
Let me talk about the conclusion first: This game looks like a puzzle game, but it is essentially a logic sorting game. The map looks big, but all the clues are in a closed loop. As long as you don't try randomly and follow my steps, you can basically get through it in an hour.
If the strategy team doesn't correct the weak points, they will go straight to the practical stuff.
The first step is to eliminate your "blind spot" habits. Many people get stuck because they have clicked everything they can and have a bunch of stuff in the toolbar that they don't know what to use. The correct approach is to treat each scene as an independent room. The first thing you should look at when entering is the color and shape of the "interactive objects". Anything that is shiny or has outline light on the edge is a clue, and the rest of the background is just a deception.
Second, remember a core mechanism: the key is always in the nearest lock. The developers of this game are kind enough that all key props can be obtained and used no more than three scenes away. You get a copper key in your hand and take two steps back. There must be a corresponding copper lock. Don't follow those guide videos and run all over the map. That's the effect of the program, not efficiency.
The third step is to talk about the temple gate mechanism that is most likely to get stuck in the early stage. This puzzle seems to require entering four symbols, but the actual logic is to "look at the number of gaps in the pattern on the stone pillar." The cracks on the pillar on the left represent one, the number of winding vines on the right represents three, the number of petals on the middle floor tile represents two, and the last symbol is the number of the wings of the bird in the mural. The four numbers are arranged in order from outside to inside, which is the password order. This place can trap 70% of players, remember it.
The fourth step, don't be lazy when synthesizing props. There is a garden scene in the game. The branches cut by scissors are not used directly to poke tree holes. They must be combined with ropes on the ground first. Many people can't reach the tree hole with branches. In fact, this step is missing. The synthesis system has a small gear icon at the bottom of the item bar. Click it to merge. I went back and studied it after completing the level. This setting is a hidden tutorial, and there is no official novice guide.
Let's talk about data. There are a total of seven scenes in the whole picture. If you follow the optimal path from the starting point to the end point, you only need to pass through twelve scene nodes. This map looks big, but it is actually circular, which means that no matter which direction you go, you can eventually circle back to the starting point. Don't be afraid of going back in the early stages. The game designers have made all puzzles one-way unlocking. You will have to go back when you get new props. This is normal and does not mean getting lost.
Regarding the collection elements, a reminder: there are four hidden props, which are distributed behind the water plants in the waterfall scene, in the clay pot on the left side of the altar, at the bottom of the third row of bookshelves in the library, and in the starting room you re-enter after clearing the level. The first three are easy to find, but the last one is especially easy to miss because most people quit and restart after completing the level. There is no additional reward for collecting them all, but an achievement screenshot will be unlocked, so obsessive-compulsive players should remember to get it.
Finally, let's talk about the plot flaws. The grandmother's letter is extremely valuable, but the villain Blue appears just to deliver tools to the protagonist, and his role is pitiful. However, from a strategy perspective, this is a good thing. It means that the plot CG and puzzles are interspersed very compactly, and there will be no need to watch animations for a long time to operate. It is very friendly to people who are in a hurry.
To sum up the main strategy of this game in one sentence: first confirm all the movable parts in the scene, then find the key to match the lock. When encountering numerical puzzles, first count the graphic features. Finally, synthesizing props always takes precedence over direct use. Following this logic, you will basically not get stuck more than twice.
The above is the in-depth dismantling of this game by our guide department. If you don't understand a specific level, please post a picture in the comment area and I will directly mark the solution path for you.