To the Moon walkthrough: clues, mementos and later progress by memory
Original PC progress from the opening to after the ending, organized to resume from your current location. Hints and collapsed concrete steps are separate, covering the library, riding, school and later progress.
Edition: To the Moon original PC Steam base game, AppID 206440. Controls target Windows mouse and keyboard. Mobile/console ports or remakes, Sigmund Minisodes and other series games are outside scope.
Verification scope: Sources checked on 2026-10-04. Gameplay and installed build number have not been checked. Position and English names supplement distinctive objects; exact Japanese localization wording is not guessed.
Sources checked: 2026-10-04
23 / 23 rows
Searching does not open answer tables. Choose the answer you want to reveal.
Read hints first: distinguish objects, conversations and movement
The following solution sections start collapsed. Memory numbering is this guide's own organization and includes optional purple-flower exploration. If numbering differs, match the location and memento's appearance.
Wide tables scroll horizontally.
| Current location | First hint to try | Concrete solution section |
|---|---|---|
| Real-world house | Talk to the child guiding you and check dialogue choices and the dark room's lighting | Preparing in the real-world house |
| House, rainy lighthouse and convalescent bedroom | Recheck wall clocks, objects appearing after conversation and hourglass destinations | Memories 1–4 |
| House under construction, bar and lighthouse surroundings | Cross bridges and paths as well as inspecting objects. Advance bar conversations | Memories 5–9 |
| Library | Inspect different versions of the same person in order and finish the reception conversation | Library steps |
| Wedding, ranch and doctor's office | Check the links required by the exit and where people moved | Memories 11–13 |
| School and old house | Do not miss lessons, the gym and entering rooms | Memories 14–16 |
| Circular memory arrangement | Turn objects shared by adjacent ages toward their connection points | Act 2 |
| Later real world and white space | Recheck new conversations and targets previously unavailable | Act 2/Act 3 |
No matching entries in this table. Shorten the query or clear it to restore all entries.
This list gives neither story answers nor entered words. Below, choose the scene heading and open only the section needed.
Answer 2 (spoilers)
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Concrete solution: preparing in the real-world house
Exploration before entering memories. Set up the equipment first, then investigate the basement with the children's guidance.
- Take equipment from the car and follow arrows and stairs into the house. Either choice for the object blocking the path allows passage.
- Pick the equipment up again inside. Talk to the doctor and Lily in the second-floor bedroom and install it. Choose an investigator and receive the patient monitor if stopped when leaving.
- Ask the children downstairs for guidance. If giving candy, stand on the kitchen stool, take candy from the high shelf and return.
- Inspect the front-facing bookshelf in the study and choose to read the passage to obtain the room key.
- Go downstairs, turn on the light and open the door beside the bookshelf. Light the inside too and take the stuffed platypus.
- If choosing the lighthouse visit, leave the house toward the car-side junction and take the left path. Inspect blue and yellow paper rabbits upstairs in the lighthouse to receive the return call.
- In the bedroom, move to the machine-connection seat and begin.
If visibility remains poor after finding the key, check room lamps before looking for doors. Choosing the lighthouse or waiting is not an ending selection.
Answer 3 (spoilers)
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Concrete solution: memories 1–4 / house and rainy lighthouse
Normal five-link exploration begins after traveling through the first paper rabbit. If links remain incomplete despite finding a toy or flower, check nearby conversations first.
Wide tables scroll horizontally.
| Scene and memento | Link / progress checking order | Check if stuck |
|---|---|---|
| 1: latest memory / blue and yellow paper rabbit | Leave the house, follow the left path across the bridge and talk to Johnny at the cliff. Ask about the important object, then prepare and activate the rabbit placed there | Do not keep searching the empty bedroom for five links. First aim to speak to Johnny |
| 2: house with a piano / umbrella near stairs | Check the paper rabbit, clock near the stairs and Johnny in the bedroom. Inspect the bedroom's bottle and book, and the flower in the area with a painting | For the last flower, also check the area below the bedroom. Return to the umbrella once all five links are lit |
| 3: rainy lighthouse / upstairs platypus | Inspect the outdoor grave and toy before entering. Check the broken upstairs light and Johnny when he appears | The outside toy gives two links. Distinguish it from the upstairs toy used for travel |
| 4: convalescent bedroom / purple flower beside the piano | Follow Neil or stay to explore. If staying, the bedside book gives two links; use the hourglass to go downstairs and check the cooking pot, olive jar and conversation between men | Return to the upstairs flower with all five links. Following Neil can skip this search and flower puzzle |
No matching entries in this table. Shorten the query or clear it to restore all entries.
After each preparation puzzle, inspect the same memento again in exploration to enter the next memory. For button sequences alone, use the puzzle guide.
Answer 4 (spoilers)
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Concrete solution: memories 5–9 / construction, bar and lighthouse area
Moving between screens matters here as well as finding objects. Return to the travel object once five links are lit.
Wide tables scroll horizontally.
| Scene and memento | Places / events to check | Where to return last |
|---|---|---|
| 5: house under construction / olive jar | After talking to Isabelle, check the gift beside the jar, truck on the right and house doorway. Cross the bridge back toward the cliff for the last two links | Jar in front of the house. Sources name the gift differently, so locate it beside the jar |
| 6: bar / paper on table | Control Neil, speak to the bartender, then approach Johnny's seat. Collect links in the following conversation | Paper left by Johnny. The olive jar is not the travel memento this time |
| 7: lighthouse to road / yellow paper rabbit | Head south from the lighthouse. Changing screens gives one, passing through approaching Johnny and River gives one each, and reaching the road side gives two | Paper rabbit near the road, right of the exit |
| 8: house with origami / platypus | Check the bedroom desk's paper rabbit, downstairs piano, entering the left room, container by the lamp and River | Toy beside River. If links are short, also check the paper box downstairs |
| 9: cliff before the house exists / bag by log | Approach the future house site and read the construction-location conversation. Cross the log, approach the pair and watch Johnny and River's scene to the end | Bag beside the log. If confirmation keys struggle to select it, click the bag directly |
No matching entries in this table. Shorten the query or clear it to restore all entries.
The lighthouse throwing scene does not require retrieving the thrown object from a distance. Find the bag left near the pair.
Answer 5 (spoilers)
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Concrete solution: library / obtain the entered clue through conversation
The library question does not require outside knowledge. Inspect Johnny's multiple appearances and use River's explanation at reception.
- Read Johnny, Nicolas and Isabelle's conversation, then advance Johnny and River's conversation near the shelves.
- Once River moves to reception, inspect Johnny to reveal his multiple appearances.
- Inspect the nearby and lower appearances. If you do not know the David question near the lower-right shelves, even an incorrect entry lets you finish the input and return to exploration.
- Inspect the lower-left Johnny and read the pair's reception conversation. Check David's animal name.
- Return to the question, enter cobra in English letters and confirm.
- If links remain, also inspect around reception and shelves watched by faint people.
- With five links, prepare and activate the book on the right side of the reception counter.
Sources confirm cobra as the in-game answer. Match the input field's accepted characters in the Japanese version. Entering only a Japanese animal name has not been confirmed.
Answer 6 (spoilers)
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Concrete solution: memories 11–13 / wedding, ranch and doctor's office
Some exits need only two or three links. If blocked, check that exit's requirement instead of searching for five links on the same screen.
- To interact with the ranch bag, approach within reach while still mounted.
- If confirmation alone does not respond, click the bag and use the horse action shown on screen. Original Windows guides describe a Space action.
Wide tables scroll horizontally.
| Scene and memento | Progress steps | Common sticking point |
|---|---|---|
| 11: wedding / rabbit on road | Inspect the bottle on the table on the venue's right, then move toward the lighthouse to bring the total to 2 links. Inspect the lighthouse door to see the ceremony scene. Talk to Johnny's group at the venue and check the 2 people on the road. | After the last conversation, the road rabbit is the memento. Do not keep searching only garden tables |
| 12: ranch / handbag before shed | Follow the road right and enter through the fence gap. Inspect the attendant near the right shed to ride. Follow paths by the back-left tree and pond, contacting Johnny and River for links | You need not chase every transparent rider. Waiting in the pair's path also works. After contacting Neil to dismount him, return to the right shed |
| 13: doctor's office / reception clock | Check the consultation conversation, office bag and waiting-room toy. Talk separately to Johnny by reception and Johnny after he moves in front of River | Use the footprints prompt to climb onto the counter, inspect the stopped clock and prepare the memento |
No matching entries in this table. Shorten the query or clear it to restore all entries.
Sources differ on inputs for dismounting Neil. Align the contact position and prioritize on-screen confirmation and horse controls.
Answer 7 (spoilers)
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Concrete solution: memories 14–16 / cinema, school and old house
Repeated clocks and toys are not always mementos. Check lit markers while identifying the object used last in each scene.
Wide tables scroll horizontally.
| Scene and memento | How to collect links | Travel object |
|---|---|---|
| 14: cinema | Leave the screening room, talk to Johnny in the corridor and go to the left refreshment area. Inspect faint customers to remove them as needed, then talk to Johnny when he appears. Return to the entrance, watch River arrive and enter the screening room | Platypus near the pair's seats |
| 15: school | Check the toy near River in the corridor, Johnny and Nicolas's conversation and the classroom lesson. With three links, go toward the gym and inspect the central person for the push-up scene. After cafeteria conversation, inspect the toy on River's table | Backpack beside Johnny in the cafeteria. Do not repeat only optional conversations such as the art room |
| 16: old house | Check the kitchen bottle and clock, bookshelf in the north room, living-room rug and area before the sofa, and entry to Johnny's left room | Soccer ball in Johnny's room |
No matching entries in this table. Shorten the query or clear it to restore all entries.
Do not interpret the school-computer joke as instructions to press Alt + F4; on Windows that closes the game. In the white space after the ball, advance conversation to the next stage.
Answer 8 (spoilers)
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Concrete solution: Act 2 / connecting memories and real-world investigation
The circular arrangement of objects differs from the tile-flipping puzzle. Returning to the same scenery after connecting is not necessarily a failed input.
- In the circular arrangement, inspect Johnny in the center to rotate objects. From newer ages on the right to older ages on the left, connect adjacent pairs with flower, paper rabbit, book and clock. The puzzle guide also explains the approach.
- After connecting, return to the oldest Johnny's memory and check Johnny and Lily at the cliff left of the house.
- On revisiting the cinema, advance lobby and screening-room conversations, then inspect Johnny in the screening room. At school, continue toward the gym and read the following sequence.
- Back in reality, check the house bedroom and kitchen. Finish talking to Neil on the phone, follow Lily in the study and hear every dining-room topic. Read the additional call as you try to leave too.
- Talk to Neil again in the kitchen and advance the entrance scene through receiving the gloves.
- Inspect the squirrel by the car, take the container from the car and inspect the squirrel again to obtain the smell. Check what fell from the car too, then return home.
The wish not changing things does not require solving every earlier puzzle again. Continue with the new real-world questioning.
Answer 9 (spoilers)
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Concrete solution: Act 3 / white space to childhood
Major story information is revealed here. Check only the action blocking you and close the section partway through if you want to avoid reading ahead.
- Links are already complete when reconnecting to the old house. Use the ball in Johnny's room and inspect the ball again after conversation in the white space.
- Leave the park gate for the road. Inspect the child kicking a ball on the left, check events along the road and return toward the car at the park entrance. After the following scene, inspect the person to continue.
- In the children's room, finish the conversation and inspect the toy train.
- At the festival, play whack-a-mole and check the fortune-telling stall and Ferris-wheel attendant for three links.
- Cross the bridge, step onto the stage and talk to the family eating to the south for the rest. Follow Johnny into the park, cross the log and continue along the back path.
- Back at school, control Neil to follow Eva. Head right down the corridor, avoiding balls, protrusions and monitors. When extra instructions appear, distinguish arrow-key movement from W/A/S/D directions for throwing plant pots.
- After the loop conversation opens a hole in the wall, inspect it for another corridor. Pass classrooms toward the telephone ahead; answer when it rings and enter beyond the door.
Obstacle knockbacks allow continuing after adjusting the preceding route. Sources disagree on left/right after the wall hole, so this guide uses the telephone beyond the classrooms as the destination.
Answer 10 (spoilers)
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Concrete solution: final facility and after the ending
The final facility also uses conversations on other floors to collect links and open doors. This enters the ending, so keep it closed if not yet reached.
- Inspect the book near Johnny by NASA reception and continue inside. Leave the four-link door for later and take the elevator on the right.
- On Floor 2, watch the guide and Johnny in the control room.
- On Floor 3, check the training area with the centrifuge. Confirm the conversation ended and links increased before returning.
- On Floor 4, inspect the guide in the viewing room and finish the scene overlooking the rocket.
- With four links, return to Floor 1 and enter the lounge left of the elevator. Read the reunion and concert scenes.
- In the passage overlooking the launch, move left and talk to colored figures. Use the movement marker near Lily and the doctor to approach Eva, then choose to begin.
- Watch the sequence and credits, then finish the epilogue conversation beside the lighthouse.
This guide ends at the base-game epilogue. Real events and machine-created memories are portrayed as separate layers, so it does not describe the real life itself as having been rewound.
Frequently asked questions
The walkthrough and game's memory numbers do not match
Numbering organizes each guide, and skipping the optional purple-flower search shifts it. Match the scene and memento together.
FAQ answer 2 (spoilers)Close
What animal name is entered in the library?
Enter cobra in English letters. The clue comes from the reception conversation after inspecting several versions of Johnny.
FAQ answer 3 (spoilers)Close
I cannot do anything in the white space
On the first visit, advance conversation to the next stage. On the Act 3 return, inspect the ball after dialogue. Distinguish the first visit from the revisit.