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Woven Puzzle Guide: The Red Cliffs (Chapter 2)

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)  It gave me the idea to make a list of the puzzles and their solutions in the game. I enlisted Paula’s  help for this, as she is the real puzzle genius in our team of writers. The first guide for Chapter One is here: Woven Puzzle Guide: The Flowery 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 Red Cliffs

A cave leads you to this new chapter in the game. Leaving it, you find a very different landscape. Striped cliffs and the sea.

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The patterns aren’t in sunflowers anymore, but in a new kind of bell shaped flower. In this chapter there are to discover:

  • 5 Blueprint machines
  • 3 caves
  • 30 patterns
  • 5 Glitch’s memories

When you follow the road, you find a cave at the left hand side, where there’s a striped bump on the path, before you reach the pond. Note that the caves’ drawings give clues about upcoming puzzles. 

At the pond, stand at the left under a tree. Stomp on the ground, an acorn falls in the pond. When the duck is in front of you, make a sound and the ducks dives for the acorn. It throws it on the bank and Glitch can scan the pattern. 

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The Metal Moths destroying the tree

After the pond you can explore the area to the right, but to proceed you have to keep left. Come upon the scene with the metal moths.

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After seeing that clip, wander around in the area. Go back a bit, through the gap in the bamboo sticks in the ground. See the birds nest upon the pole in view. Proceed up the slope and to the left to find another cave here. This time not one with cave paintings, but one where you can go out of the other end. More of a tunnel. 

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You find yourself at the foot of rocks you can climb once you have your mountain goat feet knitted in the machine. Go back through the tunnel, up to the knitting machine. Look around on the plateau to get a clip about the cranes nest. 

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On the plateau where the knitting machine is, you also find a rock ledge to jump on ( with the grey dot in the grass). Jump up on it, walk to the end and Glitch prompts you to shout out. Be prepared to dash once you’ve shouted. You have to go back through the cave and jump up on all the rocks. Go on and on until you are at the cranes nest. And if you are quick enough, she won’t be back yet. You can then scan her acorn for the pattern Carmine. 

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Doors with yellow dots

Go back, back through the tunnel and hang an immediate left. You get a little clip about the metal beetle. It’s blocking your path. See the tree with the bright yellow fruit (woolen ball) lying beneath on your left. You have to stomp the ground, so first you have the change your feet again. 

Okay, back to the metal beetle. Stomp, and he scurries over to get the yellow ball that falls. As he leaves his post you can cross the bridge. Note that he puts the yellow ball into a machine of sorts on the left, and when he does, a door opens. A door with a yellow dot on it. 

Go through it, and on the other end there’s a knitting machine and one of Glitch’s memories. Go right and down the winding green bank. You end up in the same area if you don’t pass the yellow dot door but pass through the tunnel. Glitches memory is immediately right of the tunnel exit. 

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Follow the road down and find a Blueprint machine on the end. You get the blueprint of a cat. Go back up to the knitting machine, change into a cat and follow the grass road down. You come to a round plateau with a machine box on it. That’s what you need the cats claws for. The plateau slides down.

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Follow the grass road, through the tunnel and up until you reach the knitting machine. See the knitted grey dot on the door next to the knitting machine? You need other paws to push through it. By the way: remember you can only change one arm, so you keep the cats claw and one paw. Doesn’t look as pretty, but it is very convenient.

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On the other side of the door you find another metal beetle, a tree with bright red woolen ball and around the corner, a tree with yellow balls. But, you need stomp! So back through the door and knit some other feet. 

Back to the red tree, stomp to get the ball on the ground. The beetle brings it to the machine, which lobs it over the wall. The door, of course, doesn’t open as it needs yellow ball. So stomp next to the yellow tree and head back to the yellow dotted door. Once it opens, you see a pile of red balls, and one of Glitch’s memories. The red balls doesn’t serve a purpose here though. 

Leave the knitting machine behind and head to the left of it, and down the winding road until you see the moles sticking out of their holes in the ground. Run from hole to hole while they duck back in, and the last one will throw you an acorn, you can now scan Pinky.

Fireflies and a frog

Follow the winding road down, past the water fall until you enter a cave. The voice remarks on the mushrooms that light up and the fireflies that follow the light. And the fact that Glitch’s light can make the mushrooms light up.

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This was confusing to me at first, as I tried lighting them up with the light-move Glitch has. But it turned out it’s Glitch’s regular light does the trick. Have Glitch hover above every mushroom in turn along the path towards the frog. When you reach the last mushroom near the frog, it will leap and clear your path. 

It’s a bit tricky to do, because if you’re not quick enough, the flies go back to the mushrooms in the corner. Oh, and don’t forget to scan the pattern of the frog.

Follow the road up to the knitting machine and see the door next to it. Here’s the same kind of scenario we encountered before. A metal beetle, a tree with yellow woolen balls and a tree with red ones.

Stomp your feet for a yellow ball, go to the red tree and stomp there too. The beetle scurries to get the yellow ball first and next, the red ball. Stand before the yellow door. As soon as it opens, go  through and cross the yard veering off slightly right to see a red door. Another beetle puts the red ball in the machine there, and the red door opens. 

The Pillars and the red circles

Leave the area to go up left toward a new sewing machine or down towards a new puzzle that leads to a Blueprint machine. You need to stomp your feet for the new puzzle, so you might want to change, You have to move the pillars by stomping on the red circles below, next to the water. The first red circle makes the first pillar go up and the second down, the second red circle makes the middle one go up and the first and last one down, and the third circle makes the middle pillar go down, and the third go up. 

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I would have loved to give you advice of the sequence to stomp the circles, but I can’t. It’s still hit and miss for me, but if you have the solution, don’t hesitate to tell me.  Don’t forget to find the pattern on the other side of the bank where the red circles are. And when you go up to the Blueprint machine, you can find a cave off to the right. Anyway, the Blueprint machine gives you the Rino. 

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Zipping along

Back to the knitting machine on top. Next to it you see bamboo sticks with red lined rocks below. Walk towards the stripes and circle the tree to get a cutscene about the cart and the zip line. Have the cats paw equipped, and ride in the cart. 

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Where you land on the orange rock, go left to higher ground. Find a metal beetle that wants you to stomp for a red woolen ball. But before you go through the door, run to the mole hole farthest from the red tree. Wait until the acorn pops out and have Glitch scan it.  The red dotted door opens, and on the other side you find a knitting machine and a flower pattern. 

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Back to the area where your cart landed. Go right to find a tunnel to an area where you find a Blueprint machine with the pattern of a rabbit. 

After that you go back to the cart again and then left and up, past the knitting machine. If you hang a right, you get a cutscene about the eagle that’s cornered by a large metal spider. Proceed to the right, but when you try to intervene, Stuffy runs away from the spider. You have to climb to the left up the light brown colored rocks until you reach a lone light brown rock on top. Push it, and the spider flees way. The Eagle can now resume its flight. 

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Important to blend in

Go into the area where the spider was, and go to the right to find the peacocks to scan.  If you proceed, you find another cart and zip line. Landing, you find a Blueprint machine, where you get the dog pattern. And very important, the Glenn pattern on the ground. 

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Go up the road and find the flower that has the Sharif pattern. An important one again. Proceed where you get the cut scene about the huge spider lurking around. Note that the left is in Sharif pattern and the right in Glenn pattern. It’s important that Stuffy blends in. Go in the knitting machine and adorn yourself in Sharif. 

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Go left and find the flower that has the Waldo pattern. Go back, take on the Glenn pattern and go right. Until you see the ground change to the Waldo pattern and a knitting machine.

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Go into the Waldo area and keep going to the right, and turn a right corner. You find a plateau that you can turn on to go down to find one of Glitch’s memories. 

Go up again, and when you’re back on Waldo proceed. Head left on Waldo if you want to find the final pattern there, and if you turn into the orange sandy lane, you get a cutscene ending chapter two. The Spider now sees Stuffy and chases him.

A good thing the Eagle is there to help you out this time! This is the end of Chapter two.

4 comments

    1. Hi Maria, it’s been a long time since Paula and I played the game so we don’t remember the exact place in the game. With the moles it’s usually running from hole to hole while they duck back in, and the last one will throw you a colored acorn. Good luck!

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