Last Look along Woodward Boulevard: All Puzzles Guide

This is a full puzzle guide for the LLaWB Demo!

 

Tree Room

Hint 1:

Look at the paintings. Notice how each invokes certain thoughts. Press SPACE. Notice what happens when a lot of thoughts of the same mood gather near the center.

Solution:

Look at the yellow photo for a while. The door will appear.

The Temple

Solution:

Take the Totem of Anxiety. You will find a reel at the exit of the room with the totems. Take it and put it into the “cupboard” slot.

Under Temple

Hint 1:

It seems that this puzzle needs more than one totem

Hint 2:

Maybe you don’t have to go down with the platform, when you put the totem in the cage.

Solution:

Put the Totem of Anxiety into the cage first, while NOT STANDING on the moving platform. Take the Totem of Anger and jump down to the platform. Wait until you have enough angry thoughts to break the cage in front of you.

5 Statues

Hint 1:

Use anxiety. Then anger.

Hint 2:

Pay attention to which of the guides are GOOD.

Solution:

Break the statues of the GOOD GUIDES in order to build a new passageway

Living Room:

Hint 1:

Notice what happens when you look at a totem through glass, without picking it up

Hint 2:

Pay attention to the painting with the sea.

Solution:

Put the Anger Totem into the slot to the right of the sea painting. Enter the room. Break the red wall. Swap the Totems. Exit into the living room and look at the Anxiety Totem through glass until anxious. You can now interact with the sea painting, revealing a passage. Use it to put the two totems onto pedestals near the “fireplace”

Living Room Bell

Hint 1:

Notice what happens when you look at the bell. Does it have to do anything with your mood?

Solution:

Use the Anger and Anxiety totems to get the little cross into the circle on the “radar” of the Bell. Let it remain there for a second.

Rotating Bridge

Hint 1:

Notice how the thing with the big arm reacts to you, when you are sad.

Hint 2:

When sad, notice that the robot’s mask is interactable.

Solution:

With the Totem of Sadness, go past the Arm Bot. Put it on the pedestal behind it and turn the wheel. While remaining sad, open the Bot’s mask and take out the Anger Totem. Use it to break the gates.

Withered Garden

Hint 1:

While a Totem of anger makes the Arm Bot attack you, what would happen if you put in some other totem?

Hint 2:

The cannon containing an Anger Totem shoots fireballs that hurt you. Would something different happen if you put in a different totem?

Solution:

Using the sad totem, take out the Anger Totem from the Arm Bot. Put in the Sadness Totem. This will break a pot behind bars. Take the Peace totem from there.
Proceed to the cannon behind the door. Take out the Anger Totem and put in the Peace Totem. Peace balls bounce off walls. Wait for the Peace Ball to bounce into the Fish’s mouth.

Sewers

Hint 1:

Anger balls hurt you. Do Anxiety balls do something else?

Hint 2:

Moods come and go.

Hint 3:

Are walls the only thing Peace Balls bounce off?

Solution:

Let the Anxiety Ball hit you, revealing a passage over the pit. Then wait on the other side until your mood stops being Anxious. Proceed. Let the Anxiety ball hit you again and use the switch that appears. In the next room, use you body to direct the Peace Ball into the Fish.

Sabotaged Bell

Hint 1:

Notice what happens when an Arm Bot is hit with an Anxiety Ball.

Hint 2:

Notice what happens when two balls collide.

Solution:

Use the Anxious Balls to rotate the Arm Bot. After that, put the Anger Totem into the cannon and, by taking it out and putting it in, get the Sad and Angry Balls into the phase, where they would reliably collide, destroying each other before reaching the bell. Use the Anxiety Totem to activate the Bell.

Library

Solution:

Pick up the compass. Write down the directions. Follow them. R stands for the red compass direction, B for blue, ~B for the direction, opposite to blue, etc. The fairy will almost never follow you upstairs.

Library Poem

Solution:

Pay attention to the words used. Grass means green. Words with a strikethrough mean the opposite direction.

Library floor squares

Solution:

Take a note from below the tent. Go up to the lit-up book column. Take the other half of the note. Press TAB and combine the two. Go to the frame, where you found the second half of the note and position yourself so that the path on the note overlaps the colored squares. Write down the directions. Squares with the missing center mean the opposite direction.

Library vibes

Solution:

On each intersection, check your mood and thoughts. The color of the mood signifies direction. The thoughts themselves will indicate if the direction is opposite.

Between Libraries Bunker

Hint 1:

Notice what happens when you look at the paintings.

Hint 2:

If Anxiety is zero, that would mean that Peace is 2.

Solution:

Use paintings to get into the respective moods:
Peace, Anger, Anxiety.
After getting into each mood, press the little switch. If the mood is correct you will hear a positive buzz and a green lamp will light up.

Upper Library part 1

Hint 1:

What is this sound? Play with headphones. Don’t use the stairs yet.

Hint 2:

The machine needs two more pieces of the map. Where could they be? Are they hidden?

Solution:

Follow the sound and/or the noise on the screen. When you find the source there will be a record player. There’s a “corpse” in an ADJACENT room. Look at it to become anxious and see a piece of the map beside it. The second piece can be found near the record player itself. Insert the paper and get the map.

Upper Library part 2

Hint 1:

Look at the map. It’s moving. Are all cells moving?

Solution:

Follow the path on the map, traversing the stationary cells. Use stairs where indicated by the red stairs sign.

Upper Library Bell

Solution:

Use the paintings.

Forest Hall Sadness

Solution:

This is the solution for the puzzle with the Sad Fish.
Look at the Sad Totem. Take out the angry totem from the Arm Bot. Find the Anxiety Totem and put it into the cannon, then activate the switch on the mirror. The cannon will shoot itself with an Anxiety Ball, rotating towards the Fish. Put the Sad totem into the cannon, which will activate the Fish.

Forest Hall Anxiety

Solution:

This is the solution for the puzzle with the Anxious Fish.
Put an Angry Totem into the cannon. Take an Anxiety totem. A button and an Angry Fish will be revealed. Use the button to lower the wall and get the Angry Ball into the Angry Fish. Then put the Anxious Totem into the cannon, which will activate the Fish.

Forest Hall Anger

Solution:

This is the solution for the puzzle with the Angry Fish.
Take with you the Angry and the Anxious Totems. One after the other put them into the mirror loop, closing the mirror behind them, so that they perpetually bounce between the four mirrors. Open the mirror from the other side, so that the Anxious Ball flies out first. Repeat that one more time. This will activate the Anxious Fish.

Forest Hall Peace

Solution:

This is the solution for the puzzle with the Peaceful Fish.
After solving any two puzzles, you will unlock the Peace Totem. Just spam it into the cannon. Afte solving all four puzzles, a bell will appear. Use the Sad Totem to activate it.

Castle Garden

Solution:
Look at the painting to become anxious. To your left there will be a chain. Put it into the machine, as well as the lever. Push the lever.

Threshold Entrance

Solution:

Look at the Totems installed by the sides of the portal. You should be in a neutral or peaceful mood in order to not die.

Threshold Room with a closet

Hint:

You can’t just go into the closet – you will still be detected. Should your mood be something specific?

Solution:

Press the Ticket Dispencer Lever, then quickly take the sadness totem and hide in the closet. As long as you are sad, the Dog won’t find you inside.

Threshold Room with a Tree

Hint:

You can become angry to scare off the Dog. Inspect the tree from a certain point of view.

Solution:

Find a pair of feet on the floor. Stand on that spot and look at the tree. You should see an Angry Totem forming out of its branches. This will make you Angry. Push the lever on the Ticket Dispencer and run back. When the Dog attacks, hit it.

Threshold Room with a cannon

Hint:

A cannon could be useful against an enemy… Notice the piece of paper beside it. Is there a similar one somewhere in the building?

Solution:

Take a piece of note from the Room with a Closet. Take the other from beside the cannon. Press TAB and combine them. Look at it in the TAB menu to become anxious. This will redirect the Anger Ball towards the door. Push the lever on the Ticket Dispencer and wait for the Dog to get hit by the ball.

Threshold Room with an arm bot

Hint:

Notice that the Arm Bot is empty. Which totem could you put in?

Solution:

Take the Sadness Totem from the Room with a Closet. Put it into the Arm Bot. Open the hatch on the wall. This will redirect the Anger Ball towards the door. Push the lever on the Ticket Dispencer and wait for the Dog to get hit by the ball.

Threshold Final

Solution:

Put in the code that you now have after combining the four tickets. Proceed to the Red Door. After the cutscene finishes playing, use your cursor to get angry. This will scare the dog. Do the same to then break the gate in front of the Red Door.

Leave a Comment