HowTo Network emblem How To: Gaming THE HOW TO CO. — EDITION 10
The top of a vast spiral stair cut into a cliff ruin, daylight dying into torchlight as it descends, a small door standing open far below.
WAYPOINT 02  ·  ZONE I — THE SKY ISLES

THE HINT YOU ASKED FOR
and not one more.

Stuck is temporary. Everything below this landing is behind a shutter, and every shutter is yours to leave shut.

3 PATHS2 CHAMBERSWORDS BY POPPYNOTHING OPENS UNLESS YOU OPEN IT

Most help is written by someone who has already finished. That is why it keeps telling you things you did not ask about.

VISIBLE
The question. Always, on every landing.
SHUT
The answer. Only if you say so.
NOT HERE
How it ends. Not behind anything on this page.
LANDING I 40 STEPS DOWN
A collapsed corridor high above the clouds with a narrow gap picked through the rubble and a rope threaded through it, sunrise beyond.
BOSSES

The wall that only looks solid.

A boss you cannot beat is almost never a reflex problem. It is a reading problem — you have not yet learned which of its moves is a question and which is a punishment. Slow the fight down before you speed your hands up.

TELLSPHASE CHANGESWHEN TO OVER-LEVEL
ENTER →
You have died eleven times. What should you change first? ◆ SHUTTER CLOSED — OPEN FOR THE ANSWER◆ SHUTTER OPEN — CLOSE IT AGAIN

Not your build — your camera. Most repeat deaths come from losing the boss’s centre of mass, not from missing damage. Spend one whole attempt doing nothing but watching, and name each attack out loud as it starts. You will find the one whose opening you have never actually seen, and that is the one killing you.

96 STEPS DOWN LANDING II
A sealed circular stone door set into a cliff face, its ring mechanism half-turned, a lantern and abandoned tools lying at its foot.
PUZZLES

The room already told you.

Puzzle rooms are built to be solvable from inside themselves. Everything you need is in there with you, and the piece you are missing is nearly always something you looked at once and quietly filed as scenery.

WHAT COUNTS AS SCENERYLOOPING BACKKNOWING YOU ARE STUCK
ENTER →
How long should you sit with a puzzle before you look it up? ◆ SHUTTER CLOSED — OPEN FOR THE ANSWER◆ SHUTTER OPEN — CLOSE IT AGAIN

Until you run out of new ideas — not until you run out of patience. Those are two different clocks and people confuse them constantly. Try saying out loud what the puzzle is actually asking for. If you cannot, you are not stuck, you simply have not started. If you can, and you have tried every answer you can name, then looking it up costs you nothing you were going to earn.

LANDING III 170 STEPS DOWN
A torchlit landing on a cliff-edge ruin with three dark archways, the middle one marked in chalk, dawn cloud below the parapet.
QUESTS

Three doors, and the marks are yours.

A quest log is a filing system, not a debt. Most of the misery in a long game comes from treating every optional thread as something owed. Chalk the ones you are actually walking and let the rest sit in the dark.

MAIN VS OPTIONALPOINTS OF NO RETURNWHAT TO DROP
ENTER →
Which threads are safe to leave until later? ◆ SHUTTER CLOSED — OPEN FOR THE ANSWER◆ SHUTTER OPEN — CLOSE IT AGAIN

Anything the game has not put a face on. Fetch chains, collection boards and map clears do not expire. Escort and companion threads usually do, and they do it quietly — you find out three hours later when someone is no longer standing where they were. If a quest names a person and asks you to go with them, go now. If it names a number, it will wait.

The floor of the hollow, looking straight up the full length of the ruined stair to a small bright circle of sky.
THE FLOOR OF THE HOLLOW  ·  190 STEPS DOWN

Look up. The light you came in by is still there and it is smaller than you expected. That is progress, not a problem.

CHAMBER THE STILL POOL 210 STEPS DOWN

Looking something up without seeing the ending.

A deep pillared chamber with a still black pool and half-submerged stepping stones, one shaft of pale daylight falling across the water.

A search engine answers more than you asked. A forum thread titled with your problem is usually safe. A video titled with your problem shows you the room after the problem in the first four seconds of its thumbnail, before you have pressed anything. The only reliable defence is to make your question smaller than the thing you are stuck on.

The rule that keeps an answer from becoming a spoiler. ◆ SHUTTER CLOSED — OPEN FOR THE ANSWER◆ SHUTTER OPEN — CLOSE IT AGAIN

Search the mechanic, never the moment. “Ice wall breakable” finds you an answer. “How do I get past the ice wall in chapter nine” finds you chapter ten. Then close the tab at the timestamp you came for — the recommended panel beside a video is a spoiler delivery system with no off switch, and it is very good at its job.

CHAMBER THE HALL OF CHAINS 260 STEPS DOWN

Something moved in here a moment ago.

A vast vaulted hall open to a bright sky, enormous iron chains hanging down into shadow, one of them still swinging.

Levels leave evidence. A room holding more supplies than the last three combined is a warning. A save point you did not ask for is a door closing behind you. Before you walk into anything, read what the level put in your path — a designer is talking to you, and most players stride straight through the middle of the sentence.

What does a sudden supply room actually mean? ◆ SHUTTER CLOSED — OPEN FOR THE ANSWER◆ SHUTTER OPEN — CLOSE IT AGAIN

That the next fight is longer than the ones before it, not necessarily harder. Long fights punish resource discipline rather than reflexes. So top up — but also decide, standing in that room, which consumable you are allowed to spend and which one you are saving. The loss you will actually feel is reaching the end of a third phase with a full bag of things you were too precious to use.

A doorway at the foot of a long stair spilling warm gold light out into cold blue dark.

The door at the bottom was open the whole time.
Nobody had to tell you what was behind it.

Quest Log

GUIDES BEING WRITTEN FOR THIS CHAPTER
01How to Beat a Boss You Have Already Lost To Ten TimesQUEST PENDING
02How to Look Up One Answer Without Spoiling the EndingQUEST PENDING
03How to Tell a Real Puzzle From a Missing ItemQUEST PENDING
04How to Read a Quest Log Without Feeling BehindQUEST PENDING
05How to Spot a Point of No Return Before You Cross ItQUEST PENDING
A folded field map weighted open on a stone block under lantern light, its routes traced over in charcoal.

“A walkthrough should hand you the next step and then get out of the room. If you finish reading one and you know how the story ends, it was not a walkthrough — it was a summary.”

POPPY — CONTRIBUTOR PROFILE · HOME REGIONS: VIDEO & COLLECTIBLES