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Woven Puzzle Guide: The Flowery Meadows (Chapter 1)

Some games just click: Woven is such a game. I’ve had the pleasure of playing it for my review, and had a blast doing so. (you can find the review here)  I’m no puzzle buff and I got stuck a couple of times. Even had to contact the developers at Alterego to progress….

It did give me the idea to make a list of the puzzles and their solution. I enlisted Paula’s help for this, as she is the real puzzle genius in our team of writers. Let’s get down to the first part of the guide: the beginning of the game and the first area: the peaceful Meadows.

We didn’t set out to make a fully fledged Walkthrough, but rather focus on the puzzles and where to find the Blueprint machines. If possible, we will direct you in the right direction to find what you need.

The Flowery Meadows

This part of the world has 5 Blueprint machines, 5 of Glitch’s memories and 30 patterns to collect.

The patterns are either in the form of animals, in sunflowers where the bud is still closed, some of them are on specific objects that are part of the puzzle or they are displayed as patches in the rocks, walls or ground.

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Meeting Stuffy and finding Glitch

After the short intro you get to meet Stuffy. A bit battered from his most recent fall, but adorable as heck! Follow the lighter coloured road and soon you will find Stuffy’s new friend.

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After finding Glitch it’s time to go into the cave that Stuffy dreads, close to where you originally met Stuffy. Use Glitches light and see the wall painting.  After you leave the cave and follow the road you find your first Blueprint machine. Get the Anteater Blueprint.

This blueprint has other limbs that you need: the paw that can push. Equip one paw of the anteater. Follow the road to push over the tree that’s nearly gnawed through by a beaver. Walk towards the pumpkin on the other bank and the game takes over.

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Once you land on the shore after your free ride, follow the road and keep left along the river. At the end of the left road you find the Blueprint for the Pig. 

Get past the Fashionable Snake

Go back and follow the right route up. Don’t miss the Cross Fashion pattern in the rocks. Deck Stuffy out entirely in that pattern. The snake that blocks the path will only let you through when your pattern looks like his. Who knew that snakes could be so fashionable!

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Go immediately to the left after the snake, in among the grass and trees. You will find the Giraffe Blueprint in the back next to the stream. 

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Go back to the road and follow it along. Hang a left, and find the apple tree on the hill. Stomp and an apple falls in the river. You have to track back as quick as you can to where the Apple bobs towards a wooden log in the river. When you manage to get there before the Wild Boar eats it you can scan it go get the pattern Apple Red. 

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Go back to the fork in the road, and then hang a right. The road leads to the bank of the river and is blocked by Beavers. You have to stomp to chase them away, and then you can cross the river.

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Jam session with the Squirrels

After you’ve crossed the river look around a bit. Find the colony of squirrels, that duck away immediately. Near to it, between the trees, there’s a sun flower that you have to stomp for. It gives you the pattern squirrel. Change into that, and go back to the squirrels.

They don’t flee now, so stand on the empty rock in their midst and make sounds with them. Do a little jam session and get an acorn in return which gives the pattern Bert.

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Follow the road further along and find another pumpkin on the bank. Push it into the river and go back a bit to the little yellow/ white striped piece of beach. There you’ll automatically jump on the pumpkin and the river takes Stuffy and Glitch away.

The Old Rug standing in the way

From where you land, follow the path. You find your way blocked by a big bison. Turn around and find the fork in the road, go up the other way…only to find the back of another bison blocking it. Stomp, and both bison walk synchronized like clockwork. Leaving the way open for you to progress. 

 

After exploring the terrain go back to the two bison and stomp as many times you need to free up a little slope up the hill in the middle. You’ll know you’ve done it right when you get a cutscene, on top of the hill there’s another blueprint machine. It gives you the Antelope Blueprint that you need to get up the mountain, gotta have some hooves!

Having a Whale of a Time

Quite close to the knitting machine you will see a gray dot in the grass and the same dot in the ledge above it. Here you can use the antilope hooves to go up the mountain. But the perilous balancing rock on top needs to fall for it to make a bridge! 

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See the Big Horn in the side of the mountain and the Whale swimming in the sea. At the moment when it swims in front of the rock you are standing on, make noise into the horn and it will jump. A cut scene will show the rock falling down and forming a bridge, which you, of course, must cross.

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The narrator mentions the dark gaping cave in the distance. That’s where you have to go. So follow the path and be on the lookout for another blueprint machine. This one is on the right on a little hill, and has a lot of Wild Boar standing guard before it. A stomp and a roar will drive them away.

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This is the final blueprint in this part, one of a Mountain Goat. It doesn’t add any new abilities though. So, time to go up the mountain using the goats feet, and enter the cave. Are you up for a new part of the story? And by the way, was that a spider that you see coming up to the side of the dark gaping cave???

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