Feb
Clem Walkthrough – Part 3: Intelligence
Clem Walkthrough - Table of Contents
- Part 1: Beauty
- Part 2: Determination
- Part 3: Intelligence
- Part 4: Strength (Coming soon!)
- Part 5: Hope (Coming soon!)
Check out our walkthrough of Clem to find out how to obtain ‘intelligence’ by learning to teleport and trapping the spider in the dungeon.
Welcome to the Into Indie Games walkthrough for Clem.
For more information on Clem beyond this walkthrough, be sure to check the official website here.
Part 3: Intelligence
This time around, Clem needs you to find Intelligence. As usual, pick up the notebook and go to the appropriate page for Intelligence.
This time around, we need to capture and deliver a spider.
Go up the stairs and in the kitchen, pick up the cruet (the bottle with yellow-green viscous liquid) that is on the table to the bottom of the screen. You may have already picked this item up previously.
Exit the kitchen by going to the dining room and then go to the hall. Here, exit to the lawn.
This time around, go to the far right, past the shed and to the basement door. Enter the basement.
In the basement, examine the stack of wine magazines next to the stairs. Use your lens of truth on the magazine spread you pick up.
After uncovering the ‘truth’ of the magazine, you’ll know how the wine bottles are to be arranged. Before we get to arranging wine bottles though, we need to find a final wine bottle.
Interact with the pink puzzle box in the back of the basement.
Here, if you hover over the light-blue buttons, you’ll see which dark-blue buttons will be pushed up. Your objective is to push down all the ‘moon’ buttons and push up all ‘sun’ buttons.
Aim to have the puzzle box look like the screenshot below.
Once the puzzle box is open, pick up the paper inside, and then the wine bottle. You can head out of the basement now.
Re-enter the house and go all the way back to where you start the game, i.e. the cellar.
Interact with the door to the far right in the cellar, which you will need to unlock with the Runic Key.
Enter through the door and interact with the wine cabinet. Here, you must place wine bottles as shown in the magazine page we previously read.
But first, add the bottle you found by bringing up the inventory and adding the blue-label bottle.
Now interact with the three bottles already placed on the shelves to put them back into the lower storage. Then, arrange the bottles as shown below.
Pick up the wooden box that comes up and then open your inventory. Separate the box to get a teleport charm.
With the teleport charm you can teleport to runes that Clem has drawn on the floor. While you can teleport from anywhere at any time, you can only teleport to these runes.
First, you must activate each rune before using it. Exit the wine storage and in the cellar, go to the far left. Stand on the rune by the barrels to activate it.
Then, go up the stairs and make your way to the hall again. You’ll find a rune on the landing of the stairs here, which you should activate.
Next, go right and stand under the lamp on the wall below the stairs. You’ll find that you can inspect the wall here.
Use your Lens of Truth to uncover a glyph on the wall, marking a secret door. To activate this glyph, we’re going to need to use the bookshelf in the study.
Enter the study now (the room with the liquor bottles and the bookshelf), and go to the bookshelf. Activate the books as shown below, forming the glyph for Discretion.
You should hear the secret door opening outside the room. However, if you access the bookshelf again, the door will close. To exit this room, you must use the Teleport Charm. Teleport yourself into the hall.
In the hall, the secret door should be open now. Don’t go down it just yet, though. Instead, go to the door to the far right of the hall’s lower level – the door to the storage room.
The spider is in the storage room, so chase it, only to have it skitter into a hole in the floor.
Now exit the storage room and go down the secret door.
The spider has made its way down to the dungeon area here, but when you approach it, it will skitter right back up to the storage room. Allow this to happen.
Use the Teleport Charm to get back to the hall (you are trapped in the dungeon otherwise), and then go to the storage room.
Once more, chase the spider down the hole. Then, approach the hole and interact with it. Use the cruet with its yellowy-green liquid to line the hole.
Now go back down to the dungeon and approach the spider. This time, the web will be too slippery for the spider to crawl up.
Once it falls down, approach it to catch it. However, the spider will prove to be too fast for you. To properly catch it, chase it onto the viscous liquid that has pooled on the floor.
With the spider slowed down, approach it and quickly use the little wooden box in your inventory.
As before, teleport out of the room to the hall and go up the stairs to the right. Deliver the spider to the slightly-ajar door to the far right.
Head on to the next part of our walkthrough for Clem here! (Coming soon!)