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ShowGamer.comWalkthrough Unravel

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Walkthrough Unravel

Chapter 1. Thistles and Weeds, Yarni

As soon as you start a new game, you will see an introductory cut-scene: the grandmother looks at family photos and smiles sweetly, remembering her past life. Finally, the main character of the game appears, created from red yarn. His name is Yarni. The adventure begins!


At the beginning of the game, you are introduced to the basics of control. Understand everything so that in the future there are no unnecessary questions. You must learn everything about the grandmother's family. Move forward and jump to look at the photo frame, where you can see and start the first chapter "Thistles and Weeds".

Thistles and weeds

After the cut-scene, you will find yourself outside the house and start exploring the environment. After walking a few steps forward, the yarn will suddenly run out. Do not worry. In the first chapter, you simply learn everything about the game mechanics. Throw a rope to grab extra threads. So the hero will recover on his own.


In the next part, you will need to solve a puzzle by moving objects in order to advance. Pull the pot back, then follow further, jumping over two pots. The next important ability is that by throwing a lasso, you can swing on it. When the hook shines, then throw the lasso.

You will see a flashback with a boy in the garden. Now it will be with you forever. Climb up the glowing leafy branches where a challenging task awaits you. You need to jump forward, after which, when the hook shines, throw a lasso to catch on and not fall down. Swing to the other side and jump onto the ledge. Next will be another innovation in game mechanics. You can build a yarn bridge between two branches. Tie a rope to one and the other branches. Now climb onto the rope, hold down the key and jump up like on a trampoline.

Make exactly the same bridge above. Then the task becomes more difficult. You must lasso one branch, climb up to it and tie a knot. Go down and climb to another branch. Tie a knot there as well. Swing on the lasso and jump onto the created bridge. Use it to jump upstairs, where you will find another portion of extra yarn.


Checkpoint 1

Get down to the very bottom. Walk right to the ledge. Tie a rope to a hook and go up along it, as if uphill. Follow further and you will see a hole. Jump forward into the hole, but have time to throw the rope on the hook. The character will hang on a rope that will pull down a piece of wood. This will open a pipe through which water will flow into the pit. You must stand on the apple in order to float up on it.

If the apple is far from the ledge on the right, then push it while in the water. But be careful: Yarni can stay in the water for about five seconds. When you get to the ledge, then follow to the right. Jump up a few steps, climb onto the structure and throw the rope into the hook. Pull on the piece of wood to lower the chair. Climb to the right edge of the chair and jump down to the very bottom. On the left you will see a skein of yarn. The path is blocked by weeds. There is a glowing dot on one of the weeds. Throw a rope there and pull it to the right side. Weeds should lean to the right. Take the skein of thread.


Checkpoint 2

Go down to the right, to the big barrel. Pull back some more weeds and you will find a secret button . Go back, climb onto the chair and jump onto the window sill of the nearest window. On the right there is another window sill. Above them hangs a bell. You have to run up, jump and catch the rope on the bell. Release the rope to fly to the window sill on the right. Then jump forward on the sunflowers. At the top is a skein of thread.

Checkpoint 3

Climb down, pull on the weeds to release the children's tricycle. It also has an active point for the rope. Hook and pull the bike to the right. Pull all the way until it crashes into a wooden gate. Get on top of the bike and pull the handle on the gate. On a bicycle, roll down, outside the yard. Climb up the stump and collect the skeins of thread.


Checkpoint 4

At the top of the branches there are several points for hooks. Jump up and throw the rope to the nearest one. Be sure to tie the rope to the branch! Jump to the right, as it should, swinging, and throw the rope to another branch. Tie her up again. Get a bridge of yarn. Climb it and hook onto another branch. Make a second bridge, but first tie a rope to a branch. Jump to the right, clinging to a few branches and swinging. There is no need to create a bridge here.

Go right. In the background there will be a new memory: a boy sitting by a treehouse. Walk a little to the right, throw the rope on the weed and pull it to the left. A passage will open below. Jump down and find a skein of yarn.


Checkpoint 5

Go down below and come across a small block with the letter B. Go through the sandbox on the right and you will see a children's swing. Pick up the weed at the bottom, about the middle of the swing. The swing will drop to the left. You can try to climb up and run upstairs, but the swing will go down. So you won't achieve anything!

Return to the left through the sandbox. There is a hook on the sandbox. There is another hook on the ground on the left. Connect the rope between both hooks, making sure to tie it both there and there. Now drag the cube with you to the sandbox using the resulting yarn bridge. Place the cube on the swing on the left. Climb up and jump to the ledge.

Follow to the right and you will see a tire swing at the top. There is a hook. Climb up the rope by tying the hook, and then begin to swing to the sides. Jump onto the ledge on the right and climb through the window.

Here you will find another skein of yarn.

Checkpoint 6

Note that there are three points (hooks) here. Climb down and tie the rope to the hook on the ground. Next, tie the rope to the hook on the ledge on the right. Climb up, jump to the right, where another hook is visible at the top. Re-tie the rope. You should end up with a long bridge.

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On this bridge, drag up a square jar of tea or something else. Push it to the wall on the right, use it to jump higher and go down. A cutscene should play summarizing the first chapter of the Unravel walkthrough.

Chapter 2

After the cut-scene, you will be on a new level. Climb the rocks and see another memory. You see children running on the beach with a kite. There will be a trash can ahead. See the jar sticking out of it? Use the thread to pull out the jar, which will fall down. Move the jar all the way to the right and use it to climb up the brick hill.

There will be a telescope (binoculars). Use the wooden fence on the right to jump onto the telescope. Move up to its left side. The telescope should lower in the appropriate direction. Tie a rope to the edge of the telescope, jump onto the bench on the left and tie the rope to the ring here. You will get a rope bridge. Use it as a springboard to jump up to the left. Grab the rope on the ring located at the sign for Fyrstigen 5km. Take the skein of thread to activate the first checkpoint.

Kite

At the top, you should see a kite stuck in the branches. Other branches have rings where you can attach rope. There are two rings in total. Connect them with knots and use the trampoline to jump onto the branch above. There will be another skein of thread here.

Hook on the kite and fly to the right. You must fall onto a branch where there is another skein of thread.

After the kite

Climb down the branches to the right of the trunk. On the left under one of the branches there will be a skein of thread. To take it, you must tie Yarni to the edge of the branch where there is a ring, jump down and swing. Jump to the left when you swing properly. Feel free to jump down. Push ALL the bumps into the hole on the right. Use one of them to climb up to the ledge.

Use the ring on top to swing and jump over the water. Jump further along the ledges, use another ring and find a skein of thread in the dead end on the right.

Collectible item ! Jump to the left, onto the raft in the water. Jump into the water to the left of the raft. There is a collectible under the water. After taking it, quickly emerge and climb back onto the raft. Use the same ring above the raft to return to the left. Here's another ring. Get hooked and swing. You need to jump to the right, where there is another one above the previous ring (above the raft). Hook on him and jump to the ledge to the right.

Get down and pull the branch on the right to make the log fall. Walk up the log. Take another skein of thread.

jetty

Walk along the wooden bridge, there is a pit ahead of you. Feel free to go down and see a ring on a carnation. Tie a thread, jump down when the wave moves away. Swing and jump under the dock on the left. There is also a skein of thread. Pull the ring on top to lift the wooden plank and go to the left.

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Move all the way to the left and you will find another collectible .

Go back to the right and stand on the dock with the nail. When the wave recedes, jump to the right and cling to the ring. After swinging, jump to the right. So you need to move around with the help of the rings. But watch the wave! Take another skein of thread in the grass.

How to get to the pier

See the piece of wood on the right, holding on to the chain? Pull it as far as possible to the left, towards the water. Climb onto the piece of wood, jump from it to the left and hook on the ring under the pier. Jump left to another ring, then to the third. There will be two rings next to each other. Tie a rope to one and the other to make a bridge.

Do not rush to jump on the pier! On the left, there is another collectible .

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From the left ring, go down the rope. As close to water as possible. Now swing. You must swing so that the amplitude allows you to grab the button. Now climb up and use the rope bridge to jump onto the pier. Go right, pull another bridge between the rings on the pier and jump up. Going downstairs, collect a skein of thread.

Checkpoint 5

Move to the right and climb up the glowing rope on the pillar. There is a shell with a pearl on the ledge on the left. Jump over it and push to the right. The seagull, by the way, will fly away. Push the shell into the water. The crab will see it and go into the water to cover it. Jump on the crab, and from there - to the land to the right.

Climb up the mountain and go down. You will see a mechanism with a handle. Lower the handle clockwise down. Tie a rope to it, jump to the right and tie the other end of the rope to another place. Get a bridge. Don't rush again! There is a shell in the water under this bridge. Pull it out and push it onto the bridge. Push the shell up the bridge to the left. Do you see a crab and a skein of thread on the left side under the stone? So push this shell to the crab. When he notices a shell, he will run towards you. Stand back. The crab will take the shell and hide in the cave. Take the skein of thread.

Checkpoint 6 _

Walk to the right, push off from the bridge and jump onto the stone in front. You will see another memory. Collect the skein of thread from the water. When the wave recedes, go down and climb onto another stone. Wait at the highest place. Go down below. There is a ring on the edge of the stone. For now, skip it. Jump to the beam to the right, where there is another ring. On the left is a wooden pole with a rope. On this rope you can climb up. Do this by jumping from the beam to the pole.

Push down the white thing. Jump on it. It is light and will serve Yarni as a raft. When the wave leaves, then push this contraption under the yellow metal bar. So you raise the bridge.

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Push the raft to the right so that you are under the bridge. Stand on it and wait for the wave. You will be on the bridge. Tie a rope to the ring on the edge of this bridge. Get down downward and iditol to the stone on the right. Attach the rope to the ring that is higher than the other, on the wooden post. Pull yourself up to escape the wave.

Tie a rope to the ring on this post to make a rope bridge. Push your raft over the bridge. Lower it down, push even more to the right and stand on top. When the wave lifts you, then hook on the ring on the next pier. Gather a skein of thread.

crab trap _

Walk to the right and you will see a crab. Jump over it and climb onto the cage. To the right of the cage there is a wheel with a ring. Pull on this ring to turn the wheel clockwise. The cage will rise and the crab will stand under it.

Go right to the water. There is a ring at the top. Hook on it and climb onto the wooden bridge. Go left to the wheel. Pull the latch on the wheel to the right. The cage will land on the crab. The crab will be frightened and, together with the cage, will move back to the right, into the water. Jump onto the cage in the water and use it to climb onto the ledge on the right.

On the right there is a wooden handle. Pull it out to the left.

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Jump on it. You see some kind of handle on the chain. Drag her to the left. Above, under the pier, a hook with a ring will come out. Cling to it, climb onto the pier and you will see a box. Jump over it and go to the right, where there will be a skein of threads on the top step.

Checkpoint 8

Follow the chain. Attention! She will break. You must have time to hook on the hook with a thread. He will swing you to the right - jump to the ledge. Get down to the right and go to the skein of thread. There is also a seagull in the background.

Go to the right and at the top you will see a larger cage. There are three crabs at the bottom! Go down to the ground, to the crabs. Let them approach you so that they stand directly under the cage (all three). There is a ring on the cage. Hook, swing and jump to the right. There will be a fourth crab that will move back towards you. Use the ring on the wooden stick to climb up and hide from him.

After jumping over the crab, go right and climb onto the ledge. Gather a skein of thread.

Boat

Tie a thread to the ring on the wooden fence on the right. Jump onto the two ledges so as to pull the thread over them. Go to the fence and pull the thread. The board should move. You can go further. Collect the skein of thread on the right.

Tie the rope to the two rings on the ledges at the top. Use the bridge to jump up. Push two cardboard boxes to the right until they stop. The board should tilt in the same direction. Run to the left edge of the board, jump even higher onto the piece of wood. See the ring on the hook by the ceiling? Cling to him. Jump to the right and cling to another ring. You must now jump so as to fly between two fasteners with a rope. So you stretch the thread between them. If you suddenly fall down, then rise on the thread, because it is now stretched. From the fasteners, jump to the right to hook on another hook near the ceiling. Next again you need to jump between two elements.

There will be a hook to the right - swing on it and take the collectible . Climb down to the boat and go left. Attach the rope to the cable on the motor and pull it to the right. The boat is on! Pull now on the ring on the motor itself. The motor will tilt and the rotating valve will cut the rope holding the boat. Swim right to the shore.

Go to the right and find a lifeline. With these frames, the passage of the second chapter of Unravel will end.

Chapter 3

First button

Go right. In the background you can see the trunks of three trees with places for hooking. Approach the water and grab onto the last tree. Swing to the sides and jump to the left, towards the second trunk. There will be another one above the branch. You have to hang on to her. To the left will be the third branch. Between the branch you are hooked on and the next one, make a bridge of thread. Jump up and make the second bridge. Push off to the left up and hook on the topmost branch. Jump on the branch on the left and take the first button (collectible) .

Go back down, use the branch of the last tree to swing and jump over the water. You will be on a rock. Go right past the tree with the ring. Collect the first skein of thread.

Checkpoint 1

Climb up the branch and jump off the input. Immediately climb onto the stick that will float to the right. Climb to land, pull the handle to open the "dam". Along with the water, the same branch will fall into a huge hole. Release the handle to let the water go. Pull the branch towards you, to the left. Climb back using the ring and pull the handle again. The water will fill the hole again. You will be able to swim to the right on the branch. But beforehand, MANDATORY tie the handle to the ring in the pit so that the handle does not return to its original position and the water does not leave. You have to do it quickly, because as soon as the water starts to fill the hole, the branch will float to the right side.

Drag the branch behind you to the round boulder to get over it. Climb down and find the second skein of yarn.

Checkpoint 2

There are also two rings, barely noticeable (near the ground). Between them, make a bridge of thread, remove the stone from it by dragging it to the right. This is the only way to remove stones. Push all the stones down into the water. Jump over the rocks to the right and take the skein of yarn.

Second button

Go to the right and part of the coast will collapse. You will fall down. Do not hurry! The second button is at the top left. Just pull yourself up on the rope and you will see it. Go to the right, climb onto the branch and throw the thread into the ring on the branch on the left. Hang so that the branch breaks off and falls down. Push the branch to the right, into the water. Drag the stick behind you to another puddle. So you can get over the water and pick up another skein of thread. In the background you will see the first memory - a grandmother with her granddaughter.

Checkpoint 3

Drag the branch further and swim forward. Climb onto the stone and jump over the next puddle using the ring on the branch. Gather a skein of yarn.

Jump on two rings. Tie a rope on the right ring! Jump to the branch on the right and tie a rope to the ring to make a bridge. Jump up to find another skein of yarn.

Go down and you will see the following picture in front of you:

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Third button

At the top, as you can see in the screenshot, there is a third button . Hook on the brown branch on the left side of the structure. Use it to jump to the right and hook on the ring on the board. The board will go down with you, and its left side will rise up - a swing. DO tie this part of the board to the ring on the ground!

Using the brown stick, jump onto the left side of the board, raised up. TIE a string to the ring on this board, then jump onto the ledge on the right. You are now standing against the wall with the button behind it. Tie a string to the wall to make a bridge. Use it to jump over the wall.

You will be at the stove. There is a button under the stove. Open the stove door, where two branches should fall out. Climb into this stove and pull out the third branch!!! Push this branch to the left, to the two rolled out earlier. So you push the log with the button to the left side. Climb back over the wall and take the third button .

Jump back onto the wall, but don't go down to the stove. Jump higher to the green grid and climb up the grid. There will be a ring at the top - tie a rope to it, jump down and swing to the sides due to this knot. Jump to the right, to the ledge where the skein of yarn is.

Follow boldly through the water, there are islands of moss. You must move around with a slight bounce as the moss will sink under the weight of Arnie. Jump onto the branch where there is a skein of yarn.

Checkpoint 4

Move to the right until you find a stone on land. Push him into the water. Push the stone to the right of it. You use this stone to move an object in the water with a ring. Return to the stick in the water to the left of the moved item. Throw a thread into the ring on the object and drag it to the left, walking in the same direction as Arnie. It should turn out like this:

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Climb to the right edge of the raised branch, jump up and hook on the ring on the branch above. Pull up and climb onto the branch. Gather a skein of yarn. Move to the right and find another skein of yarn.

Tractor

Connect the two rings together and make a bridge. Jump with it on the tractor. Go right, onto the hood of the tractor. There's a lever here, right by the broken windshield. Pull this lever to the right. Return to the tractor cab and go down to its floor. Move the hatch at the bottom to get under the tractor hood. Here, hook the rope to the existing knot. The radiator grill will fall into the water.

Go to the end of the tractor, jump up and hook on the ring on the edge of the hood. Pull up. On the hood, tilt the exhaust pipe to the left, onto the windshield. Make a knot on the ring at the edge of the hood that you just used to get back up. Next, tie the thread to the ring on the exhaust pipe. Get a bridge. Jump from the right edge of the bridge, at the end of the tractor. Jump on a branch with a skein of yarn and collect it.

fourth button

Do you see something on the roof of the tractor cab? It's a headlight from a tractor. Return to the roof and push the headlight to the right, onto the hood. Push the headlight even lower to the ground. Here, push the headlight to the left, where there will be a puddle of water. Jump on this headlight to the left and find the fourth button near the rear wheel.

Everything, you can move on! Just move to the right, past the moose, and you will see another memory.

On the right you will come across a scoop. Drag him to the left, back. Place the scoop under the branch with the knot. Jump up and grab the knot with the thread. Pull up on this thread. Jump to the left, tie the rope to the other two knots as follows:

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Jump up to the left and cling to the next knot. From it, go down to the branch below and collect a skein of yarn.

Checkpoint 6

Climb down and push the scoop back to the right side. Use it to climb onto the stone and collect a skein of yarn.

Fifth button

Run up the branch until you see two nodes. Tie a rope to one and the other. The branch with the left node will break, but will remain hanging. You can still get the bridge. Jump onto the branch on the left, the edge of which is broken. Take the fifth button .

From the same bridge of thread, just jump up. See the knot on the top branch? Grab onto it and pull up. Gather a skein of yarn.

Get down to the very bottom, to the ground, and go under the branch on the left. Find another skein of yarn that you may have seen earlier. Follow right until you see a tall dry tree. Climb up his branch with a node. Jump onto the branch sticking out to the left. Climb up the trunk until the tree eventually falls down.

Just go to the right and the mission will end with the found yarn fly.