After-Words walkthrough

1. No.

2. You came through it, but you can’t go back. At least not till you’ve done what you came here to do.

3. There will be other Gates which require more from you.

1. Explore the Train Platform, LOOKING and INTERACTING with everything you can. You’ll discover that the drawbridge south is raised, and requires a coin to lower.

2. Similarly, fully explore the other areas you can reach - the Void Gate where you started, the Application Carriage and the Supplication Carriage.

3. If you LOOK at the patient robogull in the Application Carriage, you will see that they are holding out a coin.

4. INTERACT with the outstretched talon to take the coin.

5. Now go back to the Train Platform, LOOK at where the train is waiting to see the raised drawbridge, INTERACT with the raised drawbridge to try and lower it, and then INTERACT with the Silver Coin in your inventory to insert the coin and successfully lower the drawbridge.

1. The supplicants won’t let you pass unless you show you’re worthy.

2. You need a sign of favour, the blessing of someone or something whose judgement means something to the supplicants.

3. If you haven’t got past the barrier on the Train Platform and into the Skycity yet, you’ll need to do that first.

4. Go to the Seahives. LOOK at them and you’ll see In-Sects fluttering. INTERACT with the In-Sects, and they will bless you.

5. Show the In-Sect Blessing to the supplicants. That is, go to the Supplication Carriage, INTERACT with the initial description to discuss matters with the supplicants, then INTERACT with the In-Sect Blessing.

1. Not for a while.

2. Actually, not till the very end of the game.

3. Until then, it’s just a progress tracker.

4. Come back when you’ve resolved the Moon Gate, Blood Gate and Summer Gate.


1. The ominous roiling thunderclouds make it impossible to get across the Singing Bridge. Despite the crystalline harmonies sung by the bridge, the atmosphere seems unharmonious. The Bishopcloud is looking for a sign to change this.

2. Music seems to be important here. It seems likely that the sign the Bishopcloud is looking for will be aural.

3. If you haven’t proved your worth in the Supplication Carriage yet, you’ll need to do that first. If you have, have you explored the Supplication Carriage again since doing so?

4. Once you have proved your worth in the Supplication Carriage, LOOK at the initial description to see what the supplicants are doing now. Now you’ve shown yourself blessed, they are offering you one of their bells. INTERACT to take it.

5. Go back to the Singing Bridge, INTERACT with the initial description and then with the roiling thunderclouds to encounter the Bishopcloud asking for a sign. INTERACT with the Bronze Bell in your inventory to hang it.

6. Now the bell has been hung, you need to strike it. INTERACT with the initial description again to see that the bell is now hung up amongst the thunderclouds. INTERACT with the bell amongst the thunderclouds to strike it, and produce a clear note that the Bishopcloud will consider a celestial sign. The way east is now clear (and if you INTERACT with the initial description again, you’ll see that the thunder has dispersed to leave a silverlined path).

1. The Flickerking won’t let you pass because they don’t think you’re cool enough.

2. You can INTERACT with the Flickerking to try and impress them, but nothing you do will be spectacular enough.

3. If you haven’t found a sign for the Bishopcloud yet, you’ll need to do that first.

4. At the Crashed Skyship, INTERACT with the electronic innards, then with the firebike in the bosun’s cabin. You’ll receive a Stunt Firebike.

5. Go back to the Flickerking, INTERACT with the initial description, then with the Flickerking’s request to be impressed. INTERACT with the Stunt Firebike to perform some suitably cool stunts, and you’ll be allowed to go through.

1. See Getting past the archway guarding the Marketplace Entrance

1. The guardian archway at the Marketplace Entrance is taking their guarding job very seriously, because the Screaming Gunflowers that normally guard the whole Skycity are rusted. The archway considers the Skycity unprotected, and therefore believes that they need to protect the marketplace more determinedly than normal. No one is being allowed in.

2. To get into the Marketplace, you will need to do something about the rusted gunflowers. Looking at and interacting with them, you can discover that they need oiling.

3. When looking into the Wishing Well, you see ‘slick depths’. ‘Slick’ suggests it might be a well of something other than water, supplying something useful to the population of a city which seems to include many robotic and mechanical inhabitants - sentient archways, robogulls, drones forming a wake.

4. The Wishing Well contains oil, but you’ll need to find a bucket to get it out.

5. If you haven’t impressed the Flickerking yet, you’ll need to do that first. If you have, have you talked to the Flickerking again since doing so?

6. INTERACT with the Flickerking’s initial description, then INTERACT with the bucket crown they’re offering you to take it. Now go to the Wishing Well and INTERACT with its initial description to see the place with the missing bucket, and INTERACT with the Bucket Crown in your inventory to hang it there. INTERACT with the initial description again to see that the bucket is now there, and INTERACT with that to lower it into the well and fill it with oil. You’ll get an Oil Bucket.

7. Go to the Screaming Gunflowers, LOOK at them to see their attempt at guarding the Skycity, then LOOK again to note that they need oiling. INTERACT with the Oil Bucket to address the problem. They’ll become silent and deadly, and when you return to the Marketplace Entrance, you’ll find the guardian reassured and happy to let you through.

1. The Weeping Ferns will always cry. You can’t stop them from doing that.

2. But when you try to interact with the cascading tears, you see that you need a vessel, suggesting you could collect the tears if you had the right container.

3. You won’t get the right container for a while after you first discover the Weeping Ferns.

4. See A rest for the discoball in the Dance Cavern.


1. If you’ve just reached the Cathedral Gardens, don’t worry about this for now. You won’t be able to unlock this gate till much later in the game.

2. The Devotaries Gate is only for the devoted. You will need to find somewhere you can demonstrate suitable levels of devotion.

3. Have you got past the drones in the Ship Graveyard? If so, explore the Ship Graveyard again to see what’s changed.

4. The dronewake has now gathered around the wrecked ships and are toasting them with the skywine you gave them. When you INTERACT with them to join in with their paying of respects, they’ll suggest you show your devotion to the departed ships by bringing flowers.

5. Have you got across the Porcelain Lake?

6. On the other side of the Porcelain Lake is the Aviary. Explore it, and you’ll be offered flowers by the inhabitants as a welcome gift. But you are a mysterious authority from beyond the Void Gate, and when you examine the flowers they’ve chosen for you, you’ll see that they've gone for some Nervelilies which are described as ‘sombre’.

7. Perfect for a funeral.

8. Go back to the Ship Graveyard. LOOK at it to see the gathered dronewake. INTERACT with them to see their request for flowers, then INTERACT with the Nervelilies in your inventory to offer them and show your devotion.

9. Explore the Ship Graveyard again now that the dronewake has duly mourned, and you will see they’ve left you a gift. Specifically, LOOK at the initial description again and then INTERACT with the mourner’s gift. You will receive a Devotakey.

10. Go back to the Cathedral Gardens. INTERACT with the knotted patterns of the gardens to explore them and reveal the gate. INTERACT with the devotaries’ gate to try and open it. INTERACT with the Devotakey in your inventory to succeed in doing so.

1. The dronewake tells you that they need a libation to mourn appropriately. According to Wikipedia, a libation is a ritual pouring of a liquid...as an offering to a deity or spirit, or in memory of the dead.

2. Have you impressed the Flickerking yet?

3. Doing so will get you access to the Firepark. Explore it, and you’ll find some flyingfish hanging out there, drinking Skywine. They offer you some. INTERACT with them to take it.

4. Return to the Ship Graveyard and give the Skywine to the dronewake. To do this, INTERACT with the initial description, INTERACT with the carousing dronewake, then INTERACT with the Skywine in your inventory.


1. LOOKING at the glowdove eggs will reveal that they are cool and still.

2. The eggs need to be warmed for them to hatch.

3. Have you seen anything producing a lot of heat?

4. Immersing the eggs in the flamewall in the Firepark could warm them up enough to hatch, and, in doing so, absorb some of the flamewall’s heat so that you can safely pass through it.

5. In the Firepark, LOOK at the fireslides and skyboarding. LOOK at the towering flamewall. INTERACT with the Glowdove Eggs in your inventory.

1. See Helping the betterfly in the Marketplace

1. Exploring the Factory Entrance will reveal that the doors won’t open as the power is low.

2. You need to find a power source, perhaps in one of the other areas currently available to explore.

3. Go to the Testground, and compete there. That is, LOOK at the challenges, then INTERACT with today’s challenge to count fractalseeds. You will receive an Energy Orb.

4. (Maybe it’s a very easy challenge, or maybe you’re just extraordinary, or maybe the testdrones reckon you’re someone it’s a good idea to be on the right side of.)

5. Come back to the Factory Entrance and give the energy orb to the foredrone. Specifically, LOOK at the vast doors, then INTERACT with the pacing foredrone to see that energy is required, then INTERACT with the Energy Orb in your inventory to hand it over and power up the doors.

1. The flamewall is too hot to pass through. There doesn’t seem to be anything around that could make you more resistant to heat, but perhaps you could absorb some of the heat somehow and reduce the temperature.

2. Have you got past the drones in the Ship Graveyard yet?

3. Explore the Lonely Outcrop and a glowdove will give you some eggs to hatch.

4. LOOKING at the glowdove eggs will reveal that they are cool and still.

5. The eggs need to be warmed for them to hatch.

6. Immersing the eggs in the flamewall could warm them up enough to hatch, and, in doing so, absorb some of the flamewall’s heat so that you can safely pass through it.

7. In the Firepark, LOOK at the fireslides and skyboarding. LOOK at the towering flamewall. INTERACT with the Glowdove Eggs in your inventory.

1. Exploring the Porcelain Lake reveals that it’s so smooth and slippery you can’t safely make it across.

2. You need to make it less smooth.

3. Perhaps by damaging its surface.

4. Have you got past the flamewall in the Firepark yet?

5. Explore the Data Mine.

6. You will discover a Hammer which you can take.

7. Use the Hammer from the Data Mine to smash the surface of the Porcelain Lake, disrupting its perfectly frictionless surface. That is, INTERACT with the pale expanse of the Porcelain Lake, then try to cross by INTERACTING with the other side, then INTERACT with the Hammer in your inventory to smash it.

1. See A story for the ghost at the Royal Tombs

1. See Completing the ship at the Shipyard

1. The judge can’t finish their judgement until their battery is replaced.

2. If you try using the Energy Orb (if you still have it), the judge will reject it as not beautiful enough. The battery is externally visible, and the judge is aesthetics-conscious.

3. Have you got through the devotaries’ gate yet?

4. Explore the Cathedral Entrance and you will discover an Electroruby, which is both a power source and very pretty.

5. Give the judge the Electroruby by INTERACTING with the crowded courtroom, then INTERACTING with the algorithmic judge to see the need for a battery, then INTERACTING with the Electroruby in your inventory.

1. In the Marketplace, you meet a troubled betterfly who hands you a portrait, and asks you to find the girl it depicts.

2. It might be worth asking around - maybe some of the people you’ve met might recognise her, or have an idea of where she might be.

3. The person who’s asked you to look for the girl is a ‘betterfly’, and when you LOOK at the Tattered Portrait you see that the girl is a ‘caterprayer’.

4. If ‘caterprayers’ and ‘betterflies’ bear some resemblance to caterpillars and butterflies, perhaps that suggests where she might be.

5. The young caterprayer is metamorphosing in the Cocoon.

6. But the cocoon is described as unbreachable, and all attempts to break it by force are unsuccessful.

7. Apparently, emergingtime is sunrise.

8. Have you got through the Factory Entrance doors?

9. Beyond the doors is the Light Factory, which seems like a good place to go if you need a sunrise.

10. Explore the Light Factory and one of the workers will helpfully present you with a prototype Sunrise Dispenser.

11. LOOK at the cocoon where nothing is stirring. LOOK at how dark and silent it is. INTERACT with the Sunrise Dispenser in your inventory to dispense a sunrise and convince the cocoon to open.

12. A betterfly emerges from the Cocoon. When you explore the Cocoon again, you’ll see she’s still there - after all, she doesn’t know that anyone’s looking for her. LOOK at her and then INTERACT with the Tattered Portrait in your inventory to show it to her - she’ll know who it belongs to, and fly straight off to see them. Return to the Marketplace to see the result.

1. The sentient discoball at the centre of the Dance Cavern is exhausted and could do with a rest.

2. But when you explore the Dance Cavern, the dancers tell you that they are too happy to ever stop dancing.

3. This may have something to do with the joypunch you see them drinking.

4. Maybe if they weren’t quite as happy, they would stop dancing, or dance in a slower, quieter way that wouldn’t require so much from the discoball.

5. Have you helped the betterfly in the Marketplace yet?

6. Once you’ve done so, the previously troubled betterfly will explain that they no longer need their Lachrymatory (Wikipedia: ‘a small vessel...supposed to have been bottles into which mourners dropped their tears’) and offer it to you.

7. You can use the Lachrymatory to get tears from the Weeping Ferns.

8. Joypunch spiked with tears probably isn’t as joyful.

9. INTERACT with the ecstatic rhythms of the Dance Cavern. LOOK at the excited dancers to see the joypunch. INTERACT with the Full Lachrymatory in your inventory to add it to the punch.

1. Having successfully produced a prototype and given it to you for testing, the Light Factory workers are now tired. Apparently, however, it’s against the rules for them to stop working.

2. Have you got through the devotaries’ gate yet?

3. The officious parameter in the Cathedral seems like someone who knows all about rules.

4. They could probably help, but when you first meet them, they don’t appear to be in a very helpful frame of mind.

5. The steps you take to get past them change their attitude towards you.

6. Talk to the parameter again after making it past them and they will present you with a Rule Deleter.

7. Now you can delete the rule that prevents the workers from stopping their work.

8. At the Light Factory, INTERACT with the initial description. INTERACT with the wearying hammerspider to see that there’s a rule preventing them from resting. INTERACT with the Rule Deleter in your inventory to delete that rule.

1. The officious parameter is not prepared to let you past. You can’t convince the parameter, but maybe someone who is better at being persuasive might manage to do so.

2. Have you sorted out the Stochastic Court judge’s failing battery yet?

3. Doing so leads to them pronouncing judgement, which means the lawfly’s case can now end.

4. Explore the court again after this and you’ll see that the lawfly is now available. INTERACT with them and they’ll accompany you.

5. The lawfly may be able to win an argument with the parameter where you cannot.

6. At the Cathedral, INTERACT with the initial description. INTERACT with the officious parameter to see their unbending response. INTERACT with the Helpful Lawfly in your inventory to ask for their help, and the lawfly will convince the parameter to change their mind and let you through.

1. When you explore the shipyard, you see something being built, which you’re told is the Empress’s funeralship. But it’s invisible. Exploring further, you learn that to see it, you need secondsight.

2. Do you possess anything that seems mystical, or like it could be looked through?

3. Have you made it possible to cross the Porcelain Lake yet?

4. After smashing the Porcelain Lake, explore it again, and you will discover that you can now see deeper into it, and something in the depths is glinting. INTERACT to take it. You will receive a Hagstone.

5. When you LOOK at the Hagstone in your inventory, the description reads ‘Look through’. (A hag stone is a stone with a naturally occurring hole in the middle.)

6. At the Shipyard, INTERACT with the skyship being constructed. INTERACT with the nothing being indicated as the empress’s funeralship. INTERACT with the Hagstone in your inventory to look through it, and its power will reveal the ship to you.

1. Once you can see the ship, you discover that it is missing something. Specifically, a heart.

2. The Blood Gate is the Gate of vitality, and it’s no coincidence that it can be found near the Stadium. Possibly the most passionate people you’ve encountered in the Skycity are the fans thronging around the Stadium Entrance.

3. Most of all, the prismfly, who longs ardently for trophies.

4. You didn’t seem to have a lot of trouble conquering the Testground challenge. Competing at the Stadium shouldn’t be a problem for you either.

5. INTERACT with initial description, then INTERACT with where they indicate you should play and compete on the pitch. You will immediately win and receive a Trophy.

6. At the stadium entrance, give the Trophy to the prismfly by LOOKING at the thronging fans, then at the tense prismfly in particular, and then INTERACT with the Trophy in your inventory to present it.

7. Oh.

8. No, don’t worry, the prismfly’s fine. Honestly.

9. Explore again and you’ll see that the prismfly is genuinely fine, despite their heart having exploded from joy. They are growing a new heart, and no longer need their old one. You can INTERACT to take it.

10. Return to the Shipyard to fit the Prismheart. INTERACT with the skyship being constructed. INTERACT with the gap being indicated. INTERACT with the Prismheart in your inventory to fit it. And the ship’s complete!

1. The ghost of a dead empress is bored and would like a story. The ghost is also picky. You can’t just tell them any story. And as they are a former ruler of the Skycity, it should probably be a story about a Skycity citizen.

2. In short, you need some personal data.

3. The Data Mine would be a good place to look for that.

4. But to get personal data from the mine, you need to request a specific person’s story by giving the miners a name, and you've not been introduced to anyone by name.

5. Have you got through the Factory Entrance doors?

6. The workers in the Light Factory are wearing namebadges.

7. They have to wear the namebadges as long as they’re working.

8. Have you found a way to allow them to have a rest?

9. One of the workers leaves their namebadge behind when they leave the Light Factory. You can INTERACT to take it.

10. Now take it to the Data Mine and INTERACT with the Namebadge in your inventory when asked for a name. You’ll receive the story of the person who it belongs to.

11. Go back to the Royal Tombs, INTERACT with the initial description, then INTERACT with the autocratic ghost to see their request for a story. INTERACT with the Story in your inventory to present it.

1. The Moon Gate is the gate of endings and love.

2. Have you brought rest or cessation to anyone or anything? Have you resolved anything related to affection or care?

3. Have you helped the betterfly in the Marketplace?

4. Have you found a way for the discoball in the Dance Cavern to rest? After doing so, revisit the Dance Cavern and explore it again.

5. In the Dance Cavern, LOOK at the sleeping discoball, near which something is forming. INTERACT with it. You will receive the Moon Resolution.

6. Go to the Moon Gate and LOOK at the initial description, then INTERACT to see that the Gate still needs resolution. INTERACT with the Moon Resolution in your inventory to resolve the Moon Gate.

1. The Blood Gate is the Gate of vitality and humanity. And blood, obviously.

2. Have you brought life to anyone or anything? Have you encouraged passion?

3. Have you won a trophy for the Prismfly?

4. Have you completed the ship at the Shipyard? After doing so, explore the Shipyard again.

5. In the Shipyard, LOOK at the initial description. LOOK at where bloodlight is gathering near the workers. INTERACT with it. You will receive the Blood Resolution.

6. Go to the Blood Gate and LOOK at the initial description, then INTERACT to see that the Gate still needs resolution. INTERACT with the Blood Resolution in your inventory to resolve the Blood Gate.

1. The Summer Gate is the verdant and conquering Gate.

2. Have you pleased those who are powerful and who conquer - enough to be granted some of their power?

3. The sovereigns in the Sovereignty Carriage with their compound pseudoeyes will not help you with this; they will give you nothing until you have resolved all the Gates. But there have been other rulers of the Skycity, and perhaps they still linger somewhere.

4. Have you been to the Shipyard? If so, you’ll learn there that a funeralship is being constructed for an Empress.

5. You’ve seen a Ship Graveyard, but no resting place for those who are not ships. It is possible that the Empress was themselves a skyship, but if not, perhaps there’s somewhere else.

6. Have you got past the officious parameter?

7. Among the Royal Tombs you meet a ghost Empress. Their favour is the key to resolving the Summer Gate.

8. Have you found a story for the autocratic ghost? Once you have, explore the Royal Tombs again.

9. Among the Royal Tombs, INTERACT with the initial description. LOOK at the autocratic ghost’s proclamation of your triumph. INTERACT with it. You will be given the Summer Resolution.

10. Go to the Summer Gate and LOOK at the initial description, then INTERACT to see that the Gate still needs resolution. INTERACT with the Summer Resolution in your inventory to resolve the Summer Gate.

1. Have you resolved the Moon Gate?

2. Have you resolved the Blood Gate?

3. Have you resolved the Summer Gate?

4. The Void Gate is always resolved. You don’t need to resolve it.

5. When you have resolved the Moon Gate, Blood Gate and Summer Gate, return to the Sovereignty Carriage and your sovereigns will guide you to what happens next.

6. In the Sovereignty Carriage, INTERACT with the compound pseudoeyes. Select the IT MEANS? button to complete the game.



  1. You start at the Void Gate. Go east twice.
  2. Application Carriage: LOOK at the patient robogull, then INTERACT with its outstretched talon. You will receive a Silver Coin.
  3. Go west.
  4. Train Platform: LOOK at where the train’s waiting. INTERACT with the raised drawbridge. INTERACT with the Silver Coin in your inventory.
  5. Go south twice. Go east.
  6. Seahives: LOOK at the lulling buzzing. INTERACT with the fluttering in-sects. You will receive an In-sect Blessing.
  7. Go west. Go north twice. Go east twice.
  8. Supplication Carriage: INTERACT with the bowed heads. INTERACT with the In-Sect Blessing. LOOK at the bowed heads. INTERACT with the offered bell. You will receive a Bronze Bell.
  9. Go east twice. Go south. Go east.
  10. Singing Bridge: INTERACT with the Bishopcloud’s seat. INTERACT with the roiling thunderclouds. INTERACT with the Bronze Bell. INTERACT with the Bishopcloud’s seat again. INTERACT with the electrified bell among the roiling thunderclouds.
  11. Go east.
  12. Crashed Skyship: INTERACT with the electronic innards. INTERACT with the abandoned firebike in the bosun’s cabin. You will receive a Stunt Firebike.
  13. Go west twice. Go south twice.
  14. Flickerking: INTERACT with the Flickerking’s awesomeness. INTERACT with their request to impress them. INTERACT with the Stunt Firebike in your inventory. INTERACT with the Flickerking’s awesomeness again. INTERACT with the Flickerking’s offer of a crown. You will receive a Bucket Crown.
  15. Go north.
  16. Wishing Well: INTERACT with the well that is the city’s heart. INTERACT with the Bucket Crown in your inventory. INTERACT with the city’s heart again. INTERACT with the ready bucket. You will receive an Oil Bucket.
  17. Go north.
  18. Screaming Gunflowers: LOOK at the annoying gunflowers. LOOK at their guarding of the Skycity. INTERACT with the Oil Bucket in your inventory.
  19. Go south twice. Go east.
  20. Firepark: INTERACT with the fireslides and skyboarding. INTERACT with the chilling flyingfish. You will receive some Skywine.
  21. Go south. Go east.
  22. Testground: LOOK at the challenges. INTERACT with today’s challenge to count fractalseeds. You will receive an Energy Orb.
  23. Go west. Go north. Go west twice. Go south twice.
  24. Ship Graveyard: INTERACT with this place of rest. INTERACT with the carousing dronewake. INTERACT with the Skywine in your inventory.
  25. Go west.
  26. Lonely Outcrop: INTERACT with the nesting glowdove. INTERACT with the rosegold eggs. You will receive some Glowdove Eggs.
  27. Go east. Go north four times. Go west.
  28. Factory Entrance: LOOK at the vast doors. INTERACT with the pacing foredrone. INTERACT with the Energy Orb in your inventory.
  29. Go south.
  30. Light Factory: INTERACT despite your smarting eyes. INTERACT with the hammerspider’s offer of a prototype. You will receive a Sunrise Dispenser.
  31. Go north. Go east.
  32. Marketplace: LOOK at the many people in the Marketplace. INTERACT with the worried betterfly. You will receive a Tattered Portrait.
  33. Go south twice. Go east twice. Go south.
  34. Cocoon: LOOK at the cocoon where nothing is stirring. LOOK at how dark and silent it is. INTERACT with the Sunrise Dispenser in your inventory. LOOK at the initial description again. INTERACT with the betterfly who has emerged from the cocoon. INTERACT with the Tattered Portrait in your inventory.
  35. Go north.
  36. Firepark: LOOK at the fireslides and skyboarding. LOOK at the towering flamewall. INTERACT with the Glowdove Eggs in your inventory.
  37. Go east.
  38. Data Mine: INTERACT with the digging processors. INTERACT with the surplus hammer. You will receive a Hammer.
  39. Go east. Go north.
  40. Stadium: INTERACT with the stadium full of chants and shouting. INTERACT with where they indicate you should play and compete on the pitch. You will receive a Trophy.
  41. Go south.
  42. Stadium Entrance: LOOK at the thronging fans. LOOK at the tense prismfly. INTERACT with the Trophy in your inventory. LOOK at the thronging fans again. LOOK at where the newheart’s growing. INTERACT with it. You will receive a Prismheart.
  43. Go west twice. Go south. Go east twice.
  44. Porcelain Lake: INTERACT with the pale expanse of the Porcelain Lake. Try to INTERACT with the other side. INTERACT with the Hammer in your inventory. LOOK at the pale expanse. INTERACT with the glinting depths. You will receive a Hagstone.
  45. Go south.
  46. Aviary: INTERACT with the vibrant fluttering. INTERACT with the presented flowers. You will receive some Nervelilies.
  47. Go north. Go west twice. Go north. Go west twice. Go south twice.
  48. Ship Graveyard: LOOK at this place of rest. INTERACT with the gathered dronewake. INTERACT with the Nervelilies in your inventory. LOOK at the initial description again. INTERACT with the mourner’s gift. You will receive a Devotakey.
  49. Go north.
  50. Cathedral Gardens: INTERACT with the knotted patterns of the gardens. INTERACT with the devotaries’ gate. INTERACT with the Devotakey in your inventory.
  51. Go east.
  52. Cathedral Entrance: LOOK at the bright archway. LOOK at the mechajewelled panelling. INTERACT with it. You will receive an Electroruby.
  53. Go west. Go north. Go east three times. Go north.
  54. Stochastic Court: INTERACT with the crowded courtroom. INTERACT with the algorithmic judge. INTERACT with the Electroruby in your inventory. LOOK at the crowded courtroom. INTERACT with the available lawfly. You will receive the companionship of a Helpful Lawfly.
  55. Go south. Go west three times. Go south. Go east. Go south.
  56. Cathedral: INTERACT with the echoing, electric Cathedral. INTERACT with the officious parameter. INTERACT with the Helpful Lawfly in your inventory. INTERACT with the initial description again. INTERACT with the repentant parameter offering an apology gift. You will receive a Rule Deleter.
  57. Go north. Go west. Go north three times.
  58. Marketplace: LOOK at the many people in the Marketplace. INTERACT with the smiling butterflies offering you a lachrymatory. You will receive a Crystal Lachrymatory.
  59. Go south twice.
  60. Weeping Ferns: INTERACT with the greenery and tears. INTERACT with the cascading tears. INTERACT with the Crystal Lachrymatory in your inventory. INTERACT with the greenery and tears again. INTERACT with the filled lachrymatory. You will receive a Full Lachrymatory.
  61. Go north twice. Go east. Go north.
  62. Dance Cavern: INTERACT with the ecstatic rhythms of the Dance Cavern. LOOK at the excited dancers. INTERACT with the Full Lachrymatory in your inventory. LOOK at the ecstatic rhythms. LOOK at the sleeping discoball, near which something is forming. INTERACT with it. You will receive the Moon Resolution.
  63. Go south twice.
  64. Light Factory: INTERACT despite your smarting eyes. INTERACT with the wearying hammerspider. INTERACT with the Rule Deleter in your inventory. INTERACT with the initial description again. INTERACT with the abandoned namebadge. You will receive a Namebadge.
  65. Go south.
  66. Shipyard: INTERACT with the skyship being constructed. INTERACT with the nothing being indicated as the empress’s funeralship. INTERACT with the Hagstone in your inventory. INTERACT with the skyship being constructed again. INTERACT with the gap being indicated. INTERACT with the Prismheart in your inventory. LOOK at the initial description. LOOK at where bloodlight is gathering near the workers. INTERACT with it. You will receive the Blood Resolution.
  67. Go south.
  68. Moon Gate: LOOK at the Moon Gate, which is the gate of endings and love. INTERACT with it. INTERACT with the Moon Resolution in your inventory.
  69. Go north three times. Go east. Go south twice. Go east three times.
  70. Data Mine: INTERACT with the digging processors. INTERACT with the question about who you want data on. INTERACT with the Namebadge in your inventory. Interact with the digging processors again. INTERACT with the ready story. You will receive a Story.
  71. Go east. Go north twice.
  72. Blood Gate: LOOK at the Blood Gate, which is the gate of vitality and humanity. INTERACT with it. INTERACT with the Blood Resolution in your inventory.
  73. Go south twice. Go west four times. Go south. Go east. Go south. Go east.
  74. Royal Tombs: INTERACT with this place of dead empresses. INTERACT with the autocratic ghost. INTERACT with the Story in your inventory. INTERACT with the initial description again. LOOK at the autocratic ghost’s proclamation of your triumph. INTERACT with it. You will receive the Summer Resolution.
  75. Go east.
  76. Summer Gate: LOOK at the Summer Gate, which is the verdant and conquering gate. INTERACT with it. INTERACT with the Summer Resolution in your inventory.
  77. Go west twice. Go north. Go west. Go north twice. Go east. Go north twice. Go east three times.
  78. Sovereignty Carriage: INTERACT with the compound pseudoeyes. Select the IT MEANS? button to complete the game.