[CONTINUED FROM PART 8]
HOME:
Now we shall start filling out the SIGIL LIST by visiting everywhere we can, starting with TREAT SHACK.
Travel to 223.
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223 [TREAT SHACK]:
Buy TREATS and return HOME.
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HOME:
Travel to 232.
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232 [JAR PIG]:
Buy JARS and return HOME.
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HOME:
Travel to 133.
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133 [THE BLACK MORASS]:
Return HOME.
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HOME:
Travel to 233.
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233 [BACK OF THE MACHINE]:
If you have retained BARE FEET, you may "walk on water" at any populated OASIS out in the TEXT DESERT, otherwise you may peruse the functions of THE MACHINE. If you have not yet run GATE or set STAR to 3 and AXIS to 5, you may do so now. Setting them correctly will place THE LONE STAR on the horizon.
Return HOME when you see fit.
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HOME:
Travel to 132.
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132 [A LOST GRAVE]:
This is your own grave, far into the future, when it is the barest memory and long untended. Use the GLAIVE to remove the thick stems and claim DRIED SEED. In the copse of dead trees lies a broken gravestone. Check it until prompted to dig it up, and reclaim LOST LOVE. Nearby, a WOODEN SPOON was left as an offering. Claim it and return HOME.
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HOME:
Travel to 321.
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321 [A LOST GRAVE]:
Gather the BELOVED REMAINS and set about digging many holes as deep as they'll go, until you exhume LOST LOVE.
Return HOME.
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HOME:
Travel to 231.
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231 [A LOST GRAVE]:
An ENDING is potentially available here.
You begin upon a stump, observing an EMPTY GRAVE. You may notice a GHOST CAT nearby. If you so desire, you may now bury your LOST LOVE back in her EMPTY GRAVE. If you then re-examine the stump, you will sit and observe for a few moments, until a sad and empty ENDING...("HAPPY FAMILY").
Apart from that, return HOME.
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HOME:
Travel to 131.
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131 [LONE STAR]:
An ENDING is potentially available here.
You may light a campfire, also.
If you used THE MACHINE properly and set STAR to 3 and AXIS to 5, the LONE STAR will be on the horizon. If you fill the CRAVEN CARVING with sufficient SOULS and present it to HORSES, elsewhere, he will travel to 131 and wait in the cool night air for the moment. Your arrival means he will offer to open a GATEWAY to a rare ENDING...(see "CARCOSA", above).
Apart from that, return HOME.
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HOME:
Our next destination is RITUAL PENTAGRAM, but before that, we will need a BLACK CANDLE. Unequip gear to reduce your DIVINING to 50 or so, and the CLOT DOOR will become visible once more. Pass through it to THE BLACK MORASS.
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133 [THE BLACK MORASS]:
Dip LOST LOVE into THE BLACK MORASS to produce BLACK CANDLE.
Return HOME.
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HOME:
Bring all of the following when you travel to 323:
LOST LOVE
DEAD BONES
BELOVED REMAINS
TOWERLUNG
MORTIFUNGI
BLACK CANDLE (+ MATCHES)
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323 [RITUAL PENTAGRAM]:
Interacting with LOST GIRL will tell you something of how her RECOLLECTIONS are going. She should be feeling more herself now, since we recalled them all.
You can examine LEWIS, to no avail. He is simply gone.
Place LOST LOVE under LOST GIRL.
Place DEAD BONES at the indicated spot.
Place BELOVED REMAINS at the indicated spot.
Place TOWERLUNG at the indicated spot.
Place MORTIFUNGI at the indicated spot.
Place BLACK CANDLE in the center and light it.
Place YOURSELF, lastly, in the SUN CIRCLE, and commit to THE RITUAL.
You are bound by the results of THE RITUAL, triggering CURSE 7:
You are CURSED/NOT CURSED.
OMENS are now at 7.
NEW SIGILS CONNECT TO PATIO MAGIC.
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CURSE 7/NOT CURSED 7:
Advance through the RITUAL RESULT and inspect GIRL and LEWIS to see how they fared...
Interact with the MIRROR for RIPPLE EFFECT #13: THE RITUAL.
You are sent HOME.
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HOME:
If everything went well up until now, you will have reverted LOST GIRL back to GIRL, as well as manifested a healthy LEWIS.
Explore your HOME to find them.
These are your last chances to really wrap things up, collect what you want, achieve the ENDINGS hinted at thus far, etc.
Whenever you are ready, travel to 312.
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312 [RED CLOCK]:
If you played HOME GAME 2, this will be a familiar sight, and the mechanism isn't dissimilar this time around.
Because you collected all 4 MUGS, you may PLACE THEM atop each of the 4 PILLARS.
Go ahead! See STARS streak by in their distant beauty.
You may now CAST! UNFORSEEKEN to induce a reaction from the RED CLOCK. The RED CLOCK yawns open! Pass through.
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222 [???????]:
The RED CLOCK no longer tells time here, so you must travel SOUTH. This empty place is actually down below the DEAD YETI at 222. Follow the path until you come across the hugely oversized PEARLESQUE KEY which the DEAD YETI threw away once he reached the surface.
Continue SOUTH to find a TELEPORTER HOME.
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HOME:
Travel to 123.
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123 [BLACK TABLE]:
An ENDING is potentially available here.
At BLACK TABLE, you can serve up dinner for the people you know best! If you collected the STEW BOWLS which were hidden away in [INACCESSIBLE], you now have the opportunity to make delicious meals and achieve an ENDING to the game.
To produce a STEW, in COMBINE MODE, you need to BOIL OIL in your CAULDRON, add FLOUR to SPICE, add SPICE FLOUR to TREAT, add TREAT FLOUR to RAW MEAT, cook TREAT MEAT in BOILING OIL, add WATER to CAULDRON, add 4 VEG to CAULDRON, add MEAT to CAULDRON, add SALT to CAULDRON, add SPICES to CAULDRON. Then disable COMBINE MODE, and use the CAULDRON OF STEW. The WOODEN SPOON will appear nearby, so switch back to COMBINE MODE and use the SPOON on the CAULDRON!
Properly prepared, your STEW will have a maximum rating of 100 out of 100! Fill as many STEW BOWLS as you would like GUESTS AT BLACK TABLE.
You may LEAVE THE TABLE if you need to prepare ingredients still, but otherwise, take a shot at making a STEW and see how it turns out.
Provide the finished STEW at the desired TABLE PLACES, take your own spot and ENJOY A HEARTY STEW!
This is a more complete ENDING, and gives you a readout of statistics, as well as a THANK-YOU FOR PLAYING.
Thank-you for playing.
If you are satisfied with your STEW ENDING, let us continue.
LEAVE THE TABLE and return HOME.
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HOME:
Before it is too late, do not forget to bring a ??????? STONE from the SHED to the CRYSTALIZED TREE in the back yard. This puts the TREE in a state of FLUX. You may then use a poweful TOOLCUBE PULSE to make the TREE vulnerable, and use the GLAIVE to FELL THE CRYSTAL TREE!
For this act, you gain the CRYSTAL SHARD, the basis for the most powerful weapon in the game.
Having completed this, and now that you have the PEARLESQUE KEY, travel to 222.
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222 [???????]:
Open the PEARLESQUE GATES and take the stairs down.
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??????? [???????]:
You encounter CRYSTAL MAN.
CRYSTAL MAN leads the way.
Good luck, CRYSTAL MAN.
Save your game, if you so wish.
CRYSTAL MAN will not ascend the staircase, because it is not in the direction of IT.
IT is back, beyond the doors of this tower.
Exit the tower.
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LOST ERA:
SHORT-FORM: Navigate a lush text-adventure grid, in an attempt to further the goals of CRYSTAL MAN and reach the IMMORTAL KINGDOM.
WALKTHROUGH: You begin at the base of the YETI TOWER. It is the year -XXX,XXX,XXX.
SOUTH, SCAN, SOUTH, SOUTH, SCAN, SOUTH, WEST, DOMINATE NEST 1, WEST, SOUTH, DOMINATE NEST 6, SOUTH, DOMINATE NEST 7, NORTH, ENGAGE, LOOK FOR SEAMS, RECEIVE FIRST CRYSTAL SEAL, NORTH, EAST, GET AGE, NORTH, NORTH, DOMINATE NEST 5, NORTH, NORTH, OBSERVE, FOLLOW TRAIL, RECEIVE SECOND CRYSTAL SEAL, EAST, EAST, EAST, SOUTH, SOUTH, SAVE AT WHITE PILLAR, EAST, EAST, EAST, NORTH, EAST, DOMINATE NEST 1, WEST, CLASH FOR AGE, EAST, SOUTH, DOMINATE NEST 3, EAST, SOUTH, METEOR STORM, DOMINATE NEST 2, WEST, NORTH, DOMINATE NEST 3, WEST, WEST, NORTH, DOMINATE NEST 1, SOUTH, SOUTH, SOUTH, SOUTH, HARVEST NEST 8, EAST, SOUTH, SOUTH, OBSERVE, INSPECT TEMPLE, RECEIVE THIRD CRYSTAL SEAL, WEST, WEST, NORTH, FLYING POLYP 1, RECEIVE CRYSTAL CLAY 1, NORTH, NORTH, GET AGE, WEST, WEST, WEST, HARVEST NEST 4, WEST, WEST, SOUTH, HARVEST NEST 6, WEST, SOUTH, DOMINATE NEST 7, EAST, NORTH, NORTH, GET AGE, NORTH, NORTH, METEOR STORM, DOMINATE NEST 5, EAST, SOUTH, SOUTH, GET AGE, SOUTH, SOUTH, DOMINATE NEST 7, EAST, EAST, SOUTH, FLYING POLYP 2, RECEIVE CRYSTAL CLAY 2, EAST, EAST, EAST, EAST, EAST, EAST, NORTH, NORTH, DOMINATE NEST 8, EAST, CLASH FOR AGE, EAST, EAST, APPROACH, INVESTIGATE, RECEIVE FOURTH CRYSTAL SEAL, WEST, WEST, WEST, WEST, WEST, SCAN, SOUTH, SOUTH, SCAN, WEST, WEST, WEST, WEST, METEOR STORM, WEST, SLOT ALL 4 CRYSTAL SEALS, SAVE AT IMMORTAL GATES, WALK THROUGH GATES.
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IMMORTAL KINGDOM:
CRYSTAL MAN leads THE HERMIT through the empty streets of THE IMMORTAL KINGDOM.
You eventually reach THE ALTAR.
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THE ALTAR:
Allow yourself a few moments, and if all has been done correctly (e.g., CRYSTAL TREE FELLED, CRYSTAL SHARD and CRYSTAL CLAY gathered), CRYSTAL MAN will take the shard and produce for you the CRYSTAL BLADE.
You are trapped here, and so must travel NORTH to entreat with THE ALTAR.
You may enter into conversation with it, or threaten to kill it, which skips the conversation entirely. In any event, you will undergo ETHEREAL TRAVEL as THE ALTAR transports you to a pocket realm more suited to destroy you.
If you have the CRYSTAL BLADE, simply fight your way to any of the EYE PILLARS, and start swinging! Your CRYSTAL BLADE will annihilate the defenses of THE ALTAR, as well as the CRYSTAL LORDS who defend the EYE PILLARS. As a bonus, when you strike each EYE PILLAR with the CRYSTAL BLADE, it will teleport you to the next pillar, making a rapid destruction of THE ALTAR not only possible, but inevitable.
If you do NOT have the CRYSTAL BLADE, you must use the GLAIVE, PONCHO and INNERSELF MASK to navigate to each of the 4 EYE PILLARS and destroy them.
Once all 4 EYE PILLARS are destroyed, THE ALTAR begins to go a bit haywire, and you must make your way back to the bulk of it. Begin your attack upon arrival, and do not let up until THE ALTAR is defeated.
An ENDING cutscene will initiate when you are victorious, and you will (most likely) arrive back HOME.
Under some circumstances you may perish alongside THE ALTAR and be lost forever!
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HOME:
Welcome HOME! Everything is pretty much better now.
You may not have realized it, but visiting THE ALTAR was the 27th SIGIL you needed to visit, to complete this crucial task on your TO-DO LIST!
Check the fridge or RECALL your TO-DO LIST and if you have done everythying properly up until now, you will have finished your TO-DO LIST entirely.
Congratulations!
...
...You suddenly have a terribly uneasy feeling.
...
...It seems as if you'll have to find new goals, triggering CURSE 8:
You are CURSED/NOT CURSED.
OMENS are now at 8.
-NO- NEW SIGILS CONNECT TO PATIO MAGIC.
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CURSE 8/NOT CURSED 8:
You may resume enjoying your HOME LIFE, as it were.
Clean up whatever outstanding issues or tasks you feel like.
Add LEWIS and GIRL to your party, along with CRYSTAL MAN, to have a full party of 4 people!
You may elect to pursue the various OTHER ENDINGS now:
STEW ENDING, CARCOSA ENDING, SNORGLE ENDING, HAPPY FAMILY ENDING
To "fully" conclude the game, however, you must travel to THE MACHINE and run the ANEW function, as hinted at by GIRL.
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233 [BACK OF THE MACHINE]:
ANEW costs 16 POWER to run as a function, which means you'll have to supply a power level of 4 ASCENDED SHOULE.
The 4 ASCENDED SHOULE in place, shutters closed, you may run the ANEW function and RESET THE SIMULATION!
Go for it!
...
"WELL, THEN."
...
"SIMULATION SUCCESSFULLY RESET...PROBABLY."
Whether you can tell or not, already, reality has been RESET COMPLETELY. All the important game flags have been reverted, and you are then returned to THE MACHINE terminal function list, which presents you with an unusual opportunity: you can run GATE right now, and LEARN GATE LORE very early. You can also run AXIS and preset it to 5 from here.
That said, enjoy the functions as they apply to this empty space, and hit ESCAPE to log out of the terminal to ENTER NEW GAME +!
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NEW GAME+:
This is an experimental playthrough mode wherein you retain most of your inventory, and most of your KNOWLEDGE/SKILLS, meaning you can, from the outset of the game, jump straight to almost any point in the game, and try to reach ENDINGS quickly. There is at least 1 ENDING VARIANT which is only possible in NEW GAME+!
The previously unknown RIPPLE EFFECT #0 is also revealed to be "You reset the simulation by using THE MACHINE."
Each time you run ANEW and reset the game, NEW GAME+ becomes 1 point harder, with enemies doing 1 extra point of damage upon contact. This quickly becomes very difficult. Your current iteration of NEW GAME+ is listed at the end of your INVENTORY SCREEN!
One of the loftiest goals in HOME GAME 3 is to play through such that you acquire EACH: NOT CURSED 1-8 as well as CURSED 1-8, as well as the B VARIANTS of CURSED/NOT CURSED 6. It really requires some juggling to collect both aspects of the game into one file!
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Thank-you for reading this first draft of the HOME GAME 3 walkthrough. I really hope you can benefit from it, and find your way through the game if you get stuck, or else find new content you may have otherwise missed out on.
I poured everything into this game, and I hope you gain a sense of how I put it all together when you read this guide.
The game is vast and open-ended, and this guide is but one pathway through the trials therein.
I hope you carve your own path here and in life.
Thank-you so much for stopping by.
Without you, nobody is here!
- HORSES (December 19th, 2025)
