on the floor, including one red one. Towards the east in the middle, there's an unlocked door that leads to a room full of stools and easels. At the northeast corner, there's a blue painting with a fanged smily face that asks to take your rose- you'll want to find something else to feed it instead. At the north wall in the center, there's a painting of a snake with a hole in its eye.

You don't have to complete all these steps in the order listed here, but this is one way to go about it:

Go into the east door with the stools and easels. In the north side of the room, there are some eyedrops on one of the stools. You can move the stools around to clear a path to the eyedrops.

Hint:

Though it looks complicated, you'll only have to move three different stools (though you'll have to move some of them more than once.

The first stool you'll need to move is the one two steps west and one step north of your starting position.

Solution (image):

Screenshot

Note: I took the screenshot after getting the eyedrops, but the stools reset when you enter the room, so the positions are still accurate, and I've marked the position where the eyedrops are supposed to be. Sorry for any confusion!

Go give the eyedrops to the red eye by the west wall. Examine it at its new position, then examine the section of wall it was facing. Go through the passageway, get the red glass ball, then go back to the painting of the snake in the main room and put the ball in its eye. Examine the painting that falls.

Go through the southwest door to the maze. As the sign in the northeast says, you want something south of one of the dots of red paint.

The correct dot is:

...the northeast one. Go into the little space south of it and examine.

Pull the switch. Watch out for the statues. There's a vase of water here too, though you really shouldn't need it. Just concentrate on getting to the switch and getting out.

Back in the main room, you'll see a new door, near the save point. Go through, and follow the directions from the fallen painting. Get the wedding ring, and go back south to the room with the sorrowful bride's hands. Put the wedding ring on the correct finger.

Hint:

Where do people generally wear their wedding rings?

Solution:

Left hand, ring finger.

Get the bouquet, and feed it to the hungry painting. Once it's done, the painting turns into a door. Go through.

Room of living paintings, mannequin heads:

Go through the small passageway in the next room, then through the hall of mannequin heads. You'll come out in a large mazelike room full of paintings of women. They WILL come to life and chase you, but they won't come to life just yet. Take note of all the doors. There's a locked door in the west mazelike area below the paintings, a locked door at the south of the room in the center (next to a save point), a locked door near the northeast corner of the room, and two doors locked with passcodes at the north of the room in the center.

The passcoded door on the left opens with a 4-digit number. The passcoded door on the right opens with the number of paintings of women in the room. Do that one first- as you start doing things, the paintings come to life, and it's easier to count them while they're still. This isn't a strictly necessary room, but you might need it later and it's better to have it unlocked first. Something that may not be obvious to people playing in windowed mode: all of the "standard" paintings in this room are of women.

Solution:

There are 14 paintings of women in the room.

There's a vase if you need it, but save it for later unless you're already almost dead. The bookshelf and poster might be interesting to examine, while you're there.

Work on the passcoded door on the right next. Near the east wall, there's a different painting hanging near the paintings of the women. Examine it until you find a 4-digit number, then, keeping in mind what the subject of the painting is and how that might change how you interpret the password, go back and unlock the right passcoded door.

Hint:

Would the number be printed on the Hanged Man's shirt upside down?

Solution:

5629 upside down is 6295.

Go inside. There's a table with an empty vase that you can push around, and an easel with a chair. Push it around until you find the right spot (the game will let you know when it's where it's supposed to be).

Solution:

Just keep moving it west

Go back out after you've moved the table. There's going to be a few paintings roaming around by this point, so be careful. The door near the northeast corner of the room will now be unlocked. Go in, and examine the mirror until you get a reaction from Garry. Do what you want, and go back to the main room.

On the south corridor of the east side of the room, the woman in green can now be coaxed to come to life- she'll drop a key when she does. (Depending on if you've passed her before, she might already be moving around.) Lead her away, get the key, then go into the room next to the save point. It's a very good idea to save first.

Examine the portrait of Ib's parents, sit on the couch, look around if you want. There's a movable bookshelf near the window- you want to get Garry to move it so that it covers the window. When you're done, try to leave. A moving painting will make a hole in the north wall. Lure the painting away and go through the hole.

The room's going to be swarming with moving paintings and statues at this point. If you're low on health, now is a good time to go through the right (formerly) passcoded door and use the vase- you come out right beneath it. Just make sure you don't get trapped between the paintings and statues. Make your way as quickly as you can to the door in the mazelike area on the west side of the room- it's going to be the only one in the area you haven't gone through yet.

Whew. Enjoy the cutscene.

Garry's coat, roped room, "___ of the Deep":

Wake up, and talk to Garry. Give him back his coat. There's a save point and a vase here, but you might want to save the vase for later. If you want, you can talk to him before you go- sometimes he repeats himself, but he's got more to say than you might think. When you're ready, leave the room.

Go south into a large area. There's a door to the north, but it's locked, and there's nothing to see through the peephole. To the east, there's a roped off area with a bookshelf inside. It's just a trap, and you don't actually need to go through there. The bookshelf's mildly interesting, and you can only see it by going inside, so you can if you want to. The yellow statue comes to life when you go in, and pressing the buttons on the north wall of the area can either bring more statues to life, or open up the exit.

Solution:

Press the center button to open up the exit. Don't press any of the others.

Once you're done with the roped off area, or if you've decided against it altogether, keep going around. If you examine the white puzzle on the wall, you can have a little conversation with Garry about it, but that's also optional. There's a save point, too. Once you're done with that, keep going to the exit to the west. You'll end up in a room with a mirror, and doors to the north and south. The north door is locked with a password, but you don't know the password so you can't get through. Go south instead.

After Garry moves the statue, pull the rope in the corner, then go south. You'll end up around where you were when you entered the large area, but now there's a paint splotch under the lamp. Read it, and Garry will ask you if you remember the name of the dark square painting from the museum.

Hint:

It's a trick question- if you investigated the picture at the start of the game, Ib couldn't understand the word, and nobody around the painting mentioned the title.

But that'll rule at least one of those words out- the one Ib would obviously have known.

As for the other, has this artist ever been known for subtlety?

Solution:

It's "Abyss."

Go north through the now-unlocked door, and keep going north until you reached the passworded door. What you've decided for the painting's name is what you're using for the password. Once you're in, examine the big painting to proceed- though some of the books around are interesting too, and you might want to check them first. After the cutscene, go back out and go east until you see the red footprint trail, then follow it.

Meet Mary, your newest party member. Go south and use the vase (even if you don't need to, the game demands it.) After the cutscene, go north, and keep going north until you reach a set of doors and a save point. The right door is locked, so go through the left one.

Splitting up, rainbows, gas, and balls of paint:

Examine the painting, then get the key from the broken statue. Leave. You'll get split up from Garry, so unlock the remaining door and go through it. Investigate everything, then try to go back to see Garry. The door's now blocked, so go north, and keep going along that path until you get to a room with a save point, a missing section of floor, and a big blue rose on the ground. Examine the blue rose.

Now you're Garry. Go back in the room. Examine the bookcase on the right. You'll move it, revealing a hole in the wall. Go in the hole. You'll come out in a room with 5 ropes to pull and a big red rose on the ground. Examine the red rose, and be Ib.

Look around. Pulling any cord but the correct one will harm Garry, pulling the correct one will help Ib. Find the cord that would help Ib, then be Garry again and pull it.

Hint:

Which cord looks like it might do anything at all on Ib's end?

Solution:

It's the second from the right, the one which, in Ib's room, is directly above the computer thing.

Be Ib again. Cross the room. Push the triangular object into the gap, then go out the exit to the west. Make your way down the hall, and answer Mary's questions however you want.

The next part doesn't need to be explored exactly in this order- this is just the most convenient way, with the least switching.

You'll come out in a room with a save point and red gas covering one of the passageways near the entrance. Don't go down there- every step you take through the red gas costs you one point of health, and with only five points maximum, Ib just won't be able to get through.

Note the seaside painting ("Fisherman") in the east near the entrance. Next to it is a locked door. To the south is a door that leads to a room with a bunch of mannequin heads and a painting called "Lady Without Her Umbrella." Go inside. Moving the southwest mannequin head will crack the floor, which is necessary, so go ahead and do that. Don't move any of the others, you'll just get hurt. Take the Tree Key from the table. Go back out.

Further west, in the center of the room, there's a vase and a blue rose on the ground. Keep going west. On the far end of the room, there's an unlocked door at the north. Inside is a gray room, with a painting of a rainbow and a large area of floor missing. You can't do anything here yet. There's a door on the north that's locked with a password. You can try right away with no consequences, and there's only three options, so go ahead and find the one that works.

Hint:

What does it look like?

Solution:

It's "Marvelous Night".

Inside is a library. On the rightmost bookshelf, there's a book about some of the paintings here. Note the date when "Juggling" was painted. Examine the gap, and use the Tree Key in the lock. Go out.

Be Garry. Push the triangular object into the hole in the floor, then leave through the now-open door. Go down the hallway. You can examine the messages next to the creepy dolls, but you only really have to read the last one at the end. Move the creepy doll, examine the door, read the paint on the wall, and go through the now unlocked door.

You'll come out in a room somewhat similar to the one Ib is in. Note the red rose on the floor. There's a locked door nearby, that has a cold feeling about it. To the north, there are two unlocked doors next to each other. Go inside the one on the left. You'll see seven pedestals and a palette. Read the message and go out. Go inside the room on the right. Examine the bookshelves on the west side of the room. The one at the north row, closest to the wall that divides the room, contains the green ball of paint. Take it. You can't get to the east side of the room right now, so don't worry about it.

Going further east, you'll see a table with a save point and a full vase. If you don't still have full health, heal yourself- you can use this vase as many times as you want. There's a locked door in the northeast part of the room. Note the "Fishing Hook" painting. South from there is a painting of a figure juggling balls. Examine it, and tell it the year it was painted- if you've been following this walkthrough, you've read that information in the library as Ib.

Solution:

Enter "6223".

Take the blue ball of paint. Go south through the door.

This room is full of the red gas. Garry has enough health to do what he needs to do in here, but be careful. Just go east until you get the umbrella- don't bother with the ball of paint for now. You can get it later and be much more convenient about it too. Once you have the umbrella, just leave. Heal yourself, and go to the "Fishing Hook" painting. Put the umbrella on the fishing hook. Then go back down to the southwest corner of the room. Take the yellow ball of paint.

Be Ib. Examine the fishing hook painting, then take the umbrella. Go back to the "Lady Without Her Umbrella" painting and give the umbrella to her. It'll start to rain.

Be Garry. Go back to the room of red gas. The vase at the end of the room now has a little bit of water in it. Make your way down so you're directly east of the vase, then heal yourself. Keep going east. You'll reach a pull cord. Pull it, and the gas will go away. Take the violet ball of paint as you're leaving. Heal yourself on the way out.

Go back to the library. You should be able to get to the pink ball of paint now. Investigate the bookshelves and read the last entry in the book about the paintings. Go outside. The creepy doll has moved next to the cold door. Read the message next to it, and search it. Take the red ball of paint. After the doll runs away, go through the cold door- it's now unlocked. You are strongly encouraged to save before you do this.

Take the white ball of paint. You can fail or succeed at this next part and the game goes on, but it'll have an effect on what ending you get. After you try to leave, there's going to be a timed event. If you want to fail, just wait the timer out. If you want to succeed, examine as many creepy dolls as you can as quickly as possible. Once you find the one with the key, get out as quickly as you can.

Hint:

The correct doll is wearing a white dress.

Solution (image):

After Garry's timed event:

If you succeeded:

The door next to the fishing hook picture is now open. Go upstairs. You'll automatically be Ib now. Talk to Mary, then go follow her. Go back. Mary will follow you, and you can talk to her if you want. Like when you got to talk to Garry, she has quite a few things to say and it might be interesting. Go to the rainbow room, now actually colorful, and get the key. Go back out and unlock the door next to the Fisherman painting. You'll run into Garry. Once he's with you, go back into the main area.

If you failed:

You'll automatically be Ib. Go into the rainbow room, now actually colorful, and get the key. Go back out and unlock the door next to the Fisherman painting. Go downstairs. You'll find yourself in the area Garry is in. Go to the cold room. Talk to Garry until he comes with you (either option accomplishes this, but might change your ending), then go back upstairs.

Chalk town:

The red gas is gone from the upstairs, so go through the exit where the red gas used to be. Get Garry to move the statue, and go down. Keep going down, and then follow the pathway until you come to a crossroads.

Make a loop around the area, and take note of the scenery. You may want to map it out. In the center area, there's a vase (one use only) and a save point.

Examine the wall of the pink house in the center screen. Go to the center west screen. Enter the upside-down house, and take the bucket from the closet. After the cutscene, leave the house and go to the northeast screen. Examine the lake and fill the bucket. Go to the southeast screen. You'll notice a small flower. Water it, then examine it and take the key. Go to the center south screen, and unlock the gallery with the key. Go inside, open Pandora's box, and get the mirror.

Some things about the town have changed. Look around each screen, and examine everything you can. Then, go to the northwest area, and examine the patch of light. You can talk to Garry if you'd like to, but when you're done, put down the mirror and melt the icy door.

Enter the formerly icy door. You'll see a spiral of symbols and 8 buttons arranged in a square. Press the correct button for each symbol, from start to end of the spiral. Stepping on the wrong buttons will hurt you, so if you don't know what you're doing, it's best to leave, save, and come back again. Though there's a ticking clock noise, this event doesn't seem to be actually timed.

Hint:

Don't worry if you didn't quite catch the arrangement of the symbols when you opened the box. The buttons do not correspond to the original positions of the symbols.

What do they correspond to? Well, the arrangement looks kind of like a square grid. What else is a square grid?

The buttons correspond to the different screens in the town. Almost every screen now has some element of one of the symbols after the box was opened. You might need to figure out one or two by process of elimination, but most can be figured out just by some exploring.

Northwest screen:

You've probably noticed the spiral sun in the sky- it created the sunny spot you used to melt the ice.

North center screen:

There's a heart drawn on the door that wasn't there before you opened the box.

Northeast screen:

Examine the lake- the moon shows up reflected.

West center screen:

Examine the red butterfly. Garry notices it has an eye pattern.

East center screen:

There's a lone apple on the tree.

Southwest screen:

You can walk off the path to the west. When you do, a grinning mouth comes into view.

South center screen:

There's a spiral on the bulletin board.

Southeast screen:

I had to process of elimination this one, but it's the star. Could be that it's where you arrived when you first got into the chalk town, and there were stars along the path you took to get here.

Solution:

Press the buttons in this order: North center, west center, northeast, northwest, southeast, south center, east center, southwest.

Take the key. Go to the north center screen, and unlock the house. SAVE. The next area is brutal. When you're ready, examine the toybox.

You'll come to in the toybox, with no rose and no Garry. Garry's on the east side of the area. Your rose is sort of northwest, if it's there. Note the door at the north. Get Garry first, because the pink key, which you need to leave the toybox, is almost directly down from the rose, and that makes it a lot easier to find in this clutter.

Depending on what happened to Garry in the cold room, there might be a key but no rose- if so, the key will be somewhere else, sort of south and west of Garry. If that's what happens, you'll get a cutscene before you get your rose back. Make whatever choice you want- it's not going to change anything.

There is no vase, so don't bother looking. Once you take the key or once the cutscene is over, the toybox will darken and everything will try to kill you. It helped me to try to lead them away and then head for the door, instead of just charging through the crowd. If you didn't get the cutscene, you'll have to do this with one hit point. It's challenging, but doable. You might want to switch to fullscreen if you usually play windowed, just for this part.

Follow the pathway until you come out in a pink room with an exit to the south, vines to the north, and a save point. If you don't have Garry with you currently, then you can just walk out of here now (but you can do the last confrontation if you want to, and you'll get a different ending.) If Garry's with you, then you'll have to do the last confrontation. If you're going for it, SAVE. It's not particularly difficult, but it's very easy to die.

Last confrontation:

Burn the vines to the north. If Garry is with you, just tell him to do it- he has a lighter. If he's not with you, go back to where you last saw him and take the lighter. The game will prompt you to eat your candy first- do it. Save once the vines are taken care of, then go north.

In the middle of the next room, you'll get a cutscene. As soon as it's over, you'll be charged. Prepare to run north immediately. Examine the painting as quickly as you can, then burn it.

After another cutscene, leave the room. If you have Garry with you, he might let you know that he's hurt. You can pick either option, but it changes the ending.

Finishing up:

Leave the building, and go to the pink house in the center screen. You'll have the pink key. Unlock it, and go inside. Go down the stairs until you arrive at a place that looks very much like the museum where you started. Examine the paintings if you want- if Garry's with you, you'll be able to see the words you misssed as just Ib. Go to the long painting from the start of the game (upstairs, south center room) and examine it. You'll get a choice about what to do. You might want to save at the lobby first, if you want to see it both ways.

You're out (or not. But either way you've finished the game!) You might get to explore the museum a little bit, depending on what end you got. Find Garry or your family, and you're done. Congrats!

Endings Guide:

A note on the endings guide:

Being an endings guide, this is full of spoilers for everything. I'm assuming here you've played through to an end at least once, and this still will probably spoil you for other paths. Just looking at "Requirements" won't be too spoilery, but looking at anything else probably will be.

Also, I'm not sure of the exact nature of meeting some of these requirements. When that happens, I'll try to explain what I did to get that ending. If there's anything I got wrong, let me know.

Endings:

Ib All Alone:
What happens:

Instead of going back into the real world at the end, Ib chooses not to jump through the painting and stays in the world of the gallery. There are several variations- this ending is available whatever path you're on, and different things cause Ib to stay or go.

Requirements:

* Ib chooses not to go through the painting at the end.

How to get it:

You'll have this option at the end of every playthrough- just don't jump through.

Forgotten Portrait:
What happens:

Ib gets out of the museum alone, but Garry gets left behind, probably dead. Ib sees a portrait of Garry in the gallery, where "The Hanged Man" was, but doesn't remember anything about him or their journey.

Requirements:

* Garry loses his rose.
* Ib defeats Mary.
* Ib chooses to go through the painting at the end.

How to get it:

I'm not exactly sure what triggers the event where Garry loses his rose, but I've got it to happen by failing at Garry's event and making Ib slap him twice when she comes to the rescue. As for the rest, just go through the thorns and fight Mary when you get the opportunity, and jump in the picture at the end.

Together, Forever:
What happens:

Ib gets out of the museum, and Mary follows her. Back in the real world, everyone believes that Mary is Ib's sister, and has been there all along- even Ib herself. Ib still has the lighter or candy, but Mary quickly takes it away. It ends on a picture of Ib and Mary holding hands.

Requirements:

* Garry loses his rose.
* Ib leaves without defeating Mary.
* Ib chooses to go through the painting at the end.

How to get it:

See the the instructions for "Forgotten Portrait" about getting Garry to lose his rose. For the rest of it, just don't fight Mary, and jump in the portrait.

Memory's Crannies:
What happens:

Ib and Garry both make it back to the real world, but with their memories gone. They meet again and feel like they know each other, but there's no evidence to support this and it's just too weird. They part as strangers, and Ib goes home with her family.

Requirements:

* Garry keeps his rose.
* Garry doesn't have any physical reminder that he knew Ib.
* Ib chooses to go through the painting at the end.

How to get it:

Garry has always kept his rose when I've succeeded at his event. He's also kept it when I failed, but didn't slap him again. Try to succeed at it just in case. You can still be friendly with him if you want, but if you get the option to offer him your handkerchief, don't do it. And jump through the portrait at the end.

Promise of Reunion:
What happens:

Ib and Garry both make it back to the real world, but with their memories gone. They meet again and feel like they know each other. It's almost too weird to even consider, but then they discover evidence that they knew each other and this really happened. They remember, and decide to meet again.

Requirements:

* Garry keeps his rose.
* Garry and Ib are friends.
* Garry has a physical reminder that he knew Ib.
* Ib chooses to go through the painting at the end.

How to get it:

For how to make Garry keep his rose, see the instructions for "Memory's Crannies". For befriending Garry, choose friendly options when talking to him and be positive about him when talking to Mary. Talk to him a lot when you can, like when you wake up in the room with him, and when you're in the sunny patch in chalk town. Examine all the things like the milk puzzle and have as many little conversations with him as you can- I'm not sure if it'll help, but it can't hurt, and when I got this ending, I did those things.

If Garry and Ib are close enough, then he'll tell her after fighting Mary that he's hurt. Give him the handkerchief. Then all you have to do is go into the portrait with him at the end, and you'll get this ending.

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I wanna play this game SOOO much, but whenever I get to the part where I grab the rose for the first time, the game becomes choppy as hell. Has anyone ever encountered this? Is there a way around it?

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hyena, that's a fantastic walkthrough! Informative and yet as spoiler-free as possible. :-)

One thing that might need fixing is

that both image links point to the same image (ie. Garry's event pic is missing):
http://thaiwonders.com/documents/jig/ib_puzzle02.jpg

Also, on the first image, the right side has another route to the item in the back:
http://thaiwonders.com/documents/jig/ib_puzzle01.jpg

Finally, a bit more info on the endings (heavy spoilers):

Internally, the game keeps track of two scores that influence the ending. The first one depends on how you treat Mary and the other inhabitants of the Abyss. Increasing this score too much will result in Gary losing his rose. The actions below are confirmed to affect this score:

  • letting Gary kick the mannequin head after the mirror scene (ie. picking 'cover your eyes' instead of stopping Gary).

  • pulling the wrong cord after the trio splits up (last from the right, it drops and splits a creepy doll)

  • selecting the 'kick' option to move the creepy doll that follows you.

  • failing Gary's timed event

  • if Mary pops a particular question, answering that you'll leave with Gary (she asks only if this score is still 0).

  • breaking the two mannequin heads not related to the steam-room puzzle.(You'll know you've done wrong because many will appear afterwards)

The other internal score represents Ib's attachment to Gary. It determines whether Garry will remember Ib in the real world or not (ie. whether the choice to give him Ib's handkerchief pops up). These actions increase the score:

  • reading the note in the upper-left corner of the maze room

  • stopping Gary from kicking the mannequin head after the mirror scene (see above)

  • giving Gary his coat back

  • talking to him many times after the coat scene

  • doing the optional rope maze with the three switches

  • talking about the milk puzzle in the same room

  • always answering Gary's questions (ie. not picking the silent '........' option when presented)

  • talking to Gary before doing the mirror+sunlight puzzle in the Sketchbook area

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Thank you for clarifying about the endings!

And wow, I can't believe I didn't catch accidentally using the wrong picture.

Here is the correct image for Garry's event:

Could a mod fix that in the walkthrough guide section? Thanks.

[Fixed. -Mod.]

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CrazyIsOptional May 29, 2012 4:19 PM

I can't get into the area with the pink blob of paint as Garry! I'm stuck, I've done everything else up to that point - has smashing all the mannequins as Ib ruined it for me or something? Please help, I'm very lost.

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@CrazyIsOptional:

Nope, I've smashed all the mannequin heads and still finished the game.

I assume you're talking about the blocked off library section? Have you gotten every other ball of paint obtainable at this point, and turned off the red gas? A few balls of paint are easy to miss. Make sure you have all of them apart from red, white, and pink. Also, have you taken and used the tree key?

Once you've done everything else, it'll open up when you pass by the library from the outside.

You might be experiencing a glitch, but make sure you have every other ball of paint and that you've turned off the gas.

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CrazyIsOptional May 30, 2012 4:31 PM

Thanks, hyena! Turns out I missed the blue paint - well, I got it, but then I must have died and reset so I missed it and forgot.

This is a beautiful game. I got the 'Memories Crannies' end, and

It was a really sweet ending. I felt kind of bad leaving mother there in the bad world, but after seeing the 'Promise of Reunion' ending, I guess I kinda wanted that. Oh well.

Definitely worth another few playthroughs to get the other ends.

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Ib can Multiply large numbers but she can't read simple words when reading the names of the paintings.

I guess that's game logic to you.
The game was quite enjoyable either way :)

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@CrazyIsOptional:

Don't worry, Ib's real mom is okay! She shows up in the normal museum in almost all of the endings, after all. :D

Promise of Reunion (or Together, Forever if you sympathized more with Mary) really is the best ending. Good luck! SiamJai's ending tips are great if you want specifics.

@Ai:

I've heard somewhere that children in Japan don't learn the entire written language at first, just the easiest system. The rest gets taught as you go through school. I don't know how accurate that is, but if it's true, it could explain Ib's reading comprehension gaps. (Not sure if the game's supposed to be set in Japan, but that's where the developer appears to be from, so.)

As far as I can remember, the math is age appropriate, but it's been a while.

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@ Ai: Hyena is right.

There are 48 characters in hiragana (the syllabary writing system). In contrast, the most commonly used kanji number almost two thousand, and some of them are very complex and difficult for a student to read.

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man this looks like such a cool game. too bad it wont run on my computer :(

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metalhamster June 17, 2012 4:50 AM

How can I switch to windowed mode? (Same problem as ThenAgain - at some parts, the game crashes.)

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metalhamster: F4 toggles between fullscreen and windowed mode.

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metalhamster June 19, 2012 12:42 PM

@SiamJai: Thanks!

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Kris-san June 23, 2012 6:28 PM

i was playing the game until i was missing this file "???"

it popped up in the Liar's Game room, the part where there was a statue and I tried to pull the tile and the error showed up

i'm sure i have to rename a file but i'm not sure which.
Another thing, i tried placing the rose into the vase for healing, but the file "??" is not found. i was wonder which file i had to rename for that one.

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Kris-san, do you use a language besides English on your computer?

I had exactly the same problems and got them fixed by making sure that my system was set up to run non-Unicode programs in English. (By default, it was not.)

On WinXP, do the following:

  1. Go to Control Panel >> Regional and Language Options

  2. Here, click on the 'Advanced' tab and locate 'Language for non-Unicode programs'.

  3. Select 'English' from the dropdown menu and hit OK.

On Win7, do the following:

  1. Go to Control Panel >> Clock, Language, and Region >> Region and Language

  2. Here, click on the 'Administrative' tab and locate 'Language for non-Unicode programs'. Click on 'Change system locale'

  3. Select 'English' from the dropdown menu and hit OK.

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Doomstruck June 27, 2012 4:37 AM

Just played this game recently. Scared the crap out of me at times, and when I let my little brother play it, he kept getting startled. However, when he gets startled, he usually laughs about it immediately.

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The fishhook wont take the umbrella, gary just goes "....."
D:

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I'm having a problem I guess no one else is having issues with? It's about entering the numbers for the password at the door (See below:)

I figured out the numbers to plug in from the password even without reading the walkthrough: 9 for pink, 18 for green, 4 for pink. However, I can't just "plug in" 18 because the way to enter numbers is by scrolling with the keyboard, and the digits only go from 0 to 9. You can't just enter numbers. It's really exasperating because I spent a long time thinking it must be something other than 18, and it's some complex mathematical riddle, and after finally reading on here that it's just 18 but I can't enter it, I don't know what to do. How is everyone else getting past this point?

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EDIT: sorry, I meant

*4 for purple

(this has nothing to do with my problem though)

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https://www.google.com/accounts/o8/id?id=AItOawkluSdfgL61nsHIDv-2KxJsczcYZmnJiDM July 2, 2012 11:40 PM

@Sarah- The puzzle's a bit different than you're thinking.

The numbers fit into certain spaces of the math problem. The password is the answer.

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Ah, I see, thank you -

But I think it's a bit misleading where you say in the hints "plug in the numbers you've found." (to be fair, this is what I had tried on my own as well so I didn't just try to cheat by coming here)

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itsthetaz July 3, 2012 3:12 AM

I love this game to death. My friend convinced me to play it, but I never got around to it... until now. This is seriously one of the most touching games i have ever played. And that's a lot of games. :D

I got so emotional over this. I cried so hard when

Garry died. I think I scared my mom pretty bad, hugging my laptop, sobbing, whining "Garry noooo..." as I was.

But you know, that's the true beauty of this game: It can reduce you to tears in an instant. God, I love Garry. *wipes away manly tears*

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Finally finished the game, I really enjoyed it.

I want to thank hyena and SiamJai for all the help and insight provided.

@Ai: my understanding is that indeed as other had mentioned, there's a vast number of characters in Japanese that are harder to know. Kind of like complex vocabulary in English you might not know even in adulthood unless you're a scholar in a certain area. That said, I thought at first the artist was foreign and that possibly the portrait names were in Spanish or something.

Things of note that I didn't see come into play (I might have missed something):

The artist's name in English would be something like 'white white,' wouldn't it? Earlier on in the game I thought maybe Garry was Guertena because the names were similar, except Garry's color was blue, so...

The fact that Gary's coat was tattered and he seemed not to remember much seemed to suggest he was also not human, kind of like Mary, etc, but I guess he really was another patron.

The discussion of Garry talking 'like a lady' and the bit where Mary asked if he was Ib's father made me wonder if he wasn't some manifestation of both her parents or something, but I guess he wasn't. Maybe those elements and his frayed coat were just there to mislead you to wonder stuff like that?

I expected something to come into play with the room where the writing 'stop' and 'don't kill me' appeared on the wall, which if I recall correctly was also the room where a book said 'women here like to play love-me-love-me-not' and about the women who wanted Guertena for his inheritance. That together with the vengeful lady in red and Mary acting so scared of Garry made me wonder if Garry wasn't actually Guertena, who had done bad things to the lady in Red who was actually Mary, but I guess not. Mary was yellow anyway, so the lady in red would have been Ib (or Ib's mother), which I also considered.

I also had thought that the bit along the lines of "the little girl who passed out...and expired, but the most disconcerting of all was that she didn't know she had expired" (I'm grossly mis-phrasing this, but it was along those lines) - would mean that when Ib passed out and had a nightmare sequence, she had really died at that point or became a painting at that point, and the rest of the game wasn't real." (I though this was also consistent with the picture of Ib being hanged in the chalk town). But apparently that point where she had the nightmare had nothing to do with anything afterward. The bit about being in an unreal world was relevant, though.

That said, I agree with itsthetaz, by the end of the game

I loved Garry too. In fact I loved him earlier and was always nice to him because of that, thinking it'll get me killed at some point the way often in horror stories showing kindness gets the main character killed. He was just so caring and gentle. It made me sad at the end when we didn't remember each other. Then I was like, I'm getting way too emotionally involved in this game.

Thank you again to everyone for your help.

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@hyena
If you want to know about that ending...top spoiler first.

to help Mary, you have to know her story. i'll tell you the method in the next spoiler it's quite a long story.

If when Garry is in the room with the creepy dolls and you wait for the doll to crawl out after picking up the white paint ball, then you will be able to find him with Ib and Mary in the hallway on the bottom right of their section. You should recognize the area and then you can get him back by entering the room he was in and you can wake him up by continuing to hit him in the cutscene. When Mary pushes you into the toybox, go to Garry before getting your own rose and Mary will have your rose when you come back. ask Garry to trade and she will take his. when you follow her up the stairs ignore Garry and head straight out to finish the storyline without burning Mary's painting. Finish the story without Garry and an ending with a happy Mary ensues!!!

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@hyena oh sorry didn't see the second spoiler in there.

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I'd just like to start out saying this is a GREAT game so far!! I'm still early in the beginning but a friend and I have been playing side by side and helping each other when we're stuck. But now she's stuck at something that I have no idea how she can get past. We've both done EXACTLY the same things, but for some reason the door next to the "Coffee and Cake..." painting (the door is the one that holds the "Melancholy" "Wine Stool" sculptures) isn't showing up for her. She can't progress through the story without that door. :(

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Nevermind, it seems she missed the switch in the maze. -A-

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Kisekiko July 11, 2012 2:39 PM

When I clicked on the link to download this game, I came to a page that said the "file belongs to a suspended account". Does anyone know somewhere else I could download this game?

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Kisekiko July 15, 2012 2:56 PM

Hello? Jay? Somebody? Anybody??

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elle July 15, 2012 3:15 PM replied to Kisekiko

I'll ask someone. ;-)

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There's a new link to a download the game on the author's page for the game, and we've updated the download link to point to that one instead. Sorry for the inconvenience.

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Kisekiko July 15, 2012 7:57 PM

Yaaay! Thank you! I'm really looking forward to trying it. :D

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This game was a goddamn masterpiece.

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Davinel July 19, 2012 8:21 AM

The game seems great, but when I pick up the rose at the beginning, it becomes really laggy, making it unplayable.
It was working just fine before taking the rose...
Can someone help?

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Kirbypowered July 21, 2012 9:26 AM

This game is beautiful. I'm going to have to play it through once more to get one final ending, which is fine by me.

I'd seriously watch this if it were turned into some surreal anime, though the multiple ending part wouldn't work. Just give it the best ending. =O

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I attempted to play the game without screaming with fear in every move. I couldn't. It's not a good game for us who gets scared even in the lamest horror movie. I'll try it again in a few years though, it's a beautiful game.

@Davinel I had a problem with the rose too. I deleted the files and downloaded the game again. It's fine now.

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SentientMachine July 27, 2012 4:00 AM

Garry won't take the umbrella in my game, either. :c Anything I can do?

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scarlet_grandpa July 28, 2012 8:47 AM

the fisherman just won't appear on the painting for me. anyone knows what's the trigger for this?

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I am having the same problem with the umbrella. I've received it from the gassy room, but all Garry does in front of the painting is saying "....". Maybe you guys already found a solution to this?

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@Floor Smorenburg

In order for Garry to send the umbrella to the second floor you need the fisherman to cast his hook.

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Such a wonderful game. The ending made me jerk a tear.
One suggestion that can possibly (as in MAYBE) fix your glitching and crashing is to download the game again and make sure the download is not interrupted at all and the information size is correct.
I've dealt with glitchy gameplay from Yume Nikki because the file was "completed" but contained less data than it said it would.
I downloaded Ib twice because the first time it "completed" with about 68 MB than 99.6 MB.

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unibrowzle August 8, 2012 2:59 PM

I love the game so far but i've got up to the part with the Maze, eyeballs, room full of easels, and i don't see any wedding ring behind the tree. Any help ?

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@unibrowzle

You literally have to get behind the tree. Don't go to the right, go "on top" of it so Ib is behind the tree (The tree should be "ontop" of her sprite) and then just use the action key and it should say there's something in there

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I'm doing a Let's Play on this game, but whenever I run it, it sets me back to the first save spot! This is extremely annoying and I don't want to have to replay it every time I record. Help!

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@Kendra

Do you save in every different room? Also you could try downloading it somewhere else, you could search youtube for a different file. I have it and haven't experienced any trouble so far.

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splatter.my.rainbow.19 August 10, 2012 12:53 PM

Can someone please help with my arrow keys issue?
I start the game at the gallery, talking to my parents, and when I try to move, it wont work. She just moves by herself in to a little corner of the room..
The 'x' and 'alt' key work

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Yeah, I tried multiple. The only times it saves is when I exit and it says that it found new files to add. Maybe it's my version of Winrar? I'm not sure, but I think I might have to discontinue my playthrough :(

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dragontamero.o August 10, 2012 10:54 PM

Love the game so far, but when I got to the room with "stop" and "don't kill me" written all over the walls, Ib constantly wants to go up, almost like my up key is jammed. Even when I start a new game, she goes up. The key doesn't work in the menus, but it isn't stuck. I know the key isn't jammed because I can still use it in my browser.

Help?

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Hi! Regarding my last post, I fixed the issue! It was something so simple and silly of me to forget. I forgot to extract the files from Winrar and put them in a separate file. I was just running it straight from Winrar! How careless of me. So, for others with this same issue, try that! Thanks for responding though. :)

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I seriously love this game. A friend showed me it, and I was kinda scared to play it. But I've played Yume Nikki, Yume 2kki and .flow, so why not?
I instantly fell in love with Garry. I just love him.
Out of fear, I played along with a walkthrough, plus I heard of the darned puzzles, and I thought I'd get confused. Just as well, I'm curious, so I may have explored everything and gotten a bad ending.
I just finnished today, a bit on my own, and I just love it.
But, has anyone else had these thoughts?

That butterfly with the eye on it in the toybox? Do you think that means that Mary is watching you?
And the ticking clock in the freezer door room? It gets slower the lower your health is. I think Mary was "monitoring" Ib, because she's a little kid, and easier to manipulate than an adult/teen like Garry.
And am also the only one that has consitered Garry being gay? It is brought up that he talks like a lady. And he colapses after they kill Mary, for no reason other than maybe his hand, which wouldn't make someone colapse of all things. Plus he seems easily tired out by pushing just one staue. There's also the fact that he may be sick with some kind of illness like cancer or something.
And those painting ladies? They just may have been people who had come into the gallery and ended up trapped in the fake one like Ib and Garry. And is it odd that as Ib, the first painting woman you see is the red one? And Ib's color is red... And Garry was attacked by the blue painting woman. And his color is blue. And then Mary's color is yellow, and there's also a yellow painting woman, I think. I forgot the last painting lady. Maybe people are drawn into the fake gallery due to what colors their souls are. And that explains the rose colors. So maybe the painting ladies are colored to go with Ib and Garry. And maybe Mary, too. And maybe one to go with that artist guy. Whatever his name was.
And those dolls? Well, the ones in the doll room that were once bunnies? I think that maybe it hints Mary's true identity. Because she, like the bunnies, seems innocent. But then suddenly becomes evil, like how the bunnies became dolls, and Mary, well, was evil the whole time.

Just a few odd tidbits to think about.
This game would be so awesome to make into an anime or something. But with the alternating endings and all... There'd have to be differant anime's for each ending.
I wish there would be a sequel to this game. It's just so awesomesauce.

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acw.cabbit August 13, 2012 12:12 AM

I have replayed from past save points literally a dozen times and no matter what I do I can not get past this part

I have the umbrella but no matter what I do the fishing hook wont come down, I've done it over and over and it just will not come down.

Am I doing something wrong? Or is it just a bug?

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shinyflyingcars August 14, 2012 1:45 AM

This game evokes a lot of feelings ;-;
I think it's a pity that Garry's womanly speech doesn't translate to English very well, since it's part of his character.

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https://www.google.com/accounts/o8/id?id=AItOawnwcPm4rjHjz4l0pubUEsiRRh7fp-JcT1Q August 14, 2012 11:32 PM

i'm having a problem while playing the game! i was up to the part with the fisherman and the umbrella and i got it to rain and everything, but when i switched back to garry i accidentally died in the room full of gas. when i got back on the game, i redid the whole grabbing the umbrella thing, but

the fish hook isn't there for me to put it on!

What do i do?

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Hi,
WARNING, SPOILERS BELOW!

Just wanted you to notice that in the "Sorrowful bride, hungry painting, maze, and eyes" the correct red paint spot is...

...the northWEST one, not the northeast one! You must stand on it and move to the south wall, and you'll find the switch.

Thanks,
Bellis

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It was said in the walkthrough that:

The game will prompt you to eat your candy first- do it.

But the game didn't prompt me. Anyone know why this happened or this is normal?

And Garry didn't tell me that he's hurt either when we finished burning Mary's painting, so I can't give him my handkerchief.

Does anyone know what I have to do for Garry to say this?

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@adriane
The 'Eat candy' option will only appear if...

-Garry loses his rose and dies(or sleep)
-Ib wants to explore the stairs blocked by the yellow roses' thorns,thus needs the lighter from Garry.
-Ib returns to the 'dead' or 'sleeping' Garry and takes his lighter. THEN you will get this dialogue;"You are carrying too much stuff.Eat candy?"(or something like that)

If you do this you will get..

the 'Forgotten Portrait' ending...which is better than 'Together Forever' and 'Ib All Alone'(for me,at least)....

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Actually, i think there should be an option to sacrifice Ib. I love Ib, but I really love Garry, and Mary is alright. I also know how it could work, at the 'bad ending' section, where Garry must give up his rose for yours, add a third option instead of 'Garry....' or 'Stare' being 'No', only this option pops up if you choose Mary's second option, 'I don't mind'. No makes it so that Ib stops Garry from giving Mary his rose, and ergo Ib either ends up stuck in the gallery, or 'dies'/'Sleeps' like Garry would. If the latter, you then play as Garry till you escape the Gallery. It could even give three more endings, one where Mary and Garry escape, one where Garry only escapes, and one where nobody escapes, like Ib all alone, only its Garry all alone or something.

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malone.audrey August 20, 2012 7:08 PM

So I'm the only person who can't even get this to run? I downloaded 7-zip just to open it, but it's giving me all sorts of problems. Is there a tech support page?

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I can't even start playing this game on my laptop...(it's fine on my pc). whenever i press the rpg_rt button, it always end up saying that the rpg_lmt file cant be opened... HELP plz...

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They really should make a short anime or a movie off of this game. THEY REALLY SHOULD.

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meganekkoginger August 30, 2012 5:37 PM

ummm I feel really dumb but how do I start the game... I downloaded it for windows and all it does is come up in winrar... if I'm suppose to unzip it how do I do that >.

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At the risk of no one answering this (going by how many unanswered technical questions are also above me), when I try to open the game my AVG throws a fit saying it's some kind of threat and wants to quarantine it. Anyone know what that's about?

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meganekkoginger August 31, 2012 12:54 AM

I L O V E D this game ! ! !

. . . but I'm kinda disappointed to have spent so much time and gotten

memory crannies as my ending... I worked so hard to keep him safe and leave with him & he doesn't even remember me *sob* I actually cried ); I was nice and I thought I spoke well of him... so why couldn't I give him my hanky?

ANYONE ELSE KNOW...

how I can get closer to Garry so he will tell me he is hurt and I can give him my hanky as a memento?! I must know!!!

PLEASE HELP!

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Thank you for the response, Dora. I only ask because for as long as I've been using AVG, I've only had one known incident with a false positive, and that was only because I didn't update my software when I should have. Here I've made sure everything's up to date and redownloaded the game for good measure, and it still happened. What's strange is that it only happens when I run the application to open the game; just scanning the files brings up nothing. But I am willing to believe that it is a false positive and have told AVG to back off.

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Hey! I just finished the game, I left save games on most of the important points and guess what, I saw all the endings... But none of them satisfies me... If I could add one to the game it would be like this: Somewhere in the gallery, there would be a ceretain situation that could let you find a secret room with pillars, each holding random items but the rightmost one would hold a cookie, and there would a sign infront of it saying: This cookie remembers.. Then you could take it or leave it be... If you took it, it would store memories in itself (Note this has to be found ont he beggining!) .. On the end you would have to get the Memory's Crannies ending, then when she goes to Garry she find the cookie in her pocket and eats half of it, Garry notices here and says he loves cookies and that if she can share the other part... So you would be asked to, to share or not.. If you did... You two would suddenly remember all that happent... That would be the good ending for me... Also the bad ending version of this could be that the milk riddle or how was it called could be used to dip the cookie in.. If you did and shared the cookie with Garry on the end, you two would appear in the evil gallery again, all monsters around you, trapped.. That would be the bad one.. I know this isnt a perfect sencible ending pair.. But if you could make it something like that I would be VERY VERY happy...

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Actualy a cookie is stupid... I got a better idea.. There could be a hidden GLASS rose... And it could be obtained in the toybox part.. Hidden somewhere there... And to make it hard, if you get hit it breaks and you can no longer get that ending.. So if you go to garry with it in the normal gallery he notices the rose, and asks if he can take a look at it, you hand it to him and the momment they two both hold it, it shines a bit, and they remember everything that happent.. Good idea isnt it?

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Aren't you just describing the

promise of reunion ending? Just with different triggers?

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Can anybody tell me what happened in the cut scene at the end of the part called "Room of living paintings, mannequin heads" in the walkthrough?

I thought it was meant to be blacked out (like things happening in the dark), but it turns out my screen was having a hissy fit and dimming :/

Anybody else have that problem? I'm about to go try and play again in windowed mode.

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aqilah.rosemart October 2, 2012 2:01 AM

can someone help me?

i can't insert the number of '18' into the X green space, i'm currently stuck to solve the mathematics riddles part.

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A thought occurs:

What if Mary is in fact a real person? She could have been someone who came to the gallery before and became trapped. Considering how Garry acted after failing the doll event, maybe something similar happened to Mary. She lost her mind and became a part of the gallery. Her rose turned artificial, signifying her assimilation into the fabricated world.

If Ib didn't slap Garry, maybe the same thing would have happened to him.

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https://www.google.com/accounts/o8/id?id=AItOawm6A-sV8M0wI-O0eX4DbzrXbOhwwhccQfI December 3, 2012 4:02 AM

I JUST played this game. I downloaded and played it cause a saw a youtube video on it so decided to try it. I ended up finishing it all in one night (First playthrough) It was awesome. I thought I'd not like it cause I don't like horror or scary stuff. But this was great. I only used minimal cheat things (Like of of the last puzzles)

It was quite fun. It got surprisingly less creepy as it went on, but maybe that was because of becoming used to it, or just less creep factor.

I wanted, and luckily got, the promise of reunion. I did feel bad for Mary, especially after examining her stuff after I burnt the painting... but to choose between Garry or her, I have to choose Garry. Though I think I will play through multiple times now to see if I can get the other endings without help on how to do so.

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thelemongirl22 January 12, 2013 10:10 PM

I really want to continue this game, but I'm stuck at the part where

Garry is separated from Ib and Mary. I have the yellow, purple, and blue paint balls, and for some reason it won't let me through to the library. I did everything in the walkthrough, but I still can't fix it.

Please help!

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shadownicol January 24, 2013 5:13 PM

Hey I got a huge problem, I'm on episode 2, and whenever I get past the mannequin/painting maze when Ib collapses, I save the game in the slot and then exit the game, when I come back to it... I have to re-start the whole maze again! How can I fix this saving problem?

Thank you for any replies (:

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https://www.google.com/accounts/o8/id?id=AItOawn6eni5siVlzCoTgsTdpggyb-7gMOolL04 January 26, 2013 9:30 PM

I love this game so far, been meaning to play it for ages! But everytime I get the Rose, the game gets really laggy and irriting to play, can anybody help? It was fine before I got the rose...>___

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https://www.google.com/accounts/o8/id?id=AItOawlYrP_Ak3MBGAm17hNswuPinKUK8eHxOJw February 1, 2013 8:39 AM

Hey thanxs for the tips!! I'm currently playing the game and I'm up to where you need to find the paint balls and I got the red umbrella but the hook in the painting isn't showing up! and I can't progress any further so I was wondering if you can help me? thanx :D

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https://www.google.com/accounts/o8/id?id=AItOawktoQXPwwDgI6UsSghnMgfsQgNm48ScZUo February 25, 2013 5:34 PM

I've come to the part with the story book. Then my game crashes and says "interface not supported". What should I do? :(

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I KNEW it! I KNEW that

Mary was evil! The second we met her, I just thought "You're evil, aren't you?"

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nicodapeek March 31, 2013 12:42 PM

Hey, There are two new endings for 1.04
Welcome to the World of Guertena
And a painting's demise
Spoilers for the endings below.
Welcome to the World of Guertena

In this ending, If Garry is beyond saving, and Ib loses the will to go on, Mary will try to convince Ib that Garry wont listen to her, But Ib doesn't move, And it appears that Mary gets so angry that she storms out, But due to having high enough bond points with her,She will come back for her telling her that she's her first friend, she will then ask Garry if he would like to play With Mary, and he says yes due to losing all of his sanity.
Eventually, she will have a party, and Ib and Garry appear to look lifeless, Mary has the giant doll from the Doll room take his lighter away.
Mary thinks they can play with her forever.

Now, for the second ending:
A Painting's Demise

It's basically the same as above, Garry is beyond saving, Ib loses the will to go on, And Mary storms out, Only she wont go back for them, And she promises to get out on her own.
You will be able to control Mary, and Eventually, you will reach the ??? World Painting, And Mary will escape, As Mary tries to leave the gallery, She realizes that the door is locked, And eventually the screen will fade to black, And Mary will say: "Father?!"

And that's the 2 endings right there,Ladies and Gentlemen.

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Ib Walkthrough
~updated April 2nd 2013

Notes on the walkthrough, and map key:

I've done my best to keep this walkthrough free of plot spoilers, but if you're trying to keep yourself unspoiled about the plot, it's probably best not to read ahead. I've offered hints in addition to outright solutions when possible, too.

There are color puzzles here, but I've done my best to add notes on the colors for players who have difficulty distinguishing them. If I've done it wrong or there's something I've left out, please let me know.

To help make the directions clearer, I've made maps. The maps come in two versions: Full and Limited. Full maps show every relevant room, and every region has one. Limited maps are more used as a signpost for directions, and only the more nonlinear regions have one of these.

Map Key

I've tried to have enough variation in shade that the maps are accessible to players who have difficulty with colors, but if I haven't accomplished that, please let me know and I'll edit them to be more differentiated.

Changes in 1.04:

If you've played Ib 1.02, a few things have been changed:

  • Some dialogue has been added, and some of the current dialogue is now translated a little bit differently.

  • Two new endings have been added:

    A Painting's Demise and Welcome to the World of Guertena.

  • Two extra areas have been added, and are now accessible on a second playthrough after Ib escapes.

  • There's now a bonus gallery at the end of the game, where you can listen to the game's music, see the paintings you've discovered, and talk to characters (who appear based on the endings you've gotten)

  • Some events are now randomized, which means a few of the old solutions no longer work. Fortunately, this only applies to events that are meant to be random searches.

  • The storybook event can now be skipped, so players who couldn't proceed past it can now continue the game.

General hints:

  • If a vase looks full and blue in its sprite, it generally has unlimited uses. Take advantage of that. If it doesn't, it's usually only good once (there are one or two that are still unlimited but don't look full, but that might be an error?), so be careful. Don't heal more than you need to.

  • Save often. You can do it as much as you want with no penalty, and if you're in a place with limited healing available, you can get more out of your vases if you save often enough to backtrack easily. You have 15 save slots, which is probably more than you'll need, so don't be stingy.

  • Examine everything and talk to everyone. Paint splotches, bookcases, and signs often have helpful information, and they're usually interesting as well.

  • Keep a notebook on hand or a word processor open. Some of these puzzles require multiple steps, and it's easier to take notes than to memorize.

  • Most of the game can be played in windowed mode, but for some areas, fullscreen is much better. If you're missing something or having a hard time with a chase event, switching back to fullscreen might help.

Gallery: Starting out in the museum

Examining the long painting on the southmost room of the upper floor starts the story. If you'd like to explore a little first, do so before you investigate that painting.

After you've examined the long painting, leave the room and go down the stairs to the lobby. Ib will notice nobody's there. Some of the artwork gets a little bit strange, and it might be interesting to look around again if you want. The first save point of the game is now available at the front desk. After the lights have dimmed, you can go back to the long painting on the upper floor, and investigate the blue splatter. After, examine the blue writing.

Go back downstairs. Part of the rope around the dark square-shaped fish painting will be missing now, and you can go down.

Blue Space: Dark corridor

The west leads to a locked door, but there's a save point next to it so you might want to go over there anyway. Save if you'd like, then go east. Take the rose, then move the table and go through the door. Get the key. When you go outside, the position of the vase and table have changed. You can place your rose in it and you'll restore your health- plus the first time you do it, you'll get two more health points, which are going to be really useful. After, go west to the locked door. Unlock it, and go through.

Green Space: Insects and reaching arms

There's an ant wandering around the insect paintings (it's a little black dot, probably only visible at all in fullscreen.) Talk to it if you want. To the east is a door leading north, but part of the floor is missing and you can't go anywhere quite yet.

Head north- but listen to the sign and stay in the middle of the passageway, or the arms that jump out of the walls will hit you. Don't go all the way north either, because there's another arm waiting on the opposite wall. The passageway bends to the east. Take the ant painting and save if you want. The door is locked for now, so carefully head back through the arms.

If you'd like, show the ant its painting. Then, go east and through the door, to the room with part of the floor missing. Lay down the ant painting and you can cross. Keep going, and you'll come across a green key and a statue. Take the key, but be careful- when you do, the statue will start chasing you.

Be quick and go back across the ant painting. After you cross again, the painting will give way, and the statue will be unable to follow. Go back through the hands, and unlock the door. You might want to save.

Yellow Space: Cat-shaped room, hanging dolls, liars, and lips

Note the fish shaped hole on the northern wall of the room. You'll need to go to both side rooms, but you can do them in either order.

On the west, there's a stick figure on the wall. Examine the paint smear next to him, and he'll play a hide-and-seek game with you. Press a button on any of the curtained panels to guess if he's in there. Some of the buttons will hurt you when you press them... but you can restore your health in the east room, so don't worry too much about losing petals.

The stick figure's location is randomized, but he doesn't show up in every possible position.

Solution:

He's either in the upper left corner, the bottom right corner, or the bottom row, second from the left.

This image shows the stick figure's possible positions.

Press the upper left button first. If you see a picture of Ib falling, the stick figure will be in the bottom row, second from the left. If you see the moon, he'll be in the bottom right corner.

Get the fish head from the painting on the north wall, then leave.

On the east is a room full of mannequins, statues, and giant heads. Examine the objects on the right side of the room. There's a vase, if you need it. Soon, one of the giant heads will start moving towards you. Stay out of its way, and lead it across the crack in the floor. When it breaks, get the fish tail.

When you have both fish parts, you'll automatically combine them. Put them in the fish-shaped hole, and go north when the passageway opens up.

To the east, there's a save point and a not-quite-blank painting. Examine that painting twice. Take note of the number you see, and its color.

Color note:

It's red.

The tongue-waggling painting will drop some spit on the ground. Avoid it. To the west, there's a pair of lips on the wall. You don't want to mess with those yet. So go north, and once again stay in the middle- there's one stray arm waiting to pop out.

Once you're through, to the east are some hanging dolls. Examine the one you can reach, and then examine the one that falls. Note the number and its color.

Color note:

It's green.

There's a door on the far east side (Exit B on the limited map), but you don't currently have the numbers to calculate the password. Go instead through the door on the far west side (Exit A on the limited map), labeled "The Liars' Room".

Examine the portraits, then go through the door to the north. Don't turn up any tiles yet, but examine the statue for a clue. Go back to the Liar's Room. When you think you have the correct directions for the room with the statue, go back north, follow the direction, and examine where you stand.

Color note:

From left to right, these are the colors the portraits are wearing:

Left side: Green, brown, yellow.
Right side: Blue, white, red.

Hint:

Only one of the portraits isn't a liar- that's what "the odd one out" means. Which portrait can be the only one telling the truth?

Solution:

The one in brown (second from the right) is telling the truth.

The blue one contradicts itself. If Blue is telling the truth, then Blue isn't telling the truth, because Blue says Green is the only truth teller. Blue must be a liar. Because of that, the truth teller can't be Green, either. None of the others contradict themselves, but White, Red, and Yellow are all either telling the truth together or lying together, and there's only one truth teller, so they all must be liars. Brown is the only one left.

This image shows Ib standing at the correct place in the statue room.

Take note of the number you find, and its color.

Color note:

It's purple.

You have all the necessary numbers to calculate the correct combination for the northeast door in the main room, so make your way back.

Color note:

In "X x X + X", the first "X" is green, the second "X" is red, and the third "X" is purple.

Use the colored numbers you've found with the equation, substituting a green number for a green "X", and so on.

Hint:

The password is ([green number] x [red number]) + [purple number].

Or, (18 x 9) + 4.

Solution:

166.

Go through the door, take the wooden apple, and go back out. Remember the lips? Head back south down the corridor (stay in the middle, there's going to be another hand coming out of the other side) and go east. Feed the apple to the lips, then go through the open mouth.

Guillotine hall, lady in red, and wounded man:

Walk east. Watch the pictures of the guillotine as you walk by- once the guillotine's disappeared from the picture, it's going to come falling down on Ib. Go only as far east as you have to in order to trigger it, then back up out of the way as soon as you see it start to fall. Once it's almost risen, get down the stairs as quickly as you can.

Follow the corridor past the painting and around to the door. There's a save point first, you'll probably want to use it.

In the next room, there's several sculptures, several paintings, and a locked door to the north. At the northeast corner, there's a picture of a lady in red. When you examine it, it'll fall down, leaving a key behind, and the painting will chase you. Watch out, she's pretty quick. Lead her away, then scramble back and get the key, unlock the door to the north (leading her away some more if you need to), and go through. The paintings that chase you can be a bit unnerving, but they're not that tough- they'll always follow you, so you can almost always lead them away.

You'll find yourself in a library, with another locked door to the north. You'll need to examine one of the books on the northwest bookshelf to proceed (some of the other books are interesting too, so save that one for last if you want). Just watch through the story, and you'll get the key.

Some people have experienced issues with the game crashing during the storybook, so you might want to save first. If the storybook does not work for you, on your next attempt, choose not to read the book. Ib will notice a different book-- choose to push it in. This will unlock the door without showing the video.

Either way, when you've unlocked the door, go north. There's a save point and full vase here. Save and heal if you need to. You can go either east or west, but you'll need a key before you can get very far going west. Go east instead. You'll find yourself in a long hallway with a man lying on the ground. Examine him and you'll find a key. Take it- you'll need it to help him out anyway. You can talk to him and try to help him, but that won't do much.

Go back past the save point and go west this time. Unlock the door, and go through. There's a lady in blue and a blue rose. Lead her over to your side of the room, then go around her and cross to the other side. Take the blue rose and do the same thing to get back. Get out of there, and get back to the save point and vase. Put the blue rose in the vase (heal yourself too if you're not at full health, since this vase has unlimited uses.) Go back east to the wounded man, and give him back his rose. He'll introduce himself as Garry. Once you get control back, go west, and watch out for the new spit puddle as you leave. Garry will move the statue in the next room. Go north.

Gray Space: Sorrowful bride, hungry painting, maze, and eyes

This room has a sorrowful bride's hands, and pictures of a grieving bride and groom. You'll be able to do something here, but not quite yet. Go north.

You'll come out in a large room. In the southeast area of the room, there's a save point. In the southwest area of the room, there's an unlocked door that leads to a maze (Exit A on the limited map). On the ground by the west wall, there are eyes on the floor, including one red one. Towards the east in the middle, there's an unlocked door that leads to a room full of stools and easels (Exit B). At the northeast corner, there's a blue painting with a fanged smily face that asks to take your rose- you'll want to find something else to feed it instead. At the north wall in the center, there's a painting of a snake with a hole in its eye.

You don't have to complete all these steps in the order listed here, but this is one way to go about it:

Go into the east door (Exit B) with the stools and easels. In the north side of the room, there are some eyedrops on one of the stools. You can move the stools around to clear a path to the eyedrops.

Hint:

Though it looks complicated, you'll only have to move three different stools (though you'll have to move some of them more than once.

The first stool you'll need to move is the one two steps west and one step north of your starting position.

Solution:

Go give the eyedrops to the red eye by the west wall. Examine it at its new position, then examine the section of wall it was facing. Go through the passageway, get the red glass ball, then go back to the painting of the snake in the main room and put the ball in its eye. Examine the painting that falls.

Go through the southwest door to the maze (Exit A). As the sign in the northeast says, you want something south of one of the dots of red paint.

The correct dot is:

...the northwest one. Go into the little space south of it and examine.

This image shows the location of the switch.

Pull the switch. Watch out for the statues. There's a vase of water here too, though you really shouldn't need it. Just concentrate on getting to the switch and getting out.

Back in the main room, you'll see a new door, near the save point. Go through, and follow the directions from the fallen painting. Get the wedding ring, and go back south to the room with the sorrowful bride's hands. Put the wedding ring on the correct finger.

Hint:

Where do people generally wear their wedding rings?

Solution:

Left hand, ring finger.

Get the bouquet, and feed it to the hungry painting. Once it's done, the painting turns into a door. Go through.

Gray Space, Part 2: Room of living paintings, mannequin heads:

Go through the small passageway in the next room, then through the hall of mannequin heads. You'll come out in a large mazelike room full of paintings of women. They WILL come to life and chase you, but they won't come to life just yet. Take note of all the doors. There's a locked door in the west mazelike area below the paintings (Exit A on the limited map), two doors locked with passcodes at the north of the room in the center (Exits B and C), a locked door near the northeast corner of the room (Exit D), and a locked door at the south of the room in the center, next to a save point (Exit E).

The passcoded door on the left (Exit B) opens with a 4-digit number. The passcoded door on the right (Exit C) opens with the number of paintings of women in the room. Let's go through Exit C first- as you start doing things, the paintings come to life, and it's easier to count them while they're still. This isn't a strictly necessary room, but you might need it later and it's better to have it unlocked first. Something that may not be obvious to people playing in windowed mode: all of the "standard" paintings in this room are of women.

Solution:

There are 14 paintings of women in the room.

There's a vase if you need it, but save it for later unless you're already almost dead. The bookshelf and poster might be interesting to examine, while you're there.

Work on Exit B next. Near the east wall, there's a different painting hanging near the paintings of the women. Examine it until you find a 4-digit number, then, keeping in mind what the subject of the painting is and how that might change how you interpret the password, go back and unlock the right passcoded door.

Hint:

The hanged man is upside down. How does that change the way you should interpret the number he's wearing?

Solution:

5629 upside down is 6295.

Go inside. There's a table with an empty vase that you can push around, and an easel with a chair. Push it around until you find the right spot (the game will let you know when it's where it's supposed to be).

Solution:

Just keep moving it west

Go back out after you've moved the table. There's going to be a few paintings roaming around by this point, so be careful. The door near the northeast corner of the room will now be unlocked. Go in, and examine the mirror until you get a reaction from Garry. Quickly make whatever choice you feel is best, then go back to the main room.

On the south corridor of the east side of the room, the woman in green can now be coaxed to come to life- she'll drop a key when she does. (Depending on if you've passed her before, she might already be moving around.) Lead her away, get the key, then go into the room next to the save point (Exit E). It's a very good idea to save first.

Examine the portrait of Ib's parents, sit on the couch, look around if you want. There's a movable bookshelf near the window- you want to get Garry to move it so that it covers the window. When you're done, try to leave. A moving painting will make a hole in the north wall. Lure the painting away and go through the hole.

The room's going to be swarming with moving paintings and statues at this point. If you're low on health, now is a good time to go back through Exit C and use the vase- you come out right beneath it. Just make sure you don't get trapped between the paintings and statues. Make your way as quickly as you can to the door in the mazelike area on the west side of the room- it's Exit A on the map, and it's going to be the only one in the area you haven't gone through yet.

Whew. Enjoy the cutscene.

Violet Space: Garry's coat, roped room, "___ of the Deep"

Wake up, and talk to Garry. Give him back his coat. There's a save point and a vase here, but you might want to save the vase for later. If you want, you can talk to him before you go- sometimes he repeats himself, but he's got more to say than you might think. When you're ready, leave the room.

Go south into a large area. There's a door to the north, but it's locked, and there's nothing to see through the peephole. To the east, there's a roped off area with a bookshelf inside. It's just a trap, and you don't actually need to go through there. The bookshelf's mildly interesting, and you can only see it by going inside, so you can if you want to. The yellow statue comes to life when you go in, and pressing the buttons on the north wall of the area can either bring more statues to life, or open up the exit.

Solution:

Press the center button to open up the exit. Don't press any of the others.

Once you're done with the roped off area, or if you've decided against it altogether, keep going around. If you examine the white puzzle on the wall, you can have a little conversation with Garry about it, but that's also optional. There's a save point, too. Once you're done with that, keep going to the exit to the west. You'll end up in a room with a mirror, and doors to the north and south. The north door is locked with a password, but you don't know the password so you can't get through. Go south instead.

After Garry moves the statue, pull the rope in the corner, then go south. You'll end up around where you were when you entered the large area, but now there's a paint splotch under the lamp. Read it, and Garry will ask you if you remember the name of the dark square painting from the museum.

Hint:

It's a trick question- if you investigated the picture at the start of the game, Ib couldn't understand the word, and nobody around the painting mentioned the title.

But that'll rule at least one of those words out- the one Ib would obviously have known.

Does Guertena usually go for dramatic names for his paintings, or more subtle ones?

Solution:

It's "Abyss."

Go north through the now-unlocked door, and keep going north until you reached the passworded door. What you've decided for the painting's name is what you're using for the password. Once you're in, examine the big painting to proceed- though some of the books around are interesting too, and you might want to check them first. After the cutscene, go back out and go east until you see the red footprint trail, then follow it.

Brown Space and Violet Space: Red eyes, flowers of jealousy, and pulling cords

Meet Mary, your newest party member. Go south and use the vase (even if you don't need to, you need to use the vase before you can advance.) After the cutscene, go north, and keep going north until you reach a set of doors and a save point. The right door is locked, so go through the left one.

Examine the painting and the left bookshelf, and a statue will break. Get the key from the broken statue and leave. When you pass through the hall, the party will be separated, with Garry on one side and Ib and Mary on the other. As Ib, unlock the remaining door and go through it. Investigate everything, then try to go back to see Garry. The door's now blocked, so go north, and keep going along that path until you get to a room with a save point, a missing section of floor, and a big blue rose on the ground. Examine the blue rose.

Now you're Garry. Go back in the room. Examine the bookcase on the right. You'll move it, revealing a hole in the wall. Go in the hole. You'll come out in a room with 5 ropes to pull and a big red rose on the ground. Examine the red rose, and be Ib.

Look around. Pulling any cord but the correct one will harm Garry, pulling the correct one will help Ib. Find the cord that would help Ib, then be Garry again and pull it.

Hint:

Which cord looks like it might do anything at all on Ib's end?

Solution:

It's the second from the right, the one which, in Ib's room, is directly above the painting with the eyes.

Be Ib again. Cross the room. Push the triangular object into the gap, then go out the exit to the west. Make your way down the hall, and answer Mary's questions however you want.

You'll come out in a room with a blue rose. For now, use the rose to switch to Garry.

Be Garry. Push the triangular object into the hole in the floor, then leave through the now-open door. Go down the hallway. You can examine the messages next to the creepy dolls, but you only really have to read the last one at the end. Move the creepy doll, examine the door, read the paint on the wall, and go through the now unlocked door. You'll come out in a room somewhat similar to the one where Ib is. There's a red rose on the floor. Use it to switch back to Ib.

Brown and Violet Space, Part 2: Rainbows, gas, and balls of paint

Ib's Side:

Garry's Side:

As Ib, explore your surroundings. Aside from the blue rose, there's a save point, a blue rose and red gas covering one of the passageways near the entrance (Exit D on the limited map). Don't go down there- every step you take through the red gas costs you one point of health, and with only five points maximum, Ib just won't be able to get through. Note the seaside painting ("Fisherman") in the east near the entrance. Next to it is a locked door (Exit B). To the south is a door (Exit C) that leads to a room with a bunch of mannequin heads and a painting called "Lady Without Her Umbrella." Go inside. Moving the southwest mannequin head will crack the floor, which is necessary, so go ahead and do that. Don't move any of the others, you'll just get hurt. Take the Tree Key from the table. Go back out.

Further west, in the center of the room, there's a vase. On the far end of the room, there's an unlocked door at the north (Exit A). Inside is a gray room, with a painting of a rainbow and a large area of floor missing. You can't do anything here yet. There's a door on the north that's locked with a password (Exit E)-- the name of the painting shown. The painting is on Garry's side, so you can switch to him and look for the painting... or, since you get unlimited tries and there aren't any consequences for giving the wrong answer, you can just guess.

Hint:

What does it look like?

Solution:

It's "Marvelous Night".

Inside is a library. On the rightmost bookshelf, there's a book about some of the paintings here. Note the date when "Juggling" was painted. Examine the gap, and use the Tree Key in the lock. Go out, and switch to Garry.

Look around. There's a locked door nearby (Exit E), that has a "cold feeling" about it. To the north, there are two unlocked doors next to each other (Exits A and B-- B starts out locked, but was unlocked with the Tree Key). Go inside Exit A. You'll see seven pedestals and a palette. Read the message and go outside, then to Exit B. Examine the bookshelves on the west side of the room. The one at the north row, closest to the wall that divides the room, contains the green ball of paint. Take it. You can't get to the east side of the room right now, so don't worry about it.

Go back out to the main room, and you'll see a table with a save point and a full vase. If you don't still have full health, heal yourself- you can use this vase as many times as you want. Next to a locked door in the northeast part of the room (Exit Note the "Fishing Hook" painting. South from there is a painting of a figure juggling balls. Examine it, and tell it the year it was painted- if you've been following this walkthrough, you've read that information in the library as Ib.

Solution:

Enter "6223".

Take the blue ball of paint. Go south through to Exit D.

This room is full of the red gas. Garry has enough health to do what he needs to do in here, but be careful. Just go east until you get the umbrella- don't bother with the ball of paint for now. You can get it later and be much more convenient about it too. Once you have the umbrella, just leave. Heal yourself, and go to the "Fishing Hook" painting. Put the umbrella on the fishing hook. Then go back down to the southwest corner of the room. Take the yellow ball of paint.

Be Ib. Examine the fishing hook painting, then take the umbrella. Go back to the "Lady Without Her Umbrella" painting and give the umbrella to her. It'll start to rain.

Be Garry. Go back to the room of red gas (Exit D). The vase at the end of the room now has a little bit of water in it. Make your way down so you're directly east of the vase, then heal yourself. Keep going east. You'll reach a pull cord. Pull it, and the gas will go away. Take the violet ball of paint and heal yourself on the way out.

Walk in front of the library (Exit B). If you've found four balls of paint (green, blue, yellow, and violet have been available by this point) and turned off the gas, Garry should hear a sound and pause. Go back inside the library. The bookcase should now be moved, giving you access to the pink ball of paint. Investigate the bookshelves and read the last entry in the book about the paintings. Go outside. The creepy doll has moved next to the cold door. Read the message next to it, and search it. Take the red ball of paint. After the doll runs away, go through the cold door- it's now unlocked. You are strongly encouraged to save before you do this.

Take the white ball of paint. You can fail or succeed at this next part and the game goes on, but it'll have an effect on what ending you get. After you try to leave, there's going to be a timed event. If you want to fail, just wait the timer out. If you want to succeed, examine as many creepy dolls as you can as quickly as possible. Once you find the one with the key, get out as quickly as you can.

The key's location is randomized, but it doesn't show up in every possible doll.

Solution:

There are four different configurations for this room, each with a different set of doll positions.

This image shows the possible locations for dolls holding the key.

The color of the X indicates the color the doll is wearing. Not every doll shows up in every version, so if you can locate one or two of them, you can find the correct doll in just one or two guesses.

After Garry's timed event:

If you succeeded:

Exit C is now unlocked. Go upstairs. You'll automatically switch to Ib. Talk to Mary, then go follow her to the previous area. After you talk to her, go back. Mary will follow you, and you can talk to her if you want. Like when you got to talk to Garry, she has quite a few things to say and it might be interesting. Go through Exit A, now colorful, and get the key. The key unlocks Exit B. Go through, and you'll run into Garry. Once he's with you, go back into the main area.

If you failed:

You'll automatically be Ib. Go through Exit A, now colorful, and get the key. The key unlocks Exit B. Go through and downstairs, and you'll find yourself in Garry's area. Go through Garry's Exit E, to the cold room. Talk to Garry until he comes with you, you switch characters, or you get a premature ending, then go back upstairs.

If you're now somebody else, go through Ib's Exit D and down the stairs.

The way out is pretty straightforward.

Sketchbook:

Note: The Full Map is censored to avoid a major character spoiler.

The red gas is gone from the upstairs, so go through the exit where the red gas used to be. Get Garry to move the statue, and go down. Keep going down, and then follow the pathway until you come to a crossroads.

Make a loop around the area, and take note of the scenery. In the center area, there's a vase (one use only) and a save point.

Examine the wall of the pink house in the center screen. Go to the center west screen and into the upside-down house (Exit F), and take the bucket from the closet. After the cutscene, leave the house and go to the northeast screen. Examine the lake and fill the bucket. Go to the southeast screen. You'll notice a small flower. Water it, then examine it and take the key. Go to the center south screen, and unlock the gallery with the key (Exit D). Go inside, open Pandora's box, and get the mirror.

Some things about the Sketchbook have changed. Look around each screen, and examine everything you can. Then, go to the northwest area, and examine the patch of light. You can talk to Garry if you'd like to, but when you're done, put down the mirror and melt the icy door.

Enter the formerly icy door (Exit A). You'll see a spiral of symbols and 8 buttons arranged in a square. Press the correct button for each symbol, from start to end of the spiral. Stepping on the wrong buttons will hurt you, so if you don't know what you're doing, it's best to leave, save, and come back again. Though there's a ticking clock noise, this event doesn't seem to be actually timed.

Hint:

Don't worry if you didn't quite catch the arrangement of the symbols when you opened the box. The buttons do not correspond to the original positions of the symbols.

What do they correspond to? Well, the arrangement looks kind of like a square grid. What else is a square grid?

The buttons correspond to the different screens in the town. Almost every screen now has some element of one of the symbols after the box was opened. You might need to figure out one or two by process of elimination, but most can be figured out just by some exploring.

Northwest screen:

You've probably noticed the spiral sun in the sky- it created the sunny spot you used to melt the ice.

North center screen:

There's a heart drawn on the door that wasn't there before you opened the box.

Northeast screen:

Examine the lake- the moon shows up reflected.

West center screen:

Examine the red butterfly. Garry notices it has an eye pattern.

East center screen:

There's a lone apple on the tree.

Southwest screen:

You can walk off the path to the west. When you do, a grinning mouth comes into view.

South center screen:

There's a spiral on the bulletin board.

Southeast screen:

I had to process-of-elimination this one, but it's the star. Could be that it's where you arrived when you first got into the Sketchbook, and there were stars along the path you took to get here.

Solution:

Press the buttons in this order: North center, west center, northeast, northwest, southeast, south center, east center, southwest.

This image shows the correct order in which the buttons should be pressed.

Take the key. Go to the north center screen (Exit B), and unlock the house. Save, and when you're ready, examine the Toy Box.

Last confrontation:

  • I had technical difficulties mapping this segment of the game, so no map this time. However, it's a very straightforward area.

You'll find yourself in the Toy Box, with no rose and no Garry. Garry's on the east side of the area. Your rose is sort of northwest, if it's there. Note the door at the north. Get Garry and the rose. A pink key will appear sort of down from where the rose was located, but find the save point and save before taking it. This is a very difficult section, so saving is really a good idea.

Depending on what happened to Garry in the cold room, there might be a key but no rose- if so, the key will be somewhere else, sort of south and west of Garry. Still, save before taking the key. If that's what happens, you'll get a cutscene before you get your rose back. Make whatever choice you want- it's not going to change anything.

There is no vase, so don't bother looking. Once you take the key or once the cutscene is over, the room will darken, and everything will try to kill you. It helped me to try to lead them away and then head for the door, instead of just charging through the crowd. If you didn't get the cutscene, you'll have to do this with one hit point. It's challenging, but doable. You might want to switch to fullscreen if you usually play windowed, just for this part.

This image shows the basic idea behind how I escaped the Toy Box.

Follow the pathway until you come out in a pink room with an exit to the south, vines to the north, and a save point. If you don't have Garry with you currently, then you can just walk out of here now (but you can confront the antagonist if you want to, and you'll get a different ending.) If Garry's with you, then you'll have to confront the antagonist. If you're going for it, save first. It's not particularly difficult, but it's very easy to die.

Burn the vines to the north. If Garry is with you, just tell him to do it- he has a lighter. If he's not with you, go back to where you last saw him and take the lighter. The game will prompt you to eat your candy first- do it. Save once the vines are taken care of, then go north.

In the middle of the next room, you'll get a cutscene. As soon as it's over, you'll be charged. Prepare to run north immediately. Examine the painting as quickly as you can, then burn it.

After another cutscene, leave the room. If you have Garry with you, he might let you know that he's hurt. You can pick either option, but it changes the ending.

Finishing up:

Leave the building- you'll be back in the Sketchbook. If you haven't already used the center vase and you're running low on health, go ahead and do that now-- though nothing else can harm you for the rest of the game, unless you're planning to play the bonus dungeon. Go to the pink house in the center screen (Exit G). You'll have the pink key. Unlock it, and go inside. Go down the stairs until you arrive at a place that looks very much like the museum where you started.

If you've completed the game before (and reached an ending where Ib escaped the museum), the bonus dungeon is now accessible.

Otherwise, explore the dark gallery and examine the paintings- if Garry's with you, you'll be able to see the words that Ib couldn't read, so while it's optional to look around, it's also pretty fascinating. Go to the long painting from the start of the game (upstairs, south center room) and examine it. You'll get a choice about what to do. You might want to save at the lobby first, if you want to see it both ways.

Aaaaaaaaaand... you're out! Or, you know, trapped in the museum forever, if that's the ending you got. If you're in the regular museum again, find Garry or your family, and you're done. Congratulations!

Bonus Dungeon: Orange Space

If you've unlocked the bonus dungeon, there's now a staircase heading south just below the front desk at the dark gallery. Go down the stairs until you come out in a room with a vase. If you're still injured from the Toy Box sequence, go ahead and heal. Go south again, then in the next room, go around to the east and through the door north.
Go north again, and you'll come out next to a very large and very sleepy snake that blocks you from going west. Continuing up the stairs, you'll arrive at a hole in the floor that you can't cross. There's also another ant in this area, this time a white one. Talk to it.
The only place left to go is through the door heading east in the middle of the stairs (Exit B on the limited map). Inside, there's a room with a row of paintings with differently- colored frames.

Color note:

From left to right, the frames are these colors:

Red, blue, yellow, violet, green.

The painting on the right, of an anthill, can be detached and taken away with you. Carry it back to the ant in the main room, and examine the gap to place the painting across it. Once the ant is done going inside, you can cross.

There's a door behind the flowers (Exit A), but if you try to cross right now, the flowers will attack until you're dead. Instead, move around the room counterclockwise until you come to a pair of doors (Exits D and C). You can try to go into Exit D, but you won't be able to navigate in the dark right now. Go through Exit C.

Note the "Mistake" painting on the wall, and the snake's tail--you can pull it if you'd like. The snake won't wake up, and it'll make it easier to navigate the main room. To the north of the snake is the ant's home, which doesn't do anything, but it's cute. Go north. Swords will come down at you from the north side of the room. They only come from three different points, so it should be easy enough to stand between them and wait for the right time to run. When you reach the top of the room, step on the black rose to stop the swords.

To east is a painting of a blue sky, and to the west is a butterfly. Free it, then catch it. When you try to leave the room, the Mistake painting will jump out of the frame. Touching it will injure you, but the Mistake doesn't chase you, it just moves randomly. This can make it less dangerous than other paintings, but it's also more unpredictable. Carefully leave the room, and head to the northwest corner of the main map. The butterfly will approach the candle painting and light it. You can now remove the candle painting from the wall and take it with you.

Go back to the dark room (Exit D). It's difficult to navigate in there, but head directly to the center of the back wall and examine the white label. Hold up the candle and pull the switch. There's more to do in this room, though- there are six easels, each with a number and (stated) color. If you examine the white urn, it will break and partially block your path. You can still get everywhere you need to go, but it'll be a little more difficult, so just leave the urn alone.

This image shows the positions of the easels in the room.

Go outside and examine the clock. You'll now be able to input a five-digit number on the panel.
Hint:

You've found six numbers, all connected to a color. All you need to do is figure out which ones to use, and in what order.

Is there anywhere in this area that might show you which colors to use?

What about Exit B?

Solution:

The paintings in Exit B are ordered: red, blue, yellow, violet (and then green, before you moved the anthill painting.) Using the numbers from the easels, that would translate to:

72391

Now it's night, and the flowers are asleep, but the door behind them is locked. The ant is back in the main room. Talk to it again-- it's hungry and wants something to eat. It might take a few tries talking to it for it to tell you what it wants.

Hint:

Where can you find stars?

Maybe one of the paintings changed?

Solution:

The sky painting near the ant's home (through Exit C) is now a night sky. Shake it to get some stardust.

Avoid the Mistake, who can now leave the room he was previously stuck inside, and feed the ant. It'll give you the key, and you can be on your way. Go past the flowers through Exit A, up the stairs, and then down the other set of stairs at the top.

Bonus Dungeon: Abyssal Space

Go down the stairs on the west side of the room, east, and out the other side. You'll come out in a large room with seven exits, and some very strange sculptures. Near the blue one with the glass is a piece of a painting. Collect it. Found painting pieces go to the large empty painting on the north wall. You'll need to find 12 of them.

Note the vase- that's the only one you'll have for the rest of the game, and some of these areas can kill you easily. Fortunately, there's a save point right there. If there's ever a time to save frequently, it's now-- and you might want to get in the habit of reverting to previous saves when you lose a lot of health.

You don't have to go through the rooms in exactly this order-- this is just a way that I found efficient. It's probably a good idea, however, to save Exit D for last.

Go through the door right next to the save point (Exit F). You'll come out in a maze of cacti. If Garry is with you, read the sign. Take Garry up on his offer. He has more health than Ib, and if he survives at less than full health, it's not going to be relevant for the rest of the game. However, if Garry dies here, you still get a game over, and you cannot use this event to kill him for a different ending.

When you get about a third of the way across the room, the colors on the painting will come out and start chasing Garry (or Ib, if you don't have Garry with you or if you chose to go together). Stepping on the black rose at the far right side of the room will destroy the attacking colors, so head for the rose and ignore the first painting piece on the path. Get the painting piece that's directly in your way, and step on the black rose. Then, carefully make your way out, collecting the second painting piece along the way.

Next, go through the exit next to the vase (Exit G). Be careful-- touching the red stick figures will hurt you. Go south, and examine the book. Your goal in this area is to catch 18 black stick figures while avoiding the 2 red ones. The red ones can sort of look like an overlapping black and red stick figure, but they're not. It's impossible to get a situation where a red and black stick figure get stuck moving together. Note that one stick figure is riding a bird. The bird rider needs to be examined to be caught, but for everybody else, you just have to touch them. Some of the stick figures are a little faster than Ib, but they're not very good at running away from her, so don't be intimidated by their speed. Once you've got them all, examine the book again, and choose to put the stick people back inside. Examine the book once it closes, and Garry will ask to take a break. But we're not taking a break quite yet-- search the room to find two painting pieces, and approach the bird. It should start following you, and when you leave for the main room, it should come out beside you.

Go through the door on the east wall (Exit E.) You'll come out in an endless corridor. According to the paint on the wall, "the way will be shown to those pure of heart." If you've rescued the bird, it'll follow you into the corridor, walk in a strange pattern, and then scamper out of sight.

Hint:

You've saved the poor creature from being ridden around by a mob of crazed stick figures. Maybe that qualifies you for having a pure heart.

Note the bird's movements.

Solution:

Stand in the bird's starting position and copy its movements. They are:

Two steps east, one step south, one step east, two steps north, two steps east, one step south, two steps east. It can be a little bit tricky to take just one step at a time, so if you get it wrong, keep trying.

This image shows the correct path to walk.

When you get to the other side, examine the bird painting and a painting piece will appear. Take it, and go back to the main room.

Next, go through the door on the west wall (Exit A). All the paintings in this room are the same, but only one moves. Find the moving painting and point to it. If you're playing in windowed mode, you might want to switch to fullscreen to better see the animation.

Which painting moves is randomized, but not every painting will potentially be a moving one.

Solution:

The moving painting will either be on the south set of paintings, in the top row, fourth from the right; on the north set of paintings, in the middle row, third from the left; or on the north set of paintings, in the top row, fourth from the right.

This image shows which paintings can move.

Point to the moving painting, collect both painting pieces from the room, and go back out to the main area.

Go through the west cyan door (Exit B). If Garry mentioned being tired before, he'll take a rest now. Examine the bookshelves. In the southwest group of bookshelves, the middle shelf gives you a painting piece.

Talk to Garry until he falls asleep, then try to leave the room. The curtain falls off the painting, but Ib can't understand the title. Examine the bookshelves again. In the northwest group of bookshelves, the shelf on the very left will tell you how to enter the Secret Room. Read both how to enter the Secret Room, and the other pages, which tell you how to exit the Secret Room.

Follow the trail of clues until you reach the canvas, then examine it and choose to close your eyes and count to three. A cord will come down from the ceiling. Pull it, and you'll find yourself in the Secret Room.

There's a screen in front of you where several animals and objects pass by. The middle label says "XXX Crows and Five XXX". On the left panel, you can enter a number, and on the right panel, you can enter a word.

Hint:

Start with the crows. Each crow is unique, in size, pose, or position.

When you've figured out how many crows there are, pick the most memorable crow and use it while you count the other objects to measure the start of a new loop.

Solution:

There are three crows.

And five fish.

Enter the correct number and word. Be careful-- wrong answers will hurt you. When you're done, examine the middle label again to get a painting piece. Then, follow the book's directions to leave the secret room.

You should have read the rest of the book.

Really.

But if you didn't, examine the southeast corner and press the switch.

You'll be transported back to the room with Garry, who's now awake. Go back to the main area. The remaining door (Exit C) is locked, so go up the stairs (Exit D). Turn the corner and go west. You'll be in a room with a hole in the floor and the Mistake painting on the wall. Get the painting piece, and examine the hole. It doesn't matter which option you pick, you'll be going down anyway.

The Mistake will fall into the room with you. Unlock the door. You'll be back in the main area, and you now have access to the east door (Exit C). Unfortunately, the Mistake will now start roaming the main area. Save if you want to and heal if you need to, then dodge the Mistake and go back though Exit B. Examine the treasure box from the side, and tell it you want its treasure. It'll direct you to the wall puzzle: "Which heavenly bodies weren't there?"

Hint:

That's right, you need to drop yourself through the hole until you've figured out which objects don't show up during the fall.

The solution is not randomized, so you can save, drop yourself down the hole as many times as you want, and not have to worry about losing health.

It helps to look for one or two objects at a time instead of trying to memorize all of them at once.

Solution:

Out of the choices on the left, the big, smooth, bright reddish orange sphere wasn't there during the fall. Out of the options on the right, the small, shiny, dark green sphere didn't show up, either.

Select the correct heavenly bodies, and examine the treasure box again. Get the painting piece, and go back out into the main area.

You should have all 12 painting pieces by now, and a complete picture on the north wall. If you're still missing any, there was one in the main area, two in the cactus maze (Exit F), two in the stick figure room (Exit G), one in the endless corridor (Exit E), two in the room with the identical paintings (Exit A), one in the library (plus another one in the secret room)(Exit B), one by the hole up the stairs (Exit D), and one in the treasure box (Exit C).

Examine the complete painting, and go up the new set of stairs. In the next room, place your rose in the vase, then move the table with the vase out of the way. If Garry isn't with you, you can sleep on the bed...

But if you haven't saved recently, it might not be a good idea.

Otherwise, if this is your first time through, open up the chest at the north side of the room to get the Black Key, which lets you enter the bonus gallery. Go through the north passageway to end up back in the dark gallery. Finish up the game as usual... but be aware that you can only access the bonus gallery and save your progress if you get an ending where Ib escapes the museum.

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Endings Guide:

A note on the endings guide, and how endings work in Ib:

Being an endings guide, this is full of spoilers for everything. I'm assuming here you've played through to an end at least once, and this still will probably spoil you for other paths.

The endings in this game, for the most part, are controlled by counters rather than single decisions-- for example, developing a friendship with Garry isn't a matter of taking his side in some big, dramatic choice, it's determined by whether you got Ib and Garry to have enough little moments together over the course of the story. Several different variables affect the endings, covered in-depth in the "Variables" section. Looking at "How to get it" for an ending will show where the counters need to be, and also any other requirements.

Variables:

  • Garry Friendship Count:

    Whether or not Ib becomes friends with Garry. If you want to raise this counter, talk to him when you take breaks, see as many things together as possible, and try to be helpful when he's afraid.

    Specific actions that raise the Garry Friendship Count are:

    Examining the poster in the northwest corner of the maze room (Exit A in the first area of Gray Space), choosing to stop Garry in the mirror room (Exit D in the second area of Gray Space), giving Garry his coat back (after Gray Space), talking to Garry 7 times or more on your first break (after Gray Space), reading the book in the roped-off trap area (in Violet Space), examining the white painting (in Violet Space), speaking up when the lights go out (in the northwest room of Violet Space), talking to Garry 6 times or more on your second break (in the sunny spot in the Sketchbook), and speaking up when Garry talks to you in the Toy Box.

  • Mary Friendship Count:

    Whether or not Ib becomes friends with Mary. If you want to raise this counter, show concern for her, talk to her when you can, and always take her side.

    Specific actions that raise the Mary Friendship Count are:

    Asking Mary if she's okay when you bump into her (in Violet Space, but you only get the choice if your Despair Count is currently at 2), saying something positive about Red Eyes (in the rabbit room, early in the first map of Violet and Brown Space), agreeing with Mary after the Flowers of Jealousy event (early in the first map of Violet and Brown Space), telling Mary you want to leave with her (on Ib's path, late in the first map of Violet and Brown Space-- but this conversation doesn't always happen), and talking to her 7 times or more when she follows you (in Ib's side of the second part of Violet and Brown Space)

  • Garry Rose Count:

    Whether or not Garry loses his rose in the Toy Box. If you want to raise this counter, get Garry to lose his composure, make him a target, and don't be too careful around gallery objects yourself.

    Specific actions that raise the Garry Rose Count are:

    Choosing not to stop Garry in the mirror room (Exit D in the second area of Gray Space), dropping a mannequin into the cord room by pulling the wrong cord (on Garry's path, late in the first map of Violet and Brown Space), telling Mary you want to leave with Garry (on Ib's path, late in the first map of Violet and Brown Space-- but this conversation doesn't always happen), getting violent towards the doll (on Garry's path, late in the first map of Violet and Brown Space), breaking all the mannequin heads in the rain room (in Ib's side of the second part of Violet and Brown Space), and failing Garry's timed event (in Garry's side of the second part of Violet and Brown Space). Failing Garry's timed event raises the count by two points instead of one.

  • Despair Count:

    Whether or not Garry and Ib fall into despair after Garry's timed event. If you want to raise this counter, get both of them to see something especially disturbing, and push Garry close enough to the breaking point to tip him over.

    Not technically a variable within the innards of the game, but it behaves enough like a variable from the outside that it's easiest to treat it as one.

    Specific actions that raise the Despair Count are:

    Seeing the disturbing painting of Ib while searching for the stick figure (in Yellow Space), seeing the message behind the poster (Exit C in the second area of Gray Space, but only after the mirror room event in Exit D, and only if you chose not to stop Garry), and failing Garry's timed event with your Garry Rose Count over 5, counting the failure itself (in Garry's side of the second part of Violet and Brown Space.)

Endings:

Ib All Alone:
What happens:

Instead of going back into the real world at the end, Ib chooses not to jump through the painting and stays in the world of the gallery. There are several variations- this ending is available whatever path you're on, and different things cause Ib to stay or go. A more detailed version shows up in the bonus dungeon, where Ib goes to sleep and thinks about her family... but only if Garry isn't there with her.

Requirements:

  • Ib and Garry make it out of the doll room.

  • Ib doesn't make it out of the museum.

How to get it:

  • Have a Despair Count of less than 3.

  • Don't jump through the painting at the end, OR choose to sleep in the black bed at the end of the bonus dungeon, after a playthrough where your Garry Rose Count reached 3 or more.


Forgotten Portrait:
What happens:

Ib gets out of the museum alone, but Garry gets left behind, probably dead. Ib sees a portrait of Garry in the gallery, where "The Hanged Man" used to be displayed, but doesn't remember anything about him or their journey.

Requirements:

  • Ib and Garry make it out of the doll room.

  • Garry loses his rose.

  • Ib defeats Mary.

  • Ib makes it out of the museum.

How to get it:

  • Have a Despair Count of less than 3.

  • Have a Garry Rose Count of 3 or more.

  • After the Toybox event, confront Mary before you leave the Sketchbook.

  • Jump through the painting at the end.


Together, Forever:
What happens:

Ib gets out of the museum, and Mary follows her. Back in the real world, everyone believes that Mary is Ib's sister, and has been there all along- even Ib herself. Ib still has the lighter or candy, but Mary quickly takes it away. It ends on a picture of Ib and Mary holding hands.

Requirements:

  • Ib and Garry make it out of the doll room.

  • Garry loses his rose.

  • Ib leaves without defeating Mary.

  • Ib makes it out of the museum.

How to get it:

  • Have a Despair Count of less than 3.

  • Have a Garry Rose Count of 3 or more.

  • After the Toybox event, leave the Sketchbook without confronting Mary.

  • Jump through the painting at the end.


Memory's Crannies:
What happens:

Ib and Garry both make it back to the real world, but with their memories gone. They meet again and feel like they know each other, but there's no evidence to support this and it's just too strange. They part, and Ib goes home with her family.

Requirements:

  • Ib and Garry make it out of the doll room.

  • Garry keeps his rose.

  • Ib and Garry aren't friends, OR Garry doesn't have a way to remember Ib.

  • Ib makes it out of the museum.

How to get it:

  • Have a Despair Count of less than 3.

  • Have a Garry Rose Count of less than 3.

  • Have a Garry Friendship Count of less than 8, OR don't choose to give Garry your handkerchief when prompted.

  • Jump through the painting at the end.


Promise of Reunion:
What happens:

Ib and Garry both make it back to the real world, but with their memories gone. They meet again and feel like they know each other. It's almost just too strange, but then they discover evidence that they were friends and that their experience in the gallery was real. They remember everything, and decide to meet up again later.

Requirements:

  • Ib and Garry make it out of the doll room.

  • Garry keeps his rose.

  • Garry and Ib are friends.

  • Garry has a way to remember Ib.

  • Ib makes it out of the museum.

How to get it:

  • Have a Despair Count of less than 3.

  • Have a Garry Rose Count of less than 3.

  • Have a Garry Friendship Count of 8 or more.

  • Choose to give Garry your handkerchief when prompted.

  • Jump through the painting at the end.


A Painting's Demise:
What happens:

Ib and Mary find Garry in the doll room, and no matter what they do, they can't bring him back to reality. This is the last straw for Ib, and she breaks down and joins him. Mary tries to persuade Ib to leave, but despite her efforts, Ib won't even respond. Finally, Mary decides to leave on her own. She escapes to what looks like the regular gallery, but she can't leave, and the museum itself turns on her.

Requirements:

  • Ib and Garry don't make it out of the doll room.

  • Ib and Mary aren't friends.

How to get it:

  • Have a Despair Count of 3.

  • Have a Mary Friendship Count of less than 4.


Welcome to the World of Guertena:
What happens:

Ib and Mary find Garry in the doll room, and no matter what they do, they can't bring him back to reality. This is the last straw for Ib, and she breaks down and joins him. Mary tries to persuade Ib to leave, but despite her efforts, Ib won't even respond. Finally, Mary decides to leave on her own... but remembering her friendship with Ib, she turns around and decides to stay. She throws a party with the creepy dolls and mannequins, announcing Ib and Garry as her new friends and hoping they can play lots and lots forever and ever. Ib and Garry are still traumatized and unresponsive.

Requirements:

  • Ib and Garry don't make it out of the doll room.

  • Ib and Mary are friends.

How to get it:

  • Have a Despair Count of 3.

  • Have a Mary Friendship Count of 4.

Reply
strength.star16 April 4, 2013 3:01 PM

Where do you find the wedding ring? I can't find it anywhere,

Reply

strength.star16,

The wedding ring is

in the tree sculpture in the sculpture room. Examine the back of the tree sculpture, and if you've seen the hidden message on the back of the painting, you should find the ring.

Reply
whitehelm April 6, 2013 1:00 AM

There's a version 1.0.5 out now, with bugfixes, an easier bonus dungeon, and more stuff in the gallery.

Reply

It's worth replaying for some of the endings, especially

Promise of Reunion and A Painting's Demise

(I would think most people get Together Forever on their first playthrough.)

Reply
xehanorto.null2 April 8, 2013 11:58 AM

Alright, so one thing I have been wondering about is the Hanged Garry message you can get after having Garry kick the Mannequin Head in the mirror room. Numerous sources have said that after getting this message, Garry at some point will say that he feels like there is something around his neck. Where exactly is this in the game, I have not seen any website with this information.

Reply

ecru,

Really? My first ending was

Memory's Crannies, and I've heard of several other people getting that one the first time, too.

I guess it just comes down to each individual's play style!


xehanorto.null2,

That conversation is real, and you can get it in

your first set of conversations with Garry, in the room where he takes off his coat for a while. It's between Gray Space 2 and Violet Space, and I put it on the Violet Space map.

Reply
xehanorto.null2 April 10, 2013 9:05 AM

Just call me Xehanorto and thanks, I have been really curious on where to find it. At least it will match up with this one-shot I am writing. And the first ending I got was Together, Forever.

Reply
https://www.google.com/accounts/o8/id?id=AItOawl8Rynp3xqV5-zMF97J-SjORupJ-wSg0u0 April 26, 2013 4:46 PM

This is definitely the best indie game I have ever played, and one of my best games overall. One of the only known free horror games that doesn't have (and doesn't need) gory stuff in it, and manages to be awesome, too bad it's so short. Highly suggest to play it again after finishing it, because lots of writings, paintings or comments that had no particular significance over the first walkthrough are actually meaningful... and to get all the endings of course *o*
I played it like 15 times, and I finally got

"A painting's demise"... Saddest ending ever, especially when Mary's so desperate she even calls out for Garry... but does anyone have any idea about who's telling Mary to come back?

Reply

I can't seem to work Ib on my laptop, just before the start screen, the game crashes, spewing out lots of "Not implemented" errors. Help please?

Reply

Can someone help me? I wish to record an Ib Let's Play with Fraps, but for some reason, it only records the FPS numbers at the top of the page, and not the actual game, PLEASE HELP.

Reply
k.romaissa June 11, 2013 2:43 PM

Amber Dawn Hullinger > Actually, I don't see Garry letting Ib die and live by himself, he's too gentle and caring for that ! Something I'd see though, is Mary running with Ib's rose, and the two trying to catch for her, but Ib collapses, and Garry tries to find Mary to save her... But they end up in the real world without remembering what happened. But I don't find the ending realistic, because :
1- The game's name is Ib. So whatever happens, you'll get Ib's ending xD. Even if the two other end up in the real world...

2- Mary doesn't like adults, so she only wants to take Garry's place and get out with Ib. She wouldn't kill Ib to take her place, mostly because the two of them may become real friends, too !

3 - It's so predictable XD. I mean, this is the easiest way ever for Garry and Mary to leave, and the endings are very different from each other (except Memory's Crannies and Promise of Reunion, but it's sort of the same end save for one detail)

Eternal >

Well I don't think so... Or rather, yes and no ; the eye pattern got out from the Pandora box, so it was a hint to get the good order in the northwest house. But the sketchbook is like "Mary's territory", (I think she was the one who drew it because well... She says she's pretty good with crayons, and it's her style), so I wouldn't be surprised if she has a certain control on it.

For the opinions about Garry...

Well, actually, yes, I agree to say that he's pretty effeminate... But in a rather positive way. I mean, for the "talk like a lady" thing, it's not about his behavior but really about what he says... Japanese is a gendered language, in other words, girls and guys don't exactly speak the same way. If we describe it roughly, we can say that the "cutsy" and "too gentle" expressions are mostly feminine, while "rough" expressions can't be used by a girl, even in a casual speech. So, maybe by wanting to be too soft, he ended up speaking like this... In Japan, a lot of (male) strangers speak like girls, not because they want to, but because the main way to learn casual speech is... Well, their girlfriends. So without knowing how, they end up speaking like them. We can theorize that maybe Garry isn't Japanese due to his look... Ib and her parents are very classical Japanese horror models, so maybe... Well, that's only theory I don't believe myself. Speaking like a girl is considered quite "cute", it's rather different from what we imagine it to be.
And for how he's not a very physical person... Well, a lot of guys aren't that strong, but he still wants to help Ib if she can't take it anymore, so I guess he's alright.

Reply
amiliehyde June 24, 2013 2:17 PM

I'm stuck in the game with the fisherman not being on his boat and me not being able to do much because he's not there. Help please?

Reply

amiliehyde,

The fisherman should show up after you

  1. use the Tree Key, and

  2. open up a hole in the floor.

The Tree Key...

is found in Ib's area, in the room with the mannequin heads and the "Lady Without Her Umbrella" painting. It's used in the library room on Ib's side. You can open the door by guessing, or by checking the paintings on Garry's side.

The hole in the floor...

can be made in Ib's area, in the room with the mannequin heads and the "Lady Without Her Umbrella" painting. Moving the bottom left mannequin head will create the hole.

Good luck!

Reply
https://www.google.com/accounts/o8/id?id=AItOawlvwpPIEH_ZWxvc9hHTKRCyhsZLqvXKLOU June 25, 2013 9:23 PM

I searched a guide for a problem I have, but is not described here :(

When Ib and Mary split from Garry, I understand you're supposed to move the blue triangle to Garry's room using the rose "teleporter", but the blue triangle is too low to pass through the bridge, and since it's right next to the wall, I can't move it as I need.

Any help is appreciated!

Reply

*minor spoiler*

When you leave gary behind and proceed with mary, there is a box that she dosnt want you to open, does anyone knows what its inside it?

Reply
Lucykinz July 18, 2013 3:26 AM

@Alice
Late reply, so you might have already gotten this, but...

The area where Ib and Mary are is directly above the room where Garry and the cords are.

When playing as Ib, go to the left of the triangle and push it straight to the right until it falls down the hole. Then when you switch back to Garry, you'll notice the blue triangle is now there.

Reply
Lucykinz July 18, 2013 3:30 AM

Whoops!! That comment was meant for https://www.google.com/accounts/o8/id?id=AItOawlvwpPIEH_ZWxvc9hHTKRCyhsZLqvXKLOU user. not Alice, obviously.... sorry :p

Reply

Why is it that sometimes after the light goes out in the violet room, and you look at the mirror,

there is the word "eye" written all over the mirror, and if you look at it again, Garry's face will be blotted out?

Reply

Is there actually a save point in the toybox? If so where is it? I have both my rose and Garry.

Reply

i really need help! ive downloaded quite a few versions of ib and in every one the fishing hook painting is blank, no matter what. Its just water, no fishing hook! i cant finish the game because there is no fishing hook for me to place the umbrella on! if anybody has the slightest idea, please, feel free to reply.

Reply

hey im stuck on this part 5. i exited the house with the moss on it and now its locked. i cant get back in. please help!

Reply

@Bri
(Minor spoilers)
It's to the left of where you found Garry

Also, after looking at the mirror again other things pop up:

the word 'play?' in red and some random letters that cover the entire mirror

Anyone knows what causes this?

Reply

when i'm in the brown and violet space i cant pull the cord. i've done everything that it needs but still i still cant. what should i do?

Reply
https://www.google.com/accounts/o8/id?id=AItOawm-7fYVFUSy6HkckptbrFOmS7KD_QpyeoU November 28, 2013 1:20 AM

Hey, I'm using Version 1.0.5 and I get to the part in the library where you pull out the coloring book and as soon as I read it the screen turns black my game closes and says "INVALID ENCOUNTER" and won't let me continue on. If someone could send me a link or message me how I can fix this email me at [email protected] I'd really love to continue on and not have a good game wasted for one glitched part.

Reply

Hi, I've been playing IB for a few times and I still can't unlock the new dungeon.

I already have one Good Ending. I just want the steps on how to unlock it.

Reply

Tang Yuk Chie Sora -

I don't know which dungeon you are referring to so you might want to check the walkthrough above the comments because there are two explained there.

Reply
abstraacttragedy February 17, 2014 5:39 PM

I'm stuck at the last part of the Abyssal Space in the Bonus Dungeon.


I get to exit B (I'm not with Garry)and the curtain from that painting doesn't fall. Is it because Garry is not there? Or how do I get it to fall? The piece of painting there is the only one I have left. Please help me.

Reply
I'mAlwaysHere February 25, 2014 3:03 PM

Ib is an amazing game, and the first time I played I finished with

The promise of Reunion, which in my opinion is the best one.

I'm going to play it again...

Reply
pink986753421 March 17, 2014 6:02 AM

The art style is rough and no special Game Mechanic
I dont know why this game can be famous

Reply

The download link to mediafire doesn't work?

Reply
chibiworld May 3, 2014 5:59 PM

Ib is an awesome game!!

Reply

Could someone please tell me how to get the ending "Sacrifice"? I don't know any tutorial to get it ._.

Reply
randomIBplayer July 6, 2014 4:22 PM

Hey, i just created an account to post this comment :D
I thought there was more potential in the ending scene, which is why I wanted to present my idea:

Careful, spoiler:

I am aware that there are different endings, I only saw two and read the rest. In the final scene where Garry jumps into the picture and asks Ib to grab his hand and she must decide between him and her mother, I think the way he was standing in the painting was absolutely perfect to let Ib realize that everything she witnessed was not real, but it was her interpretation of the painting. This first seems like a B-Movie twist, but think about it. It makes absolutely sense, since the game is about art. The frame of the picture should have reappeared and Garry, since he was already standing in the painting, should have frozen and become a part of the painting. I mean the painting could've drawn her into her own emotional world, which more ore less is what everything artistic does, and the whole story then would be about her own emotional world. All the puzzles represent the struggle she has finding peace within herself, of course there is the male knight in shining armor every girl has fantasies of(that can push mannequins when she can't lol), her weird twisted "bad girl" inside(mary), all the paintings that are part of her personality or her view of the world...am I going to far?
I don't know, haven't thought it through, but I like the idea of the journey into a disturbed teenage girl's mind as an interpretation of the game and the moment of garry freezing in the painting when he's standing in it to reveal that.

I have to say for an RPG-Maker game (I have made a couple of them too over the years, they're all shit) this is an AMAZING game. The way the char's and the maps are drawn, the music, amazing atmosphere. I had my WTF-Moments and my OMG-Moments ;). Nice story too. And I couldn't resist to look at every painting. So much love for detail from the creator. Anyone who is considering to play this, you'll not regret it.

One Question though(small spoiler):

What's it with the handkerchief? Didn't need it, didn't use it, never got mentioned again in the game. Did I miss something?

Reply
isengrin July 12, 2014 4:03 PM

Heard about this game for sometime and only played it now...wow!

I only wish the link here led to downloading the latest version. 1.04 is still good but I couldn't find Mary in the Bonus Gallery even though the Ib wiki says she's there. I'm thinking she shows up in the latest version of the game?

The soundtrack is fantastic. I also found out the music folder has all of it in MP3's and I'm playing it with Windows Media Player as I type this. Probably copy and paste it sometime in my portable MP3 player soon.

We actually run a small art gallery and now I'm pretty tempted to play some of the music next time we have an exhibit to see if I can get some funny reactions or recognition from guests.

Reply
shinyumbreon789 July 29, 2014 10:53 PM

@Erin Hayes did you extract all of the files completely? If you did do that, then try the windowed version. For some reason, mine won't play the fullscreen version anymore, it just crashes after a white screen. (if anyone knows why this happens, please tell me ;3; )

Reply
gamingshinyumbreon July 29, 2014 11:26 PM

I love this game! Even when I know what will happen, (i've watched a few lets plays) this game still manages to surprise me! My brother decided to play it (at first he complained because of the graphics) and things started happening that didn't happen in the lets plays [characters acting differently] and I was in suspense as to what would happen. I was very upset wih the ending that he got though, it was the

"Together Forever" ending, where garry dies and mary basically becomes your sister .A. I greatly dislike mary, but i really like garry {hes so epic .3. } so you can guess why I hate this ending.

I do have a quetion though. In ch 3, in the purple-ish room wih the 5 ropes, what happens if you pull the cord that is above the box with 'something moving inside' and will it change the story? If you know, please tell me. Im dying of curiosity, but I don't want to do something that I'll regret later on... Oh, and for anyone having trouble viewing the storybook, it normally causes the game to crash so I guess it's 'normal' for that to happen. You can view it on youtube if you really want to see what it is, but it does NOT affect the game in any way. It is not necessary* for any hints or anyhing, its just a little story. (*pretty sure I spelt that wrong -3- )

Reply
Svarta Svansen August 2, 2014 1:36 AM

Hahaha! I thought the background music at the start sounded familiar! It's the Trio Sonata (La Folia) by Vivaldi! Or a variation on it. Or maybe something that just uses the same chord progression/melody. That's definitely what it sounds like though. I'd recognize that chord progression anywhere.

Reply

so i was playing and (thank god i saved everywhere i could) Ib just started going forwards and everytime i load the game up (i even tried unplugging the keyboard) ib still walks up, as if i am holding down the up button on the keyboard. please help i love this game and cant get past sketchbook now thanks to this

Reply
lookami1999 October 1, 2014 6:59 AM

Okay so, great walkthrough but I am having some trouble:

In the dungeon: Abyssal Space

IN the room with the bookcases and paintings, I checked out the weird smelling book. How to enter then read it. But when I clicked on the other pages, it came up with this:

"To return from the secret room..."

"Once you claim it's secret, check the lower-right wall."

"Should you ???, you'll never leave the room again..."

Did I do something wrong to get this or something?

Reply

In the Violet Space, you get the option to peep through the keyhole of the first door that you pass, but do you ever see anything through that hole?? I've looked through it several times and haven't seen anything...

Reply
cupcakewarrior117 January 29, 2015 11:25 AM

Can someone help me? I'm stuck at this part:

The part where Ib has to put the eyedrops into the congested eye, I have the eyedrops, but it doesn't give me the choice to heal it or stare back. It just skips to the "Stare back" option.

Reply

Okay, so the part with the Grieving Bride..... I did everything it said to do, eye drops, switch, but thee was no fallen painting and I'm stuck. Help would be awesome and greatly appreciated..

Reply

Okay, so I started again and there is NO RED BALL. At all. I followed the directions just as was said and there isn't a red ball to be seen.

Reply

Does anyone know how to get to the Bonus Gallery? I can't figure it out.

Reply
mosgon June 4, 2015 9:00 PM replied to Jordyn Lyn Patton

No, you don't. Nothing can be seen through that peephole.

Reply
mosgon June 4, 2015 9:02 PM replied to lookami1999

No... that's supposed to happen. I don't understand what you think is incorrect (not to be condescending, or anything).

Reply
Fireblazezz June 16, 2015 3:13 AM

Help plz? I have a problem!!

I played Ib last year and I got all the endings; now I've downloaded 1.07 on another computer cuz I wanted to play the Bonus Dungeon sooooo badly!! :D
But oddly, I can't get past when, in the balls of paint episode, Gary is supposed to cross the posion gas room to access the vase with rainwater. He gets to it, but when I click "place rose", my comp says "An unknown battle animation was specified".
I've tried downloading the files and extracting them all over, and I played back to that part, but it still doesn't work!
Please help, I would rlly like to be able to finish and get the Bonus Dungeon!!
Hugs beforehand!

Reply
Fireblazezz June 16, 2015 3:17 AM

"An INVALID battle animation was specified", my mistake.. C:)

Reply

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