Guide to the Fabricated World – Ib

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May contain SPOILERS for the game! I HIGHLY RECOMMEND trying out the game and its puzzles for yourself.

If you ever get stuck in a part of the game, this guide may help you.

Still a WIP!

Blue Area

This part is short and very straightforward. There is a door to the left that needs a key, perhaps you need to explore right.

Go to the right to pick up the Rose from the vase and push the table then go through the door, there should be a blue key on the floor, pick it up then leave.

Outside, you can dip your Rose in the Vase if you want, I highly recommend it.

Go left and unlock the door using the key you picked up.

Welcome to the Green Area!

Green Area

This part is rather simple. There is a locked door up north. To the right is a room which you cannot access due to a hole in the ground preventing access. A painting may be used to cross the hole but all of them are fixed onto the walls… perhaps a tiny friend can help us out. (Use the zoom in feature, C)

The Ant painting up north can be removed but Ib does not know this, first interact with the Ant (represented by a tiny black dot roaming around the south), then take the Ant painting off up north, careful of the shadow hands.

Head right and place the painting down, then take the green key from the mannequin and run away. The mannequin cannot follow you through the hole as it will fall through the ant painting due to its weight.

Head north and unlock the door.

Welcome to the Yellow Area!

Yellow Area

This is where the game starts to test you. Looks like we need some sort of fish key to move further up. Perhaps the rooms to the left and right may have answers.

There are two puzzles that must be solved in this room, you may pick whichever one to solve first.

Left: Hide and Seek

There is a stick figure that wants to play hide and seek, perhaps there’s a prize if you find it behind one of the curtains.

Move some steps until a yellow sign appears under the stick figure, interact with it and it will then hide behind one of the curtains.

Do note that wherever the stick figure is may be RNG dependent until further testing is done.

For the moment, try to uncover any curtain at your own discretion, if you make a mistake you may reload a save game.

Once you found the stick figure, interact with the yellow sign next to it, and a piece of the fish key can be found to the north of the room.

Right: High Heels

There seems to be a fish’s body on top of a shelf, if only there was a way to reach it.

Go to the bottom right and interact with the blue chair, then start pushing it towards the shelf.

The chair will then reveal a pair of legs and run to the left.

Go to the chair and observe its legs, it only has 1 high heel.

Go to the upper right box and take the high heel and give it to the chair.

The chair will then follow behind Ib, move to the shelf until its positioned directly below where the fish is then interact with the chair to make it stay still.

Get on top of the chair and grab the fish.

Moving On

When the two pieces have been acquired, it will be combined to form the fish key. Slot it onto the fish shaped hole in the middle room, Move up to reach the next room.

Once more we are presented with two puzzles to solve. To move on, we have to appease the mouth to the right somehow with something to eat.

To the right of the mouth seems to be a green crank affixed to the ground. We need to find 3 of these and turn them all. Each one grows the tree and eventually bears a fruit we can give to the mouth. Turn this crank and we have 1.

The next crank is located here.

Interact with the doll closest to the ground (the one with the pink shirt), the red doll above will fall from its rope and reveal a crank behind it, turn this one.

Alternatively, you can check behind the red doll without triggering its fall by going directly behind the red doll and interacting with the crank.

The Room of Liars

Here we are presented with paintings of 6 individuals, 3 of whom present a letter and a number, and the 3 others will attest to their truthfulness.

The letter and number will be used to find the correct tile containing the last crank.

Relating back to the rooms name, all but 1 of these are liars. The one telling the truth should be the one wearing brown clothes as no one is attesting to them.

In this case it’s B2, match its tile in the next room, it will reveal a crank which is the last one we need, turn this and the tree in the main room should have bore a blue fruit.

Take the blue fruit and feed it to the mouth, which will open, allowing safe pa*sage through it.

Guillotine Hallway

We are then in a room full of paintings of guillotines, gradually being raised.

Upon reaching the last painting, a guillotine will rapidly drop from the ceiling, and being hit by this will result in an instant Game Over.

You can stop right before the place it will land or try to go past it quickly before it can land. (Due to there being less area to see, it is significantly harder to go past it than in the original as the guillotine is now placed closer to its landing zone and is much faster.)

Once you get past this,

Welcome to the Red Area!

Addendum

This puzzle has 6 interactable paintings excluding the stick figure. Their effects are as follows.

  • Crescent Moon – Will darken the room.
  • Upside-down Ib – May affect the games ending.
  • Menacing Smile – Takes 1 petal.
  • Blood Hand – Briefly covers the screen with 2 bloody hands.
  • Covered Curtain – Uncovers a depiction of a n*de woman, who will slap Ib and take 1 petal.
  • Crossed-out Note – Removes the background music.

 

Red Area

We’ll find ourselves in this hallway with a seemingly inaccessible painting in the middle.

We can move forward and go here.

There is a locked red door, interact with The Lady in Red painting to the upper right then move away.

She will then begin chasing Ib, taking 1 petal in contact. In the place she used to be in, there will be a red key on the ground. Maneuver around her, take the key and unlock the door.

We will find ourselves in a room full of bookshelves and another locked door.

To unlock the door, interact with the pink book as shown above, it will show a play of Carrie Careless, which ends with the character of the play finding the key and unlocking the door for you. Once the play is over, simply open the door.

In this room, there is a Vase with unlimited water next to the Eternal Blessing painting.

To the left is a room containing a locked door. To the right we’ll find a man.

We’ll proceed right, and further to the right of the man is a door with a mannequin blocking the way, Ib does not have the strength to move this so we’ll need another way.

Interact with the man.

Observe the man and take the key.

Head left with the locked door and unlock it.

Inside is a painting The Lady in Blue plucking petals off a Blue Rose.

Approach her with care, after getting close, she will drop the blue rose and begin chasing Ib, taking 1 petal per contact.

Maneuver around her to grab the blue rose and run outside.

From here run back to the main room, The Lady in Blue cannot open doors and will leave by breaking the window to chase Ib.

In the main room, place the blue rose in the vase and head right. A conversation will take place between Ib and the man now known as Garry.

You can now push the mannequin out the way with Garry.

Go through the door.

Welcome to the Grey Area!

Grey Area

We find ourselves in a room with a painting of a bride and a groom, along with shadowy hands.

We will move up as there is nothing we can do here at the moment.

In here, there is a room to the left and a room to the right blocked by what seems to be a big cat.

To the very left are eyes that open when approached. Above the left room are 4 paintings, above the right room is a another room, and to the right of that is the blue flower-eating painting.

Your current options are to go to the room to the left or the room to the upper right.

Left: Matching Teacups

In this puzzle, the goal is to align the colored teacups in front of their respective colored teapots.

Ib can move behind a teacup and push it to the direction she is facing. The teacups will move until they hit the edge of the white mat or another teacup.

If you get stuck, you can leave the room to refresh the teacups.

Solving this puzzle moves the cat blocking the door to the right, allowing us to access that room.

There may be multiple ways of doing this, but here is the sequence I use to solve it.

Upper Right: Eyedrop Maze

In this puzzle, the goal is to reach the eyedrops at the middle-top of the maze by moving the stools.

If you get stuck, you can leave the room to refresh the stools.

Solving this puzzle allows you to retrieve the Eyedrops, which we can use later.

There may be multiple ways of doing this, but here is the path I did to solve it.

Red represents the path Ib will go through.

Blue represents the path the stools will go to.

Purple Area

 

Brown Area

 

The Sketchbook

 

Orange Area (+)

This area and the following areas (marked by +) are only accessible after finishing the game atleast once.

Cyan Area (+)

 

White Area (+)

 

Written by StrykerX

I hope you enjoy the Guide to the Fabricated World – Ib guide. This is all for now! If you have something to add to this guide or forget to add some information, please let us know via comment! We check each comment manually!

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