The Gardens Between

Hello, and welcome to the walkthrough for The Gardens Between, on Xbox One, which is published and developed by The Voxel Agents.

There ARE two main controls in this game; activating windchimes and boxes, and rewinding or forwarding time.

To activate wind chimes and boxes, you press cn_A whilst the windchime/box is highlighted white.

To rewind or forward time, you simply need to hold cn_LSl or cn_LSr.

There are eight worlds with a maximum of three levels. Each level is a 'spire' of which you control two characters moving left to right anti-clockwise as you go up the landscape to a 'shrine' at the top of each level where you need to put a glowing orb.

In this guide, I will be telling you what to do for each level in simple bullet points instructions so that you know exactly where you are in the guide, and what exactly you need to do next. This is to save any confusion.

In between worlds, there are 'memory' scenes, which each hide a minimum of one achievement. I will guide you to each achievement in each level and each 'memory' scene.

With how simple the game is, there is no tips and tricks, you just need to follow my instructions. With that said, onto the walkthrough!

As said in the opening page of this walkthrough, I'll be listing each level as bulletpoints, because that is the easiest way for people to complete each level, and helps everyone know exactly 'where' in the level that they are currently standing, without making a mistake and needing to restart or rewind.

World 1-1

  • Rewind the level by pressing cn_LSl to rebuild the shrine at the top of the island. The orb will fly down to the lantern.
  • Move right until both the boy and the girl are at the lit lantern. Use cn_A when the lantern and the girl are outlined in white for the girl to pick it up.
  • Move right until both characters get to the shrine, and press going right to and then put the lit lantern on the shrine with cn_A.

World 1-2

  • Move right until the boy is highlighted white next to the yellow windchime. Use cn_A. This will activate the orb on the yellow flower box.
  • Rewind the level until the girl lights her lantern with the orb.
  • Move right to the bridge, and press cn_A to activate the light bridge, then continue across it.
  • Continue up the hill, and the girl will relight her lantern with a second orb. She will jump across the boxes, and the light will be absorbed by the black hole.
  • Continue up the hill until the boy is next to the purple windchime. Activate it with cn_A, which will close the black hole flower.
  • Rewind the level so that the girl gets the lantern relit from the second orb flower.
  • Move right to go to the shrine, and put the orb in the shrine with cn_A. From this point on, I will not tell you to press cn_A on things. That will be the button to activate all objects that you can interact with in this game.

World 1 Constellation Memory

  • Hold cn_LSl gently, not full power, to slowly rewind the memory.
  • When the door starts to shine and shake, release cn_LS. This will trigger a small animation, and the following achievement:
    Moving In

    A sneaky stowaway Garden Friend.

    Moving In
    2 guidesOffline Game ModeSingle PlayerCollectable
  • Hold either cn_LSl or cn_LSr to end the memory.

World 2-1

  • Move right until the purple box jumps onto a purple platform next to the girl.
  • With the girl, interact with the purple box.
  • Rewind time so that the box, now with the unlit lantern, jumps above the food cooler, then gets lit by the orb flower.
  • Move to the right, picking up the lantern with the girl, then using the lantern on the light bridge to proceed.
  • Continue moving right until the boy can interact with a purple windchime, and interact with it.
  • Rewind time until the girl is next to the purple box, and put the unlit lantern on it.
  • Move forward until the box with the lantern interacts with the orb flower.
  • Rewind time until the girl can pick up the now-lit lantern.
  • Move right to the end and interact with the shrine.

World 2-2

  • Move right. The girl will pick up an orb, and then lose it to a black hole.
  • Keep moving right until the girl can put the unlit lantern onto a box, then do so.
  • Rewind time until the box with the lantern is right next to the orb-flower.
  • When the box with the lantern has lit the lantern from the orb flower, move right until you the girl can pick up the lit lantern, and do so.
  • Move right to light the light bridge, then continue onwards to the right.
  • When you reach the next box on the platform, continue past it until you're next to the orb-flower. Allow the orb-flower to light the lantern, and then rewind time back to the box.
  • Put the lit lantern on the box, and move to the right.
  • Pick up the lantern at your first opportunity, and then on the very next platform, give the lit lantern back to the box.
  • Continue to the right and pick up the lantern at your next opportunity, then continue on to interact with the shrine.

World 2 Constellation Memory

  • Adjust time so that the paddling pool is just above half full. You will notice the can and the cooler next to the fence start to shine.
  • When you see this, release all buttons, and allow the animation to play out. This will unlock the following achievement:
    New Friends

    A Garden Friend is hiding in the Esky.

    New Friends
    2 guidesOffline Game ModeSingle PlayerCollectable
  • Hold either cn_LSl or cn_LSr to end the memory.

World 3-1

  • Move right until the boy is in front of a pedestal, which will get outlined in white when he is close. Press cn_A to activate it, and then rewind time so that the bricks in the path form a jenga tower on the top of the table.
  • Continue on, picking up the light, and using it on the light bridge, and progressing further to the right.
  • Stop when the boy reaches the next pedestal, and interact with it. Forward time to make the orb flower fall, and move to the right to allow the girl to light her lantern.
  • Rewind time slowly to rewind the boy to the purple windchime. Do not rewind past this, as the girl can lose her orb to the black hole plant.
  • Activate the purple windchime. This will switch the black hole flower from left to right.
  • Rewind time to the pedestal closest to the boy, and this time, using the pedestal, rewind time all the way to the beginning to restack all the dominoes. This should unlock the following achievement:
    Reset The Dominos

    Restore the board to a clean state.

    Reset The Dominos
    2 guidesOffline Game ModeSingle Player
  • Move all way to the right, activate the purple windchime to switch the black hole flower from right to left, then continue on right and interact with the shrine.

World 3-2

  • Move right to the pedestal, and interact with it to plug the cable into the power socket halfway up the mountain.
  • Now rewind time so that the boy is in front of the VCR remote control, pressing the button. Keep him pressing the button until a video cassette ejects from the VCR.
  • Move forward, now up the ejected VCR tape, and the girl will pick up the orb, and attach it to a light bridge. Keep going forward.
  • Put the unlit lamp on the box just after the light bridge.
  • Move forward to the pedestal and interact with it.
  • Using the pedestal, rewind the game on the TV screen so that the bird is black, and at the far left of the screen.
  • Come out from the pedestal, and rewind time so that the box on the TV screen jumps back and gets the lit orb on the screen above the first purple block.
  • Move back the pedestal, and then forward time on the TV screen so that the black bird dies. This will unlock the following achievement:
    Game Over

    Super Silly Crow is defeated.

    Game Over
    2 guidesOffline Game ModeSingle Player
  • Come out of the pedestal, and rewind time so that the girl can pick up the lit lantern from the box.
  • Move on to interact with the shrine.

World 3-3

  • Move forward to the pedestal, and have the boy rewind the box so it's on the closest platform.
  • With the girl, give the box the lantern.
  • Rewind to the pedestal, and position it so it's under the pink lampshade on the pole.
  • Move forward until a cushion drops from above, and knocks the orb onto the box.
  • Rewind time back to the pedestal, and bring the box back onto the closest platform.
  • Move forward and have the girl pick up the lit lantern from the box, and continue on, putting the light in place and proceeding over the light bridge.
  • Move the boy to the pedestal after the two characters have gone different ways, and interact with the pedestal. Bring the box forward so that it's on the platform next to the girl on the red sofa.
  • Have the girl put the lantern on the box.
  • Have the boy use the pedestal to move the box (now with the lantern on top of it) underneath the red rug (the 'table cloth') that's propped up by a wooden post. You want to position it so that the box is directly above the windchime.
  • Move the characters forward so that the boy can interact with the windchime under the rug (the 'table cloth'), and you'll earn the following achievement:
    Great Catch!

    What's under the table cloth?

    Great Catch!
    2 guidesOffline Game ModeSingle PlayerMain Storyline
  • After you've interacted with the windchime, rewind to the pedestal, and using the pedestal, rewind the box so that it hovers over the popcorn bowl, which is on the right side of the red sofa.
  • Move the boy forward so that the box catches the orb.
  • Move the boy back to the pedestal, and have him rewind the box so the box with the now-lit lantern is on the platform next to the sofa. Have the girl pick up the lantern.
  • Move to the end of the level and interact with the shrine.

World 3 Constellation Memory

  • The first thing you want to do in this memory is to rewind so that the bit of popcorn that the girl throws is in her hand. Keep forwarding the memory until it hits the boy and hits the floor. Keep rewinding it so that the popcorn keeps going from the girl's hand, to the boy's cheek, to the floor. After a few times, you'll unlock the following achievement:
    Friendly Fire

    Arina throws popcorn at Frendt five times.

    Friendly Fire
    2 guidesOffline Game ModeSingle PlayerCollectable
  • Next, rewind slightly further past the popcorn being in the girl's hand, and you'll see the TV start to shine and shake. Release the buttons and let the animation play out. This will unlock the following achievement:
    Staying Up Late

    Super Silly Crow escapes the TV.

    Staying Up Late
    3 guidesOffline Game ModeSingle Player
  • Hold either cn_LSl or cn_LSr to end the memory.

World 4-1

  • Move forward. The girl will pick up and lose an orb. Keep moving forward until the girl jumps onto the handle of a saw, then onto the ground just below it. Keep rewinding and forwarding until the plank that the girl is sawing drops off, and creates a ramp for the boy. This will unlock the following achievement:
    Saw Through Time

    Saw the plank. Next, get a hammer.

    Saw Through Time
    1 guideOffline Game ModeSingle PlayerMain Storyline
  • Continue on, and have the boy activate the windchime, which will allow the girl's lantern to take the orb from the orb flower.
  • Move to the right, and the girl's lantern will remove a cloud, and then you'll lose the orb to a black hole plant.
  • Continue on until the girl gets another orb, then backtrack slightly to remove the cloud around the windchime. Activate the windchime with the boy.
  • Rewind time so that the girl's orb gets taken by the black hole plant again, then continue on across the cloud bridge, and onto activate the shrine. You'll pick up the orb as you reach the shrine.

World 4-2

  • Continue right until the girl gets to three boxes next to each other. There will be two boxes with blue paint and one box with purple paint. Put the lantern onto the blue box on the right.
  • Rewind time all the way back to where the boy can interact with the windchime right near the starting position. This will allow the box with the lantern to light the lantern.
  • Move forward so the girl can retrieve the lantern from the box, then move forward again so that the girl uses the orb with the light bridge. Continue on.
  • You will go right to the top of the spire. Put the lantern on the 2nd purple-painted box on the right. There will only be an orange-painted box to the right of this box.
  • Rewind time all the way back until the box picks up the orb from the orb flower, then forward time again right back to the top of the spire, pick up the lantern, and interact with the shrine.

World 4-3

  • Continue to the right, and have the boy interact with the pedestal, and have him lower the lift so that the girl can put the lantern on the box on the lift.
  • Have the boy use the pedestal to lower the lift with the box, so that it can take the orb from the orb flower, and then raise the box back up so that the girl can retrieve the lantern.
  • Move onwards, across the light bridge, and continue on to the next pedestal. Have the boy interact with the pedestal and raise the lift so that the girl can once again put the lantern on the box on the lift.
  • Use the pedestal to move the lift down so the lantern can be lit by the orb flower again, and then bring the lift back up so that the lift with the box with the lit lantern is right at the top of the spire.
  • Continue on. Make sure that the girl is not carrying the lit lantern at this point. Move forward so that the boy can interact with a windchime next to the lift, and then rewind time back to the pedestal. The boy needs to make the lift so that the girl can get the lit lantern, and then so that the box platform is right at the bottom, and the black-hole plant (which was opened by the windchime) is right at the top.
  • Progress onwards. The girl's lantern will allow you to go through a cloud blocking your way, and then the orb will be taken by the black hole plant as you climb the ladder.
  • Use the boy on the pedestal at the top of the spire to bring the lift with the box all the way to the top.
  • Move the girl so that the girl is on the lift platform, and the boy will be able to lower the girl on the lift to the orb flower, which will allow the girl to light the lantern. This will unlock the following achievement:
    Gone Fishing

    Arina’s at the end of her rope.

    Gone Fishing
    1 guideOffline Game ModeSingle PlayerMain Storyline
  • Use the boy to bring the girl back up, and then progress to interact with the shrine.

World 4 Constellation Memory

  • Rewind time slowly until the poster on the wall shines and shakes. Release all controls and let the animation play out. This will unlock the following achievement:
    Our Secret Clubhouse

    A Garden Friend sneaks a look.

    Our Secret Clubhouse
    3 guidesOffline Game ModeSingle PlayerCollectable
  • Hold either cn_LSl or cn_LSr to end the memory.

World 5-1

  • Progress forward until you walk over a keypad. You can't input the code correctly at first, but walk over it back and forth until the button presses are removed, then move backwards and forwards again, making sure you put in the code 644676. The moment you press the final 6, do not move. You need to wait for the PC screen on top of the small spire to activate.
  • When it activates, keep pressing buttons until the left-most icon on the screen is highlighted in blue, then move forward to the pedestal.
  • Use the pedestal to move time forward to print off the windchime paper, then move forward to interact with the windchime which is now below the printer.
  • Move forward to the wavelength machine, and interact with it until the glass covering the orb-plant shakes, and then shatters.
  • Progress forward, get the girl to collect the orb from the orb plant, then continue on to interact with the shrine.

World 5-2

  • Move to the right and have the boy interact with the pedestal. You want to adjust the time so that both characters can walk along the lower route. At the end of the lower route, there is a windchime. Have the boy interact with it.
  • Rewind time until the girl is visibly behind the orb-flower hovering in the air. She should retrieve the orb onto her lantern.
  • Move forward slightly and have the boy interact with the pedestal. You want to adjust the fossils so that a bone leads up to the path just above where the windchime was.
  • Continue up that path. You'll lose your orb, and go through a cloud. Continue up to the pedestal, and have the boy adjust it so that the bone on the path in front of the girl leads downhill.
  • Go down the path, grab the orb, and put the lit lantern on the box on the platform next to the 'no hands' signpost.
  • Rewind time back to the pedestal, and rewind time so that one of the bones activates both wind chimes on the spire above you. Make sure that you only activate the windchimes an odd number of times, i.e. once. If you accidentally trigger them a second time, trigger them a third time.
  • Next, still using the pedestal, adjust the fossils so the bone on the path is positioned to allow you to walk downhill again.
  • Go downhill, and pickup the lantern from the box. If you rang the windchimes above correctly, the black hole plant that you walk past will be closed, and allow you to keep the lantern lit.
  • Once again, rewind time back to the pedestal, and once again, make the fossil debris ring the windchimes once.
  • Next, position the bone of the fossil debris on the path in front of you so that you can walk uphill.
  • Use the pedestal at the top of the spire to completely regenerate the fossil of the dinosaur, and go up to interact with the shrine.

World 5 Constellation Memory

  • Adjust the memory so that the egg in the background, behind the boy, starts to shine and shake. Allow the animation to play out. This will unlock the following achievement:
    Mischievous Discoveries

    A Garden Friend follows on a school trip.

    Mischievous Discoveries
    2 guidesOffline Game ModeSingle PlayerCollectable
  • Hold either cn_LSl or cn_LSr to end the memory.

World 6-1

  • Move forward until the girl lights her lamp from the orb flower.
  • Continue forward until the boy is next to a pedestal, and interact with it to make the box land on the platform on the path in front of you.
  • Have the girl put the lantern on the box on the platform.
  • Rewind time to the pedestal, and have the boy make the box with the lantern move forward so it lands on a platform on the other side of the area. You will also see a different box move onto a platform ahead of you, near the shrine.
  • Rewind time to get the girl next to the box with the lit lantern, and pick it up.
  • Move forward to have the boy in front of the yellow windchime, and interact with it.
  • Reverse time, and have the girl put the lit lantern on the box again.
  • Move forward all the way until the boy gets to the pedestal in front of the large pipe, and then interact with it.
  • Using the pedestal, bring the box with the lit lantern to the platform on the path in front of you.
  • Have the girl retrieve the lantern, then reverse time all the way to the start. During this time, the girl will lose the orb in the lantern she's carrying to a black hole plant, and pick up another orb.
  • Put the lit lantern on the box on the platform closest to the start.
  • Move forward all the way to the pedestal next to the large pipe, and interact with it.
  • Move the blue box with the lit lantern to the platform on the other side of the cloud bridge, in front of the pipe opening.
  • Move forward, pick up the lit lantern, and interact with the shrine.

World 6-2

  • Move forward until you see a large drop of water dripping from the pipe in the background. You want to move forward slowly until the large drop of water is between the exposed wiring below the pipe you're standing on. Keep it in position until the light ahead of you activates, and then move through the cleared cloud that was blocking your way.
  • Go down the hill until another water drop goes between the exposed wiring. It will once again turn the lights on, and you can progress down the hill through another light-faded cloud, and across a cloud bridge.
  • You will reach a yellow windchime. Interact with it.
  • Rewind time until you get stopped by the cloud wall, and then move forward slightly. You need to get the dripping water onto the exposed wires again.
  • When the lights turn on, rewind further, so the boy can get to the pedestal. Use the pedestal to make the dripping water a constant flow.
  • Rewind all the way to the start, and the girl will be able to light her lantern on the orb-flower that flows down with the water flow.
  • Move forward to the box that is covered by the cloud. When you get close, the cloud around it will disappear because of the lantern. Put the lantern on the box.
  • Move downhill to the pedestal, and rewind it so that the water flow is just a drop of water.
  • Position the droplet of water over the exposed wires, and then move downhill where the box with the lantern will join you. Interact with the shrine.

World 6-3

  • Move forward until the boy is in front of the first pedestal. Using the pedestal, forward time until the 2nd can (orange/green) in the first water gap is ready for the girl to cross.
  • Have the girl cross atop the green can, and use the second pedestal to rewind time so that the boy can cross the first can (purple) in water gap 1, and the dark blue can on water gap 2. The girl should cross across the purple can in water gap 2.
  • Progress forward, the girl will go along a wooden path, and the boy will go downhill along the water. The girl will cross the valve, and at the very moment that the valve is turning, you want to stop moving, until the water is turned off.
  • When the water is stopped, move the boy onwards to the pedestal. Using the pedestal, move time forward, and make sure the cloud bridge between a white milk carton and a video cassette is ready for the boy to go over water gap 1. The boy will able to go across water gap 2 on the edge of a pizza box.
  • The boy will reach a second pedestal. Use it to rewind time slightly so that the cloud bridge with the green bottle in water gap 2 is visible.
  • Rewind time and have the boy go backward so that he can go onto the cloud bridge with the green bottle behind it. There is a windchime hanging from the branch sticking out of the bottle's spout. Interact with the windchime. This will activate the orb flower near the valve that the girl jumped on earlier.
  • Move the boy back to the second pedestal, and forward time so that he can go back over the water gaps on the pizza box (water gap 2), and the milk carton/video cassette cloud bridge (water gap 1). Rewind all the way back until the girl's lantern gets lit by the orb flower.
  • Move forward to the first pedestal, and rewind time with the pedestal so that you can go across a cardboard box.
  • Put the lantern on the box in between the two water gaps.
  • Rewind back to the first pedestal, and set the bridges so you can once again go across the milk carton/video cassette cloud bridge (water gap 1).
  • Pick up the lantern, and go across the pizza box (water gap 2), and continue on to interact with the shrine.

World 6 Constellation Memory

  • Adjust the memory so that the valve on the left starts to shine and shake. Allow the animation to play out. This will unlock the following achievement:
    An Expedition Goes Down The Drain

    A Garden Friend gums up the pipes.

    An Expedition Goes Down The Drain
    2 guidesOffline Game ModeSingle PlayerCollectable
  • Hold either cn_LSl or cn_LSr to end the memory.

World 7-1

  • Move to the right, get the orb into the lantern, then rewind back to the pedestal.
  • Using the pedestal, adjust the painting on the wall forward so that he seesaw changes orientation so the left side is down, and then stop adjusting the painting when the moving box is on the tail of the whale on a spring.
  • Move all the way forward, cross the light bridge, and go to the next pedestal in front of the second wall painting.
  • Using the pedestal, have the box stand in the middle of the rubber tire. Move away from the pedestal, and you'll see a box has appeared on the wheel-shaped platform below the painting where the girl is.
  • Put the unlit lantern on the box, and then go back to the pedestal that controls the second wall painting.
  • Using the pedestal, rewind time and put the box on top of the slide.
  • Come out from the pedestal, and start rewinding time so that the two characters move to the left. You will see the boy wave to the box on the top of the slide. Stop moving until the orb appears on top of the box on the slide on the wall painting.
  • When it's there, move back to the pedestal, and use it to forward the time on the painting so that the box with the lantern on it moves forward and removes a cloud that is connected to a bridge. The cloud will disappear and drop the bridge above you.
  • Move the box with lantern back to the rubber tire.
  • Come out of the pedestal, get the lantern with the girl, and then move onwards to interact with the shrine.

World 7-2

This level is one that is seriously reliant on the timing of the boxes.

  • Wait until the orb flower box is on the bottom platform so that the girl can go along the bottom route. She'll get an orb from the orange box, and continue on a little.
  • You want to position the boy next to the cloud that blocks the lower path. When the orb flower box jumps there, have the boy move along the lower path too.
  • Have both the boy interact with the purple windchime, and then have both characters go across the wooden platform for the girl to lose her orb to the black hole flower box. You'll be able to cross the cloud bridge and continue on. Do so.

    This next section involves using the cassette player to change the 'colour' of the music, which will, in turn, move differently-coloured boxes around the level.
    Yellow music moves the orb flower box.

    Blue music moves the box that you can put your lantern on.
    Red music moves the black hole flower box.

  • Move the blue box to the top, next to the cassette player.
  • Have the girl put the unlit lantern on the blue box.
  • Move the orb flower box onto the ledge directly below you, to the left of the cassette tape.
  • Move the blue box onto the ledge next to the orb flower box. The blue box should now hold the orb. Have the blue box move to the small island.
  • Have the black hole flower box move onto the cassette tape.
  • Have the blue box with the lit lantern move to the right side of the level, then up next to you. Make sure you change the music to the right so that none of the boxes move from their current position.
  • Collect the lantern, then rewind time. You'll walk backward up to the cloud bridge behind you, and the lit lantern will remove a cloud on the cliff, freeing a box, and unlocking the following achievement:
    Found You!

    Release the hidden Garden Friend.

    Found You!
    4 guidesOffline Game ModeSingle PlayerCollectable
  • Move forward and interact with the shrine.

World 7-3

  • As the level starts, you'll get an orb from an orb flower coming down a waterfall. Progress onwards to the right, and put the lantern on the first box you see.
  • Walk across the cloud bridge to the purple windchime, and interact with it.
  • Rewind time, collect the lit lantern and move forwards to have the orb taken from you, and then continue across the cloud bridge, this time with an unlit lantern.
  • You will gain a second orb. Use it on the light bridge, and continue on.
  • Move to the windchime with the boy and interact with it. Use the girl to get the orb.
  • Interact with the windchime again. This will close the orb flower.
  • Move forwards, and have the girl place the orb on the box directly above the navy mug-shaped object.
  • Go across the cloud bridge.
  • Move up to the pedestal right underneath the huge telescope.
  • Using the pedestal underneath the telescope, adjust the landscape so that the moon is directly above the telescope and slightly to the right, like in the picture below:

Image 1

  • Rewind time to get the unlit lantern from the box, and move back across the cloud bridge up to the pedestal.
  • Using the pedestal move the moon so it's directly in line with the telescope. You should see a white 'light switch' hanging from the sky.
  • Move forward and interact with the light switch. The moon will turn into a light orb.
  • Move all the way up to the top to the pedestal under the telescope. Move the moon to the position in the picture below:

Image 2

  • Rewind slowly, and you'll be able to grab the moon into your lantern by positioning the girl in front of the moon. This will unlock the following achievement:
    Reach For The Sky

    Pluck the moon right out of the sky.

    Reach For The Sky
    1 guideOffline Game ModeSingle PlayerMain Storyline
  • With the lit lantern, go forward and interact with the shrine.

World 7 Constellation Memory

  • Adjust the memory until the telescope shines and shakes. Allow the animation to play out. This will unlock the following achievement:
    Stargazing

    A Cosmic Garden Friend phones home.

    Stargazing
    2 guidesOffline Game ModeSingle PlayerCollectable
  • Hold either cn_LSl or cn_LSr to end the memory.

World 8-1

  • Move forwards and put the lantern onto the first purple box.
  • Rewind so that the box with the lantern gets the orb from the orb flower.
  • Move forward to grab the lit lantern, and move forward and across the light bridge.
  • Move forward and you'll see three boxes together. Put the unlit lantern on the left box.
  • Move forward a little and the box with the lantern will grab the glowing orb falling from the sky on a bit of debris.
  • Rewind back to pickup the lantern.
  • Rewind slightly further and have the boy interact with the pink windchime. This should close the black hole flower.
  • Now put the lit lantern on the middle of the three boxes.
  • Move uphill, picking up the lit lantern when you have the opportunity, and go across the light bridge.
  • Continue up through the clouds.

World 8-2

  • Move up the hill until you're in the exact position as in the picture below:

Image 3

  • The lightning will extend and strike the wavelength machine. This will unlock the following achievement:
    Don't touch that!

    Arina really shouldn't be pressing buttons.

    Don't touch that!
    2 guidesOffline Game ModeSingle Player
  • Continue up the hill and stand in the exact position as in the picture below:

Image 4

  • The lightning will destroy part of the mountain behind you.
  • Move forward, and the bit of mountain with the giant saw will explode also.
  • Move forward to the pedestal, and activate it. You want to set the TV so that the tv cable's connector is pointing at the globe. This is a little awkward to explain, so I've provided a picture below:

Image 5

  • When you have done this, move forward to the exact position in the image below:

Image 6

  • The lightning will strike the power socket, causing the TV screen to shatter.
  • Continue moving up and the box that jumped from the shattered TV screen will jump across small islands. Get to the point where it's standing on the green hose, and eventually the hose will inflate, then spray the beachball out of the way.
  • Continue uphill, and put the lantern on the box at your first opportunity.
  • Rewind time, and go back to the pedestal. Interact with it, and plug the TV into the power socket. Make sure that the game is showing on the screen.
  • Move back uphill, and you'll see the box get an orb from the TV, and shatter it.
  • Continue moving up, with the lit lantern, and go across the light bridge.

World 8-3

  • Continue moving to the right. You have no tasks to do in this level. Just go to the shrine, and interact with it. Make sure you forward time after interacting with the shrine.
  • This will shatter the shrine, and start the ending cutscene. This will also unlock the final achievement:
    The Gardens Complete

    Friends apart, memories remain.

    The Gardens Complete
    1 guideOffline Game ModeSingle PlayerMain Storyline

Congratulations! I hope you enjoyed this game, as I did, and you should enjoy your new 1000 gamerscore!

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