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Slender Threads Walkthrough - Game Guide

Slender Threads is an atmospheric quest with elements of psychological horror, in which we play as a traveling merchant who unexpectedly finds himself in the center of terrible events. The task is to save the coastal town from a series of mysterious deaths.
Slender Threads Walkthrough - Game Guide
Author
Anton Latoshkin
Date of publication
8 March 2025

Slender Threads Walkthrough



There are two achievements in the game that are worth knowing about from the very beginning - to get them, you must ignore two things throughout the entire playthrough:

  • Complete the game without using any additional hints from the notebook.
  • Complete the game without using the map for fast travel.

Slender Threads is a classic point-and-click adventure. That is, all actions are performed using the game mouse. To move, click and hold the cursor in the desired direction.

  • LMB - examine an object, pick it up, use it, or start a dialogue with a character.
  • RMB - open the list of available actions with the object.


Также рекомендуем сайт наших партнёров — ТОП лучших игр.


All picked up items are stored in the inventory, which can be opened by clicking on the briefcase icon in the upper right corner of the screen.

  • RMB in inventory - inspect item.
  • LMB - use an item by selecting the object or character you want to use it on.

You can combine items by dragging them on top of each other.

If you left-click on a character, a dialogue will begin. A selection of dialogue phrases will appear in the lower left corner of the screen. Some lines can unlock new response options or even open up new opportunities in the game. Sometimes you will have to repeat a certain line if you need to perform another action first.



Exploring Osvaldo's House

The game starts in Harvey's hotel room. When he decides to get some fresh air, leave the room and go down the hallway to the left to reach the hotel lobby. Before leaving the building through the main entrance, talk to Gladys - she will tell you about Oswaldo.

Once you're outside, follow the road to the right. Almost immediately, you'll be stopped by the sound of a radio coming from inside the house. It seems to be repeating Harvey's name. Go inside, but you won't find the radio - you'll have to find it.

Look around and pay attention to the strange images of stretched threads on the wall. Among them is a hidden code that can be solved if you correctly combine the cut out fragments. They should form a single picture that completely covers the page:

  • Red - in the upper right corner.
  • Blue - in the upper left corner, extended downwards.
  • Yellow is right below red.
  • Green - in the lower right corner.
  • Purple - in the lower left corner.


After correctly combining the fragments, the encrypted phrase Tell-Tale Heart will be revealed - a reference to the short story "The Tell-Tale Heart" by Edgar Allan Poe. Now click on the rug under the dining table - Harvey will lift it and find a key. Use it to open the desk drawer. When you are almost done, the sheriff will appear, who will interrupt the action and interrogate Harvey. After that, he will send you back to the hotel room.

Despite the sheriff's warning to stay away from the crime scene, you need to go back and examine the table. Leave the inn and go to Oswaldo's house. There is a policeman at the entrance. If you ask him to let you in, he will refuse. You need a distraction! During the conversation, you can ask the officer about the dangerous pedestrian crossing. This is important for the future trick. Go to the alley to the right of Oswaldo's house and take the mannequin from the dumpster. In its current state, it does not look much like a person. We will have to work on it.

Go back to the hotel, to Harvey's room, and take the cleaning sign from the bedside table. Then hang this sign on the door 1 in the hallway. After a short scene, a cleaning lady's cart will appear opposite. On it are the keys to the laundry room next to the lobby. Open the laundry room door with the keys you found and go inside. In the basket to the left of the stove, look for dry clothes. Combine them with the mannequin in your inventory.

Now that the dummy is ready, head to the crosswalk with the red traffic sign. Place the dummy on the crosswalk to create a distraction. After this, an accident will occur, and the police officer will leave his post to sort out the situation. Now you can freely enter Oswaldo's house.



Once inside, use the key again to open the desk drawer. This time, Harvey will succeed. Inside, he will find a radio receiver and start switching frequencies until he catches the same wave as before. After that, Harvey will have a strange vision of Oswaldo being kidnapped. After the vision, carefully examine the desk. You need to take the diary and the map.

Osvaldo's diary often mentions a certain Lena. The next task is to find out who this woman is. Once you've examined all the necessary things, try to leave through the door - but before you do, the policeman will return to his post. You need another exit, so open the door to the bathroom, located to the left of the wall with threads. From there, you can escape through the window.

Search for Lena

After escaping Osvaldo's house through the bathroom window, we can try to find out the whereabouts of the mysterious Lena. Now that we have a map, we can explore the surrounding area.

From Oswaldo's house, go right, past the clothing store and the birdcage, until you reach the road sign. Here you can either turn onto First Street or continue straight ahead onto Central Main Street. We need to go straight.



Continue right, past the candy store and the motorcyclist, until you reach the town hall. Go inside and go to the stationery department (door on the right).

Talk to the woman at the counter. If you ask her about Lena, she will say that she cannot provide an address without the appropriate documents. We will need to figure out how to get them.

Exit the town hall and go to the sign again. This time, turn onto First Street, walk past the drunk, and look for a house with a "For Sale" sign. Go inside and talk to the realtor (he'll come out from behind the counter as you walk past it).

You will notice that he does not stop following you. You need to find a way to distract him. First, leave the house and return to the Central Main Street. Go to the right, passing the town hall. Behind the casino and cafe there will be a bookstore "Villa". Inside, to the right of the entrance, take the umbrella.

Continue to the right of the bookstore until you come across a fenced-off road. Keep talking to the road worker until he starts repeating himself to earn the Constructive Dialogue achievement .

Now go back to the house with the "For Sale" sign. Go into the bedroom and ask the realtor about the closet. Then choose the dialogue option: "No, it looks small."

To prove you wrong, the realtor will climb into the closet and close the door behind him. Use an umbrella to block the door. In an attempt to get out, he will hand you his business card, offering to push it through the crack. But we use it differently.

Achievement: After handing over the forged documents at the town hall, return to the house and release the realtor to earn the "Free Fosco" achievement.

Before we can use the business card, we need to replace the photo. In the front room of the house, while the realtor is not watching you, take the cigar cutter from the gift basket.

Then head back to the hotel. On the way, look into Oswaldo's house and pick up the scissors from the floor (if you haven't already). Back in Harvey's room, take your manuscript from the table.

In inventory, use scissors to cut out Harvey's photo from the back of the manuscript. Now we have a suitable photo, but we need to attach it to the business card.

Go to the town hall and this time go to the museum. There is a wax statue of a man on a horse. Harvey notices that the wax is soft and sticky. Use the cigar cutter to cut off the statue's finger.

After that, go back to the Central Main Street. Go past the town hall and find the casino. Take the matches in the ashtray near the entrance.

Now go back to the house with the "For Sale" sign. Since the realtor is still locked up, no one will stop you from doing anything. Go to the kitchen and use the matches to light the stove burner. This will melt the wax finger.

Once the wax is melted, combine it with the cut-out photo of Harvey, then attach the sticky photo to the realtor's business card. Done! We now have fake IDs.

Go to the town hall and give the business card to the woman in the office. Now she will give you Lena's address. Harvey will automatically leave the building and head to her house.

In the house, examine the radio on the bookshelf to the right. This will trigger a vision of Lena surrounded by sinister creatures. Harvey will be dissatisfied with what he saw and will try again. This time, the vision will show the sheriff with a doctor who will take Lena away.

We know that the doctor wanted to "conduct research" on Lena. So he must know where she is. Our next goal will be to meet with the doctor to find out Lena's location.

Visit to the doctor

Before heading to the doctor's office, take the Oil Lamp from the table in Lena's house. This item will be useful to us later.

Now you can find the doctor's office. Leave the house and go back to First Street. Right behind the House for Sale, you will see the Doctor's Office. Knock on the door and the secretary will tell you that the doctor is not seeing anyone. The only reason he will agree to listen to us is a "medical emergency."

Ask the secretary what is considered such a situation, and she will tell you: "mushroom swallowers."

Theoretically, we could swallow these mushrooms to get the doctor to agree to see us. However, they only grow in the forest, and you can't get there without light. We already have the Oil Lamp from Lena's house, as well as the matches from the casino. However, there is no oil in the lamp.

Head to Second Street, which is on the right side of Central Main Street. Go right, past the Villa Bookstore (where the builders used to work), then up Second Street.

On Second Street, you'll see a man in the yard with a can of gasoline. Talk to him - he'll tell you about the local patrol and refuse to give you gasoline. Examine his radio transmitter. You might be able to distract him by sending a radio signal. However, the transmitter's frequency is still unknown.

Before continuing, check out the hotel and go to the Laundry Room. Take the Wrench from the toolbox on the right shelf.

Back on Second Street, continue right past the Watchman's house until you reach the observatory. Inside, on the right side of the room, you'll find a spyglass. Use the Wrench to detach it and take it with you.

Return to the Watchman's house and use the spyglass to examine his radio. Frequency: 30.

Achievement : Before using the spyglass on the radio, aim it at the Watcher himself to get the achievement.

Now go back to Central Main Street and look for the sign. Follow it to East Main Street. Just past the barber shop, go into the Simons hardware store.

Inside, use the radio transmitter on the counter. Set the frequency to 30 by turning the lower middle knob. Once the correct frequency is set, a conversation with the Watchman will begin.

You need to come up with a "situation". Choose any sector and situation code - it doesn't matter which ones. After that, the Watchman will say that he is heading to the place.

Once he leaves, return to his house and take the Gasoline Canister. Combine it with the Oil Lamp to fill it with fuel. Then use the matches to light the lamp. Now we have a light source for our journey through the forest!

Once you enter the forest, go forward until you reach a fork. However, it is impossible to move forward yet - we need the right tools. Return to the entrance to the forest and open the arch of vines. This will lead to a large stone statue and a corpse. Take the Crowbar from the body.

With the Crowbar, head to the Hunting Club, which is located behind the House for Sale and the doctor's office on First Street. There are two signs with crossed swords in front of the club's entrance. Use the Crowbar to pry one of the swords out.

Now that you have the sword, go back to the forest and take the right fork. There are thorny bushes blocking your way. Use the sword to cut your way through and get to the mushrooms. Collect the mushrooms and take them to the doctor's office door.

Use the mushrooms on Harvey - he will start eating them right before he knocks on the door. The doctors will be forced to let him in. The doctor will say that he just needs to lie down. However, the mushrooms will have an effect on us too, but despite this, we have to find Lena's case.

In the room we will start hallucinating and see several body organs that block our way to the necessary objects. The main goal is to get to the filing cabinet.

First, take the tray at the head of the bed and place it on the pillow. Then turn on the medical lamp. The light will reflect off the tray and blind the eye above the clock. When the eyes are blinded, take the Clock Key.

Now take the Music Box from the table. Combine the Clock Key with the box to wind it up, then use it on the ears (they are to the left of the table). This will allow you to take the tube that was under the ears.

The last item needed is the Puzzle Cube, but the lungs are blocking the way to it. You can use the pipe, but you need to set it on fire. Take the document from the table under the clock, then set it on fire on the stove. Combine the burning document with the pipe.

Now that the pipe is lit, give it to the lungs. They will retreat, releasing the Puzzle Cube, and you can take it.

Finally, give the Puzzle Cube to the brain (it locks the file cabinet). This will allow us to find Lena's file and write down the mysterious code from her document. Perhaps this code is the key to meeting Lena.

We know that Lena is not in the doctor's office, but there is another "medical" institution nearby - the Sanatorium. It is located at the end of the street where Lena's house is located, on Third Street. After talking to the person at the reception, we learn that a visitor code is required to enter - a numeric combination.

The code from Lena's file is probably that number, but before we can name it, we need to decode it. That's our next goal!

Breaking Lena's Code

Lena should be in the sanatorium, but in order to see her, we need a visitor code, which we need to provide to the administrator. Perhaps the code we found in Lena's file in the doctor's office is just what we need. However, first we need to decipher it.

Go to the City Hall building and enter the archive. There, on the table in the center of the room, is a book. It belonged to Osvaldo, and if you flip through it, you can see a page with symbols that match those depicted in Lena's note. Unfortunately, the page is torn.

If we look closely at the rest of the journal, we can find some useful clues. The illustrations of the temple show a Stone Head that might be familiar. If we can find a certain "jade artifact", we might be able to open the Stone Head and enter the temple.

Now head to the police station on Main Street East, a little past the grocery store. There's a prisoner behind bars. Talk to him and he'll explain why he was arrested, and that the sheriff confiscated his "green thing." Ask him about it and he'll tell you that the sheriff probably locked it in one of the lockers on the left, along with the rest of his stuff.

To get this "green thing", which may be the desired jade artifact, we need to find a way to open the cabinets.

Exit the police station and go right until you reach the Shore. There is a boat there that will take you to the lighthouse. First, take the net lying next to the fishing stand, then go further to the right and find an anchor. To get it, use the sword from the Hunting Club and cut the rope.

Back in town, find the pizzeria on Second Street. Next to the oven, to the left of the counter where the chef is making pizza, there is a pizza shovel. To get it, you need to distract the chef.

Go up and hang the net on the clothesline. Then go down and talk to the cook, praising his "dough moves." He will toss the dough and it will get stuck in the net. Now you can go down and get the spatula.

Now that we have both the shovel and the anchor, we return to the Shore. We use the boat to swim to the lighthouse. At the lighthouse, we use the anchor to lower the ladder on the left. It will be possible to climb up into the building.

There's nothing inside the lighthouse that we can use yet, but it's worth taking the drill lying on the table under the stairs. With it, we can break into the lockers in the police station and get the "green thing".

At this point, we head back to the mainland and head straight to the police station. Use the drill on the lockers to open them and take the staff that was inside.

Before you leave, take the handcuffs hanging by the door (if you haven't already taken them).

Now that we have the staff, it matches the picture in Oswaldo's journal perfectly. It's time to figure out how to use it to open the Stone Head. If you look closely at the drawings, you can see that the staff is placed in a specially shaped niche through which light passes.

This niche is on a hill above the city. To get there, we need transport, and the biker standing near the city hall can help with this. However, he will not take us for free. We have no money, but the casino can help us get some.

Go to the Shore and collect the clay from the ground to the left of the boat. Take it to the pottery shop next to the pizza place on Second Street. After giving the clay to the master, you can get one clay casino chip in return.

However, without the right coloring, the trick won't pass for real. Go to the beauty salon on Main Street Vostok, a little further than the hairdresser and the home appliance store. Inside, under the window on the left, there is a bottle of nail polish. You can't just take it - you need to distract the beautician.

Leave the salon and go to the barber shop. There is hair everywhere, but the barber won't give it to you for free. Tell him that his scissors are very sharp, and he will admit that he is afraid of blood.

Now let's make a quick stop at the hot dog stand in the center of Main Street, in front of City Hall. Ask the vendor to tell you about his selection, order a hot dog, and when it turns out you don't have enough money, ask if there's anything free. The vendor will give you a few packets of ketchup.

Now we go back to the hairdresser and use the ketchup, choosing the "prank" option. The joke will be unsuccessful, but it will allow us to discreetly take hair clippings from the trash can near the toilets.

Once we have the hair, we return to the beauty salon and pour it into the hair dryers. This will make Harvey play a joke on the client, which will cause the beautician to run out of the salon too. Now you can safely take the hairspray.

Use varnish on a clay token to paint it, turning it into a real game token.

Before using the varnish for its intended purpose, you can paint wanted posters around town with it to get the "Street Artist" achievement:

  • On the wall of the police station
  • On the wall of the auto repair shop
  • On the wall to the right of the Hunting Club

Now that the chip is ready, go to the casino, go to the counter and give it to the cashier. In exchange, you will be given coins. Go to the biker and pay him for the ride (after the first payment, you can use his services an unlimited number of times).

After the ride, climb to the top of the hill and find the niche depicted in Osvaldo's journal. Place the staff in the center of the niche.

Now all that's left is to point the light at it. A lighthouse beam would be ideal, but it needs to be turned using a mechanism in the tower.

Before that, we'll need a compass. Go to the observatory at the right end of Second Street and take it from the broken display case to the left of the window (where the telescope used to be).

The compass is broken, but it looks like a clock, so you can try to fix it at the clock shop on Third Street (the same one where Lena's house is).

Go to Quality Timepieces on Third Street (the same street where Lena's house is). Ask the watchmaker about repairing the compass. Although he'll be hesitant, he'll eventually agree to fix it if you bring him replacement fuses.

We've already distracted the beautician at the beauty salon, so we can now take the fuses that power the hair dryers. However, we need a way to safely remove them.

Go to the Villa bookstore and enter the back room where the reading is taking place. Take the red gloves from the right chair. They are not safe in their current form, but it is the first step.

Take the gloves to the lighthouse and drop them in the barrel under the stairs. This will make them into homemade rubber gloves that are safe for handling fuses.

Now go back to the beauty salon and use the gloves on the electrical panel to the right of the hair dryers. You will be able to remove the working fuses.

Take them to the watchmaker. He will agree to fix the compass, but he will say that he needs a day. Unfortunately, we do not have that time. Leave the shop and insert the working fuses into the electrical panel outside.

As you might guess, this will cause a short circuit due to the water in the workshop. The watchmaker will no longer be able to help us, but we will be able to take the tools from the stand and repair the compass ourselves, combining them with the compass in the inventory.

Once the compass is fixed, talk to the biker and ask him to take you back to the summit. At the summit, use the compass on the lighthouse to determine the direction. From here, the lighthouse is at 140° (southeast), which means the summit from the lighthouse is at 320° (northwest).

Return to the lighthouse, activate the rotation mechanism and set the direction to 320° northwest. Once locked, press "X" to activate it. This will light the Rod and then the Stone Head.

Now that all of these steps are done, head back to the forest and through the arch to the illuminated Stone Head. Touch it to open the way to the temple.

Achievement "Hidden Temple"

Open the way

Continue left until you reach the temple door. It's sealed, but there are buttons on the front panel that you can press to try to open it. We need to enter them in the right order. Luckily, we have some clues in Oswaldo's diary.

In the diary we can match the images with their names - these are the names of the planets. To determine the correct order of pressing the buttons, you need to know the sequence of the planets relative to the Sun:

  • Mercury - The Friendly Dragon
  • Venus - Horned Frog
  • Earth - Bearded Sage
  • Mars - The Fanged Monster
  • Jupiter - Noble Octopus
  • Saturn - Scaly Bull
  • Uranus - The Grinning Skull
  • Neptune - The Serious Bird

Press the buttons in this order to open the door and enter inside.

Once you're inside the temple, use the handcuffs on the ring and counterweight to the right of the doorway. This will allow you to take the idol without locking yourself inside.

Go to the left side of the room where the idol is on a pedestal. Now that the door is secured, it is safe to take.

After that, go back a little and examine the destroyed sun dial on the ground. It has the same symbols as Lena's encrypted note. Use the note on the dial to compare them.

If we look again at Osvaldo's diary, we can see that these symbols represent numbers. Now we can see the missing signs that were missing on the diary page. Comparing both entries, we get:

  • II = 2

·          

    • = 3

·          

    • = 4
  • U = 5
  • U and I = 6

Some of the symbols in Lena's note are different because she combines two symbols to get a larger number. By adding their values, we get the code:

  • U + — = 8
  • II = 2
  • U and I + — = 9

·          

    • = 3

So, the code on Lena's note is 8-2-9-3 .

This code will need to be given to the administrator at the sanatorium in order to be able to visit Lena.

Navigation around the sanatorium

After deciphering Lena's code and receiving a visitor pass, return to the Sanatorium, which is located right behind Lena's house. Now you can tell the administrator that you have the code and express a desire to see Lena. He will ask you to repeat the code. Select the following numbers in the dialogue: 8-2-9-3.

After that, the receptionist will allow you to go up the stairs, where you will be met by the nurse on duty, who will "take you to the patient." She will be waiting for you at the top. The nurse will tell you to follow her, and if you get lost, to "look for Neverland." Then she will disappear behind the door.

Once you're behind this door, you'll have to go through several other doors to get to Lena. The nurse's hint - "find Neverland" - is a reference to Peter Pan, where the path to Neverland is found by following the second star on the right.

There will be different symbols and images next to each door. You need to find the second star in each corridor and choose the door to the right of it.

Important: Always count the stars from left to right.

  • The fourth door
  • The fifth door
  • The second door
  • The third door
  • The fourth door

After going through all these doors, you will meet the nurse again, and this time she will lead you straight to Lena.

During your conversation with Lena, you will learn more about the dark creatures and finally accept the fact that you are the one who caused the deaths. However, there may still be a chance to stop further murders. Lena will tell you to go to the automaton factory located near her house and talk to Vincent - he can help.

After this, Lena will become the last victim on your wall of heads.

Meeting with Vincent

After talking to Lena, you will receive a key to the door in the factory basement. Lena said that we need to find Vincent, who works in the automaton factory next to her house. Go there, use the key to open the door to the basement, and go inside.

Inside you will be greeted by creepy machines. Inspect the pile of scrap metal and take the baby robot from there (you can get new robots as needed).

Then go up the stairs to the laboratory.

In the lab you will find a punching machine and punch cards. It is not yet known what they are used for, so move on to the test chamber.

There you will find a creepy conveyor belt with blades and traps. By pressing the button, you can start the mechanism. It seems that this conveyor belt is the only way to Vincent's office, so you will have to find a way to cross it. Perhaps the child's robot will be able to get over the traps, but for this it must be programmed so that it will not be destroyed. Press the red button to watch the movement of the traps and learn their pattern.

Now go back to the lab and get the punch card. Use it on the punch machine to write the program. The correct sequence of commands to cross the conveyor is:

  • Forward
  • Forward
  • Forward
  • Back
  • Forward
  • Wait
  • Forward
  • Forward
  • Execute

Note: If you make a mistake, you can take a new punch card from the stack, as well as new baby robots in the basement.

Once the punch card is ready, combine it with the baby robot in your inventory. Now you have a programmed robot. Use it on the button and watch it overcome obstacles.

If done correctly, the robot's head will fly off and get stuck in the vacuum tube, breaking the mechanism. It is now safe to cross the conveyor belt, climb the stairs and enter Vincent's office.

When you enter the office, Vincent will not be there. Examine the radio to see what happened to it.

After the vision, take the rope on the right. Vincent will fall from the ceiling, but unfortunately you won't be able to talk to him anymore. However, you can get a map from his jacket pocket.

This card is similar to a punch card, but different from the ones used for the robots. Now go to Lena's house and insert the punch card into her typewriter. This will decipher the message Vincent left for Lena, including the combination to his safe.

Return to Vincent's office in the factory and interact with the safe. Now that you know the combination, it will open automatically. Inside there will be another letter from Vincent, in which he tells Lena that we should explore the city's clubs - the Garden Club or the Hunting Club. You can also pick up a package of herbicide.

The next step in stopping the Shadows is to take on the clubs, as Vincent suggested. To do this, we need to find a way to join the Garden Club and the Hunting Club.

Investigation of clubs

According to Vincent's theory, one of the two clubs in the city could be responsible for the Shadows hunting humans. If we can expose them, maybe we can stop it.

First, head to the Garden Club. It's on Second Street, just past the Caretaker's House. Inside, talk to Judy on the left and ask about joining. She'll tell you that we can't become members unless we win the flower arranging contest.

Then talk to Constance, next to the flower display, to find out the details about the competition. We can participate, but we will, of course, need to prepare the decoration.

Head to Third Street and pick some flowers in front of the house that's between Lena's house and the chapel workshop.

Then go to the observatory and talk to the woman inside. Ask her what's new in astronomy. She'll start talking about Pluto. This will open up new options for arguing about Pluto. Keep arguing with her until she gives you a pot of the planet.

Now you can combine flowers with a pot to create your own design.

Go back to the garden clubhouse. The other decorations inside are much better than ours, so we need to even the playing field. Take the spray bottle and combine it with the herbicide. Then put the bottle back on the stand.

Once the herbicide is in place, talk to Constance and tell her that the plants look dry. She waters them with a bottle and they wilt. Now we can put our decoration next to them.

Once you place your design on the table, Harvey will tell Constance that he is ready for the competition. We will see the judging ceremony, and as expected, Harvey wins!

Harvey will be invited to tea with three members of the garden club. They will tell him about the "strange people" in the woods. Then we can go back and get the gas mask from Judy's desk.

Now that we have the gas mask, we can explore the part of the forest with the toxic flowers. Hopefully, this will lead us to the "strange people" Constance spoke of.

Go to the forest and follow the path that leads to the left. Then use the gas mask to safely pass through the flowers.

Harvey will sneak up on some "strange people" who are performing some kind of ritual. However, the people will notice him and ask him to leave. It turns out that this is just a harmless cult that "reveres" the Watambu tribe that used to inhabit these lands.

We can ask them about the idol we found in the temple and they will tell us how to use it to "control the wind".

Now that we've dealt with the Garden Club, it's time to take a closer look at the Hunting Club. Head to the Hunting Club building, which is located at the very end of First Street.

If you go to the left side, Gordon will tell us about an opening in the club. However, Paul, the leader of the club, refuses to accept us into his ranks and drives us away. We need to find a way to talk to Gordon about joining while Paul is not around.

Head to Villa's bookstore and into the reading room. Here you can place your manuscript on the podium, exchanging it for Paul's book. This will trigger a scene where the critic reads our story, and Paul's book is not for sale at all.

This will upset Paul so much that he will leave the Hunting Club lobby. Now we can talk to Gordon about joining while he is gone.

To join the Hunting Club, Gordon will tell us that we need to pass a shooting assessment. He will lead us outside to the targets. Harvey will be the first to go, automatically firing an arrow and hitting the target at an "acceptable but not outstanding level." Then Gordon will come over to take his shot.

We will have the opportunity to interrupt him before the shot. At this point, select the "use idol" option. This will make his arrow fly sideways and miss the target.

Since we hit the target and Gordon didn't, he'll happily accept us into the Hunting Club. He'll immediately invite us to go hunting - there'll be a short scene, and we'll automatically move on to that moment.

Around a campfire in the woods, Gordon and Harvey discuss the Hunting Club. It is here that Gordon reveals that he is the only one who knows about the Shadows. In fact, he is one of those who worship them. And now he is pointing a gun at us.

Although Gordon can't bring himself to shoot us, his mother - Judy from the garden club - suddenly emerges from the bushes. She's about to complete the act, but the Shadows appear.

In this sudden moment we will have a chance to escape, but the next step will be to try to escape.

Rescue from hunters

After our hunting trip ends in disaster, we will be pursued not only by Judy and Gordon, but also by the Shadows. We need to find a way to escape them.

In this forested area, go back left to enter the camp again. There, collect the frying pan, grease, and axe. The axe is stuck in a log to the right of the fire, the frying pan is on the ground right next to the fire, and the grease is in a bucket under some hanging meat.

Use grease on the fire to melt it a little.

Now move to the right. Before you get to the new area, stop at the tree where the hand will try to grab you again. Use the axe on the tree to collect the vine.

In the Ruins area, examine the mechanism and the gate it controls. We need to find a way to open the gate after we turn the mechanism.

Continue to the right and enter the temple area. Here you can enter the temple, which corresponds to the same blocked building on the other side. In the temple, take the staff from the statue's hand using the melted grease. Then place the frying pan on the empty shield on the left side of the snake.

Once the pan is set up and the staff is in hand, return to the top of the temple and use the staff to move the seal. This will allow light to enter and reflect off the shield and pan.

Head back down to the temple to watch the light and take the bone from the remains in the lower right corner.

We can trap the Shades in the temple by opening the other gates and then slamming them shut. To do this, go to the closed gate and use the bone on the mechanism to activate it, forcing Harvey to open it slightly. Then use the vine on the mechanism to create a trap.

After we capture the Shadows, Harvey will try to get a better look at them. When he does, Judy and Gordon will come and free them again. Harvey will confront them, taking the gun from Gordon. The sheriff will then show up to try to arrest Harvey for the "murders" he committed in town.

We are faced with the final choice in the game. Fight the sheriff and give in to the desires of the Shadows, or try to surrender and finally stop the killings:

  • Keep fighting
  • Surrender

No matter what choice you make, the ending will still result in the Sheriff being shot. If you give in, the Shadows will come and force Harvey to shoot. If you continue to fight, Harvey will accidentally shoot the Sheriff. Ultimately, Harvey is revealed to be a pawn in the Shadows' game, just like Lena said.

And that's the bittersweet ending to Slender Threads. Thanks for following along!! Head to the epilogue to play a little more as Harvey in a unique episode.

Epilogue

In the epilogue, we continue to play as Harvey, but in a completely new way. This Harvey is completely evil in every way. Publishers do not accept his novel, and, jealous, he wants all the other writers in the city to go down with him. The only writer he has not yet gotten rid of is Lena. Our goal is to find her.

We start at Lena's residence, but she's not there. Her driver is doing repairs on her car. He can tell us where Lena went.

When we talk to the driver, he will refuse to tell us anything about Lena. However, next to the car on the ground lies one of Lena's bags, from which we can try to get information. To do this, we need to get rid of the driver.

Take the screwdriver from the toolbox to the left of the car. Then use the screwdriver to remove the screws on the "no parking" sign that is to the right of the car.

Change the "parking" sign in front of the watermelon cart to a "no parking" sign. This will call a tow truck to haul away the watermelons. The watermelons will roll off the cart and push the lift out from under the car, crushing the driver.

Now we can freely take Lena's bag and find out where she went next - to a beauty salon.

When we get to the salon, we find that Lena has already left there too. Like the driver, she refuses to say where she went. The invitation on the dressing table may give us a clue.

To distract the hairdresser from the vanity, first take a towel and cover the parrot with it so that he does not see us. Then steal the scissors that are lying directly under the parrot.

With the scissors, open the hatch on the floor in the center of the room. Then take the carpet next to it and use it on the hatch to cover the hole.

Now that our trap is ready, turn on the hair dryer to distract the hairdresser, causing him to fall into the hatch. We can now take the invitation from the dressing table to find out where Lena will go next - to the local bookstore.

Lena is supposed to be holding a reading at the bookstore, but the security guard is blocking the main entrance. We need to find another way to get in.

Talk to the electrician by the side door and find out what he's doing. He's fixing faulty wiring for the keypad and may be susceptible to electrocution. Take the ladder from the building across from the electrician, then continue left.

In the hardware store, use the ladder to reach the tools hanging on the sign. Take the key.

Now go back to the electrician and use the wrench on the hydrant. This will cause water to flow out of the hydrant and give him an electric shock. Now we can enter through the side entrance of the building.

Unfortunately for Harvey, the book reading was cancelled and Lena had already left. We'll head back to her house to wrap things up.

Outside Lena's house, the guard is blocking the entrance again. We need to find a way to distract him from the door.

Walk to the right and take the Wanted poster off the wall, then grab the clothes hanging on the rope next to it.

Now go left and take the mannequin from the broken glass window. A little further to the left take the scooter.

Now put all these things together: the clothes on the mannequin, the mannequin on the scooter, and finally the "Wanted" poster on the mannequin. This will make it look like Harvey. Then use this costume to create a distraction for the guard.

With the guard distracted, Harvey sneaks into Lena's house and finds Lena. He will complete his evil plan, and the guard will come running after him. Like at the end of the main story, Harvey and the guard will clash, but this time Harvey has no doubts.

Achievements

Slender Threads has a total of 25 achievements to earn as you progress through the game. Some of them come naturally as you complete chapters and make new discoveries. Others require you to step off the beaten path a bit and pay more attention .

We'll cover how to get these achievements in our main guide, but if you're looking for a specific achievement, here's a list of them all:

All achievements

Story

Welcome to Villa Ventana

Find the map.

In Osvaldo's house in a locked table - will be counted when exploring Osvaldo's house.

The Cursed Old House

Go to an important address.

Find and enter Lena's house - will be counted when searching for Lena.

It's time to go to the forest

Explore the forest.

Fill the oil lamp and light it to enter the forest to the left of the hotel - will count towards your visit to the doctor.

Scheduled inspection

Go see a doctor.

Eating mushrooms from the forest to get to the doctor's office will count towards your visit to the doctor.

Hidden Temple

Open the way.

Opening the Stone Head by placing the Jade Staff on top and turning the beacon towards it will count towards solving Lena's code.

And until the morning

Reach the desired location in Whitestone without asking anyone for help.

Find Neverland by going through each door on the right side of the second star symbol in the hallway (from left to right) - will count towards navigating the sanatorium.

Clockwork Man

Get to the factory.

Use Lena's key necklace to open the door to the factory basement - will be counted when meeting Vincent.

In search of bugs

Program five punch cards.

Program 5 punch cards before breaking Vincent's conveyor belt - will count when meeting Vincent.

Garden Party

Become a member of the club.

Win the Flower Arrangement Competition - Completed while investigating clubs.

Constructive dialogue

Have a thorough talk with the road worker.

Constantly talk to the worker at the construction site to the right of Villa's bookstore until he says he won't say anything else - this will count towards your search for Lena.

Free Fosco

Release the realtor.

After you catch the realtor and take his card, return to the house for sale and free him - it will count towards finding Lena.

Who will look after the caretaker?

Take a good look around the area.

Use the spyglass on the Neighborhood Guardian - will count towards your visit to the doctor.

Cowardly cats

Meet all the cats in the most unexpected places.

Find all hidden cats:

  • In a trash can near the entrance to the Hunting Club
  • Under the hood of the black car to the left of Lena's house
  • On a tree in front of the Gardening Club building

Three wishes

Keep throwing coins into the fountain.

After you collect the money from the fake casino, use the coins in the fountain in front of the Town Hall three times.

Harvey Greene's Daily Routine

Cheer yourself up.

Select the option to talk to the mirror in the hair salon.

A strong, silent type

Talk to the three statues.

Choose the option to talk to three different statues:

  • Wax statue in the Town Hall Museum
  • Stone statue at the entrance to the Hunting Club
  • Stone head in the forest

Street artist

Add some flair to all the Wanted posters around town.

Use nail polish from a beauty salon (before you paint the casino chip):

  • On the wall of the police station
  • On the wall of the vending machine shop
  • On the wall to the right of the Hunting Club

Space invader

Talk like an alien.

Use the talk to fan option at the hardware store.

Rest in peace, weed

Get rid of the weeds in the basement.

Use the herbicide from Vincent's safe on the vine - will count when you meet Vincent.

Oh-la-la

Watch an adult show.

Use the coins on the mutoscope in front of the grocery store (before giving the coins to the motorcyclist).

Ding-ding-dong

Take your relationship with your hotel receptionist to the next level.

Select the option to use the hotel bell multiple times.

No entries

Complete the game without looking at the hints in the notebook.

Don't click on the light bulb icon next to the goals in your notebook.

Ten thousand steps

Complete the game without ever using the fast travel map.

Do not click on locations on your map.

Hidden threads

Complete the main game.

Among the shadows

Complete the epilogue.