Log.(in)/guide

Complete walkthrough of Log.[in] (Version 1.3).
 * Cachi Córdova (cachi01)'s own guide for the game can be found here.

=Effects Guide=

Teke Teke
Hurt. Appearance: Amari becomes a Teke Teke (vengeful spirit). She holds a scythe and travels on her spine, dragging her upper torso.

Passive Effect: NPCs may move away from her.

Action: (Shift) Makes Amari whistle.

Location: Found in Platforms Area.

Practical Uses: This effect allows Amari to kill NPCs. Need to get some Keys and Switches.

Go up to Area ONE (The Park). Keep following the path until you reach a four-way intersection. There, continue right. Take the upper gray tile path, then cross over the river when able. Go north and enter the chute at the end. Take the warps to the last platform. Interact with the scythe there.

Angel
Turn Into An Angel. Appearance: Amari becomes an angel with chopped wings.

Passive Effect: None.

Action: (Shift) Amari surrounds by the magical sphere, and appears outlines of the wings.

Location: Found in Docks Area.

Practical Uses: This effect allows Amari to teleport to the Nexus at will.

Go left to Area FOUR (Museum). Go to the middle row of doors, then left. Enter door 04. Navigate through the maze (the path is long but straightforward). Interact with the halo flanked by angel wings at the end of the way.

Data Stream
Become Pure Data. Appearance: Amari turns into a stream of data.

Passive Effect: Amari travels at double her walking speed.

Action: (Shift) Makes Amari scaned herself.

Location: Found in Digital Halls.

Practical Uses: Can be used to travel through the dream world much faster, chase fast-moving NPCs, and escape from chasers more easily.

Go down to Area THREE (Digital Halls). Head right to a four-way intersection. Continue right and proceed through the doorway to the maze. Go in the following directions at each fork: right, down, down, upper right, down, down, down, and right. You will reach a swirling mini-maze with a glitching figure at the center. Navigate inward and interact with the figure.


 * Note: Obtaining the effect will permanently change all NPCs in the maze area into very fast chasers. 
 * It is therefore highly recommended that you obtain the Key located within before collecting the effect. (See the guide for Key 11 below.)

Vir-B
What A Nice Looking Failure. Appearance: Amari turns into a Virtual Boy.

Passive Effect: The screen tints red.

Action: (Shift) Makes Amari fold down, stopping NPCs (and her own) movement, and the screen tints back ordinary color.

Location: Found in V-Boy Area.

Practical Uses: None.

Go up to Area ONE (The Park). Keep following the path until you reach a four-way intersection. There, continue right. Take the lower gray tile path and go south when able. Enter the door in the center of the next area. Go northwest and interact with the VB NPC.

Aristocrat
There's A Red Crayon In Your Pocket. Appearance: Amari dresses as an aristocrat: she wears a dark red striped dress with a dirt yellow tie.

Passive Effect: None.

Action: (Shift) Makes Amari whistle.

Location: Found in the Museum.

Practical Uses: Need to get the Switch 4-C.

Go left to Area FOUR (Museum). Go to the middle row of doors, then right. Enter door 07. The destination is randomized among three or four different rooms, so enter and exit as often as needed until you find yourself in a square room with dress forms scattered about. Interact with the one with a dress on it.

Glitch
An Error In The System. Appearance: Amari's body becomes glitched.

Passive Effect: None.

Action: (Shift) Makes the screen glitch out for a few seconds.

Location: Found in Glitch Area.

Practical Uses: None.

Go right to Area TWO (Purple Mountains). Head north up the mountain to the lake and go left until you reach a bridge spanning the water. Cross it and proceed right to an exit near the top of the waterfall. Follow the path to a hole in the ground and continue through to the next area. Take the second ladder over to an area filled with glitches. Interact with the glitched figure wandering about.

Binary
0's And 1's Appearance: Amari turns into binary numbers.

Passive Effect: None.

Action: (Shift) Makes Amari form a binary code.

Location: Found in Binary Area.

Practical Uses: Need to get the Switch 6-C.


 * Note: It may be necessary to use the Data Stream effect to do so.

Go down to Area THREE (Digital Halls). Head right to a four-way intersection. Continue south and interact with the block with zeroes and ones on it. In the next area, locate and chase down the binary NPC running around.

Smartphone
Includes Built In Camera. Appearance: Amari becomes a smartphone.

Passive Effect: None.

Action: (Shift) Turns the screen on/off.

Location: Found in Digital Halls.

Practical Uses: Need to get the Switch 1-A.

Go down to Area THREE (Digital Halls). Take the path up to a fork in the corridor. Interact with the cellphone.

Eyes
They Are All Over You. Appearance: Amari's upper body is replaced with a pair of eyes.

Passive Effect: None.

Action: (Shift) Makes Amari blink.

Location: Found in the Museum.

Practical Uses: Need to get the Switch 1-B.

Go left to Area FOUR (Museum). Go as far up as possible, then to the right. Enter door 10. Go down and interact with the bloodied eye.

Negative
Opposite Side Of The Spectrum. Appearance: Amari's color scheme is inverted.

Passive Effect: None.

Action: (Shift) Makes Amari whistle.

Location: Found in Negative`s Cave.

Practical Uses: Need to get the Switch 2-C.

Go right to Area TWO (Purple Mountains). Head down the mountain to the level below and continue left. Enter the door in the cliff face. Interact with the canvas.

Battery
A Waste. Appearance: Amari becomes a battery.

Passive Effect: None.

Action: (Shift) Makes the battery jump and spin.

Location: Found in Purple Mountains.

Practical Uses: Need to get the Switch 6-D.

Go right to Area TWO (Purple Mountains). Head north up the mountain to the lake and go left without crossing over the bridge spanning the water first. Continue left to the next area, past the stairs going down. Interact with the battery floating in the water.

Bandage
Hide. Appearance: Amari's head is bandaged.

Passive Effect: None.

Action: (Shift) Makes Amari pull on the bandages.

Location: Found in the Hospital.

Practical Uses: Need to explore the Skin Building, to get some Keys and Switches.

Go up to Area ONE (The Park). Keep following the path until you reach a four-way intersection. There, continue right. Instead of taking either gray tile path carry on north to the Hospital. After passing through the reception area, make a mad dash right and do not delay in entering through the door: this is crucial to avoid the swarm of chasers which will immediately set upon you from the left the instant you set foot in the hallway. (This can be done rather easily with the Data Stream effect, however.) Take the door on the left, then go through the hole in the wall to a dark burrow. Interact with the mass of bandages at the other end.

=Keys Guide=

Keys are necessary to decrypt .txt files in the Archives, as well as unlock the other two minigames on Amari's computer, Ahead of You and Shoot-A-Lad.

Key 1
Go left to Area FOUR (Museum). Go through the ropes to the reception desk and ring the bell about fifteen times. Doing so will make a Key appear in the empty space to the right.

Key 2
Go left to Area FOUR (Museum). Go to the middle row of doors, then right. Enter door 06. Head left to find the Key.

Key 3
Go left to Area FOUR (Museum). Go to the lowest row of doors, then left. Enter door 00. Go through the warp maze to reach the Key.

Key 4
Go left to Area FOUR (Museum). Go to the lowest row of doors, then right. Enter door 03. Interact with the Key.

Key 5
Go left to Area FOUR (Museum). Go to the middle row of doors, then left. Enter door 05. Interact with the Key.

Key 6
Go right to Area TWO (Purple Mountains). Head down the mountain to the bottom level, then make your way to the right. Take the narrow path to the waterfall where the Key is located.

Key 7
Go right to Area TWO (Purple Mountains). Head north up the mountain to the lake and go left without crossing over the bridge spanning the water first. Continue left, then go down the stairs to a cave. Cross the cave to emerge upon a small crag where the Key is located.

Key 8
Go right to Area TWO (Purple Mountains). Head north up the mountain to the lake and go left until you reach a bridge spanning the water. Cross it and continue left to the next area. Interact with the Key.

Key 9
Go right to Area TWO (Purple Mountains). Head north up the mountain to the lake and go left until you reach a bridge spanning the water. Cross it and proceed right to an exit near the top of the waterfall. Follow the path to a hole in the ground and continue through to the next area. Take the ladder next to the entrance to a dead end where the Key is located.

Key 10
Go right to Area TWO (Purple Mountains). Head north up the mountain to the lake and go left until you reach a bridge spanning the water. Cross it and proceed right to an exit near the top of the waterfall. Follow the path to a hole in the ground and continue through to the next area. Take the ladder at the opposite end of the hall to a noisy black area. Follow the path to a four-way intersection. Go up and interact with the Key.

Key 11
Go down to Area THREE (Digital Halls). Head right to a four-way intersection. Continue right and proceed through the doorway to the maze. Go in the following directions at each fork: right, down, down, upper right, and up. At the top of the room is a white door with a green circle on it which leads to the Key.

Key 12
Go down to Area THREE (Digital Halls). Take the path up to a fork in the corridor and proceed left. Follow the path to the end; you will end up teleported to a vast, open area. Head directly west to the Key.

Key 13
Go down to Area THREE (Digital Halls). Take the path up to a fork in the corridor and proceed right. Continue along the path; when you find yourself in an open area, head down until you reach an entrance in one of the segments. Carry ahead to a four-way intersection. Once there, go right. Follow the path to an area filled with NPCs. Navigate south through the swarm of NPCs (or kill them using the Teke Teke effect). The Key is located in the bottom left-hand corner of the area.

Key 14
Go down to Area THREE (Digital Halls). Take the path up to a fork in the corridor and proceed right. Continue along the path; when you find yourself in an open area, head down until you reach an entrance in one of the segments. Carry ahead to a four-way intersection. Once there, go right. Follow the path to an area filled with NPCs. Navigate south through the swarm of NPCs (or kill them using the Teke Teke effect) and go right. Head north to plant-like object marking a dead end. Interacting with it will take you to a small room where the Key is located.

Key 15
Go down to Area THREE (Digital Halls). Take the path up to a fork in the corridor and proceed right. Continue along the path; when you find yourself in an open area, head down until you reach an entrance in one of the segments. Carry ahead to a four-way intersection. Once there, go down. Interact with the door in the green block to the maze. Locate a blue block-headed NPC wandering about: interacting with it will teleport you to to the green arrow area. Head immediately right to the Key.

Key 16
Go up to Area ONE (The Park). Keep following the path until you reach an open area (not the four-way intersection). The Key is on the left.

Key 17

 * Note: You must reach the area where Key 20 is located in order to get this Key.

Go up to Area ONE (The Park). Keep following the path until you reach a four-way intersection. There, continue north. Provided you have visited the house where Key 20 is located and wait until there something will apear in the darkness for a short moment, if everything been done right than there in north way of four-way intersection should be a small building with a tongue sticking out from the entrance where it was once empty. The Key is located inside.

Key 18
Go up to Area ONE (The Park). Keep following the path until you reach a four-way intersection. There, continue right. Take the lower gray-tile path and go south when able. Enter the door in the center of the next area to the VB area. The Key is northeast of the entrance.

Key 19

 * Note: You must have the Bandage effect in order to get this Key.

Go up to Area ONE (The Park). Keep following the path until you reach a four-way intersection. There, continue right. Instead of taking either gray tile path carry on north to the Hospital. Equip the Bandage effect and make your way up through the mobs of NPCs to the doors in the upper part of the halls. The Key is located past the second door from the left side.

Key 20

 * Note: You must have the Bandage effect in order to get this Key.

Go up to Area ONE (The Park). Keep following the path until you reach a four-way intersection. There, continue right. Instead of taking either gray tile path carry on north to the Hospital. Equip the Bandage effect and make your way up through the mobs of NPCs to the doors in the upper part of the halls. Go through the double doors to the skin area. Carry on right and cross the skin bridge to another set of doors. Head down and out through the lower part of the hall through the bottom (as opposed to the door at the end of the corridor). Exit to the back garden and enter the building at the other end of the way. The Key is located inside.

=Switch Guide=

Switches must be activated in order to unlock the game's True Ending. There is generally some puzzle-solving element associated with them. Each Area has two "Pieces" which require pairs of switches--A-B and C-D, respectively--to be activated before they can be turned on; successfully doing so causes the panels in the center part of the World Hub to light up. There are eight "Piece" switches in all, pairs located in the following places:

Area FOUR (Museum) - On the lowest row of doors on the left, behind door 01.

Area TWO (Purple Mountains) - Head down the mountain to the bottom level, then make your way to the left. Go through the entrance in the cliff face, then pass between the stones. In the next area, head left.

OR

Head north up the mountain to the lake and go left until you reach a bridge spanning the water. Cross it and proceed right to an exit near the top of the waterfall. Follow the path to a hole in the ground and continue through to the next area. Take the ladder at the opposite end of the hall to a noisy black area. Follow the path to a four-way intersection. Go north.

Area THREE (Digital Halls) - Head right to a four-way intersection. Go north.

OR

Take the path up to a fork in the corridor and proceed right. Continue along the path; when you find yourself in an open area, head right to another opening above.

Area ONE (The Park) - Keep following the path until you reach a four-way intersection. There, continue right. Instead of taking either gray tile path carry on north to the Hospital. After passing through the reception area, equip the Bandage or Data Stream effect to bypass the chasers and go right. Go up through the door ahead.

Switch 1-A
This switch is located behind door 11 in Area FOUR (Museum). However, a numeric code is needed to unlock the door. Answer: [ 3946 ]
 * Hint 1: There are several paintings scattered about the area which feature Roman numerals of parts of the code. They are located through doors 02, 09, and 10. But also one painting near to door 11.
 * Hint 2: You can only view the one in door 09 using the Teke Teke and Smartphone effects (the latter is used to scan a QR code).

Switch 1-B
This switch is located in Area FOUR (Museum), in an area accessible from a face-like block in the maze where the Angel effect can be found (door 04). Answer: [ Activate them in the order of Purple, Blue, Yellow ]
 * Hint: Elements of the puzzle are activated by using the Eyes effect on them. This must be done in a specific order.

Switch 2-C
This switch is located behind door 08 in Area FOUR (Museum). Answer: [ Equip the Negative effect and press Shift while standing in front of the gap before the switch ]
 * Hint: Using a certain effect will allow you to reach the switch.

Switch 2-D
This switch is located behind door 02 in Area FOUR (Museum). Answer: [ The entrance is located in the middle of the left wall ]
 * Hint: There is a hidden entrance to its room within. There is a picture indicating that point somewhere in the maze behind door 04.

Switch 3-A
In Area TWO (Purple Mountains), head down the mountain to the bottom level, then make your way to the left. Go through the entrance in the cliff face, then pass between the stones. In the next area, head right, then down. Answer: [ Simply guide the yellow NPC to the yellow circle and the blue NPC to the blue one. The knobs to the right and left rotate the NPCs while the middle knob makes them move forward in whatever direction they're facing ]
 * Hint: You must solve the movement/direction puzzle in order to make the switch appear so that it can be activated.

Switch 3-B
In Area TWO (Purple Mountains), head down the mountain to the bottom level, then make your way to the left. Go through the entrance in the cliff face, then pass between the stones. In the next area, go down, then right to an elevator. On the next platform, go right. Answer: [ Equipping the Angel effect will allow you to jump off the bridge to where the switch is ]
 * Hint: Equipping a certain effect will allow you to reach the switch.

Switch 4-C
In Area TWO (Purple Mountains), head north up the mountain to the lake and go left until you reach a bridge spanning the water. Cross it and proceed right to an exit near the top of the waterfall. Follow the path to a hole in the ground and continue through to the next area. Take the ladder at the opposite end of the hall to a noisy black area. Follow the path to a four-way intersection. Go right to another hole in the ground. The switch is located beyond the locked door at the other end of the hall. Answer: [ Equip the Aristocrat effect and interact with the yellow circle on the wall to make it red. (The effect's description mentions that you have a red crayon in your pocket for this purpose...) ]
 * Hint: In order to unlock the door, you must equip a certain effect to modify an element of the hallway.

Switch 4-D
In Area TWO (Purple Mountains), head north up the mountain to the lake and go left until you reach a bridge spanning the water. Cross it and proceed right to an exit near the top of the waterfall. Follow the path to a hole in the ground and continue through to the next area. Take the ladder at the opposite end of the hall to a noisy black area. Follow the path to a four-way intersection. Go south. Answer: [ The hidden switch is located under what appears to be a rock just below the entrance. A secret passage will appear once it is toggled: follow it to the switch ]
 * Hint: There's a switch hidden in this "Piece" switch room which leads to a separate switch.

Switch 5-A
In Area THREE (Digital Halls), head right to a four-way intersection. Continue right and proceed through the doorway to the maze. Go in the following directions at each fork: right, right, then down to what appears to be a dead end. (This may take a few attempts to do as the area will be infested with chasers at this point.) Interact with the almost statue-like object. Answer: [ You must interact with each asterisk on the walls scattered around the area the following order: left, down, up, right. This is easier said than done because the game only gives you 15 seconds to touch all four. The first switch is immediately to the right. The next one is to the left and up a bit. The third is right and up a little from the second. The final one is left and up from there ]
 * Hint 1: The Data Stream effect is required to complete this puzzle.
 * Hint 2: There are a series of arrows on a wall near the door to the switch--they are the key to solving this puzzle.

Switch 5-B
In Area THREE (Digital Halls), take the path up to a fork in the corridor and proceed left. Follow the path to the end; you will end up teleported to a vast, open area. Go south until you reach a series of light gray tiles in the shape of a heart. Answer: [ The blue tiles mirror tiles on the heart which, in turn, need to be activated in a specific order. In this case, the number of letters in each word dictates said order. (For example, you need to interact with the corresponding "I" tile first, "It" second, etc.) ]
 * Hint: Directly beneath the heart are a number of blue tiles scattered about. Interact with them by standing upon each--doing so will make words appear. Pay attention to these and where the tiles are located.

Switch 6-C
In Area THREE (Digital Halls), take the path up to a fork in the corridor and proceed right. Continue along the path; when you find yourself in an open area, head down until you reach an entrance in one of the segments. Carry ahead to a four-way intersection. Once there, go left. Answer: [ The Binary effect allows you to morph into ones and zeroes by pressing the 1 and 2 keys on your keyboard. With the effect equipped, type 01101 near the white door to unlock it ]
 * Hint 1: The Binary effect is required.
 * Hint 2: Do not kill the nearby NPC. They provide you with the answer.

Switch 6-D
In Area THREE (Digital Halls), take the path up to a fork in the corridor and proceed right. Continue along the path; when you find yourself in an open area, head down until you reach an entrance in one of the segments. Carry ahead to a four-way intersection. Once there, go down. Interact with the door in the green block to the maze. Locate a blue block-headed NPC wandering about: interacting with it will teleport you to to the green arrow area. Go southwest and enter the building. Proceed down the hall, then up. Continue northwest and go through the white door. Answer: [ First, activate the panel in the room by equipping the Battery effect. You must then lure TV-head NPCs onto seemingly normal tiles which look like television screens--once the the NPCs land on them, use the Teke Teke effect to activate them. There are four in all, and they're all "sticking out" in some way. One of the NPCs must be directed to a warp space (located in the purple plant maze) using a series of switches to a roof tile elsewhere. When you encounter it, direct it to the pink circle ]
 * Hint 1: The Battery and Teke Teke effects are required.
 * Hint 2: This is a multi-part puzzle. The pieces (tiles, in this case) are located throughout Area THREE (Digital Halls).

Switch 7-A
In Area ONE (The Park), keep following the path until you reach a four-way intersection. There, go south--this is where the door to the switch will appear--then south again. Take the path to the end. Answer: [ You need to interact with the five blocks in the center of another circle of lamps in order to manipulate them to match the previous one you passed. Just keep messing with it and you'll get it eventually ]
 * Hint: Take note of the circle of lampposts you'll pass on the way.

''NOTE: Solving this puzzle irreversibly triggers the appearance of ghost chasers throughout Area ONE (The Park). Their appearance in areas is random, but if you encounter one, simply turn around and leave, then go back, until they disappear.''

Switch 7-B
In Area ONE (The Park), keep following the path until you reach a four-way intersection. There, continue right. Instead of taking either gray tile path carry on north to the Hospital. After passing through the reception area, equip the Bandage or Data Stream effect to bypass the chasers and go right. Go left. Answer: [ First, push the chair near the locked door by interacting with it right and up into the empty space in the column of chairs above: doing so will unlock the door. In the Auditorium, equip the Bandage effect and tug on the wrap with the Shift key to part the curtains ]
 * Hint 1: In order to pass through the doors at the end of the corridor, you need to reposition something out-of-place in the room.
 * Hint 2: An effect is required to proceed from there.

Switch 8-C
In Area ONE (The Park), keep following the path until you reach a four-way intersection. There, continue right. Instead of taking either gray tile path carry on north to the Hospital. Equip the Bandage effect and make your way up through the mobs of NPCs to the doors in the upper part of the halls. Go through the double doors to the skin area. Go up, then continue up to another room. Answer: [ There is a heart that must be "killed" using the Teke Teke effect. To reach it, go back down and carry on right and cross the skin bridge to another set of doors. Head down and out through the lower part of the hall to the single door at the bottom left-hand corner. In the next area you will notice a bandaged NPC blocking a door. Unequip and re-equip the Bandage effect quickly to make it move towards you, away from the door. Follow the path to the heart ]
 * Hint: There is another object located elsewhere that you need to destroy to access the switch.

Switch 8-D
In Area ONE (The Park), keep following the path until you reach a four-way intersection. There, continue right. Take the upper gray tile path, then cross over the river when able. Go down to a path at the corner. This is only where the puzzle is, not where the door to the switch will ultimately appear. (You can find that on the way to the entrance/exit to the World Hub.) Answer: [ There are arrows on the ground on the way to the puzzle. Treat the base of hand thing as being divided into four parts and reproduce the order you pass the arrows by interacting with the corresponding sides. The order is left, left, top, right ]
 * Hint: Pay close attention to the areas you traverse on the way.

=Endings Guide=

Ending 1 (Normal Ending)
Collect all of the effects, return to the Nexus and press the interact key while standing in the middle of the Nexus.

Ending 2 (True Ending)
Collect all of the effects and light up every piece in the Nexus. Return to the Nexus and press the interact key while standing in the middle of the Nexus.