Paper Lily - Chapter 1

Paper Lily - Chapter 1

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Paper Lily: Chapter 1 - Achievements & Walkthrough - 100%
By Tzivya
A walkthrough with pictures to guide you through every single achievement as well as dead ends. You will also find a section at the end detailing some findings during exploration. It contains spoilers.
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The House
The First Choice
Pick a drink and a snack.
Cannot be missed.

As soon as you gain control of Lacie, enter the house. Go upstairs and meet Hiro. Then, go south into the second room. After picking up the ritual notes, you may go ahead and explore all you want. There's a checklist to complete while doing that.
  • Go Out
  • Eat the meal mom left me - Interact with the fridge.

  • Fill up the bird feeder - Use the bird food in your inventory on the feeder.

  • Feed my Tamaghost - It's in Lacie's bedroom, on a shelf.


  • Say Goodbye to Hiro - He's in the backyard. You can do this step only after setting up the ritual.
The ritual preparations:
  • Set the alarm clock to midnight

  • Pick up the items on the shelf

  • Tie a red thread on the phone cord
    Either pick up the red ribbon from Lacie's wardrobe...

    ...or the red thread from mother's sewing kit in the parents' bedroom.

    The phone is in the kitchen.

  • Draw the symbol on the front door using red paint-
    Either pick up the red paint from the shelf in the garage...

    ...or the red marker off the bookshelf in the living room.

    Use one of them on the front door. The symbol will look the same no matter what's used.
Speak with Hiro and go to sleep.

The Dream Sequence is pretty straightforward. Go through the door and follow the instructions. Once you wake up, you can go ahead and explore a little. Some things change during the night.

Use the phone to dial the number: 999281#0. The numbers will change into symbols.

When prompted, choose "My bus is late". You'll get a timer to reach the bus.

Dead End #1-2 - Salt is for Cooking. There are three ways you can get this ending.
  • Choose the wrong answer when calling.
  • Miss the bus by letting the timer run out.
  • Go outside before the timer runs out and return inside the house.
Dead End
Reached the wrong ending.
It can be any dead end out of the 12 available.

Reach the bus before the timer runs out and board it. You'll wake up in the dream sequence again during the ride.

Dead End #1-3 - A Walk in the Dark. Inside the dream sequence, go south and there'll be some stairs leading out in the dark. Just keep walking in the dark.

Go through the same motions as last time, but when you open the locker this time, there will be Red Item I among the trash. Pick it up.

Dead End #1-4 - Carried Away. Don't get off the bus when you receive the timer to do so.

Get off the bus.
The Forest
Voice of Trees
Arrive at the forest.
Cannot be missed.

Go into the forest and follow the signs. Rotate them when necessary. Just point them towards the road as you keep moving. The only signs that are a little special are the ones with "Secret" written on them. When you reach the first one, leave it pointing west and go left.

When you reach the second "Secret" sign, rotate it to south and then go back.

It's probably hard to see it the first time, but a pathway opens up between the trees. Enter it.

You will enter this area from where you will pickup Coin #1. Reach inside the box.

Now, go back to the previous sign and rotate it east.

Backtrack to the first "Secret" sign and rotate it north.

Then, go north and you'll find another pathway in the trees.

You will enter this area from where you will pickup Doorknob Fragment #1. Interact with the swing.

Continue forward. Keep rotating the signs. If you're stuck, refer below (they're in the order you encounter them after the secret signs):
Train Station - North

Train Station - East

Daylight Gate - South

Daylight Gate - North

Train Station - East

At the Daylight Gate, solve the puzzle of lamposts in order to open the gate. They all have a switch at the back of the pole. It doesn't seem to matter in which order you turn them off as long as you don't touch the 6th one (middle right/not numbered in the pic). Alternatively, you may cut the wires once you acquire scissors, but you'll be locked out of the first version of the dead end.

Go through the gate. Save game at crow.

Dead End #1-6 - Ground Swallow Me Up. Enter the circle in the middle of the camp.
Note that there's another two ways this ending can go down. You'll have the chance to do them all by following the guide.

Backtrack to the Train Station.

Go behind the vending machine and grab Coin #2, then interact with the trashcan near it for Coin #3. Afterwards, insert a coin in the machine and get a bag of chips.


Dead End #1-5 - Become Snack. Eat the chips.

Enter the station and insert a coin in the defective vending machine. Keep interacting with it until it prompts you to kick it. You will receive Rune #1 and Coin #3 back.

Go down the stairs and pick up the scissors. You will now be stuck in the area until you find the signpost. Go out and descent the tracks. Go either east or west and enter the next area.

You will enter a new area that loops 3 times. Grab a ticket from the dispenser each time you loop and follow the clues they give.

The correct paths are:
  • First ticket: You will have to watch out for eyes showing up in the trees.
  • Second ticket: You must listen closely for sounds of insects crawling.
  • Third ticket: Find the dead plant and use the scissors on it to cut it.
Once you go past the third loop, you'll find the signpost on the floor. Pick it up and place it back near the exit of the area.

Go back to Daylight Gate.

Dead End #1-6 - Ground Swallow Me Up. Enter the circle in the middle of the camp.
You can now experience the second version of this ending. Check The Forest - Part 2 for the guide if you need it.

Going forward, you'll see a giant tree. Go left and you'll reach the Artist's house. Before entering, interact with the little cactus among the flowers and pick up the Padlock Key and the Treasure Hunter Note 2.

Enter the house. Right next to the entrance, there's a pot. Reach inside it for Coin #4.

Ignore the candle statue. Go left until you reach a flowerbed. Pick up Coin #5.

Return inside the house and go down the ladder. Pick up the jar off the shelf. You have the option to leave it there and instead use an empty lamp post found elsewhere.

Go further down using the second ladder. You'll enter a room with a huge draped sculpture. You'll also find Kett there.

Dead End #1-7 - Mortal Immortalized. Talk to Kett. During the chase scene, turn left.

Go behind him and use the chips. He'll promptly fall to sleep. Once you do that, go behind the giant sculpture and pick up Coin #6.

Return to the giant tree. Go behind it and pick up Rune #2. Then, take the stairs up and turn right. Enter the hidden path above...

...and pick up Coin #7.

Go back and turn right. You'll eventually reach a red tree. Interact with it to pick up Padlock Key and the Treasure Hunter Note 1.

Backtrack until you reach the stairs leading to the giant tree and go left. You'll reach a red bridge with a sign next to it that says "Red's Treehouse". Before going forward, turn left and take the path along the river.

Once you reach the end of it, stay in the middle of the ground and pick up Padlock Key and the Treasure Hunter Note 3.

Return and take the path on the red bridge. You'll be met with Rune and 3 traps along the way of reaching him. Once you get past, talk to Rune and then open the bird box next to him. A crow will remain on the box. Behind it, you'll find Coin #8.

Go inside Red's House. Walk to the table and pick up Stone Curse Notes. Next to it, there's a book and a cupboard underneath. Pick up the AC Adapter from there. Next, pull the carpet on the side that has a little fold to reveal a trap door.

Exit the house and speak to Rune again. You may speak to him until you exhaust all options or just enough to move forward. Use the runes on him to receive a Bug Net and a Bolt Cutter.
Return to the giant tree. But, before going up the stairs that leads out of the area, step into the bushes on the right and plug the adapter.
The Forest - Part 2
After the cutscene, go back to Kett. He'll be awake now. Talk to him and you'll see him cutting off flowers off the top of his head. Pick up the flowers from the ground.

Return to the giant tree and go to the camp area. You'll meet 3 new NPCs. Note that if you don't plug the AC adapter in the hidden socket, they don't spawn. You can choose to talk to them or ignore them. However, do not buy anything from Alba yet (the girl at the fish stand).

Around The Campfire
Meet Kozmo, Milion and Alba.


Return to Red's Treehouse. Interact with the cursed tree and the black mushrooms (the middle pot). Then, use one of the ingredients at the table with the chemistry set to create Stone Curse Cure.

Once again, return to the Artist's house and stand in front of the candle statue. Use the newly crafted potion on it to create Blue Fire Candle.

Now, here is where the paths are going to split. We'll be having 2 saves starting from this point on.

Note that the reason there's two saves is for the achievements, but also for the doorknobs (in case you're interested to see where they lead). Although, you can get both doorknobs in a single save, it's a pain in the ass.

Safe Path route

Return to Red's Treehouse and use the bolt cutter to access the manhole. You'll meet with a creature. DO NOT GET CLOSER TO HIM MORE THAN ONCE. Give him what he asks for and proceed forward.

The codes for the doors are:
  • Access Door: It's random. Check your inventory.
  • First Door: 1682
  • Second Door: 5729
  • Third Door: 573248
Once you're past the third door, you'll see a cracked wall. Interact with it to pick up Doorknob Fragment #2.

Eventually, you'll reach the exit and will arrive at the Lakeside. Save the game.

Safer Path
Find the secret passage.


Locked Site route

Load the second save. In order to get through the Locked Site, you will need a source of light. We already have the blue candle, which is the best one. Other sources of light includes (they are listed from best to worst):
  • Fireflies: Can be found floating around a broken lamp or next to the giant tree. The Bug Net can be used to catch them. If you picked up the jar in the Artist's house, the fireflies will be placed in there. If you didn't, you can pick up and use the broken lamp.

  • Candle: This would mean giving up on the blue candle by picking it up the first time you encounter the sculpture.
  • Phone's flashlight: You already have this in your inventory.
Go to the giant tree and turn right. You'll reach a gate with 3 padlocks and a weird sculpture. Interact with the sculpture to get the Treasure Hunter's Letter. Since you already collected all 3 keys, go ahead and unlock the gate. Alternatively, you can use the bolt cutter on the gate.

First thing you'll find in the maze is Treasure Hunter's Note 4 with instructions on how to survive. Don't run. Walk ahead, making sure to enter every single bush you see to reset the timer of the monster. The faster the heartbeats, the closer the monster is.

At the first fork, don't follow the petals, go right instead and pick up Coin #9.

Backtrack and continue to follow the petals. You'll come across blood splatters on the ground. Continue until you find another fork. If you go north from here, you can cut the wires and get out of the maze. However, we came here for the coins, so we won't be doing that. Go right instead.

And then north. Pick up Coin #10.

When you reach this bush, go north. If you go right, you'll reach a dead end.

This will be the last bush in the area. Going right will take you to the exit. But, we're gonna go left...

...and pick up Coin #11. This is also another place where you can cut the wires and get out of the maze. We ain't doing that still. We're returning where we came from.

Once out of the maze, talk to Alba and buy her entire stock for 10 coins. You have to talk to her in order to get that option.

Save the game.

Dead End #1-6 - Ground Swallow Me Up. Enter the circle in the middle of the camp.
In case you didn't experience it yet, this is your last chance.

Go to the giant tree and interact with the mirror. Throw all the fish in. Go back to the campsite and step into the circle. After cutting through the plant, walk a little forward and you'll spot a plant moving slightly. Use the scissors on it.

In order to proceed, you'll have to walk the entire area and then return to a big hole in the ground.

Jump in it and then you'll start encountering fairies. They're pretty simple to bypass. Their range is only directly in front of them. They can't see behind or next to their heads.
  • Mouth - Kills everything vertically.
  • Eyes - Kill everything horizontally.
  • Both - Kills everything vertically and horizontally.
The first room offers a visual solution. The second room:

The third room:


Falling into the trap is usually a dead end unless you prepare beforehand with the stock of fish. Even if you have the fish in your inventory, it won't reach the true ending. You must throw it inside the giant tree. The bad ending is just a little different from the true ending. You don't survive, obviously. And you never get to see this sight.

Talk to Aoi. You will gift her the scissors. You know what this means? Time to die. Save the game and walk into the ring again.

Queen of Fools
You must have missed the warning. Twice.


Reload the save and go through the maze again. Exit through the wires where you picked up Coin #11 from.

Daredevil
Collect all the coins in the Locked Site.


Go forward and pick up the Doorknob with Flower. Use the log to cross the gap.
The Lakeside
Respite
Arrive at the lakeside.
Cannot be missed.

You will spot a fishing rod almost instantly. Use it to fish out Coin #12, black algae, blue algae and green algae. You don't really need to fish all of them, since you'd be needing only one kind, but you never know which kind you need until you check. So, instead of making two trips, just get one of each.
Originally posted by author:
Some players may not be able to fish the algae or pick up the petals unless they read a note. Cross the bridge to the right side and enter the cave between the trees. Inside the shrine, there are some papers on the floor. Read them and then proceed following the guide as usual.
Pick up the bucket next to the tree. It won't show up in the next area if you don't.

Walk ahead and you'll see a path going south. There's a hidden path at the edge of the lake.

You'll come upon a burrow at the end. Reach inside it to obtain Rune #3.

Backtrack and go north. You'll find a crow, a note on a tree and a boat. Go to each of them before heading further north. Catch a rabbit while at it. Not all of them turn into blood.

As you enter the next area, you'll find yourself on a pier. Halfway, there's a paddle. Pick it up. Walk further and interact with the flowers for some purple petals.

Return to the lake and go left until you find a tree. Pick up some white petals and then return.

Finally cross the bridge to the right side. Enter the cave in between the trees. You'll see a paddle on the left. Pick it up. In the water surrounding the shrine, there's lotuses. Interact with one to acquire pink petals. Next, enter the shrine. On the floor, there's some papers. Read them and then use the items stated on the fish bowl.


Dead End #1-8 - Part of Your World. Take out the fish from the bowl.

Exit the shrine. On the right, there's a faucet. Turn it on and then interact with it. You'll obtain Doorknob Fragment #3. Fill the bucket with water.

Use the bucket on the monster and get on the boat. Alternatively, you may place the rabbit in the cage and push it into the lake, but you'll be locked out of the achievement. You'll paddle away to the next area. There will be a crow waiting for you. Save your game and use the return doorknob in your inventory. You must first insert it into the door at the end of the lavender field.

Omochikaeri!
I wanna take it home!


Reload the save. Go north and you'll stumble upon some lavender. Go past the tree and continue upwards in the field of lavender. Pick up Coin #13 and some lavender.

Afterwards, proceed forward. The first doorknob will take you to Shadow Girl. She'll give you a Rainbow Potion as soon as you talk to her. You can gift her the jar/lamp of fireflies and the injured rabbit. You can also give her the doorknob fragments and she'll make a doorknob for you out of them.

Mini Zoo
Give a gift to the Shadow Girl.


Exit Shadow Girl's shop and use the second doorknob. As you proceed forward, you'll eventually stumble upon a tent. Go behind it to pick up Coin #14 and then enter it. You'll be asked to kill a caterpillar in exchange for a doorknob.

The options are as follows:
  • Kill it right then and there.
  • Gift it to Shadow Girl.
  • Throw it in the fire.
  • Drown it.
  • Release it. It won't come out if you do so in lavender.
  • Give lavender to White Moth. This option will prevent you from entering the tent again.
You can also dump water on the fire, but you'll get killed.

Safepath route: Insert the Gray Doorknob. Enter and read some books with information on demons.

Locked Site: Insert the Flower Doorknob. Enter and you'll see a grave. Place Kett's flower on it.

Insert the Eye Doorknob. Once you enter through the door, you cannot return anymore.
The Facility
Behind Bars
Arrive at the facility.
Cannot be missed.

The Dream Sequence is as straightforward as the last one. Just bring the knife to the mother and pick up Red Item II off the floor.

You'll wake up in a cell. Exit it and pick up your stuff. Open the second cell and push the box in. You'll find a vent inside. Climb in and get out.

After hearing a terrible roar, you and Sai will enter a room. Talk to him until you exhaust all dialogue. There's a drawer near some lockers. Interact with it to pick up Fuse 5.

Cross the room to find a locked gate. Talk to Sai again to leave the room. Once you're out, walk outside the area and you'll meet Rune. Exchange a rune for a map. There's also a crow there. Save the game.

Go north. There's a crossroad. Turn right and move ahead until you arrive at two doors.

Dead End #1-9 - Doubt. Enter the one on the left. Go up the vent and you'll now be separated from Sai. You will have to explore around or at least talk to Rune about Sai before meeting up with him again.

Enter the door on the right and interact with the desk to get Diamond Handle.

Backtrack to the crossroad and go left this time. There will be a door that cannot be accessed.

Go further down and enter the door on the left. You'll be briefly separated from Sai while you speak on the phone with Hiro. After you're done, pick up Coin #15 in the first stall you opened while talking (3rd from the left). Then, pick up Fuse 40 off the shelf.

Return to the crossroad yet again and go north, then turn right up the stairs. The first door is locked and cannot be opened. Enter the second door and turn on the music box. Stay there until the song is over.


Music Box Enjoyer
Listen to the music box until the end.


Exit the room and go south. There will be a room with an elevator, but it's not functional. Keep going further south until you'll eventually find the mechanical room. Pick up Coin #16 from the left corner, behind the machine.

Then, pick up the Square Handle and the Copper Key off the barrel and Fuse 10 from the closet. Go to the electrical panel and place Fuse 5 and Fuse 40 in their respective places. There's two more fuses needed to complete the panel. We'll return later.

Exit the room and go right. Go up the stairs and pick up the bucket. Return and once you sneak past the monster, go left. Enter the first room. There's nothing special in there, but you'll get some dialogue with Sai after you exit.

You won't be able to enter through the second door. Keep going until you reach the gate. Press the button to open it and enter. Pick up the Pentagon Handle off the table. There's a coat on the chair. Search its pockets.


Dead End #1-10 - Sensory Overload. Put on the coat.

Exit the meeting room. At the crossroad, go left, past the bathroom, and use the key on the door. There will be a puzzle.

Once you're done with that, pick up the key off the shelf.

Exit the room and go right, then north. You'll reach the main area where Rune is. Go left past the flooded paths and take the path where you originally came from. There will be a gate halfway. Unlock it with the key. Keep going until you reach the room you hid in before and unlock the gate. Pick up Fuse 20 and then rotate the lever of the well to obtain Rune #4.

Return to Rune and give it to him to receive a screwdriver.

Rune's Friend
Give 4 runes to Rune.


Return to the room with the box puzzle (opposite direction of where you came from) and use the screwdriver on the vent. Crawl inside. Interact with the table to obtain Fuse 15. Try going out of the door and you'll discover you're in the room you couldn't access before. Pick up the plank and you'll now be able to freely pass.

Save the game. Use the bucket to drain the water. Throw it in the bathroom sink and toilet. Draw water from both sides. There should be a dialogue almost each time.

The Bucket
Stupid Problems require Stupid Solutions.


Reload the save.

In the dungeons, specifically in the room where you found the Diamond Handle, there is Coin #17 and a Rainbow Potion. That potion may be a great help in the boss fight, but do note that getting it will be a major pain in the ass since there's going to be even more monsters around.

Go to the mechanical room and take out fuse 25 in the electric panel. This will unlock the doors. Go to the dungeon and interact with the gap. Pick up the coin from the fourth cell.

Remember that plank you used to cross the room accessed through the vent? Go to it and interact with it. It will be moved in front of the cell. Pick up the potion.

Return to the mechanical room. Interact with the electric panel again. Take out the broken fuses. Place 40+10 and 25-15 in the slots for the elevator.


Electrician
Fix the entire electrical panel in the facility.


Place the handles in place and turn them. The water should go down.

Take the elevator to B3F. If there's a monster there, use the now unflooded access.

Dead End #1-11 - Deep Sea Misadventure. Go to B4F.

Go right until you reach a house. Enter it.
Miss Knives' Cage
Behind More Bars
Escape Miss Knives' Cage.
Cannot be missed.

In the dream sequence, don't eat the bird. Pick up the knife after refusing once. Refuse to stab yourself and instead stab a student. After that, use the knife on the bird to get Red Item III. IF, for some reason, the achievement doesn't unlock this way, pick the option of stabbing yourself instead.

Stab
That's not how you wake up in this game.


You'll awaken outside the cage. Talk to Sai.

Exit the room and go left. The door on the north side is locked. Enter the one on south. Go up the stairs near the wall lamp and pick up the Eyeball.

Exit the room and go right. Keep going until you get stopped by Spider. After the event, return to where Spider was and then go into the first room. You'll be in a living room you were caught in. There are 4 plants inside. Check their needs.

On the left of the room, there's a gramophone. Play the music. In the middle, next to the fireplace, there's a tea set. Interact with it. On the right, next to a phone, there's a vase with flowers. Use it to make a flower crown.

Exit the room and enter the one ahead. Interact with the cookie jar to obtain an Eyeball. Move the box and pick up the key inside the storage compartment. Grab the frog off the shelf and with that, you'll be done with the plants needs. Pick up the Lockpick.

Exit the room and enter the room on the left. Check inside the bathtube. You'll obtain a key.

Return to Sai, but stop midway at the painting with the hands. Place the eyeballs and it'll open a pathway.

Go inside and pick up the knife.

Return to Sai and either use the key or give him the lockpick.

Adoption
Free Sai from Miss Knives' cage.


Enter the hallway. Go left and enter the room upwards using the key. Pick up the black handkerchief off the bed. At the vanity, there's a box. Input code 018 obtain the key inside.

Exit and enter the library ahead. Unlock the door up the stairs. You'll meet with the Spider again. Pick up the jars off the floor and use them in the pool. Take the cover off the painting. Use the handkerchief in the pool to purify it.

Return to the hallway. Directly ahead, there's a yellow painting. Use a jar on it to collect yellow pigment. You only need one, but the painting looks best when using all three colors.

Cross to the other side and you'll see a red painting. Use a jar on it to collect red pigment.

Take the stairs and go to the entrance of the house. Next to the bathroom, there's a blue painting. Use the jar on it to collect blue pigment.

Enter the kitchen and stir the cauldron. Use the knife to cut what's inside.

Return to the hallway and go north. Enter the door on the right. Use the knife on the painting lady. It will trigger a chase scene. Alternatively, you may pick up the eye of the lady in the painting, but she'll be faster in the chase scene. Once you escape, enter the room again and pick up the black mirror inside the cage.

Return to the room with the pool. Use the paint on the black painting and it will turn into a sketchbook.

Use the mirror and it will get purified as you look into it. If you're curious about the lore of the items, place each item in the palms of the painting in the middle of the room. Talk to Spider twice and then go to where you met him the first time. Interact with the broken pot to receive a Temp Rainbow Potion. Use it.

Enter the room next to the one where the painting lady was and switch the images for each portrait. They should be ordered like this:
  • I - Mirror
  • II - Sketchbook
  • III - Handkerchief
  • IV - Foot
  • V - Knife

For the last one, simply change it once and it will start burning and drop a lighter.

Go to the livingroom and use the lighter on the fireplace.

Dead End #1-12 - What's at Stake. Burn the items in the wrong order.

Use the order from before for the correct way to burn them. Pray to every single god you know or don't know in order to finish this battle. You can skip it, but you won't get the achievement.

Easy
Defeat Miss Knives without skipping the battle.


After the battle, you may enter Miss Knives' cage, but DO NOT enter the Spider's. He'll kill you instantly. Talk to him and you'll receive Door Fragments.

Dead End #13 - Stuffed Animal. Return to the Facility and you'll encounter a dead primal. As you keep going back, you'll find two more. Keep going back and you'll eventually run into a stuffed animal in the middle of the crosspath.

Walk past Spider's cage until you reach a cursed door. Behind it, you'll find Coin #18. Use the return knob.

Interact with the vase and enter through the door.

The End
Reached the true ending.


True ending 1-1 - Against All Odds.
Dead Ends
  • Dead End #1-2 - Salt is for Cooking. There are three ways you can get this ending.
    • Choose the wrong answer when calling.
    • Miss the bus by letting the timer run out.
    • Go outside before the timer runs out and return inside the house.

  • Dead End #1-3 - A Walk in the Dark. Inside the dream sequence, go south and there'll be some stairs leading out in the dark. Just keep walking in the dark.

  • Dead End #1-4 - Carried Away. Don't get off the bus when you receive the timer to do so.

  • Dead End #1-5 - Become Snack: At the Train Station, there's a vending machine. Insert 1 coin and eat the chips.

  • Dead End #1-6 - Ground Swallow Me Up: At the Campsite. Enter the circle in the middle of the camp. If you have scissors, the ending will take longer.

  • Dead End #1-7 - Mortal Immortalized: In the Artist's house. Talk to Kett. During the chase scene, turn left.

  • Dead End #1-8 - Part of Your World: At the Lakeside. Take out the fish from the bowl.

  • Dead End #1-9 - Doubt: After meeting Sai, go right at the crossroad and enter the door with the blue light on the left. Go up the vent and you'll now be separated from Sai. You will have to explore around or at least talk to Rune about Sai before meeting up with him again.

  • Dead End #1-10 - Sensory Overload: At the facility. In the meeting room, there's a coat. Put it on.

  • Dead End #1-11 - Deep Sea Misadventure: At the facility. Turn on the power for the elevator using the electrical panel in the mechanical room. Take the elevator to B4F.

  • Dead End #1-12 - What's at Stake: Inside Miss Knives' House. After picking up and purifying all items, burn them in the incorrect order.

  • Dead End #1-13 - Stuffed Animal: After dealing with Miss Knives, you'll return to the Facility. Go back to the crosspath.
Exploration
This section is filled with SPOILERS!
The House
  • You can turn on the TV in the living room using the remote.

    You can also interact with the TV.

    At night, the TV will appear scrambled.

  • Interact with any window that has view towards the neighbor's house.


    At night, interact with it again.

  • The cat painting near the stairs...

    ...will change at night.

  • You can read some forum posts at the PC if you interact with the chair. Some points made there are brought up later.

  • The book laying open on the cushion in Lacie's room has a passage that will be brought up later.

  • Lacie will comment on a number of things.
    Calendar...

    Diary...

    Plant...

    Window, while using the wardrobe...

    Clothes...

    Papers...

    Pond...

    Dining table...

    Shelf with glassware...

    Fence...

    Gate...

    Pictures...

    Garage Door, from the inside.

  • Some interactions may give bits of lore.
    Couch...

    Armchair...

    Tree...

    Umbrella Basket...

    PC inside parents room...Garbage.

    Alarm clock...Trust issues.

  • For some reason, you can turn the tap on and off in the kitchen.

  • You can change Lacie's clothes, but she'll always change back to her uniform afterwards.

  • Interact with the game console next to the TV inside Lacie's room. Bullshiet!

  • The dialogue with Hiro when he brings up the food left by the mother is slightly different depending on if you ate it already or not.
  • When Hiro asks you what's important to you, the choice will always be the dessert chosen at the cafe.
  • You can use certain items on Hiro.
    Cellphone...

    Thread...

    Paint... Use it twice.

    Marker...

    Doorknob...

    Salt...

    Rune...

    Ribbon...

  • The neighbor may call you at some point.

  • In the kitchen, there's a note on the table. You can dial the phone number left on it.

    At night, read the note again. It will disappear afterwards.

  • You cannot enter Hiro's room...

    ... or the laundry room.

  • The door next to Hiro's room is locked, but you'll see it ajar at night. It will shut as soon as you get closer to it and you still won't be able to enter it.

    After failing to call or board the bus, a text will appear on the door: "What is this room? You spent a lot of time in there. Always finding new places to hide away from the world. Did you ever stop hiding?"

  • At night, there will be footsteps leading to a table from the back door.

    After failing to call or board the bus, a text will appear on the table: "When was the last time you ate here? Have you forgotten?"

  • Inside the parents' bedroom, you can interact with the wardrobe.

    At night, after failing to call or board the bus, there will be footsteps leading inside the room...

    ...and a text written on the wardrobe: "The wardrobe is stuffy, isn't it? You almost can't breathe in there. You almost stopped breathing. Take a deep breath, Lacie."

    Open the door after reading it.

  • After failing to call or board the bus, if you go to the bathroom upstairs and look in the mirror, something will appear.

  • While on the bus, if you try to remove the cover of the driver, you'll be killed.
Dream Sequence
  • Open the second locker from the second row.

  • If you go south of the place you wake up in during the dream sequence on the bus, there will be nothing but darkness. However, if you go after picking up Red Item I in the next dream, there will be a red staircase there.

    The more Red Items you collect, the longer the staircase gets.

    Unfortunately, after picking up the 3rd one, there is no way to return to check what happens.
Exploration - Part 2
The Forest
  • If you talk to Kozmo and choose to knock on his head 3 times, you will have to find him another head. There are two options:
    The strange sculpture inside Red's furnace... (He will love this one.)

    ...or the artistic pot next to the entrance in the Artist's house.

  • If you try to use salt or scissors on the monsters during the train station puzzle, you'll be killed.
  • Lacie will refuse to cut the wire of the campfire if you try to use scissors on it.
  • Some items can be used on NPCs.
    Fish...





    Artist's Flower...




    Scissors and Bolt Cutter...






    Bug Net...


    Doorknob...

    Salt...


    Candle...


  • Keep talking with Alba. Eventually you'll annoy her enough that she'll scream.

  • If you've ever wondered, the bolt cutter does not work on the door inside the train station.
  • If you give the blue candle to the prisoner before he asks for it, there will be new dialogue.
The Facility
  • Sai is the same character that you encounter on the bus. He will ignore you if you try talking to him.

  • After getting separated from Sai, you will encounter a few unique events. One of them is after exiting the vent...

    ...another one is when talking to Rune...

    ...yet another one is when trying to open the mechanical room door...

    ... and the last one is the dialogue with Hiro in the bathroom.

  • When attempting to do Dead End 1-9 - Doubt, if you don't do anything before returning to him, there will be some unique dialogue and you won't be able to separate from him again.

  • When you enter the Archives room, you'll need to solve a puzzle to cross the room. If you choose not to, Sai will offer to bring the "shiny item"...

    ... When you eventually solve the puzzle, he'll complain.

  • The phone call won't trigger if you take out the door fuse (25).
  • Inside the bloody room you enter together with Sai, interact with the closet...

    ... the strangely shaped bed...

    ... and the light switch.

  • Interact with the tree.

  • After you pick up the bucket, go further and interact with the exit.

  • Interact with the flooded path.

  • Use the screwdriver on Rune.

  • Inside the archive room, interact with the purple book laying on top of a bookshelf.

  • In the room accessed through the vents, interact with the right side of the screen after turning it on...

    ...and with the folded maps on the table.

  • You can use the square handle on the diamond slot...

    ...and the diamond handle on the square slot interchangeably.

    You can also use the star handle on the pentagon one, but you cannot use them the other way around.

  • There are 18 coins in total, but you can get 2 extra coins from Rune if you give him all 4 runes at once in the facility. He compensates for the items you could've gotten in the forest with coins.
  • If you don't enter the mechanical room and just drain the water using the bucket, the event where Lacie drops her to-do list happens before entering Miss Knives' Cage.
Exploration - Part 3
Miss Knives' Cage
  • Speak with Sai before releasing him.

    There will be new dialogue when encountering Spider again.

  • There's a lot of extra dialogue when you have Sai in party.
    Interact with the fireplace.

    Take out the eyeball from the cookie jar and then interact with it.

    Interact with the frog.

    Interact with the couch.

    Use the lockpick instead of the key to enter the bedroom.

    Interact with the painting of a window.

    Interact with the bed.

    Interact with the basket.

    Interact with the vanity.

    Interact with the portrait. This is the only painting where both Lacie and Sai comment on.


    When the lights go off, the monster will vanish.

    Go inside the dungeon after unlocking the room with the pool.

    Survive the lady in the painting chase scene. There is a difference if done alone.


  • There are a number of paintings to which Lacie will make comments on.






  • Interact with the window inside the bathroom.

  • Go to the where the front door is supposed to be.

    Interact with the wall.

    Interact with the coat hanger. (It seems to make a reference to Dead End 1-10.)

  • Try giving cookies to the plant.

  • As an alternative, you may use the pink flowers inside the bathroom for the flower crown.

  • You can stab the frog in the kitchen to purify the knife.

  • Alternatively, you can purify the handkerchief by using the teapot.

  • You can water the plant using a jar of water.

  • You can use a single paint or a mix of paint in order to purify the painting.
    Red...

    Blue...

    Yellow...

    Red and yellow...

    Blue and yellow...

    Red and blue...

  • You can try using a jar of paint on one of the paintings while collecting pigment.

  • If you try to pick up the mirror before the chase scene, you'll be killed.

  • If you don't release Sai by the time you enter the room with the pool, you'll be met with new dialogue once you enter the dungeon.

  • While Sai is still locked in the cage, interact with the floor in the room with the lady in the painting.

  • While Sai is locked in the cage, you can use items on him.
    Knife...

    Knife, after purifying it...

    Foot...

    Handkerchief...

    Empty jar...

    Jar with paint...

    Sketchbook...

  • When the lights go off...
    Go to the dungeon. This happens only if you don't release Sai.

    Enter the painting.

    Go to the kitchen.

    Check the plants in the livingroom.

    There is a painting that will follow you.

  • After the boss fight, you'll have unique dialogue with Sai if he was never released.
Extras
  • If you're an anime fan or someone who enjoys visual novels, you may have noticed what inspired this game.

    For those who don't know, it's called Angel of Death. When I saw Sai following behind Lacie in the facility, those two immediately came to my mind. There's also this event after taking the elevator to B3F that reminded me of them.


    Lacie's demeanor is very similar to Rachel's. They are both very good at solving puzzles and they both have a similar twist around death.
    I may be wrong about this, but I'll still enjoy the idea of it since I liked the anime.

  • The hooded figure who appears during the credits in the Shadow Girl's shop is most likely Kat from Paper Lily Prologue. The eye and hair color are the same.


  • The hooded figure who appeared in Dead End K7 of Paper Lily Prologue is probably Sai.


    If this proves to be true, Paper Lily Chapter 1 may have been crafted around that ending.
46 Comments
fxte 11 Jun @ 8:58pm 
yes i got it ty
Tzivya  [author] 11 Jun @ 7:32am 
Did you insert the doorknob into the door at the end of the lavender field? It doesn't work if you use it directly from the inventory. If that's not the issue, then it may be a bug of some sort?
fxte 11 Jun @ 1:32am 
anyone know why trying to use the return doorknob isnt working for me at the bunny part?
Tzivya  [author] 6 Jun @ 2:17pm 
Someone mentioned this before as well. I've never had the problem of not being able to pick up the petals before reading the note. I wrote the guide as I did every single step myself. I'm not sure if it's a bug or if that's the way it is intended to be and I somehow bypassed it, but I'll add a note in the guide for those who may have this happen to them.
SumYungGuy1975 5 Jun @ 2:26pm 
In the part where you FIRST arrive at the lake you need to go right FIRST and read the note BEFORE you can interact with the lillies and the coloured petals! This is NOT explained clearly!
Tzivya  [author] 2 Jun @ 6:26pm 
The stone curse notes details what you need. You only need to use one of the ingredients that you pick up before using the chemistry set (like the black mushrooms). If you followed the guide, you must already have picked up everything.

For dead end 1-7, it's all about being very fast once the chase scene starts. Try practicing running away before triggering it and don't forget that you must turn left, not right, once out of the basement.
SumYungGuy1975 2 Jun @ 2:15pm 
In the part about interacting with the chemistry set in red's tree house, you say to "use the ingredients". What ingredients do we use and where do we get them? Can't craft the stone cure potion without knowing where to get the necessary items.

Also: a warning should be added about the artists house. DO NOT TAKE CANDLE!

Lastly, IDK how to get dead end 1-7? I think it is... where you first interact with kette. He keeps killing me before I can go anywhere.
Tzivya  [author] 30 May @ 2:44pm 
Holy shit. That never happened to me. I tried going west once cause I wanted to test if the shadow will kill me, but it simply took me to the next stage. Almost makes me wanna test it a couple times to see if it's something random or not.
perfectionista 29 May @ 3:39pm 
Hey! So btw great guide! Just a note, when you pick up scissors and descend to the train tracks, DONT GO WEST. I did that bc it said East OR West. Go East!! I got hit by a train when I went West…
sir akira 1 Apr @ 1:38pm 
Thank you sm ! For the time you took to make this guide and to reply to every comments. :luv: