Mind Shaper – Walkthrough

Mind Shaper - Walkthrough

Mind Shaper – A puzzle game from developer Blyts in which you must use logic, observation, and intuition to help lost souls understand the causes of their own trauma. The story unfolds at the intersection of science and human consciousness, where every decision affects not only the patients but also the main character himself. You play as Dr. Edgar Lucien, an eccentric neuroscientist who has dedicated his life to the idea of treating psychological trauma through direct interaction with memories. By entering the minds of your patients, you restore fragments of their past, find forgotten details, and gradually uncover the truth about the events that broke them from within. Each such visit turns into a journey through a distorted inner world, where familiar logic gives way to associations, fears, and symbols. As you explore these spaces, you interact with objects, combine findings, and solve puzzles. Memories react to your actions, change, and open up new paths, allowing you to move step by step toward healing the mind. Sometimes you can rely on Dr. Lucien’s hints, and sometimes you can trust your own intuition, because not all solutions are obvious. The worlds of consciousness differ in mood and theme, from childhood nightmares and family conflicts to painful memories of war and dangerous scientific experiments. In each of them, you meet unusual characters, such as the boy Ethan, the dog Bobby, Madeline, and others, whose stories are intertwined with mysterious figures like Viskers or Mr. Eraser. As you help them come to terms with their past, you gradually notice how the line between the patients’ thoughts and the doctor’s own mind begins to blur. If you get stuck and can’t pass a level, you can use the hints or check out the answers and walkthrough for Mind Shaper on our website.

Mind Shaper – Walkthrough

Below you can see the complete walkthrough for Mind Shaper, covering all levels.

Video Walkthrough

×

Walkthrough

Text Walkthrough

Level 1: Bump in the Night

  1. Note: The patient’s memories appear as doorways. This is key to understanding the story.
  2. Find and pick up the jump rope.
  3. Find and pick up the basket.
  4. Open your inventory to see all collected items.
  5. In the inventory, drag the jump rope onto the basket to combine them into one item.
  6. Select the resulting monster trap in your inventory.
  7. Use (hang) the monster trap on the moon in the game world.

Level 2: The Tiny Witness

  1. Find the plunger head under the couch and take it.
  2. On the living room table, find and take the note.
  3. In one of the kitchen cabinets, find the rolling pin.
  4. In the inventory, combine the plunger head with the rolling pin to create a makeshift tool.
  5. Sensors indicate something is behind the picture over the couch. Interact with the picture.
  6. Use the makeshift plunger to open the drawer with no handle.
  7. Look inside the open drawer and check its contents.
  8. To open the lock, you will need a code. Check the note and the wheel over the couch.
  9. Turn the wheel so that the “barking” symbol points to the number 4.
  10. Remember the number that the “doghouse” symbol points to. This will be part of the code.
  11. In the fridge, find and take an ear of corn.
  12. You will soon meet a giant chicken. Give it the corn.
  13. To neutralize the chicken Clucky, use the corkscrew on it.
  14. Use the corkscrew to extract Clucky’s stopper.
  15. The bedroom is now open. Enter and take a look around.

Level 3: Burning Guilt

  1. In the living room, find and take the pile of nails.
  2. On the kitchen floor, find and take the fork.
  3. In the kitchen, find and take the clamp.
  4. In the kitchen, examine and take the frying pan.
  5. In the refrigerator, find and take the potatoes.
  6. In the bedroom, find and take the 3D glasses.
  7. In the bedroom, find and take the lighter.
  8. Use the fork as a lever to open the stuck drawer in the bedroom.
  9. Inside the opened bedroom drawer, find and take the flashlight.
  10. On the bathroom floor, find and take the nail clippers.
  11. In the bathroom, find and take the broom (it is intact).
  12. Examine the doctor’s prescription attached to the medicine cabinet.
  13. Among the pill bottles in the bathroom, find and take the important one (the one needed for the story).
  14. The video feed confirms exposed, undamaged wires in the bathroom.
  15. Use the broom to reach the smoke detector.
  16. Make a potato battery: attach the nails to the potatoes.
  17. Next, attach the wires to the nails in the potatoes.
  18. If done correctly, you can now attach the potato battery to the flashlight.
  19. The prescription is hard to read. Use the 3D glasses as a filter.
  20. Shine the flashlight through the 3D glasses onto the prescription to read it.
  21. Use the lighter to open the smoke detector’s casing.
  22. Use the nail clippers to pry open the smoke detector’s battery panel.
  23. Use the clamp to open the stubborn pill bottle.
  24. Open the electrical box to restore power to the apartment.
  25. Use the nail clippers to unscrew the screws on the electrical box.
  26. Solve the wire puzzle: reconnect the electrical circuit.
  27. After the circuit is rewired, activate the breaker switch.
  28. Now that power is restored, return to the clock in the bedroom.
  29. Start gathering evidence: place the frying pan on the evidence table.
  30. Add the clock to the evidence table.
  31. Add the smoke detector to the evidence table.
  32. Add the prescription to the evidence table.
  33. Add the pill bottle to the evidence table.

Level 4: Locked Away

  1. In the living room, find and take the can of tuna.
  2. On the floor by the living room armchair, find the first paper scrap.
  3. In the bedroom, examine the curious plant and take it (valerian).
  4. There is a ship’s wheel above the bed. Take it.
  5. Check the bedroom closet for anything useful.
  6. In one of the bedroom closet drawers, find the second paper scrap.
  7. Examine the picture frame next to the bed and take what’s inside.
  8. In the inventory, mix the valerian plant with the can of tuna.
  9. Give the mixture to the cat Whiskers to induce vomiting.
  10. From the hairball, retrieve the third (final) paper scrap.
  11. In the inventory, combine the three scraps to get a whole note.
  12. Near the car accident scene, find and take the hammer.
  13. Near the wrecked car, find and take the pliers.
  14. To stop your father’s bleeding, use the belt on him as a tourniquet.
  15. At the wedding venue, find and take the wooden wheel.
  16. At the wedding venue, find and take the piece of chalk.
  17. Time to return to school. Go there and look around.
  18. When solving the line puzzle, note that lines can extend past the dots.
  19. In the school hallway, find and take the clothing hanger.
  20. In the inventory, combine the hanger with the pliers to extend its length.
  21. Strike the hallway bell with the hammer to end school early.
  22. In the classroom, find and take the magnifying glass.
  23. Use the chalk on the chalkboard to write or draw something.
  24. You need to remember and draw your husband’s facial features.
  25. Use the Christmas card as a guide for his appearance.
  26. Remember the details: your husband wears a beret, glasses, a nose ring, and has a mustache.
  27. Use the extended hanger to reach and open the attic door in the bedroom.
  28. Once the attic ladder is extended, take it.
  29. You now have all the components for a stretcher in your inventory. Combine them.
  30. Use the stretcher on your father to transport him.
  31. After this, return to your father his opinion of Louie will change.
  32. On the table, find and pick up the wedding invitation.
  33. Examine the invitation in your inventory to find your wedding date.
  34. Talk to someone at your wedding to find out the current month.
  35. Based on the foliage in the area, you can tell it is currently July.
  36. Examine the photo negative closely using the magnifying glass.
  37. You now have all the information needed to open the safe.
  38. The safe code is your wedding date: July 10, 1940 (enter it as 07-10-40).

Level 5: War Torn

  1. Near the recruitment table, find and take the sickle.
  2. Near the recruitment table, find and take the bucket.
  3. In the shopping district, borrow some fabric (tablecloth) from one of the tables.
  4. Use the spigot by the grocery store to fill the bucket with water.
  5. In the tailor’s shop, find and take the powerful battery.
  6. In the tailor’s shop, find and take the broom.
  7. In the cemetery, find and take the bolt of cloth.
  8. In the inventory, use the bolt of cloth to bind the sickle to the broom, creating a long-handled tool.
  9. Use the resulting long-handled sickle to reach and take one of the pennants in the shopping district.
  10. To start the sewing machine, place the tablecloth on it.
  11. Add the pennant to the tablecloth on the machine.
  12. Activate the machine to sew the fabrics together.
  13. You have a flag. Pick it up.
  14. The weather machine on the town outskirts needs water. Pour water from the bucket into it.
  15. The weather machine also needs electricity. Insert the battery.
  16. Attach the finished flag to the flagpole.
  17. Raise the flag on the flagpole.
  18. Once the flag is raised, lower it and take it (it is now an exact copy of the uprising flag).
  19. Take the flag to the recruitment officer who requested it.
  20. Near the mess tent, find and take the coil of rope.
  21. Near the captured soldier, find and take the shovel.
  22. Near the captured soldier, pick up the helmet.
  23. Near the captured soldier, find and take the fishing pole.
  24. At the front line, find and take the wooden plank.
  25. At the front line, find and take the bucket (if you need another one).
  26. Fill the bucket with water from the spigot by the mess tent.
  27. Use the bucket of water to scare away the birds.
  28. In the mess tent, find and take the carrots.
  29. In the mess tent, find and take the tomatoes.
  30. In the mess tent, find and take the plain glass jar.
  31. Make a lure: in the inventory, attach the carrot to the fishing pole.
  32. Make some “sauce”: place the tomatoes inside the helmet.
  33. Use the plank to crush the tomatoes in the helmet into a “bloody” sauce.
  34. Dig up the anthill (mound) using the shovel.
  35. Collect some ants in the glass jar.
  36. In the medical tent, smear the wounded soldier with the “bloody” sauce from the helmet.
  37. Pour the ants from the jar onto the wounded soldier.
  38. Notify the medic about the soldier’s condition.
  39. While the medic is distracted, steal the bag of morphine from the medical tent.
  40. Use the morphine on the prisoner to get information.
  41. Tie the rope to the donkey.
  42. Attach the fishing pole to the donkey.
  43. If the donkey doesn’t move, give it a gentle nudge (interact with it).
  44. Tune the radio to the uprising’s frequency.
  45. You have the combination for the ammo box. Use it to open the box.
  46. From the open ammo box, take the mortar shell.
  47. Give the mortar shell to the soldier on the front line.
  48. To cross the bridge, find and take the dog tags from the body on the beach.
  49. Return the dog tags to Charles’s grieving mother.

Level 6: Chemical Bonds

  1. In the dorm room, pick up the batteries from the floor.
  2. In the dorm room, take the stinking towel.
  3. Take the tape recorder from the dorm room.
  4. Take the mosquito net from the dorm room window.
  5. Use the mosquito net on the janitor’s window (or where he works) to distract him.
  6. Now enter the utility closet. Take the vacuum cleaner.
  7. In the utility closet, find and take the roll of plastic wrap.
  8. On the desk in your office, find and take the box cutter.
  9. In your office, find and take the roll of tape.
  10. In the inventory, apply some tape to a piece of plastic wrap.
  11. Use this to cover the vent in your dorm room.
  12. Close the window in your dorm room to thicken the smoke.
  13. At the party, open the refrigerator and take the bottled water.
  14. Near the sink at the party, find and take the aluminum foil.
  15. Wet the towel with the bottled water until it’s saturated.
  16. Left of the kitchen sink at the party, find and take the cleaning brush.
  17. Place the wet towel under your dorm room door to seal it.
  18. The vacuum cleaner is clogged. Use the brush to extract the blockage.
  19. Use the vacuum cleaner on your coworker “Dusty”.
  20. Return to the party. In the living room, take a blank cassette.
  21. On the table at the party, find and take the remote control.
  22. Use the box cutter to open the remote’s battery compartment.
  23. Insert your batteries into the remote.
  24. If the batteries are too small, use aluminum foil to complete the circuit.
  25. Use the remote to raise the temperature to its maximum.
  26. Use the remote to switch the AC’s mode to “Heat”.
  27. Use the box cutter to disable the kitchen sink (cut the hose, etc.).
  28. Put the blank cassette into the tape recorder.
  29. Use the tape recorder to capture the bird’s song (from outside your office).
  30. Remove the new cassette with the bird sounds from the recorder.
  31. Give this cassette to the student with the headphones.
  32. To deal with “Molly”, play the dance cassette at the party.
  33. Leave the room for a moment, then return.
  34. You should now be able to hear your father clearly, Robert. Listen carefully.

Rate article
ZOTUF.COM
Add a comment