Ib Walkthrough: Episode 3
When you leave the safe room, head down the stairs. That will take you to the next set of rooms. These are violet.
1. Walk down the hall past the violet door. When you hear a knock at it, go investigate. You can try to look in the hole, but you'll only see blackness.
2. As you continue down the hall, you'll notice a small rope maze. It is not mandatory to pass through, but doing so, or not doing so, could change the ending you receive. The next step outlines how to get through it, so skip it if you skip the maze.
3. When you go into the maze, a bar will snap into place behind you, and a yellow statue in the maze will come to life. To open a way out on the other side of the maze, go to the blue button portrait (the middle one) and press it. The other two buttons bring the remaining statues to life. The bookcase on your way out holds Guertena's diary, which is worth a look.
4. After leaving (or skipping) the maze, continue to follow the hall. You'll come to a locked door requiring a password at the very end. Backtrack a little until you find a square doorway on the south wall of the hall. This one is unlocked.
5. You'll find yourself in a small room with a statue blocking the way. Garry can move it without a problem. Before leaving, though, pull the cord in the corner.
6. The door blocked by the statue turns out to be the one you heard someone knocking at when you entered the violet rooms. Now that you pulled the cord, though, there is a message in violet beneath the lamp just outside the door.
7. The message asks the name of Guertena's floor painting, the one with the angler fish that you walked into near the beginning of the game. Unfortunately, you originally read it as "??? of the Deep" because of Ib's lacking vocabulary. However, you do get to choose from three words to fill in the blank, so you could get it by process of elimination. To save some time, though, I'll tell you that it's "Abyss".
(Note: The game will try to trick you here. If you pick "Realm", Garry will agree with you, but it will not unlock the door.)
8. Go back through the small room to the locked door. "Abyss of the Deep" will unlock it.
9. Beyond is a small room with some bookshelves and a painting. The shelves hold two interesting, but not vital, books, but the painting will set off a cut scene. When it's finished, leave the room.
10. In the hall, you'll find red words on the walls and floors. Backtrack down the hall until you see red footprints. They start around the save point. Follow them through a new doorway.
11. Going through the door will trigger a cut scene where you meet a girl named Mary, and she will join your party.
12. Proceed down the hall until you reach a sideways T going north and south. Go south first and use the vase there, even if you don't need it. It will start a short conversation with Mary. Continue north.
13. Follow the hall up until you reach a fork with two doors. The closer of the two is locked, but the farther one is not.
14. Inside, you'll find a painting of a rabbit titled "Red Eyes" with rabbit ornaments sitting on tables on either side of it. First, look at the painting. Garry and Mary will argue about whether it is cute or unsettling. Next, look at the bookshelf to the left. Finally, investigate one of the rabbit ornaments. It doesn't matter which. When you do, a green one will fly off the table and shatter, revealing a key inside. Take the key and leave the room.
15. Going past the painting between the two rooms will trigger yet another cut scene that ends with Garry trapped on the side of the fork with the bunny room and Ib and Mary on the other. You'll have to go on without him. At least you have the key to unlock that door.
During the next section of the game, you'll go back and forth between playing as Ib and Garry to progress. To switch, you will step on a rose tile: red if you're Garry, blue if you're Ib. To save time, I'll just say *switch* when you need to change characters.
1. Unlocking the door will bring you to a small room filled with boxes and statues. Look in all the open boxes. The one the farthest to the right has a palette knife that Mary will hold on to.
2. Next, check the box down and to the left of that one. When you do, Mary will announce that there's nothing else of interest in the room and suggest you go back for Garry. When she does, the lights will flicker off, and you'll find a statue in the way of the door you entered from. You'll have to go forward.
3. The next room is a long, winding hallway. As you go through it, the red nose will fall off a clown painting, roll down stairs, and splatter against a wall. Brown notes will also appear as you walk. There's nothing to really do here, though, so continue through the door.
4. This room has a hole in the floor that you can't cross. All you can do for now is save.
*switch*
5. When you go back to the bunny room, you'll find that both the painting and the ornaments are now blue-faced, red-eyed dolls. More hang from nooses on the ceiling.
(Note: The revelation of what is actually in this room says a lot about Ib's mental state at this point in the game. What she sees, and what you as the player see through her, might not necessarily be real. This is something that is important to keep in mind during certain endings.)
6. Investigating the bookshelf to the right will reveal a hole in the wall you can escape through.
7. To the far right in the new room is a series of 5 pull cords. Pull the second from the right. The others have varying results, but some will hurt you. This will give Ib and Mary a way over the hole.
*switch*
8. Walk across the strange painting, then push the blue block into the hole. Garry will be able to use it. Finally, go to the next room.
9. Proceed through the narrow hallway. Mary will ask you some questions depending on your choices thus far. The next room has a rose tile in it.
*switch*
10. Push the blue block into the little triangle indent in the floor. This will unlock the door.
11. A doll will follow you down the hallway. Read all its messages on the walls to unlock the door at the end.
12. The first door you'll see in the next room is locked. Continue north until you see another and go inside.
13. Read the sign on the north wall. It instructs you to find seven balls of paint scattered throughout the violet rooms you're in.
14. Go back to the door you entered from. You'll find a yellow ball of paint there.
15. To the far right in the main room is a wall with two paintings. In the wall south of that is the only other door already unlocked.
16. This room is full of gas that makes you lose a petal for every step. Inside, though, are two items you need: the violet paint ball and an umbrella. Grab one, then go to the main room, heal with the blue vase, and go back and grab the other. There is a cord to pull, too, but you can't reach it yet.
*switch*
17. To the left of the rose tile is an unlocked door. The room inside is colorless and has a hole in the middle. You won't be able to get the key on the other side until Garry finds all seven paint balls.
18. Now go to the right side of the room. On the south wall is an unlocked door.
19. Inside are three tables with mannequin heads. Knock off the head on the desk in the bottom left corner. You can knock over the others, too, but that's the only one you have to knock over. Grab the key on the table in the bottom right corner.
20. On the left side of the room is another door. It's locked, but requires a password—the name to a pictured painting. Again, you have three choices and can figure it out through process of elimination, but it's "Marvelous Night".
21. Inside are bookshelves and a keyhole in the wall. Use the key you just found in the keyhole. It unlocks a door for Garry.
22. Before you leave, look at the bookshelf right next to the keyhole. In it is a book called "Collected Words of Guertena". Look at the J page and remember the date that "Juggling" was painted.
*switch*
23. Go to the wall of paintings and look at the one on the right. It will ask you the date it was painted. Put in the date you just got from the book, and it will give you the blue ball of paint.
24. Go north. Put the umbrella on the hook.
25. Go to the door with the tree above it. You'll find that it is unlocked now. Inside is a bunch of bookshelves and a pink ball of paint that you can't reach yet.
26. Look at the bookshelf in the top right corner of the left half of the room. Inside is a book, and in the book you'll find the green ball of paint. You should have three left. If not, go back through this section of the walkthrough and figure out which you missed.
*switch*
27. Go to the painting of the fisherman on the right side of the room and get the umbrella.
28. Go back to the mannequin head room. On the north wall is a painting. Give the woman in it the umbrella, and it will start to rain.
*switch*
29. Go back into the room with the red gas. The vase on the south wall will now be full of water trickling down from the raining room above. Walk to it, heal, and then walk to the cord and pull it. That will shut off the gas.
30. When you walk past the door with the tree above it, it will bear fruit. Go in, and you'll be able to get the pink ball of paint.
31. Don't leave the room yet. Read the copy of "Collected Works of Guertena" on the shelf to the right of the ear painting, especially the M page.
32. Go to the most southern edge of the room, by the rose tile. The doll that followed you into the room from the hall has moved right next to the locked door there. Read its message and then get the red paint ball out of its stomach. Follow it into the now-unlocked room.
(Note: This next section is one of the scariest in the game, especially if you don't like dolls.)
33. Grab the ball of white paint under the white painting. It should be the last one. When you try to leave, though, you'll find the door locked and the dolls prompting you to "have another treasure hunt". You have to find the doll with the key to the door. When you walk away from the door, a clock will start ticking and a giant doll will begin to climb out of the white painting. If it reaches you, you've lost.
34. Losing this game does not mean a game over. If you do, it will change the plot progression and could (but might not) change the ending. If you lose, you will cut to Ib and Mary, and the two of them will find Garry in the room talking to the dolls. If you win, Garry will go up and find them. Unfortunately, it seems that the location of the doll with the key varies. If I discover a pattern, I will provide a picture here, but for now, you'll just have to do your best to find it on your own.
35. If you lose, cut straight to after the next switch. If you win, Garry will run out the door and end up near the fishing hook painting. The last door is open. Go through it.
36. Go up the stairs. You'll automatically switch to Ib and Mary.
*switch*
37. Talk to Mary. Follow her out to the hall you came in from, and you'll find her mutilating a mannequin head with the palette knife. Try to talk to her and then go back into the main room.
38. She'll follow you back. You can talk to her, but when you're done, you need to continue.
39. Go to what was once the black and white room and obtain the key. When you come back, you'll find Mary gone. Go ahead and unlock the door next to the fisherman painting.
40. This is where things change slightly depending on if Garry won or lost the game with the dolls. If he lost, go down the stairs and get him before coming back up. If he won, he'll meet you at the top of the stairs. Either way, Mary will leave your party, and you'll have to go back into the brown room.
41. Go through the door originally obstructed by red gas. You'll find a statue blocking a stairway, but Garry will move it. Proceed down the stairs and onto Episode 4.












