To the Moon Walkthrough Text Only Version


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Act 1




You can use either the arrow key plus the enter button or the mouse to play this game. Personally I would recommend the mouse as it makes it easier for you to find clues. Anyways after the dialogue, click on the car and take your equipment.

The game does have an automatic save feature, but you can press either the Right Mouse Button or X on the keyboard to bring up the menu. You have to press the same button to exit the window as well (press x to open and x to close).

After taking the equipment from the car, head up to the right side of the map and click on the red arrow to proceed further in.

Climb up the stairs and you'll see a boulder in your way. Click on it, then read through the dialogues. A choice will come up afterwards, it doesn't really matter which one you choose.

Proceed to the left after getting rid of the boulder and climb up the stairs. Just keep heading north in the next map and enter the house.

After the dialogue, grab the equipment box and head up the stairs on the right that leads to the second floor.

Head into the bedroom once you get to the second floor. Talk to Lily and agree to set up your equipment.

You will then be asked to choose who would explore the house and look for information about the client. You can choose either of them, as you will control this person regardless. I do recommend Dr. Watts though, he's a smart mouth.

Attempt to exit through the door on the right and the doctor will call for your attention. Speak to her and she'll give you the patient monitor.

Go downstairs and speak to the children. Ask them to show you around the house. You will then be given a choice to either tell their mom or get them the candy that they want.

Personally, I'd recommend you just get them the candy. Head towards the door on the right side of the house, just below the stairs.

Dr. Watts isn't tall enough to reach the candy, so head over to the lampshade and interact with the small stool beside it.

Step on the stool and head back to the piano. Give it to the kids and they'll tell you about the funny room and the key for it.

The door to the study is the one on the left side, near the door that leads to the basement.

Go over to the back of the room and examine the only bookshelf that's facing you. Choose to read the passage and you'll find the key for the basement room.

Leave the study and climb down the stairs on the left of you. Move a little to the left once you get to the basement and interact with the lampshade to turn it on. Now open the door beside the bookshelf.

The room will be dark once you get inside. Head over to the glowing thing on the right side and interact with it to get some light. Read through the dialogues, then grab the platypus before leaving the room.

Leave the house and take the path on the left as soon as you get out to the branching path on the front lawn. Then head around the corner and go north.

After the cutscene head back south and towards the path to your car. Depending on what you did with the ball, the scene here will change. It doesn't affect the story, but it is fun to watch.

When you get back to your car, keep heading left and head towards the arrow that's pointing north to get to the west side of the cliff.

The kids will look at the squirrel. Interact with it to start a small cutscene and do whatever you want as once again this doesn't affect your game.

Keep heading north and you'll soon get to the lighthouse. Once you see the lighthouse, examine the stone grave right beside it, then enter the door.

Climb up the stairs to get to the top and examine the bi-colored origami rabbit that's sitting on top of the table on the right side. You'll soon get a call and get back to the house automatically.

When you get to the room, head for the couch and initiate the program to officially start the game.

Memory 1




Once you get into the most recent memory, head downstairs and exit the house.

Take the path on the left side of the front lawn and head up towards the lighthouse. You'll find your client, Johnny, sitting there with Lily.

He'll then drop the bi-colored paper rabbit on the ground right in front of him. Approach the rabbit and interact with it to start the puzzle sequence. I should mention this now, To the Moon is not a game in the conventional sense. It's an interactive novel, you will be sitting there watching cutscenes more than you'll be playing. I do, however, promise that it's worth it.

Okay, to solve puzzles we'll be going by the color of the orbs. and if it's diagonal or horizontal. The first puzzle is easy. First click the green button at the bottom, then the yellow one also at the bottom.

After solving the puzzle you will unlock the memory and you can now go back to Johnny's older memories. Examine the origami rabbit again and move on to the next memory.

Memory 2




From here on out you'll be looking for memory links that can disable the protection of a memento. Mementos are generally the item that you can use to move back to an earlier time. As for this memory, the momento is the umbrella near the stairs.

The first memory link is the bi-colored origami rabbit that's sitting near the entrance to the study.

Climb up to the second floor and examine the clock that's right beside the stairs to get another memory link.

Enter the bedroom and interact with Johnny who's standing near the bed. He'll disappear and more items will pop-up in the room.

Examine the jar on top of the table at the right side of the room, the book on top of the desk at the bottom-left side of the room and the violet flowers by the lampshade near Johnny.

Head back downstairs and keep on clicking at the umbrella until the shield around it breaks. Now prepare the memory.

For this memory press the diagonal button (bottom left corner), the green button below, then the red button on the left side.

Activate the memento and move onto the next memory.

Memory 3




Once you get to the next memory, examine the stuffed platypus beside Johnny (gives you two memory links), then examine the gravestone for River right in front of Johnny.

The lighthouse door will then open, proceed inside the lighthouse as soon as the door opens and head up the stairs.

Once you get upstairs, examine the broken light of the lighthouse. It's the pillar right at the center of the room.

Johnny will then appear at the back of the room. Approach him and interact with him to find the last memory link. Now head over to the platypus at the right side of the room and put the memory links in, then activate it.

To solve the puzzle, first press the green button on the bottom, then the green button at the left side and finally click the yellow button on the left side. Activate the memento and hop to the next memory.

Memory 4




At this point you can choose to either go with Dr. Watts or search for your own clues. I would say you should search yourself, just to immerse yourself more in the story.

The first memory link is on the bed, a book of The Emperor's New Clothes. It gives two memory links.

Leave the room and head downstairs. Examine both the stove and the pickled olives on top of the table at the left side of the room.

Interact with the man that's right behind the piano to start another cutscene and also get your last memory link.

Go back upstairs and use the memory links on the violet flower that's sitting right beside the piano that Johnny is using.

Press the diagonal button., then the bottom blue button, the green button on the left and finally the orange button also on the left. Then activate the memento and move onto the next memory.

Memory 5




After reuniting with Dr. Watts, head down past the rope line and towards where the house is.

Read the dialogues, then head over to where Isabelle is and examine the musicbox that she laid down on the ground. The olive jar beside her is the memento for this memory.

On the right side of the area is a large black pick-up. Head over there and walk through it/examine it to get another memory link.

Head for the house door and enter through it to get another memory. You don't need to anything, just walk through the door.

Go back to the cliff overlooking the lighthouse and you'll get two more memory links after passing through the wooden bridge. Now go back to the olive jar and prepare it.

First press the green button on the left side, then press the purple button which is also on the left side. Finally press the diagonal button on the left hand corner of the puzzle. After solving it, hop to the next memory.

Memory 6




For this memory you won't have to do much. This is a pretty funny chapter though. Anyways, as soon as you regain control of Dr. Watts, head over to the counter and talk to the bartender.

Once you have your jar of pickled olives, head over to Johnny's table and start talking to him. Watts will get you all the memory links that you need.

After the dialogues, check on the paper that Johnny set down on the table and use the memory links on it. Now prepare the memento.

Click on the yellow button at the left side, then the purple button which is also at the left side. Now press green button and the yellow button at the bottom side of the puzzle.

Memory 7




There's no memory link near the lighthouse, so go down south and you'll get the first one as soon as you enter into the next area.

Continue walking south and you'll see Johnny and River walking towards the lighthouse. Pass through them and by that I mean walk through them to get 1 memory link from each one of them.

Keep walking down south and enter into the next area, which is the same place as where you crashed your car in the real world. You'll get two more memory links after entering the roadside.

Now that you have all the memory links. Head over to the right side near the road and you'll find an origami rabbit. It's the memento, so place all the memory links on it, the prepare it.

Press the green and orange button on the left side of the puzzle, then press the diagonal button and finally press the blue and orange buttons on the bottom of the puzzle.

Memory 8




After Johnny leaves the room, examine the origami rabbit that he placed on top of his desk to get your first memory link.

Head downstairs and examine the piano that's beside the staircase to get another memory link, then head through the door on the left side of the piano.

You'll gain another memory link as soon as you enter the room.

After the dialogue, approach the trashbin beside the lampshade at the right side of the room and examine it to get another memory link.

Stand beside River and examine her to find the last memory link that you need. Use the memory link of the stuffed platypus right beside river and prepare it.

Press the yellow and orange button on the left side of the puzzle, then press the diagonal button to solve this puzzle.

Memory 9




Head up to the path that leads to the house and you'll receive a memory link as soon as you climb up the second stairs.

Go towards where the house should be, but you'll find that it hasn't been built yet within this memory. So keep going to the left towards the path to the cliff overlooking the lighthouse.

You'll receive a memory from the conversation about the house and another one when you find River and Johnny sitting on the bench.

Approach Johnny and you'll receive another memory link, then examine River to receive the last one.

The memento is a bit tricky. Seems like you can get bugged at this stage and unable to examine the memento. To fix it, click on the backpack near the log instead of using the enter key. That should let you interact with the memento.

Press the blue button, yellow button and purple button on the left side of the puzzle. Then press the blue button on the bottom side of the puzzle and move onto the next memory.

Memory 10




Read through Johnny's conversation with Nick and Isabelle. You'll receive a memory link after the conversation.

Head downa to the bookshelves and Johnny will start walking towards River, there's going to be a brief chatter between them afterwards.

After River goes to the cashier, interact with Johnny. He'll then split up into three versions of himself around the bookshelves.

Firs talk to the Johnny that's on the same aisle as River before she left, then go to the south where the other 2 Johnnys are.

Speak to the Johnny on the right side first. That little girl that he's talking you will ask you about what Animorph David is. You don't know the answer so just key in 1 letter, press okay, then leave.

Now speak to the Johnny on the left side and he'll move over beside River on the counter.

Before you interact with them, check out the bookshelf where the invisible/unimportant person is looking. The bookshelf will give you a memory link.

Talk to Johnny by the counter and he'll ask River about the Animorphs. Note down David's morph and speak to the girl again, then key in the animal to get the last memory link.

Go back to the counter once you have all the memory links and use it on the book that River is purchasing. It's on the right hand side of the counter.

Press the yellow and orange button on the left side of the puzzle, then press the diagonal button. Finish up by pressing the green and yellow button at the bottom of the puzzle.

Memory 11




In the next memory, head for the table on the top right side and examine the jar of pickels. Now head north towards the lighthouse.

You'll get another memory when you get to the area where the lighthouse is. Interact with the door of the lighthouse to start the cutscene.

After the cutscene you'll receive another memory link. Head back to the tables on the previous map and speak to Johnny to receive the fourth memory.

Head furhter south towards the road and interact with Johnny to receive the last memory link. Use all of the memory links on the dead rabbit and prepare it.

Solve the rabbit puzzle by first pressing the green button on the left hand side of the puzzle, then press the yellow and purple buttons on the bottom side.

Memory 12




Start walking towards the right after the dialogue with Watts. You'll eventually see a break in the fence by the road. Enter through it and watch Watts be an idiot.

Inside the closure, keep moving to the right and go up once you see the barn house. You'll find Johnny and River on horses. Speak to the unimportant person in front of them.

When you get on the horse, gallop all the way to the left and you'll find a fork in the road with two large trees on the north and west side as well as a small tree on the east side beside a pond. You'll get a random memory link here.

Stand on the path just above the pond near those trees and wait for River and Johnny to pass through you on their horses. You'll get a memory link from each of them.

Sorry, but you're gonna have to help Dr. Watts. Chase after him and press enter once you're close enough to collide. Watts will fly off of the horse.

Head back to the barn on the right side of the enclosure. Watts will be standing there in front of a handbag. Place the memory links in the handbag and prepare it.

First press the blue, yellow and purple button on the left side of the puzzle, then press the diagonal button to solve the puzzle and move on to the next memory.

Memory 13




You automatically get 1 memory link after listening to the doctor's diagnosis of River. Then approach the River that's sitting in the waiting room and examine the platypus stuff toy beside her.

Approach and interact with Johnny by the counter, then follow and interact with him again while he's in front of River who's sitting on the chair.

Go inside the doctor's office and examine the handbag beside river for the last memory link.

Head back to the waiting area and jump on the counter. Examine the clock that the receptionist shut off to find the memento, then prepare it.

Press the orange button on the left side of the puzzle, then press the diagonal button followed by the green and purple button on the bottom side of the puzzle.

Memory 14




We finally see Johnny as a teen. Follow Johnny outside the room to get your first memory link, then speak to him while he's sitting on the floor to get another.

Turn left and start heading south. You'll find another Johnny standing near the tables. Interact with him to get another memory link.

Go ahead and return to the door that leads to the showing room. A cutscene will play and also give you another memory link. Follow Johnny and River back inside the theater afterwards.

You'll gain another memory link as you enter the show room. Go down to the right side of the theater and you'll find River and Johnny. Use the memory links on the platypus. It's always the platypus.

First press the blue button on the left side, then the diagonal button. Now press the green, yellow and orange buttons at the bottom and move onto the next memory.

Memory 15




After the highly amusing cutscene, approach River and examine the platypus stuffed doll beside her. Now proceed down the hallway and interact with Johnny for another cutscene.

Ignore the art room and proceed further down the hall and into the first classroom on the right side of the south wall. Watch the cutscene to get another memory link.

Proceed to the next classroom on the left and interact with Johnny on the left side of the room, then head out and towards the door on the far right side of the hallway.

Speak to the person standing at the center of the atrium to trigger a memory of Johnny competing with Nicolas. You'll gain another memory link afterwards.

Now go to the cafeteria, it's the door right in front of the computer room. Interact with Johnny once you get inside.

After the cutscene head over to River's table and examine the platypus toy beside her. As I said, always the platypus. Now examine the backpack beside Johnny and prepare it as a memento.

Press the green orange and purple buttons on the left side of the puzzle, then press the diagonal button and finally the blue and green button at the bottom of the puzzle.

Memory 16




At Johnny's childhood home, check out the jar on top of the kitchen counter and the grandfather's clock by the table to the south of the room.

Enter Johnny's mom's room to the north of the house and examine the bookshelf near the door to get another memory link.

Now stand near the center of the sofa and you'll magically get another memory link. Maybe it was his favorite sofa spot.

Enter Johnny's room on the left side of the house and you'll get the last memory link. Examine the soccer ball inside his bedroom, it's the memento.

Press the blue, green and purple buttons on the left side of the puzzle then press the diagonal button and the green and orange button on the bottom of the puzzle.

Interference




Extremely long talking ahead. Once you regain control you'll be asked to align the mementos from each of Johnny's memories so that you can register his wish to go to the moon.

This is really easy to do, basically you have to line up the mementos so that the same memento is on the same side of the plate. I would recommend you start from the earliest memories.

You need to interact with Johnny to move the mementos around. Place the clock on the lower right side of the earliest memory, then work your way around the other memories.

Once you've finished the puzzle, talk to the oldest version of Johnny to register his desire and wait for the big reveal.

After returning to the most recent memories, head back to the cliff overlooking the lighthouse and find out that nothing has changed. Absolutely nothing.

You'll try to jog up his passion for the moon. Enter the cinema again and approach Johnny and River and interact with Johnny to continue the cutscenes.

At the highschool, head for the Atrium and watch Dr. Watts... well be himself. After this you get to see more cutscenes before giving up.

Act 2




In the morning after the sun rises, head back into the house and enter the kitchen to find Dr. Watts on the telephone.

After speaking to Dr. Watts, leave the kitchen and to the study. You'll find Lily here and she'll leave the room soon after speaking to her children.

Follow her outside and wait for her to sit on the chair at the dining room. Ask her all the available questions, then leave and she'll tell you something about Johnny.

Head back into the kitchen after speaking to Lily and Dr. Watts will be off of the phone now. Speak to him and he'll tell you why you can't access Johnny's earlier memories.

Follow him outside the kitchen and he'll rush back inside with a brialliant idea.

Run all the way back to your car and examine the dead squirrel. Eva will tell you to get some containers from the car, interact with the car to get them. Now interact with the dead squirrel again and head back to the house.

Act 3




Once you get back into the machine, you'll retain all of the memory links. So go ahead and interact with the soccer ball memento.

After the cutscene interact with the soccer ball that's in the white space and you'll get sent over to an earlier memory of Johnny.

Within the memory, leave the backyard and head south of the street. You'll find Johnny playing with his soccer ball on the left sidewalk. Interact with him.

Now keep going to the right until a cutscene play. When it does, head back out the street and to the car parked near the backyard entrance. Prepare for the long cutscene. Interact with the event Johnny after the cutscene to move onto the next memory.

Childhood




Interact with the train and you automatically get all the memory links. Click on the train again to transport to the next memory.

In the carnival, turn right and interact with Johnny and his family who are standing in front of the whack-a-mole booth.

Go ahead and play the whack-a-mole after they leave. Actually you really need to. So go on ahead and play to get the first memory link.

Follow Johnny to the fortune telling booth and interact with his mom to get the next memory link.

Now head down to the ferris wheel and speak to the man that's jumping around beside it. You'll gain a memory link from him.

Go all the way to the right and head south towards the bridge that leads to the next area.

There are two memory links here. For the first one just climb onto the stage where the choir's singing. The other one you'll receive after interacting with Johnny who's eating at the table to the south.

Follow Johnny to the playground and keep on following him as he strays further into the cliff. A cutscene will play once you get there.

After the cutscene you'll find yourself back at the school. Exit the cafeteria and make your way to the right side of the hallway. Follow Eva.

Make your way through the obstacles that Eva placed to stop you. Try to avoid stepping at the spikes or you'll get sent a couple of steps back.

Keep on heading for the right side of the hallway. Dr. Watts will remark that it's a looping hallway and you'll eventually break out of it.

Once you've created a hole in the wall, pass through it and you'll find yourself in a similar hallway. This time just keep going left and answer the phone when you find it. Enter through the door and watch the events unfold.

To the Moon




After the extremely long and tearful cutscene. Examine the book beside Johnny to gain a memory link,. Now proceed through the door on the north side.

Get on the elevator and take it up to the second floor. Head left, then south on the hallway and you'll find Johnny in the control center. Interact with him then take the elevator to the third floor.

Once again follow the path to the left side and interact with Johnny who's standing in front of the cetrifuge, then get back to the elevator and up to the fourth floor.

Turn right as you exit the elevator and enter the through the door on the north. Talk to the man in front of Johnny, then approach the window and head back to the first floor.

As you exit the elevator, turn left and enter through the door on the north end.

Once you enter that room you're literally watching the ending, but you're still not done here.

When you get to the very last part of the game, just keep heading towards the left and speak to every person in the area that's not greyed out. Speak to Eva last and the game will officially end. Great story!