Chapter 1. Thistle and weeds, Jarni
As soon as you start a new game, you will see the opening cut-scene: grandmother views family photos and smiles. Finally, there is the main character of the game, created from the red yarn. His name Jarni. The adventure begins!
At the beginning of the game you are introduced to the basics of management. You have to learn all about the family grandmother. Move forward and jump to take a look at the photo frame, which you can see and begin the first chapter of «thistle and weeds.»
Thistle and weeds
After the cut scene you will find yourself outside of the house and start acquaintance with the environment. After a few steps forward, suddenly yarn ends. Do not worry. In the first chapter, you just learn everything about the game mechanics. Throw a rope to capture additional thread. So the hero yourself recover.
In the next part you will need to solve the puzzle by moving the objects to go forward. Pull back the pot, and then follow on, jump two pots. Next important ability is that throwing a lasso, you can swing on it. When the hook will shine, then throw a lasso.
You will see the memory of the boy in the garden. Now it will be with you forever. Climb the luminous branches with leaves, where you will find a challenge. We need to jump forward, then, when the hook glistens, throw a lasso to catch on and do not fall down. Swung to the other side and jump to the ledge. Next will be the next innovation in gameplay mechanics. You can build a bridge from the yarn between the two branches. Tie a rope to one and to the other branches. Now climb the rope, hold the key and jump like on a trampoline.
Do exactly the same bridge above. Next task is complicated. You have to throw a lasso on one branch, to climb up to it and tie a knot. Go down and climb up to the next branch. There’s just tie a knot. Swing on the lasso, and jump to the newly created bridge. With it, jump up to the top where you will find another piece of additional yarn.
Go down to the bottom. Go right to the ledge. Tie a rope to a hook on it and go upstairs, as if the mountain. Follow the below and you will see a hole. Jump forward in a pit, but have time to throw the rope on the hook. Character hangs on a rope, which pulls down a piece of wood. This will open a pipe through which water will go into the pit. You have to stand on an apple on it to float to the top.
If apple is far from the ledge to the right, then push it in the water. But be careful: Jarni can be in the water about five seconds. When will take to the ledge, then follow the right. Jump over several steps, climb on the structure and throw a rope to a hook. Pull the piece of wood to lower the chair. Climb up on the right edge of the chair and drop to the bottom. On the left you will see a yarns. The path blocked by weeds. On one of the weeds have luminous spots. Throw to the rope and pull it to the right side. Weeds have to lean to the right. Take a skein of thread.
Go right from the bottom, to a large barrel. Push some weeds and find a secret button. Go back, go up on a chair and jump on the nearest window sill. There is another window sill on the right. There are the bell at the top between them. You have to run up, jump and cling to the rope of the bell. Let go of the rope, to reach the right on the window sill. Then jump on the sunflowers forward. Upstairs you will find a skein of yarn.
Go down, pull the weeds to make a children’s tricycle. On it also has an active point for the rope. You need to hook and pull the bike right. Pull all the way, until it crashes into a wooden gate. Climb up the bike and pull the handle on the gate. On the bike you will roll down outside the court. Climb the tree stump and collect yarn skeins.
At the top of the branches there are a few points for clues. Jump and throw a rope to the nearest. Be sure to tie a rope to a branch! Jump to the right, as it should, swinging, and throw a rope to another branch. Again tie it. It will turn the bridge of yarn. Climb on it and hook on a different branch. Take the second bridge, but first tie a rope to a branch. Jump to the right, cling to some branches and swing. It is not necessary to create a bridge.
Go right. In the background is a new memory of a boy sitting by the tree house. Walk a little to the right, throw a rope to the weed, and pull to the left. At the bottom will pass. Drop down and find the skein.
Go down below and encounter a large cube with the letter B. Go through the right side of the sandbox and see the children swings. Tear weed bottom, around the middle of the swing. Swings will fall to the left. You can try to run up and up, but will drop down swing. So you will not achieve anything!
Go left through a sandbox. In the sandbox has a hook. Another hook is in the earth left. Connect the rope between the two hooks, necessarily tied it and there and there. Now drag for a cube in the sandbox, use the resulting yarn from Bridge. Place the cube on the left swings. Climb up and jump to the ledge.
Follow the right and you will see at the top of the tire swing. There is a hook. Climb the rope by tying a hook, and then begin to swing sideways. Jump to the ledge on the right and climb through a window. Here you will find another skein.
Note that there are three points (Hook) .Go down and tie a rope to a hook in the land. Next, tie a rope to a hook on a ledge on the right. Climb above, jump to the right, which can be seen at the top of another hook. Again, tie a rope. You should have a long bridge. On this bridge up drag for a square jar out of tea or something else. Push it to the wall on the right, with its help jump up and go down. You will see a video about first chapter of Unravel.
Chapter 2. Sea, kite
After the cut scene you will find yourself on a new level. Rise to the cliffs and see another flashback. You see children running around on the beach with a kite. Ahead will be a wheelie bin. Do you see the jar in it? Use the thread to pull the bank, which will fall down. Move the jar all the way to the right and with its help climb the brick elevation.
There is a telescope (binoculars). Jump on the telescope with the help of a wooden fence on the right. Go upstairs to his left-hand side. The telescope has to fall in the appropriate direction. Tie a rope to the edge of the telescope, jump on a bench on the left and attach the rope to the ring available here. You will have a bridge of ropes. Use it as a springboard to jump up to the left. Rope hooked on the ring, located on the signposts Fyrstigen 5km. Take a skein of yarn to activate the first checkpoint.
At the top you should see a kite caught in the branches. On the other branches have the ring, where you can attach a rope. There are only two rings. Connect them to the nodes and use a springboard jump on a branch above. There will be another one skein of yarn.
Hook on the kite and fly right. You should fall on a branch, where there is another skein of yarn.
After a kite
Go down the branches to the right from the trunk. Left under one of the branches is a skein. To get it, you need to attach Jarni to the edge branches, where there is a ring, jump down and swing. Jump to the left, when, as follows shake. Feel free to jump down. Push all the buds in the right hole. With one of them climb onto the ledge.
With the top ring shake and jump over the water. Jump on the ledges, use another ring and an impasse on the right get a skein of thread.
Collector’s item! Jump left on the raft in the water. Jump into the water to the left of the raft. Under the water there is a collector’s item. Take it quickly come up and climb back to the raft. Use the same ring on the left back raft. There is one more ring. You will be hook and wobble. You need to jump right over where the previous ring (the flesh) is another. You will be hooked for it and jump to the ledge to the right.
Go down and pull the branch to the right to fell timber. According to the log, go upstairs. Take another skein of yarn.
Go on a wooden bridge in front of you is the pit. Feel free to go down and see a ring on a nail. Tie a string, jump down when the wave will depart. Shake and jump under the pier on the left. There still is a skein of thread. Pull the ring on top to lift the wooden bar and go to the left.
Move to the left to stop and find another collector’s item.
Go back to the right and stand on the dock with a nail. When the wave will depart, jump and cling to the right ring. Shake, jump to the right. So you need to move with the help of rings. But watch out for the wave! Take another skein of yarn in the grass.
How to get to the pier
Do you see on the right piece of wood holding up the chain? Tighten it as much as possible to the left, toward the water. Climb on the stump, jump from it to the left and hook on the ring under the pier. Jump to the left on the other ring, and then — on the third. There will be two rings, arranged next to each other. Tie a rope to one and the others to get the bridge.
Do not rush to jump on the dock! On the left there is another collector’s item.
On the left ring go down by a rope. As close as possible to the water. Now sway. You have to swing so that the amplitude let you capture button. Now go up and with the help bridges of rope jump onto the dock. Go to the right, pull one more bridge between the rings on the dock and jump up. Downstairs, collect a skein of thread.
Move to the right and on the luminous rope on a pole climb higher. On the left ledge there is a shel lwith a pearl. Jump over it and push to the right. Seagull will fly. Push the shell into the water. Crab see it and go into the water to cover. Jump on the crab, and then — to land to the right.
Go up the hill and go down. You will see the handle with mechanism. Lower the handle clockwise down. Tie a rope to it, jump to the right and attach the other end of the rope in the other place. It will turn the bridge. Do not jump again! There is shell in the water under the bridge. Pull it, and, push the bridge. Push the shell over the bridge up to the left. Do you see on the left side under the stone crab and a skein of thread? So push this shell to the crab. When he looks the shell, you will run to you. Get away. Crab shell and take away hidden in a cave. Take a skein of thread.
Go right, push down on the bridge and jump on the stone in front of you. You will see one more memory. Collect a skein of thread in water. When the wave will depart, go down and get on another stone. Wait at the highest point. Go down below. At the edge of the stone is the ring. Until miss it. Jump to the beam to the right, where there is another ring. On the left is a wooden pole with a rope. For this rope you can go upstairs. So do it, jump from beam to column.
Push down the white contraption. Jump on it. It is lightweight and will serve raft. When the wave will go, then push the thing under the yellow metal rod. So you raise the bridge.
Push the raft to the right so that you were under the bridge. Stand on it and wait for the tide. You will be on the bridge. Tie a rope to the ring at the edge of the bridge. Go down and go right to the stone. Hook the rope to the ring, which is above another, on a wooden post. Pull up to escape the waves.
Tie a rope to the ring in this column to make a bridge of ropes. Push your raft on the bridge. Get down it down, push more to the right and stand on top. When the wave takes you, you will be hooked on the ring at the next berth. Collect a skein of thread.
Trap for crab
Go right and see the crab. Jump through it and climb up on the cell. To the right of the cells have a wheel with a ring. Pull the ring to rotate the wheel clockwise. Cage will rise, and the crab will fall under it.
Walk to the right to water. At the top is a ring. You need hook for it and take the wooden bridge. Go left to the wheel. Pull the bolt on the wheel to the right. The cage drops on the crab. Crab scares and move back to the right together with the cell, into the water. Jump on the cage in the water with the help of it climb to the ledge on the right.
On the right there is a wooden handle. Pull it to the left side.
Jump on it. You see some sort of handle on the circuit. Bring it behind him to the left. At the top of a mooring hook will come out to the ring. Cling to it, climb on the pier and see the box. Jump over it and go to the right, where the upper stage will be a skein of thread.
Go through the chain. Attention! It breaks. You must have time to catch on the hook by using thread. It will swing you right — jump to the ledge. Get down to the right and go to the ball of yarn. In the background, there is still a seagull.
Go to the right and see a larger cage at the top. Below are three crab! Go down to the ground, for the crabs. Let them approach you so stand up straight under the cage (all three). In the cell there is a ring. Hook, swung to the right and jump. There will be a fourth crab, who moved back to you. Use the ring on a wooden stick to climb up and hide from him.
After you jump through a crab, go to the right and climb up to the ledge. Collect a skein of thread.
Tie a string to the ring on a wooden fence on the right. Jump on the two tabs so that to pull the thread through them. Walk up to the fence and pull the thread. The board should move away. Can you pass on. Collecthank of yarn the right.
Tie a rope to the two rings on the top ledges. With the help of the bridge, jump to the top. Two cardboard boxes push to the right until it stops. The board must lean in the same direction.
Run to the left edge of the board, jump even higher on a piece of wood. Do you see a ring on a hook in the ceiling? Cling to it. Jump to the right and cling to the other ring. Now you must jump so that fly between the two fastening elements with a rope. So you pull the thread between them. If you suddenly will fall down, go up on a string, because it is now stretched. With fasteners jump right to cling to the next hook in the ceiling. Next you need to re-jump between the two elements.
To the right is a hook — to shake on it and collect collectible item. Go down to the boat and go left. Attach a rope to the rope on the motor and pull it to the right. The boat starts! Now pull the ring on the motor. Motor tilts and rotary valve will cut the rope holding the boat. Swim right up to the shore.
Go to the right and find a lifeline. These frames walkthrough of the second chapter Unravel is completed.
Chapter 3. Berry Mire
The first button
Go to the right. In the background you can see the trunks of three trees with places for hooking. Go to the water and hooked on the last tree. Swing to the side and jump to the left, toward the second hole. Above is another branch. You have to catch it for her. To the left is a third branch. Between one branch, for which you are caught, and the nearby, make a bridge of skin. Jump up and make a second bridge. Push off left up and hooked on the topmost branch. Jump to the branch to the left and take the first button (collector’s item).
Go back down, using the latest branch of the tree shake and jump over the water. You will find yourself on the rock. Go right past a tree with a ring. Collect the first skein of thread.
Climb up a branch and jump input. Immediately climb up on a stick, which will float to the right. Go up to the land, pull the handle to open the «dam». Branch falls in the pit with the water. Down the handle to the water is gone. Pull the thread to yourself, to the left. Climb back by the ring and pull the handle again. The water re-fill the pit. You will be able to sail on a branch to the right. But first ALWAYS tie the handle to the ring in a hole, the handle has not returned to its original position and the water is gone. You must have time to do it fast, because as soon as the water begins to fill in the pit, the branch will float to the right.
Drag a branch behind him, to a round boulder to move through it. Go down and get the second skein.
There are two rings (at ground level). Between them to make a bridge from the skin, remove it with a stone, drag it to the right. The only way to remove the stones. Push all the stones down into the water. On the rocks jump to the right and take the skein.
The second button
Go to the right and part of the coast collapses. You will fall down. Do not hurry! The second button is located at the top left. Go up by the rope and see it. Walk to the right, climb on a branch and throw a string to the ring on a branch on the left. Hang to branch and it breaks off and falls down. Push the thread to the right, into the water. Bring a stick over a puddle to another. So you can move through the water and pick up another skein of yarn. In the background you will see the first memory — grandmother with her granddaughter.
Drag branch further and swim forward. Climb the stone and the next puddle jump using the ring on a branch. Collect skein.
Jump on the two rings. Tie the rope on the right ring! Jump to the right branch and tie a rope to the ring, to get the bridge. Jump higher, which is another skein.
Go down and see ourselves the following picture:
The third button
On top there is a third button. Hook on a brown branch in the left part of the structure. With it, you jump to the right and hook on the ring on the board. Board falls down with you, and it will rise up the left side — swing. ALWAYS tie this part of the board to the ring on the ground!
Jump to the left side of the board with brown sticks. Tie a string to the ring on this board and then jump to the ledge on the right. Now you stand at a wall, behind which there is a button. Tie the string to the wall, to get the bridge. With it, jump over the wall.
You will find yourself at the stove. Under the stove is a button. Open the oven door, where two branches must fall. Climb into the oven and remove the third branch!!! Push this thread to the left to the two rolled out before. So you push a piece of wood with a button on the left side. Climb back over the wall and take the third button.
Again, jump on the wall, but do not get down to the stove. Jump up on the green grid and to climb on thr grid. Upstairs is a ring — tie a rope to it, jump down and due to this unit to swing to the side. Jump right to the ledge where is the skein.
Follow through the water, there are islands of moss. You have to move around, slightly jump. Jump onto the branch, where there is a skein.
Move to the right so as to land not find the stone. Push it in water. Push the stone to the right of it. You should move the object of this stone in the water with the ring. Go on a stick in the water to the left of the object to move. Throw in the ring on the thread object and drag it to the left. It should look like this:
Climb to the right edge of the elevated branches, jump and hook the ring on a branch above. Pull and climb on a branch. Collect skein. Move to the right and find another skein.
Connect the two rings together and make a bridge. Jump with the help of a tractor. Go right on the hood of the tractor. There is a lever next to the broken windshield. Pull the lever to the right. Go back to the tractor cab and go down on floor. Slide the hatch at the bottom to get under the hood of the tractor. There hook the rope for the existing unit. Radiator’s grille will drop into the water.
Walk to the end of the tractor, jump up and hook on the ring on the hood edge. Pull up. On the hood you need tilt the exhaust pipe to the left on the windshield. Make a knot on the ring on the edge of the hood. Next, tie a thread to the ring on the exhaust pipe. It will turn the 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.
The fourth button
Do you see on roof of the cab an object? This is light from the tractor. Go back to the roof and push the spotlight right on the hood. Push the spotlight even lower, down to earth. Here push the spotlight to the left, where there is a puddle of water. Jump on this headlamp left and find the fourth button at the rear wheels.
All we can move on! Simply move to the right, past the elk, and see another flashback.
On the right, you will see the scoop. Bring it along the left back. Put a scoop of a branch with a knot. Jump up and hook the thread for knot. Pull on that branch. Jump to the left, tie a rope to the other two nodes as follows:
Jump up to the left and cling to the next node. Go down with it to the bottom branch and collect the skein.
Go back down and push the scoop back in the right direction. With it, climb on the rock and collect the skein.
The fifth button
Run up the branch until you see the two nodes. Tie a rope to one and another. A branch of the left node will break, but will hang. Jump to the branch on the left. Take the fifth button.
From the same bridge of thread just jump up. Do you see the node at the top of a branch? Cling to it and pull up. Collect skein.
Get down to the bottom, on the ground, and go under the branch on the left. Find another skein of yarn that you might have seen before. Follow the right until you see a high dry tree. Take the branch with the help of his host. Jump on a branch sticking out to the left. Go up the trunk until the tree eventually will not fall down.
Just go to the right and complete the mission found beauty spot of the yarn.