Attention all gamers! Are you tired of replaying levels to achieve 100% completion? Look no further, because this guide will help you conquer Paper Lily – Chapter 1 in just one play through. Perfect for those who want to see everything the game has to offer. Let’s get started!
The Unmissables and Preamble
Just a heads up this guide has extensive spoilers! It will remove the need to have multiple play throughs, but cost you that first-time-blind-experience that really empowers a game like this. use at your own discretion.
Section 1: Home
At Night, Make the phone Call – and say the correct statement “my bus is late”
Then, let the timer expire. Miss your Bus, and go outside.
Follow the objectives to untie the string and place salt through out the home. When you go to sleep, you’ll achieve your first DE. once the Bus is missed, your DE is assured.
After acquiring your DE, make the phone call again, and actually get on the Bus.
Section 2: The Bus Ride
First, you’ll enter dream sequence #2. Go South and wander in the darkness until you get your second DE.
Then you’ll let the timer Expire on the Bus. From there, you can’t miss DE 1-4
Section 3: The Forest
Once you’ve adjusted the three daylight signs, you’ll need to check two Secret areas. There are two Secret signs: Point them collectively South and West, and then also East and North for the two secret Tree Hovels. One has a coin, and one has a Fragment.
Once you have the coin and the fragment, you can set up the train station signs to spawn the entrance South-east.
Here you will find DE 1-5 here, if you use the coin to purchase potato chips from the vending and eat them.
Continue your game and enter the building. Use your Coin to purchase a relic from the broken vending machine inside. You’ll need to interact with it a few times, and kick it!
You should have 1 coin and 1 rune at this point. head down stairs and grab the scissors before leaving.
Make sure to check behind the vending machine (outside) and in the trash can next to the vending machine. Spend one of your 3 coins on the potato chips, but don’t eat them. You should have a Rune, Scissors, 2 coins, and a bag of chips from this section.
Continue with the puzzle as normal. We will next be going to the daylight gate area, which will have a campfire and a crow.
The answer to the lightpole puzzle is to use each light pole once, except for the middle-right one.
DE1-6 Sucks if you have the scissors, unfortunately. You’ll need to solve all the puzzles.
You need to interact with the mushrooms in the fairy circle at the camp to get swallowed and then free the prisoner there to progress. You will have lots of puzzles.
PUZZLE 3 – A
PUZZLE 3 – B
PUZZLE 3 – C
Once you reach the Bath Tub, you’re done and will easily get your DE by just going forward and talking.
We are literally just getting started with the forest. lets go. Keep 2 save files at this point so that you can return to this point if need be.
Head North to the big Tree, and look behind it on the left side to find a 2nd rune.
Next, lets collect some coins!
Grab the 4th coin Straight north of the big tree (up some steps first on the west side)
At this point, lets prepare to nab the rarest Achievement. We’re going to power through our Save file to get the rest of the coins we need. We’ll need 3 coins from the Locked Area, since we bought the potato chips in order to buy a ton of fish. But first, keys!
Head east after returning to the big tree area and talk to the back of the red tree for Key #1
On your way back, grab this empty lamp
Now head west to the next area. From here, go West again after finding the Red Bridge with a “Red’s treehouse” Sign. Follow the path to this point. Interact to get your second key.
Cross the red Bridge and complete the minigames with spikes. Talk to the NPC dude and give him your two runes by using them from your inventory. Nice. Grab the coin from behind the bird cage, and open the bird cage to save at a new crow.
Ok enter the house and open the carpet on the corner in this room and cut open the door with bolt cutters. Don’t forget to grab the AC adapter, and read the book on the bottom left to teach you about the ingredients before you can pick them up. Once you find the secret door and open it with the bolt cutters, talk to the prisoner down stairs. Get close to them twice, win the mini game, and then get them their jar of slugs and use the item from a distance.
Easy, right?
FInally, kick the mirror on the right to start the quest to get the Blue Light.
Head back to this area and plug in the AC adapter to unlock your happy campfire pals.
Talk to all your campfire pals back at the fairy ring campfire. Dont spend any coins yet. You can Knock on Kozmo’s head until it breaks but we can do it later preferably.
Now we’ll head southwest to the sculptors house. Check the cactus for your third key.
Check the pot by the door for a head for Kozmo. Now that we’ve found it, we can go crack his head and come back to this pot to fix him.
Be sure to save your game, do the head quest.
Next, go inside grab a coin. Grab another coin in the flower best out the west exit of the sculptors house. Don’t touch the candle sculpture.
Go down stairs, I dont think you can get the jar because you have the lamp.
Theres a coin here on the third room
Dead End 1-7 : Talk to the sculptor Demon and have him chest you out the west exit.
Now try again but give him your chips we bought earlier. Zone out and Zone in to the big tree area and he will be friendly. Go through all his conversation options and pick up his 3 flowers! Thanks Kett. Make sure you didn’t lose the coin from behind the statue due to DE1-7. I personally saved first because i’m Anal about these sort of things.
Ok now I guess we can capture a fire fly. We have the lamp and the net, so lets see if it works.
Back at the main big tree area, these blue dots can be captures with the bugnet and the jar from Kett’s house.
in this case though, it uses the lamp automatically instead. Lets hope that doesn’t bite us later for some reason.
Go back to Red’s Treehouse to continue the hunt for blue light. Combine mushrooms, tree bark and the flowers at the chemistry set to make the Stone Curse Cure. Everything you need is in this room!
Now return to the candle dude from the sculptors house and use the potion on him
FAIR WARNING: WE CAN NOW LEAVE THE FOREST.
Section 4: Leaving the Forest
HELPING THE PRISONER: (save file #1)
Go give the prisoner in red’s basement the blue candle to get the door code. Use it to progress
The next three doors have static codes:
they are 1682, 5729, and 573248
After the third door, check this crack to find a door knob Frag
Congratulations, keep going and you’ll get The Safer Path Achievement
From here, Go East and you will arrive at Lake side for your Arrive at Lake side unmissable achievement. Save the game at the crow by the red Dock and return to your previous safe (Save #2) to finish some forest quests.
So back in Main Tree Zone, we have 7 coins. We need 3 more to buy the fish – so we need to collect all of the coins in the Locked zone for an achievement, and to buy all the fish so that we can successfully complete some other rare ones. Lets head EAST from big tree, and open the gate.
Some ground rules for the upcoming area. Hide in all bushes that you can hide in. Follow the flower petals / blood trail until the route to leave is available.
Finally, no running.
Ok. Go North, then East until you get a coin. Come back and go west then North and hide in the first bush you find
Continue following the petals Left/west. They will become Blood. Keep following.
Then Petals again. Keep following.
Then, you’ll see blood on your right, and a bush north. Hide in that bush
If we go norht its an exit, but we don’t want to leave our coins behind! So we go right.
There is a bush on your north, hide in it.
Go north of this bush to find coin #2. Return to your bush for safety before planning your next move. We need 1 more coin for our 10 coins to buy the fish back at the campfire.
So lets continue right. We’ll reach a fork with a bush. Naturally, hide in the bush, and then go north until you find another bush and another fork. Hide in the bush
Now go left to find the third coin. Be forewarned: you won’t get the achievement for getting the coins until you escape the zone to Lakeland or lake zone or whatever.
But we are turning BACK to use the 10 coins on buying fish at the campfire lady
Now, go to the big tree – open the door by interacting a few times. Then use your fish on the door to throw them all in!
Finally, go back into the fairy pitt from hell, and complete it once again.
After the craziness, you’ll be here: Go back in the fairy ring for the achievement.
Time to go get Daredevil: Load your save and go through the spooky locked area again East of big Tree. Since we already collected all three coins, just get through the zone and you’re done.
Now head back into lake land area and save at the crow. We are done with the Forest! We will pick back up our Original Save in Lakeside where we helped the prisoner. Capture the injured bunny on your way the crow, and lets continue.
Section 5: Lakeside
Catch an injured bunny, read a note on the tree by the crow – and interact with the boat to update your objectives.
Go North-west and leave to pick up a boat paddle on the dock
Finally, go get the third rune in Lakeside here by the south exit:
Next hit up the pond area for the paddle
Save your game before entering the house.
DE 1-8
Finally another DE. It’s been a little while! Take the goldfish out of the bowl in the pond house, and find the white rabbit..
Ok continue. The papers on the ground in the pond house tell you what you need to progress.
Mine was Purple Petals, and green algae. So we’ll use the fishing pole to fish up the algae and a coin, and the purple petals from the NW Docks.
All Algae are from the fishing pole so ur good. White petals are in the forest. Pink in the pond.
Use the two items on the goldfish bowl to unlcog the faucet outside of the pond house, on the right side.
Finally, turn on the faucet and use the bucket on it.
Use the water bucket on the monster and take the boat to the next zone.
In the Next Zone, go north to find this coin and the lavender (after saving ofcourse)
Ok, save your Game. Remember that injured bunny we captured ealier?
When you come to the door knob door (you can’t miss it!) use your return home door knob item to Get this achievement!
Ok, continue the game picking the Orange Handle next instead of your return handle. Theres a tent: grab the coin behind it before going in.
When the moth’s ask you to kill their brother – offer to take care of it, but obviously don’t kill the caterpillar.
That would be cruel and messed up.
1. Ill take care of it
2. Not Here
3. Use Lavendar on the white moth
Ok, now use the purple door knob instead of orange. Trade the bunny, fireflies, and caterpillar to the lady if you’d like.
Finally, use the new door knob given to you by the moths. If you have an extra door knob, you can use that too for an easter egg related to The forest petals. If not, no big deal. I never found it and its not part of an achievement.
From here, we are back into darkness.
Take the Door on the right (NW corner) rather than left, talk to your mom and go into the garage. Get her a Knife (now thats a knoi-fe!)
im sorry for typing that its 1 am right now.
Anyway, Get the knife from the garage wardrobes and bring it to your mom for red item II.
Leave through the last wardrobe, and we’re done with Lakeside.
Nice work o7
Section 6: The Facility
Welcome to the Facility, and your behind bars achievement.
Grab your items off the desk and push the box into the cell 2nd from the right to escape. You know the drill. Once you can control yourself again, grab this fuse:
From here you’ll continue west after talking to Sai enough to leave the first room. You’ll meet Rune and reach your first save point.
It is imperative that you do not remove the water, or activate the Elevator before trading all four runes to Rune. Don’t forget it! Make an extra save for RIght now before you’ve messed it all up.
In the mean time, trade a rune to Rune for a Map of the Facility. Its OP.
Anyway, Head South and then west until you find the bathroom. The third stall from the left has a coin, and the wall across from the 2nd stall from the right has a fuse.
Save your game on your back to base, and go up to the Cross Intersection – then go East/Right.
The blue Dungeon on the left will get you a Dead End:
Basically, you’re running away from Sai so… idk. Run away.
But then go find sai honestly to get DE1-9
Ok, take the right dungeon this time and get this handle
Return to Base, GO north to the upstairs and enter the Southeastern room for the Music Box Achievement.
Stay for the entire song.
Goi visit the clock room (Upstairs, SW Door).
Then Go south, South, past the mechanical room here and pick up the bucket. Notice you can’t proceed up the stairs because it is blocked before returning to the mechanical room.
Get the coin, the handle, the key, and the fuse in this room
Time to tap into your inner Solid Snake, because we’ve got a sneaking mission to do. head back to base, and save your game. Go back towards the bathroom to reach the archive room using your new key.
This room has an iron key, a handle, and a bunch of boxes to move
How it started
How it ended
Dont forget the Key
The iron key we just obtained obtains the Laboratory area that we were stuck in when we Met Sai. Head east and south to return to that area.
use the well to get the 4th rune, and pick up the fuse as well.
Turn the Rune in to Rune for your achievement, then head back to the archives to use the screwdriver on the vent.
Crawl through the Archives Vent and grab the fuse on the table. Then, use the wood beams to make a bridge across the hole outside the room.
Next, make sure you have two save files. One for the bucket method, and one for the eletrical engineer living deep inside you.
Use your bucket to pick up the water and dump it into the bathroom something close to 10 times.
Ok now for the challenging one. Back to the mechanical Room.
In the electrical room you can put the Square Handle in the first slot, nothing in the second, Star in the third, and Diamond handle in the fourth.
Then look at the fuse box.
Two burnt fuses are blue 25 at the bottom and red 15 at the top. Then place them in this order
40 + 10
20 – 15
5
15
40
“25”
Once all of these fuses are placed, you’ll receive the achievement. You dont actually need two save files, but we make 2 incase the Primal monsters bug out and soft-lock your game.
We don’t really need to power the elevator any further since we did both strats on one save – so go ahead and use return home. If you did not drain the water via bucket, just turn the handles and flip flop the star handle between it’s hole and the one missing a handle. Turn them all!
For our next DE, get in an Elevator and go to B4. If you cant get into an elevator because of mosnter, reload your save, do the electrical work and dont remove fuse 25.
and then one more by opening the door North of the save crow:
And with that we may Proceed to the next section.
We should be currently missing
Behind More Bars
Adoption
The End
Stab
and Easy
Section 7: Grandmother’s House
As you enter what I can only describe as Grandmother’s house, be ready for some cutscenes that abruptly lead you into you Dark nightmare state for the fourth time.
Take the far right Northwestern Door to get into a classroom.
Dont eat the bird you idiot sandwich. Just you know.
Get the knife. and Well… maybe stab yourself with it. Thats how we wake up, right?
Try again but this time stab a classmate instead of yourself to proceed back to “reality”.
Behind More Bars achievement will pop, unmissable. Lets proceed. Save your game, talk to Sai.
Go West and south to the library. Up the stairs is an eyeball lamp.
Then head out of the library and East to place the eyeball into the painting
Head up and when you can, back to the fire room slightly west and south. Interact with all 4 plants and then these three objects.
Then enter The door directly infront of you when you leave the Plant room. This cooking area should have the final plants item, food. Mine was a frog. This gave me the lock pick. ez.
Make sure to stir the pot here and grab the eyeball from the jar.
Finally, pull the box out of the way here to reveal a small key
Do the room left of that room next.
Check the bathtub’s black liquid for the Key.
Go ahead and save Sai now from his prison (returning the 2nd eyeball to the painting on the way) – this earns you the Adoption Achievement.
Get the third blessing from Miss Knives’ Bed Room.
The lockbox here has a code of 018
You can pick the library rooms locked now as well and find 3 glass jars inside. Under a drape next to the jars is, you guessed it, another creepy object: the second blessing. Fill up the jars in this room before leaving.
You can wash off the black objects here to reveal their true properties.
Use your first bottle of water on this yellow painting
By now you should be piecing together whats going on at Grandmother’s house.
Do the same thing with the nearby red painting, and the blue painting upstairs.
Then enter the hallway on the right
The cage at the bottom has the first blessing object but before you get it, interact with the painting and rip out her eye. She will then chase you. I went to the right twice and followed the path working my way WEST as fast as possible. It took a few tries to win the race.
Return for the first blessing once you’re done and head into the eye ball painting for the 5th blessing.
Lastly, go to the kitchen and get the last object outta the soup by using the black knife at the bottom of the ladder. Finally, go wash all your goods in the library pool room. Use the mirror, etc.
And then theres this black thing in here – paint it with a color:
Use the knife to cut yourself and we’re good to go:
Human foot
Knife
Cold Compress
Sketchbook
Hand Mirror
The order that the items must be burned depends on the blessing number. You can find out by placing the items in the hands painting nearby.
I won’t post the order here, check it out for yourself on this one.
Anyway, go back outside the room wehre the scary lady chased you and open the door at the end of the hallway.
Orde the objects correctly, I-V and you’ll get a lighter.
Go back, talk to spider for a secret reward, and save your game.
Return to the first floor plant room and light the fire – then burn the Items in the wrong order for a DE.
For the boss fights… good luck. Look for the patterns, believe. Simply don’t skip until your brain learns the patterns and you’ll unlock this coveted achievement:
And then lastly… one final DE before the true ending.
Head to the west to save the game.
Then go north to find… the stuffed bunny of death.
Congratulations, ALL DE’s. Now lets get this last achievement.
Head back to Grandma’s house and see what remains… and then find your way home.
Congrautlations on your 100%.
Section 8: 100%
Until next time,
😀
And that wraps up our share on Paper Lily – Chapter 1: 100% in One play through. If you have any additional insights or tips to contribute, don’t hesitate to drop a comment below. For a more in-depth read, you can refer to the original article here by Nem Dhregin, who deserves all the credit. Happy gaming!